psx_gpu: 2x sprite fixes and integration
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_4x.c
index 5e87bea..f8afcf1 100644 (file)
@@ -50,7 +50,7 @@
     tbl_16(texels_high, texels, clut_high);                                    \\r
     zip_8x16b(pixels, texels_low, texels_high);                                \\r
                                                                                \\r
-    zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);             \\r
+    zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \\r
     block->texels = pixels_wide;                                               \\r
     block->draw_mask_bits = left_mask_bits_a;                                  \\r
     block->fb_ptr = fb_ptr;                                                    \\r
@@ -77,7 +77,7 @@
     tbl_16(texels_high, texels, clut_high);                                    \\r
     zip_8x16b(pixels, texels_low, texels_high);                                \\r
                                                                                \\r
-    zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);       \\r
+    zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \\r
     block->texels = pixels_wide;                                               \\r
     block->draw_mask_bits = right_mask_bits_a;                                 \\r
     block->fb_ptr = fb_ptr + 16;                                               \\r
 {                                                                              \\r
   vec_8x8u texels_low, texels_high;                                            \\r
   vec_8x16u pixels, pixels_wide;                                               \\r
-  setup_sprite_tile_add_blocks(sub_tile_height);                               \\r
+  setup_sprite_tile_add_blocks_4x(sub_tile_height);                            \\r
   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \\r
   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \\r
                                                                                \\r
     tbl_16(texels_high, texels, clut_high);                                    \\r
     zip_8x16b(pixels, texels_low, texels_high);                                \\r
                                                                                \\r
-    zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);             \\r
+    zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \\r
     block->texels = pixels_wide;                                               \\r
     block->draw_mask_bits = edge##_mask_bits_a;                                \\r
     block->fb_ptr = fb_ptr;                                                    \\r
                                                                                \\r
     block->r = texels_wide.low;                                                \\r
     block->draw_mask_bits = right_mask_bits_a;                                 \\r
-    block->fb_ptr = fb_ptr + 1024;                                             \\r
+    block->fb_ptr = fb_ptr + 1024 + 16;                                        \\r
     block++;                                                                   \\r
                                                                                \\r
     block->r = texels_wide.high;                                               \\r
     block->draw_mask_bits = right_mask_bits_b;                                 \\r
-    block->fb_ptr = fb_ptr + 24 + 1024;                                        \\r
+    block->fb_ptr = fb_ptr + 24;                                               \\r
     block++;                                                                   \\r
                                                                                \\r
     block->r = texels_wide.high;                                               \\r
 \r
 #define setup_sprite_tile_half_8bpp_4x(edge)                                   \\r
 {                                                                              \\r
-  setup_sprite_tile_add_blocks_4x(sub_tile_height * 2);                        \\r
+  setup_sprite_tile_add_blocks_4x(sub_tile_height);                            \\r
   vec_16x8u texels_wide;                                                       \\r
   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \\r
   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \\r
@@ -387,7 +387,7 @@ void setup_sprite_##texture_mode##_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y,   \
   u32 offset_u_right = width_rounded & 0xF;                                    \\r
                                                                                \\r
   u32 left_block_mask = ~(0xFFFFFFFF << (offset_u * 2));                       \\r
-  u32 right_block_mask = 0xFFFFFFFE << (offset_u_right * 2);                   \\r
+  u32 right_block_mask = 0xFFFFFFFC << (offset_u_right * 2);                   \\r
                                                                                \\r
   u32 left_mask_bits;                                                          \\r
   u32 right_mask_bits;                                                         \\r
@@ -404,7 +404,7 @@ void setup_sprite_##texture_mode##_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y,   \
   u32 texture_offset_base = texture_offset;                                    \\r
   u32 control_mask;                                                            \\r
                                                                                \\r
-  u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u);               \\r
+  u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u * 2);       \\r
   u32 num_blocks = psx_gpu->num_blocks;                                        \\r
   block_struct *block = psx_gpu->blocks + num_blocks;                          \\r
                                                                                \\r
@@ -416,7 +416,7 @@ void setup_sprite_##texture_mode##_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y,   \
   control_mask = tile_width == 1;                                              \\r
   control_mask |= (tile_height == 1) << 1;                                     \\r
   control_mask |= ((left_block_mask & 0xFFFF) == 0xFFFF) << 2;                 \\r
-  control_mask |= (((right_block_mask >> 8) & 0xFFFF) == 0xFFFF) << 3;         \\r
+  control_mask |= (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) << 3;        \\r
                                                                                \\r
   sprites_##texture_mode++;                                                    \\r
                                                                                \\r
@@ -514,13 +514,13 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
   u32 left_offset = u & 0x7;\r
   u32 width_rounded = width + left_offset + 7;\r
 \r
-  u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (s32)(x - left_offset);\r
+  u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset * 2);\r
   u32 right_width = width_rounded & 0x7;\r
   u32 block_width = width_rounded / 8;\r
-  u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);\r
+  u32 fb_ptr_pitch = (2048 + 16) - (block_width * 16);\r
 \r
   u32 left_mask_bits = ~(0xFFFF << (left_offset * 2));\r
-  u32 right_mask_bits = 0xFE << (right_width * 2);\r
+  u32 right_mask_bits = 0xFFFC << (right_width * 2);\r
 \r
   u32 texture_offset_base = u + (v * 1024);\r
   u32 texture_mask =\r
@@ -563,7 +563,7 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
 \r
       load_128b(texels, texture_block_ptr);\r
       \r
-      zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
+      zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
       block->texels = texels_wide;\r
       block->draw_mask_bits = mask_bits_a;\r
       block->fb_ptr = fb_ptr;          \r
@@ -574,7 +574,7 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       block->fb_ptr = fb_ptr + 1024;          \r
       block++;\r
       \r
-      zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
+      zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
       block->texels = texels_wide;\r
       block->draw_mask_bits = mask_bits_b;\r
       block->fb_ptr = fb_ptr + 8;\r
@@ -613,7 +613,7 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       if(num_blocks > MAX_BLOCKS)\r
       {\r
         flush_render_block_buffer(psx_gpu);\r
-        num_blocks = block_width;\r
+        num_blocks = block_width * 4;\r
         block = psx_gpu->blocks;\r
       }\r
 \r
@@ -624,7 +624,7 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       \r
       load_128b(texels, texture_block_ptr);\r
 \r
-      zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
+      zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
       block->texels = texels_wide;\r
       block->draw_mask_bits = left_mask_bits_a;\r
       block->fb_ptr = fb_ptr;\r
@@ -635,7 +635,7 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       block->fb_ptr = fb_ptr + 1024;\r
       block++;      \r
 \r
-      zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
+      zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
       block->texels = texels_wide;\r
       block->draw_mask_bits = left_mask_bits_b;\r
       block->fb_ptr = fb_ptr + 8;\r
@@ -654,7 +654,7 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
         texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
         load_128b(texels, texture_block_ptr);\r
 \r
-        zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
+        zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
         block->texels = texels_wide;\r
         block->draw_mask_bits = 0;\r
         block->fb_ptr = fb_ptr;\r
@@ -665,7 +665,7 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
         block->fb_ptr = fb_ptr + 1024;\r
         block++;      \r
 \r
-        zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
+        zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
         block->texels = texels_wide;\r
         block->draw_mask_bits = 0;\r
         block->fb_ptr = fb_ptr + 8;\r
@@ -677,7 +677,7 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
         block++;\r
         \r
         texture_offset += 8;\r
-        fb_ptr += 8;\r
+        fb_ptr += 16;\r
 \r
         blocks_remaining--;\r
       }\r
@@ -685,7 +685,7 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
       load_128b(texels, texture_block_ptr);\r
       \r
-      zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
+      zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
       block->texels = texels_wide;\r
       block->draw_mask_bits = right_mask_bits_a;\r
       block->fb_ptr = fb_ptr;\r
@@ -696,7 +696,7 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       block->fb_ptr = fb_ptr + 1024;\r
       block++;      \r
 \r
-      zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
+      zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
       block->texels = texels_wide;\r
       block->draw_mask_bits = right_mask_bits_b;\r
       block->fb_ptr = fb_ptr + 8;\r
@@ -717,11 +717,17 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
 \r
 #endif\r
 \r
+static void setup_sprite_untextured_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y,\r
+ s32 u, s32 v, s32 width, s32 height, u32 color)\r
+{\r
+  setup_sprite_untextured(psx_gpu, x, y, u, v, width * 2, height * 2, color);\r
+}\r
+\r
 #define setup_sprite_blocks_switch_textured_4x(texture_mode)                   \\r
   setup_sprite_##texture_mode##_4x                                             \\r
 \r
 #define setup_sprite_blocks_switch_untextured_4x(texture_mode)                 \\r
-  setup_sprite_untextured                                                      \\r
+  setup_sprite_untextured_4x                                                   \\r
 \r
 #define setup_sprite_blocks_switch_4x(texturing, texture_mode)                 \\r
   setup_sprite_blocks_switch_##texturing##_4x(texture_mode)                    \\r
@@ -802,9 +808,6 @@ render_block_handler_struct render_sprite_block_handlers_4x[] =
 void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,\r
  s32 width, s32 height, u32 flags, u32 color)\r
 {\r
-  x *= 2;\r
-  y *= 2;\r
-\r
   s32 x_right = x + width - 1;\r
   s32 y_bottom = y + height - 1;\r
 \r
@@ -837,6 +840,9 @@ void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
   if((width <= 0) || (height <= 0))\r
     return;\r
 \r
+  x *= 2;\r
+  y *= 2;\r
+\r
 #ifdef PROFILE\r
   span_pixels += width * height;\r
   spans += height;\r