bbeccb71923139b97495d6439cd8ce0c9d77ed52
[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, dump_enabled;
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 (!dump_enabled) return;
340   //if (ccount > 1) return;
341   printf("%20s %016llx ", name, u[0]);
342   if (is_q)
343     printf("%016llx", u[1]);
344   puts("");
345 }
346 void __attribute__((noinline,noclone)) dump_r_d(const char *name, void *dump)
347 { dump_r_(name, dump, 0); }
348 void __attribute__((noinline,noclone)) dump_r_q(const char *name, void *dump)
349 { dump_r_(name, dump, 1); }
350 #define dumprd(n) { u8 dump_[8]; gvst1_u8(n, dump_); dump_r_d(#n, dump_); }
351 #define dumprq(n) { u16 dump_[8]; gvst1q_u16(n, dump_); dump_r_q(#n, dump_); }
352 #endif
353
354 void compute_all_gradients(psx_gpu_struct * __restrict__ psx_gpu,
355  const vertex_struct * __restrict__ a, const vertex_struct * __restrict__ b,
356  const vertex_struct * __restrict__ c)
357 {
358   union { double d; struct { u32 l; u32 h; } i; } divident, divider;
359   union { double d; gvhreg v; } d30;
360
361 #if 0
362  compute_all_gradients_(psx_gpu, a, b, c);
363  return;
364 #endif
365   // First compute the triangle area reciprocal and shift. The division will
366   // happen concurrently with much of the work which follows.
367
368   // load exponent of 62 into upper half of double
369   u32 shift = __builtin_clz(psx_gpu->triangle_area);
370   u32 triangle_area_normalized = psx_gpu->triangle_area << shift;
371
372   // load area normalized into lower half of double
373   divident.i.l = triangle_area_normalized >> 10;
374   divident.i.h = (62 + 1023) << 20;
375
376   divider.i.l = triangle_area_normalized << 20;
377   divider.i.h = ((1022 + 31) << 20) + (triangle_area_normalized >> 11);
378
379   d30.d = divident.d / divider.d;       // d30 = ((1 << 62) + ta_n) / ta_n
380
381   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
382   // ( d0       *  d1      ) - ( d2       *  d3      ) =
383   // ( m0                  ) - ( m1                  ) = gradient
384
385   // This is split to do 12 elements at a time over three sets: a, b, and c.
386   // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
387   // two of the slots are unused.
388
389   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
390   // is g.
391
392   // First type is:  uvrg bxxx xxxx
393   // Second type is: yyyy ybyy uvrg
394   // Since x_a and y_c are the same the same variable is used for both.
395
396   gvreg v0;
397   gvreg v1;
398   gvreg v2;
399   gvreg uvrg_xxxx0;
400   gvreg uvrg_xxxx1;
401   gvreg uvrg_xxxx2;
402
403   gvreg y0_ab;
404   gvreg y1_ab;
405   gvreg y2_ab;
406
407   gvreg d0_ab;
408   gvreg d1_ab;
409   gvreg d2_ab;
410   gvreg d3_ab;
411
412   gvreg ga_uvrg_x;
413   gvreg ga_uvrg_y;
414   gvreg gw_rg_x;
415   gvreg gw_rg_y;
416   gvreg w_mask;
417   gvreg r_shift;
418   gvreg uvrg_dx2, uvrg_dx3;
419   gvreg uvrgb_phase;
420   gvhreg zero, tmp_lo, tmp_hi;
421
422   gvld1q_u8(v0, (u8 *)a);               // v0 = { uvrg0, b0, x0, y0 }
423   gvld1q_u8(v1, (u8 *)b);               // v1 = { uvrg1, b1, x1, y1 }
424   gvld1q_u8(v2, (u8 *)c);               // v2 = { uvrg2, b2, x2, y2 }
425
426   gvmovl_u8(uvrg_xxxx0, gvlo(v0));      // uvrg_xxxx0 = { uv0, rg0, b0-, -- }
427   gvmovl_u8(uvrg_xxxx1, gvlo(v1));      // uvrg_xxxx1 = { uv1, rg1, b1-, -- }
428   gvmovl_u8(uvrg_xxxx2, gvlo(v2));      // uvrg_xxxx2 = { uv2, rg2, b2-, -- }
429
430   gvdup_l_u16(tmp_lo, gvhi(v0), 1);     // yyyy0 = { yy0, yy0 }
431   gvcombine_u16(y0_ab, tmp_lo, gvlo(uvrg_xxxx0));
432
433   gvdup_l_u16(tmp_lo, gvhi(v0), 0);     // xxxx0 = { xx0, xx0 }
434   gvset_hi(uvrg_xxxx0, tmp_lo);
435
436   u32 x1_x2 = (u16)b->x | (c->x << 16); // x1_x2 = { x1, x2 }
437   u32 x0_x1 = (u16)a->x | (b->x << 16); // x0_x1 = { x0, x1 }
438
439   gvdup_l_u16(tmp_lo, gvhi(v1), 1);     // yyyy1 = { yy1, yy1 }
440   gvcombine_u16(y1_ab, tmp_lo, gvlo(uvrg_xxxx1));
441
442   gvdup_l_u16(tmp_lo, gvhi(v1), 0);     // xxxx1 = { xx1, xx1 }
443   gvset_hi(uvrg_xxxx1, tmp_lo);
444
445   gvdup_l_u16(tmp_lo, gvhi(v2), 1);     // yyyy2 = { yy2, yy2 }
446   gvcombine_u16(y2_ab, tmp_lo, gvlo(uvrg_xxxx2));
447
448   gvdup_l_u16(tmp_lo, gvhi(v2), 0);     // xxxx2 = { xx2, xx2 }
449   gvset_hi(uvrg_xxxx2, tmp_lo);
450
451   u32 y0_y1 = (u16)a->y | (b->y << 16); // y0_y1 = { y0, y1 }
452   u32 y1_y2 = (u16)b->y | (c->y << 16); // y1_y2 = { y1, y2 }
453
454   gvsubq_u16(d0_ab, uvrg_xxxx1, uvrg_xxxx0);
455
456   u32 b1_b2 = b->b | (c->b << 16);      // b1_b2 = { b1, b2 }
457
458   gvsubq_u16(d2_ab, uvrg_xxxx2, uvrg_xxxx1);
459
460   gvsubq_u16(d1_ab, y2_ab, y1_ab);
461
462   u32 b0_b1 = a->b | (b->b << 16);      // b0_b1 = { b0, b1 }
463
464   u32 dx, dy, db;
465   gssub16(dx, x1_x2, x0_x1);            // dx = { x1 - x0, x2 - x1 }
466   gssub16(dy, y1_y2, y0_y1);            // dy = { y1 - y0, y2 - y1 }
467   gssub16(db, b1_b2, b0_b1);            // db = { b1 - b0, b2 - b1 }
468
469   u32 ga_by, ga_bx;
470   gvsubq_u16(d3_ab, y1_ab, y0_ab);
471   gsmusdx(ga_by, dx, db);               // ga_by = ((x1 - x0) * (b2 - b1)) -
472                                         //         ((x2 - X1) * (b1 - b0))
473   gvmull_s16(ga_uvrg_x, gvlo(d0_ab), gvlo(d1_ab));
474   gsmusdx(ga_bx, db, dy);               // ga_bx = ((b1 - b0) * (y2 - y1)) -
475                                         //         ((b2 - b1) * (y1 - y0))
476   gvmlsl_s16(ga_uvrg_x, gvlo(d2_ab), gvlo(d3_ab));
477   u32 gs_bx = (s32)ga_bx >> 31;         // movs
478
479   gvmull_s16(ga_uvrg_y, gvhi(d0_ab), gvhi(d1_ab));
480   if ((s32)gs_bx < 0) ga_bx = -ga_bx;   // rsbmi
481
482   gvmlsl_s16(ga_uvrg_y, gvhi(d2_ab), gvhi(d3_ab));
483   u32 gs_by = (s32)ga_by >> 31;         // movs
484
485   gvhreg d0;
486   gvshr_n_u64(d0, d30.v, 22);           // note: on "d30 >> 22" gcc generates junk code
487
488   gvdupq_n_u32(uvrgb_phase, psx_gpu->uvrgb_phase);
489   u32 b_base = psx_gpu->uvrgb_phase + (a->b << 16);
490
491   if ((s32)gs_by < 0) ga_by = -ga_by;   // rsbmi
492   gvreg gs_uvrg_x, gs_uvrg_y;
493   gs_uvrg_x.s32 = ga_uvrg_x.s32 < 0;    // gs_uvrg_x = ga_uvrg_x < 0
494   gs_uvrg_y.s32 = ga_uvrg_y.s32 < 0;    // gs_uvrg_y = ga_uvrg_y < 0
495
496   gvdupq_n_u32(w_mask, -psx_gpu->triangle_winding); // w_mask = { -w, -w, -w, -w }
497   shift -= 62 - 12;                     // shift -= (62 - FIXED_BITS)
498
499   gvreg uvrg_base;
500   gvshll_n_u16(uvrg_base, gvlo(uvrg_xxxx0), 16); // uvrg_base = uvrg0 << 16
501   gvdupq_n_s64(r_shift, shift);         // r_shift = { shift, shift }
502
503   gvaddq_u32(uvrg_base, uvrg_base, uvrgb_phase);
504   gvabsq_s32(ga_uvrg_x, ga_uvrg_x);     // ga_uvrg_x = abs(ga_uvrg_x)
505
506   u32 area_r_s = d0.u32[0];             // area_r_s = triangle_reciprocal
507   gvabsq_s32(ga_uvrg_y, ga_uvrg_y);     // ga_uvrg_y = abs(ga_uvrg_y)
508
509   gvmull_l_u32(gw_rg_x, gvhi(ga_uvrg_x), d0, 0);
510   gvmull_l_u32(ga_uvrg_x, gvlo(ga_uvrg_x), d0, 0);
511   gvmull_l_u32(gw_rg_y, gvhi(ga_uvrg_y), d0, 0);
512   gvmull_l_u32(ga_uvrg_y, gvlo(ga_uvrg_y), d0, 0);
513
514   gvshlq_u64(gw_rg_x, gw_rg_x, r_shift);
515   gvshlq_u64(ga_uvrg_x, ga_uvrg_x, r_shift);
516   gvshlq_u64(gw_rg_y, gw_rg_y, r_shift);
517   gvshlq_u64(ga_uvrg_y, ga_uvrg_y, r_shift);
518
519   gveorq(gs_uvrg_x, gs_uvrg_x, w_mask);
520   gvmovn_u64(tmp_lo, ga_uvrg_x);
521
522   gveorq(gs_uvrg_y, gs_uvrg_y, w_mask);
523   gvmovn_u64(tmp_hi, gw_rg_x);
524
525   gvcombine_u32(ga_uvrg_x, tmp_lo, tmp_hi);
526
527   gveorq(ga_uvrg_x, ga_uvrg_x, gs_uvrg_x);
528   gvmovn_u64(tmp_lo, ga_uvrg_y);
529
530   gvsubq_u32(ga_uvrg_x, ga_uvrg_x, gs_uvrg_x);
531   gvmovn_u64(tmp_hi, gw_rg_y);
532
533   gvcombine_u32(ga_uvrg_y, tmp_lo, tmp_hi);
534
535   gveorq(ga_uvrg_y, ga_uvrg_y, gs_uvrg_y);
536   ga_bx = ga_bx << 13;
537
538   gvsubq_u32(ga_uvrg_y, ga_uvrg_y, gs_uvrg_y);
539   ga_by = ga_by << 13;
540
541   u32 gw_bx_h, gw_by_h;
542   gw_bx_h = (u64)ga_bx * area_r_s >> 32;
543
544   gvshlq_n_u32(ga_uvrg_x, ga_uvrg_x, 4);
545   gvshlq_n_u32(ga_uvrg_y, ga_uvrg_y, 4);
546
547   gw_by_h = (u64)ga_by * area_r_s >> 32;
548   gvdup_n_u32(tmp_lo, a->x);
549   gvmlsq_l_s32(uvrg_base, ga_uvrg_x, tmp_lo, 0);
550
551   gs_bx = gs_bx ^ -psx_gpu->triangle_winding;
552   gvaddq_u32(uvrg_dx2, ga_uvrg_x, ga_uvrg_x);
553
554   gs_by = gs_by ^ -psx_gpu->triangle_winding;
555
556   u32 r11 = -shift;                         // r11 = negative shift for scalar lsr
557   u32 *store_a = psx_gpu->uvrg.e;
558   r11 = r11 - (32 - 13);
559   u32 *store_b = store_a + 16 / sizeof(u32);
560
561   gvaddq_u32(uvrg_dx3, uvrg_dx2, ga_uvrg_x);
562   gvst1q_inc_u32(uvrg_base, store_a, 32);
563
564   gvst1q_inc_u32(ga_uvrg_x, store_b, 32);
565   u32 g_bx = (u32)gw_bx_h >> r11;
566
567   gvst1q_inc_u32(ga_uvrg_y, store_a, 32);
568   u32 g_by = (u32)gw_by_h >> r11;
569
570   gvdup_n_u32(zero, 0);
571
572   gvst4_4_inc_u32(zero, gvlo(ga_uvrg_x), gvlo(uvrg_dx2), gvlo(uvrg_dx3), store_b, 32);
573   g_bx = g_bx ^ gs_bx;
574
575   gvst4_4_inc_u32(zero, gvhi(ga_uvrg_x), gvhi(uvrg_dx2), gvhi(uvrg_dx3), store_b, 32);
576   g_bx = g_bx - gs_bx;
577
578   g_bx = g_bx << 4;
579   g_by = g_by ^ gs_by;
580
581   b_base -= g_bx * a->x;
582   g_by = g_by - gs_by;
583
584   g_by = g_by << 4;
585
586   u32 g_bx2 = g_bx + g_bx;
587   u32 g_bx3 = g_bx + g_bx2;
588
589   // 112
590   store_b[0] = 0;
591   store_b[1] = g_bx;
592   store_b[2] = g_bx2;
593   store_b[3] = g_bx3;
594   store_b[4] = b_base;
595   store_b[5] = g_by; // 132
596 }
597
598 #define setup_spans_debug_check(span_edge_data_element)                        \
599
600 #define setup_spans_prologue_alternate_yes()                                   \
601   vec_2x64s alternate_x;                                                       \
602   vec_2x64s alternate_dx_dy;                                                   \
603   vec_4x32s alternate_x_32;                                                    \
604   vec_4x16u alternate_x_16;                                                    \
605                                                                                \
606   vec_4x16u alternate_select;                                                  \
607   vec_4x16s y_mid_point;                                                       \
608                                                                                \
609   s32 y_b = v_b->y;                                                            \
610   s64 edge_alt;                                                                \
611   s32 edge_dx_dy_alt;                                                          \
612   u32 edge_shift_alt                                                           \
613
614 #define setup_spans_prologue_alternate_no()                                    \
615
616 #define setup_spans_prologue(alternate_active)                                 \
617   edge_data_struct *span_edge_data;                                            \
618   vec_4x32u *span_uvrg_offset;                                                 \
619   u32 *span_b_offset;                                                          \
620                                                                                \
621   s32 clip;                                                                    \
622   vec_4x32u v_clip;                                                            \
623                                                                                \
624   union { vec_2x64s full; vec_1x64s h[2]; } edges_xy;                          \
625   vec_2x32s edges_dx_dy;                                                       \
626   vec_2x32u edge_shifts;                                                       \
627                                                                                \
628   vec_2x64s left_x, right_x;                                                   \
629   vec_2x64s left_dx_dy, right_dx_dy;                                           \
630   vec_4x32s left_x_32, right_x_32;                                             \
631   vec_2x32s left_x_32_lo, right_x_32_lo;                                       \
632   vec_2x32s left_x_32_hi, right_x_32_hi;                                       \
633   vec_4x16s left_right_x_16_lo, left_right_x_16_hi;                            \
634   vec_4x16s y_x4;                                                              \
635   vec_8x16s left_edge;                                                         \
636   vec_8x16s right_edge;                                                        \
637   vec_4x16u span_shift;                                                        \
638                                                                                \
639   vec_2x32u c_0x01;                                                            \
640   vec_4x16u c_0x04;                                                            \
641   vec_4x16u c_0xFFFE;                                                          \
642   vec_4x16u c_0x07;                                                            \
643                                                                                \
644   vec_2x32s x_starts;                                                          \
645   vec_2x32s x_ends;                                                            \
646                                                                                \
647   s32 x_a = v_a->x;                                                            \
648   s32 x_b = v_b->x;                                                            \
649   s32 x_c = v_c->x;                                                            \
650   s32 y_a = v_a->y;                                                            \
651   s32 y_c = v_c->y;                                                            \
652                                                                                \
653   vec_4x32u uvrg;                                                              \
654   vec_4x32u uvrg_dy;                                                           \
655   u32 b = psx_gpu->b;                                                          \
656   u32 b_dy = psx_gpu->b_dy;                                                    \
657   const u32 *reciprocal_table = psx_gpu->reciprocal_table_ptr;                 \
658                                                                                \
659   gvld1q_u32(uvrg, psx_gpu->uvrg.e);                                           \
660   gvld1q_u32(uvrg_dy, psx_gpu->uvrg_dy.e);                                     \
661   gvdup_n_u32(c_0x01, 0x01);                                                   \
662   setup_spans_prologue_alternate_##alternate_active()                          \
663
664 #define setup_spans_prologue_b()                                               \
665   span_edge_data = psx_gpu->span_edge_data;                                    \
666   span_uvrg_offset = (vec_4x32u *)psx_gpu->span_uvrg_offset;                   \
667   span_b_offset = psx_gpu->span_b_offset;                                      \
668                                                                                \
669   vec_8x16u c_0x0001;                                                          \
670                                                                                \
671   gvdupq_n_u16(c_0x0001, 0x0001);                                              \
672   gvdupq_n_u16(left_edge, psx_gpu->viewport_start_x);                          \
673   gvdupq_n_u16(right_edge, psx_gpu->viewport_end_x);                           \
674   gvaddq_u16(right_edge, right_edge, c_0x0001);                                \
675   gvdup_n_u16(c_0x04, 0x04);                                                   \
676   gvdup_n_u16(c_0x07, 0x07);                                                   \
677   gvdup_n_u16(c_0xFFFE, 0xFFFE);                                               \
678
679
680 #define compute_edge_delta_x2()                                                \
681 {                                                                              \
682   vec_2x32s heights;                                                           \
683   vec_2x32s height_reciprocals;                                                \
684   vec_2x32s heights_b;                                                         \
685   vec_2x32u widths;                                                            \
686                                                                                \
687   u32 edge_shift = reciprocal_table[height];                                   \
688                                                                                \
689   gvdup_n_u32(heights, height);                                                \
690   gvsub_u32(widths, x_ends, x_starts);                                         \
691                                                                                \
692   gvdup_n_u32(edge_shifts, edge_shift);                                        \
693   gvsub_u32(heights_b, heights, c_0x01);                                       \
694   gvshr_n_u32(height_reciprocals, edge_shifts, 10);                            \
695                                                                                \
696   gvmla_s32(heights_b, x_starts, heights);                                     \
697   gvbic_n_u16(edge_shifts, 0xE0);                                              \
698   gvmul_s32(edges_dx_dy, widths, height_reciprocals);                          \
699   gvmull_s32(edges_xy.full, heights_b, height_reciprocals);                    \
700 }                                                                              \
701
702 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
703 {                                                                              \
704   vec_2x32s heights;                                                           \
705   vec_2x32s height_reciprocals;                                                \
706   vec_2x32s heights_b;                                                         \
707   vec_2x32u widths;                                                            \
708                                                                                \
709   u32 width_alt;                                                               \
710   s32 height_b_alt;                                                            \
711   u32 height_reciprocal_alt;                                                   \
712                                                                                \
713   gvcreate_u32(heights, height_a, height_b);                                   \
714   gvcreate_u32(edge_shifts, reciprocal_table[height_a], reciprocal_table[height_b]); \
715                                                                                \
716   edge_shift_alt = reciprocal_table[height_minor_b];                           \
717                                                                                \
718   gvsub_u32(widths, x_ends, x_starts);                                         \
719   width_alt = x_c - start_c;                                                   \
720                                                                                \
721   gvshr_n_u32(height_reciprocals, edge_shifts, 10);                            \
722   height_reciprocal_alt = edge_shift_alt >> 10;                                \
723                                                                                \
724   gvbic_n_u16(edge_shifts, 0xE0);                                              \
725   edge_shift_alt &= 0x1F;                                                      \
726                                                                                \
727   gvsub_u32(heights_b, heights, c_0x01);                                       \
728   height_b_alt = height_minor_b - 1;                                           \
729                                                                                \
730   gvmla_s32(heights_b, x_starts, heights);                                     \
731   height_b_alt += height_minor_b * start_c;                                    \
732                                                                                \
733   gvmull_s32(edges_xy.full, heights_b, height_reciprocals);                    \
734   edge_alt = (s64)height_b_alt * height_reciprocal_alt;                        \
735                                                                                \
736   gvmul_s32(edges_dx_dy, widths, height_reciprocals);                          \
737   edge_dx_dy_alt = width_alt * height_reciprocal_alt;                          \
738 }                                                                              \
739
740
741 #define setup_spans_adjust_y_up()                                              \
742   gvsub_u32(y_x4, y_x4, c_0x04)                                                \
743
744 #define setup_spans_adjust_y_down()                                            \
745   gvadd_u32(y_x4, y_x4, c_0x04)                                                \
746
747 #define setup_spans_adjust_interpolants_up()                                   \
748   gvsubq_u32(uvrg, uvrg, uvrg_dy);                                             \
749   b -= b_dy                                                                    \
750
751 #define setup_spans_adjust_interpolants_down()                                 \
752   gvaddq_u32(uvrg, uvrg, uvrg_dy);                                             \
753   b += b_dy                                                                    \
754
755
756 #define setup_spans_clip_interpolants_increment()                              \
757   gvmlaq_s32(uvrg, uvrg_dy, v_clip);                                           \
758   b += b_dy * clip                                                             \
759
760 #define setup_spans_clip_interpolants_decrement()                              \
761   gvmlsq_s32(uvrg, uvrg_dy, v_clip);                                           \
762   b -= b_dy * clip                                                             \
763
764 #define setup_spans_clip_alternate_yes()                                       \
765   edge_alt += edge_dx_dy_alt * (s64)(clip)                                     \
766
767 #define setup_spans_clip_alternate_no()                                        \
768
769 #define setup_spans_clip(direction, alternate_active)                          \
770 {                                                                              \
771   gvdupq_n_u32(v_clip, clip);                                                  \
772   gvmlal_s32(edges_xy.full, edges_dx_dy, gvlo(v_clip));                        \
773   setup_spans_clip_alternate_##alternate_active();                             \
774   setup_spans_clip_interpolants_##direction();                                 \
775 }                                                                              \
776
777
778 #define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
779 {                                                                              \
780   vec_2x64s edge_shifts_64;                                                    \
781   union { vec_2x64s full; vec_1x64s h[2]; } edges_dx_dy_64;                    \
782   vec_1x64s left_x_hi, right_x_hi;                                             \
783                                                                                \
784   gvmovl_s32(edge_shifts_64, edge_shifts);                                     \
785   gvshlq_s64(edges_xy.full, edges_xy.full, edge_shifts_64);                    \
786                                                                                \
787   gvmovl_s32(edges_dx_dy_64.full, edges_dx_dy);                                \
788   gvshlq_s64(edges_dx_dy_64.full, edges_dx_dy_64.full, edge_shifts_64);        \
789                                                                                \
790   gvdupq_l_s64(left_x, edges_xy.h[left_index], 0);                             \
791   gvdupq_l_s64(right_x, edges_xy.h[right_index], 0);                           \
792                                                                                \
793   gvdupq_l_s64(left_dx_dy, edges_dx_dy_64.h[left_index], 0);                   \
794   gvdupq_l_s64(right_dx_dy, edges_dx_dy_64.h[right_index], 0);                 \
795                                                                                \
796   gvadd_s64(left_x_hi, gvlo(left_x), gvlo(left_dx_dy));                        \
797   gvadd_s64(right_x_hi, gvlo(right_x), gvlo(right_dx_dy));                     \
798                                                                                \
799   gvset_hi(left_x, left_x_hi);                                                 \
800   gvset_hi(right_x, right_x_hi);                                               \
801                                                                                \
802   gvaddq_s64(left_dx_dy, left_dx_dy, left_dx_dy);                              \
803   gvaddq_s64(right_dx_dy, right_dx_dy, right_dx_dy);                           \
804 }                                                                              \
805
806 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
807 {                                                                              \
808   setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
809   s64 edge_dx_dy_alt_64;                                                       \
810   vec_1x64s alternate_x_hi;                                                    \
811                                                                                \
812   gvdup_n_u16(y_mid_point, y_b);                                               \
813                                                                                \
814   edge_alt <<= edge_shift_alt;                                                 \
815   edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt;                   \
816                                                                                \
817   gvdupq_n_s64(alternate_x, edge_alt);                                         \
818   gvdupq_n_s64(alternate_dx_dy, edge_dx_dy_alt_64);                            \
819                                                                                \
820   gvadd_s64(alternate_x_hi, gvlo(alternate_x), gvlo(alternate_dx_dy));         \
821   gvaddq_s64(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy);               \
822   gvset_hi(alternate_x, alternate_x_hi);                                       \
823 }                                                                              \
824
825
826 #define setup_spans_y_select_up()                                              \
827   gvclt_s16(alternate_select, y_x4, y_mid_point)                               \
828
829 #define setup_spans_y_select_down()                                            \
830   gvcgt_s16(alternate_select, y_x4, y_mid_point)                               \
831
832 #define setup_spans_y_select_alternate_yes(direction)                          \
833   setup_spans_y_select_##direction()                                           \
834
835 #define setup_spans_y_select_alternate_no(direction)                           \
836
837 #define setup_spans_alternate_select_left()                                    \
838   gvbit(left_right_x_16_lo, alternate_x_16, alternate_select);                 \
839
840 #define setup_spans_alternate_select_right()                                   \
841   gvbit(left_right_x_16_hi, alternate_x_16, alternate_select);                 \
842
843 #define setup_spans_alternate_select_none()                                    \
844
845 #define setup_spans_increment_alternate_yes()                                  \
846 {                                                                              \
847   vec_2x32s alternate_x_32_lo, alternate_x_32_hi;                              \
848   gvshrn_n_s64(alternate_x_32_lo, alternate_x, 32);                            \
849   gvaddq_s64(alternate_x, alternate_x, alternate_dx_dy);                       \
850   gvshrn_n_s64(alternate_x_32_hi, alternate_x, 32);                            \
851   gvaddq_s64(alternate_x, alternate_x, alternate_dx_dy);                       \
852   gvcombine_u32(alternate_x_32, alternate_x_32_lo, alternate_x_32_hi);         \
853   gvmovn_u32(alternate_x_16, alternate_x_32);                                  \
854 }                                                                              \
855
856 #define setup_spans_increment_alternate_no()                                   \
857
858 #define setup_spans_set_x4(alternate, direction, alternate_active)             \
859 {                                                                              \
860   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
861   *span_b_offset++ = b;                                                        \
862   setup_spans_adjust_interpolants_##direction();                               \
863                                                                                \
864   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
865   *span_b_offset++ = b;                                                        \
866   setup_spans_adjust_interpolants_##direction();                               \
867                                                                                \
868   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
869   *span_b_offset++ = b;                                                        \
870   setup_spans_adjust_interpolants_##direction();                               \
871                                                                                \
872   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
873   *span_b_offset++ = b;                                                        \
874   setup_spans_adjust_interpolants_##direction();                               \
875                                                                                \
876   gvshrn_n_s64(left_x_32_lo, left_x, 32);                                      \
877   gvshrn_n_s64(right_x_32_lo, right_x, 32);                                    \
878                                                                                \
879   gvaddq_s64(left_x, left_x, left_dx_dy);                                      \
880   gvaddq_s64(right_x, right_x, right_dx_dy);                                   \
881                                                                                \
882   gvshrn_n_s64(left_x_32_hi, left_x, 32);                                      \
883   gvshrn_n_s64(right_x_32_hi, right_x, 32);                                    \
884                                                                                \
885   gvaddq_s64(left_x, left_x, left_dx_dy);                                      \
886   gvaddq_s64(right_x, right_x, right_dx_dy);                                   \
887                                                                                \
888   gvcombine_s64(left_x_32, left_x_32_lo, left_x_32_hi);                        \
889   gvcombine_s64(right_x_32, right_x_32_lo, right_x_32_hi);                     \
890                                                                                \
891   gvmovn_u32(left_right_x_16_lo, left_x_32);                                   \
892   gvmovn_u32(left_right_x_16_hi, right_x_32);                                  \
893                                                                                \
894   setup_spans_increment_alternate_##alternate_active();                        \
895   setup_spans_y_select_alternate_##alternate_active(direction);                \
896   setup_spans_alternate_select_##alternate();                                  \
897                                                                                \
898   gvmax_s16(left_right_x_16_lo, left_right_x_16_lo, gvlo(left_edge));          \
899   gvmax_s16(left_right_x_16_hi, left_right_x_16_hi, gvhi(left_edge));          \
900   gvmin_s16(left_right_x_16_lo, left_right_x_16_lo, gvlo(right_edge));         \
901   gvmin_s16(left_right_x_16_hi, left_right_x_16_hi, gvhi(right_edge));         \
902                                                                                \
903   gvsub_u16(left_right_x_16_hi, left_right_x_16_hi, left_right_x_16_lo);       \
904   gvadd_u16(left_right_x_16_hi, left_right_x_16_hi, c_0x07);                   \
905   gvand(span_shift, left_right_x_16_hi, c_0x07);                               \
906   gvshl_u16(span_shift, c_0xFFFE, span_shift);                                 \
907   gvshr_n_u16(left_right_x_16_hi, left_right_x_16_hi, 3);                      \
908                                                                                \
909   gvst4_pi_u16(left_right_x_16_lo, left_right_x_16_hi, span_shift, y_x4,       \
910     span_edge_data);                                                           \
911                                                                                \
912   setup_spans_adjust_y_##direction();                                          \
913 }                                                                              \
914
915
916 #define setup_spans_alternate_adjust_yes()                                     \
917   edge_alt -= edge_dx_dy_alt * (s64)height_minor_a                             \
918
919 #define setup_spans_alternate_adjust_no()                                      \
920
921
922 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
923   setup_spans_alternate_adjust_##alternate_active();                           \
924   if(y_c > psx_gpu->viewport_end_y)                                            \
925     height -= y_c - psx_gpu->viewport_end_y - 1;                               \
926                                                                                \
927   clip = psx_gpu->viewport_start_y - y_a;                                      \
928   if(clip > 0)                                                                 \
929   {                                                                            \
930     height -= clip;                                                            \
931     y_a += clip;                                                               \
932     setup_spans_clip(increment, alternate_active);                             \
933   }                                                                            \
934                                                                                \
935   setup_spans_prologue_b();                                                    \
936                                                                                \
937   if(height > 0)                                                               \
938   {                                                                            \
939     u64 y_x4_ = ((u64)(y_a + 3) << 48) | ((u64)(u16)(y_a + 2) << 32)           \
940               | (u32)((y_a + 1) << 16) | (u16)y_a;                             \
941     gvcreate_u64(y_x4, y_x4_);                                                 \
942     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
943      right_index);                                                             \
944                                                                                \
945     psx_gpu->num_spans = height;                                               \
946     do                                                                         \
947     {                                                                          \
948       setup_spans_set_x4(alternate, down, alternate_active);                   \
949       height -= 4;                                                             \
950     } while(height > 0);                                                       \
951   }                                                                            \
952
953
954 #define setup_spans_alternate_pre_increment_yes()                              \
955   edge_alt += edge_dx_dy_alt                                                   \
956
957 #define setup_spans_alternate_pre_increment_no()                               \
958
959 #define setup_spans_up_decrement_height_yes()                                  \
960   height--                                                                     \
961
962 #define setup_spans_up_decrement_height_no()                                   \
963   {}                                                                           \
964
965 #define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
966   setup_spans_alternate_adjust_##alternate_active();                           \
967   y_a--;                                                                       \
968                                                                                \
969   if(y_c < psx_gpu->viewport_start_y)                                          \
970     height -= psx_gpu->viewport_start_y - y_c;                                 \
971   else                                                                         \
972     setup_spans_up_decrement_height_##alternate_active();                      \
973                                                                                \
974   clip = y_a - psx_gpu->viewport_end_y;                                        \
975   if(clip > 0)                                                                 \
976   {                                                                            \
977     height -= clip;                                                            \
978     y_a -= clip;                                                               \
979     setup_spans_clip(decrement, alternate_active);                             \
980   }                                                                            \
981                                                                                \
982   setup_spans_prologue_b();                                                    \
983                                                                                \
984   if(height > 0)                                                               \
985   {                                                                            \
986     u64 y_x4_ = ((u64)(y_a - 3) << 48) | ((u64)(u16)(y_a - 2) << 32)           \
987               | (u32)((y_a - 1) << 16) | (u16)y_a;                             \
988     gvcreate_u64(y_x4, y_x4_);                                                 \
989     gvaddw_s32(edges_xy.full, edges_xy.full, edges_dx_dy);                     \
990     setup_spans_alternate_pre_increment_##alternate_active();                  \
991     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
992      right_index);                                                             \
993     setup_spans_adjust_interpolants_up();                                      \
994                                                                                \
995     psx_gpu->num_spans = height;                                               \
996     while(height > 0)                                                          \
997     {                                                                          \
998       setup_spans_set_x4(alternate, up, alternate_active);                     \
999       height -= 4;                                                             \
1000     }                                                                          \
1001   }                                                                            \
1002
1003 #define index_left  0
1004 #define index_right 1
1005
1006 #define setup_spans_up_up(minor, major)                                        \
1007   setup_spans_prologue(yes);                                                   \
1008   s32 height_minor_a = y_a - y_b;                                              \
1009   s32 height_minor_b = y_b - y_c;                                              \
1010   s32 height = y_a - y_c;                                                      \
1011                                                                                \
1012   gvdup_n_u32(x_starts, x_a);                                                  \
1013   gvcreate_u32(x_ends, x_c, x_b);                                              \
1014                                                                                \
1015   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1016   setup_spans_up(index_##major, index_##minor, minor, yes)                     \
1017
1018 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1019  vertex_struct *v_b, vertex_struct *v_c)
1020 {
1021 #if 0
1022   setup_spans_up_left_(psx_gpu, v_a, v_b, v_c);
1023   return;
1024 #endif
1025   setup_spans_up_up(left, right)
1026 }
1027
1028 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1029  vertex_struct *v_b, vertex_struct *v_c)
1030 {
1031 #if 0
1032   setup_spans_up_right_(psx_gpu, v_a, v_b, v_c);
1033   return;
1034 #endif
1035   setup_spans_up_up(right, left)
1036 }
1037
1038 #define setup_spans_down_down(minor, major)                                    \
1039   setup_spans_prologue(yes);                                                   \
1040   s32 height_minor_a = y_b - y_a;                                              \
1041   s32 height_minor_b = y_c - y_b;                                              \
1042   s32 height = y_c - y_a;                                                      \
1043                                                                                \
1044   gvdup_n_u32(x_starts, x_a);                                                  \
1045   gvcreate_u32(x_ends, x_c, x_b);                                              \
1046                                                                                \
1047   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1048   setup_spans_down(index_##major, index_##minor, minor, yes)                   \
1049
1050 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1051  vertex_struct *v_b, vertex_struct *v_c)
1052 {
1053 #if 0
1054   setup_spans_down_left_(psx_gpu, v_a, v_b, v_c);
1055   return;
1056 #endif
1057   setup_spans_down_down(left, right)
1058 }
1059
1060 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1061  vertex_struct *v_b, vertex_struct *v_c)
1062 {
1063 #if 0
1064   setup_spans_down_right_(psx_gpu, v_a, v_b, v_c);
1065   return;
1066 #endif
1067   setup_spans_down_down(right, left)
1068 }
1069
1070 #define setup_spans_up_flat()                                                  \
1071   s32 height = y_a - y_c;                                                      \
1072                                                                                \
1073   compute_edge_delta_x2();                                                     \
1074   setup_spans_up(index_left, index_right, none, no)                            \
1075
1076 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1077  vertex_struct *v_b, vertex_struct *v_c)
1078 {
1079 #if 0
1080   setup_spans_up_a_(psx_gpu, v_a, v_b, v_c);
1081   return;
1082 #endif
1083   setup_spans_prologue(no);
1084
1085   gvcreate_u32(x_starts, x_a, x_b);
1086   gvdup_n_u32(x_ends, x_c);
1087
1088   setup_spans_up_flat()
1089 }
1090
1091 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1092  vertex_struct *v_b, vertex_struct *v_c)
1093 {
1094 #if 0
1095   setup_spans_up_b_(psx_gpu, v_a, v_b, v_c);
1096   return;
1097 #endif
1098   setup_spans_prologue(no);
1099
1100   gvdup_n_u32(x_starts, x_a);
1101   gvcreate_u32(x_ends, x_b, x_c);
1102
1103   setup_spans_up_flat()
1104 }
1105
1106 #define setup_spans_down_flat()                                                \
1107   s32 height = y_c - y_a;                                                      \
1108                                                                                \
1109   compute_edge_delta_x2();                                                     \
1110   setup_spans_down(index_left, index_right, none, no)                          \
1111
1112 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1113  vertex_struct *v_b, vertex_struct *v_c)
1114 {
1115 #if 0
1116   setup_spans_down_a_(psx_gpu, v_a, v_b, v_c);
1117   return;
1118 #endif
1119   setup_spans_prologue(no);
1120
1121   gvcreate_u32(x_starts, x_a, x_b);
1122   gvdup_n_u32(x_ends, x_c);
1123
1124   setup_spans_down_flat()
1125 }
1126
1127 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1128  vertex_struct *v_b, vertex_struct *v_c)
1129 {
1130 #if 0
1131   setup_spans_down_b_(psx_gpu, v_a, v_b, v_c);
1132   return;
1133 #endif
1134   setup_spans_prologue(no)
1135
1136   gvdup_n_u32(x_starts, x_a);
1137   gvcreate_u32(x_ends, x_b, x_c);
1138
1139   setup_spans_down_flat()
1140 }
1141
1142 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1143  vertex_struct *v_b, vertex_struct *v_c)
1144 {
1145 #if 0
1146   setup_spans_up_down_(psx_gpu, v_a, v_b, v_c);
1147   return;
1148 #endif
1149   setup_spans_prologue(no);
1150
1151   s32 y_b = v_b->y;
1152   s64 edge_alt;
1153   s32 edge_dx_dy_alt;
1154   u32 edge_shift_alt;
1155
1156   s32 middle_y = y_a;
1157   s32 height_minor_a = y_a - y_b;
1158   s32 height_minor_b = y_c - y_a;
1159   s32 height_major = y_c - y_b;
1160
1161   vec_2x64s edges_xy_b;
1162   vec_1x64s edges_xy_b_left;
1163   vec_2x32s edges_dx_dy_b;
1164   vec_2x32u edge_shifts_b;
1165
1166   vec_2x32s height_increment;
1167
1168   gvcreate_u32(x_starts, x_a, x_c);
1169   gvdup_n_u32(x_ends, x_b);
1170
1171   compute_edge_delta_x3(x_a, height_minor_a, height_major);
1172
1173   gvcreate_s32(height_increment, 0, height_minor_b);
1174
1175   gvmlal_s32(edges_xy.full, edges_dx_dy, height_increment);
1176
1177   gvcreate_s64(edges_xy_b_left, edge_alt);
1178   gvcombine_s64(edges_xy_b, edges_xy_b_left, gvhi(edges_xy.full));
1179
1180   edge_shifts_b = edge_shifts;
1181   gvmov_l_u32(edge_shifts_b, edge_shift_alt, 0);
1182
1183   gvneg_s32(edges_dx_dy_b, edges_dx_dy);
1184   gvmov_l_s32(edges_dx_dy_b, edge_dx_dy_alt, 0);
1185
1186   y_a--;
1187
1188   if(y_b < psx_gpu->viewport_start_y)
1189     height_minor_a -= psx_gpu->viewport_start_y - y_b;
1190
1191   clip = y_a - psx_gpu->viewport_end_y;
1192   if(clip > 0)
1193   {
1194     height_minor_a -= clip;
1195     y_a -= clip;
1196     setup_spans_clip(decrement, no);
1197   }
1198
1199   setup_spans_prologue_b();
1200
1201   if(height_minor_a > 0)
1202   {
1203     u64 y_x4_ = ((u64)(y_a - 3) << 48) | ((u64)(u16)(y_a - 2) << 32)
1204               | (u32)((y_a - 1) << 16) | (u16)y_a;
1205     gvcreate_u64(y_x4, y_x4_);
1206     gvaddw_s32(edges_xy.full, edges_xy.full, edges_dx_dy);
1207     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1208     setup_spans_adjust_interpolants_up();
1209
1210     psx_gpu->num_spans = height_minor_a;
1211     while(height_minor_a > 0)
1212     {
1213       setup_spans_set_x4(none, up, no);
1214       height_minor_a -= 4;
1215     }
1216
1217     span_edge_data += height_minor_a;
1218     span_uvrg_offset += height_minor_a;
1219     span_b_offset += height_minor_a;
1220   }
1221
1222   edges_xy.full = edges_xy_b;
1223   edges_dx_dy = edges_dx_dy_b;
1224   edge_shifts = edge_shifts_b;
1225
1226   gvld1q_u32(uvrg, psx_gpu->uvrg.e);
1227   b = psx_gpu->b;
1228
1229   y_a = middle_y;
1230
1231   if(y_c > psx_gpu->viewport_end_y)
1232     height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1233
1234   clip = psx_gpu->viewport_start_y - y_a;
1235   if(clip > 0)
1236   {
1237     height_minor_b -= clip;
1238     y_a += clip;
1239     setup_spans_clip(increment, no);
1240   }
1241
1242   if(height_minor_b > 0)
1243   {
1244     u64 y_x4_ = ((u64)(y_a + 3) << 48) | ((u64)(u16)(y_a + 2) << 32)
1245               | (u32)((y_a + 1) << 16) | (u16)y_a;
1246     gvcreate_u64(y_x4, y_x4_);
1247     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1248
1249     // FIXME: overflow corner case
1250     if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1251       height_minor_b &= ~3;
1252
1253     psx_gpu->num_spans += height_minor_b;
1254     while(height_minor_b > 0)
1255     {
1256       setup_spans_set_x4(none, down, no);
1257       height_minor_b -= 4;
1258     }
1259   }
1260 }
1261
1262
1263 #define dither_table_entry_normal(value)                                       \
1264   (value)                                                                      \
1265
1266 #define setup_blocks_load_msb_mask_indirect()                                  \
1267
1268 #define setup_blocks_load_msb_mask_direct()                                    \
1269   vec_8x16u msb_mask;                                                          \
1270   gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
1271
1272 #define setup_blocks_variables_shaded_textured(target)                         \
1273   vec_4x32u u_block;                                                           \
1274   vec_4x32u v_block;                                                           \
1275   vec_4x32u r_block;                                                           \
1276   vec_4x32u g_block;                                                           \
1277   vec_4x32u b_block;                                                           \
1278   vec_4x32u uvrg_dx;                                                           \
1279   vec_4x32u uvrg_dx4;                                                          \
1280   vec_4x32u uvrg_dx8;                                                          \
1281   vec_4x32u uvrg;                                                              \
1282   vec_16x8u texture_mask;                                                      \
1283   vec_8x8u texture_mask_lo, texture_mask_hi;                                   \
1284   u32 b_dx = psx_gpu->b_block_span.e[1];                                       \
1285   u32 b_dx4 = b_dx << 2;                                                       \
1286   u32 b_dx8 = b_dx << 3;                                                       \
1287   u32 b;                                                                       \
1288                                                                                \
1289   gvld1q_u32(uvrg_dx, psx_gpu->uvrg_dx.e);                                     \
1290   gvshlq_n_u32(uvrg_dx4, uvrg_dx, 2);                                          \
1291   gvshlq_n_u32(uvrg_dx8, uvrg_dx, 3);                                          \
1292   gvld2_dup(texture_mask_lo, texture_mask_hi, &psx_gpu->texture_mask_width);   \
1293   gvcombine_u16(texture_mask, texture_mask_lo, texture_mask_hi)                \
1294
1295 #define setup_blocks_variables_shaded_untextured(target)                       \
1296   vec_4x32u r_block;                                                           \
1297   vec_4x32u g_block;                                                           \
1298   vec_4x32u b_block;                                                           \
1299   vec_4x32u rgb_dx;                                                            \
1300   vec_2x32u rgb_dx_lo, rgb_dx_hi;                                              \
1301   vec_4x32u rgb_dx4;                                                           \
1302   vec_4x32u rgb_dx8;                                                           \
1303   vec_4x32u rgb;                                                               \
1304   vec_2x32u rgb_lo, rgb_hi;                                                    \
1305                                                                                \
1306   vec_8x8u d64_0x07;                                                           \
1307   vec_8x8u d64_1;                                                              \
1308   vec_8x8u d64_4;                                                              \
1309   vec_8x8u d64_128;                                                            \
1310                                                                                \
1311   gvdup_n_u8(d64_0x07, 0x07);                                                  \
1312   gvdup_n_u8(d64_1, 1);                                                        \
1313   gvdup_n_u8(d64_4, 4);                                                        \
1314   gvdup_n_u8(d64_128, 128);                                                    \
1315                                                                                \
1316   gvld1_u32(rgb_dx_lo, &psx_gpu->uvrg_dx.e[2]);                                \
1317   gvcreate_u32(rgb_dx_hi, psx_gpu->b_block_span.e[1], 0);                      \
1318   gvcombine_u32(rgb_dx, rgb_dx_lo, rgb_dx_hi);                                 \
1319   gvshlq_n_u32(rgb_dx4, rgb_dx, 2);                                            \
1320   gvshlq_n_u32(rgb_dx8, rgb_dx, 3)                                             \
1321
1322 #define setup_blocks_variables_unshaded_textured(target)                       \
1323   vec_4x32u u_block;                                                           \
1324   vec_4x32u v_block;                                                           \
1325   vec_2x32u uv_dx;                                                             \
1326   vec_2x32u uv_dx4;                                                            \
1327   vec_2x32u uv_dx8;                                                            \
1328   vec_2x32u uv;                                                                \
1329   vec_16x8u texture_mask;                                                      \
1330   vec_8x8u texture_mask_lo, texture_mask_hi;                                   \
1331                                                                                \
1332   gvld1_u32(uv_dx, psx_gpu->uvrg_dx.e);                                        \
1333   gvld1_u32(uv, psx_gpu->uvrg.e);                                              \
1334   gvshl_n_u32(uv_dx4, uv_dx, 2);                                               \
1335   gvshl_n_u32(uv_dx8, uv_dx, 3);                                               \
1336   gvld2_dup(texture_mask_lo, texture_mask_hi, &psx_gpu->texture_mask_width);   \
1337   gvcombine_u16(texture_mask, texture_mask_lo, texture_mask_hi)                \
1338
1339 #define setup_blocks_variables_unshaded_untextured_direct()                    \
1340   gvorrq(colors, colors, msb_mask)                                             \
1341
1342 #define setup_blocks_variables_unshaded_untextured_indirect()                  \
1343
1344 #define setup_blocks_variables_unshaded_untextured(target)                     \
1345   u32 color = psx_gpu->triangle_color;                                         \
1346   vec_8x16u colors;                                                            \
1347                                                                                \
1348   u32 color_r = color & 0xFF;                                                  \
1349   u32 color_g = (color >> 8) & 0xFF;                                           \
1350   u32 color_b = (color >> 16) & 0xFF;                                          \
1351                                                                                \
1352   color = (color_r >> 3) | ((color_g >> 3) << 5) |                             \
1353    ((color_b >> 3) << 10);                                                     \
1354   gvdupq_n_u16(colors, color);                                                 \
1355   setup_blocks_variables_unshaded_untextured_##target()                        \
1356
1357 #define setup_blocks_span_initialize_dithered_textured()                       \
1358   vec_8x16u dither_offsets;                                                    \
1359   gvshll_n_s8(dither_offsets, dither_offsets_short, 4)                         \
1360
1361 #define setup_blocks_span_initialize_dithered_untextured()                     \
1362   vec_8x8u dither_offsets;                                                     \
1363   gvadd_u8(dither_offsets, dither_offsets_short, d64_4)                        \
1364
1365 #define setup_blocks_span_initialize_dithered(texturing)                       \
1366   u32 dither_row = psx_gpu->dither_table[y & 0x3];                             \
1367   u32 dither_shift = (span_edge_data->left_x & 0x3) * 8;                       \
1368   vec_8x8s dither_offsets_short;                                               \
1369                                                                                \
1370   dither_row =                                                                 \
1371    (dither_row >> dither_shift) | (dither_row << (32 - dither_shift));         \
1372   gvdup_n_u32(dither_offsets_short, dither_row);                               \
1373   setup_blocks_span_initialize_dithered_##texturing()                          \
1374
1375 #define setup_blocks_span_initialize_undithered(texturing)                     \
1376
1377 #define setup_blocks_span_initialize_shaded_textured()                         \
1378 {                                                                              \
1379   u32 left_x = span_edge_data->left_x;                                         \
1380   vec_4x32u block_span;                                                        \
1381   vec_4x32u v_left_x;                                                          \
1382                                                                                \
1383   gvld1q_u32(uvrg, span_uvrg_offset);                                          \
1384   gvdupq_n_u32(v_left_x, left_x);                                              \
1385   gvmlaq_u32(uvrg, uvrg_dx, v_left_x);                                         \
1386   b = *span_b_offset;                                                          \
1387   b += b_dx * left_x;                                                          \
1388                                                                                \
1389   gvdupq_l_u32(u_block, gvlo(uvrg), 0);                                        \
1390   gvdupq_l_u32(v_block, gvlo(uvrg), 1);                                        \
1391   gvdupq_l_u32(r_block, gvhi(uvrg), 0);                                        \
1392   gvdupq_l_u32(g_block, gvhi(uvrg), 1);                                        \
1393   gvdupq_n_u32(b_block, b);                                                    \
1394                                                                                \
1395   gvld1q_u32(block_span, psx_gpu->u_block_span.e);                             \
1396   gvaddq_u32(u_block, u_block, block_span);                                    \
1397   gvld1q_u32(block_span, psx_gpu->v_block_span.e);                             \
1398   gvaddq_u32(v_block, v_block, block_span);                                    \
1399   gvld1q_u32(block_span, psx_gpu->r_block_span.e);                             \
1400   gvaddq_u32(r_block, r_block, block_span);                                    \
1401   gvld1q_u32(block_span, psx_gpu->g_block_span.e);                             \
1402   gvaddq_u32(g_block, g_block, block_span);                                    \
1403   gvld1q_u32(block_span, psx_gpu->b_block_span.e);                             \
1404   gvaddq_u32(b_block, b_block, block_span);                                    \
1405 }
1406
1407 #define setup_blocks_span_initialize_shaded_untextured()                       \
1408 {                                                                              \
1409   u32 left_x = span_edge_data->left_x;                                         \
1410   u32 *span_uvrg_offset_high = (u32 *)span_uvrg_offset + 2;                    \
1411   vec_4x32u block_span;                                                        \
1412   vec_4x32u v_left_x;                                                          \
1413                                                                                \
1414   gvld1_u32(rgb_lo, span_uvrg_offset_high);                                    \
1415   gvcreate_u32(rgb_hi, *span_b_offset, 0);                                     \
1416   gvcombine_u32(rgb, rgb_lo, rgb_hi);                                          \
1417   gvdupq_n_u32(v_left_x, left_x);                                              \
1418   gvmlaq_u32(rgb, rgb_dx, v_left_x);                                           \
1419                                                                                \
1420   gvdupq_l_u32(r_block, gvlo(rgb), 0);                                         \
1421   gvdupq_l_u32(g_block, gvlo(rgb), 1);                                         \
1422   gvdupq_l_u32(b_block, gvhi(rgb), 0);                                         \
1423                                                                                \
1424   gvld1q_u32(block_span, psx_gpu->r_block_span.e);                             \
1425   gvaddq_u32(r_block, r_block, block_span);                                    \
1426   gvld1q_u32(block_span, psx_gpu->g_block_span.e);                             \
1427   gvaddq_u32(g_block, g_block, block_span);                                    \
1428   gvld1q_u32(block_span, psx_gpu->b_block_span.e);                             \
1429   gvaddq_u32(b_block, b_block, block_span);                                    \
1430 }                                                                              \
1431
1432 #define setup_blocks_span_initialize_unshaded_textured()                       \
1433 {                                                                              \
1434   u32 left_x = span_edge_data->left_x;                                         \
1435   vec_4x32u block_span;                                                        \
1436   vec_2x32u v_left_x;                                                          \
1437                                                                                \
1438   gvld1_u32(uv, span_uvrg_offset);                                             \
1439   gvdup_n_u32(v_left_x, left_x);                                               \
1440   gvmla_u32(uv, uv_dx, v_left_x);                                              \
1441                                                                                \
1442   gvdupq_l_u32(u_block, uv, 0);                                                \
1443   gvdupq_l_u32(v_block, uv, 1);                                                \
1444                                                                                \
1445   gvld1q_u32(block_span, psx_gpu->u_block_span.e);                             \
1446   gvaddq_u32(u_block, u_block, block_span);                                    \
1447   gvld1q_u32(block_span, psx_gpu->v_block_span.e);                             \
1448   gvaddq_u32(v_block, v_block, block_span);                                    \
1449 }                                                                              \
1450
1451 #define setup_blocks_span_initialize_unshaded_untextured()                     \
1452
1453 #define setup_blocks_texture_swizzled()                                        \
1454 {                                                                              \
1455   vec_8x8u u_saved = u;                                                        \
1456   gvsli_n_u8(u, v, 4);                                                         \
1457   gvsri_n_u8(v, u_saved, 4);                                                   \
1458 }                                                                              \
1459
1460 #define setup_blocks_texture_unswizzled()                                      \
1461
1462 #define setup_blocks_store_shaded_textured(swizzling, dithering, target,       \
1463  edge_type)                                                                    \
1464 {                                                                              \
1465   vec_8x16u u_whole;                                                           \
1466   vec_8x16u v_whole;                                                           \
1467   vec_8x16u r_whole;                                                           \
1468   vec_8x16u g_whole;                                                           \
1469   vec_8x16u b_whole;                                                           \
1470   vec_4x16u u_whole_lo, u_whole_hi;                                            \
1471   vec_4x16u v_whole_lo, v_whole_hi;                                            \
1472   vec_4x16u r_whole_lo, r_whole_hi;                                            \
1473   vec_4x16u g_whole_lo, g_whole_hi;                                            \
1474   vec_4x16u b_whole_lo, b_whole_hi;                                            \
1475                                                                                \
1476   vec_8x8u u;                                                                  \
1477   vec_8x8u v;                                                                  \
1478   vec_8x8u r;                                                                  \
1479   vec_8x8u g;                                                                  \
1480   vec_8x8u b;                                                                  \
1481                                                                                \
1482   vec_4x32u dx4;                                                               \
1483   vec_4x32u dx8;                                                               \
1484                                                                                \
1485   gvshrn_n_u32(u_whole_lo, u_block, 16);                                       \
1486   gvshrn_n_u32(v_whole_lo, v_block, 16);                                       \
1487   gvshrn_n_u32(r_whole_lo, r_block, 16);                                       \
1488   gvshrn_n_u32(g_whole_lo, g_block, 16);                                       \
1489   gvshrn_n_u32(b_whole_lo, b_block, 16);                                       \
1490                                                                                \
1491   gvdupq_l_u32(dx4, gvlo(uvrg_dx4), 0);                                        \
1492   gvaddhn_u32(u_whole_hi, u_block, dx4);                                       \
1493   gvdupq_l_u32(dx4, gvlo(uvrg_dx4), 1);                                        \
1494   gvaddhn_u32(v_whole_hi, v_block, dx4);                                       \
1495   gvdupq_l_u32(dx4, gvhi(uvrg_dx4), 0);                                        \
1496   gvaddhn_u32(r_whole_hi, r_block, dx4);                                       \
1497   gvdupq_l_u32(dx4, gvhi(uvrg_dx4), 1);                                        \
1498   gvaddhn_u32(g_whole_hi, g_block, dx4);                                       \
1499   gvdupq_n_u32(dx4, b_dx4);                                                    \
1500   gvaddhn_u32(b_whole_hi, b_block, dx4);                                       \
1501                                                                                \
1502   gvcombine_u16(u_whole, u_whole_lo, u_whole_hi);                              \
1503   gvcombine_u16(v_whole, v_whole_lo, v_whole_hi);                              \
1504   gvcombine_u16(r_whole, r_whole_lo, r_whole_hi);                              \
1505   gvcombine_u16(g_whole, g_whole_lo, g_whole_hi);                              \
1506   gvcombine_u16(b_whole, b_whole_lo, b_whole_hi);                              \
1507   gvmovn_u16(u, u_whole);                                                      \
1508   gvmovn_u16(v, v_whole);                                                      \
1509   gvmovn_u16(r, r_whole);                                                      \
1510   gvmovn_u16(g, g_whole);                                                      \
1511   gvmovn_u16(b, b_whole);                                                      \
1512                                                                                \
1513   gvdupq_l_u32(dx8, gvlo(uvrg_dx8), 0);                                        \
1514   gvaddq_u32(u_block, u_block, dx8);                                           \
1515   gvdupq_l_u32(dx8, gvlo(uvrg_dx8), 1);                                        \
1516   gvaddq_u32(v_block, v_block, dx8);                                           \
1517   gvdupq_l_u32(dx8, gvhi(uvrg_dx8), 0);                                        \
1518   gvaddq_u32(r_block, r_block, dx8);                                           \
1519   gvdupq_l_u32(dx8, gvhi(uvrg_dx8), 1);                                        \
1520   gvaddq_u32(g_block, g_block, dx8);                                           \
1521   gvdupq_n_u32(dx8, b_dx8);                                                    \
1522   gvaddq_u32(b_block, b_block, dx8);                                           \
1523                                                                                \
1524   gvand(u, u, gvlo(texture_mask));                                             \
1525   gvand(v, v, gvhi(texture_mask));                                             \
1526   setup_blocks_texture_##swizzling();                                          \
1527                                                                                \
1528   gvst2_u8(u, v, (u8 *)block->uv.e);                                           \
1529   gvst1_u8(r, block->r.e);                                                     \
1530   gvst1_u8(g, block->g.e);                                                     \
1531   gvst1_u8(b, block->b.e);                                                     \
1532   gvst1q_u16(dither_offsets, (u16 *)block->dither_offsets.e);                  \
1533   block->fb_ptr = fb_ptr;                                                      \
1534 }                                                                              \
1535
1536 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target,     \
1537  edge_type)                                                                    \
1538 {                                                                              \
1539   vec_8x16u u_whole;                                                           \
1540   vec_8x16u v_whole;                                                           \
1541   vec_4x16u u_whole_lo, u_whole_hi;                                            \
1542   vec_4x16u v_whole_lo, v_whole_hi;                                            \
1543                                                                                \
1544   vec_8x8u u;                                                                  \
1545   vec_8x8u v;                                                                  \
1546                                                                                \
1547   vec_4x32u dx4;                                                               \
1548   vec_4x32u dx8;                                                               \
1549                                                                                \
1550   gvshrn_n_u32(u_whole_lo, u_block, 16);                                       \
1551   gvshrn_n_u32(v_whole_lo, v_block, 16);                                       \
1552                                                                                \
1553   gvdupq_l_u32(dx4, uv_dx4, 0);                                                \
1554   gvaddhn_u32(u_whole_hi, u_block, dx4);                                       \
1555   gvdupq_l_u32(dx4, uv_dx4, 1);                                                \
1556   gvaddhn_u32(v_whole_hi, v_block, dx4);                                       \
1557                                                                                \
1558   gvcombine_u16(u_whole, u_whole_lo, u_whole_hi);                              \
1559   gvcombine_u16(v_whole, v_whole_lo, v_whole_hi);                              \
1560   gvmovn_u16(u, u_whole);                                                      \
1561   gvmovn_u16(v, v_whole);                                                      \
1562                                                                                \
1563   gvdupq_l_u32(dx8, uv_dx8, 0);                                                \
1564   gvaddq_u32(u_block, u_block, dx8);                                           \
1565   gvdupq_l_u32(dx8, uv_dx8, 1);                                                \
1566   gvaddq_u32(v_block, v_block, dx8);                                           \
1567                                                                                \
1568   gvand(u, u, gvlo(texture_mask));                                             \
1569   gvand(v, v, gvhi(texture_mask));                                             \
1570   setup_blocks_texture_##swizzling();                                          \
1571                                                                                \
1572   gvst2_u8(u, v, (u8 *)block->uv.e);                                           \
1573   gvst1q_u16(dither_offsets, (u16 *)block->dither_offsets.e);                  \
1574   block->fb_ptr = fb_ptr;                                                      \
1575 }                                                                              \
1576
1577 #define setup_blocks_store_shaded_untextured_dithered()                        \
1578   gvqadd_u8(r, r, dither_offsets);                                             \
1579   gvqadd_u8(g, g, dither_offsets);                                             \
1580   gvqadd_u8(b, b, dither_offsets);                                             \
1581                                                                                \
1582   gvqsub_u8(r, r, d64_4);                                                      \
1583   gvqsub_u8(g, g, d64_4);                                                      \
1584   gvqsub_u8(b, b, d64_4)                                                       \
1585
1586 #define setup_blocks_store_shaded_untextured_undithered()                      \
1587
1588 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels)            \
1589   gvst1q_u16(_pixels, block->pixels.e);                                        \
1590   block->fb_ptr = fb_ptr                                                       \
1591
1592 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels)            \
1593   gvst1q_u16(_pixels, block->pixels.e);                                        \
1594   block->fb_ptr = fb_ptr                                                       \
1595
1596 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect()            \
1597   gvmull_u8(pixels, r, d64_1)                                                  \
1598
1599 #define setup_blocks_store_untextured_pixels_direct_full(_pixels)              \
1600   gvst1q_u16(_pixels, fb_ptr)                                                  \
1601
1602 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels)              \
1603 {                                                                              \
1604   vec_8x16u fb_pixels;                                                         \
1605   vec_8x16u draw_mask;                                                         \
1606   vec_8x16u test_mask;                                                         \
1607                                                                                \
1608   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
1609   gvld1q_u16(fb_pixels, fb_ptr);                                               \
1610   gvdupq_n_u16(draw_mask, span_edge_data->right_mask);                         \
1611   gvtstq_u16(draw_mask, draw_mask, test_mask);                                 \
1612   gvbifq(fb_pixels, _pixels, draw_mask);                                       \
1613   gvst1q_u16(fb_pixels, fb_ptr);                                               \
1614 }                                                                              \
1615
1616 #define setup_blocks_store_shaded_untextured_seed_pixels_direct()              \
1617   pixels = msb_mask;                                                           \
1618   gvmlal_u8(pixels, r, d64_1)                                                  \
1619
1620 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target,     \
1621  edge_type)                                                                    \
1622 {                                                                              \
1623   vec_8x16u r_whole;                                                           \
1624   vec_8x16u g_whole;                                                           \
1625   vec_8x16u b_whole;                                                           \
1626   vec_4x16u r_whole_lo, r_whole_hi;                                            \
1627   vec_4x16u g_whole_lo, g_whole_hi;                                            \
1628   vec_4x16u b_whole_lo, b_whole_hi;                                            \
1629                                                                                \
1630   vec_8x8u r;                                                                  \
1631   vec_8x8u g;                                                                  \
1632   vec_8x8u b;                                                                  \
1633                                                                                \
1634   vec_4x32u dx4;                                                               \
1635   vec_4x32u dx8;                                                               \
1636                                                                                \
1637   vec_8x16u pixels;                                                            \
1638                                                                                \
1639   gvshrn_n_u32(r_whole_lo, r_block, 16);                                       \
1640   gvshrn_n_u32(g_whole_lo, g_block, 16);                                       \
1641   gvshrn_n_u32(b_whole_lo, b_block, 16);                                       \
1642                                                                                \
1643   gvdupq_l_u32(dx4, gvlo(rgb_dx4), 0);                                         \
1644   gvaddhn_u32(r_whole_hi, r_block, dx4);                                       \
1645   gvdupq_l_u32(dx4, gvlo(rgb_dx4), 1);                                         \
1646   gvaddhn_u32(g_whole_hi, g_block, dx4);                                       \
1647   gvdupq_l_u32(dx4, gvhi(rgb_dx4), 0);                                         \
1648   gvaddhn_u32(b_whole_hi, b_block, dx4);                                       \
1649                                                                                \
1650   gvcombine_u16(r_whole, r_whole_lo, r_whole_hi);                              \
1651   gvcombine_u16(g_whole, g_whole_lo, g_whole_hi);                              \
1652   gvcombine_u16(b_whole, b_whole_lo, b_whole_hi);                              \
1653   gvmovn_u16(r, r_whole);                                                      \
1654   gvmovn_u16(g, g_whole);                                                      \
1655   gvmovn_u16(b, b_whole);                                                      \
1656                                                                                \
1657   gvdupq_l_u32(dx8, gvlo(rgb_dx8), 0);                                         \
1658   gvaddq_u32(r_block, r_block, dx8);                                           \
1659   gvdupq_l_u32(dx8, gvlo(rgb_dx8), 1);                                         \
1660   gvaddq_u32(g_block, g_block, dx8);                                           \
1661   gvdupq_l_u32(dx8, gvhi(rgb_dx8), 0);                                         \
1662   gvaddq_u32(b_block, b_block, dx8);                                           \
1663                                                                                \
1664   setup_blocks_store_shaded_untextured_##dithering();                          \
1665                                                                                \
1666   gvshr_n_u8(r, r, 3);                                                         \
1667   gvbic(g, g, d64_0x07);                                                       \
1668   gvbic(b, b, d64_0x07);                                                       \
1669                                                                                \
1670   setup_blocks_store_shaded_untextured_seed_pixels_##target();                 \
1671   gvmlal_u8(pixels, g, d64_4);                                                 \
1672   gvmlal_u8(pixels, b, d64_128);                                               \
1673                                                                                \
1674   setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels);         \
1675 }                                                                              \
1676
1677 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target,   \
1678  edge_type)                                                                    \
1679   setup_blocks_store_untextured_pixels_##target##_##edge_type(colors)          \
1680
1681 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits)           \
1682   (_block)->draw_mask_bits = bits                                              \
1683
1684 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits)         \
1685 {                                                                              \
1686   vec_8x16u bits_mask;                                                         \
1687   vec_8x16u test_mask;                                                         \
1688                                                                                \
1689   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
1690   gvdupq_n_u16(bits_mask, bits);                                               \
1691   gvtstq_u16(bits_mask, bits_mask, test_mask);                                 \
1692   gvst1q_u16(bits_mask, (_block)->draw_mask.e);                                \
1693 }                                                                              \
1694
1695 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits)           \
1696
1697 #define setup_blocks_add_blocks_indirect()                                     \
1698   num_blocks += span_num_blocks;                                               \
1699                                                                                \
1700   if(num_blocks > MAX_BLOCKS)                                                  \
1701   {                                                                            \
1702     psx_gpu->num_blocks = num_blocks - span_num_blocks;                        \
1703     flush_render_block_buffer(psx_gpu);                                        \
1704     num_blocks = span_num_blocks;                                              \
1705     block = psx_gpu->blocks;                                                   \
1706   }                                                                            \
1707
1708 #define setup_blocks_add_blocks_direct()                                       \
1709
1710 #define setup_blocks_do(shading, texturing, dithering, sw, target)             \
1711   setup_blocks_load_msb_mask_##target();                                       \
1712   setup_blocks_variables_##shading##_##texturing(target);                      \
1713                                                                                \
1714   edge_data_struct *span_edge_data = psx_gpu->span_edge_data;                  \
1715   vec_4x32u *span_uvrg_offset = (vec_4x32u *)psx_gpu->span_uvrg_offset;        \
1716   u32 *span_b_offset = psx_gpu->span_b_offset;                                 \
1717                                                                                \
1718   block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks;                 \
1719                                                                                \
1720   u32 num_spans = psx_gpu->num_spans;                                          \
1721                                                                                \
1722   u16 *fb_ptr;                                                                 \
1723   u32 y;                                                                       \
1724                                                                                \
1725   u32 num_blocks = psx_gpu->num_blocks;                                        \
1726   u32 span_num_blocks;                                                         \
1727                                                                                \
1728   while(num_spans)                                                             \
1729   {                                                                            \
1730     span_num_blocks = span_edge_data->num_blocks;                              \
1731     if(span_num_blocks)                                                        \
1732     {                                                                          \
1733       y = span_edge_data->y;                                                   \
1734       fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024);    \
1735                                                                                \
1736       setup_blocks_span_initialize_##shading##_##texturing();                  \
1737       setup_blocks_span_initialize_##dithering(texturing);                     \
1738                                                                                \
1739       setup_blocks_add_blocks_##target();                                      \
1740                                                                                \
1741       s32 pixel_span = span_num_blocks * 8;                                    \
1742       pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF);     \
1743                                                                                \
1744       span_num_blocks--;                                                       \
1745       while(span_num_blocks)                                                   \
1746       {                                                                        \
1747         setup_blocks_store_##shading##_##texturing(sw, dithering, target,      \
1748          full);                                                                \
1749         setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00);      \
1750                                                                                \
1751         fb_ptr += 8;                                                           \
1752         block++;                                                               \
1753         span_num_blocks--;                                                     \
1754       }                                                                        \
1755                                                                                \
1756       setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1757       setup_blocks_store_draw_mask_##texturing##_##target(block,               \
1758        span_edge_data->right_mask);                                            \
1759                                                                                \
1760       block++;                                                                 \
1761     }                                                                          \
1762                                                                                \
1763     num_spans--;                                                               \
1764     span_edge_data++;                                                          \
1765     span_uvrg_offset++;                                                        \
1766     span_b_offset++;                                                           \
1767   }                                                                            \
1768                                                                                \
1769   psx_gpu->num_blocks = num_blocks                                             \
1770
1771 void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1772  *psx_gpu)
1773 {
1774 #if 0
1775   setup_blocks_shaded_textured_dithered_swizzled_indirect_(psx_gpu);
1776   return;
1777 #endif
1778   setup_blocks_do(shaded, textured, dithered, swizzled, indirect);
1779 }
1780
1781 void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1782  *psx_gpu)
1783 {
1784 #if 0
1785   setup_blocks_shaded_textured_dithered_unswizzled_indirect_(psx_gpu);
1786   return;
1787 #endif
1788   setup_blocks_do(shaded, textured, dithered, unswizzled, indirect);
1789 }
1790
1791 void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1792  *psx_gpu)
1793 {
1794 #if 0
1795   setup_blocks_unshaded_textured_dithered_swizzled_indirect_(psx_gpu);
1796   return;
1797 #endif
1798   setup_blocks_do(unshaded, textured, dithered, swizzled, indirect);
1799 }
1800
1801 void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1802  *psx_gpu)
1803 {
1804 #if 0
1805   setup_blocks_unshaded_textured_dithered_unswizzled_indirect_(psx_gpu);
1806   return;
1807 #endif
1808   setup_blocks_do(unshaded, textured, dithered, unswizzled, indirect);
1809 }
1810
1811 void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1812  psx_gpu_struct *psx_gpu)
1813 {
1814 #if 0
1815   setup_blocks_unshaded_untextured_undithered_unswizzled_indirect_(psx_gpu);
1816   return;
1817 #endif
1818   setup_blocks_do(unshaded, untextured, undithered, unswizzled, indirect);
1819 }
1820
1821 void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1822  psx_gpu_struct *psx_gpu)
1823 {
1824 #if 0
1825   setup_blocks_unshaded_untextured_undithered_unswizzled_direct_(psx_gpu);
1826   return;
1827 #endif
1828   setup_blocks_do(unshaded, untextured, undithered, unswizzled, direct);
1829 }
1830
1831 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(psx_gpu_struct
1832  *psx_gpu)
1833 {
1834 #if 0
1835   setup_blocks_shaded_untextured_undithered_unswizzled_indirect_(psx_gpu);
1836   return;
1837 #endif
1838   setup_blocks_do(shaded, untextured, undithered, unswizzled, indirect);
1839 }
1840
1841 void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1842  *psx_gpu)
1843 {
1844 #if 0
1845   setup_blocks_shaded_untextured_dithered_unswizzled_indirect_(psx_gpu);
1846   return;
1847 #endif
1848   setup_blocks_do(shaded, untextured, dithered, unswizzled, indirect);
1849 }
1850
1851 void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1852  psx_gpu_struct *psx_gpu)
1853 {
1854 #if 0
1855   setup_blocks_shaded_untextured_undithered_unswizzled_direct_(psx_gpu);
1856   return;
1857 #endif
1858   setup_blocks_do(shaded, untextured, undithered, unswizzled, direct);
1859 }
1860
1861 void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1862  *psx_gpu)
1863 {
1864 #if 0
1865   setup_blocks_shaded_untextured_dithered_unswizzled_direct_(psx_gpu);
1866   return;
1867 #endif
1868   setup_blocks_do(shaded, untextured, dithered, unswizzled, direct);
1869 }
1870
1871 static void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
1872 {
1873   u32 current_texture_page = psx_gpu->current_texture_page;
1874   u8 *texture_page_ptr = psx_gpu->texture_page_base;
1875   const u16 *vram_ptr = psx_gpu->vram_ptr;
1876   u32 tile_x, tile_y;
1877   u32 sub_y;
1878   vec_8x16u c_0x00f0;
1879
1880   vram_ptr += (current_texture_page >> 4) * 256 * 1024;
1881   vram_ptr += (current_texture_page & 0xF) * 64;
1882
1883   gvdupq_n_u16(c_0x00f0, 0x00f0);
1884
1885   psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
1886
1887   for (tile_y = 16; tile_y; tile_y--)
1888   {
1889     for (tile_x = 16; tile_x; tile_x--)
1890     {
1891       for (sub_y = 8; sub_y; sub_y--)
1892       {
1893         vec_8x8u texel_block_a, texel_block_b;
1894         vec_8x16u texel_block_expanded_a, texel_block_expanded_b;
1895         vec_8x16u texel_block_expanded_c, texel_block_expanded_d;
1896         vec_8x16u texel_block_expanded_ab, texel_block_expanded_cd;
1897
1898         gvld1_u8(texel_block_a, (u8 *)vram_ptr); vram_ptr += 1024;
1899         gvld1_u8(texel_block_b, (u8 *)vram_ptr); vram_ptr += 1024;
1900
1901         gvmovl_u8(texel_block_expanded_a, texel_block_a);
1902         gvshll_n_u8(texel_block_expanded_b, texel_block_a, 4);
1903         gvmovl_u8(texel_block_expanded_c, texel_block_b);
1904         gvshll_n_u8(texel_block_expanded_d, texel_block_b, 4);
1905
1906         gvbicq(texel_block_expanded_a, texel_block_expanded_a, c_0x00f0);
1907         gvbicq(texel_block_expanded_b, texel_block_expanded_b, c_0x00f0);
1908         gvbicq(texel_block_expanded_c, texel_block_expanded_c, c_0x00f0);
1909         gvbicq(texel_block_expanded_d, texel_block_expanded_d, c_0x00f0);
1910
1911         gvorrq(texel_block_expanded_ab, texel_block_expanded_a, texel_block_expanded_b);
1912         gvorrq(texel_block_expanded_cd, texel_block_expanded_c, texel_block_expanded_d);
1913
1914         gvst1q_2_pi_u32(texel_block_expanded_ab, texel_block_expanded_cd, texture_page_ptr);
1915       }
1916
1917       vram_ptr -= (1024 * 16) - 4;
1918     }
1919
1920     vram_ptr += (16 * 1024) - (4 * 16);
1921   }
1922 }
1923
1924 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
1925  u32 texture_page)
1926 {
1927 #if 0
1928   update_texture_8bpp_cache_slice_(psx_gpu, texture_page);
1929   return;
1930 #endif
1931   u16 *texture_page_ptr = psx_gpu->texture_page_base;
1932   u16 *vram_ptr = psx_gpu->vram_ptr;
1933
1934   u32 tile_x, tile_y;
1935   u32 sub_y;
1936
1937   vram_ptr += (texture_page >> 4) * 256 * 1024;
1938   vram_ptr += (texture_page & 0xF) * 64;
1939
1940   if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
1941     texture_page_ptr += (8 * 16) * 8;
1942
1943   for (tile_y = 16; tile_y; tile_y--)
1944   {
1945     for (tile_x = 8; tile_x; tile_x--)
1946     {
1947       for (sub_y = 4; sub_y; sub_y--)
1948       {
1949         vec_4x32u texels_a, texels_b, texels_c, texels_d = {};
1950         gvld1q_u32(texels_a, vram_ptr); vram_ptr += 1024;
1951         gvld1q_u32(texels_b, vram_ptr); vram_ptr += 1024;
1952         gvld1q_u32(texels_c, vram_ptr); vram_ptr += 1024;
1953         gvld1q_u32(texels_d, vram_ptr); vram_ptr += 1024;
1954
1955         gvst1q_2_pi_u32(texels_a, texels_b, texture_page_ptr);
1956         gvst1q_2_pi_u32(texels_c, texels_d, texture_page_ptr);
1957       }
1958
1959       vram_ptr -= (1024 * 16) - 8;
1960     }
1961
1962     vram_ptr -= (8 * 8);
1963     vram_ptr += (16 * 1024);
1964
1965     texture_page_ptr += (8 * 16) * 8;
1966   }
1967 }
1968
1969 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1970 {
1971 }
1972
1973 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1974 {
1975 #if 0
1976   texture_blocks_4bpp_(psx_gpu);
1977   return;
1978 #endif
1979   block_struct *block = psx_gpu->blocks;
1980   u32 num_blocks = psx_gpu->num_blocks;
1981
1982   vec_8x8u texels_low;
1983   vec_8x8u texels_high;
1984
1985   vec_16x8u clut_low;
1986   vec_16x8u clut_high;
1987
1988   const u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1989
1990   gvld2q_u8(clut_low, clut_high, (u8 *)psx_gpu->clut_ptr);
1991
1992   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1993     update_texture_4bpp_cache(psx_gpu);
1994
1995   while(num_blocks)
1996   {
1997     vec_8x8u texels =
1998     {
1999       .u8 =
2000       {
2001         texture_ptr_8bpp[block->uv.e[0]],
2002         texture_ptr_8bpp[block->uv.e[1]],
2003         texture_ptr_8bpp[block->uv.e[2]],
2004         texture_ptr_8bpp[block->uv.e[3]],
2005         texture_ptr_8bpp[block->uv.e[4]],
2006         texture_ptr_8bpp[block->uv.e[5]],
2007         texture_ptr_8bpp[block->uv.e[6]],
2008         texture_ptr_8bpp[block->uv.e[7]]
2009       }
2010     };
2011
2012     gvtbl2_u8(texels_low, clut_low, texels);
2013     gvtbl2_u8(texels_high, clut_high, texels);
2014
2015     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);
2016
2017     num_blocks--;
2018     block++;
2019   }
2020 }
2021
2022 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2023 {
2024 #if 0
2025   texture_blocks_8bpp_(psx_gpu);
2026   return;
2027 #endif
2028   u32 num_blocks = psx_gpu->num_blocks;
2029
2030   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2031     update_texture_8bpp_cache(psx_gpu);
2032
2033   const u8 * __restrict__ texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2034   const u16 * __restrict__ clut_ptr = psx_gpu->clut_ptr;
2035   block_struct * __restrict__ block = psx_gpu->blocks;
2036
2037   while(num_blocks)
2038   {
2039     u16 offset;
2040     #define load_one(i_) \
2041       offset = block->uv.e[i_]; u16 texel##i_ = texture_ptr_8bpp[offset]
2042     #define store_one(i_) \
2043       block->texels.e[i_] = clut_ptr[texel##i_]
2044     load_one(0); load_one(1); load_one(2); load_one(3);
2045     load_one(4); load_one(5); load_one(6); load_one(7);
2046     store_one(0); store_one(1); store_one(2); store_one(3);
2047     store_one(4); store_one(5); store_one(6); store_one(7);
2048     #undef load_one
2049     #undef store_one
2050
2051     num_blocks--;
2052     block++;
2053   }
2054 }
2055
2056 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2057 {
2058 #if 0
2059   texture_blocks_16bpp_(psx_gpu);
2060   return;
2061 #endif
2062   u32 num_blocks = psx_gpu->num_blocks;
2063   const u16 * __restrict__ texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2064   block_struct * __restrict__ block = psx_gpu->blocks;
2065
2066   while(num_blocks)
2067   {
2068     u32 offset;
2069     #define load_one(i_) \
2070       offset = block->uv.e[i_]; \
2071       offset += ((offset & 0xFF00) * 3); \
2072       u16 texel##i_ = texture_ptr_16bpp[offset]
2073     #define store_one(i_) \
2074       block->texels.e[i_] = texel##i_
2075     load_one(0); load_one(1); load_one(2); load_one(3);
2076     load_one(4); load_one(5); load_one(6); load_one(7);
2077     store_one(0); store_one(1); store_one(2); store_one(3);
2078     store_one(4); store_one(5); store_one(6); store_one(7);
2079     #undef load_one
2080     #undef store_one
2081
2082     num_blocks--;
2083     block++;
2084   }
2085 }
2086
2087 #define shade_blocks_load_msb_mask_indirect()                                  \
2088
2089 #define shade_blocks_load_msb_mask_direct()                                    \
2090   vec_8x16u msb_mask;                                                          \
2091   gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
2092
2093 #define shade_blocks_store_indirect(_draw_mask, _pixels)                       \
2094   gvst1q_u16(_draw_mask, block->draw_mask.e);                                  \
2095   gvst1q_u16(_pixels, block->pixels.e);                                        \
2096
2097 #define shade_blocks_store_direct(_draw_mask, _pixels)                         \
2098 {                                                                              \
2099   vec_8x16u fb_pixels;                                                         \
2100   gvorrq(_pixels, _pixels, msb_mask);                                          \
2101   gvld1q_u16(fb_pixels, block->fb_ptr);                                        \
2102   gvbifq(fb_pixels, _pixels, _draw_mask);                                      \
2103   gvst1q_u16(fb_pixels, block->fb_ptr);                                        \
2104 }                                                                              \
2105
2106 #define shade_blocks_textured_false_modulated_check_dithered(target)           \
2107
2108 #define shade_blocks_textured_false_modulated_check_undithered(target)         \
2109   if(psx_gpu->triangle_color == 0x808080)                                      \
2110   {                                                                            \
2111     shade_blocks_textured_unmodulated_##target(psx_gpu);                       \
2112     return;                                                                    \
2113   }                                                                            \
2114
2115 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering,       \
2116  target)                                                                       \
2117
2118 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering,     \
2119  target)                                                                       \
2120 {                                                                              \
2121   u32 color = psx_gpu->triangle_color;                                         \
2122   gvdup_n_u8(colors_r, color);                                                 \
2123   gvdup_n_u8(colors_g, color >> 8);                                            \
2124   gvdup_n_u8(colors_b, color >> 16);                                           \
2125   shade_blocks_textured_false_modulated_check_##dithering(target);             \
2126 }                                                                              \
2127
2128 #define shade_blocks_textured_modulated_shaded_block_load()                    \
2129   gvld1_u8(colors_r, block->r.e);                                              \
2130   gvld1_u8(colors_g, block->g.e);                                              \
2131   gvld1_u8(colors_b, block->b.e)                                               \
2132
2133 #define shade_blocks_textured_modulated_unshaded_block_load()                  \
2134
2135 #define shade_blocks_textured_modulate_dithered(component)                     \
2136   gvld1q_u16(pixels_##component, block->dither_offsets.e);                     \
2137   gvmlal_u8(pixels_##component, texels_##component, colors_##component)        \
2138
2139 #define shade_blocks_textured_modulate_undithered(component)                   \
2140   gvmull_u8(pixels_##component, texels_##component, colors_##component)        \
2141
2142 #define shade_blocks_textured_modulated_do(shading, dithering, target)         \
2143   block_struct *block = psx_gpu->blocks;                                       \
2144   u32 num_blocks = psx_gpu->num_blocks;                                        \
2145   vec_8x16u texels;                                                            \
2146                                                                                \
2147   vec_8x8u texels_r;                                                           \
2148   vec_8x8u texels_g;                                                           \
2149   vec_8x8u texels_b;                                                           \
2150                                                                                \
2151   vec_8x8u colors_r;                                                           \
2152   vec_8x8u colors_g;                                                           \
2153   vec_8x8u colors_b;                                                           \
2154                                                                                \
2155   vec_8x8u pixels_r_low;                                                       \
2156   vec_8x8u pixels_g_low;                                                       \
2157   vec_8x8u pixels_b_low;                                                       \
2158   vec_8x16u pixels;                                                            \
2159                                                                                \
2160   vec_8x16u pixels_r;                                                          \
2161   vec_8x16u pixels_g;                                                          \
2162   vec_8x16u pixels_b;                                                          \
2163                                                                                \
2164   vec_8x16u draw_mask;                                                         \
2165   vec_8x16u zero_mask;                                                         \
2166                                                                                \
2167   vec_8x8u d64_0x07;                                                           \
2168   vec_8x8u d64_0x1F;                                                           \
2169   vec_8x8u d64_1;                                                              \
2170   vec_8x8u d64_4;                                                              \
2171   vec_8x8u d64_128;                                                            \
2172                                                                                \
2173   vec_8x16u d128_0x8000;                                                       \
2174                                                                                \
2175   vec_8x16u test_mask;                                                         \
2176   u32 draw_mask_bits;                                                          \
2177                                                                                \
2178   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
2179   shade_blocks_load_msb_mask_##target();                                       \
2180                                                                                \
2181   gvdup_n_u8(d64_0x07, 0x07);                                                  \
2182   gvdup_n_u8(d64_0x1F, 0x1F);                                                  \
2183   gvdup_n_u8(d64_1, 1);                                                        \
2184   gvdup_n_u8(d64_4, 4);                                                        \
2185   gvdup_n_u8(d64_128, 128);                                                    \
2186                                                                                \
2187   gvdupq_n_u16(d128_0x8000, 0x8000);                                           \
2188                                                                                \
2189   shade_blocks_textured_modulated_##shading##_primitive_load(dithering,        \
2190    target);                                                                    \
2191                                                                                \
2192   while(num_blocks)                                                            \
2193   {                                                                            \
2194     draw_mask_bits = block->draw_mask_bits;                                    \
2195     gvdupq_n_u16(draw_mask, draw_mask_bits);                                   \
2196     gvtstq_u16(draw_mask, draw_mask, test_mask);                               \
2197                                                                                \
2198     shade_blocks_textured_modulated_##shading##_block_load();                  \
2199                                                                                \
2200     gvld1q_u16(texels, block->texels.e);                                       \
2201                                                                                \
2202     gvmovn_u16(texels_r, texels);                                              \
2203     gvshrn_n_u16(texels_g, texels, 5);                                         \
2204     gvshrn_n_u16(texels_b, texels, 7);                                         \
2205                                                                                \
2206     gvand(texels_r, texels_r, d64_0x1F);                                       \
2207     gvand(texels_g, texels_g, d64_0x1F);                                       \
2208     gvshr_n_u8(texels_b, texels_b, 3);                                         \
2209                                                                                \
2210     shade_blocks_textured_modulate_##dithering(r);                             \
2211     shade_blocks_textured_modulate_##dithering(g);                             \
2212     shade_blocks_textured_modulate_##dithering(b);                             \
2213                                                                                \
2214     gvceqzq_u16(zero_mask, texels);                                            \
2215     gvand(pixels, texels, d128_0x8000);                                        \
2216                                                                                \
2217     gvqshrun_n_s16(pixels_r_low, pixels_r, 4);                                 \
2218     gvqshrun_n_s16(pixels_g_low, pixels_g, 4);                                 \
2219     gvqshrun_n_s16(pixels_b_low, pixels_b, 4);                                 \
2220                                                                                \
2221     gvorrq(zero_mask, draw_mask, zero_mask);                                   \
2222                                                                                \
2223     gvshr_n_u8(pixels_r_low, pixels_r_low, 3);                                 \
2224     gvbic(pixels_g_low, pixels_g_low, d64_0x07);                               \
2225     gvbic(pixels_b_low, pixels_b_low, d64_0x07);                               \
2226                                                                                \
2227     gvmlal_u8(pixels, pixels_r_low, d64_1);                                    \
2228     gvmlal_u8(pixels, pixels_g_low, d64_4);                                    \
2229     gvmlal_u8(pixels, pixels_b_low, d64_128);                                  \
2230                                                                                \
2231     shade_blocks_store_##target(zero_mask, pixels);                            \
2232                                                                                \
2233     num_blocks--;                                                              \
2234     block++;                                                                   \
2235   }                                                                            \
2236
2237 void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2238  *psx_gpu)
2239 {
2240 #if 0
2241   shade_blocks_shaded_textured_modulated_dithered_direct_(psx_gpu);
2242   return;
2243 #endif
2244   shade_blocks_textured_modulated_do(shaded, dithered, direct);
2245 }
2246
2247 void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2248  *psx_gpu)
2249 {
2250 #if 0
2251   shade_blocks_shaded_textured_modulated_undithered_direct_(psx_gpu);
2252   return;
2253 #endif
2254   shade_blocks_textured_modulated_do(shaded, undithered, direct);
2255 }
2256
2257 void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2258  *psx_gpu)
2259 {
2260 #if 0
2261   shade_blocks_unshaded_textured_modulated_dithered_direct_(psx_gpu);
2262   return;
2263 #endif
2264   shade_blocks_textured_modulated_do(unshaded, dithered, direct);
2265 }
2266
2267 void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2268  *psx_gpu)
2269 {
2270 #if 0
2271   shade_blocks_unshaded_textured_modulated_undithered_direct_(psx_gpu);
2272   return;
2273 #endif
2274   shade_blocks_textured_modulated_do(unshaded, undithered, direct);
2275 }
2276
2277 void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2278  *psx_gpu)
2279 {
2280 #if 0
2281   shade_blocks_shaded_textured_modulated_dithered_indirect_(psx_gpu);
2282   return;
2283 #endif
2284   shade_blocks_textured_modulated_do(shaded, dithered, indirect);
2285 }
2286
2287 void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2288  *psx_gpu)
2289 {
2290 #if 0
2291   shade_blocks_shaded_textured_modulated_undithered_indirect_(psx_gpu);
2292   return;
2293 #endif
2294   shade_blocks_textured_modulated_do(shaded, undithered, indirect);
2295 }
2296
2297 void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2298  *psx_gpu)
2299 {
2300 #if 0
2301   shade_blocks_unshaded_textured_modulated_dithered_indirect_(psx_gpu);
2302   return;
2303 #endif
2304   shade_blocks_textured_modulated_do(unshaded, dithered, indirect);
2305 }
2306
2307 void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2308  *psx_gpu)
2309 {
2310 #if 0
2311   shade_blocks_unshaded_textured_modulated_undithered_indirect_(psx_gpu);
2312   return;
2313 #endif
2314   shade_blocks_textured_modulated_do(unshaded, undithered, indirect);
2315 }
2316
2317 #define shade_blocks_textured_unmodulated_do(target)                           \
2318   block_struct *block = psx_gpu->blocks;                                       \
2319   u32 num_blocks = psx_gpu->num_blocks;                                        \
2320   vec_8x16u draw_mask;                                                         \
2321   vec_8x16u test_mask;                                                         \
2322   u32 draw_mask_bits;                                                          \
2323                                                                                \
2324   vec_8x16u pixels;                                                            \
2325                                                                                \
2326   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
2327   shade_blocks_load_msb_mask_##target();                                       \
2328                                                                                \
2329   while(num_blocks)                                                            \
2330   {                                                                            \
2331     vec_8x16u zero_mask;                                                       \
2332                                                                                \
2333     draw_mask_bits = block->draw_mask_bits;                                    \
2334     gvdupq_n_u16(draw_mask, draw_mask_bits);                                   \
2335     gvtstq_u16(draw_mask, draw_mask, test_mask);                               \
2336                                                                                \
2337     gvld1q_u16(pixels, block->texels.e);                                       \
2338                                                                                \
2339     gvceqzq_u16(zero_mask, pixels);                                            \
2340     gvorrq(zero_mask, draw_mask, zero_mask);                                   \
2341                                                                                \
2342     shade_blocks_store_##target(zero_mask, pixels);                            \
2343                                                                                \
2344     num_blocks--;                                                              \
2345     block++;                                                                   \
2346   }                                                                            \
2347
2348 void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu)
2349 {
2350 #if 0
2351   shade_blocks_textured_unmodulated_indirect_(psx_gpu);
2352   return;
2353 #endif
2354   shade_blocks_textured_unmodulated_do(indirect)
2355 }
2356
2357 void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu)
2358 {
2359 #if 0
2360   shade_blocks_textured_unmodulated_direct_(psx_gpu);
2361   return;
2362 #endif
2363   shade_blocks_textured_unmodulated_do(direct)
2364 }
2365
2366 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2367 {
2368 }
2369
2370 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2371 {
2372 #if 0
2373   shade_blocks_unshaded_untextured_direct_(psx_gpu);
2374   return;
2375 #endif
2376   block_struct *block = psx_gpu->blocks;
2377   u32 num_blocks = psx_gpu->num_blocks;
2378
2379   vec_8x16u pixels;
2380   gvld1q_u16(pixels, block->texels.e);
2381   shade_blocks_load_msb_mask_direct();
2382
2383   while(num_blocks)
2384   {
2385     vec_8x16u draw_mask;
2386     gvld1q_u16(draw_mask, block->draw_mask.e);
2387     shade_blocks_store_direct(draw_mask, pixels);
2388
2389     num_blocks--;
2390     block++;
2391   }
2392 }
2393
2394 #define blend_blocks_mask_evaluate_on()                                        \
2395   vec_8x16u mask_pixels;                                                       \
2396   gvcltzq_s16(mask_pixels, framebuffer_pixels);                                \
2397   gvorrq(draw_mask, draw_mask, mask_pixels)                                    \
2398
2399 #define blend_blocks_mask_evaluate_off()                                       \
2400
2401 #define blend_blocks_average()                                                 \
2402 {                                                                              \
2403   vec_8x16u pixels_no_msb;                                                     \
2404   vec_8x16u fb_pixels_no_msb;                                                  \
2405                                                                                \
2406   vec_8x16u d128_0x0421;                                                       \
2407                                                                                \
2408   gvdupq_n_u16(d128_0x0421, 0x0421);                                           \
2409                                                                                \
2410   gveorq(blend_pixels, pixels, framebuffer_pixels);                            \
2411   gvbicq(pixels_no_msb, pixels, d128_0x8000);                                  \
2412   gvand(blend_pixels, blend_pixels, d128_0x0421);                              \
2413   gvsubq_u16(blend_pixels, pixels_no_msb, blend_pixels);                       \
2414   gvbicq(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000);                   \
2415   gvhaddq_u16(blend_pixels, fb_pixels_no_msb, blend_pixels);                   \
2416 }                                                                              \
2417
2418 #define blend_blocks_add()                                                     \
2419 {                                                                              \
2420   vec_8x16u pixels_rb, pixels_g;                                               \
2421   vec_8x16u fb_rb, fb_g;                                                       \
2422                                                                                \
2423   vec_8x16u d128_0x7C1F;                                                       \
2424   vec_8x16u d128_0x03E0;                                                       \
2425                                                                                \
2426   gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
2427   gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
2428                                                                                \
2429   gvand(pixels_rb, pixels, d128_0x7C1F);                                       \
2430   gvand(pixels_g, pixels, d128_0x03E0);                                        \
2431                                                                                \
2432   gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
2433   gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
2434                                                                                \
2435   gvaddq_u16(fb_rb, fb_rb, pixels_rb);                                         \
2436   gvaddq_u16(fb_g, fb_g, pixels_g);                                            \
2437                                                                                \
2438   gvminq_u8(fb_rb, fb_rb, d128_0x7C1F);                                        \
2439   gvminq_u16(fb_g, fb_g, d128_0x03E0);                                         \
2440                                                                                \
2441   gvorrq(blend_pixels, fb_rb, fb_g);                                           \
2442 }                                                                              \
2443
2444 #define blend_blocks_subtract()                                                \
2445 {                                                                              \
2446   vec_8x16u pixels_rb, pixels_g;                                               \
2447   vec_8x16u fb_rb, fb_g;                                                       \
2448                                                                                \
2449   vec_8x16u d128_0x7C1F;                                                       \
2450   vec_8x16u d128_0x03E0;                                                       \
2451                                                                                \
2452   gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
2453   gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
2454                                                                                \
2455   gvand(pixels_rb, pixels, d128_0x7C1F);                                       \
2456   gvand(pixels_g, pixels, d128_0x03E0);                                        \
2457                                                                                \
2458   gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
2459   gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
2460                                                                                \
2461   gvqsubq_u8(fb_rb, fb_rb, pixels_rb);                                         \
2462   gvqsubq_u16(fb_g, fb_g, pixels_g);                                           \
2463                                                                                \
2464   gvorrq(blend_pixels, fb_rb, fb_g);                                           \
2465 }                                                                              \
2466
2467 #define blend_blocks_add_fourth()                                              \
2468 {                                                                              \
2469   vec_8x16u pixels_rb, pixels_g;                                               \
2470   vec_8x16u pixels_fourth;                                                     \
2471   vec_8x16u fb_rb, fb_g;                                                       \
2472                                                                                \
2473   vec_8x16u d128_0x7C1F;                                                       \
2474   vec_8x16u d128_0x1C07;                                                       \
2475   vec_8x16u d128_0x03E0;                                                       \
2476   vec_8x16u d128_0x00E0;                                                       \
2477                                                                                \
2478   gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
2479   gvdupq_n_u16(d128_0x1C07, 0x1C07);                                           \
2480   gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
2481   gvdupq_n_u16(d128_0x00E0, 0x00E0);                                           \
2482                                                                                \
2483   gvshrq_n_u16(pixels_fourth, pixels, 2);                                      \
2484                                                                                \
2485   gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
2486   gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
2487                                                                                \
2488   gvand(pixels_rb, pixels_fourth, d128_0x1C07);                                \
2489   gvand(pixels_g, pixels_fourth, d128_0x00E0);                                 \
2490                                                                                \
2491   gvaddq_u16(fb_rb, fb_rb, pixels_rb);                                         \
2492   gvaddq_u16(fb_g, fb_g, pixels_g);                                            \
2493                                                                                \
2494   gvminq_u8(fb_rb, fb_rb, d128_0x7C1F);                                        \
2495   gvminq_u16(fb_g, fb_g, d128_0x03E0);                                         \
2496                                                                                \
2497   gvorrq(blend_pixels, fb_rb, fb_g);                                           \
2498 }                                                                              \
2499
2500 #define blend_blocks_blended_combine_textured()                                \
2501 {                                                                              \
2502   vec_8x16u blend_mask;                                                        \
2503   gvcltzq_s16(blend_mask, pixels);                                             \
2504                                                                                \
2505   gvorrq(blend_pixels, blend_pixels, d128_0x8000);                             \
2506   gvbifq(blend_pixels, pixels, blend_mask);                                    \
2507 }                                                                              \
2508
2509 #define blend_blocks_blended_combine_untextured()                              \
2510
2511 #define blend_blocks_body_blend(blend_mode, texturing)                         \
2512 {                                                                              \
2513   blend_blocks_##blend_mode();                                                 \
2514   blend_blocks_blended_combine_##texturing();                                  \
2515 }                                                                              \
2516
2517 #define blend_blocks_body_average(texturing)                                   \
2518   blend_blocks_body_blend(average, texturing)                                  \
2519
2520 #define blend_blocks_body_add(texturing)                                       \
2521   blend_blocks_body_blend(add, texturing)                                      \
2522
2523 #define blend_blocks_body_subtract(texturing)                                  \
2524   blend_blocks_body_blend(subtract, texturing)                                 \
2525
2526 #define blend_blocks_body_add_fourth(texturing)                                \
2527   blend_blocks_body_blend(add_fourth, texturing)                               \
2528
2529 #define blend_blocks_body_unblended(texturing)                                 \
2530   blend_pixels = pixels                                                        \
2531
2532 #define blend_blocks_do(texturing, blend_mode, mask_evaluate)                  \
2533   block_struct *block = psx_gpu->blocks;                                       \
2534   u32 num_blocks = psx_gpu->num_blocks;                                        \
2535   vec_8x16u draw_mask;                                                         \
2536   vec_8x16u pixels;                                                            \
2537   vec_8x16u blend_pixels;                                                      \
2538   vec_8x16u framebuffer_pixels;                                                \
2539   vec_8x16u msb_mask;                                                          \
2540   vec_8x16u d128_0x8000;                                                       \
2541                                                                                \
2542   u16 *fb_ptr;                                                                 \
2543                                                                                \
2544   gvdupq_n_u16(d128_0x8000, 0x8000);                                           \
2545   gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
2546   (void)d128_0x8000; /* sometimes unused */                                    \
2547                                                                                \
2548   while(num_blocks)                                                            \
2549   {                                                                            \
2550     gvld1q_u16(pixels, block->pixels.e);                                       \
2551     gvld1q_u16(draw_mask, block->draw_mask.e);                                 \
2552     fb_ptr = block->fb_ptr;                                                    \
2553                                                                                \
2554     gvld1q_u16(framebuffer_pixels, fb_ptr);                                    \
2555                                                                                \
2556     blend_blocks_mask_evaluate_##mask_evaluate();                              \
2557     blend_blocks_body_##blend_mode(texturing);                                 \
2558                                                                                \
2559     gvorrq(blend_pixels, blend_pixels, msb_mask);                              \
2560     gvbifq(framebuffer_pixels, blend_pixels, draw_mask);                       \
2561     gvst1q_u16(framebuffer_pixels, fb_ptr);                                    \
2562                                                                                \
2563     num_blocks--;                                                              \
2564     block++;                                                                   \
2565   }                                                                            \
2566
2567
2568 void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu)
2569 {
2570 #if 0
2571   blend_blocks_textured_average_off_(psx_gpu);
2572   return;
2573 #endif
2574   blend_blocks_do(textured, average, off);
2575 }
2576
2577 void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu)
2578 {
2579 #if 0
2580   blend_blocks_untextured_average_off_(psx_gpu);
2581   return;
2582 #endif
2583   blend_blocks_do(untextured, average, off);
2584 }
2585
2586 void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu)
2587 {
2588 #if 0
2589   blend_blocks_textured_average_on_(psx_gpu);
2590   return;
2591 #endif
2592   blend_blocks_do(textured, average, on);
2593 }
2594
2595 void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu)
2596 {
2597 #if 0
2598   blend_blocks_untextured_average_on_(psx_gpu);
2599   return;
2600 #endif
2601   blend_blocks_do(untextured, average, on);
2602 }
2603
2604 void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu)
2605 {
2606 #if 0
2607   blend_blocks_textured_add_off_(psx_gpu);
2608   return;
2609 #endif
2610   blend_blocks_do(textured, add, off);
2611 }
2612
2613 void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu)
2614 {
2615 #if 0
2616   blend_blocks_textured_add_on_(psx_gpu);
2617   return;
2618 #endif
2619   blend_blocks_do(textured, add, on);
2620 }
2621
2622 void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu)
2623 {
2624 #if 0
2625   blend_blocks_untextured_add_off_(psx_gpu);
2626   return;
2627 #endif
2628   blend_blocks_do(untextured, add, off);
2629 }
2630
2631 void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu)
2632 {
2633 #if 0
2634   blend_blocks_untextured_add_on_(psx_gpu);
2635   return;
2636 #endif
2637   blend_blocks_do(untextured, add, on);
2638 }
2639
2640 void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu)
2641 {
2642 #if 0
2643   blend_blocks_textured_subtract_off_(psx_gpu);
2644   return;
2645 #endif
2646   blend_blocks_do(textured, subtract, off);
2647 }
2648
2649 void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu)
2650 {
2651 #if 0
2652   blend_blocks_textured_subtract_on_(psx_gpu);
2653   return;
2654 #endif
2655   blend_blocks_do(textured, subtract, on);
2656 }
2657
2658 void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu)
2659 {
2660 #if 0
2661   blend_blocks_untextured_subtract_off_(psx_gpu);
2662   return;
2663 #endif
2664   blend_blocks_do(untextured, subtract, off);
2665 }
2666
2667 void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu)
2668 {
2669 #if 0
2670   blend_blocks_untextured_subtract_on_(psx_gpu);
2671   return;
2672 #endif
2673   blend_blocks_do(untextured, subtract, on);
2674 }
2675
2676 void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu)
2677 {
2678 #if 0
2679   blend_blocks_textured_add_fourth_off_(psx_gpu);
2680   return;
2681 #endif
2682   blend_blocks_do(textured, add_fourth, off);
2683 }
2684
2685 void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu)
2686 {
2687 #if 0
2688   blend_blocks_textured_add_fourth_on_(psx_gpu);
2689   return;
2690 #endif
2691   blend_blocks_do(textured, add_fourth, on);
2692 }
2693
2694 void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu)
2695 {
2696 #if 0
2697   blend_blocks_untextured_add_fourth_off_(psx_gpu);
2698   return;
2699 #endif
2700   blend_blocks_do(untextured, add_fourth, off);
2701 }
2702
2703 void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu)
2704 {
2705 #if 0
2706   blend_blocks_untextured_add_fourth_on_(psx_gpu);
2707   return;
2708 #endif
2709   blend_blocks_do(untextured, add_fourth, on);
2710 }
2711
2712 void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu)
2713 {
2714 #if 0
2715   blend_blocks_textured_unblended_on_(psx_gpu);
2716   return;
2717 #endif
2718   blend_blocks_do(textured, unblended, on);
2719 }
2720
2721 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2722 {
2723 }
2724
2725 void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
2726  s32 v, s32 width, s32 height, u32 color)
2727 {
2728   if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
2729    RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
2730    (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
2731   {
2732     setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
2733     return;
2734   }
2735
2736 #if 0
2737   setup_sprite_untextured_(psx_gpu, x, y, u, v, width, height, color);
2738   return;
2739 #endif
2740   u32 right_width = ((width - 1) & 0x7) + 1;
2741   u32 right_mask_bits = (0xFF << right_width);
2742   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
2743   u32 block_width = (width + 7) / 8;
2744   u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
2745   u32 blocks_remaining;
2746   u32 num_blocks = psx_gpu->num_blocks;
2747   block_struct *block = psx_gpu->blocks + num_blocks;
2748
2749   u32 color_r = color & 0xFF;
2750   u32 color_g = (color >> 8) & 0xFF;
2751   u32 color_b = (color >> 16) & 0xFF;
2752   vec_8x16u colors;
2753   vec_8x16u right_mask;
2754   vec_8x16u test_mask;
2755   vec_8x16u zero_mask;
2756
2757   gvld1q_u16(test_mask, psx_gpu->test_mask.e);
2758   color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
2759
2760   gvdupq_n_u16(colors, color);
2761   gvdupq_n_u16(zero_mask, 0x00);
2762   gvdupq_n_u16(right_mask, right_mask_bits);
2763   gvtstq_u16(right_mask, right_mask, test_mask);
2764
2765   while(height)
2766   {
2767     blocks_remaining = block_width - 1;
2768     num_blocks += block_width;
2769
2770     if(num_blocks > MAX_BLOCKS)
2771     {
2772       flush_render_block_buffer(psx_gpu);
2773       num_blocks = block_width;
2774       block = psx_gpu->blocks;
2775     }
2776
2777     while(blocks_remaining)
2778     {
2779       gvst1q_u16(colors, block->pixels.e);
2780       gvst1q_u16(zero_mask, block->draw_mask.e);
2781       block->fb_ptr = fb_ptr;
2782
2783       fb_ptr += 8;
2784       block++;
2785       blocks_remaining--;
2786     }
2787
2788     gvst1q_u16(colors, block->pixels.e);
2789     gvst1q_u16(right_mask, block->draw_mask.e);
2790     block->fb_ptr = fb_ptr;
2791
2792     block++;
2793     fb_ptr += fb_ptr_pitch;
2794
2795     height--;
2796     psx_gpu->num_blocks = num_blocks;
2797   }
2798 }
2799
2800 #define setup_sprite_tiled_initialize_4bpp_clut()                              \
2801   vec_16x8u clut_low, clut_high;                                               \
2802                                                                                \
2803   gvld2q_u8(clut_low, clut_high, (u8 *)psx_gpu->clut_ptr)                      \
2804
2805 #define setup_sprite_tiled_initialize_4bpp()                                   \
2806   setup_sprite_tiled_initialize_4bpp_clut();                                   \
2807                                                                                \
2808   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)        \
2809     update_texture_4bpp_cache(psx_gpu)                                         \
2810
2811 #define setup_sprite_tiled_initialize_8bpp()                                   \
2812   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)        \
2813     update_texture_8bpp_cache(psx_gpu)                                         \
2814
2815 #define setup_sprite_tile_fetch_texel_block_8bpp(offset)                       \
2816   texture_block_ptr = psx_gpu->texture_page_ptr +                              \
2817    ((texture_offset + offset) & texture_mask);                                 \
2818                                                                                \
2819   gvld1_u8(texels, (u8 *)texture_block_ptr)                                    \
2820
2821 #define setup_sprite_tile_add_blocks(tile_num_blocks)                          \
2822   num_blocks += tile_num_blocks;                                               \
2823                                                                                \
2824   if(num_blocks > MAX_BLOCKS)                                                  \
2825   {                                                                            \
2826     flush_render_block_buffer(psx_gpu);                                        \
2827     num_blocks = tile_num_blocks;                                              \
2828     block = psx_gpu->blocks;                                                   \
2829   }                                                                            \
2830
2831 #define setup_sprite_tile_full_4bpp(edge)                                      \
2832 {                                                                              \
2833   vec_8x8u texels_low, texels_high;                                            \
2834   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
2835                                                                                \
2836   while(sub_tile_height)                                                       \
2837   {                                                                            \
2838     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
2839     gvtbl2_u8(texels_low, clut_low, texels);                                   \
2840     gvtbl2_u8(texels_high, clut_high, texels);                                 \
2841                                                                                \
2842     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
2843     block->draw_mask_bits = left_mask_bits;                                    \
2844     block->fb_ptr = fb_ptr;                                                    \
2845     block++;                                                                   \
2846                                                                                \
2847     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
2848     gvtbl2_u8(texels_low, clut_low, texels);                                   \
2849     gvtbl2_u8(texels_high, clut_high, texels);                                 \
2850                                                                                \
2851     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
2852     block->draw_mask_bits = right_mask_bits;                                   \
2853     block->fb_ptr = fb_ptr + 8;                                                \
2854     block++;                                                                   \
2855                                                                                \
2856     fb_ptr += 1024;                                                            \
2857     texture_offset += 0x10;                                                    \
2858     sub_tile_height--;                                                         \
2859   }                                                                            \
2860   texture_offset += 0xF00;                                                     \
2861   psx_gpu->num_blocks = num_blocks;                                            \
2862 }                                                                              \
2863
2864 #define setup_sprite_tile_half_4bpp(edge)                                      \
2865 {                                                                              \
2866   vec_8x8u texels_low, texels_high;                                            \
2867   setup_sprite_tile_add_blocks(sub_tile_height);                               \
2868                                                                                \
2869   while(sub_tile_height)                                                       \
2870   {                                                                            \
2871     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
2872     gvtbl2_u8(texels_low, clut_low, texels);                                   \
2873     gvtbl2_u8(texels_high, clut_high, texels);                                 \
2874                                                                                \
2875     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
2876     block->draw_mask_bits = edge##_mask_bits;                                  \
2877     block->fb_ptr = fb_ptr;                                                    \
2878     block++;                                                                   \
2879                                                                                \
2880     fb_ptr += 1024;                                                            \
2881     texture_offset += 0x10;                                                    \
2882     sub_tile_height--;                                                         \
2883   }                                                                            \
2884   texture_offset += 0xF00;                                                     \
2885   psx_gpu->num_blocks = num_blocks;                                            \
2886 }                                                                              \
2887
2888 #define setup_sprite_tile_full_8bpp(edge)                                      \
2889 {                                                                              \
2890   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
2891                                                                                \
2892   while(sub_tile_height)                                                       \
2893   {                                                                            \
2894     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
2895     gvst1_u8(texels, block->r.e);                                              \
2896     block->draw_mask_bits = left_mask_bits;                                    \
2897     block->fb_ptr = fb_ptr;                                                    \
2898     block++;                                                                   \
2899                                                                                \
2900     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
2901     gvst1_u8(texels, block->r.e);                                              \
2902     block->draw_mask_bits = right_mask_bits;                                   \
2903     block->fb_ptr = fb_ptr + 8;                                                \
2904     block++;                                                                   \
2905                                                                                \
2906     fb_ptr += 1024;                                                            \
2907     texture_offset += 0x10;                                                    \
2908     sub_tile_height--;                                                         \
2909   }                                                                            \
2910   texture_offset += 0xF00;                                                     \
2911   psx_gpu->num_blocks = num_blocks;                                            \
2912 }                                                                              \
2913
2914 #define setup_sprite_tile_half_8bpp(edge)                                      \
2915 {                                                                              \
2916   setup_sprite_tile_add_blocks(sub_tile_height);                               \
2917                                                                                \
2918   while(sub_tile_height)                                                       \
2919   {                                                                            \
2920     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
2921     gvst1_u8(texels, block->r.e);                                              \
2922     block->draw_mask_bits = edge##_mask_bits;                                  \
2923     block->fb_ptr = fb_ptr;                                                    \
2924     block++;                                                                   \
2925                                                                                \
2926     fb_ptr += 1024;                                                            \
2927     texture_offset += 0x10;                                                    \
2928     sub_tile_height--;                                                         \
2929   }                                                                            \
2930   texture_offset += 0xF00;                                                     \
2931   psx_gpu->num_blocks = num_blocks;                                            \
2932 }                                                                              \
2933
2934 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
2935   texture_offset = texture_offset_base + 8;                                    \
2936   fb_ptr += 8                                                                  \
2937
2938 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
2939   texture_offset = texture_offset_base                                         \
2940
2941 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
2942   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
2943
2944 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
2945   texture_offset = texture_offset_base                                         \
2946
2947 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
2948   fb_ptr -= 8                                                                  \
2949
2950 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
2951
2952 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
2953   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
2954
2955 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
2956
2957
2958 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode,  \
2959  x4mode)                                                                       \
2960 do                                                                             \
2961 {                                                                              \
2962   sub_tile_height = column_data;                                               \
2963   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
2964   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
2965   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
2966 } while(0)                                                                     \
2967
2968 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode,   \
2969  x4mode)                                                                       \
2970 do                                                                             \
2971 {                                                                              \
2972   u32 tiles_remaining = column_data >> 16;                                     \
2973   sub_tile_height = column_data & 0xFF;                                        \
2974   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
2975   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
2976   tiles_remaining -= 1;                                                        \
2977                                                                                \
2978   while(tiles_remaining)                                                       \
2979   {                                                                            \
2980     sub_tile_height = 16;                                                      \
2981     setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);              \
2982     tiles_remaining--;                                                         \
2983   }                                                                            \
2984                                                                                \
2985   sub_tile_height = (column_data >> 8) & 0xFF;                                 \
2986   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
2987   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
2988 } while(0)                                                                     \
2989
2990
2991 #define setup_sprite_column_data_single()                                      \
2992   column_data = height                                                         \
2993
2994 #define setup_sprite_column_data_multi()                                       \
2995   column_data = 16 - offset_v;                                                 \
2996   column_data |= ((height_rounded & 0xF) + 1) << 8;                            \
2997   column_data |= (tile_height - 1) << 16                                       \
2998
2999 #define RIGHT_MASK_BIT_SHIFT 8
3000 #define RIGHT_MASK_BIT_SHIFT_4x 16
3001
3002 #define setup_sprite_tile_column_width_single(texture_mode, multi_height,      \
3003  edge_mode, edge, x4mode)                                                      \
3004 {                                                                              \
3005   setup_sprite_column_data_##multi_height();                                   \
3006   left_mask_bits = left_block_mask | right_block_mask;                         \
3007   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3008                                                                                \
3009   setup_sprite_tile_column_height_##multi_height(edge_mode, edge,              \
3010    texture_mode, x4mode);                                                      \
3011 }                                                                              \
3012
3013 #define setup_sprite_tiled_advance_column()                                    \
3014   texture_offset_base += 0x100;                                                \
3015   if((texture_offset_base & 0xF00) == 0)                                       \
3016     texture_offset_base -= (0x100 + 0xF00)                                     \
3017
3018 #define FB_PTR_MULTIPLIER 1
3019 #define FB_PTR_MULTIPLIER_4x 2
3020
3021 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height,       \
3022  left_mode, right_mode, x4mode)                                                \
3023 {                                                                              \
3024   setup_sprite_column_data_##multi_height();                                   \
3025   s32 fb_ptr_advance_column = (16 - (1024 * height))                           \
3026     * FB_PTR_MULTIPLIER##x4mode;                                               \
3027                                                                                \
3028   tile_width -= 2;                                                             \
3029   left_mask_bits = left_block_mask;                                            \
3030   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3031                                                                                \
3032   setup_sprite_tile_column_height_##multi_height(left_mode, right,             \
3033    texture_mode, x4mode);                                                      \
3034   fb_ptr += fb_ptr_advance_column;                                             \
3035                                                                                \
3036   left_mask_bits = 0x00;                                                       \
3037   right_mask_bits = 0x00;                                                      \
3038                                                                                \
3039   while(tile_width)                                                            \
3040   {                                                                            \
3041     setup_sprite_tiled_advance_column();                                       \
3042     setup_sprite_tile_column_height_##multi_height(full, none,                 \
3043      texture_mode, x4mode);                                                    \
3044     fb_ptr += fb_ptr_advance_column;                                           \
3045     tile_width--;                                                              \
3046   }                                                                            \
3047                                                                                \
3048   left_mask_bits = right_block_mask;                                           \
3049   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3050                                                                                \
3051   setup_sprite_tiled_advance_column();                                         \
3052   setup_sprite_tile_column_height_##multi_height(right_mode, left,             \
3053    texture_mode, x4mode);                                                      \
3054 }                                                                              \
3055
3056
3057 /* 4x stuff */
3058 #define setup_sprite_tiled_initialize_4bpp_4x()                                \
3059   setup_sprite_tiled_initialize_4bpp_clut()                                    \
3060
3061 #define setup_sprite_tiled_initialize_8bpp_4x()                                \
3062
3063 #define setup_sprite_tile_full_4bpp_4x(edge)                                   \
3064 {                                                                              \
3065   vec_8x8u texels_low, texels_high;                                            \
3066   vec_8x16u pixels;                                                            \
3067   vec_4x16u pixels_half;                                                       \
3068   setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
3069   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
3070   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
3071   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
3072   u32 right_mask_bits_b = right_mask_bits >> 8;                                \
3073                                                                                \
3074   while(sub_tile_height)                                                       \
3075   {                                                                            \
3076     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3077     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3078     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3079     gvzip_u8(pixels, texels_low, texels_high);                                 \
3080                                                                                \
3081     gvget_lo(pixels_half, pixels);                                             \
3082     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3083     block->draw_mask_bits = left_mask_bits_a;                                  \
3084     block->fb_ptr = fb_ptr;                                                    \
3085     block++;                                                                   \
3086                                                                                \
3087     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3088     block->draw_mask_bits = left_mask_bits_a;                                  \
3089     block->fb_ptr = fb_ptr + 1024;                                             \
3090     block++;                                                                   \
3091                                                                                \
3092     gvget_hi(pixels_half, pixels);                                             \
3093     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3094     block->draw_mask_bits = left_mask_bits_b;                                  \
3095     block->fb_ptr = fb_ptr + 8;                                                \
3096     block++;                                                                   \
3097                                                                                \
3098     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3099     block->draw_mask_bits = left_mask_bits_b;                                  \
3100     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3101     block++;                                                                   \
3102                                                                                \
3103     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3104     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3105     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3106     gvzip_u8(pixels, texels_low, texels_high);                                 \
3107                                                                                \
3108     gvget_lo(pixels_half, pixels);                                             \
3109     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3110     block->draw_mask_bits = right_mask_bits_a;                                 \
3111     block->fb_ptr = fb_ptr + 16;                                               \
3112     block++;                                                                   \
3113                                                                                \
3114     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3115     block->draw_mask_bits = right_mask_bits_a;                                 \
3116     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3117     block++;                                                                   \
3118                                                                                \
3119     gvget_hi(pixels_half, pixels);                                             \
3120     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3121     block->draw_mask_bits = right_mask_bits_b;                                 \
3122     block->fb_ptr = fb_ptr + 24;                                               \
3123     block++;                                                                   \
3124                                                                                \
3125     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3126     block->draw_mask_bits = right_mask_bits_b;                                 \
3127     block->fb_ptr = fb_ptr + 1024 + 24;                                        \
3128     block++;                                                                   \
3129                                                                                \
3130     fb_ptr += 2048;                                                            \
3131     texture_offset += 0x10;                                                    \
3132     sub_tile_height--;                                                         \
3133   }                                                                            \
3134   texture_offset += 0xF00;                                                     \
3135   psx_gpu->num_blocks = num_blocks;                                            \
3136 }                                                                              \
3137
3138 #define setup_sprite_tile_half_4bpp_4x(edge)                                   \
3139 {                                                                              \
3140   vec_8x8u texels_low, texels_high;                                            \
3141   vec_8x16u pixels;                                                            \
3142   vec_4x16u pixels_half;                                                       \
3143   setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
3144   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
3145   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
3146                                                                                \
3147   while(sub_tile_height)                                                       \
3148   {                                                                            \
3149     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3150     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3151     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3152     gvzip_u8(pixels, texels_low, texels_high);                                 \
3153                                                                                \
3154     gvget_lo(pixels_half, pixels);                                             \
3155     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3156     block->draw_mask_bits = edge##_mask_bits_a;                                \
3157     block->fb_ptr = fb_ptr;                                                    \
3158     block++;                                                                   \
3159                                                                                \
3160     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3161     block->draw_mask_bits = edge##_mask_bits_a;                                \
3162     block->fb_ptr = fb_ptr + 1024;                                             \
3163     block++;                                                                   \
3164                                                                                \
3165     gvget_hi(pixels_half, pixels);                                             \
3166     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3167     block->draw_mask_bits = edge##_mask_bits_b;                                \
3168     block->fb_ptr = fb_ptr + 8;                                                \
3169     block++;                                                                   \
3170                                                                                \
3171     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3172     block->draw_mask_bits = edge##_mask_bits_b;                                \
3173     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3174     block++;                                                                   \
3175                                                                                \
3176     fb_ptr += 2048;                                                            \
3177     texture_offset += 0x10;                                                    \
3178     sub_tile_height--;                                                         \
3179   }                                                                            \
3180   texture_offset += 0xF00;                                                     \
3181   psx_gpu->num_blocks = num_blocks;                                            \
3182 }                                                                              \
3183
3184 #define setup_sprite_tile_full_8bpp_4x(edge)                                   \
3185 {                                                                              \
3186   setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
3187   vec_8x16u texels_wide;                                                       \
3188   vec_4x16u texels_half;                                                       \
3189   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
3190   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
3191   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
3192   u32 right_mask_bits_b = right_mask_bits >> 8;                                \
3193                                                                                \
3194   while(sub_tile_height)                                                       \
3195   {                                                                            \
3196     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3197     gvzip_u8(texels_wide, texels, texels);                                     \
3198     gvget_lo(texels_half, texels_wide);                                        \
3199     gvst1_u8(texels_half, block->r.e);                                         \
3200     block->draw_mask_bits = left_mask_bits_a;                                  \
3201     block->fb_ptr = fb_ptr;                                                    \
3202     block++;                                                                   \
3203                                                                                \
3204     gvst1_u8(texels_half, block->r.e);                                         \
3205     block->draw_mask_bits = left_mask_bits_a;                                  \
3206     block->fb_ptr = fb_ptr + 1024;                                             \
3207     block++;                                                                   \
3208                                                                                \
3209     gvget_hi(texels_half, texels_wide);                                        \
3210     gvst1_u8(texels_half, block->r.e);                                         \
3211     block->draw_mask_bits = left_mask_bits_b;                                  \
3212     block->fb_ptr = fb_ptr + 8;                                                \
3213     block++;                                                                   \
3214                                                                                \
3215     gvst1_u8(texels_half, block->r.e);                                         \
3216     block->draw_mask_bits = left_mask_bits_b;                                  \
3217     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3218     block++;                                                                   \
3219                                                                                \
3220     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3221     gvzip_u8(texels_wide, texels, texels);                                     \
3222     gvget_lo(texels_half, texels_wide);                                        \
3223     gvst1_u8(texels_half, block->r.e);                                         \
3224     block->draw_mask_bits = right_mask_bits_a;                                 \
3225     block->fb_ptr = fb_ptr + 16;                                               \
3226     block++;                                                                   \
3227                                                                                \
3228     gvst1_u8(texels_half, block->r.e);                                         \
3229     block->draw_mask_bits = right_mask_bits_a;                                 \
3230     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3231     block++;                                                                   \
3232                                                                                \
3233     gvget_hi(texels_half, texels_wide);                                        \
3234     gvst1_u8(texels_half, block->r.e);                                         \
3235     block->draw_mask_bits = right_mask_bits_b;                                 \
3236     block->fb_ptr = fb_ptr + 24;                                               \
3237     block++;                                                                   \
3238                                                                                \
3239     gvst1_u8(texels_half, block->r.e);                                         \
3240     block->draw_mask_bits = right_mask_bits_b;                                 \
3241     block->fb_ptr = fb_ptr + 24 + 1024;                                        \
3242     block++;                                                                   \
3243                                                                                \
3244     fb_ptr += 2048;                                                            \
3245     texture_offset += 0x10;                                                    \
3246     sub_tile_height--;                                                         \
3247   }                                                                            \
3248   texture_offset += 0xF00;                                                     \
3249   psx_gpu->num_blocks = num_blocks;                                            \
3250 }                                                                              \
3251
3252 #define setup_sprite_tile_half_8bpp_4x(edge)                                   \
3253 {                                                                              \
3254   setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
3255   vec_8x16u texels_wide;                                                       \
3256   vec_4x16u texels_half;                                                       \
3257   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
3258   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
3259                                                                                \
3260   while(sub_tile_height)                                                       \
3261   {                                                                            \
3262     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3263     gvzip_u8(texels_wide, texels, texels);                                     \
3264     gvget_lo(texels_half, texels_wide);                                        \
3265     gvst1_u8(texels_half, block->r.e);                                         \
3266     block->draw_mask_bits = edge##_mask_bits_a;                                \
3267     block->fb_ptr = fb_ptr;                                                    \
3268     block++;                                                                   \
3269                                                                                \
3270     gvst1_u8(texels_half, block->r.e);                                         \
3271     block->draw_mask_bits = edge##_mask_bits_a;                                \
3272     block->fb_ptr = fb_ptr + 1024;                                             \
3273     block++;                                                                   \
3274                                                                                \
3275     gvget_hi(texels_half, texels_wide);                                        \
3276     gvst1_u8(texels_half, block->r.e);                                         \
3277     block->draw_mask_bits = edge##_mask_bits_b;                                \
3278     block->fb_ptr = fb_ptr + 8;                                                \
3279     block++;                                                                   \
3280                                                                                \
3281     gvst1_u8(texels_half, block->r.e);                                         \
3282     block->draw_mask_bits = edge##_mask_bits_b;                                \
3283     block->fb_ptr = fb_ptr + 8 + 1024;                                         \
3284     block++;                                                                   \
3285                                                                                \
3286     fb_ptr += 2048;                                                            \
3287     texture_offset += 0x10;                                                    \
3288     sub_tile_height--;                                                         \
3289   }                                                                            \
3290   texture_offset += 0xF00;                                                     \
3291   psx_gpu->num_blocks = num_blocks;                                            \
3292 }                                                                              \
3293
3294 #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x()               \
3295   texture_offset = texture_offset_base + 8;                                    \
3296   fb_ptr += 16                                                                 \
3297
3298 #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x()                \
3299   texture_offset = texture_offset_base                                         \
3300
3301 #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge)                 \
3302   setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x()                  \
3303
3304 #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge)                 \
3305   texture_offset = texture_offset_base                                         \
3306
3307 #define setup_sprite_tile_column_edge_post_adjust_half_right_4x()              \
3308   fb_ptr -= 16                                                                 \
3309
3310 #define setup_sprite_tile_column_edge_post_adjust_half_left_4x()               \
3311
3312 #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge)                \
3313   setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x()                 \
3314
3315 #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge)                \
3316
3317 #define setup_sprite_offset_u_adjust()                                         \
3318
3319 #define setup_sprite_comapre_left_block_mask()                                 \
3320   ((left_block_mask & 0xFF) == 0xFF)                                           \
3321
3322 #define setup_sprite_comapre_right_block_mask()                                \
3323   (((right_block_mask >> 8) & 0xFF) == 0xFF)                                   \
3324
3325 #define setup_sprite_offset_u_adjust_4x()                                      \
3326   offset_u *= 2;                                                               \
3327   offset_u_right = offset_u_right * 2 + 1                                      \
3328
3329 #define setup_sprite_comapre_left_block_mask_4x()                              \
3330   ((left_block_mask & 0xFFFF) == 0xFFFF)                                       \
3331
3332 #define setup_sprite_comapre_right_block_mask_4x()                             \
3333   (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF)                              \
3334
3335
3336 #define setup_sprite_tiled_do(texture_mode, x4mode)                            \
3337   s32 offset_u = u & 0xF;                                                      \
3338   s32 offset_v = v & 0xF;                                                      \
3339                                                                                \
3340   s32 width_rounded = offset_u + width + 15;                                   \
3341   s32 height_rounded = offset_v + height + 15;                                 \
3342   s32 tile_height = height_rounded / 16;                                       \
3343   s32 tile_width = width_rounded / 16;                                         \
3344   u32 offset_u_right = width_rounded & 0xF;                                    \
3345                                                                                \
3346   setup_sprite_offset_u_adjust##x4mode();                                      \
3347                                                                                \
3348   u32 left_block_mask = ~(0xFFFFFFFF << offset_u);                             \
3349   u32 right_block_mask = 0xFFFFFFFE << offset_u_right;                         \
3350                                                                                \
3351   u32 left_mask_bits;                                                          \
3352   u32 right_mask_bits;                                                         \
3353                                                                                \
3354   u32 sub_tile_height;                                                         \
3355   u32 column_data;                                                             \
3356                                                                                \
3357   u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) |                     \
3358    ((psx_gpu->texture_mask_height & 0xF) << 4) |                               \
3359    ((psx_gpu->texture_mask_width >> 4) << 8) |                                 \
3360    ((psx_gpu->texture_mask_height >> 4) << 12);                                \
3361   u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) |                  \
3362    ((v & 0xF0) << 8);                                                          \
3363   u32 texture_offset_base = texture_offset;                                    \
3364   u32 control_mask;                                                            \
3365                                                                                \
3366   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u);           \
3367   u32 num_blocks = psx_gpu->num_blocks;                                        \
3368   block_struct *block = psx_gpu->blocks + num_blocks;                          \
3369                                                                                \
3370   u16 *texture_block_ptr;                                                      \
3371   vec_8x8u texels;                                                             \
3372                                                                                \
3373   setup_sprite_tiled_initialize_##texture_mode##x4mode();                      \
3374                                                                                \
3375   control_mask = tile_width == 1;                                              \
3376   control_mask |= (tile_height == 1) << 1;                                     \
3377   control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2;         \
3378   control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3;        \
3379                                                                                \
3380   switch(control_mask)                                                         \
3381   {                                                                            \
3382     default:                                                                   \
3383     case 0x0:                                                                  \
3384       setup_sprite_tile_column_width_multi(texture_mode, multi, full, full,    \
3385        x4mode);                                                                \
3386       break;                                                                   \
3387                                                                                \
3388     case 0x1:                                                                  \
3389       setup_sprite_tile_column_width_single(texture_mode, multi, full, none,   \
3390        x4mode);                                                                \
3391       break;                                                                   \
3392                                                                                \
3393     case 0x2:                                                                  \
3394       setup_sprite_tile_column_width_multi(texture_mode, single, full, full,   \
3395        x4mode);                                                                \
3396       break;                                                                   \
3397                                                                                \
3398     case 0x3:                                                                  \
3399       setup_sprite_tile_column_width_single(texture_mode, single, full, none,  \
3400        x4mode);                                                                \
3401       break;                                                                   \
3402                                                                                \
3403     case 0x4:                                                                  \
3404       setup_sprite_tile_column_width_multi(texture_mode, multi, half, full,    \
3405        x4mode);                                                                \
3406       break;                                                                   \
3407                                                                                \
3408     case 0x5:                                                                  \
3409       setup_sprite_tile_column_width_single(texture_mode, multi, half, right,  \
3410        x4mode);                                                                \
3411       break;                                                                   \
3412                                                                                \
3413     case 0x6:                                                                  \
3414       setup_sprite_tile_column_width_multi(texture_mode, single, half, full,   \
3415        x4mode);                                                                \
3416       break;                                                                   \
3417                                                                                \
3418     case 0x7:                                                                  \
3419       setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3420        x4mode);                                                                \
3421       break;                                                                   \
3422                                                                                \
3423     case 0x8:                                                                  \
3424       setup_sprite_tile_column_width_multi(texture_mode, multi, full, half,    \
3425        x4mode);                                                                \
3426       break;                                                                   \
3427                                                                                \
3428     case 0x9:                                                                  \
3429       setup_sprite_tile_column_width_single(texture_mode, multi, half, left,   \
3430        x4mode);                                                                \
3431       break;                                                                   \
3432                                                                                \
3433     case 0xA:                                                                  \
3434       setup_sprite_tile_column_width_multi(texture_mode, single, full, half,   \
3435        x4mode);                                                                \
3436       break;                                                                   \
3437                                                                                \
3438     case 0xB:                                                                  \
3439       setup_sprite_tile_column_width_single(texture_mode, single, half, left,  \
3440        x4mode);                                                                \
3441       break;                                                                   \
3442                                                                                \
3443     case 0xC:                                                                  \
3444       setup_sprite_tile_column_width_multi(texture_mode, multi, half, half,    \
3445        x4mode);                                                                \
3446       break;                                                                   \
3447                                                                                \
3448     case 0xE:                                                                  \
3449       setup_sprite_tile_column_width_multi(texture_mode, single, half, half,   \
3450        x4mode);                                                                \
3451       break;                                                                   \
3452   }                                                                            \
3453
3454 void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3455  s32 width, s32 height, u32 color)
3456 {
3457 #if 0
3458   setup_sprite_4bpp_(psx_gpu, x, y, u, v, width, height, color);
3459   return;
3460 #endif
3461   setup_sprite_tiled_do(4bpp,)
3462 }
3463
3464 void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3465  s32 width, s32 height, u32 color)
3466 {
3467 #if 0
3468   setup_sprite_8bpp_(psx_gpu, x, y, u, v, width, height, color);
3469   return;
3470 #endif
3471   setup_sprite_tiled_do(8bpp,)
3472 }
3473
3474 #undef draw_mask_fb_ptr_left
3475 #undef draw_mask_fb_ptr_right
3476
3477 void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3478  s32 width, s32 height, u32 color)
3479 {
3480 #if 0
3481   setup_sprite_4bpp_4x_(psx_gpu, x, y, u, v, width, height, color);
3482   return;
3483 #endif
3484   setup_sprite_tiled_do(4bpp, _4x)
3485 }
3486
3487 void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3488  s32 width, s32 height, u32 color)
3489 {
3490 #if 0
3491   setup_sprite_8bpp_4x_(psx_gpu, x, y, u, v, width, height, color);
3492   return;
3493 #endif
3494   setup_sprite_tiled_do(8bpp, _4x)
3495 }
3496
3497
3498 void scale2x_tiles8(void * __restrict__ dst_, const void * __restrict__ src_, int w8, int h)
3499 {
3500 #if 0
3501   scale2x_tiles8_(dst_, src_, w8, h);
3502   return;
3503 #endif
3504   const u16 * __restrict__ src = src_;
3505   const u16 * __restrict__ src1;
3506   u16 * __restrict__ dst = dst_;
3507   u16 * __restrict__ dst1;
3508   gvreg a, b;
3509   int w;
3510   for (; h > 0; h--, src += 1024, dst += 1024*2)
3511   {
3512     src1 = src;
3513     dst1 = dst;
3514     for (w = w8; w > 0; w--, src1 += 8, dst1 += 8*2)
3515     {
3516       gvld1q_u16(a, src1);
3517       gvzipq_u16(a, b, a, a);
3518       gvst1q_u16(a, dst1);
3519       gvst1q_u16(b, dst1 + 8);
3520       gvst1q_u16(a, dst1 + 1024);
3521       gvst1q_u16(b, dst1 + 1024 + 8);
3522     }
3523   }
3524 }
3525
3526 // vim:ts=2:sw=2:expandtab