drc: replace unused reg32 with new reg_sv_flags
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_4x.c
index 5e87bea..83c6680 100644 (file)
-#define setup_sprite_tiled_initialize_4bpp_4x()                                \\r
-  u16 *clut_ptr = psx_gpu->clut_ptr;                                           \\r
-  vec_8x16u clut_a, clut_b;                                                    \\r
-  vec_16x8u clut_low, clut_high;                                               \\r
-                                                                               \\r
-  load_8x16b(clut_a, clut_ptr);                                                \\r
-  load_8x16b(clut_b, clut_ptr + 8);                                            \\r
-  unzip_16x8b(clut_low, clut_high, clut_a, clut_b)                             \\r
-\r
-\r
-#define setup_sprite_tiled_initialize_8bpp_4x()                                \\r
-\r
-\r
-#define setup_sprite_tile_fetch_texel_block_8bpp_4x(offset)                    \\r
-  texture_block_ptr = psx_gpu->texture_page_ptr +                              \\r
-   ((texture_offset + offset) & texture_mask);                                 \\r
-                                                                               \\r
-  load_64b(texels, texture_block_ptr)                                          \\r
-\r
-\r
-#define setup_sprite_tile_setup_block_yes_4x(side, offset, texture_mode)       \\r
-\r
-#define setup_sprite_tile_setup_block_no_4x(side, offset, texture_mode)        \\r
-\r
-#define setup_sprite_tile_add_blocks_4x(tile_num_blocks)                       \\r
-  num_blocks += tile_num_blocks * 4;                                           \\r
-  sprite_blocks += tile_num_blocks * 4;                                        \\r
-                                                                               \\r
-  if(num_blocks > MAX_BLOCKS)                                                  \\r
-  {                                                                            \\r
-    flush_render_block_buffer(psx_gpu);                                        \\r
-    num_blocks = tile_num_blocks * 4;                                          \\r
-    block = psx_gpu->blocks;                                                   \\r
-  }                                                                            \\r
-\r
-#define setup_sprite_tile_full_4bpp_4x(edge)                                   \\r
-{                                                                              \\r
-  vec_8x8u texels_low, texels_high;                                            \\r
-  vec_8x16u pixels, pixels_wide;                                               \\r
-  setup_sprite_tile_add_blocks_4x(sub_tile_height * 2);                        \\r
-  u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \\r
-  u32 left_mask_bits_b = left_mask_bits >> 8;                                  \\r
-  u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \\r
-  u32 right_mask_bits_b = right_mask_bits >> 8;                                \\r
-                                                                               \\r
-  while(sub_tile_height)                                                       \\r
-  {                                                                            \\r
-    setup_sprite_tile_fetch_texel_block_8bpp_4x(0);                            \\r
-    tbl_16(texels_low, texels, clut_low);                                      \\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
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = left_mask_bits_a;                                  \\r
-    block->fb_ptr = fb_ptr;                                                    \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = left_mask_bits_a;                                  \\r
-    block->fb_ptr = fb_ptr + 1024;                                             \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \\r
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = left_mask_bits_b;                                  \\r
-    block->fb_ptr = fb_ptr + 8;                                                \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = left_mask_bits_b;                                  \\r
-    block->fb_ptr = fb_ptr + 1024 + 8;                                         \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    setup_sprite_tile_fetch_texel_block_8bpp_4x(8);                            \\r
-    tbl_16(texels_low, texels, clut_low);                                      \\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
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = right_mask_bits_a;                                 \\r
-    block->fb_ptr = fb_ptr + 16;                                               \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = right_mask_bits_a;                                 \\r
-    block->fb_ptr = fb_ptr + 1024 + 16;                                        \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \\r
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = right_mask_bits_b;                                 \\r
-    block->fb_ptr = fb_ptr + 24;                                               \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = right_mask_bits_b;                                 \\r
-    block->fb_ptr = fb_ptr + 1024 + 24;                                        \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    fb_ptr += 2048;                                                            \\r
-    texture_offset += 0x10;                                                    \\r
-    sub_tile_height--;                                                         \\r
-  }                                                                            \\r
-  texture_offset += 0xF00;                                                     \\r
-  psx_gpu->num_blocks = num_blocks;                                            \\r
-}                                                                              \\r
-\r
-#define setup_sprite_tile_half_4bpp_4x(edge)                                   \\r
-{                                                                              \\r
-  vec_8x8u texels_low, texels_high;                                            \\r
-  vec_8x16u pixels, pixels_wide;                                               \\r
-  setup_sprite_tile_add_blocks(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
-  while(sub_tile_height)                                                       \\r
-  {                                                                            \\r
-    setup_sprite_tile_fetch_texel_block_8bpp_4x(0);                            \\r
-    tbl_16(texels_low, texels, clut_low);                                      \\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
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = edge##_mask_bits_a;                                \\r
-    block->fb_ptr = fb_ptr;                                                    \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = edge##_mask_bits_a;                                \\r
-    block->fb_ptr = fb_ptr + 1024;                                             \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \\r
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = edge##_mask_bits_b;                                \\r
-    block->fb_ptr = fb_ptr + 8;                                                \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->texels = pixels_wide;                                               \\r
-    block->draw_mask_bits = edge##_mask_bits_b;                                \\r
-    block->fb_ptr = fb_ptr + 1024 + 8;                                         \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    fb_ptr += 2048;                                                            \\r
-    texture_offset += 0x10;                                                    \\r
-    sub_tile_height--;                                                         \\r
-  }                                                                            \\r
-  texture_offset += 0xF00;                                                     \\r
-  psx_gpu->num_blocks = num_blocks;                                            \\r
-}                                                                              \\r
-\r
-  \r
-#define setup_sprite_tile_full_8bpp_4x(edge)                                   \\r
-{                                                                              \\r
-  setup_sprite_tile_add_blocks_4x(sub_tile_height * 2);                        \\r
-  vec_16x8u texels_wide;                                                       \\r
-  u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \\r
-  u32 left_mask_bits_b = left_mask_bits >> 8;                                  \\r
-  u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \\r
-  u32 right_mask_bits_b = right_mask_bits >> 8;                                \\r
-                                                                               \\r
-  while(sub_tile_height)                                                       \\r
-  {                                                                            \\r
-    setup_sprite_tile_fetch_texel_block_8bpp_4x(0);                            \\r
-    zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \\r
-    block->r = texels_wide.low;                                                \\r
-    block->draw_mask_bits = left_mask_bits_a;                                  \\r
-    block->fb_ptr = fb_ptr;                                                    \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->r = texels_wide.low;                                                \\r
-    block->draw_mask_bits = left_mask_bits_a;                                  \\r
-    block->fb_ptr = fb_ptr + 1024;                                             \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->r = texels_wide.high;                                               \\r
-    block->draw_mask_bits = left_mask_bits_b;                                  \\r
-    block->fb_ptr = fb_ptr + 8;                                                \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->r = texels_wide.high;                                               \\r
-    block->draw_mask_bits = left_mask_bits_b;                                  \\r
-    block->fb_ptr = fb_ptr + 1024 + 8;                                         \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    setup_sprite_tile_fetch_texel_block_8bpp_4x(8);                            \\r
-    zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \\r
-    block->r = texels_wide.low;                                                \\r
-    block->draw_mask_bits = right_mask_bits_a;                                 \\r
-    block->fb_ptr = fb_ptr + 16;                                               \\r
-    block++;                                                                   \\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++;                                                                   \\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++;                                                                   \\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++;                                                                   \\r
-                                                                               \\r
-    fb_ptr += 2048;                                                            \\r
-    texture_offset += 0x10;                                                    \\r
-    sub_tile_height--;                                                         \\r
-  }                                                                            \\r
-  texture_offset += 0xF00;                                                     \\r
-  psx_gpu->num_blocks = num_blocks;                                            \\r
-}                                                                              \\r
-\r
-#define setup_sprite_tile_half_8bpp_4x(edge)                                   \\r
-{                                                                              \\r
-  setup_sprite_tile_add_blocks_4x(sub_tile_height * 2);                        \\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
-                                                                               \\r
-  while(sub_tile_height)                                                       \\r
-  {                                                                            \\r
-    setup_sprite_tile_fetch_texel_block_8bpp_4x(0);                            \\r
-    zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \\r
-    block->r = texels_wide.low;                                                \\r
-    block->draw_mask_bits = edge##_mask_bits_a;                                \\r
-    block->fb_ptr = fb_ptr;                                                    \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->r = texels_wide.low;                                                \\r
-    block->draw_mask_bits = edge##_mask_bits_a;                                \\r
-    block->fb_ptr = fb_ptr + 1024;                                             \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->r = texels_wide.high;                                               \\r
-    block->draw_mask_bits = edge##_mask_bits_b;                                \\r
-    block->fb_ptr = fb_ptr + 8;                                                \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    block->r = texels_wide.high;                                               \\r
-    block->draw_mask_bits = edge##_mask_bits_b;                                \\r
-    block->fb_ptr = fb_ptr + 8 + 1024;                                         \\r
-    block++;                                                                   \\r
-                                                                               \\r
-    fb_ptr += 2048;                                                            \\r
-    texture_offset += 0x10;                                                    \\r
-    sub_tile_height--;                                                         \\r
-  }                                                                            \\r
-  texture_offset += 0xF00;                                                     \\r
-  psx_gpu->num_blocks = num_blocks;                                            \\r
-}                                                                              \\r
-\r
-  \r
-#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x()               \\r
-  texture_offset = texture_offset_base + 8;                                    \\r
-  fb_ptr += 16                                                                 \\r
-\r
-#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x()                \\r
-  texture_offset = texture_offset_base                                         \\r
-\r
-#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge)                 \\r
-  setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x()                  \\r
-\r
-#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge)                 \\r
-  texture_offset = texture_offset_base                                         \\r
-\r
-#define setup_sprite_tile_column_edge_post_adjust_half_right_4x()              \\r
-  fb_ptr -= 16                                                                 \\r
-\r
-#define setup_sprite_tile_column_edge_post_adjust_half_left_4x()               \\r
-\r
-#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge)                \\r
-  setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x()                 \\r
-\r
-#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge)                \\r
-\r
-\r
-#define setup_sprite_tile_column_height_single_4x(edge_mode, edge,             \\r
- texture_mode)                                                                 \\r
-do                                                                             \\r
-{                                                                              \\r
-  sub_tile_height = column_data;                                               \\r
-  setup_sprite_tile_column_edge_pre_adjust_##edge_mode##_4x(edge);             \\r
-  setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge);                   \\r
-  setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge);            \\r
-} while(0)                                                                     \\r
-\r
-#define setup_sprite_tile_column_height_multi_4x(edge_mode, edge,              \\r
- texture_mode)                                                                 \\r
-do                                                                             \\r
-{                                                                              \\r
-  u32 tiles_remaining = column_data >> 16;                                     \\r
-  sub_tile_height = column_data & 0xFF;                                        \\r
-  setup_sprite_tile_column_edge_pre_adjust_##edge_mode##_4x(edge);             \\r
-  setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge);                   \\r
-  tiles_remaining -= 1;                                                        \\r
-                                                                               \\r
-  while(tiles_remaining)                                                       \\r
-  {                                                                            \\r
-    sub_tile_height = 16;                                                      \\r
-    setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge);                 \\r
-    tiles_remaining--;                                                         \\r
-  }                                                                            \\r
-                                                                               \\r
-  sub_tile_height = (column_data >> 8) & 0xFF;                                 \\r
-  setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge);                   \\r
-  setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge);            \\r
-} while(0)                                                                     \\r
-\r
-\r
-#define setup_sprite_column_data_single_4x()                                   \\r
-  column_data = height                                                         \\r
-\r
-#define setup_sprite_column_data_multi_4x()                                    \\r
-  column_data = 16 - offset_v;                                                 \\r
-  column_data |= ((height_rounded & 0xF) + 1) << 8;                            \\r
-  column_data |= (tile_height - 1) << 16                                       \\r
-\r
-\r
-#define setup_sprite_tile_column_width_single_4x(texture_mode, multi_height,   \\r
- edge_mode, edge)                                                              \\r
-{                                                                              \\r
-  setup_sprite_column_data_##multi_height##_4x();                              \\r
-  left_mask_bits = left_block_mask | right_block_mask;                         \\r
-  right_mask_bits = left_mask_bits >> 16;                                      \\r
-                                                                               \\r
-  setup_sprite_tile_column_height_##multi_height##_4x(edge_mode, edge,         \\r
-   texture_mode);                                                              \\r
-}                                                                              \\r
-\r
-#define setup_sprite_tiled_advance_column_4x()                                 \\r
-  texture_offset_base += 0x100;                                                \\r
-  if((texture_offset_base & 0xF00) == 0)                                       \\r
-    texture_offset_base -= (0x100 + 0xF00)                                     \\r
-\r
-#define setup_sprite_tile_column_width_multi_4x(texture_mode, multi_height,    \\r
- left_mode, right_mode)                                                        \\r
-{                                                                              \\r
-  setup_sprite_column_data_##multi_height##_4x();                              \\r
-  s32 fb_ptr_advance_column = 32 - (2048 * height);                            \\r
-                                                                               \\r
-  tile_width -= 2;                                                             \\r
-  left_mask_bits = left_block_mask;                                            \\r
-  right_mask_bits = left_mask_bits >> 16;                                      \\r
-                                                                               \\r
-  setup_sprite_tile_column_height_##multi_height##_4x(left_mode, right,        \\r
-   texture_mode);                                                              \\r
-  fb_ptr += fb_ptr_advance_column;                                             \\r
-                                                                               \\r
-  left_mask_bits = 0x00;                                                       \\r
-  right_mask_bits = 0x00;                                                      \\r
-                                                                               \\r
-  while(tile_width)                                                            \\r
-  {                                                                            \\r
-    setup_sprite_tiled_advance_column_4x();                                    \\r
-    setup_sprite_tile_column_height_##multi_height##_4x(full, none,            \\r
-     texture_mode);                                                            \\r
-    fb_ptr += fb_ptr_advance_column;                                           \\r
-    tile_width--;                                                              \\r
-  }                                                                            \\r
-                                                                               \\r
-  left_mask_bits = right_block_mask;                                           \\r
-  right_mask_bits = left_mask_bits >> 16;                                      \\r
-                                                                               \\r
-  setup_sprite_tiled_advance_column();                                         \\r
-  setup_sprite_tile_column_height_##multi_height##_4x(right_mode, left,        \\r
-   texture_mode);                                                              \\r
-}                                                                              \\r
-\r
-\r
-#define setup_sprite_tiled_builder_4x(texture_mode)                            \\r
-void setup_sprite_##texture_mode##_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y,   \\r
- s32 u, s32 v, s32 width, s32 height, u32 color)                               \\r
-{                                                                              \\r
-  s32 offset_u = u & 0xF;                                                      \\r
-  s32 offset_v = v & 0xF;                                                      \\r
-                                                                               \\r
-  s32 width_rounded = offset_u + width + 15;                                   \\r
-  s32 height_rounded = offset_v + height + 15;                                 \\r
-  s32 tile_height = height_rounded / 16;                                       \\r
-  s32 tile_width = width_rounded / 16;                                         \\r
-  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
-                                                                               \\r
-  u32 left_mask_bits;                                                          \\r
-  u32 right_mask_bits;                                                         \\r
-                                                                               \\r
-  u32 sub_tile_height;                                                         \\r
-  u32 column_data;                                                             \\r
-                                                                               \\r
-  u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) |                     \\r
-   ((psx_gpu->texture_mask_height & 0xF) << 4) |                               \\r
-   ((psx_gpu->texture_mask_width >> 4) << 8) |                                 \\r
-   ((psx_gpu->texture_mask_height >> 4) << 12);                                \\r
-  u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) |                  \\r
-   ((v & 0xF0) << 8);                                                          \\r
-  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
-  u32 num_blocks = psx_gpu->num_blocks;                                        \\r
-  block_struct *block = psx_gpu->blocks + num_blocks;                          \\r
-                                                                               \\r
-  u16 *texture_block_ptr;                                                      \\r
-  vec_8x8u texels;                                                             \\r
-                                                                               \\r
-  setup_sprite_tiled_initialize_##texture_mode##_4x();                         \\r
-                                                                               \\r
-  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
-                                                                               \\r
-  sprites_##texture_mode++;                                                    \\r
-                                                                               \\r
-  switch(control_mask)                                                         \\r
-  {                                                                            \\r
-    default:                                                                   \\r
-    case 0x0:                                                                  \\r
-      setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full,       \\r
-       full);                                                                  \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0x1:                                                                  \\r
-      setup_sprite_tile_column_width_single_4x(texture_mode, multi, full,      \\r
-       none);                                                                  \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0x2:                                                                  \\r
-      setup_sprite_tile_column_width_multi_4x(texture_mode, single, full,      \\r
-       full);                                                                  \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0x3:                                                                  \\r
-      setup_sprite_tile_column_width_single_4x(texture_mode, single, full,     \\r
-       none);                                                                  \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0x4:                                                                  \\r
-      setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half,       \\r
-       full);                                                                  \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0x5:                                                                  \\r
-      setup_sprite_tile_column_width_single_4x(texture_mode, multi, half,      \\r
-       right);                                                                 \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0x6:                                                                  \\r
-      setup_sprite_tile_column_width_multi_4x(texture_mode, single, half,      \\r
-       full);                                                                  \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0x7:                                                                  \\r
-      setup_sprite_tile_column_width_single_4x(texture_mode, single, half,     \\r
-       right);                                                                 \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0x8:                                                                  \\r
-      setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full,       \\r
-       half);                                                                  \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0x9:                                                                  \\r
-      setup_sprite_tile_column_width_single_4x(texture_mode, multi, half,      \\r
-       left);                                                                  \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0xA:                                                                  \\r
-      setup_sprite_tile_column_width_multi_4x(texture_mode, single, full,      \\r
-       half);                                                                  \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0xB:                                                                  \\r
-      setup_sprite_tile_column_width_single_4x(texture_mode, single, half,     \\r
-       left);                                                                  \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0xC:                                                                  \\r
-      setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half,       \\r
-       half);                                                                  \\r
-      break;                                                                   \\r
-                                                                               \\r
-    case 0xE:                                                                  \\r
-      setup_sprite_tile_column_width_multi_4x(texture_mode, single, half,      \\r
-       half);                                                                  \\r
-      break;                                                                   \\r
-  }                                                                            \\r
-}                                                                              \\r
-\r
-\r
-void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,\r
- s32 width, s32 height, u32 color);\r
-void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,\r
- s32 width, s32 height, u32 color);\r
-void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,\r
- s32 width, s32 height, u32 color);\r
-\r
-//#ifndef NEON_BUILD\r
-#if 1\r
-setup_sprite_tiled_builder_4x(4bpp);\r
-setup_sprite_tiled_builder_4x(8bpp);\r
+#define select_enhancement_buf_ptr(psx_gpu, x) \\r
+  ((psx_gpu)->enhancement_buf_ptr + \\r
+   ((psx_gpu)->enhancement_buf_by_x16[(x) / 16] << 20))\r
 \r
+#ifndef NEON_BUILD\r
 void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,\r
  s32 v, s32 width, s32 height, u32 color)\r
 {\r
   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 +58,7 @@ 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 +69,7 @@ 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 +108,7 @@ 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 +119,7 @@ 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 +130,7 @@ 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 +149,7 @@ 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 +160,7 @@ 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 +172,7 @@ 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 +180,7 @@ 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 +191,7 @@ 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 +212,17 @@ 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 +303,6 @@ 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 +335,11 @@ 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
+  psx_gpu->vram_out_ptr = select_enhancement_buf_ptr(psx_gpu, x);\r
+\r
+  x *= 2;\r
+  y *= 2;\r
+\r
 #ifdef PROFILE\r
   span_pixels += width * height;\r
   spans += height;\r