cdrom: change pause timing again
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_4x.c
index 85e972c..7b3ee85 100644 (file)
@@ -1,8 +1,18 @@
-#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
+#if !defined(NEON_BUILD) || defined(SIMD_BUILD)\r
+\r
+#ifndef zip_4x32b\r
+\r
+#define vector_cast(vec_to, source) source\r
+\r
+#define zip_4x32b(dest, source_a, source_b) {                                  \\r
+  u32 _i; for(_i = 0; _i < 4; _i++) {                                          \\r
+    (dest).e[_i * 2 + 0] = (source_a).e[_i];                                   \\r
+    (dest).e[_i * 2 + 1] = (source_b).e[_i];                                   \\r
+  }                                                                            \\r
+}\r
+\r
+#endif\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
@@ -56,7 +66,8 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       texture_block_ptr =\r
        texture_page_ptr + (texture_offset_base & texture_mask);\r
 \r
-      load_128b(texels, texture_block_ptr);\r
+      //load_128b(texels, texture_block_ptr);\r
+      texels = *(vec_8x16u *)texture_block_ptr;\r
       \r
       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
       block->texels = texels_wide;\r
@@ -117,7 +128,8 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
 \r
       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
       \r
-      load_128b(texels, texture_block_ptr);\r
+      //load_128b(texels, texture_block_ptr);\r
+      texels = *(vec_8x16u *)texture_block_ptr;\r
 \r
       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
       block->texels = texels_wide;\r
@@ -147,7 +159,8 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       while(blocks_remaining)\r
       {\r
         texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
-        load_128b(texels, texture_block_ptr);\r
+        //load_128b(texels, texture_block_ptr);\r
+        texels = *(vec_8x16u *)texture_block_ptr;\r
 \r
         zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
         block->texels = texels_wide;\r
@@ -178,7 +191,8 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       }\r
 \r
       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
-      load_128b(texels, texture_block_ptr);\r
+      //load_128b(texels, texture_block_ptr);\r
+      texels = *(vec_8x16u *)texture_block_ptr;\r
       \r
       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
       block->texels = texels_wide;\r
@@ -215,7 +229,11 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
 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
+  width *= 2;\r
+  height *= 2;\r
+  if (width > 1024)\r
+    width = 1024;\r
+  setup_sprite_untextured(psx_gpu, x, y, u, v, width, height, color);\r
 }\r
 \r
 #define setup_sprite_blocks_switch_textured_4x(texture_mode)                   \\r
@@ -299,12 +317,12 @@ render_block_handler_struct render_sprite_block_handlers_4x[] =
   render_sprite_blocks_switch_block_4x()\r
 };\r
 \r
-\r
 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
   s32 x_right = x + width - 1;\r
   s32 y_bottom = y + height - 1;\r
+  s16 end_x;\r
 \r
 #ifdef PROFILE\r
   sprites++;\r
@@ -326,8 +344,12 @@ void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
     height -= clip;\r
   }\r
 \r
-  if(x_right > psx_gpu->viewport_end_x)\r
-    width -= x_right - psx_gpu->viewport_end_x;\r
+  end_x = psx_gpu->viewport_end_x;\r
+  if (end_x - psx_gpu->viewport_start_x + 1 > 512)\r
+    end_x = psx_gpu->viewport_start_x + 511;\r
+\r
+  if(x_right > end_x)\r
+    width -= x_right - end_x;\r
 \r
   if(y_bottom > psx_gpu->viewport_end_y)\r
     height -= y_bottom - psx_gpu->viewport_end_y;\r
@@ -335,7 +357,9 @@ 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
-  psx_gpu->vram_out_ptr = select_enhancement_buf_ptr(psx_gpu, x);\r
+  if (!psx_gpu->enhancement_current_buf_ptr)\r
+    return;\r
+  psx_gpu->vram_out_ptr = psx_gpu->enhancement_current_buf_ptr;\r
 \r
   x *= 2;\r
   y *= 2;\r