+++ /dev/null
-/***************************************************************************
-* Copyright (C) 2010 PCSX4ALL Team *
-* Copyright (C) 2010 Unai *
-* *
-* This program is free software; you can redistribute it and/or modify *
-* it under the terms of the GNU General Public License as published by *
-* the Free Software Foundation; either version 2 of the License, or *
-* (at your option) any later version. *
-* *
-* This program is distributed in the hope that it will be useful, *
-* but WITHOUT ANY WARRANTY; without even the implied warranty of *
-* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
-* GNU General Public License for more details. *
-* *
-* You should have received a copy of the GNU General Public License *
-* along with this program; if not, write to the *
-* Free Software Foundation, Inc., *
-* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
-***************************************************************************/
-
-#ifndef __GPU_UNAI_GPU_RASTER_POLYGON_H__
-#define __GPU_UNAI_GPU_RASTER_POLYGON_H__
-
-//senquack - NOTE: GPU Unai poly routines have been rewritten/adapted
-// from DrHell routines to fix multiple issues. See README_senquack.txt
-
-///////////////////////////////////////////////////////////////////////////////
-// Shared poly vertex buffer, able to handle 3 or 4-pt polys of any type.
-///////////////////////////////////////////////////////////////////////////////
-
-struct PolyVertex {
- s32 x, y; // Sign-extended 11-bit X,Y coords
- union {
- struct { u8 u, v, pad[2]; } tex; // Texture coords (if used)
- u32 tex_word;
- };
- union {
- struct { u8 r, g, b, pad; } col; // 24-bit RGB color (if used)
- u32 col_word;
- };
-};
-
-enum PolyAttribute {
- POLYATTR_TEXTURE = (1 << 0),
- POLYATTR_GOURAUD = (1 << 1)
-};
-
-enum PolyType {
- POLYTYPE_F = 0,
- POLYTYPE_FT = (POLYATTR_TEXTURE),
- POLYTYPE_G = (POLYATTR_GOURAUD),
- POLYTYPE_GT = (POLYATTR_TEXTURE | POLYATTR_GOURAUD)
-};
-
-///////////////////////////////////////////////////////////////////////////////
-// polyInitVertexBuffer()
-// Fills vbuf[] array with data from any type of poly draw-command packet.
-///////////////////////////////////////////////////////////////////////////////
-static void polyInitVertexBuffer(PolyVertex *vbuf, const PtrUnion packet, PolyType ptype, u32 is_quad)
-{
- bool texturing = ptype & POLYATTR_TEXTURE;
- bool gouraud = ptype & POLYATTR_GOURAUD;
-
- int vert_stride = 1; // Stride of vertices in cmd packet, in 32-bit words
- if (texturing)
- vert_stride++;
- if (gouraud)
- vert_stride++;
-
- int num_verts = (is_quad) ? 4 : 3;
- u32 *ptr;
-
- // X,Y coords, adjusted by draw offsets
- s32 x_off = gpu_senquack.DrawingOffset[0];
- s32 y_off = gpu_senquack.DrawingOffset[1];
- ptr = &packet.U4[1];
- for (int i=0; i < num_verts; ++i, ptr += vert_stride) {
- s16* coord_ptr = (s16*)ptr;
- vbuf[i].x = GPU_EXPANDSIGN(coord_ptr[0]) + x_off;
- vbuf[i].y = GPU_EXPANDSIGN(coord_ptr[1]) + y_off;
- }
-
- // U,V texture coords (if applicable)
- if (texturing) {
- ptr = &packet.U4[2];
- for (int i=0; i < num_verts; ++i, ptr += vert_stride)
- vbuf[i].tex_word = *ptr;
- }
-
- // Colors (if applicable)
- if (gouraud) {
- ptr = &packet.U4[0];
- for (int i=0; i < num_verts; ++i, ptr += vert_stride)
- vbuf[i].col_word = *ptr;
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// Helper functions to determine which vertex in a 2 or 3 vertex array
-// has the highest/lowest X/Y coordinate.
-// Note: the comparison logic is such that, given a set of vertices with
-// identical values for a given coordinate, a different index will be
-// returned from vertIdxOfLeast..() than a call to vertIdxOfHighest..().
-// This ensures that, during the vertex-ordering phase of rasterization,
-// all three vertices remain unique.
-///////////////////////////////////////////////////////////////////////////////
-
-template<typename T>
-static inline int vertIdxOfLeastXCoord2(const T *Tptr)
-{
- return (Tptr[0].x <= Tptr[1].x) ? 0 : 1;
-}
-
-template<typename T>
-static inline int vertIdxOfLeastXCoord3(const T *Tptr)
-{
- int least_of_v0_v1 = vertIdxOfLeastXCoord2(Tptr);
- return (Tptr[least_of_v0_v1].x <= Tptr[2].x) ? least_of_v0_v1 : 2;
-}
-
-template<typename T>
-static inline int vertIdxOfLeastYCoord2(const T *Tptr)
-{
- return (Tptr[0].y <= Tptr[1].y) ? 0 : 1;
-}
-
-template<typename T>
-static inline int vertIdxOfLeastYCoord3(const T *Tptr)
-{
- int least_of_v0_v1 = vertIdxOfLeastYCoord2(Tptr);
- return (Tptr[least_of_v0_v1].y <= Tptr[2].y) ? least_of_v0_v1 : 2;
-}
-
-template<typename T>
-static inline int vertIdxOfHighestXCoord2(const T *Tptr)
-{
- return (Tptr[1].x >= Tptr[0].x) ? 1 : 0;
-}
-
-template<typename T>
-static inline int vertIdxOfHighestXCoord3(const T *Tptr)
-{
- int highest_of_v0_v1 = vertIdxOfHighestXCoord2(Tptr);
- return (Tptr[2].x >= Tptr[highest_of_v0_v1].x) ? 2 : highest_of_v0_v1;
-}
-
-template<typename T>
-static inline int vertIdxOfHighestYCoord2(const T *Tptr)
-{
- return (Tptr[1].y >= Tptr[0].y) ? 1 : 0;
-}
-
-template<typename T>
-static inline int vertIdxOfHighestYCoord3(const T *Tptr)
-{
- int highest_of_v0_v1 = vertIdxOfHighestYCoord2(Tptr);
- return (Tptr[2].y >= Tptr[highest_of_v0_v1].y) ? 2 : highest_of_v0_v1;
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// polyUseTriangle()
-// Determines if the specified triangle should be rendered. If so, it
-// fills the given array of vertex pointers, vert_ptrs, in order of
-// increasing Y coordinate values, as required by rasterization algorithm.
-// Parameter 'tri_num' is 0 for first triangle (idx 0,1,2 of vbuf[]),
-// or 1 for second triangle of a quad (idx 1,2,3 of vbuf[]).
-// Returns true if triangle should be rendered, false if not.
-///////////////////////////////////////////////////////////////////////////////
-static bool polyUseTriangle(const PolyVertex *vbuf, int tri_num, const PolyVertex **vert_ptrs)
-{
- // Using verts 0,1,2 or is this the 2nd pass of a quad (verts 1,2,3)?
- const PolyVertex *tri_ptr = &vbuf[(tri_num == 0) ? 0 : 1];
-
- // Get indices of highest/lowest X,Y coords within triangle
- int idx_lowest_x = vertIdxOfLeastXCoord3(tri_ptr);
- int idx_highest_x = vertIdxOfHighestXCoord3(tri_ptr);
- int idx_lowest_y = vertIdxOfLeastYCoord3(tri_ptr);
- int idx_highest_y = vertIdxOfHighestYCoord3(tri_ptr);
-
- // Maximum absolute distance between any two X coordinates is 1023,
- // and for Y coordinates is 511 (PS1 hardware limitation)
- int lowest_x = tri_ptr[idx_lowest_x].x;
- int highest_x = tri_ptr[idx_highest_x].x;
- int lowest_y = tri_ptr[idx_lowest_y].y;
- int highest_y = tri_ptr[idx_highest_y].y;
- if ((highest_x - lowest_x) >= CHKMAX_X ||
- (highest_y - lowest_y) >= CHKMAX_Y)
- return false;
-
- // Determine if triangle is completely outside clipping range
- int xmin, xmax, ymin, ymax;
- xmin = gpu_senquack.DrawingArea[0]; xmax = gpu_senquack.DrawingArea[2];
- ymin = gpu_senquack.DrawingArea[1]; ymax = gpu_senquack.DrawingArea[3];
- int clipped_lowest_x = Max2(xmin,lowest_x);
- int clipped_lowest_y = Max2(ymin,lowest_y);
- int clipped_highest_x = Min2(xmax,highest_x);
- int clipped_highest_y = Min2(ymax,highest_y);
- if (clipped_lowest_x >= clipped_highest_x ||
- clipped_lowest_y >= clipped_highest_y)
- return false;
-
- // Order vertex ptrs by increasing y value (draw routines need this).
- // The middle index is deduced by a binary math trick that depends
- // on index range always being between 0..2
- vert_ptrs[0] = tri_ptr + idx_lowest_y;
- vert_ptrs[1] = tri_ptr + ((idx_lowest_y + idx_highest_y) ^ 3);
- vert_ptrs[2] = tri_ptr + idx_highest_y;
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// GPU internal polygon drawing functions
-///////////////////////////////////////////////////////////////////////////////
-
-/*----------------------------------------------------------------------
-gpuDrawPolyF - Flat-shaded, untextured poly
-----------------------------------------------------------------------*/
-void gpuDrawPolyF(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad)
-{
- // Set up bgr555 color to be used across calls in inner driver
- gpu_senquack.PixelData = GPU_RGB16(packet.U4[0]);
-
- PolyVertex vbuf[4];
- polyInitVertexBuffer(vbuf, packet, POLYTYPE_F, is_quad);
-
- int total_passes = is_quad ? 2 : 1;
- int cur_pass = 0;
- do
- {
- const PolyVertex* vptrs[3];
- if (polyUseTriangle(vbuf, cur_pass, vptrs) == false)
- continue;
-
- s32 xa, xb, ya, yb;
- s32 x3, dx3, x4, dx4, dx;
- s32 x0, x1, x2, y0, y1, y2;
-
- x0 = vptrs[0]->x; y0 = vptrs[0]->y;
- x1 = vptrs[1]->x; y1 = vptrs[1]->y;
- x2 = vptrs[2]->x; y2 = vptrs[2]->y;
-
- ya = y2 - y0;
- yb = y2 - y1;
- dx = (x2 - x1) * ya - (x2 - x0) * yb;
-
- for (int loop0 = 2; loop0; loop0--) {
- if (loop0 == 2) {
- ya = y0; yb = y1;
- x3 = x4 = i2x(x0);
- if (dx < 0) {
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- dx3 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
- dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
-#else
- dx3 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0;
- dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- dx3 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0;
- dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0;
-#else
- dx3 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0;
- dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0;
-#endif
-#endif
- } else {
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- dx3 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
- dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
-#else
- dx3 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0;
- dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- dx3 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0;
- dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0;
-#else
- dx3 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0;
- dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0;
-#endif
-#endif
- }
- } else {
- //senquack - break out of final loop if nothing to be drawn (1st loop
- // must always be taken to setup dx3/dx4)
- if (y1 == y2) break;
-
- ya = y1; yb = y2;
-
- if (dx < 0) {
- x3 = i2x(x0) + (dx3 * (y1 - y0));
- x4 = i2x(x1);
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
-#else
- dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- dx4 = ((y2 - y1) != 0) ? xLoDivx ((x2 - x1), (y2 - y1)) : 0;
-#else
- dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0;
-#endif
-#endif
- } else {
- x3 = i2x(x1);
- x4 = i2x(x0) + (dx4 * (y1 - y0));
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- dx3 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
-#else
- dx3 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- dx3 = ((y2 - y1) != 0) ? xLoDivx ((x2 - x1), (y2 - y1)) : 0;
-#else
- dx3 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0;
-#endif
-#endif
- }
- }
-
- s32 xmin, xmax, ymin, ymax;
- xmin = gpu_senquack.DrawingArea[0]; xmax = gpu_senquack.DrawingArea[2];
- ymin = gpu_senquack.DrawingArea[1]; ymax = gpu_senquack.DrawingArea[3];
-
- if ((ymin - ya) > 0) {
- x3 += (dx3 * (ymin - ya));
- x4 += (dx4 * (ymin - ya));
- ya = ymin;
- }
-
- if (yb > ymax) yb = ymax;
-
- int loop1 = yb - ya;
- if (loop1 <= 0)
- continue;
-
- u16* PixelBase = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(0, ya)];
- int li=gpu_senquack.ilace_mask;
- int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
- int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
-
- for (; loop1; --loop1, ya++, PixelBase += FRAME_WIDTH,
- x3 += dx3, x4 += dx4 )
- {
- if (ya&li) continue;
- if ((ya&pi)==pif) continue;
-
- xa = FixedCeilToInt(x3); xb = FixedCeilToInt(x4);
- if ((xmin - xa) > 0) xa = xmin;
- if (xb > xmax) xb = xmax;
- if ((xb - xa) > 0)
- gpuPolySpanDriver(gpu_senquack, PixelBase + xa, (xb - xa));
- }
- }
- } while (++cur_pass < total_passes);
-}
-
-/*----------------------------------------------------------------------
-gpuDrawPolyFT - Flat-shaded, textured poly
-----------------------------------------------------------------------*/
-void gpuDrawPolyFT(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad)
-{
- // r8/g8/b8 used if texture-blending & dithering is applied (24-bit light)
- gpu_senquack.r8 = packet.U1[0];
- gpu_senquack.g8 = packet.U1[1];
- gpu_senquack.b8 = packet.U1[2];
- // r5/g5/b5 used if just texture-blending is applied (15-bit light)
- gpu_senquack.r5 = packet.U1[0] >> 3;
- gpu_senquack.g5 = packet.U1[1] >> 3;
- gpu_senquack.b5 = packet.U1[2] >> 3;
-
- PolyVertex vbuf[4];
- polyInitVertexBuffer(vbuf, packet, POLYTYPE_FT, is_quad);
-
- int total_passes = is_quad ? 2 : 1;
- int cur_pass = 0;
- do
- {
- const PolyVertex* vptrs[3];
- if (polyUseTriangle(vbuf, cur_pass, vptrs) == false)
- continue;
-
- s32 xa, xb, ya, yb;
- s32 x3, dx3, x4, dx4, dx;
- s32 u3, du3, v3, dv3;
- s32 x0, x1, x2, y0, y1, y2;
- s32 u0, u1, u2, v0, v1, v2;
- s32 du4, dv4;
-
- x0 = vptrs[0]->x; y0 = vptrs[0]->y;
- u0 = vptrs[0]->tex.u; v0 = vptrs[0]->tex.v;
- x1 = vptrs[1]->x; y1 = vptrs[1]->y;
- u1 = vptrs[1]->tex.u; v1 = vptrs[1]->tex.v;
- x2 = vptrs[2]->x; y2 = vptrs[2]->y;
- u2 = vptrs[2]->tex.u; v2 = vptrs[2]->tex.v;
-
- ya = y2 - y0;
- yb = y2 - y1;
- dx4 = (x2 - x1) * ya - (x2 - x0) * yb;
- du4 = (u2 - u1) * ya - (u2 - u0) * yb;
- dv4 = (v2 - v1) * ya - (v2 - v0) * yb;
- dx = dx4;
- if (dx4 < 0) {
- dx4 = -dx4;
- du4 = -du4;
- dv4 = -dv4;
- }
-
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if (dx4 != 0) {
- float finv = FloatInv(dx4);
- du4 = (fixed)((du4 << FIXED_BITS) * finv);
- dv4 = (fixed)((dv4 << FIXED_BITS) * finv);
- } else {
- du4 = dv4 = 0;
- }
-#else
- if (dx4 != 0) {
- float fdiv = dx4;
- du4 = (fixed)((du4 << FIXED_BITS) / fdiv);
- dv4 = (fixed)((dv4 << FIXED_BITS) / fdiv);
- } else {
- du4 = dv4 = 0;
- }
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if (dx4 != 0) {
- int iF, iS;
- xInv(dx4, iF, iS);
- du4 = xInvMulx(du4, iF, iS);
- dv4 = xInvMulx(dv4, iF, iS);
- } else {
- du4 = dv4 = 0;
- }
-#else
- if (dx4 != 0) {
- du4 = GPU_FAST_DIV(du4 << FIXED_BITS, dx4);
- dv4 = GPU_FAST_DIV(dv4 << FIXED_BITS, dx4);
- } else {
- du4 = dv4 = 0;
- }
-#endif
-#endif
- // Set u,v increments for inner driver
- gpu_senquack.u_inc = du4;
- gpu_senquack.v_inc = dv4;
-
- //senquack - TODO: why is it always going through 2 iterations when sometimes one would suffice here?
- // (SAME ISSUE ELSEWHERE)
- for (s32 loop0 = 2; loop0; loop0--) {
- if (loop0 == 2) {
- ya = y0; yb = y1;
- x3 = x4 = i2x(x0);
- u3 = i2x(u0); v3 = i2x(v0);
- if (dx < 0) {
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if ((y2 - y0) != 0) {
- float finv = FloatInv(y2 - y0);
- dx3 = (fixed)(((x2 - x0) << FIXED_BITS) * finv);
- du3 = (fixed)(((u2 - u0) << FIXED_BITS) * finv);
- dv3 = (fixed)(((v2 - v0) << FIXED_BITS) * finv);
- } else {
- dx3 = du3 = dv3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
-#else
- if ((y2 - y0) != 0) {
- float fdiv = y2 - y0;
- dx3 = (fixed)(((x2 - x0) << FIXED_BITS) / fdiv);
- du3 = (fixed)(((u2 - u0) << FIXED_BITS) / fdiv);
- dv3 = (fixed)(((v2 - v0) << FIXED_BITS) / fdiv);
- } else {
- dx3 = du3 = dv3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if ((y2 - y0) != 0) {
- int iF, iS;
- xInv((y2 - y0), iF, iS);
- dx3 = xInvMulx((x2 - x0), iF, iS);
- du3 = xInvMulx((u2 - u0), iF, iS);
- dv3 = xInvMulx((v2 - v0), iF, iS);
- } else {
- dx3 = du3 = dv3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0;
-#else
- if ((y2 - y0) != 0) {
- dx3 = GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0));
- du3 = GPU_FAST_DIV((u2 - u0) << FIXED_BITS, (y2 - y0));
- dv3 = GPU_FAST_DIV((v2 - v0) << FIXED_BITS, (y2 - y0));
- } else {
- dx3 = du3 = dv3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0;
-#endif
-#endif
- } else {
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if ((y1 - y0) != 0) {
- float finv = FloatInv(y1 - y0);
- dx3 = (fixed)(((x1 - x0) << FIXED_BITS) * finv);
- du3 = (fixed)(((u1 - u0) << FIXED_BITS) * finv);
- dv3 = (fixed)(((v1 - v0) << FIXED_BITS) * finv);
- } else {
- dx3 = du3 = dv3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
-#else
- if ((y1 - y0) != 0) {
- float fdiv = y1 - y0;
- dx3 = (fixed)(((x1 - x0) << FIXED_BITS) / fdiv);
- du3 = (fixed)(((u1 - u0) << FIXED_BITS) / fdiv);
- dv3 = (fixed)(((v1 - v0) << FIXED_BITS) / fdiv);
- } else {
- dx3 = du3 = dv3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if ((y1 - y0) != 0) {
- int iF, iS;
- xInv((y1 - y0), iF, iS);
- dx3 = xInvMulx((x1 - x0), iF, iS);
- du3 = xInvMulx((u1 - u0), iF, iS);
- dv3 = xInvMulx((v1 - v0), iF, iS);
- } else {
- dx3 = du3 = dv3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0;
-#else
- if ((y1 - y0) != 0) {
- dx3 = GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0));
- du3 = GPU_FAST_DIV((u1 - u0) << FIXED_BITS, (y1 - y0));
- dv3 = GPU_FAST_DIV((v1 - v0) << FIXED_BITS, (y1 - y0));
- } else {
- dx3 = du3 = dv3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0;
-#endif
-#endif
- }
- } else {
- //senquack - break out of final loop if nothing to be drawn (1st loop
- // must always be taken to setup dx3/dx4)
- if (y1 == y2) break;
-
- ya = y1; yb = y2;
-
- if (dx < 0) {
- x3 = i2x(x0);
- x4 = i2x(x1);
- u3 = i2x(u0);
- v3 = i2x(v0);
- if ((y1 - y0) != 0) {
- x3 += (dx3 * (y1 - y0));
- u3 += (du3 * (y1 - y0));
- v3 += (dv3 * (y1 - y0));
- }
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
-#else
- dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- dx4 = ((y2 - y1) != 0) ? xLoDivx((x2 - x1), (y2 - y1)) : 0;
-#else
- dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0;
-#endif
-#endif
- } else {
- x3 = i2x(x1);
- x4 = i2x(x0) + (dx4 * (y1 - y0));
- u3 = i2x(u1);
- v3 = i2x(v1);
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if ((y2 - y1) != 0) {
- float finv = FloatInv(y2 - y1);
- dx3 = (fixed)(((x2 - x1) << FIXED_BITS) * finv);
- du3 = (fixed)(((u2 - u1) << FIXED_BITS) * finv);
- dv3 = (fixed)(((v2 - v1) << FIXED_BITS) * finv);
- } else {
- dx3 = du3 = dv3 = 0;
- }
-#else
- if ((y2 - y1) != 0) {
- float fdiv = y2 - y1;
- dx3 = (fixed)(((x2 - x1) << FIXED_BITS) / fdiv);
- du3 = (fixed)(((u2 - u1) << FIXED_BITS) / fdiv);
- dv3 = (fixed)(((v2 - v1) << FIXED_BITS) / fdiv);
- } else {
- dx3 = du3 = dv3 = 0;
- }
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if ((y2 - y1) != 0) {
- int iF, iS;
- xInv((y2 - y1), iF, iS);
- dx3 = xInvMulx((x2 - x1), iF, iS);
- du3 = xInvMulx((u2 - u1), iF, iS);
- dv3 = xInvMulx((v2 - v1), iF, iS);
- } else {
- dx3 = du3 = dv3 = 0;
- }
-#else
- if ((y2 - y1) != 0) {
- dx3 = GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1));
- du3 = GPU_FAST_DIV((u2 - u1) << FIXED_BITS, (y2 - y1));
- dv3 = GPU_FAST_DIV((v2 - v1) << FIXED_BITS, (y2 - y1));
- } else {
- dx3 = du3 = dv3 = 0;
- }
-#endif
-#endif
- }
- }
-
- s32 xmin, xmax, ymin, ymax;
- xmin = gpu_senquack.DrawingArea[0]; xmax = gpu_senquack.DrawingArea[2];
- ymin = gpu_senquack.DrawingArea[1]; ymax = gpu_senquack.DrawingArea[3];
-
- if ((ymin - ya) > 0) {
- x3 += dx3 * (ymin - ya);
- x4 += dx4 * (ymin - ya);
- u3 += du3 * (ymin - ya);
- v3 += dv3 * (ymin - ya);
- ya = ymin;
- }
-
- if (yb > ymax) yb = ymax;
-
- int loop1 = yb - ya;
- if (loop1 <= 0)
- continue;
-
- u16* PixelBase = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(0, ya)];
- int li=gpu_senquack.ilace_mask;
- int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
- int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
-
- for (; loop1; --loop1, ++ya, PixelBase += FRAME_WIDTH,
- x3 += dx3, x4 += dx4,
- u3 += du3, v3 += dv3 )
- {
- if (ya&li) continue;
- if ((ya&pi)==pif) continue;
-
- u32 u4, v4;
-
- xa = FixedCeilToInt(x3); xb = FixedCeilToInt(x4);
- u4 = u3; v4 = v3;
-
- fixed itmp = i2x(xa) - x3;
- if (itmp != 0) {
- u4 += (du4 * itmp) >> FIXED_BITS;
- v4 += (dv4 * itmp) >> FIXED_BITS;
- }
-
- u4 += fixed_HALF;
- v4 += fixed_HALF;
-
- if ((xmin - xa) > 0) {
- u4 += du4 * (xmin - xa);
- v4 += dv4 * (xmin - xa);
- xa = xmin;
- }
-
- // Set u,v coords for inner driver
- gpu_senquack.u = u4;
- gpu_senquack.v = v4;
-
- if (xb > xmax) xb = xmax;
- if ((xb - xa) > 0)
- gpuPolySpanDriver(gpu_senquack, PixelBase + xa, (xb - xa));
- }
- }
- } while (++cur_pass < total_passes);
-}
-
-/*----------------------------------------------------------------------
-gpuDrawPolyG - Gouraud-shaded, untextured poly
-----------------------------------------------------------------------*/
-void gpuDrawPolyG(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad)
-{
- PolyVertex vbuf[4];
- polyInitVertexBuffer(vbuf, packet, POLYTYPE_G, is_quad);
-
- int total_passes = is_quad ? 2 : 1;
- int cur_pass = 0;
- do
- {
- const PolyVertex* vptrs[3];
- if (polyUseTriangle(vbuf, cur_pass, vptrs) == false)
- continue;
-
- s32 xa, xb, ya, yb;
- s32 x3, dx3, x4, dx4, dx;
- s32 r3, dr3, g3, dg3, b3, db3;
- s32 x0, x1, x2, y0, y1, y2;
- s32 r0, r1, r2, g0, g1, g2, b0, b1, b2;
- s32 dr4, dg4, db4;
-
- x0 = vptrs[0]->x; y0 = vptrs[0]->y;
- r0 = vptrs[0]->col.r; g0 = vptrs[0]->col.g; b0 = vptrs[0]->col.b;
- x1 = vptrs[1]->x; y1 = vptrs[1]->y;
- r1 = vptrs[1]->col.r; g1 = vptrs[1]->col.g; b1 = vptrs[1]->col.b;
- x2 = vptrs[2]->x; y2 = vptrs[2]->y;
- r2 = vptrs[2]->col.r; g2 = vptrs[2]->col.g; b2 = vptrs[2]->col.b;
-
- ya = y2 - y0;
- yb = y2 - y1;
- dx4 = (x2 - x1) * ya - (x2 - x0) * yb;
- dr4 = (r2 - r1) * ya - (r2 - r0) * yb;
- dg4 = (g2 - g1) * ya - (g2 - g0) * yb;
- db4 = (b2 - b1) * ya - (b2 - b0) * yb;
- dx = dx4;
- if (dx4 < 0) {
- dx4 = -dx4;
- dr4 = -dr4;
- dg4 = -dg4;
- db4 = -db4;
- }
-
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if (dx4 != 0) {
- float finv = FloatInv(dx4);
- dr4 = (fixed)((dr4 << FIXED_BITS) * finv);
- dg4 = (fixed)((dg4 << FIXED_BITS) * finv);
- db4 = (fixed)((db4 << FIXED_BITS) * finv);
- } else {
- dr4 = dg4 = db4 = 0;
- }
-#else
- if (dx4 != 0) {
- float fdiv = dx4;
- dr4 = (fixed)((dr4 << FIXED_BITS) / fdiv);
- dg4 = (fixed)((dg4 << FIXED_BITS) / fdiv);
- db4 = (fixed)((db4 << FIXED_BITS) / fdiv);
- } else {
- dr4 = dg4 = db4 = 0;
- }
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if (dx4 != 0) {
- int iF, iS;
- xInv(dx4, iF, iS);
- dr4 = xInvMulx(dr4, iF, iS);
- dg4 = xInvMulx(dg4, iF, iS);
- db4 = xInvMulx(db4, iF, iS);
- } else {
- dr4 = dg4 = db4 = 0;
- }
-#else
- if (dx4 != 0) {
- dr4 = GPU_FAST_DIV(dr4 << FIXED_BITS, dx4);
- dg4 = GPU_FAST_DIV(dg4 << FIXED_BITS, dx4);
- db4 = GPU_FAST_DIV(db4 << FIXED_BITS, dx4);
- } else {
- dr4 = dg4 = db4 = 0;
- }
-#endif
-#endif
- // Setup packed Gouraud increment for inner driver
- gpu_senquack.gInc = gpuPackGouraudColInc(dr4, dg4, db4);
-
- for (s32 loop0 = 2; loop0; loop0--) {
- if (loop0 == 2) {
- ya = y0;
- yb = y1;
- x3 = x4 = i2x(x0);
- r3 = i2x(r0);
- g3 = i2x(g0);
- b3 = i2x(b0);
- if (dx < 0) {
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if ((y2 - y0) != 0) {
- float finv = FloatInv(y2 - y0);
- dx3 = (fixed)(((x2 - x0) << FIXED_BITS) * finv);
- dr3 = (fixed)(((r2 - r0) << FIXED_BITS) * finv);
- dg3 = (fixed)(((g2 - g0) << FIXED_BITS) * finv);
- db3 = (fixed)(((b2 - b0) << FIXED_BITS) * finv);
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
-#else
- if ((y2 - y0) != 0) {
- float fdiv = y2 - y0;
- dx3 = (fixed)(((x2 - x0) << FIXED_BITS) / fdiv);
- dr3 = (fixed)(((r2 - r0) << FIXED_BITS) / fdiv);
- dg3 = (fixed)(((g2 - g0) << FIXED_BITS) / fdiv);
- db3 = (fixed)(((b2 - b0) << FIXED_BITS) / fdiv);
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if ((y2 - y0) != 0) {
- int iF, iS;
- xInv((y2 - y0), iF, iS);
- dx3 = xInvMulx((x2 - x0), iF, iS);
- dr3 = xInvMulx((r2 - r0), iF, iS);
- dg3 = xInvMulx((g2 - g0), iF, iS);
- db3 = xInvMulx((b2 - b0), iF, iS);
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0;
-#else
- if ((y2 - y0) != 0) {
- dx3 = GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0));
- dr3 = GPU_FAST_DIV((r2 - r0) << FIXED_BITS, (y2 - y0));
- dg3 = GPU_FAST_DIV((g2 - g0) << FIXED_BITS, (y2 - y0));
- db3 = GPU_FAST_DIV((b2 - b0) << FIXED_BITS, (y2 - y0));
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0;
-#endif
-#endif
- } else {
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if ((y1 - y0) != 0) {
- float finv = FloatInv(y1 - y0);
- dx3 = (fixed)(((x1 - x0) << FIXED_BITS) * finv);
- dr3 = (fixed)(((r1 - r0) << FIXED_BITS) * finv);
- dg3 = (fixed)(((g1 - g0) << FIXED_BITS) * finv);
- db3 = (fixed)(((b1 - b0) << FIXED_BITS) * finv);
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
-#else
- if ((y1 - y0) != 0) {
- float fdiv = y1 - y0;
- dx3 = (fixed)(((x1 - x0) << FIXED_BITS) / fdiv);
- dr3 = (fixed)(((r1 - r0) << FIXED_BITS) / fdiv);
- dg3 = (fixed)(((g1 - g0) << FIXED_BITS) / fdiv);
- db3 = (fixed)(((b1 - b0) << FIXED_BITS) / fdiv);
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if ((y1 - y0) != 0) {
- int iF, iS;
- xInv((y1 - y0), iF, iS);
- dx3 = xInvMulx((x1 - x0), iF, iS);
- dr3 = xInvMulx((r1 - r0), iF, iS);
- dg3 = xInvMulx((g1 - g0), iF, iS);
- db3 = xInvMulx((b1 - b0), iF, iS);
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0;
-#else
- if ((y1 - y0) != 0) {
- dx3 = GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0));
- dr3 = GPU_FAST_DIV((r1 - r0) << FIXED_BITS, (y1 - y0));
- dg3 = GPU_FAST_DIV((g1 - g0) << FIXED_BITS, (y1 - y0));
- db3 = GPU_FAST_DIV((b1 - b0) << FIXED_BITS, (y1 - y0));
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0;
-#endif
-#endif
- }
- } else {
- //senquack - break out of final loop if nothing to be drawn (1st loop
- // must always be taken to setup dx3/dx4)
- if (y1 == y2) break;
-
- ya = y1; yb = y2;
-
- if (dx < 0) {
- x3 = i2x(x0); x4 = i2x(x1);
- r3 = i2x(r0); g3 = i2x(g0); b3 = i2x(b0);
-
- if ((y1 - y0) != 0) {
- x3 += (dx3 * (y1 - y0));
- r3 += (dr3 * (y1 - y0));
- g3 += (dg3 * (y1 - y0));
- b3 += (db3 * (y1 - y0));
- }
-
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
-#else
- dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- dx4 = ((y2 - y1) != 0) ? xLoDivx((x2 - x1), (y2 - y1)) : 0;
-#else
- dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0;
-#endif
-#endif
- } else {
- x3 = i2x(x1);
- x4 = i2x(x0) + (dx4 * (y1 - y0));
-
- r3 = i2x(r1); g3 = i2x(g1); b3 = i2x(b1);
-
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if ((y2 - y1) != 0) {
- float finv = FloatInv(y2 - y1);
- dx3 = (fixed)(((x2 - x1) << FIXED_BITS) * finv);
- dr3 = (fixed)(((r2 - r1) << FIXED_BITS) * finv);
- dg3 = (fixed)(((g2 - g1) << FIXED_BITS) * finv);
- db3 = (fixed)(((b2 - b1) << FIXED_BITS) * finv);
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
-#else
- if ((y2 - y1) != 0) {
- float fdiv = y2 - y1;
- dx3 = (fixed)(((x2 - x1) << FIXED_BITS) / fdiv);
- dr3 = (fixed)(((r2 - r1) << FIXED_BITS) / fdiv);
- dg3 = (fixed)(((g2 - g1) << FIXED_BITS) / fdiv);
- db3 = (fixed)(((b2 - b1) << FIXED_BITS) / fdiv);
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if ((y2 - y1) != 0) {
- int iF, iS;
- xInv((y2 - y1), iF, iS);
- dx3 = xInvMulx((x2 - x1), iF, iS);
- dr3 = xInvMulx((r2 - r1), iF, iS);
- dg3 = xInvMulx((g2 - g1), iF, iS);
- db3 = xInvMulx((b2 - b1), iF, iS);
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
-#else
- if ((y2 - y1) != 0) {
- dx3 = GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1));
- dr3 = GPU_FAST_DIV((r2 - r1) << FIXED_BITS, (y2 - y1));
- dg3 = GPU_FAST_DIV((g2 - g1) << FIXED_BITS, (y2 - y1));
- db3 = GPU_FAST_DIV((b2 - b1) << FIXED_BITS, (y2 - y1));
- } else {
- dx3 = dr3 = dg3 = db3 = 0;
- }
-#endif
-#endif
- }
- }
-
- s32 xmin, xmax, ymin, ymax;
- xmin = gpu_senquack.DrawingArea[0]; xmax = gpu_senquack.DrawingArea[2];
- ymin = gpu_senquack.DrawingArea[1]; ymax = gpu_senquack.DrawingArea[3];
-
- if ((ymin - ya) > 0) {
- x3 += (dx3 * (ymin - ya));
- x4 += (dx4 * (ymin - ya));
- r3 += (dr3 * (ymin - ya));
- g3 += (dg3 * (ymin - ya));
- b3 += (db3 * (ymin - ya));
- ya = ymin;
- }
-
- if (yb > ymax) yb = ymax;
-
- int loop1 = yb - ya;
- if (loop1 <= 0)
- continue;
-
- u16* PixelBase = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(0, ya)];
- int li=gpu_senquack.ilace_mask;
- int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
- int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
-
- for (; loop1; --loop1, ++ya, PixelBase += FRAME_WIDTH,
- x3 += dx3, x4 += dx4,
- r3 += dr3, g3 += dg3, b3 += db3 )
- {
- if (ya&li) continue;
- if ((ya&pi)==pif) continue;
-
- u32 r4, g4, b4;
-
- xa = FixedCeilToInt(x3);
- xb = FixedCeilToInt(x4);
- r4 = r3; g4 = g3; b4 = b3;
-
- fixed itmp = i2x(xa) - x3;
- if (itmp != 0) {
- r4 += (dr4 * itmp) >> FIXED_BITS;
- g4 += (dg4 * itmp) >> FIXED_BITS;
- b4 += (db4 * itmp) >> FIXED_BITS;
- }
-
- r4 += fixed_HALF;
- g4 += fixed_HALF;
- b4 += fixed_HALF;
-
- if ((xmin - xa) > 0) {
- r4 += (dr4 * (xmin - xa));
- g4 += (dg4 * (xmin - xa));
- b4 += (db4 * (xmin - xa));
- xa = xmin;
- }
-
- // Setup packed Gouraud color for inner driver
- gpu_senquack.gCol = gpuPackGouraudCol(r4, g4, b4);
-
- if (xb > xmax) xb = xmax;
- if ((xb - xa) > 0)
- gpuPolySpanDriver(gpu_senquack, PixelBase + xa, (xb - xa));
- }
- }
- } while (++cur_pass < total_passes);
-}
-
-/*----------------------------------------------------------------------
-gpuDrawPolyGT - Gouraud-shaded, textured poly
-----------------------------------------------------------------------*/
-void gpuDrawPolyGT(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad)
-{
- PolyVertex vbuf[4];
- polyInitVertexBuffer(vbuf, packet, POLYTYPE_GT, is_quad);
-
- int total_passes = is_quad ? 2 : 1;
- int cur_pass = 0;
- do
- {
- const PolyVertex* vptrs[3];
- if (polyUseTriangle(vbuf, cur_pass, vptrs) == false)
- continue;
-
- s32 xa, xb, ya, yb;
- s32 x3, dx3, x4, dx4, dx;
- s32 u3, du3, v3, dv3;
- s32 r3, dr3, g3, dg3, b3, db3;
- s32 x0, x1, x2, y0, y1, y2;
- s32 u0, u1, u2, v0, v1, v2;
- s32 r0, r1, r2, g0, g1, g2, b0, b1, b2;
- s32 du4, dv4;
- s32 dr4, dg4, db4;
-
- x0 = vptrs[0]->x; y0 = vptrs[0]->y;
- u0 = vptrs[0]->tex.u; v0 = vptrs[0]->tex.v;
- r0 = vptrs[0]->col.r; g0 = vptrs[0]->col.g; b0 = vptrs[0]->col.b;
- x1 = vptrs[1]->x; y1 = vptrs[1]->y;
- u1 = vptrs[1]->tex.u; v1 = vptrs[1]->tex.v;
- r1 = vptrs[1]->col.r; g1 = vptrs[1]->col.g; b1 = vptrs[1]->col.b;
- x2 = vptrs[2]->x; y2 = vptrs[2]->y;
- u2 = vptrs[2]->tex.u; v2 = vptrs[2]->tex.v;
- r2 = vptrs[2]->col.r; g2 = vptrs[2]->col.g; b2 = vptrs[2]->col.b;
-
- ya = y2 - y0;
- yb = y2 - y1;
- dx4 = (x2 - x1) * ya - (x2 - x0) * yb;
- du4 = (u2 - u1) * ya - (u2 - u0) * yb;
- dv4 = (v2 - v1) * ya - (v2 - v0) * yb;
- dr4 = (r2 - r1) * ya - (r2 - r0) * yb;
- dg4 = (g2 - g1) * ya - (g2 - g0) * yb;
- db4 = (b2 - b1) * ya - (b2 - b0) * yb;
- dx = dx4;
- if (dx4 < 0) {
- dx4 = -dx4;
- du4 = -du4;
- dv4 = -dv4;
- dr4 = -dr4;
- dg4 = -dg4;
- db4 = -db4;
- }
-
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if (dx4 != 0) {
- float finv = FloatInv(dx4);
- du4 = (fixed)((du4 << FIXED_BITS) * finv);
- dv4 = (fixed)((dv4 << FIXED_BITS) * finv);
- dr4 = (fixed)((dr4 << FIXED_BITS) * finv);
- dg4 = (fixed)((dg4 << FIXED_BITS) * finv);
- db4 = (fixed)((db4 << FIXED_BITS) * finv);
- } else {
- du4 = dv4 = dr4 = dg4 = db4 = 0;
- }
-#else
- if (dx4 != 0) {
- float fdiv = dx4;
- du4 = (fixed)((du4 << FIXED_BITS) / fdiv);
- dv4 = (fixed)((dv4 << FIXED_BITS) / fdiv);
- dr4 = (fixed)((dr4 << FIXED_BITS) / fdiv);
- dg4 = (fixed)((dg4 << FIXED_BITS) / fdiv);
- db4 = (fixed)((db4 << FIXED_BITS) / fdiv);
- } else {
- du4 = dv4 = dr4 = dg4 = db4 = 0;
- }
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if (dx4 != 0) {
- int iF, iS;
- xInv(dx4, iF, iS);
- du4 = xInvMulx(du4, iF, iS);
- dv4 = xInvMulx(dv4, iF, iS);
- dr4 = xInvMulx(dr4, iF, iS);
- dg4 = xInvMulx(dg4, iF, iS);
- db4 = xInvMulx(db4, iF, iS);
- } else {
- du4 = dv4 = dr4 = dg4 = db4 = 0;
- }
-#else
- if (dx4 != 0) {
- du4 = GPU_FAST_DIV(du4 << FIXED_BITS, dx4);
- dv4 = GPU_FAST_DIV(dv4 << FIXED_BITS, dx4);
- dr4 = GPU_FAST_DIV(dr4 << FIXED_BITS, dx4);
- dg4 = GPU_FAST_DIV(dg4 << FIXED_BITS, dx4);
- db4 = GPU_FAST_DIV(db4 << FIXED_BITS, dx4);
- } else {
- du4 = dv4 = dr4 = dg4 = db4 = 0;
- }
-#endif
-#endif
- // Set u,v increments and packed Gouraud increment for inner driver
- gpu_senquack.u_inc = du4;
- gpu_senquack.v_inc = dv4;
- gpu_senquack.gInc = gpuPackGouraudColInc(dr4, dg4, db4);
-
- for (s32 loop0 = 2; loop0; loop0--) {
- if (loop0 == 2) {
- ya = y0; yb = y1;
- x3 = x4 = i2x(x0);
- u3 = i2x(u0); v3 = i2x(v0);
- r3 = i2x(r0); g3 = i2x(g0); b3 = i2x(b0);
- if (dx < 0) {
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if ((y2 - y0) != 0) {
- float finv = FloatInv(y2 - y0);
- dx3 = (fixed)(((x2 - x0) << FIXED_BITS) * finv);
- du3 = (fixed)(((u2 - u0) << FIXED_BITS) * finv);
- dv3 = (fixed)(((v2 - v0) << FIXED_BITS) * finv);
- dr3 = (fixed)(((r2 - r0) << FIXED_BITS) * finv);
- dg3 = (fixed)(((g2 - g0) << FIXED_BITS) * finv);
- db3 = (fixed)(((b2 - b0) << FIXED_BITS) * finv);
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0;
-#else
- if ((y2 - y0) != 0) {
- float fdiv = y2 - y0;
- dx3 = (fixed)(((x2 - x0) << FIXED_BITS) / fdiv);
- du3 = (fixed)(((u2 - u0) << FIXED_BITS) / fdiv);
- dv3 = (fixed)(((v2 - v0) << FIXED_BITS) / fdiv);
- dr3 = (fixed)(((r2 - r0) << FIXED_BITS) / fdiv);
- dg3 = (fixed)(((g2 - g0) << FIXED_BITS) / fdiv);
- db3 = (fixed)(((b2 - b0) << FIXED_BITS) / fdiv);
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if ((y2 - y0) != 0) {
- int iF, iS;
- xInv((y2 - y0), iF, iS);
- dx3 = xInvMulx((x2 - x0), iF, iS);
- du3 = xInvMulx((u2 - u0), iF, iS);
- dv3 = xInvMulx((v2 - v0), iF, iS);
- dr3 = xInvMulx((r2 - r0), iF, iS);
- dg3 = xInvMulx((g2 - g0), iF, iS);
- db3 = xInvMulx((b2 - b0), iF, iS);
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0;
-#else
- if ((y2 - y0) != 0) {
- dx3 = GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0));
- du3 = GPU_FAST_DIV((u2 - u0) << FIXED_BITS, (y2 - y0));
- dv3 = GPU_FAST_DIV((v2 - v0) << FIXED_BITS, (y2 - y0));
- dr3 = GPU_FAST_DIV((r2 - r0) << FIXED_BITS, (y2 - y0));
- dg3 = GPU_FAST_DIV((g2 - g0) << FIXED_BITS, (y2 - y0));
- db3 = GPU_FAST_DIV((b2 - b0) << FIXED_BITS, (y2 - y0));
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0;
-#endif
-#endif
- } else {
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if ((y1 - y0) != 0) {
- float finv = FloatInv(y1 - y0);
- dx3 = (fixed)(((x1 - x0) << FIXED_BITS) * finv);
- du3 = (fixed)(((u1 - u0) << FIXED_BITS) * finv);
- dv3 = (fixed)(((v1 - v0) << FIXED_BITS) * finv);
- dr3 = (fixed)(((r1 - r0) << FIXED_BITS) * finv);
- dg3 = (fixed)(((g1 - g0) << FIXED_BITS) * finv);
- db3 = (fixed)(((b1 - b0) << FIXED_BITS) * finv);
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0;
-#else
- if ((y1 - y0) != 0) {
- float fdiv = y1 - y0;
- dx3 = (fixed)(((x1 - x0) << FIXED_BITS) / fdiv);
- du3 = (fixed)(((u1 - u0) << FIXED_BITS) / fdiv);
- dv3 = (fixed)(((v1 - v0) << FIXED_BITS) / fdiv);
- dr3 = (fixed)(((r1 - r0) << FIXED_BITS) / fdiv);
- dg3 = (fixed)(((g1 - g0) << FIXED_BITS) / fdiv);
- db3 = (fixed)(((b1 - b0) << FIXED_BITS) / fdiv);
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / float(y2 - y0)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if ((y1 - y0) != 0) {
- int iF, iS;
- xInv((y1 - y0), iF, iS);
- dx3 = xInvMulx((x1 - x0), iF, iS);
- du3 = xInvMulx((u1 - u0), iF, iS);
- dv3 = xInvMulx((v1 - v0), iF, iS);
- dr3 = xInvMulx((r1 - r0), iF, iS);
- dg3 = xInvMulx((g1 - g0), iF, iS);
- db3 = xInvMulx((b1 - b0), iF, iS);
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0;
-#else
- if ((y1 - y0) != 0) {
- dx3 = GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0));
- du3 = GPU_FAST_DIV((u1 - u0) << FIXED_BITS, (y1 - y0));
- dv3 = GPU_FAST_DIV((v1 - v0) << FIXED_BITS, (y1 - y0));
- dr3 = GPU_FAST_DIV((r1 - r0) << FIXED_BITS, (y1 - y0));
- dg3 = GPU_FAST_DIV((g1 - g0) << FIXED_BITS, (y1 - y0));
- db3 = GPU_FAST_DIV((b1 - b0) << FIXED_BITS, (y1 - y0));
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
- dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0;
-#endif
-#endif
- }
- } else {
- //senquack - break out of final loop if nothing to be drawn (1st loop
- // must always be taken to setup dx3/dx4)
- if (y1 == y2) break;
-
- ya = y1; yb = y2;
-
- if (dx < 0) {
- x3 = i2x(x0); x4 = i2x(x1);
- u3 = i2x(u0); v3 = i2x(v0);
- r3 = i2x(r0); g3 = i2x(g0); b3 = i2x(b0);
-
- if ((y1 - y0) != 0) {
- x3 += (dx3 * (y1 - y0));
- u3 += (du3 * (y1 - y0));
- v3 += (dv3 * (y1 - y0));
- r3 += (dr3 * (y1 - y0));
- g3 += (dg3 * (y1 - y0));
- b3 += (db3 * (y1 - y0));
- }
-
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0;
-#else
- dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0;
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- dx4 = ((y2 - y1) != 0) ? xLoDivx((x2 - x1), (y2 - y1)) : 0;
-#else
- dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0;
-#endif
-#endif
- } else {
- x3 = i2x(x1);
- x4 = i2x(x0) + (dx4 * (y1 - y0));
-
- u3 = i2x(u1); v3 = i2x(v1);
- r3 = i2x(r1); g3 = i2x(g1); b3 = i2x(b1);
-#ifdef GPU_UNAI_USE_FLOATMATH
-#ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV
- if ((y2 - y1) != 0) {
- float finv = FloatInv(y2 - y1);
- dx3 = (fixed)(((x2 - x1) << FIXED_BITS) * finv);
- du3 = (fixed)(((u2 - u1) << FIXED_BITS) * finv);
- dv3 = (fixed)(((v2 - v1) << FIXED_BITS) * finv);
- dr3 = (fixed)(((r2 - r1) << FIXED_BITS) * finv);
- dg3 = (fixed)(((g2 - g1) << FIXED_BITS) * finv);
- db3 = (fixed)(((b2 - b1) << FIXED_BITS) * finv);
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
-#else
- if ((y2 - y1) != 0) {
- float fdiv = y2 - y1;
- dx3 = (fixed)(((x2 - x1) << FIXED_BITS) / fdiv);
- du3 = (fixed)(((u2 - u1) << FIXED_BITS) / fdiv);
- dv3 = (fixed)(((v2 - v1) << FIXED_BITS) / fdiv);
- dr3 = (fixed)(((r2 - r1) << FIXED_BITS) / fdiv);
- dg3 = (fixed)(((g2 - g1) << FIXED_BITS) / fdiv);
- db3 = (fixed)(((b2 - b1) << FIXED_BITS) / fdiv);
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
-#endif
-#else // Integer Division:
-#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
- if ((y2 - y1) != 0) {
- int iF, iS;
- xInv((y2 - y1), iF, iS);
- dx3 = xInvMulx((x2 - x1), iF, iS);
- du3 = xInvMulx((u2 - u1), iF, iS);
- dv3 = xInvMulx((v2 - v1), iF, iS);
- dr3 = xInvMulx((r2 - r1), iF, iS);
- dg3 = xInvMulx((g2 - g1), iF, iS);
- db3 = xInvMulx((b2 - b1), iF, iS);
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
-#else
- if ((y2 - y1) != 0) {
- dx3 = GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1));
- du3 = GPU_FAST_DIV((u2 - u1) << FIXED_BITS, (y2 - y1));
- dv3 = GPU_FAST_DIV((v2 - v1) << FIXED_BITS, (y2 - y1));
- dr3 = GPU_FAST_DIV((r2 - r1) << FIXED_BITS, (y2 - y1));
- dg3 = GPU_FAST_DIV((g2 - g1) << FIXED_BITS, (y2 - y1));
- db3 = GPU_FAST_DIV((b2 - b1) << FIXED_BITS, (y2 - y1));
- } else {
- dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0;
- }
-#endif
-#endif
- }
- }
-
- s32 xmin, xmax, ymin, ymax;
- xmin = gpu_senquack.DrawingArea[0]; xmax = gpu_senquack.DrawingArea[2];
- ymin = gpu_senquack.DrawingArea[1]; ymax = gpu_senquack.DrawingArea[3];
-
- if ((ymin - ya) > 0) {
- x3 += (dx3 * (ymin - ya));
- x4 += (dx4 * (ymin - ya));
- u3 += (du3 * (ymin - ya));
- v3 += (dv3 * (ymin - ya));
- r3 += (dr3 * (ymin - ya));
- g3 += (dg3 * (ymin - ya));
- b3 += (db3 * (ymin - ya));
- ya = ymin;
- }
-
- if (yb > ymax) yb = ymax;
-
- int loop1 = yb - ya;
- if (loop1 <= 0)
- continue;
-
- u16* PixelBase = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(0, ya)];
- int li=gpu_senquack.ilace_mask;
- int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
- int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
-
- for (; loop1; --loop1, ++ya, PixelBase += FRAME_WIDTH,
- x3 += dx3, x4 += dx4,
- u3 += du3, v3 += dv3,
- r3 += dr3, g3 += dg3, b3 += db3 )
- {
- if (ya&li) continue;
- if ((ya&pi)==pif) continue;
-
- u32 u4, v4;
- u32 r4, g4, b4;
-
- xa = FixedCeilToInt(x3);
- xb = FixedCeilToInt(x4);
- u4 = u3; v4 = v3;
- r4 = r3; g4 = g3; b4 = b3;
-
- fixed itmp = i2x(xa) - x3;
- if (itmp != 0) {
- u4 += (du4 * itmp) >> FIXED_BITS;
- v4 += (dv4 * itmp) >> FIXED_BITS;
- r4 += (dr4 * itmp) >> FIXED_BITS;
- g4 += (dg4 * itmp) >> FIXED_BITS;
- b4 += (db4 * itmp) >> FIXED_BITS;
- }
-
- u4 += fixed_HALF;
- v4 += fixed_HALF;
- r4 += fixed_HALF;
- g4 += fixed_HALF;
- b4 += fixed_HALF;
-
- if ((xmin - xa) > 0) {
- u4 += du4 * (xmin - xa);
- v4 += dv4 * (xmin - xa);
- r4 += dr4 * (xmin - xa);
- g4 += dg4 * (xmin - xa);
- b4 += db4 * (xmin - xa);
- xa = xmin;
- }
-
- // Set packed Gouraud color and u,v coords for inner driver
- gpu_senquack.u = u4;
- gpu_senquack.v = v4;
- gpu_senquack.gCol = gpuPackGouraudCol(r4, g4, b4);
-
- if (xb > xmax) xb = xmax;
- if ((xb - xa) > 0)
- gpuPolySpanDriver(gpu_senquack, PixelBase + xa, (xb - xa));
- }
- }
- } while (++cur_pass < total_passes);
-}
-
-#endif /* __GPU_UNAI_GPU_RASTER_POLYGON_H__ */