X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?p=pcsx_rearmed.git;a=blobdiff_plain;f=plugins%2Fgpu_unai%2Fgpu_raster_polygon.h;fp=plugins%2Fgpu_unai%2Fgpu_raster_polygon.h;h=8638ac42014737ca307cb338a5d06a91e6435e46;hp=0000000000000000000000000000000000000000;hb=4cfc568dce10c4ff9a476e229c56b17f8f1ed678;hpb=5a920d326f0508f941d6cfc6c42500e961f82a72 diff --git a/plugins/gpu_unai/gpu_raster_polygon.h b/plugins/gpu_unai/gpu_raster_polygon.h new file mode 100644 index 00000000..8638ac42 --- /dev/null +++ b/plugins/gpu_unai/gpu_raster_polygon.h @@ -0,0 +1,1453 @@ +/*************************************************************************** +* 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 +static inline int vertIdxOfLeastXCoord2(const T *Tptr) +{ + return (Tptr[0].x <= Tptr[1].x) ? 0 : 1; +} + +template +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 +static inline int vertIdxOfLeastYCoord2(const T *Tptr) +{ + return (Tptr[0].y <= Tptr[1].y) ? 0 : 1; +} + +template +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 +static inline int vertIdxOfHighestXCoord2(const T *Tptr) +{ + return (Tptr[1].x >= Tptr[0].x) ? 1 : 0; +} + +template +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 +static inline int vertIdxOfHighestYCoord2(const T *Tptr) +{ + return (Tptr[1].y >= Tptr[0].y) ? 1 : 0; +} + +template +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__ */