cdrom: change pause timing again
[pcsx_rearmed.git] / plugins / gpu_senquack / gpu_inner.h
1 /***************************************************************************
2 *   Copyright (C) 2010 PCSX4ALL Team                                      *
3 *   Copyright (C) 2010 Unai                                               *
4 *   Copyright (C) 2016 Senquack (dansilsby <AT> gmail <DOT> com)          *
5 *                                                                         *
6 *   This program is free software; you can redistribute it and/or modify  *
7 *   it under the terms of the GNU General Public License as published by  *
8 *   the Free Software Foundation; either version 2 of the License, or     *
9 *   (at your option) any later version.                                   *
10 *                                                                         *
11 *   This program is distributed in the hope that it will be useful,       *
12 *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
13 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
14 *   GNU General Public License for more details.                          *
15 *                                                                         *
16 *   You should have received a copy of the GNU General Public License     *
17 *   along with this program; if not, write to the                         *
18 *   Free Software Foundation, Inc.,                                       *
19 *   51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA.           *
20 ***************************************************************************/
21
22 #ifndef __GPU_UNAI_GPU_INNER_H__
23 #define __GPU_UNAI_GPU_INNER_H__
24
25 ///////////////////////////////////////////////////////////////////////////////
26 // Inner loop driver instantiation file
27
28 ///////////////////////////////////////////////////////////////////////////////
29 //  Option Masks (CF template paramter)
30 #define  CF_LIGHT     ((CF>> 0)&1) // Lighting
31 #define  CF_BLEND     ((CF>> 1)&1) // Blending
32 #define  CF_MASKCHECK ((CF>> 2)&1) // Mask bit check
33 #define  CF_BLENDMODE ((CF>> 3)&3) // Blend mode   0..3
34 #define  CF_TEXTMODE  ((CF>> 5)&3) // Texture mode 1..3 (0: texturing disabled)
35 #define  CF_GOURAUD   ((CF>> 7)&1) // Gouraud shading
36 #define  CF_MASKSET   ((CF>> 8)&1) // Mask bit set
37 #define  CF_DITHER    ((CF>> 9)&1) // Dithering
38 #define  CF_BLITMASK  ((CF>>10)&1) // blit_mask check (skip rendering pixels
39                                    //  that wouldn't end up displayed on
40                                    //  low-res screen using simple downscaler)
41
42 //#ifdef __arm__
43 //#ifndef ENABLE_GPU_ARMV7
44 /* ARMv5 */
45 //#include "gpu_inner_blend_arm5.h"
46 //#else
47 /* ARMv7 optimized */
48 //#include "gpu_inner_blend_arm7.h"
49 //#endif
50 //#else
51 //#include "gpu_inner_blend.h"
52 //#endif
53
54 #include "gpu_inner_blend.h"
55 #include "gpu_inner_quantization.h"
56 #include "gpu_inner_light.h"
57
58 #ifdef __arm__
59 #include "gpu_inner_blend_arm.h"
60 #include "gpu_inner_light_arm.h"
61 #define gpuBlending gpuBlendingARM
62 #define gpuLightingRGB gpuLightingRGBARM
63 #define gpuLightingTXT gpuLightingTXTARM
64 #define gpuLightingTXTGouraud gpuLightingTXTGouraudARM
65 // Non-dithering lighting and blending functions preserve uSrc
66 // MSB. This saves a few operations and useless load/stores.
67 #define MSB_PRESERVED (!CF_DITHER)
68 #else
69 #define gpuBlending gpuBlendingGeneric
70 #define gpuLightingRGB gpuLightingRGBGeneric
71 #define gpuLightingTXT gpuLightingTXTGeneric
72 #define gpuLightingTXTGouraud gpuLightingTXTGouraudGeneric
73 #define MSB_PRESERVED 0
74 #endif
75
76
77 // If defined, Gouraud colors are fixed-point 5.11, otherwise they are 8.16
78 // This is only for debugging/verification of low-precision colors in C.
79 // Low-precision Gouraud is intended for use by SIMD-optimized inner drivers
80 // which get/use Gouraud colors in SIMD registers.
81 //#define GPU_GOURAUD_LOW_PRECISION
82
83 // How many bits of fixed-point precision GouraudColor uses
84 #ifdef GPU_GOURAUD_LOW_PRECISION
85 #define GPU_GOURAUD_FIXED_BITS 11
86 #else
87 #define GPU_GOURAUD_FIXED_BITS 16
88 #endif
89
90 // Used to pass Gouraud colors to gpuPixelSpanFn() (lines)
91 struct GouraudColor {
92 #ifdef GPU_GOURAUD_LOW_PRECISION
93         u16 r, g, b;
94         s16 r_incr, g_incr, b_incr;
95 #else
96         u32 r, g, b;
97         s32 r_incr, g_incr, b_incr;
98 #endif
99 };
100
101 static inline u16 gpuGouraudColor15bpp(u32 r, u32 g, u32 b)
102 {
103         r >>= GPU_GOURAUD_FIXED_BITS;
104         g >>= GPU_GOURAUD_FIXED_BITS;
105         b >>= GPU_GOURAUD_FIXED_BITS;
106
107 #ifndef GPU_GOURAUD_LOW_PRECISION
108         // High-precision Gouraud colors are 8-bit + fractional
109         r >>= 3;  g >>= 3;  b >>= 3;
110 #endif
111
112         return r | (g << 5) | (b << 10);
113 }
114
115 ///////////////////////////////////////////////////////////////////////////////
116 //  GPU Pixel span operations generator gpuPixelSpanFn<>
117 //  Oct 2016: Created/adapted from old gpuPixelFn by senquack:
118 //  Original gpuPixelFn was used to draw lines one pixel at a time. I wrote
119 //  new line algorithms that draw lines using horizontal/vertical/diagonal
120 //  spans of pixels, necessitating new pixel-drawing function that could
121 //  not only render spans of pixels, but gouraud-shade them as well.
122 //  This speeds up line rendering and would allow tile-rendering (untextured
123 //  rectangles) to use the same set of functions. Since tiles are always
124 //  monochrome, they simply wouldn't use the extra set of 32 gouraud-shaded
125 //  gpuPixelSpanFn functions (TODO?).
126 //
127 // NOTE: While the PS1 framebuffer is 16 bit, we use 8-bit pointers here,
128 //       so that pDst can be incremented directly by 'incr' parameter
129 //       without having to shift it before use.
130 template<int CF>
131 static u8* gpuPixelSpanFn(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len)
132 {
133         // Blend func can save an operation if it knows uSrc MSB is
134         //  unset. For untextured prims, this is always true.
135         const bool skip_uSrc_mask = true;
136
137         u16 col;
138         struct GouraudColor * gcPtr;
139         u32 r, g, b;
140         s32 r_incr, g_incr, b_incr;
141
142         if (CF_GOURAUD) {
143                 gcPtr = (GouraudColor*)data;
144                 r = gcPtr->r;  r_incr = gcPtr->r_incr;
145                 g = gcPtr->g;  g_incr = gcPtr->g_incr;
146                 b = gcPtr->b;  b_incr = gcPtr->b_incr;
147         } else {
148                 col = (u16)data;
149         }
150
151         do {
152                 if (!CF_GOURAUD)
153                 {   // NO GOURAUD
154                         if (!CF_MASKCHECK && !CF_BLEND) {
155                                 if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
156                                 else            { *(u16*)pDst = col;          }
157                         } else if (CF_MASKCHECK && !CF_BLEND) {
158                                 if (!(*(u16*)pDst & 0x8000)) {
159                                         if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
160                                         else            { *(u16*)pDst = col;          }
161                                 }
162                         } else {
163                                 uint_fast16_t uDst = *(u16*)pDst;
164                                 if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
165
166                                 uint_fast16_t uSrc = col;
167
168                                 if (CF_BLEND)
169                                         uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
170
171                                 if (CF_MASKSET) { *(u16*)pDst = uSrc | 0x8000; }
172                                 else            { *(u16*)pDst = uSrc;          }
173                         }
174
175                 } else
176                 {   // GOURAUD
177
178                         if (!CF_MASKCHECK && !CF_BLEND) {
179                                 col = gpuGouraudColor15bpp(r, g, b);
180                                 if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
181                                 else            { *(u16*)pDst = col;          }
182                         } else if (CF_MASKCHECK && !CF_BLEND) {
183                                 col = gpuGouraudColor15bpp(r, g, b);
184                                 if (!(*(u16*)pDst & 0x8000)) {
185                                         if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
186                                         else            { *(u16*)pDst = col;          }
187                                 }
188                         } else {
189                                 uint_fast16_t uDst = *(u16*)pDst;
190                                 if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
191                                 col = gpuGouraudColor15bpp(r, g, b);
192
193                                 uint_fast16_t uSrc = col;
194
195                                 // Blend func can save an operation if it knows uSrc MSB is
196                                 //  unset. For untextured prims, this is always true.
197                                 const bool skip_uSrc_mask = true;
198
199                                 if (CF_BLEND)
200                                         uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
201
202                                 if (CF_MASKSET) { *(u16*)pDst = uSrc | 0x8000; }
203                                 else            { *(u16*)pDst = uSrc;          }
204                         }
205                 }
206
207 endpixel:
208                 if (CF_GOURAUD) {
209                         r += r_incr;
210                         g += g_incr;
211                         b += b_incr;
212                 }
213                 pDst += incr;
214         } while (len-- > 1);
215
216         // Note from senquack: Normally, I'd prefer to write a 'do {} while (--len)'
217         //  loop, or even a for() loop, however, on MIPS platforms anything but the
218         //  'do {} while (len-- > 1)' tends to generate very unoptimal asm, with
219         //  many unneeded MULs/ADDs/branches at the ends of these functions.
220         //  If you change the loop structure above, be sure to compare the quality
221         //  of the generated code!!
222
223         if (CF_GOURAUD) {
224                 gcPtr->r = r;
225                 gcPtr->g = g;
226                 gcPtr->b = b;
227         }
228         return pDst;
229 }
230
231 static u8* PixelSpanNULL(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len)
232 {
233         #ifdef ENABLE_GPU_LOG_SUPPORT
234                 fprintf(stdout,"PixelSpanNULL()\n");
235         #endif
236         return pDst;
237 }
238
239 ///////////////////////////////////////////////////////////////////////////////
240 //  PixelSpan (lines) innerloops driver
241 typedef u8* (*PSD)(u8* dst, uintptr_t data, ptrdiff_t incr, size_t len);
242
243 const PSD gpuPixelSpanDrivers[64] =
244
245         // Array index | 'CF' template field | Field value
246         // ------------+---------------------+----------------
247         // Bit 0       | CF_BLEND            | off (0), on (1)
248         // Bit 1       | CF_MASKCHECK        | off (0), on (1)
249         // Bit 3:2     | CF_BLENDMODE        | 0..3
250         // Bit 4       | CF_MASKSET          | off (0), on (1)
251         // Bit 5       | CF_GOURAUD          | off (0), on (1)
252         //
253         // NULL entries are ones for which blending is disabled and blend-mode
254         //  field is non-zero, which is obviously invalid.
255
256         // Flat-shaded
257         gpuPixelSpanFn<0x00<<1>,         gpuPixelSpanFn<0x01<<1>,         gpuPixelSpanFn<0x02<<1>,         gpuPixelSpanFn<0x03<<1>,
258         PixelSpanNULL,                   gpuPixelSpanFn<0x05<<1>,         PixelSpanNULL,                   gpuPixelSpanFn<0x07<<1>,
259         PixelSpanNULL,                   gpuPixelSpanFn<0x09<<1>,         PixelSpanNULL,                   gpuPixelSpanFn<0x0B<<1>,
260         PixelSpanNULL,                   gpuPixelSpanFn<0x0D<<1>,         PixelSpanNULL,                   gpuPixelSpanFn<0x0F<<1>,
261
262         // Flat-shaded + PixelMSB (CF_MASKSET)
263         gpuPixelSpanFn<(0x00<<1)|0x100>, gpuPixelSpanFn<(0x01<<1)|0x100>, gpuPixelSpanFn<(0x02<<1)|0x100>, gpuPixelSpanFn<(0x03<<1)|0x100>,
264         PixelSpanNULL,                   gpuPixelSpanFn<(0x05<<1)|0x100>, PixelSpanNULL,                   gpuPixelSpanFn<(0x07<<1)|0x100>,
265         PixelSpanNULL,                   gpuPixelSpanFn<(0x09<<1)|0x100>, PixelSpanNULL,                   gpuPixelSpanFn<(0x0B<<1)|0x100>,
266         PixelSpanNULL,                   gpuPixelSpanFn<(0x0D<<1)|0x100>, PixelSpanNULL,                   gpuPixelSpanFn<(0x0F<<1)|0x100>,
267
268         // Gouraud-shaded (CF_GOURAUD)
269         gpuPixelSpanFn<(0x00<<1)|0x80>,  gpuPixelSpanFn<(0x01<<1)|0x80>,  gpuPixelSpanFn<(0x02<<1)|0x80>,  gpuPixelSpanFn<(0x03<<1)|0x80>,
270         PixelSpanNULL,                   gpuPixelSpanFn<(0x05<<1)|0x80>,  PixelSpanNULL,                   gpuPixelSpanFn<(0x07<<1)|0x80>,
271         PixelSpanNULL,                   gpuPixelSpanFn<(0x09<<1)|0x80>,  PixelSpanNULL,                   gpuPixelSpanFn<(0x0B<<1)|0x80>,
272         PixelSpanNULL,                   gpuPixelSpanFn<(0x0D<<1)|0x80>,  PixelSpanNULL,                   gpuPixelSpanFn<(0x0F<<1)|0x80>,
273
274         // Gouraud-shaded (CF_GOURAUD) + PixelMSB (CF_MASKSET)
275         gpuPixelSpanFn<(0x00<<1)|0x180>, gpuPixelSpanFn<(0x01<<1)|0x180>, gpuPixelSpanFn<(0x02<<1)|0x180>, gpuPixelSpanFn<(0x03<<1)|0x180>,
276         PixelSpanNULL,                   gpuPixelSpanFn<(0x05<<1)|0x180>, PixelSpanNULL,                   gpuPixelSpanFn<(0x07<<1)|0x180>,
277         PixelSpanNULL,                   gpuPixelSpanFn<(0x09<<1)|0x180>, PixelSpanNULL,                   gpuPixelSpanFn<(0x0B<<1)|0x180>,
278         PixelSpanNULL,                   gpuPixelSpanFn<(0x0D<<1)|0x180>, PixelSpanNULL,                   gpuPixelSpanFn<(0x0F<<1)|0x180>
279 };
280
281 ///////////////////////////////////////////////////////////////////////////////
282 //  GPU Tiles innerloops generator
283
284 template<int CF>
285 static void gpuTileSpanFn(u16 *pDst, u32 count, u16 data)
286 {
287         if (!CF_MASKCHECK && !CF_BLEND) {
288                 if (CF_MASKSET) { data = data | 0x8000; }
289                 do { *pDst++ = data; } while (--count);
290         } else if (CF_MASKCHECK && !CF_BLEND) {
291                 if (CF_MASKSET) { data = data | 0x8000; }
292                 do { if (!(*pDst&0x8000)) { *pDst = data; } pDst++; } while (--count);
293         } else
294         {
295                 // Blend func can save an operation if it knows uSrc MSB is
296                 //  unset. For untextured prims, this is always true.
297                 const bool skip_uSrc_mask = true;
298
299                 uint_fast16_t uSrc, uDst;
300                 do
301                 {
302                         if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
303                         if (CF_MASKCHECK) { if (uDst&0x8000) goto endtile; }
304
305                         uSrc = data;
306
307                         if (CF_BLEND)
308                                 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
309
310                         if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
311                         else            { *pDst = uSrc;          }
312
313                         //senquack - Did not apply "Silent Hill" mask-bit fix to here.
314                         // It is hard to tell from scarce documentation available and
315                         //  lack of comments in code, but I believe the tile-span
316                         //  functions here should not bother to preserve any source MSB,
317                         //  as they are not drawing from a texture.
318 endtile:
319                         pDst++;
320                 }
321                 while (--count);
322         }
323 }
324
325 static void TileNULL(u16 *pDst, u32 count, u16 data)
326 {
327         #ifdef ENABLE_GPU_LOG_SUPPORT
328                 fprintf(stdout,"TileNULL()\n");
329         #endif
330 }
331
332 ///////////////////////////////////////////////////////////////////////////////
333 //  Tiles innerloops driver
334 typedef void (*PT)(u16 *pDst, u32 count, u16 data);
335
336 // Template instantiation helper macros
337 #define TI(cf) gpuTileSpanFn<(cf)>
338 #define TN     TileNULL
339 #define TIBLOCK(ub) \
340         TI((ub)|0x00), TI((ub)|0x02), TI((ub)|0x04), TI((ub)|0x06), \
341         TN,            TI((ub)|0x0a), TN,            TI((ub)|0x0e), \
342         TN,            TI((ub)|0x12), TN,            TI((ub)|0x16), \
343         TN,            TI((ub)|0x1a), TN,            TI((ub)|0x1e)
344
345 const PT gpuTileSpanDrivers[32] = {
346         TIBLOCK(0<<8), TIBLOCK(1<<8)
347 };
348
349 #undef TI
350 #undef TN
351 #undef TIBLOCK
352
353
354 ///////////////////////////////////////////////////////////////////////////////
355 //  GPU Sprites innerloops generator
356
357 template<int CF>
358 static void gpuSpriteSpanFn(u16 *pDst, u32 count, u8* pTxt, u32 u0)
359 {
360         // Blend func can save an operation if it knows uSrc MSB is unset.
361         //  Untextured prims can always skip (source color always comes with MSB=0).
362         //  For textured prims, the generic lighting funcs always return it unset. (bonus!)
363         const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT;
364
365         uint_fast16_t uSrc, uDst, srcMSB;
366         bool should_blend;
367         u32 u0_mask = gpu_senquack.TextureWindow[2];
368
369         u8 r5, g5, b5;
370         if (CF_LIGHT) {
371                 r5 = gpu_senquack.r5;
372                 g5 = gpu_senquack.g5;
373                 b5 = gpu_senquack.b5;
374         }
375
376         if (CF_TEXTMODE==3) {
377                 // Texture is accessed byte-wise, so adjust mask if 16bpp
378                 u0_mask <<= 1;
379         }
380
381         const u16 *CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_senquack.CBA;
382
383         do
384         {
385                 if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
386                 if (CF_MASKCHECK) if (uDst&0x8000) { goto endsprite; }
387
388                 if (CF_TEXTMODE==1) {  //  4bpp (CLUT)
389                         u8 rgb = pTxt[(u0 & u0_mask)>>1];
390                         uSrc = CBA_[(rgb>>((u0&1)<<2))&0xf];
391                 }
392                 if (CF_TEXTMODE==2) {  //  8bpp (CLUT)
393                         uSrc = CBA_[pTxt[u0 & u0_mask]];
394                 }
395                 if (CF_TEXTMODE==3) {  // 16bpp
396                         uSrc = *(u16*)(&pTxt[u0 & u0_mask]);
397                 }
398
399                 if (!uSrc) goto endsprite;
400
401                 //senquack - save source MSB, as blending or lighting macros will not
402                 //           (Silent Hill gray rectangles mask bit bug)
403                 if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000;
404                 
405                 if (CF_LIGHT)
406                         uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
407
408                 should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB;
409
410                 if (CF_BLEND && should_blend)
411                         uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
412
413                 if (CF_MASKSET)                                    { *pDst = uSrc | 0x8000; }
414                 else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; }
415                 else                                               { *pDst = uSrc;          }
416
417 endsprite:
418                 u0 += (CF_TEXTMODE==3) ? 2 : 1;
419                 pDst++;
420         }
421         while (--count);
422 }
423
424 static void SpriteNULL(u16 *pDst, u32 count, u8* pTxt, u32 u0)
425 {
426         #ifdef ENABLE_GPU_LOG_SUPPORT
427                 fprintf(stdout,"SpriteNULL()\n");
428         #endif
429 }
430
431 ///////////////////////////////////////////////////////////////////////////////
432
433 ///////////////////////////////////////////////////////////////////////////////
434 //  Sprite innerloops driver
435 typedef void (*PS)(u16 *pDst, u32 count, u8* pTxt, u32 u0);
436
437 // Template instantiation helper macros
438 #define TI(cf) gpuSpriteSpanFn<(cf)>
439 #define TN     SpriteNULL
440 #define TIBLOCK(ub) \
441         TN,            TN,            TN,            TN,            TN,            TN,            TN,            TN,            \
442         TN,            TN,            TN,            TN,            TN,            TN,            TN,            TN,            \
443         TN,            TN,            TN,            TN,            TN,            TN,            TN,            TN,            \
444         TN,            TN,            TN,            TN,            TN,            TN,            TN,            TN,            \
445         TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \
446         TN,            TN,            TI((ub)|0x2a), TI((ub)|0x2b), TN,            TN,            TI((ub)|0x2e), TI((ub)|0x2f), \
447         TN,            TN,            TI((ub)|0x32), TI((ub)|0x33), TN,            TN,            TI((ub)|0x36), TI((ub)|0x37), \
448         TN,            TN,            TI((ub)|0x3a), TI((ub)|0x3b), TN,            TN,            TI((ub)|0x3e), TI((ub)|0x3f), \
449         TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \
450         TN,            TN,            TI((ub)|0x4a), TI((ub)|0x4b), TN,            TN,            TI((ub)|0x4e), TI((ub)|0x4f), \
451         TN,            TN,            TI((ub)|0x52), TI((ub)|0x53), TN,            TN,            TI((ub)|0x56), TI((ub)|0x57), \
452         TN,            TN,            TI((ub)|0x5a), TI((ub)|0x5b), TN,            TN,            TI((ub)|0x5e), TI((ub)|0x5f), \
453         TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \
454         TN,            TN,            TI((ub)|0x6a), TI((ub)|0x6b), TN,            TN,            TI((ub)|0x6e), TI((ub)|0x6f), \
455         TN,            TN,            TI((ub)|0x72), TI((ub)|0x73), TN,            TN,            TI((ub)|0x76), TI((ub)|0x77), \
456         TN,            TN,            TI((ub)|0x7a), TI((ub)|0x7b), TN,            TN,            TI((ub)|0x7e), TI((ub)|0x7f)
457
458 const PS gpuSpriteSpanDrivers[256] = {
459         TIBLOCK(0<<8), TIBLOCK(1<<8)
460 };
461
462 #undef TI
463 #undef TN
464 #undef TIBLOCK
465
466 ///////////////////////////////////////////////////////////////////////////////
467 //  GPU Polygon innerloops generator
468
469 //senquack - Newer version with following changes:
470 //           * Adapted to work with new poly routings in gpu_raster_polygon.h
471 //             adapted from DrHell GPU. They are less glitchy and use 22.10
472 //             fixed-point instead of original UNAI's 16.16.
473 //           * Texture coordinates are no longer packed together into one
474 //             unsigned int. This seems to lose too much accuracy (they each
475 //             end up being only 8.7 fixed-point that way) and pixel-droupouts
476 //             were noticeable both with original code and current DrHell
477 //             adaptations. An example would be the sky in NFS3. Now, they are
478 //             stored in separate ints, using separate masks.
479 //           * Function is no longer INLINE, as it was always called
480 //             through a function pointer.
481 //           * Function now ensures the mask bit of source texture is preserved
482 //             across calls to blending functions (Silent Hill rectangles fix)
483 //           * November 2016: Large refactoring of blending/lighting when
484 //             JohnnyF added dithering. See gpu_inner_quantization.h and
485 //             relevant blend/light headers.
486 // (see README_senquack.txt)
487 template<int CF>
488 static void gpuPolySpanFn(const gpu_senquack_t &gpu_senquack, u16 *pDst, u32 count)
489 {
490         // Blend func can save an operation if it knows uSrc MSB is unset.
491         //  Untextured prims can always skip this (src color MSB is always 0).
492         //  For textured prims, the generic lighting funcs always return it unset. (bonus!)
493         const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT;
494         bool should_blend;
495
496         u32 bMsk; if (CF_BLITMASK) bMsk = gpu_senquack.blit_mask;
497
498         if (!CF_TEXTMODE)
499         {
500                 if (!CF_GOURAUD)
501                 {
502                         // UNTEXTURED, NO GOURAUD
503                         const u16 pix15 = gpu_senquack.PixelData;
504                         do {
505                                 uint_fast16_t uSrc, uDst;
506
507                                 // NOTE: Don't enable CF_BLITMASK  pixel skipping (speed hack)
508                                 //  on untextured polys. It seems to do more harm than good: see
509                                 //  gravestone text at end of Medieval intro sequence. -senquack
510                                 //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) { goto endpolynotextnogou; } }
511
512                                 if (CF_BLEND || CF_MASKCHECK) uDst = *pDst;
513                                 if (CF_MASKCHECK) { if (uDst&0x8000) { goto endpolynotextnogou; } }
514
515                                 uSrc = pix15;
516
517                                 if (CF_BLEND)
518                                         uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
519
520                                 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
521                                 else            { *pDst = uSrc;          }
522
523 endpolynotextnogou:
524                                 pDst++;
525                         } while(--count);
526                 }
527                 else
528                 {
529                         // UNTEXTURED, GOURAUD
530                         u32 l_gCol = gpu_senquack.gCol;
531                         u32 l_gInc = gpu_senquack.gInc;
532
533                         do {
534                                 uint_fast16_t uDst, uSrc;
535
536                                 // See note in above loop regarding CF_BLITMASK
537                                 //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolynotextgou; }
538
539                                 if (CF_BLEND || CF_MASKCHECK) uDst = *pDst;
540                                 if (CF_MASKCHECK) { if (uDst&0x8000) goto endpolynotextgou; }
541
542                                 if (CF_DITHER) {
543                                         // GOURAUD, DITHER
544
545                                         u32 uSrc24 = gpuLightingRGB24(l_gCol);
546                                         if (CF_BLEND)
547                                                 uSrc24 = gpuBlending24<CF_BLENDMODE>(uSrc24, uDst);
548                                         uSrc = gpuColorQuantization24<CF_DITHER>(uSrc24, pDst);
549                                 } else {
550                                         // GOURAUD, NO DITHER
551
552                                         uSrc = gpuLightingRGB(l_gCol);
553
554                                         if (CF_BLEND)
555                                                 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
556                                 }
557
558                                 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
559                                 else            { *pDst = uSrc;          }
560
561 endpolynotextgou:
562                                 pDst++;
563                                 l_gCol += l_gInc;
564                         }
565                         while (--count);
566                 }
567         }
568         else
569         {
570                 // TEXTURED
571
572                 uint_fast16_t uDst, uSrc, srcMSB;
573
574                 //senquack - note: original UNAI code had gpu_senquack.{u4/v4} packed into
575                 // one 32-bit unsigned int, but this proved to lose too much accuracy
576                 // (pixel drouputs noticeable in NFS3 sky), so now are separate vars.
577                 u32 l_u_msk = gpu_senquack.u_msk;     u32 l_v_msk = gpu_senquack.v_msk;
578                 u32 l_u = gpu_senquack.u & l_u_msk;   u32 l_v = gpu_senquack.v & l_v_msk;
579                 s32 l_u_inc = gpu_senquack.u_inc;     s32 l_v_inc = gpu_senquack.v_inc;
580
581                 const u16* TBA_ = gpu_senquack.TBA;
582                 const u16* CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_senquack.CBA;
583
584                 u8 r5, g5, b5;
585                 u8 r8, g8, b8;
586
587                 u32 l_gInc, l_gCol;
588
589                 if (CF_LIGHT) {
590                         if (CF_GOURAUD) {
591                                 l_gInc = gpu_senquack.gInc;
592                                 l_gCol = gpu_senquack.gCol;
593                         } else {
594                                 if (CF_DITHER) {
595                                         r8 = gpu_senquack.r8;
596                                         g8 = gpu_senquack.g8;
597                                         b8 = gpu_senquack.b8;
598                                 } else {
599                                         r5 = gpu_senquack.r5;
600                                         g5 = gpu_senquack.g5;
601                                         b5 = gpu_senquack.b5;
602                                 }
603                         }
604                 }
605
606                 do
607                 {
608                         if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolytext; }
609                         if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
610                         if (CF_MASKCHECK) if (uDst&0x8000) { goto endpolytext; }
611
612                         //senquack - adapted to work with new 22.10 fixed point routines:
613                         //           (UNAI originally used 16.16)
614                         if (CF_TEXTMODE==1) {  //  4bpp (CLUT)
615                                 u32 tu=(l_u>>10);
616                                 u32 tv=(l_v<<1)&(0xff<<11);
617                                 u8 rgb=((u8*)TBA_)[tv+(tu>>1)];
618                                 uSrc=CBA_[(rgb>>((tu&1)<<2))&0xf];
619                                 if (!uSrc) goto endpolytext;
620                         }
621                         if (CF_TEXTMODE==2) {  //  8bpp (CLUT)
622                                 uSrc = CBA_[(((u8*)TBA_)[(l_u>>10)+((l_v<<1)&(0xff<<11))])];
623                                 if (!uSrc) goto endpolytext;
624                         }
625                         if (CF_TEXTMODE==3) {  // 16bpp
626                                 uSrc = TBA_[(l_u>>10)+((l_v)&(0xff<<10))];
627                                 if (!uSrc) goto endpolytext;
628                         }
629
630                         // Save source MSB, as blending or lighting will not (Silent Hill)
631                         if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000;
632
633                         // When textured, only dither when LIGHT (texture blend) is enabled
634                         // LIGHT &&  BLEND => dither
635                         // LIGHT && !BLEND => dither
636                         //!LIGHT &&  BLEND => no dither
637                         //!LIGHT && !BLEND => no dither
638
639                         if (CF_DITHER && CF_LIGHT) {
640                                 u32 uSrc24;
641                                 if ( CF_GOURAUD)
642                                         uSrc24 = gpuLightingTXT24Gouraud(uSrc, l_gCol);
643                                 if (!CF_GOURAUD)
644                                         uSrc24 = gpuLightingTXT24(uSrc, r8, g8, b8);
645
646                                 if (CF_BLEND && srcMSB)
647                                         uSrc24 = gpuBlending24<CF_BLENDMODE>(uSrc24, uDst);
648
649                                 uSrc = gpuColorQuantization24<CF_DITHER>(uSrc24, pDst);
650                         } else
651                         {
652                                 if (CF_LIGHT) {
653                                         if ( CF_GOURAUD)
654                                                 uSrc = gpuLightingTXTGouraud(uSrc, l_gCol);
655                                         if (!CF_GOURAUD)
656                                                 uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
657                                 }
658
659                                 should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB;
660                                 if (CF_BLEND && should_blend)
661                                         uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
662                         }
663
664                         if (CF_MASKSET)                                    { *pDst = uSrc | 0x8000; }
665                         else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; }
666                         else                                               { *pDst = uSrc;          }
667 endpolytext:
668                         pDst++;
669                         l_u = (l_u + l_u_inc) & l_u_msk;
670                         l_v = (l_v + l_v_inc) & l_v_msk;
671                         if (CF_LIGHT && CF_GOURAUD) l_gCol += l_gInc;
672                 }
673                 while (--count);
674         }
675 }
676
677 static void PolyNULL(const gpu_senquack_t &gpu_senquack, u16 *pDst, u32 count)
678 {
679         #ifdef ENABLE_GPU_LOG_SUPPORT
680                 fprintf(stdout,"PolyNULL()\n");
681         #endif
682 }
683
684 ///////////////////////////////////////////////////////////////////////////////
685 //  Polygon innerloops driver
686 typedef void (*PP)(const gpu_senquack_t &gpu_senquack, u16 *pDst, u32 count);
687
688 // Template instantiation helper macros
689 #define TI(cf) gpuPolySpanFn<(cf)>
690 #define TN     PolyNULL
691 #define TIBLOCK(ub) \
692         TI((ub)|0x00), TI((ub)|0x01), TI((ub)|0x02), TI((ub)|0x03), TI((ub)|0x04), TI((ub)|0x05), TI((ub)|0x06), TI((ub)|0x07), \
693         TN,            TN,            TI((ub)|0x0a), TI((ub)|0x0b), TN,            TN,            TI((ub)|0x0e), TI((ub)|0x0f), \
694         TN,            TN,            TI((ub)|0x12), TI((ub)|0x13), TN,            TN,            TI((ub)|0x16), TI((ub)|0x17), \
695         TN,            TN,            TI((ub)|0x1a), TI((ub)|0x1b), TN,            TN,            TI((ub)|0x1e), TI((ub)|0x1f), \
696         TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \
697         TN,            TN,            TI((ub)|0x2a), TI((ub)|0x2b), TN,            TN,            TI((ub)|0x2e), TI((ub)|0x2f), \
698         TN,            TN,            TI((ub)|0x32), TI((ub)|0x33), TN,            TN,            TI((ub)|0x36), TI((ub)|0x37), \
699         TN,            TN,            TI((ub)|0x3a), TI((ub)|0x3b), TN,            TN,            TI((ub)|0x3e), TI((ub)|0x3f), \
700         TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \
701         TN,            TN,            TI((ub)|0x4a), TI((ub)|0x4b), TN,            TN,            TI((ub)|0x4e), TI((ub)|0x4f), \
702         TN,            TN,            TI((ub)|0x52), TI((ub)|0x53), TN,            TN,            TI((ub)|0x56), TI((ub)|0x57), \
703         TN,            TN,            TI((ub)|0x5a), TI((ub)|0x5b), TN,            TN,            TI((ub)|0x5e), TI((ub)|0x5f), \
704         TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \
705         TN,            TN,            TI((ub)|0x6a), TI((ub)|0x6b), TN,            TN,            TI((ub)|0x6e), TI((ub)|0x6f), \
706         TN,            TN,            TI((ub)|0x72), TI((ub)|0x73), TN,            TN,            TI((ub)|0x76), TI((ub)|0x77), \
707         TN,            TN,            TI((ub)|0x7a), TI((ub)|0x7b), TN,            TN,            TI((ub)|0x7e), TI((ub)|0x7f), \
708         TN,            TI((ub)|0x81), TN,            TI((ub)|0x83), TN,            TI((ub)|0x85), TN,            TI((ub)|0x87), \
709         TN,            TN,            TN,            TI((ub)|0x8b), TN,            TN,            TN,            TI((ub)|0x8f), \
710         TN,            TN,            TN,            TI((ub)|0x93), TN,            TN,            TN,            TI((ub)|0x97), \
711         TN,            TN,            TN,            TI((ub)|0x9b), TN,            TN,            TN,            TI((ub)|0x9f), \
712         TN,            TI((ub)|0xa1), TN,            TI((ub)|0xa3), TN,            TI((ub)|0xa5), TN,            TI((ub)|0xa7), \
713         TN,            TN,            TN,            TI((ub)|0xab), TN,            TN,            TN,            TI((ub)|0xaf), \
714         TN,            TN,            TN,            TI((ub)|0xb3), TN,            TN,            TN,            TI((ub)|0xb7), \
715         TN,            TN,            TN,            TI((ub)|0xbb), TN,            TN,            TN,            TI((ub)|0xbf), \
716         TN,            TI((ub)|0xc1), TN,            TI((ub)|0xc3), TN,            TI((ub)|0xc5), TN,            TI((ub)|0xc7), \
717         TN,            TN,            TN,            TI((ub)|0xcb), TN,            TN,            TN,            TI((ub)|0xcf), \
718         TN,            TN,            TN,            TI((ub)|0xd3), TN,            TN,            TN,            TI((ub)|0xd7), \
719         TN,            TN,            TN,            TI((ub)|0xdb), TN,            TN,            TN,            TI((ub)|0xdf), \
720         TN,            TI((ub)|0xe1), TN,            TI((ub)|0xe3), TN,            TI((ub)|0xe5), TN,            TI((ub)|0xe7), \
721         TN,            TN,            TN,            TI((ub)|0xeb), TN,            TN,            TN,            TI((ub)|0xef), \
722         TN,            TN,            TN,            TI((ub)|0xf3), TN,            TN,            TN,            TI((ub)|0xf7), \
723         TN,            TN,            TN,            TI((ub)|0xfb), TN,            TN,            TN,            TI((ub)|0xff)
724
725 const PP gpuPolySpanDrivers[2048] = {
726         TIBLOCK(0<<8), TIBLOCK(1<<8), TIBLOCK(2<<8), TIBLOCK(3<<8),
727         TIBLOCK(4<<8), TIBLOCK(5<<8), TIBLOCK(6<<8), TIBLOCK(7<<8)
728 };
729
730 #undef TI
731 #undef TN
732 #undef TIBLOCK
733
734 #endif /* __GPU_UNAI_GPU_INNER_H__ */