From: Exophase Date: Tue, 20 Dec 2011 21:07:20 +0000 (+0200) Subject: add NEON GPU rasterizer X-Git-Tag: r12~15 X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?p=pcsx_rearmed.git;a=commitdiff_plain;h=75e28f62b2a50044b58075d63d207409e0148409 add NEON GPU rasterizer --- diff --git a/plugins/gpu_neon/psx_gpu/common.h b/plugins/gpu_neon/psx_gpu/common.h new file mode 100644 index 00000000..f299f794 --- /dev/null +++ b/plugins/gpu_neon/psx_gpu/common.h @@ -0,0 +1,22 @@ +#ifndef COMMON_H +#define COMMON_H + +typedef signed char s8; +typedef unsigned char u8; +typedef signed short s16; +typedef unsigned short u16; +typedef signed int s32; +typedef unsigned int u32; +typedef signed long long int s64; +typedef unsigned long long int u64; + +#include +#include +#include +#include + +#include "vector_ops.h" +#include "psx_gpu.h" + +#endif + diff --git a/plugins/gpu_neon/psx_gpu/psx_gpu.c b/plugins/gpu_neon/psx_gpu/psx_gpu.c new file mode 100644 index 00000000..8d4b8b82 --- /dev/null +++ b/plugins/gpu_neon/psx_gpu/psx_gpu.c @@ -0,0 +1,4440 @@ +/* + * Copyright (C) 2011 Gilead Kutnick "Exophase" + * + * 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. + */ + +#include +#include +#include + +#include "common.h" + +u32 span_pixels = 0; +u32 span_pixel_blocks = 0; +u32 span_pixel_blocks_unaligned = 0; +u32 spans = 0; +u32 triangles = 0; +u32 sprites = 0; +u32 sprites_4bpp = 0; +u32 sprites_8bpp = 0; +u32 sprites_16bpp = 0; +u32 sprite_blocks = 0; +u32 sprites_untextured = 0; +u32 lines = 0; +u32 trivial_rejects = 0; +u32 texels_4bpp = 0; +u32 texels_8bpp = 0; +u32 texels_16bpp = 0; +u32 texel_blocks_4bpp = 0; +u32 texel_blocks_8bpp = 0; +u32 texel_blocks_16bpp = 0; +u32 texel_blocks_untextured = 0; +u32 blend_blocks = 0; +u32 untextured_pixels = 0; +u32 blend_pixels = 0; +u32 transparent_pixels = 0; +u32 render_buffer_flushes = 0; +u32 state_changes = 0; +u32 left_split_triangles = 0; +u32 flat_triangles = 0; +u32 clipped_triangles = 0; +u32 zero_block_spans = 0; +u32 texture_cache_loads = 0; +u32 false_modulated_triangles = 0; +u32 false_modulated_sprites = 0; + +u32 reciprocal_table[512]; + + +typedef s32 fixed_type; + +#define EDGE_STEP_BITS 32 +#define FIXED_BITS 12 + +#define fixed_center(value) \ + ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \ + +#define int_to_fixed(value) \ + (((fixed_type)(value)) << FIXED_BITS) \ + +#define fixed_to_int(value) \ + ((value) >> FIXED_BITS) \ + +#define fixed_to_double(value) \ + ((value) / (double)(1 << FIXED_BITS)) \ + +#define double_to_fixed(value) \ + (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \ + +typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu); +typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu); +typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu); +typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu); + +typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x, + s32 y, s32 u, s32 v, s32 width, s32 height, u32 color); + +struct render_block_handler_struct +{ + void *setup_blocks; + texture_blocks_function_type *texture_blocks; + shade_blocks_function_type *shade_blocks; + blend_blocks_function_type *blend_blocks; +}; + +#ifndef PANDORA_BUILD + +u32 fixed_reciprocal(u32 denominator, u32 *_shift) +{ + u32 shift = __builtin_clz(denominator); + u32 denominator_normalized = denominator << shift; + + double numerator = (1ULL << 62) + denominator_normalized; + double numerator_b; + + double denominator_normalized_dp_b; + u64 denominator_normalized_dp_u64; + + u32 reciprocal; + double reciprocal_dp; + + u64 numerator_u64 = (denominator_normalized >> 10) | + ((u64)(62 + 1023) << 52); + *((u64 *)(&numerator_b)) = numerator_u64; + + denominator_normalized_dp_u64 = + (u64)(denominator_normalized << 21) | + ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32); + *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64; + + // Implement with a DP divide + reciprocal_dp = numerator / denominator_normalized_dp_b; + reciprocal = reciprocal_dp; + + if(reciprocal == 0x80000001) + reciprocal = 0x80000000; + + *_shift = 62 - shift; + return reciprocal; +} + +double reciprocal_estimate(double a) +{ + int q, s; + double r; + + q = (int)(a * 512.0); + /* a in units of 1/512 rounded down */ + r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */ + s = (int)(256.0 * r + 0.5); + + /* r in units of 1/256 rounded to nearest */ + + return (double)s / 256.0; +} + +u32 reciprocal_estimate_u32(u32 value) +{ + u64 dp_value_u64; + volatile double dp_value; + volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value; + + if((value >> 31) == 0) + return 0xFFFFFFFF; + + dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21); + + *dp_value_ptr = dp_value_u64; + + dp_value = reciprocal_estimate(dp_value); + dp_value_u64 = *dp_value_ptr; + + return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF)); +} + +u32 fixed_reciprocal_nr(u32 value, u32 *_shift) +{ + u32 shift = __builtin_clz(value); + u32 value_normalized = value << shift; + + *_shift = 62 - shift; + + value_normalized -= 2; + + u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1; + + u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31); + reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31); + temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31); + reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31); + temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31); + reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31); + + return reciprocal_normalized; +} + +#endif + + +s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2) +{ + return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)); +} + +u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2) +{ + s32 coverage_x, coverage_y; + + u32 mask_up_left; + u32 mask_down_right; + + coverage_x = x2 >> 6; + coverage_y = y2 >> 8; + + if(coverage_x < 0) + coverage_x = 0; + + if(coverage_x > 31) + coverage_x = 31; + + mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF; + + if(coverage_y >= 1) + mask_down_right |= mask_down_right << 16; + + coverage_x = x1 >> 6; + + mask_up_left = 0xFFFF0000 << coverage_x; + if(coverage_x < 0) + mask_up_left = 0xFFFF0000; + + coverage_y = y1 >> 8; + if(coverage_y <= 0) + mask_up_left |= mask_up_left >> 16; + + return mask_up_left & mask_down_right; +} + +u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1, + u32 x2, u32 y2) +{ + u32 mask = texture_region_mask(x1, y1, x2, y2); + + psx_gpu->dirty_textures_4bpp_mask |= mask; + psx_gpu->dirty_textures_8bpp_mask |= mask; + psx_gpu->dirty_textures_8bpp_alternate_mask |= mask; + + return mask; +} + +u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1, + u32 y1, u32 x2, u32 y2) +{ + u32 mask = texture_region_mask(x1, y1, x2, y2) & + psx_gpu->viewport_mask; + psx_gpu->dirty_textures_4bpp_mask |= mask; + psx_gpu->dirty_textures_8bpp_mask |= mask; + psx_gpu->dirty_textures_8bpp_alternate_mask |= mask; + + return mask; +} + + +void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu, + u32 texture_page); + +#ifndef PANDORA_BUILD + +void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu) +{ + u32 current_texture_page = psx_gpu->current_texture_page; + u8 *texture_page_ptr = psx_gpu->texture_page_ptr; + u16 *vram_ptr = psx_gpu->vram_ptr; + + u32 texel_block; + u32 tile_x, tile_y; + u32 sub_x, sub_y; + + vram_ptr += (current_texture_page >> 4) * 256 * 1024; + vram_ptr += (current_texture_page & 0xF) * 64; + + texture_cache_loads++; + + tile_y = 16; + tile_x = 16; + sub_x = 4; + sub_y = 16; + + psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask); + + while(tile_y) + { + while(tile_x) + { + while(sub_y) + { + while(sub_x) + { + texel_block = *vram_ptr; + texture_page_ptr[0] = texel_block & 0xF; + texture_page_ptr[1] = (texel_block >> 4) & 0xF; + texture_page_ptr[2] = (texel_block >> 8) & 0xF; + texture_page_ptr[3] = texel_block >> 12; + + vram_ptr++; + texture_page_ptr += 4; + + sub_x--; + } + + vram_ptr -= 4; + sub_x = 4; + + sub_y--; + vram_ptr += 1024; + } + + sub_y = 16; + + vram_ptr -= (1024 * 16) - 4; + tile_x--; + } + + tile_x = 16; + + vram_ptr += (16 * 1024) - (4 * 16); + tile_y--; + } +} + +void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu, + u32 texture_page) +{ + u16 *texture_page_ptr = psx_gpu->texture_page_ptr; + u16 *vram_ptr = psx_gpu->vram_ptr; + + u32 tile_x, tile_y; + u32 sub_y; + + vec_8x16u texels; + + texture_cache_loads++; + + vram_ptr += (texture_page >> 4) * 256 * 1024; + vram_ptr += (texture_page & 0xF) * 64; + + if((texture_page ^ psx_gpu->current_texture_page) & 0x1) + texture_page_ptr += (8 * 16) * 8; + + tile_x = 8; + tile_y = 16; + + sub_y = 16; + + while(tile_y) + { + while(tile_x) + { + while(sub_y) + { + load_128b(texels, vram_ptr); + store_128b(texels, texture_page_ptr); + + texture_page_ptr += 8; + vram_ptr += 1024; + + sub_y--; + } + + sub_y = 16; + + vram_ptr -= (1024 * 16); + vram_ptr += 8; + + tile_x--; + } + + tile_x = 8; + + vram_ptr -= (8 * 8); + vram_ptr += (16 * 1024); + + texture_page_ptr += (8 * 16) * 8; + tile_y--; + } +} + +#endif + + +void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu) +{ + u32 current_texture_page = psx_gpu->current_texture_page; + u32 update_textures = + psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask; + + psx_gpu->dirty_textures_8bpp_mask &= ~update_textures; + + if(update_textures & (1 << current_texture_page)) + { + update_texture_8bpp_cache_slice(psx_gpu, current_texture_page); + update_textures &= ~(1 << current_texture_page); + } + + if(update_textures) + { + u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) | + (current_texture_page & 0x10); + + update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page); + } +} + +void setup_blocks_shaded_untextured_undithered_unswizzled_indirect( + psx_gpu_struct *psx_gpu); + +void flush_render_block_buffer(psx_gpu_struct *psx_gpu) +{ + if(psx_gpu->num_blocks) + { + render_block_handler_struct *render_block_handler = + psx_gpu->render_block_handler; + + render_block_handler->texture_blocks(psx_gpu); + render_block_handler->shade_blocks(psx_gpu); + render_block_handler->blend_blocks(psx_gpu); + + span_pixel_blocks += psx_gpu->num_blocks; + render_buffer_flushes++; + + psx_gpu->num_blocks = 0; + } +} + + +void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a, + vertex_struct *b, vertex_struct *c); + +#ifndef PANDORA_BUILD + +#define setup_gradient_calculation_input(set, vertex) \ + /* First type is: uvrg bxxx xxxx */\ + /* Second type is: yyyy ybyy uvrg */\ + /* Since x_a and y_c are the same the same variable is used for both. */\ + x##set##_a_y##set##_c.e[0] = vertex->u; \ + x##set##_a_y##set##_c.e[1] = vertex->v; \ + x##set##_a_y##set##_c.e[2] = vertex->r; \ + x##set##_a_y##set##_c.e[3] = vertex->g; \ + dup_4x16b(x##set##_b, vertex->x); \ + dup_4x16b(x##set##_c, vertex->x); \ + dup_4x16b(y##set##_a, vertex->y); \ + dup_4x16b(y##set##_b, vertex->y); \ + x##set##_b.e[0] = vertex->b; \ + y##set##_b.e[1] = vertex->b \ + + +void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a, + vertex_struct *b, vertex_struct *c) +{ + u32 triangle_area = psx_gpu->triangle_area; + u32 winding_mask_scalar; + + u32 triangle_area_shift; + u64 triangle_area_reciprocal = + fixed_reciprocal(triangle_area, &triangle_area_shift); + triangle_area_shift = -(triangle_area_shift - FIXED_BITS); + + // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) = + // ( d0 * d1 ) - ( d2 * d3 ) = + // ( m0 ) - ( m1 ) = gradient + + // This is split to do 12 elements at a time over three sets: a, b, and c. + // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so + // two of the slots are unused. + + // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as + // is g. + + vec_4x16s x0_a_y0_c, x0_b, x0_c; + vec_4x16s y0_a, y0_b; + vec_4x16s x1_a_y1_c, x1_b, x1_c; + vec_4x16s y1_a, y1_b; + vec_4x16s x2_a_y2_c, x2_b, x2_c; + vec_4x16s y2_a, y2_b; + + vec_4x32u uvrg_base; + vec_4x32u b_base; + vec_4x32u const_0x8000; + + vec_4x16s d0_a_d3_c, d0_b, d0_c; + vec_4x16s d1_a, d1_b, d1_c_d2_a; + vec_4x16s d2_b, d2_c; + vec_4x16s d3_a, d3_b; + + vec_4x32s m0_a, m0_b, m0_c; + vec_4x32s m1_a, m1_b, m1_c; + + vec_4x32u gradient_area_a, gradient_area_c; + vec_2x32u gradient_area_b; + + vec_4x32u gradient_area_sign_a, gradient_area_sign_c; + vec_2x32u gradient_area_sign_b; + vec_4x32u winding_mask; + + vec_2x64u gradient_wide_a0, gradient_wide_a1; + vec_2x64u gradient_wide_c0, gradient_wide_c1; + vec_2x64u gradient_wide_b; + + vec_4x32u gradient_a, gradient_c; + vec_2x32u gradient_b; + vec_16x8s gradient_shift; + + setup_gradient_calculation_input(0, a); + setup_gradient_calculation_input(1, b); + setup_gradient_calculation_input(2, c); + + dup_4x32b(const_0x8000, 0x8000); + shl_long_4x16b(uvrg_base, x0_a_y0_c, 16); + shl_long_4x16b(b_base, x0_b, 16); + + add_4x32b(uvrg_base, uvrg_base, const_0x8000); + add_4x32b(b_base, b_base, const_0x8000); + + // Can probably pair these, but it'll require careful register allocation + sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c); + sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c); + + sub_4x16b(d0_b, x1_b, x0_b); + sub_4x16b(d0_c, x1_c, x0_c); + + sub_4x16b(d1_a, y2_a, y1_a); + sub_4x16b(d1_b, y2_b, y1_b); + + sub_4x16b(d2_b, x2_b, x1_b); + sub_4x16b(d2_c, x2_c, x1_c); + + sub_4x16b(d3_a, y1_a, y0_a); + sub_4x16b(d3_b, y1_b, y0_b); + + mul_long_4x16b(m0_a, d0_a_d3_c, d1_a); + mul_long_4x16b(m0_b, d0_b, d1_b); + mul_long_4x16b(m0_c, d0_c, d1_c_d2_a); + + mul_long_4x16b(m1_a, d1_c_d2_a, d3_a); + mul_long_4x16b(m1_b, d2_b, d3_b); + mul_long_4x16b(m1_c, d2_c, d0_a_d3_c); + + sub_4x32b(gradient_area_a, m0_a, m1_a); + sub_2x32b(gradient_area_b, m0_b.low, m1_b.low); + sub_4x32b(gradient_area_c, m0_c, m1_c); + + cmpltz_4x32b(gradient_area_sign_a, gradient_area_a); + cmpltz_2x32b(gradient_area_sign_b, gradient_area_b); + cmpltz_4x32b(gradient_area_sign_c, gradient_area_c); + + abs_4x32b(gradient_area_a, gradient_area_a); + abs_2x32b(gradient_area_b, gradient_area_b); + abs_4x32b(gradient_area_c, gradient_area_c); + + winding_mask_scalar = -psx_gpu->triangle_winding; + + dup_4x32b(winding_mask, winding_mask_scalar); + eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask); + eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask); + eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask); + + mul_scalar_long_2x32b(gradient_wide_a0, + vector_cast(vec_2x32s, gradient_area_a.low), + (s64)triangle_area_reciprocal); + mul_scalar_long_2x32b(gradient_wide_a1, + vector_cast(vec_2x32s, gradient_area_a.high), + (s64)triangle_area_reciprocal); + mul_scalar_long_2x32b(gradient_wide_b, + vector_cast(vec_2x32s, gradient_area_b), + (s64)triangle_area_reciprocal); + mul_scalar_long_2x32b(gradient_wide_c0, + vector_cast(vec_2x32s, gradient_area_c.low), + (s64)triangle_area_reciprocal); + mul_scalar_long_2x32b(gradient_wide_c1, + vector_cast(vec_2x32s, gradient_area_c.high), + (s64)triangle_area_reciprocal); + + dup_16x8b(gradient_shift, triangle_area_shift); + shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0, + vector_cast(vec_2x64u, gradient_shift)); + shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1, + vector_cast(vec_2x64u, gradient_shift)); + shl_reg_2x64b(gradient_wide_b, gradient_wide_b, + vector_cast(vec_2x64u, gradient_shift)); + shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0, + vector_cast(vec_2x64u, gradient_shift)); + shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1, + vector_cast(vec_2x64u, gradient_shift)); + + mov_narrow_2x64b(gradient_a.low, gradient_wide_a0); + mov_narrow_2x64b(gradient_a.high, gradient_wide_a1); + mov_narrow_2x64b(gradient_b, gradient_wide_b); + mov_narrow_2x64b(gradient_c.low, gradient_wide_c0); + mov_narrow_2x64b(gradient_c.high, gradient_wide_c1); + + shl_4x32b(gradient_a, gradient_a, 4); + shl_2x32b(gradient_b, gradient_b, 4); + shl_4x32b(gradient_c, gradient_c, 4); + + eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a); + eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b); + eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c); + + sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a); + sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b); + sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c); + + u32 left_adjust = a->x; + mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust); + mls_scalar_2x32b(b_base.low, gradient_b, left_adjust); + + vec_4x32u uvrg_dx2; + vec_2x32u b_dx2; + + vec_4x32u uvrg_dx3; + vec_2x32u b_dx3; + + vec_4x32u zero; + + eor_4x32b(zero, zero, zero); + add_4x32b(uvrg_dx2, gradient_a, gradient_a); + add_2x32b(b_dx2, gradient_b, gradient_b); + add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2); + add_2x32b(b_dx3, gradient_b, b_dx2); + + // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are + // lined up properly + psx_gpu->u_block_span.e[0] = zero.e[0]; + psx_gpu->u_block_span.e[1] = gradient_a.e[0]; + psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0]; + psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0]; + + psx_gpu->v_block_span.e[0] = zero.e[1]; + psx_gpu->v_block_span.e[1] = gradient_a.e[1]; + psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1]; + psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1]; + + psx_gpu->r_block_span.e[0] = zero.e[2]; + psx_gpu->r_block_span.e[1] = gradient_a.e[2]; + psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2]; + psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2]; + + psx_gpu->g_block_span.e[0] = zero.e[3]; + psx_gpu->g_block_span.e[1] = gradient_a.e[3]; + psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3]; + psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3]; + + psx_gpu->b_block_span.e[0] = zero.e[0]; + psx_gpu->b_block_span.e[1] = gradient_b.e[0]; + psx_gpu->b_block_span.e[2] = b_dx2.e[0]; + psx_gpu->b_block_span.e[3] = b_dx3.e[0]; + + psx_gpu->uvrg = uvrg_base; + psx_gpu->b = b_base.e[0]; + + psx_gpu->uvrg_dx = gradient_a; + psx_gpu->uvrg_dy = gradient_c; + psx_gpu->b_dy = gradient_b.e[1]; +} +#endif + +#define vector_check(_a, _b) \ + if(memcmp(&_a, &_b, sizeof(_b))) \ + { \ + if(sizeof(_b) == 8) \ + { \ + printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \ + #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \ + } \ + else \ + { \ + printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \ + #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \ + _b.e[2], _b.e[3]); \ + } \ + } \ + +#define scalar_check(_a, _b) \ + if(_a != _b) \ + printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \ + + +#define setup_spans_prologue_alternate_yes() \ + vec_2x64s alternate_x; \ + vec_2x64s alternate_dx_dy; \ + vec_4x32s alternate_x_32; \ + vec_2x32s alternate_x_16; \ + \ + vec_4x16u alternate_select; \ + vec_4x16s y_mid_point; \ + \ + s32 y_b = v_b->y; \ + s64 edge_alt; \ + s32 edge_dx_dy_alt; \ + u32 edge_shift_alt \ + +#define setup_spans_prologue_alternate_no() \ + +#define setup_spans_prologue(alternate_active) \ + edge_data_struct *span_edge_data; \ + vec_4x32u *span_uvrg_offset; \ + u32 *span_b_offset; \ + \ + s32 clip; \ + \ + vec_2x64s edges_xy; \ + vec_2x32s edges_dx_dy; \ + vec_2x32u edge_shifts; \ + \ + vec_2x64s left_x, right_x; \ + vec_2x64s left_dx_dy, right_dx_dy; \ + vec_4x32s left_x_32, right_x_32; \ + vec_8x16s left_right_x_16; \ + vec_4x16s y_x4; \ + vec_8x16s left_edge; \ + vec_8x16s right_edge; \ + vec_4x16u span_shift; \ + \ + vec_2x32u c_0x01; \ + vec_4x16u c_0x04; \ + vec_4x16u c_0xFFFE; \ + vec_4x16u c_0x07; \ + \ + vec_2x32s x_starts; \ + vec_2x32s x_ends; \ + \ + s32 x_a = v_a->x; \ + s32 x_b = v_b->x; \ + s32 x_c = v_c->x; \ + s32 y_a = v_a->y; \ + s32 y_c = v_c->y; \ + \ + vec_4x32u uvrg = psx_gpu->uvrg; \ + vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \ + u32 b = psx_gpu->b; \ + u32 b_dy = psx_gpu->b_dy; \ + \ + dup_2x32b(c_0x01, 0x01); \ + setup_spans_prologue_alternate_##alternate_active() \ + +#define setup_spans_prologue_b() \ + span_edge_data = psx_gpu->span_edge_data; \ + span_uvrg_offset = psx_gpu->span_uvrg_offset; \ + span_b_offset = psx_gpu->span_b_offset; \ + \ + vec_8x16u c_0x0001; \ + \ + dup_8x16b(c_0x0001, 0x0001); \ + dup_8x16b(left_edge, psx_gpu->viewport_start_x); \ + dup_8x16b(right_edge, psx_gpu->viewport_end_x); \ + add_8x16b(right_edge, right_edge, c_0x0001); \ + dup_4x16b(c_0x04, 0x04); \ + dup_4x16b(c_0x07, 0x07); \ + dup_4x16b(c_0xFFFE, 0xFFFE); \ + + +#define compute_edge_delta_x2() \ +{ \ + vec_2x32s heights; \ + vec_2x32s height_reciprocals; \ + vec_2x32s heights_b; \ + vec_4x32u widths; \ + \ + u32 edge_shift = reciprocal_table[height]; \ + \ + dup_2x32b(heights, height); \ + sub_2x32b(widths, x_ends, x_starts); \ + \ + dup_2x32b(edge_shifts, edge_shift); \ + sub_2x32b(heights_b, heights, c_0x01); \ + shr_2x32b(height_reciprocals, edge_shifts, 12); \ + \ + mla_2x32b(heights_b, x_starts, heights); \ + bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \ + mul_2x32b(edges_dx_dy, widths, height_reciprocals); \ + mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \ +} \ + +#define compute_edge_delta_x3(start_c, height_a, height_b) \ +{ \ + vec_2x32s heights; \ + vec_2x32s height_reciprocals; \ + vec_2x32s heights_b; \ + vec_2x32u widths; \ + \ + u32 width_alt; \ + s32 height_b_alt; \ + u32 height_reciprocal_alt; \ + \ + heights.e[0] = height_a; \ + heights.e[1] = height_b; \ + \ + edge_shifts.e[0] = reciprocal_table[height_a]; \ + edge_shifts.e[1] = reciprocal_table[height_b]; \ + edge_shift_alt = reciprocal_table[height_minor_b]; \ + \ + sub_2x32b(widths, x_ends, x_starts); \ + width_alt = x_c - start_c; \ + \ + shr_2x32b(height_reciprocals, edge_shifts, 12); \ + height_reciprocal_alt = edge_shift_alt >> 12; \ + \ + bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \ + edge_shift_alt &= 0x1F; \ + \ + sub_2x32b(heights_b, heights, c_0x01); \ + height_b_alt = height_minor_b - 1; \ + \ + mla_2x32b(heights_b, x_starts, heights); \ + height_b_alt += height_minor_b * start_c; \ + \ + mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \ + edge_alt = (s64)height_b_alt * height_reciprocal_alt; \ + \ + mul_2x32b(edges_dx_dy, widths, height_reciprocals); \ + edge_dx_dy_alt = width_alt * height_reciprocal_alt; \ +} \ + + +#define setup_spans_adjust_y_up() \ + sub_4x32b(y_x4, y_x4, c_0x04) \ + +#define setup_spans_adjust_y_down() \ + add_4x32b(y_x4, y_x4, c_0x04) \ + +#define setup_spans_adjust_interpolants_up() \ + sub_4x32b(uvrg, uvrg, uvrg_dy); \ + b -= b_dy \ + +#define setup_spans_adjust_interpolants_down() \ + add_4x32b(uvrg, uvrg, uvrg_dy); \ + b += b_dy \ + + +#define setup_spans_clip_interpolants_increment() \ + mla_scalar_4x32b(uvrg, uvrg_dy, clip); \ + b += b_dy * clip \ + +#define setup_spans_clip_interpolants_decrement() \ + mls_scalar_4x32b(uvrg, uvrg_dy, clip); \ + b -= b_dy * clip \ + +#define setup_spans_clip_alternate_yes() \ + edge_alt += edge_dx_dy_alt * (s64)(clip) \ + +#define setup_spans_clip_alternate_no() \ + +#define setup_spans_clip(direction, alternate_active) \ +{ \ + clipped_triangles++; \ + mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \ + setup_spans_clip_alternate_##alternate_active(); \ + setup_spans_clip_interpolants_##direction(); \ +} \ + + +#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \ +{ \ + vec_2x64u edge_shifts_64; \ + vec_2x64s edges_dx_dy_64; \ + \ + mov_wide_2x32b(edge_shifts_64, edge_shifts); \ + shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \ + \ + mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \ + shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \ + \ + left_x.e[0] = edges_xy.e[left_index]; \ + right_x.e[0] = edges_xy.e[right_index]; \ + \ + left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \ + left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \ + right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \ + right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \ + \ + add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \ + add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \ + \ + add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \ + add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \ +} \ + +#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \ +{ \ + setup_spans_adjust_edges_alternate_no(left_index, right_index); \ + s64 edge_dx_dy_alt_64; \ + \ + dup_4x16b(y_mid_point, y_b); \ + \ + edge_alt <<= edge_shift_alt; \ + edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \ + \ + alternate_x.e[0] = edge_alt; \ + alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \ + alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \ + \ + add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \ + add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \ +} \ + + +#define setup_spans_y_select_up() \ + cmplt_4x16b(alternate_select, y_x4, y_mid_point) \ + +#define setup_spans_y_select_down() \ + cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \ + +#define setup_spans_y_select_alternate_yes(direction) \ + setup_spans_y_select_##direction() \ + +#define setup_spans_y_select_alternate_no(direction) \ + +#define setup_spans_alternate_select_left() \ + bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \ + +#define setup_spans_alternate_select_right() \ + bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \ + +#define setup_spans_alternate_select_none() \ + +#define setup_spans_increment_alternate_yes() \ + shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \ + add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \ + shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \ + add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \ + mov_narrow_4x32b(alternate_x_16, alternate_x_32) \ + +#define setup_spans_increment_alternate_no() \ + +#define setup_spans_set_x4(alternate, direction, alternate_active) \ +{ \ + span_uvrg_offset[0] = uvrg; \ + span_b_offset[0] = b; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + span_uvrg_offset[1] = uvrg; \ + span_b_offset[1] = b; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + span_uvrg_offset[2] = uvrg; \ + span_b_offset[2] = b; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + span_uvrg_offset[3] = uvrg; \ + span_b_offset[3] = b; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + span_uvrg_offset += 4; \ + span_b_offset += 4; \ + \ + shr_narrow_2x64b(left_x_32.low, left_x, 32); \ + shr_narrow_2x64b(right_x_32.low, right_x, 32); \ + \ + add_2x64b(left_x, left_x, left_dx_dy); \ + add_2x64b(right_x, right_x, right_dx_dy); \ + \ + shr_narrow_2x64b(left_x_32.high, left_x, 32); \ + shr_narrow_2x64b(right_x_32.high, right_x, 32); \ + \ + add_2x64b(left_x, left_x, left_dx_dy); \ + add_2x64b(right_x, right_x, right_dx_dy); \ + \ + mov_narrow_4x32b(left_right_x_16.low, left_x_32); \ + mov_narrow_4x32b(left_right_x_16.high, right_x_32); \ + \ + setup_spans_increment_alternate_##alternate_active(); \ + setup_spans_y_select_alternate_##alternate_active(direction); \ + setup_spans_alternate_select_##alternate(); \ + \ + max_8x16b(left_right_x_16, left_right_x_16, left_edge); \ + min_8x16b(left_right_x_16, left_right_x_16, right_edge); \ + \ + sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \ + add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \ + and_4x16b(span_shift, left_right_x_16.high, c_0x07); \ + shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \ + shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \ + \ + u32 i; \ + for(i = 0; i < 4; i++) \ + { \ + span_edge_data[i].left_x = left_right_x_16.low.e[i]; \ + span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \ + span_edge_data[i].right_mask = span_shift.e[i]; \ + span_edge_data[i].y = y_x4.e[i]; \ + } \ + \ + span_edge_data += 4; \ + \ + setup_spans_adjust_y_##direction(); \ +} \ + + +#define setup_spans_alternate_adjust_yes() \ + edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \ + +#define setup_spans_alternate_adjust_no() \ + + +#define setup_spans_down(left_index, right_index, alternate, alternate_active) \ + setup_spans_alternate_adjust_##alternate_active(); \ + if(y_c > psx_gpu->viewport_end_y) \ + height -= y_c - psx_gpu->viewport_end_y - 1; \ + \ + clip = psx_gpu->viewport_start_y - y_a; \ + if(clip > 0) \ + { \ + height -= clip; \ + y_a += clip; \ + setup_spans_clip(increment, alternate_active); \ + } \ + \ + setup_spans_prologue_b(); \ + \ + if(height > 0) \ + { \ + y_x4.e[0] = y_a; \ + y_x4.e[1] = y_a + 1; \ + y_x4.e[2] = y_a + 2; \ + y_x4.e[3] = y_a + 3; \ + setup_spans_adjust_edges_alternate_##alternate_active(left_index, \ + right_index); \ + \ + psx_gpu->num_spans = height; \ + do \ + { \ + setup_spans_set_x4(alternate, down, alternate_active); \ + height -= 4; \ + } while(height > 0); \ + } \ + + +#define setup_spans_alternate_pre_increment_yes() \ + edge_alt += edge_dx_dy_alt \ + +#define setup_spans_alternate_pre_increment_no() \ + +#define setup_spans_up_decrement_height_yes() \ + height-- \ + +#define setup_spans_up_decrement_height_no() \ + {} \ + +#define setup_spans_up(left_index, right_index, alternate, alternate_active) \ + setup_spans_alternate_adjust_##alternate_active(); \ + y_a--; \ + \ + if(y_c < psx_gpu->viewport_start_y) \ + height -= psx_gpu->viewport_start_y - y_c; \ + else \ + setup_spans_up_decrement_height_##alternate_active(); \ + \ + clip = y_a - psx_gpu->viewport_end_y; \ + if(clip > 0) \ + { \ + height -= clip; \ + y_a -= clip; \ + setup_spans_clip(decrement, alternate_active); \ + } \ + \ + setup_spans_prologue_b(); \ + \ + if(height > 0) \ + { \ + y_x4.e[0] = y_a; \ + y_x4.e[1] = y_a - 1; \ + y_x4.e[2] = y_a - 2; \ + y_x4.e[3] = y_a - 3; \ + add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \ + setup_spans_alternate_pre_increment_##alternate_active(); \ + setup_spans_adjust_edges_alternate_##alternate_active(left_index, \ + right_index); \ + setup_spans_adjust_interpolants_up(); \ + \ + psx_gpu->num_spans = height; \ + while(height > 0) \ + { \ + setup_spans_set_x4(alternate, up, alternate_active); \ + height -= 4; \ + } \ + } \ + +#define index_left 0 +#define index_right 1 + +#define setup_spans_up_up(minor, major) \ + setup_spans_prologue(yes); \ + s32 height_minor_a = y_a - y_b; \ + s32 height_minor_b = y_b - y_c; \ + s32 height = y_a - y_c; \ + \ + dup_2x32b(x_starts, x_a); \ + x_ends.e[0] = x_c; \ + x_ends.e[1] = x_b; \ + \ + compute_edge_delta_x3(x_b, height, height_minor_a); \ + setup_spans_up(index_##major, index_##minor, minor, yes) \ + + +void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c); +void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c); +void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c); +void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c); +void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c); +void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c); +void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c); +void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c); +void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c); + + +#ifndef PANDORA_BUILD + +void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c) +{ + setup_spans_up_up(left, right); +} + +void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c) +{ + setup_spans_up_up(right, left); +} + +#define setup_spans_down_down(minor, major) \ + setup_spans_prologue(yes); \ + s32 height_minor_a = y_b - y_a; \ + s32 height_minor_b = y_c - y_b; \ + s32 height = y_c - y_a; \ + \ + dup_2x32b(x_starts, x_a); \ + x_ends.e[0] = x_c; \ + x_ends.e[1] = x_b; \ + \ + compute_edge_delta_x3(x_b, height, height_minor_a); \ + setup_spans_down(index_##major, index_##minor, minor, yes) \ + +void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c) +{ + setup_spans_down_down(left, right); +} + +void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c) +{ + setup_spans_down_down(right, left); +} + +#define setup_spans_up_flat() \ + s32 height = y_a - y_c; \ + \ + flat_triangles++; \ + compute_edge_delta_x2(); \ + setup_spans_up(index_left, index_right, none, no) \ + +void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c) +{ + setup_spans_prologue(no); + x_starts.e[0] = x_a; + x_starts.e[1] = x_b; + dup_2x32b(x_ends, x_c); + + setup_spans_up_flat(); +} + +void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c) +{ + setup_spans_prologue(no); + dup_2x32b(x_starts, x_a); + x_ends.e[0] = x_b; + x_ends.e[1] = x_c; + + setup_spans_up_flat(); +} + +#define setup_spans_down_flat() \ + s32 height = y_c - y_a; \ + \ + flat_triangles++; \ + compute_edge_delta_x2(); \ + setup_spans_down(index_left, index_right, none, no) \ + +void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c) +{ + setup_spans_prologue(no); + x_starts.e[0] = x_a; + x_starts.e[1] = x_b; + dup_2x32b(x_ends, x_c); + + setup_spans_down_flat(); +} + +void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c) +{ + setup_spans_prologue(no); + dup_2x32b(x_starts, x_a); + x_ends.e[0] = x_b; + x_ends.e[1] = x_c; + + setup_spans_down_flat(); +} + +void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a, + vertex_struct *v_b, vertex_struct *v_c) +{ + setup_spans_prologue(no); + + s32 y_b = v_b->y; + s64 edge_alt; + s32 edge_dx_dy_alt; + u32 edge_shift_alt; + + s32 middle_y = y_a; + s32 height_minor_a = y_a - y_b; + s32 height_minor_b = y_c - y_a; + s32 height_major = y_c - y_b; + + vec_2x64s edges_xy_b; + vec_2x32s edges_dx_dy_b; + vec_2x32u edge_shifts_b; + + vec_2x32s height_increment; + + x_starts.e[0] = x_a; + x_starts.e[1] = x_c; + dup_2x32b(x_ends, x_b); + + compute_edge_delta_x3(x_a, height_minor_a, height_major); + + height_increment.e[0] = 0; + height_increment.e[1] = height_minor_b; + + mla_long_2x32b(edges_xy, edges_dx_dy, height_increment); + + edges_xy_b.e[0] = edge_alt; + edges_xy_b.e[1] = edges_xy.e[1]; + + edge_shifts_b = edge_shifts; + edge_shifts_b.e[0] = edge_shift_alt; + + neg_2x32b(edges_dx_dy_b, edges_dx_dy); + edges_dx_dy_b.e[0] = edge_dx_dy_alt; + + y_a--; + + if(y_b < psx_gpu->viewport_start_y) + height_minor_a -= psx_gpu->viewport_start_y - y_b; + + clip = y_a - psx_gpu->viewport_end_y; + if(clip > 0) + { + height_minor_a -= clip; + y_a -= clip; + setup_spans_clip(decrement, no); + } + + setup_spans_prologue_b(); + + if(height_minor_a > 0) + { + y_x4.e[0] = y_a; + y_x4.e[1] = y_a - 1; + y_x4.e[2] = y_a - 2; + y_x4.e[3] = y_a - 3; + add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); + setup_spans_adjust_edges_alternate_no(index_left, index_right); + setup_spans_adjust_interpolants_up(); + + psx_gpu->num_spans = height_minor_a; + while(height_minor_a > 0) + { + setup_spans_set_x4(none, up, no); + height_minor_a -= 4; + } + + span_edge_data += height_minor_a; + span_uvrg_offset += height_minor_a; + span_b_offset += height_minor_a; + } + + edges_xy = edges_xy_b; + edges_dx_dy = edges_dx_dy_b; + edge_shifts = edge_shifts_b; + + uvrg = psx_gpu->uvrg; + b = psx_gpu->b; + + y_a = middle_y; + + if(y_c > psx_gpu->viewport_end_y) + height_minor_b -= y_c - psx_gpu->viewport_end_y - 1; + + clip = psx_gpu->viewport_start_y - y_a; + if(clip > 0) + { + height_minor_b -= clip; + y_a += clip; + setup_spans_clip(increment, no); + } + + if(height_minor_b > 0) + { + y_x4.e[0] = y_a; + y_x4.e[1] = y_a + 1; + y_x4.e[2] = y_a + 2; + y_x4.e[3] = y_a + 3; + setup_spans_adjust_edges_alternate_no(index_left, index_right); + + psx_gpu->num_spans += height_minor_b; + do + { + setup_spans_set_x4(none, down, no); + height_minor_b -= 4; + } while(height_minor_b > 0); + } + + left_split_triangles++; +} + +#endif + + +#define dither_table_entry_normal(value) \ + (value) \ + + +#define setup_blocks_load_msb_mask_indirect() \ + +#define setup_blocks_load_msb_mask_direct() \ + vec_8x16u msb_mask; \ + dup_8x16b(msb_mask, psx_gpu->mask_msb); \ + + +#define setup_blocks_variables_shaded_textured(target) \ + vec_4x32u u_block; \ + vec_4x32u v_block; \ + vec_4x32u r_block; \ + vec_4x32u g_block; \ + vec_4x32u b_block; \ + vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \ + vec_4x32u uvrg_dx4; \ + vec_4x32u uvrg_dx8; \ + vec_4x32u uvrg; \ + u32 b_dx = psx_gpu->b_block_span.e[1]; \ + u32 b_dx4 = b_dx << 2; \ + u32 b_dx8 = b_dx << 3; \ + u32 b; \ + \ + vec_16x8u texture_mask; \ + shl_4x32b(uvrg_dx4, uvrg_dx, 2); \ + shl_4x32b(uvrg_dx8, uvrg_dx, 3); \ + dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \ + dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \ + +#define setup_blocks_variables_shaded_untextured(target) \ + vec_4x32u r_block; \ + vec_4x32u g_block; \ + vec_4x32u b_block; \ + vec_4x32u rgb_dx; \ + vec_4x32u rgb_dx4; \ + vec_4x32u rgb_dx8; \ + vec_4x32u rgb; \ + \ + vec_8x8u d64_0x07; \ + vec_8x8u d64_1; \ + vec_8x8u d64_4; \ + vec_8x8u d64_128; \ + \ + dup_8x8b(d64_0x07, 0x07); \ + dup_8x8b(d64_1, 1); \ + dup_8x8b(d64_4, 4); \ + dup_8x8b(d64_128, 128); \ + \ + rgb_dx.low = psx_gpu->uvrg_dx.high; \ + rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \ + shl_4x32b(rgb_dx4, rgb_dx, 2); \ + shl_4x32b(rgb_dx8, rgb_dx, 3) \ + +#define setup_blocks_variables_unshaded_textured(target) \ + vec_4x32u u_block; \ + vec_4x32u v_block; \ + vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \ + vec_2x32u uv_dx4; \ + vec_2x32u uv_dx8; \ + vec_2x32u uv = psx_gpu->uvrg.low; \ + \ + vec_16x8u texture_mask; \ + shl_2x32b(uv_dx4, uv_dx, 2); \ + shl_2x32b(uv_dx8, uv_dx, 3); \ + dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \ + dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \ + + +#define setup_blocks_variables_unshaded_untextured_direct() \ + or_8x16b(colors, colors, msb_mask) \ + +#define setup_blocks_variables_unshaded_untextured_indirect() \ + +#define setup_blocks_variables_unshaded_untextured(target) \ + u32 color = psx_gpu->triangle_color; \ + vec_8x16u colors; \ + \ + u32 color_r = color & 0xFF; \ + u32 color_g = (color >> 8) & 0xFF; \ + u32 color_b = (color >> 16) & 0xFF; \ + \ + color = (color_r >> 3) | ((color_g >> 3) << 5) | \ + ((color_b >> 3) << 10); \ + dup_8x16b(colors, color); \ + setup_blocks_variables_unshaded_untextured_##target() \ + +#define setup_blocks_span_initialize_dithered_textured() \ + vec_8x16u dither_offsets; \ + shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \ + +#define setup_blocks_span_initialize_dithered_untextured() \ + vec_8x8u dither_offsets; \ + add_8x8b(dither_offsets, dither_offsets_short, d64_4) \ + +#define setup_blocks_span_initialize_dithered(texturing) \ + u32 dither_row = psx_gpu->dither_table[y & 0x3]; \ + u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \ + vec_8x8s dither_offsets_short; \ + \ + dither_row = \ + (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \ + dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \ + setup_blocks_span_initialize_dithered_##texturing() \ + +#define setup_blocks_span_initialize_undithered(texturing) \ + + +#define setup_blocks_span_initialize_shaded_textured() \ +{ \ + vec_4x32u block_span; \ + u32 offset = span_edge_data->left_x; \ + \ + uvrg = *span_uvrg_offset; \ + mla_scalar_4x32b(uvrg, uvrg_dx, offset); \ + b = *span_b_offset; \ + b += b_dx * offset; \ + \ + dup_4x32b(u_block, uvrg.e[0]); \ + dup_4x32b(v_block, uvrg.e[1]); \ + dup_4x32b(r_block, uvrg.e[2]); \ + dup_4x32b(g_block, uvrg.e[3]); \ + dup_4x32b(b_block, b); \ + \ + block_span = psx_gpu->u_block_span; \ + add_4x32b(u_block, u_block, block_span); \ + block_span = psx_gpu->v_block_span; \ + add_4x32b(v_block, v_block, block_span); \ + block_span = psx_gpu->r_block_span; \ + add_4x32b(r_block, r_block, block_span); \ + block_span = psx_gpu->g_block_span; \ + add_4x32b(g_block, g_block, block_span); \ + block_span = psx_gpu->b_block_span; \ + add_4x32b(b_block, b_block, block_span); \ +} + +#define setup_blocks_span_initialize_shaded_untextured() \ +{ \ + vec_4x32u block_span; \ + u32 offset = span_edge_data->left_x; \ + \ + rgb.low = span_uvrg_offset->high; \ + rgb.high.e[0] = *span_b_offset; \ + mla_scalar_4x32b(rgb, rgb_dx, offset); \ + \ + dup_4x32b(r_block, rgb.e[0]); \ + dup_4x32b(g_block, rgb.e[1]); \ + dup_4x32b(b_block, rgb.e[2]); \ + \ + block_span = psx_gpu->r_block_span; \ + add_4x32b(r_block, r_block, block_span); \ + block_span = psx_gpu->g_block_span; \ + add_4x32b(g_block, g_block, block_span); \ + block_span = psx_gpu->b_block_span; \ + add_4x32b(b_block, b_block, block_span); \ +} \ + +#define setup_blocks_span_initialize_unshaded_textured() \ +{ \ + vec_4x32u block_span; \ + u32 offset = span_edge_data->left_x; \ + \ + uv = span_uvrg_offset->low; \ + mla_scalar_2x32b(uv, uv_dx, offset); \ + \ + dup_4x32b(u_block, uv.e[0]); \ + dup_4x32b(v_block, uv.e[1]); \ + \ + block_span = psx_gpu->u_block_span; \ + add_4x32b(u_block, u_block, block_span); \ + block_span = psx_gpu->v_block_span; \ + add_4x32b(v_block, v_block, block_span); \ +} \ + +#define setup_blocks_span_initialize_unshaded_untextured() \ + + +#define setup_blocks_texture_swizzled() \ +{ \ + vec_8x8u u_saved = u; \ + sli_8x8b(u, v, 4); \ + sri_8x8b(v, u_saved, 4); \ +} \ + +#define setup_blocks_texture_unswizzled() \ + +#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \ + edge_type) \ +{ \ + vec_8x16u u_whole; \ + vec_8x16u v_whole; \ + vec_8x16u r_whole; \ + vec_8x16u g_whole; \ + vec_8x16u b_whole; \ + \ + vec_8x8u u; \ + vec_8x8u v; \ + vec_8x8u r; \ + vec_8x8u g; \ + vec_8x8u b; \ + vec_8x16u uv; \ + \ + vec_4x32u dx4; \ + vec_4x32u dx8; \ + \ + shr_narrow_4x32b(u_whole.low, u_block, 16); \ + shr_narrow_4x32b(v_whole.low, v_block, 16); \ + shr_narrow_4x32b(r_whole.low, r_block, 16); \ + shr_narrow_4x32b(g_whole.low, g_block, 16); \ + shr_narrow_4x32b(b_whole.low, b_block, 16); \ + \ + dup_4x32b(dx4, uvrg_dx4.e[0]); \ + add_high_narrow_4x32b(u_whole.high, u_block, dx4); \ + dup_4x32b(dx4, uvrg_dx4.e[1]); \ + add_high_narrow_4x32b(v_whole.high, v_block, dx4); \ + dup_4x32b(dx4, uvrg_dx4.e[2]); \ + add_high_narrow_4x32b(r_whole.high, r_block, dx4); \ + dup_4x32b(dx4, uvrg_dx4.e[3]); \ + add_high_narrow_4x32b(g_whole.high, g_block, dx4); \ + dup_4x32b(dx4, b_dx4); \ + add_high_narrow_4x32b(b_whole.high, b_block, dx4); \ + \ + mov_narrow_8x16b(u, u_whole); \ + mov_narrow_8x16b(v, v_whole); \ + mov_narrow_8x16b(r, r_whole); \ + mov_narrow_8x16b(g, g_whole); \ + mov_narrow_8x16b(b, b_whole); \ + \ + dup_4x32b(dx8, uvrg_dx8.e[0]); \ + add_4x32b(u_block, u_block, dx8); \ + dup_4x32b(dx8, uvrg_dx8.e[1]); \ + add_4x32b(v_block, v_block, dx8); \ + dup_4x32b(dx8, uvrg_dx8.e[2]); \ + add_4x32b(r_block, r_block, dx8); \ + dup_4x32b(dx8, uvrg_dx8.e[3]); \ + add_4x32b(g_block, g_block, dx8); \ + dup_4x32b(dx8, b_dx8); \ + add_4x32b(b_block, b_block, dx8); \ + \ + and_8x8b(u, u, texture_mask.low); \ + and_8x8b(v, v, texture_mask.high); \ + setup_blocks_texture_##swizzling(); \ + \ + zip_8x16b(uv, u, v); \ + block->uv = uv; \ + block->r = r; \ + block->g = g; \ + block->b = b; \ + block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \ + block->fb_ptr = fb_ptr; \ +} \ + +#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \ + edge_type) \ +{ \ + vec_8x16u u_whole; \ + vec_8x16u v_whole; \ + \ + vec_8x8u u; \ + vec_8x8u v; \ + vec_8x16u uv; \ + \ + vec_4x32u dx4; \ + vec_4x32u dx8; \ + \ + shr_narrow_4x32b(u_whole.low, u_block, 16); \ + shr_narrow_4x32b(v_whole.low, v_block, 16); \ + \ + dup_4x32b(dx4, uv_dx4.e[0]); \ + add_high_narrow_4x32b(u_whole.high, u_block, dx4); \ + dup_4x32b(dx4, uv_dx4.e[1]); \ + add_high_narrow_4x32b(v_whole.high, v_block, dx4); \ + \ + mov_narrow_8x16b(u, u_whole); \ + mov_narrow_8x16b(v, v_whole); \ + \ + dup_4x32b(dx8, uv_dx8.e[0]); \ + add_4x32b(u_block, u_block, dx8); \ + dup_4x32b(dx8, uv_dx8.e[1]); \ + add_4x32b(v_block, v_block, dx8); \ + \ + and_8x8b(u, u, texture_mask.low); \ + and_8x8b(v, v, texture_mask.high); \ + setup_blocks_texture_##swizzling(); \ + \ + zip_8x16b(uv, u, v); \ + block->uv = uv; \ + block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \ + block->fb_ptr = fb_ptr; \ +} \ + +#define setup_blocks_store_shaded_untextured_dithered() \ + addq_8x8b(r, r, dither_offsets); \ + addq_8x8b(g, g, dither_offsets); \ + addq_8x8b(b, b, dither_offsets); \ + \ + subq_8x8b(r, r, d64_4); \ + subq_8x8b(g, g, d64_4); \ + subq_8x8b(b, b, d64_4) \ + +#define setup_blocks_store_shaded_untextured_undithered() \ + + +#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \ + block->pixels = _pixels; \ + block->fb_ptr = fb_ptr \ + +#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \ + block->pixels = _pixels; \ + block->fb_ptr = fb_ptr \ + +#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \ + mul_long_8x8b(pixels, r, d64_1) \ + + +#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \ + store_8x16b(_pixels, fb_ptr) \ + +#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \ +{ \ + vec_8x16u fb_pixels; \ + vec_8x16u draw_mask; \ + vec_8x16u test_mask = psx_gpu->test_mask; \ + \ + load_8x16b(fb_pixels, fb_ptr); \ + dup_8x16b(draw_mask, span_edge_data->right_mask); \ + tst_8x16b(draw_mask, draw_mask, test_mask); \ + bif_8x16b(fb_pixels, _pixels, draw_mask); \ + store_8x16b(fb_pixels, fb_ptr); \ +} \ + +#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \ + pixels = msb_mask; \ + mla_long_8x8b(pixels, r, d64_1) \ + + +#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \ + edge_type) \ +{ \ + vec_8x16u r_whole; \ + vec_8x16u g_whole; \ + vec_8x16u b_whole; \ + \ + vec_8x8u r; \ + vec_8x8u g; \ + vec_8x8u b; \ + \ + vec_4x32u dx4; \ + vec_4x32u dx8; \ + \ + vec_8x16u pixels; \ + \ + shr_narrow_4x32b(r_whole.low, r_block, 16); \ + shr_narrow_4x32b(g_whole.low, g_block, 16); \ + shr_narrow_4x32b(b_whole.low, b_block, 16); \ + \ + dup_4x32b(dx4, rgb_dx4.e[0]); \ + add_high_narrow_4x32b(r_whole.high, r_block, dx4); \ + dup_4x32b(dx4, rgb_dx4.e[1]); \ + add_high_narrow_4x32b(g_whole.high, g_block, dx4); \ + dup_4x32b(dx4, rgb_dx4.e[2]); \ + add_high_narrow_4x32b(b_whole.high, b_block, dx4); \ + \ + mov_narrow_8x16b(r, r_whole); \ + mov_narrow_8x16b(g, g_whole); \ + mov_narrow_8x16b(b, b_whole); \ + \ + dup_4x32b(dx8, rgb_dx8.e[0]); \ + add_4x32b(r_block, r_block, dx8); \ + dup_4x32b(dx8, rgb_dx8.e[1]); \ + add_4x32b(g_block, g_block, dx8); \ + dup_4x32b(dx8, rgb_dx8.e[2]); \ + add_4x32b(b_block, b_block, dx8); \ + \ + setup_blocks_store_shaded_untextured_##dithering(); \ + \ + shr_8x8b(r, r, 3); \ + bic_8x8b(g, g, d64_0x07); \ + bic_8x8b(b, b, d64_0x07); \ + \ + setup_blocks_store_shaded_untextured_seed_pixels_##target(); \ + mla_long_8x8b(pixels, g, d64_4); \ + mla_long_8x8b(pixels, b, d64_128) \ + \ + setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \ +} \ + +#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \ + edge_type) \ + setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \ + + +#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \ + (_block)->draw_mask_bits = bits \ + +#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \ +{ \ + vec_8x16u bits_mask; \ + vec_8x16u test_mask = psx_gpu->test_mask; \ + dup_8x16b(bits_mask, bits); \ + tst_8x16b(bits_mask, bits_mask, test_mask); \ + (_block)->draw_mask = bits_mask; \ +} \ + +#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \ + + +#define setup_blocks_add_blocks_indirect() \ + num_blocks += span_num_blocks; \ + \ + if(num_blocks > MAX_BLOCKS) \ + { \ + psx_gpu->num_blocks = num_blocks - span_num_blocks; \ + flush_render_block_buffer(psx_gpu); \ + num_blocks = span_num_blocks; \ + block = psx_gpu->blocks; \ + } \ + +#define setup_blocks_add_blocks_direct() \ + + +#define setup_blocks_builder(shading, texturing, dithering, sw, target) \ +void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \ + psx_gpu_struct *psx_gpu) \ +{ \ + setup_blocks_load_msb_mask_##target(); \ + setup_blocks_variables_##shading##_##texturing(target); \ + \ + edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \ + vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \ + u32 *span_b_offset = psx_gpu->span_b_offset; \ + \ + block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \ + \ + u32 num_spans = psx_gpu->num_spans; \ + \ + u16 *fb_ptr; \ + u32 y; \ + \ + u32 num_blocks = psx_gpu->num_blocks; \ + u32 span_num_blocks; \ + \ + while(num_spans) \ + { \ + span_num_blocks = span_edge_data->num_blocks; \ + if(span_num_blocks) \ + { \ + y = span_edge_data->y; \ + fb_ptr = psx_gpu->vram_ptr + span_edge_data->left_x + (y * 1024); \ + \ + setup_blocks_span_initialize_##shading##_##texturing(); \ + setup_blocks_span_initialize_##dithering(texturing); \ + \ + setup_blocks_add_blocks_##target(); \ + \ + s32 pixel_span = span_num_blocks * 8; \ + pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \ + span_pixels += pixel_span; \ + span_pixel_blocks_unaligned += (pixel_span + 7) / 8; \ + \ + span_num_blocks--; \ + while(span_num_blocks) \ + { \ + setup_blocks_store_##shading##_##texturing(sw, dithering, target, \ + full); \ + setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \ + \ + fb_ptr += 8; \ + block++; \ + span_num_blocks--; \ + } \ + \ + setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \ + setup_blocks_store_draw_mask_##texturing##_##target(block, \ + span_edge_data->right_mask); \ + \ + block++; \ + } \ + else \ + { \ + zero_block_spans++; \ + } \ + \ + num_spans--; \ + span_edge_data++; \ + span_uvrg_offset++; \ + span_b_offset++; \ + } \ + \ + psx_gpu->num_blocks = num_blocks; \ +} \ + +void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct + *psx_gpu); + +void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct + *psx_gpu); +void setup_blocks_shaded_untextured_undithered_unswizzled_indirect( + psx_gpu_struct *psx_gpu); +void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct + *psx_gpu); +void setup_blocks_shaded_untextured_undithered_unswizzled_direct( + psx_gpu_struct *psx_gpu); + +void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct + *psx_gpu); +void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect( + psx_gpu_struct *psx_gpu); +void setup_blocks_unshaded_untextured_undithered_unswizzled_direct( + psx_gpu_struct *psx_gpu); + +void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct + *psx_gpu); +void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct + *psx_gpu); + + +//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct); + +#ifndef PANDORA_BUILD + +setup_blocks_builder(shaded, textured, dithered, swizzled, indirect); +setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect); + +setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect); +setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect); + +setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect); +setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect); +setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct); +setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct); + +setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect); +setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct); + +#endif + +void texture_blocks_untextured(psx_gpu_struct *psx_gpu); +void texture_blocks_4bpp(psx_gpu_struct *psx_gpu); +void texture_blocks_8bpp(psx_gpu_struct *psx_gpu); +void texture_blocks_16bpp(psx_gpu_struct *psx_gpu); + +#ifndef PANDORA_BUILD + +void texture_blocks_untextured(psx_gpu_struct *psx_gpu) +{ + if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE) + texel_blocks_untextured += psx_gpu->num_blocks; +} + +void texture_blocks_4bpp(psx_gpu_struct *psx_gpu) +{ + block_struct *block = psx_gpu->blocks; + u32 num_blocks = psx_gpu->num_blocks; + texel_blocks_4bpp += num_blocks; + + vec_8x8u texels_low; + vec_8x8u texels_high; + vec_8x8u texels; + vec_8x16u pixels; + + vec_8x16u clut_a; + vec_8x16u clut_b; + vec_16x8u clut_low; + vec_16x8u clut_high; + + u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr; + u16 *clut_ptr = psx_gpu->clut_ptr; + + // Can be done with one deinterleaving load on NEON + load_8x16b(clut_a, clut_ptr); + load_8x16b(clut_b, clut_ptr + 8); + unzip_16x8b(clut_low, clut_high, clut_a, clut_b); + + if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) + update_texture_4bpp_cache(psx_gpu); + + while(num_blocks) + { + texels.e[0] = texture_ptr_8bpp[block->uv.e[0]]; + texels.e[1] = texture_ptr_8bpp[block->uv.e[1]]; + texels.e[2] = texture_ptr_8bpp[block->uv.e[2]]; + texels.e[3] = texture_ptr_8bpp[block->uv.e[3]]; + texels.e[4] = texture_ptr_8bpp[block->uv.e[4]]; + texels.e[5] = texture_ptr_8bpp[block->uv.e[5]]; + texels.e[6] = texture_ptr_8bpp[block->uv.e[6]]; + texels.e[7] = texture_ptr_8bpp[block->uv.e[7]]; + + tbl_16(texels_low, texels, clut_low); + tbl_16(texels_high, texels, clut_high); + + // Can be done with an interleaving store on NEON + zip_8x16b(pixels, texels_low, texels_high); + + block->texels = pixels; + + num_blocks--; + block++; + } +} + +void texture_blocks_8bpp(psx_gpu_struct *psx_gpu) +{ + block_struct *block = psx_gpu->blocks; + u32 num_blocks = psx_gpu->num_blocks; + + texel_blocks_8bpp += num_blocks; + + if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) + update_texture_8bpp_cache(psx_gpu); + + vec_8x16u texels; + u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr; + + u32 texel; + u32 offset; + u32 i; + + while(num_blocks) + { + for(i = 0; i < 8; i++) + { + offset = block->uv.e[i]; + + texel = texture_ptr_8bpp[offset]; + texels.e[i] = psx_gpu->clut_ptr[texel]; + } + + block->texels = texels; + + num_blocks--; + block++; + } +} + +void texture_blocks_16bpp(psx_gpu_struct *psx_gpu) +{ + block_struct *block = psx_gpu->blocks; + u32 num_blocks = psx_gpu->num_blocks; + + texel_blocks_16bpp += num_blocks; + + vec_8x16u texels; + + u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr; + u32 offset; + u32 i; + + while(num_blocks) + { + for(i = 0; i < 8; i++) + { + offset = block->uv.e[i]; + offset += ((offset & 0xFF00) * 3); + + texels.e[i] = texture_ptr_16bpp[offset]; + } + + block->texels = texels; + + num_blocks--; + block++; + } +} + +#endif + + +#define shade_blocks_load_msb_mask_indirect() \ + +#define shade_blocks_load_msb_mask_direct() \ + vec_8x16u msb_mask; \ + dup_8x16b(msb_mask, psx_gpu->mask_msb); \ + +#define shade_blocks_store_indirect(_draw_mask, _pixels) \ + block->draw_mask = _draw_mask; \ + block->pixels = _pixels \ + +#define shade_blocks_store_direct(_draw_mask, _pixels) \ +{ \ + vec_8x16u fb_pixels; \ + or_8x16b(_pixels, _pixels, msb_mask); \ + load_8x16b(fb_pixels, block->fb_ptr); \ + bif_8x16b(fb_pixels, _pixels, _draw_mask); \ + store_8x16b(fb_pixels, block->fb_ptr); \ +} \ + + +#define shade_blocks_textured_modulated_shaded_primitive_load() \ + +#define shade_blocks_textured_modulated_unshaded_primitive_load() \ +{ \ + u32 color = psx_gpu->triangle_color; \ + dup_8x8b(colors_r, color); \ + dup_8x8b(colors_g, color >> 8); \ + dup_8x8b(colors_b, color >> 16); \ + if(psx_gpu->triangle_color == 0x808080) \ + false_modulated_triangles++; \ +} \ + +#define shade_blocks_textured_modulated_shaded_block_load() \ + colors_r = block->r; \ + colors_g = block->g; \ + colors_b = block->b \ + +#define shade_blocks_textured_modulated_unshaded_block_load() \ + +#define shade_blocks_textured_modulate_dithered(component) \ + pixels_##component = block->dither_offsets; \ + mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \ + +#define shade_blocks_textured_modulate_undithered(component) \ + mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \ + +#define shade_blocks_textured_modulated_builder(shading, dithering, target) \ +void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \ + psx_gpu_struct *psx_gpu) \ +{ \ + block_struct *block = psx_gpu->blocks; \ + u32 num_blocks = psx_gpu->num_blocks; \ + vec_8x16u texels; \ + \ + vec_8x8u texels_r; \ + vec_8x8u texels_g; \ + vec_8x8u texels_b; \ + \ + vec_8x8u colors_r; \ + vec_8x8u colors_g; \ + vec_8x8u colors_b; \ + \ + vec_8x8u pixels_r_low; \ + vec_8x8u pixels_g_low; \ + vec_8x8u pixels_b_low; \ + vec_8x16u pixels; \ + \ + vec_8x16u pixels_r; \ + vec_8x16u pixels_g; \ + vec_8x16u pixels_b; \ + \ + vec_8x16u draw_mask; \ + vec_8x16u zero_mask; \ + \ + vec_8x8u d64_0x07; \ + vec_8x8u d64_0x1F; \ + vec_8x8u d64_1; \ + vec_8x8u d64_4; \ + vec_8x8u d64_128; \ + \ + vec_8x16u d128_0x8000; \ + \ + vec_8x16u test_mask = psx_gpu->test_mask; \ + u32 draw_mask_bits; \ + shade_blocks_load_msb_mask_##target(); \ + \ + dup_8x8b(d64_0x07, 0x07); \ + dup_8x8b(d64_0x1F, 0x1F); \ + dup_8x8b(d64_1, 1); \ + dup_8x8b(d64_4, 4); \ + dup_8x8b(d64_128, 128); \ + \ + dup_8x16b(d128_0x8000, 0x8000); \ + \ + shade_blocks_textured_modulated_##shading##_primitive_load(); \ + \ + while(num_blocks) \ + { \ + draw_mask_bits = block->draw_mask_bits; \ + dup_8x16b(draw_mask, draw_mask_bits); \ + tst_8x16b(draw_mask, draw_mask, test_mask); \ + \ + shade_blocks_textured_modulated_##shading##_block_load(); \ + \ + texels = block->texels; \ + \ + mov_narrow_8x16b(texels_r, texels); \ + shr_narrow_8x16b(texels_g, texels, 5); \ + shr_narrow_8x16b(texels_b, texels, 7); \ + \ + and_8x8b(texels_r, texels_r, d64_0x1F); \ + and_8x8b(texels_g, texels_g, d64_0x1F); \ + shr_8x8b(texels_b, texels_b, 3); \ + \ + shade_blocks_textured_modulate_##dithering(r); \ + shade_blocks_textured_modulate_##dithering(g); \ + shade_blocks_textured_modulate_##dithering(b); \ + \ + cmpeqz_8x16b(zero_mask, texels); \ + and_8x16b(pixels, texels, d128_0x8000); \ + \ + shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \ + shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \ + shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \ + \ + or_8x16b(zero_mask, draw_mask, zero_mask); \ + \ + shr_8x8b(pixels_r_low, pixels_r_low, 3); \ + bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \ + bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \ + \ + mla_long_8x8b(pixels, pixels_r_low, d64_1); \ + mla_long_8x8b(pixels, pixels_g_low, d64_4); \ + mla_long_8x8b(pixels, pixels_b_low, d64_128); \ + \ + shade_blocks_store_##target(zero_mask, pixels); \ + \ + num_blocks--; \ + block++; \ + } \ +} \ + +void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct + *psx_gpu); +void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct + *psx_gpu); +void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct + *psx_gpu); +void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct + *psx_gpu); + +void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct + *psx_gpu); +void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct + *psx_gpu); +void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct + *psx_gpu); +void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct + *psx_gpu); + +#ifndef PANDORA_BUILD + +shade_blocks_textured_modulated_builder(shaded, dithered, direct); +shade_blocks_textured_modulated_builder(shaded, undithered, direct); +shade_blocks_textured_modulated_builder(unshaded, dithered, direct); +shade_blocks_textured_modulated_builder(unshaded, undithered, direct); + +shade_blocks_textured_modulated_builder(shaded, dithered, indirect); +shade_blocks_textured_modulated_builder(shaded, undithered, indirect); +shade_blocks_textured_modulated_builder(unshaded, dithered, indirect); +shade_blocks_textured_modulated_builder(unshaded, undithered, indirect); + +#endif + + +#define shade_blocks_textured_unmodulated_builder(target) \ +void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \ +{ \ + block_struct *block = psx_gpu->blocks; \ + u32 num_blocks = psx_gpu->num_blocks; \ + vec_8x16u draw_mask; \ + vec_8x16u test_mask = psx_gpu->test_mask; \ + u32 draw_mask_bits; \ + \ + vec_8x16u pixels; \ + shade_blocks_load_msb_mask_##target(); \ + \ + while(num_blocks) \ + { \ + vec_8x16u zero_mask; \ + \ + draw_mask_bits = block->draw_mask_bits; \ + dup_8x16b(draw_mask, draw_mask_bits); \ + tst_8x16b(draw_mask, draw_mask, test_mask); \ + \ + pixels = block->texels; \ + \ + cmpeqz_8x16b(zero_mask, pixels); \ + or_8x16b(zero_mask, draw_mask, zero_mask); \ + \ + shade_blocks_store_##target(zero_mask, pixels); \ + \ + num_blocks--; \ + block++; \ + } \ +} \ + +void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu); +void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu); + +#ifndef PANDORA_BUILD + +shade_blocks_textured_unmodulated_builder(indirect) +shade_blocks_textured_unmodulated_builder(direct) + +#endif + + +void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu); +void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu); + +#ifndef PANDORA_BUILD + +void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu) +{ +} + +void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu) +{ + block_struct *block = psx_gpu->blocks; + u32 num_blocks = psx_gpu->num_blocks; + + vec_8x16u pixels = block->pixels; + shade_blocks_load_msb_mask_direct(); + + while(num_blocks) + { + shade_blocks_store_direct(block->draw_mask, pixels); + + num_blocks--; + block++; + } +} + +#endif + +void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu) +{ +} + + +#define blend_blocks_mask_evaluate_on() \ + vec_8x16u mask_pixels; \ + cmpltz_8x16b(mask_pixels, framebuffer_pixels); \ + or_8x16b(draw_mask, draw_mask, mask_pixels) \ + +#define blend_blocks_mask_evaluate_off() \ + +#define blend_blocks_average() \ +{ \ + vec_8x16u pixels_no_msb; \ + vec_8x16u fb_pixels_no_msb; \ + \ + vec_8x16u d128_0x0421; \ + vec_8x16u d128_0x8000; \ + \ + dup_8x16b(d128_0x0421, 0x0421); \ + dup_8x16b(d128_0x8000, 0x8000); \ + \ + eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \ + bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \ + and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \ + sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \ + bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \ + average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \ +} \ + +#define blend_blocks_add() \ +{ \ + vec_8x16u pixels_rb, pixels_g; \ + vec_8x16u fb_rb, fb_g; \ + \ + vec_8x16u d128_0x7C1F; \ + vec_8x16u d128_0x03E0; \ + \ + dup_8x16b(d128_0x7C1F, 0x7C1F); \ + dup_8x16b(d128_0x03E0, 0x03E0); \ + \ + and_8x16b(pixels_rb, pixels, d128_0x7C1F); \ + and_8x16b(pixels_g, pixels, d128_0x03E0); \ + \ + and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \ + and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \ + \ + add_8x16b(fb_rb, fb_rb, pixels_rb); \ + add_8x16b(fb_g, fb_g, pixels_g); \ + \ + min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \ + vector_cast(vec_16x8u, d128_0x7C1F)); \ + min_8x16b(fb_g, fb_g, d128_0x03E0); \ + \ + or_8x16b(blend_pixels, fb_rb, fb_g); \ +} \ + +#define blend_blocks_subtract() \ +{ \ + vec_8x16u pixels_rb, pixels_g; \ + vec_8x16u fb_rb, fb_g; \ + \ + vec_8x16u d128_0x7C1F; \ + vec_8x16u d128_0x03E0; \ + \ + dup_8x16b(d128_0x7C1F, 0x7C1F); \ + dup_8x16b(d128_0x03E0, 0x03E0); \ + \ + and_8x16b(pixels_rb, pixels, d128_0x7C1F); \ + and_8x16b(pixels_g, pixels, d128_0x03E0); \ + \ + and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \ + and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \ + \ + subs_16x8b(vector_cast(vec_16x8u, fb_rb), \ + vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \ + subs_8x16b(fb_g, fb_g, pixels_g); \ + \ + or_8x16b(blend_pixels, fb_rb, fb_g); \ +} \ + +#define blend_blocks_add_fourth() \ +{ \ + vec_8x16u pixels_rb, pixels_g; \ + vec_8x16u pixels_fourth; \ + vec_8x16u fb_rb, fb_g; \ + \ + vec_8x16u d128_0x7C1F; \ + vec_8x16u d128_0x1C07; \ + vec_8x16u d128_0x03E0; \ + vec_8x16u d128_0x00E0; \ + \ + dup_8x16b(d128_0x7C1F, 0x7C1F); \ + dup_8x16b(d128_0x1C07, 0x1C07); \ + dup_8x16b(d128_0x03E0, 0x03E0); \ + dup_8x16b(d128_0x00E0, 0x00E0); \ + \ + shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \ + \ + and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \ + and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \ + \ + and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \ + and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \ + \ + add_8x16b(fb_rb, fb_rb, pixels_rb); \ + add_8x16b(fb_g, fb_g, pixels_g); \ + \ + min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \ + vector_cast(vec_16x8u, d128_0x7C1F)); \ + min_8x16b(fb_g, fb_g, d128_0x03E0); \ + \ + or_8x16b(blend_pixels, fb_rb, fb_g); \ +} \ + +#define blend_blocks_blended_combine_textured() \ +{ \ + vec_8x16u blend_mask; \ + cmpltz_8x16b(blend_mask, pixels); \ + \ + or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \ + bif_8x16b(blend_pixels, pixels, blend_mask); \ +} \ + +#define blend_blocks_blended_combine_untextured() \ + + +#define blend_blocks_body_blend(blend_mode, texturing) \ +{ \ + blend_blocks_##blend_mode(); \ + blend_blocks_blended_combine_##texturing(); \ +} \ + +#define blend_blocks_body_average(texturing) \ + blend_blocks_body_blend(average, texturing) \ + +#define blend_blocks_body_add(texturing) \ + blend_blocks_body_blend(add, texturing) \ + +#define blend_blocks_body_subtract(texturing) \ + blend_blocks_body_blend(subtract, texturing) \ + +#define blend_blocks_body_add_fourth(texturing) \ + blend_blocks_body_blend(add_fourth, texturing) \ + +#define blend_blocks_body_unblended(texturing) \ + blend_pixels = pixels \ + + +#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \ +void \ + blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \ + *psx_gpu) \ +{ \ + block_struct *block = psx_gpu->blocks; \ + u32 num_blocks = psx_gpu->num_blocks; \ + vec_8x16u draw_mask; \ + vec_8x16u pixels; \ + vec_8x16u blend_pixels; \ + vec_8x16u framebuffer_pixels; \ + vec_8x16u msb_mask; \ + \ + u16 *fb_ptr; \ + \ + dup_8x16b(msb_mask, psx_gpu->mask_msb); \ + \ + while(num_blocks) \ + { \ + pixels = block->pixels; \ + draw_mask = block->draw_mask; \ + fb_ptr = block->fb_ptr; \ + \ + load_8x16b(framebuffer_pixels, fb_ptr); \ + \ + blend_blocks_mask_evaluate_##mask_evaluate(); \ + blend_blocks_body_##blend_mode(texturing); \ + \ + or_8x16b(blend_pixels, blend_pixels, msb_mask); \ + bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \ + store_8x16b(framebuffer_pixels, fb_ptr); \ + \ + blend_blocks++; \ + num_blocks--; \ + block++; \ + } \ +} \ + +void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu); +void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu); +void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu); +void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu); +void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu); +void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu); +void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu); +void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu); + +void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu); +void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu); +void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu); +void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu); +void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu); +void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu); +void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu); +void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu); + +void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu); +void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu); + +#ifndef PANDORA_BUILD + +void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu) +{ +} + +blend_blocks_builder(textured, average, off); +blend_blocks_builder(textured, average, on); +blend_blocks_builder(textured, add, off); +blend_blocks_builder(textured, add, on); +blend_blocks_builder(textured, subtract, off); +blend_blocks_builder(textured, subtract, on); +blend_blocks_builder(textured, add_fourth, off); +blend_blocks_builder(textured, add_fourth, on); + +blend_blocks_builder(untextured, average, off); +blend_blocks_builder(untextured, average, on); +blend_blocks_builder(untextured, add, off); +blend_blocks_builder(untextured, add, on); +blend_blocks_builder(untextured, subtract, off); +blend_blocks_builder(untextured, subtract, on); +blend_blocks_builder(untextured, add_fourth, off); +blend_blocks_builder(untextured, add_fourth, on); + +blend_blocks_builder(textured, unblended, on); + +#endif + + +#define vertex_swap(_a, _b) \ +{ \ + vertex_struct *temp_vertex = _a; \ + _a = _b; \ + _b = temp_vertex; \ + triangle_winding ^= 1; \ +} \ + + +// Setup blocks parametric-variables: +// SHADE TEXTURE_MAP SWIZZLING +// 0 0 x +// 0 1 0 +// 0 1 1 +// 1 0 x +// 1 1 0 +// 1 1 1 +// 8 inputs, 6 combinations + +#define setup_blocks_switch_untextured_unshaded(dithering, target) \ + setup_blocks_unshaded_untextured_undithered_unswizzled_##target \ + +#define setup_blocks_switch_untextured_shaded(dithering, target) \ + setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \ + +#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \ + target) \ + setup_blocks_switch_untextured_##shading(dithering, target) \ + +#define setup_blocks_switch_texture_mode_4bpp(shading) \ + setup_blocks_##shading##_textured_dithered_swizzled_indirect \ + +#define setup_blocks_switch_texture_mode_8bpp(shading) \ + setup_blocks_##shading##_textured_dithered_swizzled_indirect \ + +#define setup_blocks_switch_texture_mode_16bpp(shading) \ + setup_blocks_##shading##_textured_dithered_unswizzled_indirect \ + +#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \ + setup_blocks_switch_texture_mode_##texture_mode(shading) \ + +#define setup_blocks_switch_blended(shading, texturing, texture_mode, \ + dithering, mask_evaluate) \ + setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \ + +#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \ + dithering) \ + setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \ + +#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \ + dithering) \ + setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \ + +#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \ + dithering, mask_evaluate) \ + setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \ + texture_mode, dithering) \ + +#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \ + blending, mask_evaluate) \ + setup_blocks_switch_##blending(shading, texturing, texture_mode, \ + dithering, mask_evaluate) \ + + +// Texture blocks: + +#define texture_blocks_switch_untextured(texture_mode) \ + texture_blocks_untextured \ + +#define texture_blocks_switch_textured(texture_mode) \ + texture_blocks_##texture_mode \ + +#define texture_blocks_switch(texturing, texture_mode) \ + texture_blocks_switch_##texturing(texture_mode) \ + + +// Shade blocks parametric-variables: +// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode +// 0 0 x x +// 0 1 0 0 +// 0 1 0 1 +// x 1 1 x +// 1 0 x 0 +// 1 0 x 1 +// 1 1 0 0 +// 1 1 0 1 +// 16 inputs, 8 combinations + +#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \ + shade_blocks_unshaded_untextured_##target \ + +#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \ + shade_blocks_textured_unmodulated_##target \ + +#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \ + shade_blocks_unshaded_textured_modulated_##dithering##_##target \ + +#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \ + shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \ + +#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \ + shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \ + +#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \ + shade_blocks_shaded_untextured \ + +#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \ + shade_blocks_textured_unmodulated_##target \ + +#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \ + shade_blocks_shaded_textured_modulated_##dithering##_##target \ + +#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \ + shade_blocks_switch_shaded_textured_##modulation(dithering, target) \ + +#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \ + shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \ + +#define shade_blocks_switch_mask_off(shading, texturing, modulation, \ + dithering) \ + shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \ + +#define shade_blocks_switch_mask_on(shading, texturing, modulation, \ + dithering) \ + shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \ + +#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \ + mask_evaluate) \ + shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \ + +#define shade_blocks_switch_unblended(shading, texturing, modulation, \ + dithering, mask_evaluate) \ + shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \ + dithering) \ + +#define shade_blocks_switch(shading, texturing, modulation, dithering, \ + blending, mask_evaluate) \ + shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \ + mask_evaluate) \ + + +// Blend blocks parametric-variables: +// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate +// x 0 x x 0 +// x 0 x x 1 +// 0 1 0 0 0 +// 0 1 0 0 1 +// 0 1 0 1 0 +// 0 1 0 1 1 +// 0 1 1 0 0 +// 0 1 1 0 1 +// 0 1 1 1 0 +// 0 1 1 1 1 +// 1 1 0 0 0 +// 1 1 0 0 1 +// 1 1 0 1 0 +// 1 1 0 1 1 +// 1 1 1 0 0 +// 1 1 1 0 1 +// 1 1 1 1 0 +// 1 1 1 1 1 +// 32 inputs, 18 combinations + +#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \ + blend_blocks_textured_unblended_##mask_evaluate \ + +#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \ + blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \ + +#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \ + blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \ + + +#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blending, modulation) \ +{ \ + setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \ + mask_evaluate), \ + texture_blocks_switch(texturing, texture_mode), \ + shade_blocks_switch(shading, texturing, modulation, dithering, blending, \ + mask_evaluate), \ + blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \ +} \ + +#define render_blocks_switch_block_blending(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blending) \ + render_blocks_switch_block_modulation(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blending, modulated), \ + render_blocks_switch_block_modulation(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blending, unmodulated) \ + +#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing) \ + render_blocks_switch_block_blending(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, unblended), \ + render_blocks_switch_block_blending(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blended) \ + +#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering) \ + render_blocks_switch_block_texturing(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, untextured), \ + render_blocks_switch_block_texturing(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, textured) \ + +#define render_blocks_switch_block_shading(texture_mode, blend_mode, \ + mask_evaluate, shading) \ + render_blocks_switch_block_dithering(texture_mode, blend_mode, \ + mask_evaluate, shading, undithered), \ + render_blocks_switch_block_dithering(texture_mode, blend_mode, \ + mask_evaluate, shading, dithered) \ + +#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \ + mask_evaluate) \ + render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \ + unshaded), \ + render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \ + shaded) \ + +#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \ + render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \ + render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \ + +#define render_blocks_switch_block_texture_mode(texture_mode) \ + render_blocks_switch_block_blend_mode(texture_mode, average), \ + render_blocks_switch_block_blend_mode(texture_mode, add), \ + render_blocks_switch_block_blend_mode(texture_mode, subtract), \ + render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \ + +#define render_blocks_switch_block() \ + render_blocks_switch_block_texture_mode(4bpp), \ + render_blocks_switch_block_texture_mode(8bpp), \ + render_blocks_switch_block_texture_mode(16bpp), \ + render_blocks_switch_block_texture_mode(4bpp) \ + + +render_block_handler_struct render_triangle_block_handlers[] = +{ + render_blocks_switch_block() +}; + +#undef render_blocks_switch_block_modulation + +#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blending, modulation) \ + "render flags:\n" \ + "texture mode: " #texture_mode "\n" \ + "blend mode: " #blend_mode "\n" \ + "mask evaluation: " #mask_evaluate "\n" \ + #shading "\n" \ + #dithering "\n" \ + #texturing "\n" \ + #blending "\n" \ + #modulation "\n" \ + +char *render_block_flag_strings[] = +{ + render_blocks_switch_block() +}; + + +#define triangle_y_direction_up 1 +#define triangle_y_direction_flat 2 +#define triangle_y_direction_down 0 + +#define triangle_winding_positive 0 +#define triangle_winding_negative 1 + +#define triangle_set_direction(direction_variable, value) \ + u32 direction_variable = (u32)(value) >> 31; \ + if(value == 0) \ + direction_variable = 2 \ + +#define triangle_case(direction_a, direction_b, direction_c, winding) \ + case (triangle_y_direction_##direction_a | \ + (triangle_y_direction_##direction_b << 2) | \ + (triangle_y_direction_##direction_c << 4) | \ + (triangle_winding_##winding << 6)) \ + +psx_gpu_struct __attribute__((aligned(64))) psx_gpu_alt; + +void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, + u32 flags) +{ + s32 y_top, y_bottom; + s32 triangle_area; + u32 triangle_winding = 0; + + vertex_struct *a = &(vertexes[0]); + vertex_struct *b = &(vertexes[1]); + vertex_struct *c = &(vertexes[2]); + + triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y); + + triangles++; + + if(triangle_area == 0) + { + trivial_rejects++; + return; + } + + if(b->y < a->y) + vertex_swap(a, b); + + if(c->y < b->y) + { + vertex_swap(b, c); + + if(b->y < a->y) + vertex_swap(a, b); + } + + y_bottom = c->y; + y_top = a->y; + + if((y_bottom - y_top) >= 512) + { + trivial_rejects++; + return; + } + + if(triangle_area < 0) + { + triangle_area = -triangle_area; + triangle_winding ^= 1; + vertex_swap(a, c); + } + + if(b->x < a->x) + vertex_swap(a, b); + + if(c->x < b->x) + { + vertex_swap(b, c); + + if(b->x < a->x) + vertex_swap(a, b); + } + + if((c->x - a->x) >= 1024) + { + trivial_rejects++; + return; + } + + if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x, + y_bottom) == 0) + { + trivial_rejects++; + return; + } + + psx_gpu->num_spans = 0; + psx_gpu->triangle_area = triangle_area; + psx_gpu->triangle_winding = triangle_winding; + + s32 y_delta_a = b->y - a->y; + s32 y_delta_b = c->y - b->y; + s32 y_delta_c = c->y - a->y; + + triangle_set_direction(y_direction_a, y_delta_a); + triangle_set_direction(y_direction_b, y_delta_b); + triangle_set_direction(y_direction_c, y_delta_c); + + compute_all_gradients(psx_gpu, a, b, c); + + switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) | + (triangle_winding << 6)) + { + triangle_case(up, up, up, negative): + triangle_case(up, up, flat, negative): + triangle_case(up, up, down, negative): + setup_spans_up_right(psx_gpu, a, b, c); + break; + + triangle_case(flat, up, up, negative): + triangle_case(flat, up, flat, negative): + triangle_case(flat, up, down, negative): + setup_spans_up_a(psx_gpu, a, b, c); + break; + + triangle_case(down, up, up, negative): + setup_spans_up_down(psx_gpu, a, c, b); + break; + + triangle_case(down, up, flat, negative): + setup_spans_down_a(psx_gpu, a, c, b); + break; + + triangle_case(down, up, down, negative): + setup_spans_down_right(psx_gpu, a, c, b); + break; + + triangle_case(down, flat, up, negative): + triangle_case(down, flat, flat, negative): + triangle_case(down, flat, down, negative): + setup_spans_down_b(psx_gpu, a, b, c); + break; + + triangle_case(down, down, up, negative): + triangle_case(down, down, flat, negative): + triangle_case(down, down, down, negative): + setup_spans_down_left(psx_gpu, a, b, c); + break; + + triangle_case(up, up, up, positive): + triangle_case(up, up, flat, positive): + triangle_case(up, up, down, positive): + setup_spans_up_left(psx_gpu, a, b, c); + break; + + triangle_case(up, flat, up, positive): + triangle_case(up, flat, flat, positive): + triangle_case(up, flat, down, positive): + setup_spans_up_b(psx_gpu, a, b, c); + break; + + triangle_case(up, down, up, positive): + setup_spans_up_right(psx_gpu, a, c, b); + break; + + triangle_case(up, down, flat, positive): + setup_spans_up_a(psx_gpu, a, c, b); + break; + + triangle_case(up, down, down, positive): + setup_spans_up_down(psx_gpu, a, b, c); + break; + + triangle_case(flat, down, up, positive): + triangle_case(flat, down, flat, positive): + triangle_case(flat, down, down, positive): + setup_spans_down_a(psx_gpu, a, b, c); + break; + + triangle_case(down, down, up, positive): + triangle_case(down, down, flat, positive): + triangle_case(down, down, down, positive): + setup_spans_down_right(psx_gpu, a, b, c); + break; + } + + spans += psx_gpu->num_spans; + + u32 render_state = flags & + (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND | + RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE); + render_state |= psx_gpu->render_state_base; + + if((psx_gpu->render_state != render_state) || + (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE)) + { + psx_gpu->render_state = render_state; + flush_render_block_buffer(psx_gpu); + state_changes++; + } + + psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE; + + psx_gpu->render_block_handler = + &(render_triangle_block_handlers[render_state]); + ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks) + (psx_gpu); +} + + +void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu); + +#ifndef PANDORA_BUILD + +void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu) +{ + block_struct *block = psx_gpu->blocks; + u32 num_blocks = psx_gpu->num_blocks; + + vec_8x16u texels; + vec_8x8u texel_indexes; + + u16 *clut_ptr = psx_gpu->clut_ptr; + u32 i; + + while(num_blocks) + { + texel_indexes = block->r; + + for(i = 0; i < 8; i++) + { + texels.e[i] = clut_ptr[texel_indexes.e[i]]; + } + + block->texels = texels; + + num_blocks--; + block++; + } +} + +#endif + + +#define setup_sprite_tiled_initialize_4bpp() \ + u16 *clut_ptr = psx_gpu->clut_ptr; \ + vec_8x16u clut_a, clut_b; \ + vec_16x8u clut_low, clut_high; \ + \ + load_8x16b(clut_a, clut_ptr); \ + load_8x16b(clut_b, clut_ptr + 8); \ + unzip_16x8b(clut_low, clut_high, clut_a, clut_b); \ + \ + if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \ + update_texture_4bpp_cache(psx_gpu) \ + +#define setup_sprite_tiled_initialize_8bpp() \ + if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \ + update_texture_8bpp_cache(psx_gpu) \ + + +#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \ + texture_block_ptr = psx_gpu->texture_page_ptr + \ + ((texture_offset + offset) & texture_mask); \ + \ + load_64b(texels, texture_block_ptr) \ + + +#define setup_sprite_tile_setup_block_yes(side, offset, texture_mode) \ + +#define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \ + +#define setup_sprite_tile_add_blocks(tile_num_blocks) \ + num_blocks += tile_num_blocks; \ + sprite_blocks += tile_num_blocks; \ + \ + if(num_blocks > MAX_BLOCKS) \ + { \ + flush_render_block_buffer(psx_gpu); \ + num_blocks = tile_num_blocks; \ + block = psx_gpu->blocks; \ + } \ + +#define setup_sprite_tile_full_4bpp(edge) \ +{ \ + vec_8x8u texels_low, texels_high; \ + vec_8x16u pixels; \ + setup_sprite_tile_add_blocks(sub_tile_height * 2); \ + \ + while(sub_tile_height) \ + { \ + setup_sprite_tile_fetch_texel_block_8bpp(0); \ + tbl_16(texels_low, texels, clut_low); \ + tbl_16(texels_high, texels, clut_high); \ + zip_8x16b(pixels, texels_low, texels_high); \ + \ + block->texels = pixels; \ + block->draw_mask_bits = left_mask_bits; \ + block->fb_ptr = fb_ptr; \ + block++; \ + \ + setup_sprite_tile_fetch_texel_block_8bpp(8); \ + tbl_16(texels_low, texels, clut_low); \ + tbl_16(texels_high, texels, clut_high); \ + zip_8x16b(pixels, texels_low, texels_high); \ + \ + block->texels = pixels; \ + block->draw_mask_bits = right_mask_bits; \ + block->fb_ptr = fb_ptr + 8; \ + block++; \ + \ + fb_ptr += 1024; \ + texture_offset += 0x10; \ + sub_tile_height--; \ + } \ + texture_offset += 0xF00; \ + psx_gpu->num_blocks = num_blocks; \ +} \ + +#define setup_sprite_tile_half_4bpp(edge) \ +{ \ + vec_8x8u texels_low, texels_high; \ + vec_8x16u pixels; \ + setup_sprite_tile_add_blocks(sub_tile_height); \ + \ + while(sub_tile_height) \ + { \ + setup_sprite_tile_fetch_texel_block_8bpp(0); \ + tbl_16(texels_low, texels, clut_low); \ + tbl_16(texels_high, texels, clut_high); \ + zip_8x16b(pixels, texels_low, texels_high); \ + \ + block->texels = pixels; \ + block->draw_mask_bits = edge##_mask_bits; \ + block->fb_ptr = fb_ptr; \ + block++; \ + \ + fb_ptr += 1024; \ + texture_offset += 0x10; \ + sub_tile_height--; \ + } \ + texture_offset += 0xF00; \ + psx_gpu->num_blocks = num_blocks; \ +} \ + + +#define setup_sprite_tile_full_8bpp(edge) \ +{ \ + setup_sprite_tile_add_blocks(sub_tile_height * 2); \ + \ + while(sub_tile_height) \ + { \ + setup_sprite_tile_fetch_texel_block_8bpp(0); \ + block->r = texels; \ + block->draw_mask_bits = left_mask_bits; \ + block->fb_ptr = fb_ptr; \ + block++; \ + \ + setup_sprite_tile_fetch_texel_block_8bpp(8); \ + block->r = texels; \ + block->draw_mask_bits = right_mask_bits; \ + block->fb_ptr = fb_ptr + 8; \ + block++; \ + \ + fb_ptr += 1024; \ + texture_offset += 0x10; \ + sub_tile_height--; \ + } \ + texture_offset += 0xF00; \ + psx_gpu->num_blocks = num_blocks; \ +} \ + +#define setup_sprite_tile_half_8bpp(edge) \ +{ \ + setup_sprite_tile_add_blocks(sub_tile_height * 2); \ + \ + while(sub_tile_height) \ + { \ + setup_sprite_tile_fetch_texel_block_8bpp(0); \ + block->r = texels; \ + block->draw_mask_bits = edge##_mask_bits; \ + block->fb_ptr = fb_ptr; \ + block++; \ + \ + fb_ptr += 1024; \ + texture_offset += 0x10; \ + sub_tile_height--; \ + } \ + texture_offset += 0xF00; \ + psx_gpu->num_blocks = num_blocks; \ +} \ + + +#define setup_sprite_tile_column_edge_pre_adjust_half_right() \ + texture_offset = texture_offset_base + 8; \ + fb_ptr += 8 \ + +#define setup_sprite_tile_column_edge_pre_adjust_half_left() \ + texture_offset = texture_offset_base \ + +#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \ + setup_sprite_tile_column_edge_pre_adjust_half_##edge() \ + +#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \ + texture_offset = texture_offset_base \ + +#define setup_sprite_tile_column_edge_post_adjust_half_right() \ + fb_ptr -= 8 \ + +#define setup_sprite_tile_column_edge_post_adjust_half_left() \ + +#define setup_sprite_tile_column_edge_post_adjust_half(edge) \ + setup_sprite_tile_column_edge_post_adjust_half_##edge() \ + +#define setup_sprite_tile_column_edge_post_adjust_full(edge) \ + + +#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \ +do \ +{ \ + sub_tile_height = column_data; \ + setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \ + setup_sprite_tile_##edge_mode##_##texture_mode(edge); \ + setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \ +} while(0) \ + +#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \ +do \ +{ \ + u32 tiles_remaining = column_data >> 16; \ + sub_tile_height = column_data & 0xFF; \ + setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \ + setup_sprite_tile_##edge_mode##_##texture_mode(edge); \ + tiles_remaining -= 1; \ + \ + while(tiles_remaining) \ + { \ + sub_tile_height = 16; \ + setup_sprite_tile_##edge_mode##_##texture_mode(edge); \ + tiles_remaining--; \ + } \ + \ + sub_tile_height = (column_data >> 8) & 0xFF; \ + setup_sprite_tile_##edge_mode##_##texture_mode(edge); \ + setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \ +} while(0) \ + + +#define setup_sprite_column_data_single() \ + column_data = height \ + +#define setup_sprite_column_data_multi() \ + column_data = 16 - offset_v; \ + column_data |= ((height_rounded & 0xF) + 1) << 8; \ + column_data |= (tile_height - 1) << 16 \ + + +#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \ + edge_mode, edge) \ +{ \ + setup_sprite_column_data_##multi_height(); \ + left_mask_bits = left_block_mask | right_block_mask; \ + right_mask_bits = left_mask_bits >> 8; \ + \ + setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \ + texture_mode); \ +} \ + +#define setup_sprite_tiled_advance_column() \ + texture_offset_base += 0x100; \ + if((texture_offset_base & 0xF00) == 0) \ + texture_offset_base -= (0x100 + 0xF00) \ + +#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \ + left_mode, right_mode) \ +{ \ + setup_sprite_column_data_##multi_height(); \ + s32 fb_ptr_advance_column = 16 - (1024 * height); \ + \ + tile_width -= 2; \ + left_mask_bits = left_block_mask; \ + right_mask_bits = left_mask_bits >> 8; \ + \ + setup_sprite_tile_column_height_##multi_height(left_mode, right, \ + texture_mode); \ + fb_ptr += fb_ptr_advance_column; \ + \ + left_mask_bits = 0x00; \ + right_mask_bits = 0x00; \ + \ + while(tile_width) \ + { \ + setup_sprite_tiled_advance_column(); \ + setup_sprite_tile_column_height_##multi_height(full, none, texture_mode); \ + fb_ptr += fb_ptr_advance_column; \ + tile_width--; \ + } \ + \ + left_mask_bits = right_block_mask; \ + right_mask_bits = left_mask_bits >> 8; \ + \ + setup_sprite_tiled_advance_column(); \ + setup_sprite_tile_column_height_##multi_height(right_mode, left, \ + texture_mode); \ +} \ + + +#define setup_sprite_tiled_builder(texture_mode) \ +void setup_sprite_##texture_mode(psx_gpu_struct *psx_gpu, s32 x, s32 y, \ + s32 u, s32 v, s32 width, s32 height, u32 color) \ +{ \ + s32 offset_u = u & 0xF; \ + s32 offset_v = v & 0xF; \ + \ + s32 width_rounded = offset_u + width + 15; \ + s32 height_rounded = offset_v + height + 15; \ + s32 tile_height = height_rounded / 16; \ + s32 tile_width = width_rounded / 16; \ + u32 offset_u_right = width_rounded & 0xF; \ + \ + u32 left_block_mask = ~(0xFFFF << offset_u); \ + u32 right_block_mask = 0xFFFE << offset_u_right; \ + \ + u32 left_mask_bits; \ + u32 right_mask_bits; \ + \ + u32 sub_tile_height; \ + u32 column_data; \ + \ + u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \ + ((psx_gpu->texture_mask_height & 0xF) << 4) | \ + ((psx_gpu->texture_mask_width >> 4) << 8) | \ + ((psx_gpu->texture_mask_height >> 4) << 12); \ + u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \ + ((v & 0xF0) << 8); \ + u32 texture_offset_base = texture_offset; \ + u32 control_mask; \ + \ + u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u); \ + u32 num_blocks = psx_gpu->num_blocks; \ + block_struct *block = psx_gpu->blocks + num_blocks; \ + \ + u16 *texture_block_ptr; \ + vec_8x8u texels; \ + \ + setup_sprite_tiled_initialize_##texture_mode(); \ + \ + control_mask = tile_width == 1; \ + control_mask |= (tile_height == 1) << 1; \ + control_mask |= ((left_block_mask & 0xFF) == 0xFF) << 2; \ + control_mask |= (((right_block_mask >> 8) & 0xFF) == 0xFF) << 3; \ + \ + sprites_##texture_mode++; \ + \ + switch(control_mask) \ + { \ + default: \ + case 0x0: \ + setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \ + break; \ + \ + case 0x1: \ + setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \ + break; \ + \ + case 0x2: \ + setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \ + break; \ + \ + case 0x3: \ + setup_sprite_tile_column_width_single(texture_mode, single, full, none); \ + break; \ + \ + case 0x4: \ + setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \ + break; \ + \ + case 0x5: \ + setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \ + break; \ + \ + case 0x6: \ + setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \ + break; \ + \ + case 0x7: \ + setup_sprite_tile_column_width_single(texture_mode, single, half, right);\ + break; \ + \ + case 0x8: \ + setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \ + break; \ + \ + case 0x9: \ + setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \ + break; \ + \ + case 0xA: \ + setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \ + break; \ + \ + case 0xB: \ + setup_sprite_tile_column_width_single(texture_mode, single, half, left); \ + break; \ + \ + case 0xC: \ + setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \ + break; \ + \ + case 0xE: \ + setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \ + break; \ + } \ +} \ + + +void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, + s32 width, s32 height, u32 color); +void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, + s32 width, s32 height, u32 color); +void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, + s32 width, s32 height, u32 color); + +#ifndef PANDORA_BUILD +setup_sprite_tiled_builder(4bpp); +setup_sprite_tiled_builder(8bpp); + +void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, + s32 v, s32 width, s32 height, u32 color) +{ + u32 left_offset = u & 0x7; + u32 width_rounded = width + left_offset + 7; + + u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - left_offset); + u32 right_width = width_rounded & 0x7; + u32 block_width = width_rounded / 8; + u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8); + + u32 left_mask_bits = ~(0xFF << left_offset); + u32 right_mask_bits = 0xFE << right_width; + + u32 texture_offset_base = u + (v * 1024); + u32 texture_mask = + psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024); + + u32 blocks_remaining; + u32 num_blocks = psx_gpu->num_blocks; + block_struct *block = psx_gpu->blocks + num_blocks; + + u16 *texture_page_ptr = psx_gpu->texture_page_ptr; + u16 *texture_block_ptr; + + texture_offset_base &= ~0x7; + + sprites_16bpp++; + + if(block_width == 1) + { + u32 mask_bits = left_mask_bits | right_mask_bits; + + while(height) + { + num_blocks++; + sprite_blocks++; + + if(num_blocks > MAX_BLOCKS) + { + flush_render_block_buffer(psx_gpu); + num_blocks = 1; + block = psx_gpu->blocks; + } + + texture_block_ptr = + texture_page_ptr + (texture_offset_base & texture_mask); + + load_128b(block->texels, texture_block_ptr); + block->draw_mask_bits = mask_bits; + block->fb_ptr = fb_ptr; + + block++; + + texture_offset_base += 1024; + fb_ptr += 1024; + + height--; + psx_gpu->num_blocks = num_blocks; + } + } + else + { + u32 texture_offset; + + while(height) + { + blocks_remaining = block_width - 2; + num_blocks += block_width; + sprite_blocks += block_width; + + if(num_blocks > MAX_BLOCKS) + { + flush_render_block_buffer(psx_gpu); + num_blocks = block_width; + block = psx_gpu->blocks; + } + + texture_offset = texture_offset_base; + texture_offset_base += 1024; + + texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask); + load_128b(block->texels, texture_block_ptr); + + block->draw_mask_bits = left_mask_bits; + block->fb_ptr = fb_ptr; + + texture_offset += 8; + fb_ptr += 8; + block++; + + while(blocks_remaining) + { + texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask); + load_128b(block->texels, texture_block_ptr); + + block->draw_mask_bits = 0; + block->fb_ptr = fb_ptr; + + texture_offset += 8; + fb_ptr += 8; + block++; + + blocks_remaining--; + } + + texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask); + load_128b(block->texels, texture_block_ptr); + + block->draw_mask_bits = right_mask_bits; + block->fb_ptr = fb_ptr; + + fb_ptr += fb_ptr_pitch; + block++; + + height--; + psx_gpu->num_blocks = num_blocks; + } + } +} + +#endif + +void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, + s32 v, s32 width, s32 height, u32 color) +{ + u32 right_width = ((width - 1) & 0x7) + 1; + u32 right_mask_bits = (0xFF << right_width); + u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + x; + u32 block_width = (width + 7) / 8; + u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8); + u32 blocks_remaining; + u32 num_blocks = psx_gpu->num_blocks; + block_struct *block = psx_gpu->blocks + num_blocks; + + u32 color_r = color & 0xFF; + u32 color_g = (color >> 8) & 0xFF; + u32 color_b = (color >> 16) & 0xFF; + vec_8x16u colors; + vec_8x16u right_mask; + vec_8x16u test_mask = psx_gpu->test_mask; + vec_8x16u zero_mask; + + sprites_untextured++; + + color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10); + + dup_8x16b(colors, color); + dup_8x16b(zero_mask, 0x00); + dup_8x16b(right_mask, right_mask_bits); + tst_8x16b(right_mask, right_mask, test_mask); + + while(height) + { + blocks_remaining = block_width - 1; + num_blocks += block_width; + sprite_blocks += block_width; + + if(num_blocks > MAX_BLOCKS) + { + flush_render_block_buffer(psx_gpu); + num_blocks = block_width; + block = psx_gpu->blocks; + } + + while(blocks_remaining) + { + block->pixels = colors; + block->draw_mask = zero_mask; + block->fb_ptr = fb_ptr; + + fb_ptr += 8; + block++; + blocks_remaining--; + } + + block->pixels = colors; + block->draw_mask = right_mask; + block->fb_ptr = fb_ptr; + + block++; + fb_ptr += fb_ptr_pitch; + + height--; + psx_gpu->num_blocks = num_blocks; + } +} + + + +#define setup_sprite_blocks_switch_textured(texture_mode) \ + setup_sprite_##texture_mode \ + +#define setup_sprite_blocks_switch_untextured(texture_mode) \ + setup_sprite_untextured \ + +#define setup_sprite_blocks_switch(texturing, texture_mode) \ + setup_sprite_blocks_switch_##texturing(texture_mode) \ + + +#define texture_sprite_blocks_switch_4bpp() \ + texture_blocks_untextured \ + +#define texture_sprite_blocks_switch_8bpp() \ + texture_sprite_blocks_8bpp \ + +#define texture_sprite_blocks_switch_16bpp() \ + texture_blocks_untextured \ + +#define texture_sprite_blocks_switch_untextured(texture_mode) \ + texture_blocks_untextured \ + +#define texture_sprite_blocks_switch_textured(texture_mode) \ + texture_sprite_blocks_switch_##texture_mode() \ + +#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blending, modulation) \ +{ \ + setup_sprite_blocks_switch(texturing, texture_mode), \ + texture_sprite_blocks_switch_##texturing(texture_mode), \ + shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \ + mask_evaluate), \ + blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \ +} \ + +#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blending) \ + render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blending, modulated), \ + render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blending, unmodulated) \ + +#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing) \ + render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, unblended), \ + render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blended) \ + +#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering) \ + render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, untextured), \ + render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, textured) \ + +#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \ + mask_evaluate, shading) \ + render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \ + mask_evaluate, shading, undithered), \ + render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \ + mask_evaluate, shading, dithered) \ + +#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \ + blend_mode, mask_evaluate) \ + render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \ + mask_evaluate, unshaded), \ + render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \ + mask_evaluate, shaded) \ + +#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \ + render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \ + off), \ + render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \ + on) \ + +#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \ + render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \ + render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \ + render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \ + render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \ + +#define render_sprite_blocks_switch_block() \ + render_sprite_blocks_switch_block_texture_mode(4bpp), \ + render_sprite_blocks_switch_block_texture_mode(8bpp), \ + render_sprite_blocks_switch_block_texture_mode(16bpp), \ + render_sprite_blocks_switch_block_texture_mode(4bpp) \ + + +render_block_handler_struct render_sprite_block_handlers[] = +{ + render_sprite_blocks_switch_block() +}; + + +void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v, + s32 width, s32 height, u32 flags, u32 color) +{ + s32 x_right = x + width - 1; + s32 y_bottom = y + height - 1; + + if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right, + y_bottom) == 0) + { + return; + } + + if(x < psx_gpu->viewport_start_x) + { + u32 clip = psx_gpu->viewport_start_x - x; + x += clip; + u += clip; + width -= clip; + } + + if(y < psx_gpu->viewport_start_y) + { + s32 clip = psx_gpu->viewport_start_y - y; + y += clip; + v += clip; + height -= clip; + } + + if(x_right > psx_gpu->viewport_end_x) + width -= x_right - psx_gpu->viewport_end_x; + + if(y_bottom > psx_gpu->viewport_end_y) + height -= y_bottom - psx_gpu->viewport_end_y; + + if((width <= 0) || (height <= 0)) + return; + + sprites++; + + span_pixels += width * height; + spans += height; + + u32 render_state = flags & + (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND | + RENDER_FLAGS_TEXTURE_MAP); + render_state |= + (psx_gpu->render_state_base & ~RENDER_STATE_DITHER); + + if((psx_gpu->render_state != render_state) || + (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)) + { + psx_gpu->render_state = render_state; + flush_render_block_buffer(psx_gpu); + state_changes++; + } + + psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE; + + color &= 0xFFFFFF; + + if(psx_gpu->triangle_color != color) + { + flush_render_block_buffer(psx_gpu); + psx_gpu->triangle_color = color; + } + + if(color == 0x808080) + render_state |= RENDER_FLAGS_MODULATE_TEXELS; + + render_block_handler_struct *render_block_handler = + &(render_sprite_block_handlers[render_state]); + psx_gpu->render_block_handler = render_block_handler; + + ((setup_sprite_function_type *)render_block_handler->setup_blocks) + (psx_gpu, x, y, u, v, width, height, color); +} + +#define draw_pixel_line_mask_evaluate_yes() \ + if(*vram_ptr & 0x8000) \ + +#define draw_pixel_line_mask_evaluate_no() \ + + +#define draw_pixel_line_shaded() \ +{ \ + color_r = fixed_to_int(current_r); \ + color_g = fixed_to_int(current_g); \ + color_b = fixed_to_int(current_b); \ + \ + current_r += gradient_r; \ + current_g += gradient_g; \ + current_b += gradient_b; \ +} \ + +#define draw_pixel_line_unshaded() \ +{ \ + color_r = color & 0xFF; \ + color_g = (color >> 8) & 0xFF; \ + color_b = (color >> 16) & 0xFF; \ +} \ + + +#define draw_pixel_line_dithered(_x, _y) \ +{ \ + u32 dither_xor = _x ^ _y; \ + s32 dither_offset = (dither_xor >> 1) & 0x1; \ + dither_offset |= (_y & 0x1) << 1; \ + dither_offset |= (dither_xor & 0x1) << 2; \ + dither_offset -= 4; \ + \ + color_r += dither_offset; \ + color_g += dither_offset; \ + color_b += dither_offset; \ + \ + if(color_r < 0) \ + color_r = 0; \ + \ + if(color_g < 0) \ + color_g = 0; \ + \ + if(color_b < 0) \ + color_b = 0; \ + \ + if(color_r > 255) \ + color_r = 255; \ + \ + if(color_g > 255) \ + color_g = 255; \ + \ + if(color_b > 255) \ + color_b = 255; \ +} \ + +#define draw_pixel_line_undithered(_x, _y) \ + + +#define draw_pixel_line_average() \ + color_r = (color_r + fb_r) / 2; \ + color_g = (color_g + fb_g) / 2; \ + color_b = (color_b + fb_b) / 2 \ + +#define draw_pixel_line_add() \ + color_r += fb_r; \ + color_g += fb_g; \ + color_b += fb_b; \ + \ + if(color_r > 31) \ + color_r = 31; \ + \ + if(color_g > 31) \ + color_g = 31; \ + \ + if(color_b > 31) \ + color_b = 31 \ + \ + +#define draw_pixel_line_subtract() \ + color_r = fb_r - color_r; \ + color_g = fb_g - color_g; \ + color_b = fb_b - color_b; \ + \ + if(color_r < 0) \ + color_r = 0; \ + \ + if(color_g < 0) \ + color_g = 0; \ + \ + if(color_b < 0) \ + color_b = 0 \ + +#define draw_pixel_line_add_fourth() \ + color_r = fb_r + (color_r / 4); \ + color_g = fb_g + (color_g / 4); \ + color_b = fb_b + (color_b / 4); \ + \ + if(color_r > 31) \ + color_r = 31; \ + \ + if(color_g > 31) \ + color_g = 31; \ + \ + if(color_b > 31) \ + color_b = 31 \ + + +#define draw_pixel_line_blended(blend_mode) \ + s32 fb_pixel = *vram_ptr; \ + s32 fb_r = fb_pixel & 0x1F; \ + s32 fb_g = (fb_pixel >> 5) & 0x1F; \ + s32 fb_b = (fb_pixel >> 10) & 0x1F; \ + \ + draw_pixel_line_##blend_mode() \ + +#define draw_pixel_line_unblended(blend_mode) \ + + +#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \ + blend_mode) \ + if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \ + (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \ + { \ + draw_pixel_line_mask_evaluate_##mask_evaluate() \ + { \ + draw_pixel_line_##shading(); \ + draw_pixel_line_##dithering(_x, _y); \ + \ + color_r >>= 3; \ + color_g >>= 3; \ + color_b >>= 3; \ + \ + draw_pixel_line_##blending(blend_mode); \ + \ + *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \ + psx_gpu->mask_msb; \ + } \ + } \ + +#define update_increment(value) \ + value++ \ + +#define update_decrement(value) \ + value-- \ + +#define update_vram_row_increment(value) \ + vram_ptr += 1024 \ + +#define update_vram_row_decrement(value) \ + vram_ptr -= 1024 \ + +#define compare_increment(a, b) \ + (a <= b) \ + +#define compare_decrement(a, b) \ + (a >= b) \ + +#define set_line_gradients(minor) \ +{ \ + s32 gradient_divisor = delta_##minor; \ + gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \ + gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \ + gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \ + current_r = fixed_center(vertex_a->r); \ + current_g = fixed_center(vertex_a->g); \ + current_b = fixed_center(vertex_a->b); \ +} + +#define draw_line_span_horizontal(direction, shading, blending, dithering, \ + mask_evaluate, blend_mode) \ +do \ +{ \ + error_step = delta_y * 2; \ + error_wrap = delta_x * 2; \ + error = delta_x; \ + \ + current_y = y_a; \ + set_line_gradients(x); \ + \ + for(current_x = x_a; current_x <= x_b; current_x++) \ + { \ + draw_pixel_line(current_x, current_y, shading, blending, dithering, \ + mask_evaluate, blend_mode); \ + error += error_step; \ + vram_ptr++; \ + \ + if(error >= error_wrap) \ + { \ + update_##direction(current_y); \ + update_vram_row_##direction(); \ + error -= error_wrap; \ + } \ + } \ +} while(0) \ + +#define draw_line_span_vertical(direction, shading, blending, dithering, \ + mask_evaluate, blend_mode) \ +do \ +{ \ + error_step = delta_x * 2; \ + error_wrap = delta_y * 2; \ + error = delta_y; \ + \ + current_x = x_a; \ + set_line_gradients(y); \ + \ + for(current_y = y_a; compare_##direction(current_y, y_b); \ + update_##direction(current_y)) \ + { \ + draw_pixel_line(current_x, current_y, shading, blending, dithering, \ + mask_evaluate, blend_mode); \ + error += error_step; \ + update_vram_row_##direction(); \ + \ + if(error > error_wrap) \ + { \ + vram_ptr++; \ + current_x++; \ + error -= error_wrap; \ + } \ + } \ +} while(0) \ + + +#define render_line_body(shading, blending, dithering, mask_evaluate, \ + blend_mode) \ + if(delta_y < 0) \ + { \ + delta_y *= -1; \ + \ + if(delta_y >= 512) \ + return; \ + \ + if(delta_x > delta_y) \ + { \ + draw_line_span_horizontal(decrement, shading, blending, dithering, \ + mask_evaluate, blend_mode); \ + } \ + else \ + { \ + draw_line_span_vertical(decrement, shading, blending, dithering, \ + mask_evaluate, blend_mode); \ + } \ + } \ + else \ + { \ + if(delta_y >= 512) \ + return; \ + \ + if(delta_x > delta_y) \ + { \ + draw_line_span_horizontal(increment, shading, blending, dithering, \ + mask_evaluate, blend_mode); \ + } \ + else \ + { \ + draw_line_span_vertical(increment, shading, blending, dithering, \ + mask_evaluate, blend_mode); \ + } \ + } \ + + +void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags, + u32 color) +{ + s32 color_r, color_g, color_b; + u32 triangle_winding = 0; + + fixed_type gradient_r = 0; + fixed_type gradient_g = 0; + fixed_type gradient_b = 0; + fixed_type current_r = 0; + fixed_type current_g = 0; + fixed_type current_b = 0; + + s32 y_a, y_b; + s32 x_a, x_b; + + s32 delta_x, delta_y; + + s32 current_x; + s32 current_y; + + u32 error_step; + u32 error; + u32 error_wrap; + + u16 *vram_ptr; + + flush_render_block_buffer(psx_gpu); + psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE; + + vertex_struct *vertex_a = &(vertexes[0]); + vertex_struct *vertex_b = &(vertexes[1]); + + u32 control_mask; + + lines++; + + if(vertex_a->x >= vertex_b->x) + { + vertex_swap(vertex_a, vertex_b); + } + + x_a = vertex_a->x; + x_b = vertex_b->x; + + y_a = vertex_a->y; + y_b = vertex_b->y; + + delta_x = x_b - x_a; + delta_y = y_b - y_a; + + if(delta_x >= 1024) + return; + + flags &= ~RENDER_FLAGS_TEXTURE_MAP; + + vram_ptr = psx_gpu->vram_ptr + (y_a * 1024) + x_a; + + control_mask = 0x0; + + if(flags & RENDER_FLAGS_SHADE) + control_mask |= 0x1; + + if(flags & RENDER_FLAGS_BLEND) + { + control_mask |= 0x2; + control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4; + } + + if(psx_gpu->render_state_base & RENDER_STATE_DITHER) + control_mask |= 0x4; + + if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE) + control_mask |= 0x8; + + switch(control_mask) + { + case 0x0: + render_line_body(unshaded, unblended, undithered, no, none); + break; + + case 0x1: + render_line_body(shaded, unblended, undithered, no, none); + break; + + case 0x2: + render_line_body(unshaded, blended, undithered, no, average); + break; + + case 0x3: + render_line_body(shaded, blended, undithered, no, average); + break; + + case 0x4: + render_line_body(unshaded, unblended, dithered, no, none); + break; + + case 0x5: + render_line_body(shaded, unblended, dithered, no, none); + break; + + case 0x6: + render_line_body(unshaded, blended, dithered, no, average); + break; + + case 0x7: + render_line_body(shaded, blended, dithered, no, average); + break; + + case 0x8: + render_line_body(unshaded, unblended, undithered, yes, none); + break; + + case 0x9: + render_line_body(shaded, unblended, undithered, yes, none); + break; + + case 0xA: + render_line_body(unshaded, blended, undithered, yes, average); + break; + + case 0xB: + render_line_body(shaded, blended, undithered, yes, average); + break; + + case 0xC: + render_line_body(unshaded, unblended, dithered, yes, none); + break; + + case 0xD: + render_line_body(shaded, unblended, dithered, yes, none); + break; + + case 0xE: + render_line_body(unshaded, blended, dithered, yes, average); + break; + + case 0xF: + render_line_body(shaded, blended, dithered, yes, average); + break; + + case 0x12: + render_line_body(unshaded, blended, undithered, no, add); + break; + + case 0x13: + render_line_body(shaded, blended, undithered, no, add); + break; + + case 0x16: + render_line_body(unshaded, blended, dithered, no, add); + break; + + case 0x17: + render_line_body(shaded, blended, dithered, no, add); + break; + + case 0x1A: + render_line_body(unshaded, blended, undithered, yes, add); + break; + + case 0x1B: + render_line_body(shaded, blended, undithered, yes, add); + break; + + case 0x1E: + render_line_body(unshaded, blended, dithered, yes, add); + break; + + case 0x1F: + render_line_body(shaded, blended, dithered, yes, add); + break; + + case 0x22: + render_line_body(unshaded, blended, undithered, no, subtract); + break; + + case 0x23: + render_line_body(shaded, blended, undithered, no, subtract); + break; + + case 0x26: + render_line_body(unshaded, blended, dithered, no, subtract); + break; + + case 0x27: + render_line_body(shaded, blended, dithered, no, subtract); + break; + + case 0x2A: + render_line_body(unshaded, blended, undithered, yes, subtract); + break; + + case 0x2B: + render_line_body(shaded, blended, undithered, yes, subtract); + break; + + case 0x2E: + render_line_body(unshaded, blended, dithered, yes, subtract); + break; + + case 0x2F: + render_line_body(shaded, blended, dithered, yes, subtract); + break; + + case 0x32: + render_line_body(unshaded, blended, undithered, no, add_fourth); + break; + + case 0x33: + render_line_body(shaded, blended, undithered, no, add_fourth); + break; + + case 0x36: + render_line_body(unshaded, blended, dithered, no, add_fourth); + break; + + case 0x37: + render_line_body(shaded, blended, dithered, no, add_fourth); + break; + + case 0x3A: + render_line_body(unshaded, blended, undithered, yes, add_fourth); + break; + + case 0x3B: + render_line_body(shaded, blended, undithered, yes, add_fourth); + break; + + case 0x3E: + render_line_body(unshaded, blended, dithered, yes, add_fourth); + break; + + case 0x3F: + render_line_body(shaded, blended, dithered, yes, add_fourth); + break; + } +} + + +void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y, + u32 width, u32 height) +{ + invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1); + +#ifndef PANDORA_BUILD + u32 r = color & 0xFF; + u32 g = (color >> 8) & 0xFF; + u32 b = (color >> 16) & 0xFF; + u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10); + + u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024); + u32 draw_x, draw_y; + + for(draw_y = 0; draw_y < height; draw_y++) + { + for(draw_x = 0; draw_x < width; draw_x++) + { + vram_ptr[draw_x] = color_16bpp; + } + + vram_ptr += 1024; + } +#else + void render_block_fill_body(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y, + u32 width, u32 height); + + render_block_fill_body(psx_gpu, color, x, y, width, height); +#endif +} + +void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y, + u32 width, u32 height, u32 pitch) +{ + u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024); + u32 draw_x, draw_y; + + invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1); + + //printf("copy for %d, %d\n", width, height); + + for(draw_y = 0; draw_y < height; draw_y++) + { + for(draw_x = 0; draw_x < width; draw_x++) + { + vram_ptr[draw_x] = source[draw_x]; + } + + source += pitch; + vram_ptr += 1024; + } +} + +void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y, + u32 dest_x, u32 dest_y, u32 width, u32 height) +{ + render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024), + dest_x, dest_y, width, height, 1024); +} + + +void initialize_reciprocal_table(void) +{ + u32 height; + u32 height_normalized; + u32 height_reciprocal; + s32 shift; + + for(height = 1; height < 512; height++) + { + shift = __builtin_clz(height); + height_normalized = height << shift; + height_reciprocal = ((1ULL << 50) + (height_normalized - 1)) / + height_normalized; + + shift = 32 - (50 - shift); + + reciprocal_table[height] = (height_reciprocal << 12) | shift; + } +} + + +#define dither_table_row(a, b, c, d) \ + ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \ + +void initialize_psx_gpu(psx_gpu_struct *psx_gpu) +{ + vec_8x16u test_mask = + { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } }; + + psx_gpu->test_mask = test_mask; + + psx_gpu->pixel_count_mode = 0; + psx_gpu->pixel_compare_mode = 0; + + psx_gpu->vram_pixel_counts_a = malloc(sizeof(u8) * 1024 * 512); + psx_gpu->vram_pixel_counts_b = malloc(sizeof(u8) * 1024 * 512); + memset(psx_gpu->vram_pixel_counts_a, 0, sizeof(u8) * 1024 * 512); + memset(psx_gpu->vram_pixel_counts_b, 0, sizeof(u8) * 1024 * 512); + psx_gpu->compare_vram = malloc(sizeof(u16) * 1024 * 512); + + psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF; + psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF; + psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF; + psx_gpu->viewport_mask = 0; + psx_gpu->current_texture_page = 0; + psx_gpu->current_texture_mask = 0; + psx_gpu->last_8bpp_texture_page = 0; + + psx_gpu->clut_settings = 0; + psx_gpu->texture_settings = 0; + psx_gpu->render_state = 0; + psx_gpu->render_state_base = 0; + psx_gpu->num_blocks = 0; + + psx_gpu->vram_ptr = psx_gpu->_vram; + + psx_gpu->texture_page_ptr = psx_gpu->vram_ptr; + psx_gpu->clut_ptr = psx_gpu->vram_ptr; + + psx_gpu->mask_msb = 0; + + memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512); + + initialize_reciprocal_table(); + + // 00 01 10 11 + // 00 0 4 1 5 + // 01 6 2 7 3 + // 10 1 5 0 4 + // 11 7 3 6 2 + // (minus ones(4) * 4) + + // d0: (1 3 5 7): x1 ^ y1 + // d1: (2 3 6 7): y0 + // d2: (4 5 6 7): x0 ^ y0 + + + psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1); + psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1); + psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0); + psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2); + + psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN; +} + +u64 get_us(void) +{ + struct timeval tv; + gettimeofday(&tv, NULL); + + return (tv.tv_sec * 1000000ULL) + tv.tv_usec; +} + +#ifdef PANDORA_BUILD + +u32 get_counter() +{ + u32 counter; + __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter)); + + return counter; +} + +void init_counter(void) +{ + u32 value; + asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value)); + value |= 5; // master enable, ccnt reset + value &= ~8; // ccnt divider 0 + asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value)); + // enable cycle counter + asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31)); +} + +void triangle_benchmark(psx_gpu_struct *psx_gpu) +{ + u32 i; + + u32 ticks; + u32 ticks_elapsed; + + const u32 iterations = 500000; + + psx_gpu->num_blocks = 64; + psx_gpu->clut_ptr = psx_gpu->vram_ptr; + + for(i = 0; i < 64; i++) + { + memset(&(psx_gpu->blocks[i].r), 0, 16); + } + + init_counter(); + + ticks = get_counter(); + + for(i = 0; i < iterations; i++) + { + texture_sprite_blocks_8bpp(psx_gpu); + } + + ticks_elapsed = get_counter() - ticks; + + printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64)); +} + +#endif + diff --git a/plugins/gpu_neon/psx_gpu/psx_gpu.h b/plugins/gpu_neon/psx_gpu/psx_gpu.h new file mode 100644 index 00000000..15d94696 --- /dev/null +++ b/plugins/gpu_neon/psx_gpu/psx_gpu.h @@ -0,0 +1,241 @@ +/* + * Copyright (C) 2011 Gilead Kutnick "Exophase" + * + * 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. + */ + +#ifndef PSX_GPU_H +#define PSX_GPU_H + +typedef enum +{ + PRIMITIVE_TYPE_TRIANGLE = 0, + PRIMITIVE_TYPE_SPRITE = 1, + PRIMITIVE_TYPE_LINE = 2, + PRIMITIVE_TYPE_UNKNOWN = 3 +} primitive_type_enum; + +typedef enum +{ + TEXTURE_MODE_4BPP = 0, + TEXTURE_MODE_8BPP = 1, + TEXTURE_MODE_16BPP = 2 +} texture_mode_enum; + +typedef enum +{ + BLEND_MODE_AVERAGE = 0, + BLEND_MODE_ADD = 1, + BLEND_MODE_SUBTRACT = 2, + BLEND_MODE_ADD_FOURTH = 3 +} blend_mode_enum; + +typedef enum +{ + RENDER_FLAGS_MODULATE_TEXELS = 0x1, + RENDER_FLAGS_BLEND = 0x2, + RENDER_FLAGS_TEXTURE_MAP = 0x4, + RENDER_FLAGS_QUAD = 0x8, + RENDER_FLAGS_SHADE = 0x10, +} render_flags_enum; + +typedef enum +{ + RENDER_STATE_DITHER = 0x8, + RENDER_STATE_MASK_EVALUATE = 0x20, +} render_state_enum; + +typedef struct +{ + u16 left_x; + u16 num_blocks; + u16 right_mask; + u16 y; +} edge_data_struct; + +// 64 bytes total +typedef struct +{ + // 16 bytes + union + { + vec_8x16u uv; + vec_8x16u texels; + vec_8x16u draw_mask; + }; + + // 24 bytes + union + { + struct + { + vec_8x8u r; + vec_8x8u g; + vec_8x8u b; + }; + + vec_8x16u pixels; + }; + + // 8 bytes + u32 draw_mask_bits; + u16 *fb_ptr; + + // 16 bytes + vec_8x16u dither_offsets; +} block_struct; + +#define MAX_SPANS 512 +#define MAX_BLOCKS 64 +#define MAX_BLOCKS_PER_ROW 128 + +#define SPAN_DATA_BLOCKS_SIZE 32 + +typedef struct render_block_handler_struct render_block_handler_struct; + +typedef struct +{ + // 144 bytes + vec_8x16u test_mask; + + vec_4x32u uvrg; + vec_4x32u uvrg_dx; + vec_4x32u uvrg_dy; + + vec_4x32u u_block_span; + vec_4x32u v_block_span; + vec_4x32u r_block_span; + vec_4x32u g_block_span; + vec_4x32u b_block_span; + + // 72 bytes + u32 b; + u32 b_dy; + + u32 triangle_area; + + u32 texture_window_settings; + u32 current_texture_mask; + u32 viewport_mask; + u32 dirty_textures_4bpp_mask; + u32 dirty_textures_8bpp_mask; + u32 dirty_textures_8bpp_alternate_mask; + + u32 triangle_color; + u32 primitive_color; + + u32 dither_table[4]; + + struct render_block_handler_struct *render_block_handler; + void *texture_page_ptr; + u16 *clut_ptr; + u16 *vram_ptr; + + // 26 bytes + u16 render_state_base; + u16 render_state; + + u16 num_spans; + u16 num_blocks; + + s16 offset_x; + s16 offset_y; + + u16 clut_settings; + u16 texture_settings; + + s16 viewport_start_x; + s16 viewport_start_y; + s16 viewport_end_x; + s16 viewport_end_y; + + u16 mask_msb; + + // 8 bytes + u8 triangle_winding; + + u8 display_area_draw_enable; + + u8 current_texture_page; + u8 last_8bpp_texture_page; + + u8 texture_mask_width; + u8 texture_mask_height; + u8 texture_window_x; + u8 texture_window_y; + + u8 primitive_type; + + // Align up to 64 byte boundary to keep the upcoming buffers cache line + // aligned + u8 reserved_a[1]; + + // 8KB + block_struct blocks[MAX_BLOCKS_PER_ROW]; + + // 14336 bytes + vec_4x32u span_uvrg_offset[MAX_SPANS]; + edge_data_struct span_edge_data[MAX_SPANS]; + u32 span_b_offset[MAX_SPANS]; + + u16 _vram[1024 * 512]; + u8 texture_4bpp_cache[32][256 * 256]; + u8 texture_8bpp_even_cache[16][256 * 256]; + u8 texture_8bpp_odd_cache[16][256 * 256]; + + u32 pixel_count_mode; + u32 pixel_compare_mode; + + u8 *vram_pixel_counts_a; + u8 *vram_pixel_counts_b; + u16 *compare_vram; +} psx_gpu_struct; + +typedef struct __attribute__((aligned(16))) +{ + u8 u; + u8 v; + + u8 r; + u8 g; + u8 b; + + u8 reserved[3]; + + s16 x; + s16 y; +} vertex_struct; + +void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y, + u32 width, u32 height); +void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y, + u32 width, u32 height, u32 pitch); +void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y, + u32 dest_x, u32 dest_y, u32 width, u32 height); + +void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, + u32 flags); +void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v, + s32 width, s32 height, u32 flags, u32 color); +void render_line(psx_gpu_struct *gpu, vertex_struct *vertexes, u32 flags, + u32 color); + +u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2); + +void flush_render_block_buffer(psx_gpu_struct *psx_gpu); + +void initialize_psx_gpu(psx_gpu_struct *psx_gpu); +void gpu_parse(psx_gpu_struct *psx_gpu, u32 *list, u32 size); + +void triangle_benchmark(psx_gpu_struct *psx_gpu); + +#endif + diff --git a/plugins/gpu_neon/psx_gpu/psx_gpu_arm_neon.S b/plugins/gpu_neon/psx_gpu/psx_gpu_arm_neon.S new file mode 100644 index 00000000..381f3a9e --- /dev/null +++ b/plugins/gpu_neon/psx_gpu/psx_gpu_arm_neon.S @@ -0,0 +1,5438 @@ +/* + * Copyright (C) 2011 Gilead Kutnick "Exophase" + * + * 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. + */ + +#define MAX_SPANS 512 +#define MAX_BLOCKS 64 +#define MAX_BLOCKS_PER_ROW 128 + +#define psx_gpu_test_mask_offset 0 +#define psx_gpu_uvrg_offset 16 +#define psx_gpu_uvrg_dx_offset 32 +#define psx_gpu_uvrg_dy_offset 48 +#define psx_gpu_u_block_span_offset 64 +#define psx_gpu_v_block_span_offset 80 +#define psx_gpu_r_block_span_offset 96 +#define psx_gpu_g_block_span_offset 112 +#define psx_gpu_b_block_span_offset 128 + +#define psx_gpu_b_dx_offset 132 + +#define psx_gpu_b_offset 144 +#define psx_gpu_b_dy_offset 148 +#define psx_gpu_triangle_area_offset 152 +#define psx_gpu_texture_window_settings_offset 156 +#define psx_gpu_current_texture_mask_offset 160 +#define psx_gpu_viewport_mask_offset 164 +#define psx_gpu_dirty_textures_4bpp_mask_offset 168 +#define psx_gpu_dirty_textures_8bpp_mask_offset 172 +#define psx_gpu_dirty_textures_8bpp_alternate_mask_offset 176 +#define psx_gpu_triangle_color_offset 180 +#define psx_gpu_primitive_color_offset 184 +#define psx_gpu_dither_table_offset 188 +#define psx_gpu_render_block_handler_offset 204 +#define psx_gpu_texture_page_ptr_offset 208 +#define psx_gpu_clut_ptr_offset 212 +#define psx_gpu_vram_ptr_offset 216 + +#define psx_gpu_render_state_base_offset 220 +#define psx_gpu_render_state_offset 222 +#define psx_gpu_num_spans_offset 224 +#define psx_gpu_num_blocks_offset 226 +#define psx_gpu_offset_x_offset 228 +#define psx_gpu_offset_y_offset 230 +#define psx_gpu_clut_settings_offset 232 +#define psx_gpu_texture_settings_offset 234 +#define psx_gpu_viewport_start_x_offset 236 +#define psx_gpu_viewport_start_y_offset 238 +#define psx_gpu_viewport_end_x_offset 240 +#define psx_gpu_viewport_end_y_offset 242 +#define psx_gpu_mask_msb_offset 244 + +#define psx_gpu_triangle_winding_offset 246 +#define psx_gpu_display_area_draw_enable_offset 247 +#define psx_gpu_current_texture_page_offset 248 +#define psx_gpu_last_8bpp_texture_page_offset 249 +#define psx_gpu_texture_mask_width_offset 250 +#define psx_gpu_texture_mask_height_offset 251 +#define psx_gpu_texture_window_x_offset 252 +#define psx_gpu_texture_window_y_offset 253 +#define psx_gpu_primitive_type_offset 254 + +#define psx_gpu_reserved_a_offset 255 + +#define psx_gpu_blocks_offset 0x0100 +#define psx_gpu_span_uvrg_offset_offset 0x2100 +#define psx_gpu_span_edge_data_offset 0x4100 +#define psx_gpu_span_b_offset_offset 0x5100 + +#define psx_gpu__vram_offset 0x005900 + +#define edge_data_left_x_offset 0 +#define edge_data_num_blocks_offset 2 +#define edge_data_right_mask_offset 4 +#define edge_data_y_offset 6 + + +#define psx_gpu r0 +#define v_a r1 +#define v_b r2 +#define v_c r3 + +#define x0 r4 +#define x1 r5 +#define x2 r6 +#define x0_x1 r5 +#define x1_x2 r6 +#define y0 r7 +#define y1 r8 +#define y2 r9 +#define y0_y1 r7 +#define y1_y2 r8 +#define b0 r9 +#define b1 r10 +#define b2 r11 +#define b0_b1 r10 +#define b1_b2 r11 + + +#define area_r_s r5 + +#define g_bx0 r2 +#define g_bx r3 +#define g_bx2 r4 +#define g_bx3 r5 +#define b_base r6 +#define g_by r8 + +#define gs_bx r7 +#define gs_by r10 + +#define ga_bx g_bx +#define ga_by g_by + +#define gw_bx_h g_bx +#define gw_by_h g_by + +#define gw_bx_l r11 +#define gw_by_l gw_bx_l + +#define store_a r0 +#define store_b r1 +#define store_inc r5 + + +#define v0 q0 +#define uvrgb0 d0 +#define x0_y0 d1 + +#define v1 q1 +#define uvrgb1 d2 +#define x1_y1 d3 + +#define v2 q2 +#define uvrgb2 d4 +#define x2_y2 d5 + +#define x0_ab q3 +#define uvrg_xxxx0 q3 +#define uvrg0 d6 +#define xxxx0 d7 + +#define x1_ab q4 +#define uvrg_xxxx1 q4 +#define uvrg1 d8 +#define xxxx1 d9 + +#define x2_ab q5 +#define uvrg_xxxx2 q5 +#define uvrg2 d10 +#define xxxx2 d11 + +#define y0_ab q6 +#define yyyy_uvrg0 q6 +#define yyyy0 d12 +#define uvrg0b d13 + +#define y1_ab q7 +#define yyyy_uvrg1 q7 +#define yyyy1 d14 +#define uvrg1b d15 + +#define y2_ab q8 +#define yyyy_uvrg2 q8 +#define yyyy2 d16 +#define uvrg2b d17 + +#define d0_ab q9 +#define d0_a d18 +#define d0_b d19 + +#define d1_ab q10 +#define d1_a d20 +#define d1_b d21 + +#define d2_ab q11 +#define d2_a d22 +#define d2_b d23 + +#define d3_ab q12 +#define d3_a d24 +#define d3_b d25 + +#define ga_uvrg_x q1 +#define ga_uvrg_y q4 + +#define dx x0_x1 +#define dy y0_y1 +#define db b0_b1 + +#define uvrg_base q11 + +#define gs_uvrg_x q5 +#define gs_uvrg_y q6 + +#define g_uvrg_x q1 +#define ga_uv_x d2 +#define g_uv_x d2 +#define ga_rg_x d3 +#define g_rg_x d3 + +#define g_uvrg_y q4 +#define ga_uv_y d8 +#define g_uv_y d8 +#define ga_rg_y d9 +#define g_rg_y d9 + +#define gw_uv_x q1 +#define gw_rg_x q2 +#define gw_uv_y q4 +#define gw_rg_y q3 + +#define w_mask q9 +#define w_mask_l d18 + +#define r_shift q10 + +#define uvrg_dx0 q0 +#define uvrg_dx0l d0 +#define uvrg_dx0h d1 + +#define uvrg_dx1 q1 +#define uvrg_dx1l d2 +#define uvrg_dx1h d3 + +#define uvrg_dx2 q2 +#define uvrg_dx2l d4 +#define uvrg_dx2h d5 + +#define uvrg_dx3 q3 +#define uvrg_dx3l d6 +#define uvrg_dx3h d7 + + +.align 4 + +#define function(name) \ + .global name; \ + name: \ + +@ r0: psx_gpu +@ r1: v_a +@ r2: v_b +@ r3: v_c + +function(compute_all_gradients) + // First compute the triangle area reciprocal and shift. The division will + // happen concurrently with much of the work which follows. + @ r12 = psx_gpu->triangle_area + ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ] + stmdb sp!, { r4 - r11, lr } + + @ load exponent of 62 into upper half of double + movw r4, #0 + clz r14, r12 @ r14 = shift + + movt r4, #((62 + 1023) << 4) + mov r12, r12, lsl r14 @ r12 = triangle_area_normalized + + @ load area normalized into lower half of double + mov r5, r12, lsr #10 + vmov.f64 d30, r5, r4 @ d30 = (1 << 62) + ta_n + + movt r4, #((1022 + 31) << 4) + mov r5, r12, lsl #20 + + add r4, r4, r12, lsr #11 + vmov.f64 d31, r5, r4 + + vdiv.f64 d30, d30, d31 @ d30 = ((1 << 62) + ta_n) / ta_n + + // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) = + // ( d0 * d1 ) - ( d2 * d3 ) = + // ( m0 ) - ( m1 ) = gradient + + // This is split to do 12 elements at a time over three sets: a, b, and c. + // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so + // two of the slots are unused. + + // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as + // is g. + + // First type is: uvrg bxxx xxxx + // Second type is: yyyy ybyy uvrg + // Since x_a and y_c are the same the same variable is used for both. + + vld1.u32 { v0 }, [ v_a, : 128 ] @ v0 = { uvrg0, b0, x0, y0 } + ldrsh x0, [ v_a, #8 ] @ load x0 + + vld1.u32 { v1 }, [ v_b, : 128 ] @ v1 = { uvrg1, b1, x1, y1} + ldrh x1, [ v_b, #8 ] @ load x1 + + vld1.u32 { v2 }, [ v_c, : 128 ] @ v2 = { uvrg2, b2, x2, y2 } + ldrh x2, [ v_c, #8 ] @ load x2 + + vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- } + ldrh y0, [ v_a, #10 ] @ load y0 + + vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- } + ldrh y1, [ v_b, #10 ] @ load y1 + + vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- } + ldrh y2, [ v_c, #10 ] @ load y2 + + vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 } + vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 } + + orr x1_x2, x1, x2, lsl #16 @ x1_x2 = { x1, x2 } + pkhbt x0_x1, x0, x1, lsl #16 @ x0_x1 = { x0, x1 } + + vmov.u8 uvrg1b, uvrg1 @ uvrg1b = { uv1, rg1 } + vdup.u16 xxxx1, x1_y1[0] @ xxxx1 = { xx1, xx1 } + + vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 } + vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 } + + ldrb b2, [ v_c, #4 ] @ load b2 + orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 } + + ldrb b1, [ v_b, #4 ] @ load b1 + orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 } + + vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 } + vsub.s16 d0_ab, x1_ab, x0_ab + + ldrb b0, [ v_a, #4 ] @ load b0 + orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 } + + vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 } + vsub.s16 d2_ab, x2_ab, x1_ab + + vdup.u16 yyyy2, x2_y2[1] @ yyyy2 = { yy2, yy2 } + vsub.s16 d1_ab, y2_ab, y1_ab + + orr b0_b1, b0, b1, lsl #16 @ b1_b2 = { b1, b2 } + ssub16 dx, x1_x2, x0_x1 @ dx = { x1 - x0, x2 - x1 } + + ssub16 dy, y1_y2, y0_y1 @ dy = { y1 - y0, y2 - y1 } + ssub16 db, b1_b2, b0_b1 @ db = { b1 - b0, b2 - b1 } + + vsub.s16 d3_ab, y1_ab, y0_ab + smusdx ga_by, dx, db @ ga_by = ((x1 - x0) * (b2 - b1)) - + @ ((x2 - X1) * (b1 - b0)) + vmull.s16 ga_uvrg_x, d0_a, d1_a + smusdx ga_bx, db, dy @ ga_bx = ((b1 - b0) * (y2 - y1)) - + @ ((b2 - b1) * (y1 - y0)) + vmlsl.s16 ga_uvrg_x, d2_a, d3_a + movs gs_bx, ga_bx, asr #31 + + vmull.s16 ga_uvrg_y, d0_b, d1_b + rsbmi ga_bx, ga_bx, #0 + + vmlsl.s16 ga_uvrg_y, d2_b, d3_b + movs gs_by, ga_by, asr #31 + + vshr.u64 d0, d30, #22 + mov b_base, b0, lsl #16 + + rsbmi ga_by, ga_by, #0 + vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0 + + @ r12 = psx_gpu->triangle_winding_offset + ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ] + vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0 + + add b_base, b_base, #0x8000 + rsb r12, r12, #0 @ r12 = -(triangle->winding) + + vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w } + sub r14, r14, #(62 - 12) @ r14 = shift - (62 - FIXED_BITS) + + vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16 + vdup.u32 r_shift, r14 @ r_shift = { shift, shift, shift, shift } + + vorr.u32 uvrg_base, #0x8000 + vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x) + + vmov area_r_s, s0 @ area_r_s = triangle_reciprocal + vabs.s32 ga_uvrg_y, ga_uvrg_y @ ga_uvrg_y = abs(ga_uvrg_y) + + vmull.u32 gw_rg_x, ga_rg_x, d0[0] + vmull.u32 gw_uv_x, ga_uv_x, d0[0] + vmull.u32 gw_rg_y, ga_rg_y, d0[0] + vmull.u32 gw_uv_y, ga_uv_y, d0[0] + + vshl.u64 gw_rg_x, gw_rg_x, r_shift + vshl.u64 gw_uv_x, gw_uv_x, r_shift + vshl.u64 gw_rg_y, gw_rg_y, r_shift + vshl.u64 gw_uv_y, gw_uv_y, r_shift + + veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask + vmovn.u64 g_uv_x, gw_uv_x + + veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask + vmovn.u64 g_rg_x, gw_rg_x + + veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x + vmovn.u64 g_uv_y, gw_uv_y + + vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x + vmovn.u64 g_rg_y, gw_rg_y + + veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y + mov ga_bx, ga_bx, lsl #13 + + vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y + mov ga_by, ga_by, lsl #13 + + vdup.u32 x0_y0, x0 + umull gw_bx_l, gw_bx_h, ga_bx, area_r_s + + vshl.u32 g_uvrg_x, g_uvrg_x, #4 + vshl.u32 g_uvrg_y, g_uvrg_y, #4 + + umull gw_by_l, gw_by_h, ga_by, area_r_s + vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0] + + eor gs_bx, gs_bx, r12 + vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1 + + veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0 + eor gs_by, gs_by, r12 + + rsb r11, r14, #0 @ r11 = negative shift for scalar lsr + add store_a, psx_gpu, #psx_gpu_uvrg_offset + + sub r11, r11, #(32 - 13) + + add store_b, store_a, #16 + mov store_inc, #32 + + vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1 + vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc + + vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc + mov g_bx, gw_bx_h, lsr r11 + + vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc + mov g_by, gw_by_h, lsr r11 + + vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \ + [ store_b, : 128 ], store_inc + eor g_bx, g_bx, gs_bx + + vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \ + [ store_b, : 128 ], store_inc + sub g_bx, g_bx, gs_bx + + lsl g_bx, g_bx, #4 + eor g_by, g_by, gs_by + + mls b_base, g_bx, x0, b_base + sub g_by, g_by, gs_by + + lsl g_by, g_by, #4 + mov g_bx0, #0 + + add g_bx2, g_bx, g_bx + add g_bx3, g_bx, g_bx2 + + stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by } + + ldmia sp!, { r4 - r11, pc } + + +#define psx_gpu r0 +#define v_a r1 +#define v_b r2 +#define v_c r3 + +#define temp r14 + +#define x_a r4 +#define x_b r5 +#define x_c r6 +#define y_a r1 +#define y_b r2 +#define y_c r3 + +#define height_minor_a r7 +#define height_minor_b r8 +#define height_major r9 +#define height r9 + +#define reciprocal_table_ptr r10 + +#define edge_alt_low r4 +#define edge_alt_high r5 +#define edge_dx_dy_alt r6 +#define edge_shift_alt r10 + +#define edge_dx_dy_alt_low r4 +#define edge_dx_dy_alt_high r5 + +#define span_edge_data r4 +#define span_uvrg_offset r5 +#define span_b_offset r6 + +#define clip r14 + +#define b r11 +#define b_dy r12 + + +#define alternate_x q0 +#define alternate_dx_dy q1 +#define alternate_x_32 q2 + +#define alternate_x_low d0 +#define alternate_x_high d1 +#define alternate_dx_dy_low d2 +#define alternate_dx_dy_high d3 +#define alternate_x_32_low d4 +#define alternate_x_32_high d5 + +#define left_x q3 +#define right_x q4 +#define left_dx_dy q5 +#define right_dx_dy q6 +#define left_edge q7 +#define right_edge q8 + +#define left_x_low d6 +#define left_x_high d7 +#define right_x_low d8 +#define right_x_high d9 +#define left_dx_dy_low d10 +#define left_dx_dy_high d11 +#define right_dx_dy_low d12 +#define right_dx_dy_high d13 +#define left_edge_low d14 +#define left_edge_high d15 +#define right_edge_low d16 +#define right_edge_high d17 + +#define y_mid_point d18 +#define c_0x0004 d19 + +#define left_right_x_16 q11 +#define span_shifts_y q12 +#define c_0x0001 q13 + +#define span_shifts d24 +#define y_x4 d25 +#define c_0xFFFE d26 +#define c_0x0007 d27 + +#define left_right_x_16_low d22 +#define left_right_x_16_high d23 + +#define uvrg q14 +#define uvrg_dy q15 + +#define alternate_x_16 d4 + +#define v_clip q3 +#define v_clip_low d6 + +#define right_x_32 q10 +#define left_x_32 q11 +#define alternate_select d24 + +#define right_x_32_low d20 +#define right_x_32_high d21 +#define left_x_32_low d22 +#define left_x_32_high d23 + +#define edges_xy q0 +#define edges_dx_dy d2 +#define edge_shifts d3 +#define edge_shifts_64 q2 + +#define edges_xy_left d0 +#define edges_xy_right d1 + +#define height_reciprocals d6 +#define heights d7 + +#define widths d8 +#define c_0x01 d9 +#define x_starts d10 +#define x_ends d11 + +#define heights_b d12 +#define edges_dx_dy_64 q10 + +#define edges_dx_dy_64_left d20 +#define edges_dx_dy_64_right d21 + + +#define setup_spans_prologue() \ + stmdb sp!, { r4 - r11, lr }; \ + \ + ldrsh x_a, [ v_a, #8 ]; \ + ldrsh x_b, [ v_b, #8 ]; \ + ldrsh x_c, [ v_c, #8 ]; \ + ldrsh y_a, [ v_a, #10 ]; \ + ldrsh y_b, [ v_b, #10 ]; \ + ldrsh y_c, [ v_c, #10 ]; \ + \ + add temp, psx_gpu, #psx_gpu_uvrg_offset; \ + vld1.32 { uvrg }, [ temp ]; \ + add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \ + vld1.32 { uvrg_dy }, [ temp ]; \ + movw reciprocal_table_ptr, :lower16:reciprocal_table; \ + movt reciprocal_table_ptr, :upper16:reciprocal_table; \ + \ + vmov.u32 c_0x01, #0x01 \ + +#define setup_spans_load_b() \ + ldr b, [ psx_gpu, #psx_gpu_b_offset ]; \ + ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ] \ + +#define setup_spans_prologue_b() \ + add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \ + add temp, psx_gpu, #psx_gpu_viewport_start_x_offset; \ + \ + add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \ + vmov.u16 c_0x0004, #0x0004; \ + \ + add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \ + vmov.u16 c_0x0001, #0x0001; \ + \ + vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ]; \ + add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \ + \ + vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \ + vadd.u16 right_edge, right_edge, c_0x0001; \ + \ + vmov.u16 c_0x0007, #0x0007; \ + vmvn.u16 c_0xFFFE, #0x0001 \ + + +#define compute_edge_delta_x2() \ + ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \ + \ + vdup.u32 heights, height; \ + vsub.u32 widths, x_ends, x_starts; \ + \ + vdup.u32 edge_shifts, temp; \ + vsub.u32 heights_b, heights, c_0x01; \ + vshr.u32 height_reciprocals, edge_shifts, #12; \ + \ + vmla.s32 heights_b, x_starts, heights; \ + vbic.u16 edge_shifts, #0xE0; \ + vmul.s32 edges_dx_dy, widths, height_reciprocals; \ + vmull.s32 edges_xy, heights_b, height_reciprocals \ + +#define width_alt r6 +#define height_reciprocal_alt r11 +#define height_b_alt r12 + +#define compute_edge_delta_x3(start_c, height_a, height_b) \ + vmov.u32 heights, height_a, height_b; \ + ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \ + vmov.u32 edge_shifts[0], temp; \ + ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \ + vmov.u32 edge_shifts[1], temp; \ + ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ]; \ + \ + vsub.u32 widths, x_ends, x_starts; \ + sub width_alt, x_c, start_c; \ + \ + vsub.u32 heights_b, heights, c_0x01; \ + sub height_b_alt, height_minor_b, #1; \ + \ + vshr.u32 height_reciprocals, edge_shifts, #12; \ + lsr height_reciprocal_alt, edge_shift_alt, #12; \ + \ + vmla.s32 heights_b, x_starts, heights; \ + mla height_b_alt, height_minor_b, start_c, height_b_alt; \ + \ + vbic.u16 edge_shifts, #0xE0; \ + and edge_shift_alt, edge_shift_alt, #0x1F; \ + \ + vmul.s32 edges_dx_dy, widths, height_reciprocals; \ + mul edge_dx_dy_alt, width_alt, height_reciprocal_alt; \ + \ + vmull.s32 edges_xy, heights_b, height_reciprocals; \ + smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt \ + + +#define setup_spans_adjust_y_up() \ + vsub.u32 y_x4, y_x4, c_0x0004 \ + +#define setup_spans_adjust_y_down() \ + vadd.u32 y_x4, y_x4, c_0x0004 \ + +#define setup_spans_adjust_interpolants_up() \ + vsub.u32 uvrg, uvrg, uvrg_dy; \ + sub b, b, b_dy \ + +#define setup_spans_adjust_interpolants_down() \ + vadd.u32 uvrg, uvrg, uvrg_dy; \ + add b, b, b_dy \ + + +#define setup_spans_clip_interpolants_increment() \ + mla b, b_dy, clip, b; \ + vmla.s32 uvrg, uvrg_dy, v_clip \ + +#define setup_spans_clip_interpolants_decrement() \ + mls b, b_dy, clip, b; \ + vmls.s32 uvrg, uvrg_dy, v_clip \ + +#define setup_spans_clip_alternate_yes() \ + smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip \ + +#define setup_spans_clip_alternate_no() \ + +#define setup_spans_clip(direction, alternate_active) \ + vdup.u32 v_clip, clip; \ + setup_spans_clip_alternate_##alternate_active(); \ + setup_spans_clip_interpolants_##direction(); \ + vmlal.s32 edges_xy, edges_dx_dy, v_clip_low \ + + +#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \ + vmovl.s32 edge_shifts_64, edge_shifts; \ + vmovl.s32 edges_dx_dy_64, edges_dx_dy; \ + \ + vshl.s64 edges_xy, edges_xy, edge_shifts_64; \ + vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64; \ + \ + vmov left_x_low, edges_xy_##left_index; \ + vmov right_x_low, edges_xy_##right_index; \ + \ + vmov left_dx_dy_low, edges_dx_dy_64_##left_index; \ + vmov left_dx_dy_high, edges_dx_dy_64_##left_index; \ + vmov right_dx_dy_low, edges_dx_dy_64_##right_index; \ + vmov right_dx_dy_high, edges_dx_dy_64_##right_index; \ + \ + vadd.u64 left_x_high, left_x_low, left_dx_dy_low; \ + vadd.u64 right_x_high, right_x_low, right_dx_dy_low; \ + \ + vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy; \ + vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy \ + + +#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \ + setup_spans_adjust_edges_alternate_no(left_index, right_index); \ + \ + vdup.u16 y_mid_point, y_b; \ + rsb temp, edge_shift_alt, #32; \ + \ + lsl edge_alt_high, edge_alt_high, edge_shift_alt; \ + orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp; \ + lsl edge_alt_low, edge_alt_low, edge_shift_alt; \ + vmov alternate_x_low, edge_alt_low, edge_alt_high; \ + \ + asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp; \ + lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt; \ + vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high; \ + vmov alternate_dx_dy_high, alternate_dx_dy_low; \ + \ + vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low; \ + vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy \ + + +#define setup_spans_y_select_up() \ + vclt.s16 alternate_select, y_x4, y_mid_point \ + +#define setup_spans_y_select_down() \ + vcgt.s16 alternate_select, y_x4, y_mid_point \ + + +#define setup_spans_alternate_select_left() \ + vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select \ + +#define setup_spans_alternate_select_right() \ + vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select \ + + +#define setup_spans_set_x4_alternate_yes(alternate, direction) \ + vshrn.s64 alternate_x_32_low, alternate_x, #32; \ + vshrn.s64 left_x_32_low, left_x, #32; \ + vshrn.s64 right_x_32_low, right_x, #32; \ + \ + vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \ + vadd.u64 left_x, left_x, left_dx_dy; \ + vadd.u64 right_x, right_x, right_dx_dy; \ + \ + vshrn.s64 alternate_x_32_high, alternate_x, #32; \ + vshrn.s64 left_x_32_high, left_x, #32; \ + vshrn.s64 right_x_32_high, right_x, #32; \ + \ + vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \ + vadd.u64 left_x, left_x, left_dx_dy; \ + vadd.u64 right_x, right_x, right_dx_dy; \ + \ + vmovn.u32 alternate_x_16, alternate_x_32; \ + setup_spans_y_select_##direction(); \ + vmovn.u32 left_right_x_16_low, left_x_32; \ + \ + vmovn.u32 left_right_x_16_high, right_x_32; \ + setup_spans_alternate_select_##alternate(); \ + \ + vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ + str b, [ span_b_offset ], #4; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + vmax.s16 left_right_x_16, left_right_x_16, left_edge; \ + \ + vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ + str b, [ span_b_offset ], #4; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + vmin.s16 left_right_x_16, left_right_x_16, right_edge; \ + \ + vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ + str b, [ span_b_offset ], #4; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \ + vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \ + vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \ + \ + vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ + str b, [ span_b_offset ], #4; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \ + vshl.u16 span_shifts, c_0xFFFE, span_shifts; \ + \ + vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \ + \ + setup_spans_adjust_y_##direction() \ + + +#define setup_spans_set_x4_alternate_no(alternate, direction) \ + vshrn.s64 left_x_32_low, left_x, #32; \ + vshrn.s64 right_x_32_low, right_x, #32; \ + \ + vadd.u64 left_x, left_x, left_dx_dy; \ + vadd.u64 right_x, right_x, right_dx_dy; \ + \ + vshrn.s64 left_x_32_high, left_x, #32; \ + vshrn.s64 right_x_32_high, right_x, #32; \ + \ + vadd.u64 left_x, left_x, left_dx_dy; \ + vadd.u64 right_x, right_x, right_dx_dy; \ + \ + vmovn.u32 left_right_x_16_low, left_x_32; \ + vmovn.u32 left_right_x_16_high, right_x_32; \ + \ + vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ + str b, [ span_b_offset ], #4; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + vmax.s16 left_right_x_16, left_right_x_16, left_edge; \ + \ + vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ + str b, [ span_b_offset ], #4; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + vmin.s16 left_right_x_16, left_right_x_16, right_edge; \ + \ + vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ + str b, [ span_b_offset ], #4; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \ + vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \ + vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \ + \ + vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ + str b, [ span_b_offset ], #4; \ + setup_spans_adjust_interpolants_##direction(); \ + \ + vshl.u16 span_shifts, c_0xFFFE, span_shifts; \ + vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \ + \ + vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \ + \ + setup_spans_adjust_y_##direction() \ + + +#define edge_adjust_low r11 +#define edge_adjust_high r12 + +#define setup_spans_alternate_adjust_yes() \ + smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a; \ + subs edge_alt_low, edge_alt_low, edge_adjust_low; \ + sbc edge_alt_high, edge_alt_high, edge_adjust_high \ + +#define setup_spans_alternate_adjust_no() \ + + +#define setup_spans_down(left_index, right_index, alternate, alternate_active) \ + setup_spans_alternate_adjust_##alternate_active(); \ + setup_spans_load_b(); \ + \ + ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \ + subs y_c, y_c, temp; \ + subgt height, height, y_c; \ + addgt height, height, #1; \ + \ + ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \ + subs clip, temp, y_a; \ + ble 0f; \ + \ + sub height, height, clip; \ + add y_a, y_a, clip; \ + setup_spans_clip(increment, alternate_active); \ + \ + 0: \ + cmp height, #0; \ + ble 1f; \ + \ + orr temp, y_a, y_a, lsl #16; \ + add temp, temp, #(1 << 16); \ + add y_a, temp, #2; \ + add y_a, y_a, #(2 << 16); \ + vmov.u32 y_x4, temp, y_a; \ + \ + setup_spans_adjust_edges_alternate_##alternate_active(left_index, \ + right_index); \ + setup_spans_prologue_b(); \ + \ + strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + \ + 2: \ + setup_spans_set_x4_alternate_##alternate_active(alternate, down); \ + subs height, height, #4; \ + bhi 2b; \ + \ + 1: \ + + +#define setup_spans_alternate_pre_increment_yes() \ + adds edge_alt_low, edge_alt_low, edge_dx_dy_alt; \ + adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31 \ + +#define setup_spans_alternate_pre_increment_no() \ + + +#define setup_spans_up_decrement_yes() \ + suble height, height, #1 \ + +#define setup_spans_up_decrement_no() \ + + +#define setup_spans_up(left_index, right_index, alternate, alternate_active) \ + setup_spans_alternate_adjust_##alternate_active(); \ + setup_spans_load_b(); \ + sub y_a, y_a, #1; \ + \ + ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \ + subs temp, temp, y_c; \ + subgt height, height, temp; \ + setup_spans_up_decrement_##alternate_active(); \ + \ + ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \ + subs clip, y_a, temp; \ + ble 0f; \ + \ + sub height, height, clip; \ + sub y_a, y_a, clip; \ + setup_spans_clip(decrement, alternate_active); \ + \ + 0: \ + cmp height, #0; \ + ble 1f; \ + \ + orr temp, y_a, y_a, lsl #16; \ + sub temp, temp, #(1 << 16); \ + sub y_a, temp, #2; \ + sub y_a, y_a, #(2 << 16); \ + vmov.u32 y_x4, temp, y_a; \ + \ + vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \ + \ + setup_spans_alternate_pre_increment_##alternate_active(); \ + setup_spans_adjust_edges_alternate_##alternate_active(left_index, \ + right_index); \ + setup_spans_adjust_interpolants_up(); \ + setup_spans_prologue_b(); \ + \ + strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + \ + 2: \ + setup_spans_set_x4_alternate_##alternate_active(alternate, up); \ + subs height, height, #4; \ + bhi 2b; \ + \ + 1: \ + + +#define setup_spans_epilogue() \ + ldmia sp!, { r4 - r11, pc } \ + + +#define setup_spans_up_up(minor, major) \ + setup_spans_prologue(); \ + sub height_minor_a, y_a, y_b; \ + sub height_minor_b, y_b, y_c; \ + sub height, y_a, y_c; \ + \ + vdup.u32 x_starts, x_a; \ + vmov.u32 x_ends, x_c, x_b; \ + \ + compute_edge_delta_x3(x_b, height_major, height_minor_a); \ + setup_spans_up(major, minor, minor, yes); \ + setup_spans_epilogue() \ + +function(setup_spans_up_left) + setup_spans_up_up(left, right) + +function(setup_spans_up_right) + setup_spans_up_up(right, left) + + +#define setup_spans_down_down(minor, major) \ + setup_spans_prologue(); \ + sub height_minor_a, y_b, y_a; \ + sub height_minor_b, y_c, y_b; \ + sub height, y_c, y_a; \ + \ + vdup.u32 x_starts, x_a; \ + vmov.u32 x_ends, x_c, x_b; \ + \ + compute_edge_delta_x3(x_b, height_major, height_minor_a); \ + setup_spans_down(major, minor, minor, yes); \ + setup_spans_epilogue() \ + +function(setup_spans_down_left) + setup_spans_down_down(left, right) + +function(setup_spans_down_right) + setup_spans_down_down(right, left) + + +#define setup_spans_up_flat() \ + sub height, y_a, y_c; \ + \ + compute_edge_delta_x2(); \ + setup_spans_up(left, right, none, no); \ + setup_spans_epilogue() \ + +function(setup_spans_up_a) + setup_spans_prologue() + + vmov.u32 x_starts, x_a, x_b + vdup.u32 x_ends, x_c + + setup_spans_up_flat() + +function(setup_spans_up_b) + setup_spans_prologue() + + vdup.u32 x_starts, x_a + vmov.u32 x_ends, x_b, x_c + + setup_spans_up_flat() + +#define setup_spans_down_flat() \ + sub height, y_c, y_a; \ + \ + compute_edge_delta_x2(); \ + setup_spans_down(left, right, none, no); \ + setup_spans_epilogue() \ + +function(setup_spans_down_a) + setup_spans_prologue() + + vmov.u32 x_starts, x_a, x_b + vdup.u32 x_ends, x_c + + setup_spans_down_flat() + +function(setup_spans_down_b) + setup_spans_prologue() + + vdup.u32 x_starts, x_a + vmov.u32 x_ends, x_b, x_c + + setup_spans_down_flat() + + +#define middle_y r9 + +#define edges_xy_b q11 +#define edges_dx_dy_b d26 +#define edge_shifts_b d27 +#define edges_dx_dy_and_shifts_b q13 +#define height_increment d20 + +#define edges_dx_dy_and_shifts q1 + +#define edges_xy_b_left d22 +#define edges_xy_b_right d23 + +#define setup_spans_up_down_load_edge_set_b() \ + vmov edges_xy, edges_xy_b; \ + vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b \ + + +function(setup_spans_up_down) + setup_spans_prologue() + + // s32 middle_y = y_a; + sub height_minor_a, y_a, y_b + sub height_minor_b, y_c, y_a + sub height_major, y_c, y_b + + vmov.u32 x_starts, x_a, x_c + vdup.u32 x_ends, x_b + + compute_edge_delta_x3(x_a, height_minor_a, height_major) + + mov temp, #0 + vmov.u32 height_increment, temp, height_minor_b + vmlal.s32 edges_xy, edges_dx_dy, height_increment + + vmov edges_xy_b_left, edge_alt_low, edge_alt_high + vmov edges_xy_b_right, edges_xy_right + + vmov edge_shifts_b, edge_shifts + vmov.u32 edge_shifts_b[0], edge_shift_alt + + vneg.s32 edges_dx_dy_b, edges_dx_dy + vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt + + mov middle_y, y_a + + setup_spans_load_b() + sub y_a, y_a, #1 + + ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ] + subs temp, temp, y_b + subgt height_minor_a, height_minor_a, temp + + ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ] + subs clip, y_a, temp + ble 0f + + sub height_minor_a, height_minor_a, clip + sub y_a, y_a, clip + setup_spans_clip(decrement, no) + + 0: + cmp height_minor_a, #0 + ble 3f + + orr temp, y_a, y_a, lsl #16 + sub temp, temp, #(1 << 16) + sub y_a, temp, #2 + sub y_a, y_a, #(2 << 16) + vmov.u32 y_x4, temp, y_a + + vaddw.s32 edges_xy, edges_xy, edges_dx_dy + + strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ] + + setup_spans_adjust_edges_alternate_no(left, right); + setup_spans_adjust_interpolants_up() + setup_spans_up_down_load_edge_set_b() + + setup_spans_prologue_b() + + + 2: + setup_spans_set_x4_alternate_no(none, up) + subs height_minor_a, height_minor_a, #4 + bhi 2b + + add span_edge_data, span_edge_data, height_minor_a, lsl #3 + add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4 + add span_b_offset, span_b_offset, height_minor_a, lsl #2 + + 4: + add temp, psx_gpu, #psx_gpu_uvrg_offset + vld1.32 { uvrg }, [ temp ] + mov y_a, middle_y + + setup_spans_load_b() + + ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ] + subs y_c, y_c, temp + subgt height_minor_b, height_minor_b, y_c + addgt height_minor_b, height_minor_b, #1 + + ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ] + subs clip, temp, y_a + ble 0f + + sub height_minor_b, height_minor_b, clip + add y_a, y_a, clip + setup_spans_clip(increment, no) + + 0: + cmp height_minor_b, #0 + ble 1f + + orr temp, y_a, y_a, lsl #16 + add temp, temp, #(1 << 16) + add y_a, temp, #2 + add y_a, y_a, #(2 << 16) + vmov.u32 y_x4, temp, y_a + + setup_spans_adjust_edges_alternate_no(left, right) + + ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ] + add temp, temp, height_minor_b + strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ] + + 2: + setup_spans_set_x4_alternate_no(none, down) + subs height_minor_b, height_minor_b, #4 + bhi 2b + + 1: + setup_spans_epilogue() + + 3: + setup_spans_up_down_load_edge_set_b() + setup_spans_prologue_b() + bal 4b + + +#undef span_uvrg_offset +#undef span_edge_data +#undef span_b_offset +#undef left_x +#undef b + +#define psx_gpu r0 +#define num_spans r1 +#define span_uvrg_offset r2 +#define span_edge_data r3 +#define span_b_offset r4 +#define b_dx r5 +#define span_num_blocks r6 +#define y r7 +#define left_x r8 +#define b r9 +#define dither_offset_ptr r10 +#define block_ptr_a r11 +#define fb_ptr r12 +#define num_blocks r14 + +#define uvrg_dx_ptr r2 +#define texture_mask_ptr r3 +#define dither_shift r8 +#define dither_row r10 + +#define c_32 r7 +#define b_dx4 r8 +#define b_dx8 r9 +#define block_ptr_b r10 + +#define block_span_ptr r10 +#define right_mask r8 + +#define color r2 +#define color_r r3 +#define color_g r4 +#define color_b r5 + +#undef uvrg + +#define u_block q0 +#define v_block q1 +#define r_block q2 +#define g_block q3 +#define b_block q4 + +#define uv_dx4 d10 +#define rg_dx4 d11 +#define uv_dx8 d12 +#define rg_dx8 d13 +#define b_whole_8 d14 +#define fb_mask_ptrs d15 + +#define uvrg_dx4 q5 +#define uvrg_dx8 q6 +#define uv_dx8 d12 +#define rg_dx8 d13 + +#define u_whole q8 +#define v_whole q9 +#define r_whole q10 +#define g_whole q11 +#define b_whole q12 + +#define u_whole_low d16 +#define u_whole_high d17 +#define v_whole_low d18 +#define v_whole_high d19 +#define r_whole_low d20 +#define r_whole_high d21 +#define g_whole_low d22 +#define g_whole_high d23 +#define b_whole_low d24 +#define b_whole_high d25 + +#define dx4 q13 +#define dx8 q13 + +#define u_whole_8 d26 +#define v_whole_8 d27 +#define u_whole_8b d24 +#define r_whole_8 d24 +#define g_whole_8 d25 + +#define uv_whole_8 q13 +#define uv_whole_8b q14 + +#define dither_offsets q14 +#define texture_mask q15 +#define texture_mask_u d30 +#define texture_mask_v d31 + +#define dither_offsets_short d28 + +#define v_left_x q8 +#define uvrg q9 +#define block_span q10 + +#define uv d18 +#define rg d19 + +#define draw_mask q1 +#define draw_mask_edge q13 +#define test_mask q0 + +#define uvrg_dx q3 + +#define colors q2 + +#define setup_blocks_texture_swizzled() \ + vand.u8 u_whole_8b, u_whole_8, texture_mask_u; \ + vsli.u8 u_whole_8, v_whole_8, #4; \ + vsri.u8 v_whole_8, u_whole_8b, #4 \ + +#define setup_blocks_texture_unswizzled() \ + + +#define setup_blocks_shaded_textured_builder(swizzling) \ +.align 3; \ + \ +function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \ + ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \ + \ + vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \ + add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \ + \ + cmp num_spans, #0; \ + bxeq lr; \ + \ + stmdb sp!, { r4 - r11, r14 }; \ + vshl.u32 uvrg_dx4, uvrg_dx, #2; \ + \ + ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \ + vshl.u32 uvrg_dx8, uvrg_dx, #3; \ + \ + vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \ + add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \ + \ + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \ + \ + add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \ + add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \ + \ + add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \ + \ + 0: \ + vmov.u8 fb_mask_ptrs, #0; \ + \ + ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \ + add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \ + \ + ldrh y, [ span_edge_data, #edge_data_y_offset ]; \ + ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \ + \ + cmp span_num_blocks, #0; \ + beq 1f; \ + \ + ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \ + add num_blocks, span_num_blocks, num_blocks; \ + \ + cmp num_blocks, #MAX_BLOCKS; \ + bgt 2f; \ + \ + 3: \ + ldr b, [ span_b_offset ]; \ + add fb_ptr, fb_ptr, y, lsl #11; \ + \ + vdup.u32 v_left_x, left_x; \ + and y, y, #0x3; \ + \ + ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \ + add fb_ptr, fb_ptr, left_x, lsl #1; \ + \ + mla b, b_dx, left_x, b; \ + and dither_shift, left_x, #0x03; \ + \ + vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \ + vshr.u32 uvrg_dx, uvrg_dx4, #2; \ + \ + mov dither_shift, dither_shift, lsl #3; \ + vmla.u32 uvrg, uvrg_dx, v_left_x; \ + \ + mov c_32, #32; \ + subs span_num_blocks, span_num_blocks, #1; \ + \ + mov dither_row, dither_row, ror dither_shift; \ + mov b_dx4, b_dx, lsl #2; \ + \ + vdup.u32 dither_offsets_short, dither_row; \ + add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \ + \ + vdup.u32 b_block, b; \ + vshll.s8 dither_offsets, dither_offsets_short, #4; \ + \ + vdup.u32 u_block, uv[0]; \ + mov b_dx8, b_dx, lsl #3; \ + \ + vdup.u32 v_block, uv[1]; \ + vdup.u32 r_block, rg[0]; \ + vdup.u32 g_block, rg[1]; \ + \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + \ + vadd.u32 u_block, u_block, block_span; \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + \ + vadd.u32 v_block, v_block, block_span; \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + \ + vadd.u32 r_block, r_block, block_span; \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + \ + vadd.u32 g_block, g_block, block_span; \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \ + \ + vadd.u32 b_block, b_block, block_span; \ + add block_ptr_b, block_ptr_a, #16; \ + \ + vshrn.u32 u_whole_low, u_block, #16; \ + vshrn.u32 v_whole_low, v_block, #16; \ + vshrn.u32 r_whole_low, r_block, #16; \ + vshrn.u32 g_whole_low, g_block, #16; \ + \ + vdup.u32 dx4, uv_dx4[0]; \ + vshrn.u32 b_whole_low, b_block, #16; \ + \ + vaddhn.u32 u_whole_high, u_block, dx4; \ + vdup.u32 dx4, uv_dx4[1]; \ + \ + vaddhn.u32 v_whole_high, v_block, dx4; \ + vdup.u32 dx4, rg_dx4[0]; \ + \ + vaddhn.u32 r_whole_high, r_block, dx4; \ + vdup.u32 dx4, rg_dx4[1]; \ + \ + vaddhn.u32 g_whole_high, g_block, dx4; \ + vdup.u32 dx4, b_dx4; \ + \ + vaddhn.u32 b_whole_high, b_block, dx4; \ + vdup.u32 dx8, uv_dx8[0]; \ + \ + vadd.u32 u_block, u_block, dx8; \ + vdup.u32 dx8, uv_dx8[1]; \ + \ + vadd.u32 v_block, v_block, dx8; \ + vdup.u32 dx8, rg_dx8[0]; \ + \ + vadd.u32 r_block, r_block, dx8; \ + vdup.u32 dx8, rg_dx8[1]; \ + \ + vadd.u32 g_block, g_block, dx8; \ + vdup.u32 dx8, b_dx8; \ + \ + vadd.u32 b_block, b_block, dx8; \ + vmovn.u16 u_whole_8, u_whole; \ + \ + vmovn.u16 v_whole_8, v_whole; \ + \ + vmovn.u16 b_whole_8, b_whole; \ + pld [ fb_ptr ]; \ + vmov.u32 fb_mask_ptrs[1], fb_ptr; \ + \ + vand.u8 uv_whole_8, uv_whole_8, texture_mask; \ + setup_blocks_texture_##swizzling(); \ + \ + vmovn.u16 r_whole_8, r_whole; \ + beq 5f; \ + \ + 4: \ + vmovn.u16 g_whole_8, g_whole; \ + vshrn.u32 u_whole_low, u_block, #16; \ + \ + vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \ + vshrn.u32 v_whole_low, v_block, #16; \ + \ + vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \ + vshrn.u32 r_whole_low, r_block, #16; \ + \ + vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \ + vshrn.u32 g_whole_low, g_block, #16; \ + \ + vdup.u32 dx4, uv_dx4[0]; \ + vshrn.u32 b_whole_low, b_block, #16; \ + \ + vaddhn.u32 u_whole_high, u_block, dx4; \ + vdup.u32 dx4, uv_dx4[1]; \ + \ + vaddhn.u32 v_whole_high, v_block, dx4; \ + vdup.u32 dx4, rg_dx4[0]; \ + \ + vaddhn.u32 r_whole_high, r_block, dx4; \ + vdup.u32 dx4, rg_dx4[1]; \ + \ + vaddhn.u32 g_whole_high, g_block, dx4; \ + vdup.u32 dx4, b_dx4; \ + \ + vaddhn.u32 b_whole_high, b_block, dx4; \ + vdup.u32 dx8, uv_dx8[0]; \ + \ + vadd.u32 u_block, u_block, dx8; \ + vdup.u32 dx8, uv_dx8[1]; \ + \ + vadd.u32 v_block, v_block, dx8; \ + vdup.u32 dx8, rg_dx8[0]; \ + \ + vadd.u32 r_block, r_block, dx8; \ + vdup.u32 dx8, rg_dx8[1]; \ + \ + vadd.u32 g_block, g_block, dx8; \ + vdup.u32 dx8, b_dx8; \ + \ + vadd.u32 b_block, b_block, dx8; \ + vmovn.u16 u_whole_8, u_whole; \ + \ + add fb_ptr, fb_ptr, #16; \ + vmovn.u16 v_whole_8, v_whole; \ + \ + vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \ + vmovn.u16 b_whole_8, b_whole; \ + \ + pld [ fb_ptr ]; \ + \ + vmov.u32 fb_mask_ptrs[1], fb_ptr; \ + subs span_num_blocks, span_num_blocks, #1; \ + \ + vand.u8 uv_whole_8, uv_whole_8, texture_mask; \ + setup_blocks_texture_##swizzling(); \ + \ + vmovn.u16 r_whole_8, r_whole; \ + bne 4b; \ + \ + 5: \ + vmovn.u16 g_whole_8, g_whole; \ + ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \ + \ + vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \ + vdup.u8 draw_mask, right_mask; \ + \ + vmov.u32 fb_mask_ptrs[0], right_mask; \ + vtst.u16 draw_mask, draw_mask, test_mask; \ + vzip.u8 u_whole_8, v_whole_8; \ + \ + vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \ + vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \ + vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \ + vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \ + vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \ + \ + 1: \ + add span_uvrg_offset, span_uvrg_offset, #16; \ + add span_b_offset, span_b_offset, #4; \ + \ + add span_edge_data, span_edge_data, #8; \ + subs num_spans, num_spans, #1; \ + \ + strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + bne 0b; \ + \ + ldmia sp!, { r4 - r11, pc }; \ + \ + 2: \ + /* TODO: Load from psx_gpu instead of saving/restoring these */\ + vpush { texture_mask }; \ + vpush { uvrg_dx4 }; \ + \ + stmdb sp!, { r0 - r3, r12, r14 }; \ + bl flush_render_block_buffer; \ + ldmia sp!, { r0 - r3, r12, r14 }; \ + \ + vpop { uvrg_dx4 }; \ + vpop { texture_mask }; \ + \ + vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \ + vmov.u8 fb_mask_ptrs, #0; \ + \ + mov num_blocks, span_num_blocks; \ + add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \ + bal 3b \ + + +setup_blocks_shaded_textured_builder(swizzled) +setup_blocks_shaded_textured_builder(unswizzled) + + +#define setup_blocks_unshaded_textured_builder(swizzling) \ +.align 3; \ + \ +function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \ + ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \ + \ + vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \ + add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \ + \ + cmp num_spans, #0; \ + bxeq lr; \ + \ + stmdb sp!, { r4 - r11, r14 }; \ + vshl.u32 uvrg_dx4, uvrg_dx, #2; \ + \ + vshl.u32 uvrg_dx8, uvrg_dx, #3; \ + \ + vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \ + add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \ + \ + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \ + \ + add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \ + \ + add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \ + \ + 0: \ + vmov.u8 fb_mask_ptrs, #0; \ + \ + ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \ + add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \ + \ + ldrh y, [ span_edge_data, #edge_data_y_offset ]; \ + ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \ + \ + cmp span_num_blocks, #0; \ + beq 1f; \ + \ + ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \ + add num_blocks, span_num_blocks, num_blocks; \ + \ + cmp num_blocks, #MAX_BLOCKS; \ + bgt 2f; \ + \ + 3: \ + add fb_ptr, fb_ptr, y, lsl #11; \ + \ + vdup.u32 v_left_x, left_x; \ + and y, y, #0x3; \ + \ + ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \ + add fb_ptr, fb_ptr, left_x, lsl #1; \ + \ + and dither_shift, left_x, #0x03; \ + \ + vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \ + vshr.u32 uvrg_dx, uvrg_dx4, #2; \ + \ + mov dither_shift, dither_shift, lsl #3; \ + vmla.u32 uvrg, uvrg_dx, v_left_x; \ + \ + mov c_32, #32; \ + subs span_num_blocks, span_num_blocks, #1; \ + \ + mov dither_row, dither_row, ror dither_shift; \ + \ + vdup.u32 dither_offsets_short, dither_row; \ + add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \ + \ + vshll.s8 dither_offsets, dither_offsets_short, #4; \ + \ + vdup.u32 u_block, uv[0]; \ + \ + vdup.u32 v_block, uv[1]; \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + \ + vadd.u32 u_block, u_block, block_span; \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + \ + vadd.u32 v_block, v_block, block_span; \ + add block_ptr_b, block_ptr_a, #16; \ + \ + vshrn.u32 u_whole_low, u_block, #16; \ + vshrn.u32 v_whole_low, v_block, #16; \ + \ + vdup.u32 dx4, uv_dx4[0]; \ + \ + vaddhn.u32 u_whole_high, u_block, dx4; \ + vdup.u32 dx4, uv_dx4[1]; \ + \ + vaddhn.u32 v_whole_high, v_block, dx4; \ + vdup.u32 dx8, uv_dx8[0]; \ + \ + vadd.u32 u_block, u_block, dx8; \ + vdup.u32 dx8, uv_dx8[1]; \ + \ + vadd.u32 v_block, v_block, dx8; \ + vmovn.u16 u_whole_8, u_whole; \ + \ + vmovn.u16 v_whole_8, v_whole; \ + \ + pld [ fb_ptr ]; \ + vmov.u32 fb_mask_ptrs[1], fb_ptr; \ + \ + vand.u8 uv_whole_8, uv_whole_8, texture_mask; \ + setup_blocks_texture_##swizzling(); \ + \ + beq 5f; \ + \ + 4: \ + vshrn.u32 u_whole_low, u_block, #16; \ + \ + vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \ + vshrn.u32 v_whole_low, v_block, #16; \ + \ + add block_ptr_b, block_ptr_b, #32; \ + vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \ + \ + vdup.u32 dx4, uv_dx4[0]; \ + vaddhn.u32 u_whole_high, u_block, dx4; \ + vdup.u32 dx4, uv_dx4[1]; \ + \ + vaddhn.u32 v_whole_high, v_block, dx4; \ + vdup.u32 dx8, uv_dx8[0]; \ + \ + vadd.u32 u_block, u_block, dx8; \ + vdup.u32 dx8, uv_dx8[1]; \ + \ + vadd.u32 v_block, v_block, dx8; \ + vmovn.u16 u_whole_8, u_whole; \ + \ + add fb_ptr, fb_ptr, #16; \ + vmovn.u16 v_whole_8, v_whole; \ + \ + vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \ + pld [ fb_ptr ]; \ + \ + vmov.u32 fb_mask_ptrs[1], fb_ptr; \ + subs span_num_blocks, span_num_blocks, #1; \ + \ + vand.u8 uv_whole_8, uv_whole_8, texture_mask; \ + setup_blocks_texture_##swizzling(); \ + \ + bne 4b; \ + \ + 5: \ + ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \ + \ + vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \ + vdup.u8 draw_mask, right_mask; \ + \ + vmov.u32 fb_mask_ptrs[0], right_mask; \ + vtst.u16 draw_mask, draw_mask, test_mask; \ + vzip.u8 u_whole_8, v_whole_8; \ + \ + vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \ + add block_ptr_b, block_ptr_b, #32; \ + vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \ + vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \ + vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \ + \ + 1: \ + add span_uvrg_offset, span_uvrg_offset, #16; \ + add span_edge_data, span_edge_data, #8; \ + subs num_spans, num_spans, #1; \ + \ + strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + bne 0b; \ + \ + ldmia sp!, { r4 - r11, pc }; \ + \ + 2: \ + /* TODO: Load from psx_gpu instead of saving/restoring these */\ + vpush { texture_mask }; \ + vpush { uvrg_dx4 }; \ + \ + stmdb sp!, { r0 - r3, r12, r14 }; \ + bl flush_render_block_buffer; \ + ldmia sp!, { r0 - r3, r12, r14 }; \ + \ + vpop { uvrg_dx4 }; \ + vpop { texture_mask }; \ + \ + vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \ + vmov.u8 fb_mask_ptrs, #0; \ + \ + mov num_blocks, span_num_blocks; \ + add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \ + bal 3b \ + + +setup_blocks_unshaded_textured_builder(swizzled) +setup_blocks_unshaded_textured_builder(unswizzled) + + +.align 3 + +function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect) + ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ] + veor.u32 draw_mask, draw_mask, draw_mask + + cmp num_spans, #0 + bxeq lr + + stmdb sp!, { r4 - r11, r14 } + vld1.u32 { test_mask }, [ psx_gpu, :128 ] + + ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ] + + ubfx color_r, color, #3, #5 + ubfx color_g, color, #11, #5 + ubfx color_b, color, #19, #5 + + orr color, color_r, color_b, lsl #10 + orr color, color, color_g, lsl #5 + + vdup.u16 colors, color + + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset + + add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset + add block_ptr_a, block_ptr_a, num_blocks, lsl #6 + + 0: + ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ] + ldrh y, [ span_edge_data, #edge_data_y_offset ] + + ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ] + + cmp span_num_blocks, #0 + beq 1f + + ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ] + add num_blocks, span_num_blocks, num_blocks + + cmp num_blocks, #MAX_BLOCKS + bgt 2f + + 3: + add fb_ptr, fb_ptr, y, lsl #11 + and y, y, #0x3 + + add fb_ptr, fb_ptr, left_x, lsl #1 + mov c_32, #32 + + subs span_num_blocks, span_num_blocks, #1 + + add block_ptr_b, block_ptr_a, #16 + pld [ fb_ptr ] + + vmov.u32 fb_mask_ptrs[1], fb_ptr + beq 5f + + 4: + vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32 + vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32 + vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32 + + add fb_ptr, fb_ptr, #16 + add block_ptr_b, block_ptr_b, #32 + + pld [ fb_ptr ] + + vmov.u32 fb_mask_ptrs[1], fb_ptr + subs span_num_blocks, span_num_blocks, #1 + + bne 4b + + 5: + ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ] + + vdup.u8 draw_mask_edge, right_mask + vtst.u16 draw_mask_edge, draw_mask_edge, test_mask + + vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32 + vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32 + add block_ptr_b, block_ptr_b, #32 + vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32 + + 1: + add span_edge_data, span_edge_data, #8 + subs num_spans, num_spans, #1 + + strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + bne 0b + + ldmia sp!, { r4 - r11, pc } + + 2: + vpush { colors } + + stmdb sp!, { r0 - r3, r12, r14 } + bl flush_render_block_buffer + ldmia sp!, { r0 - r3, r12, r14 } + + vpop { colors } + + vld1.u32 { test_mask }, [ psx_gpu, :128 ] + veor.u32 draw_mask, draw_mask, draw_mask + + mov num_blocks, span_num_blocks + add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset + bal 3b + + +#define mask_msb_scalar r14 + +#define msb_mask q15 + +#define pixels_low d16 + +#define msb_mask_low d30 +#define msb_mask_high d31 + + +.align 3 + +function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct) + ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ] + + cmp num_spans, #0 + bxeq lr + + stmdb sp!, { r4 - r11, r14 } + + ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ] + + ubfx color_r, color, #3, #5 + ubfx color_g, color, #11, #5 + + ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ] + ubfx color_b, color, #19, #5 + + orr color, color_r, color_b, lsl #10 + orr color, color, color_g, lsl #5 + orr color, color, mask_msb_scalar + + vdup.u16 colors, color + + add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset + + 0: + ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ] + ldrh y, [ span_edge_data, #edge_data_y_offset ] + + ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ] + + cmp span_num_blocks, #0 + beq 1f + + ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ] + + add fb_ptr, fb_ptr, y, lsl #11 + subs span_num_blocks, span_num_blocks, #1 + + add fb_ptr, fb_ptr, left_x, lsl #1 + beq 3f + + 2: + vst1.u32 { colors }, [ fb_ptr ]! + subs span_num_blocks, span_num_blocks, #1 + + bne 2b + + 3: + ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ] + eor right_mask, right_mask, #0xFF + + 4: + strh color, [ fb_ptr ], #2 + movs right_mask, right_mask, lsr #1 + bne 4b + + 1: + add span_edge_data, span_edge_data, #8 + subs num_spans, num_spans, #1 + + strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + bne 0b + + ldmia sp!, { r4 - r11, pc } + + + +#undef c_64 + +#define c_64 r7 +#define rg_dx_ptr r2 + + +#undef r_block +#undef g_block +#undef b_block +#undef r_whole +#undef g_whole +#undef b_whole +#undef r_whole_low +#undef r_whole_high +#undef g_whole_low +#undef g_whole_high +#undef b_whole_low +#undef b_whole_high +#undef r_whole_8 +#undef g_whole_8 +#undef b_whole_8 +#undef dither_offsets +#undef rg_dx4 +#undef rg_dx8 +#undef dx4 +#undef dx8 +#undef v_left_x +#undef uvrg +#undef block_span +#undef rg +#undef draw_mask +#undef test_mask + +#define r_block q0 +#define g_block q1 +#define b_block q2 + +#define r_whole q3 +#define g_whole q4 +#define b_whole q5 + +#define r_whole_low d6 +#define r_whole_high d7 +#define g_whole_low d8 +#define g_whole_high d9 +#define b_whole_low d10 +#define b_whole_high d11 + +#define gb_whole_8 q6 + +#define g_whole_8 d12 +#define b_whole_8 d13 + +#define r_whole_8 d14 + +#define pixels q8 + +#define rg_dx4 d18 +#define rg_dx8 d19 + +#define dx4 q10 +#define dx8 q10 + +#define v_left_x d6 +#define uvrg q4 +#define block_span q5 + +#define rg d9 + +#define d64_1 d22 +#define d64_128 d23 + +#define d128_4 q12 +#define d128_0x7 q13 + +#define d64_4 d24 + +#define dither_offsets q14 +#define draw_mask q15 + +#define dither_offsets_low d28 + +#define rg_dx d0 +#define test_mask q10 + + +#define setup_blocks_shaded_untextured_dither_a_dithered() \ + vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low; \ + vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets; \ + +#define setup_blocks_shaded_untextured_dither_b_dithered() \ + vqsub.u8 r_whole_8, r_whole_8, d64_4; \ + vqsub.u8 gb_whole_8, gb_whole_8, d128_4 \ + +#define setup_blocks_shaded_untextured_dither_a_undithered() \ + +#define setup_blocks_shaded_untextured_dither_b_undithered() \ + + +#define setup_blocks_shaded_untextured_indirect_builder(dithering) \ +.align 3; \ + \ +function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \ + ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \ + \ + vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \ + \ + cmp num_spans, #0; \ + bxeq lr; \ + \ + stmdb sp!, { r4 - r11, r14 }; \ + vshl.u32 rg_dx4, rg_dx, #2; \ + \ + ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \ + vshl.u32 rg_dx8, rg_dx, #3; \ + \ + add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \ + \ + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \ + \ + add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \ + add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \ + \ + add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \ + vmov.u8 d64_1, #1; \ + \ + vmov.u8 d128_4, #4; \ + vmov.u8 d64_128, #128; \ + \ + vmov.u8 d128_0x7, #0x7; \ + \ + 0: \ + ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \ + add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \ + \ + ldrh y, [ span_edge_data, #edge_data_y_offset ]; \ + ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \ + \ + cmp span_num_blocks, #0; \ + beq 1f; \ + \ + ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \ + add num_blocks, span_num_blocks, num_blocks; \ + \ + cmp num_blocks, #MAX_BLOCKS; \ + bgt 2f; \ + \ + 3: \ + ldr b, [ span_b_offset ]; \ + add fb_ptr, fb_ptr, y, lsl #11; \ + \ + vdup.u32 v_left_x, left_x; \ + and y, y, #0x3; \ + \ + ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \ + add fb_ptr, fb_ptr, left_x, lsl #1; \ + \ + mla b, b_dx, left_x, b; \ + and dither_shift, left_x, #0x03; \ + \ + vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \ + vshr.u32 rg_dx, rg_dx4, #2; \ + \ + mov dither_shift, dither_shift, lsl #3; \ + vmla.u32 rg, rg_dx, v_left_x; \ + \ + mov c_64, #64; \ + subs span_num_blocks, span_num_blocks, #1; \ + \ + mov dither_row, dither_row, ror dither_shift; \ + mov b_dx4, b_dx, lsl #2; \ + \ + vdup.u32 dither_offsets, dither_row; \ + add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \ + \ + vdup.u32 b_block, b; \ + vadd.u8 dither_offsets, dither_offsets, d128_4; \ + \ + mov b_dx8, b_dx, lsl #3; \ + vdup.u32 r_block, rg[0]; \ + vdup.u32 g_block, rg[1]; \ + \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + \ + vadd.u32 r_block, r_block, block_span; \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + \ + vadd.u32 g_block, g_block, block_span; \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \ + \ + vadd.u32 b_block, b_block, block_span; \ + add block_ptr_b, block_ptr_a, #16; \ + \ + vshrn.u32 r_whole_low, r_block, #16; \ + vshrn.u32 g_whole_low, g_block, #16; \ + vshrn.u32 b_whole_low, b_block, #16; \ + vdup.u32 dx4, rg_dx4[0]; \ + \ + vaddhn.u32 r_whole_high, r_block, dx4; \ + vdup.u32 dx4, rg_dx4[1]; \ + \ + vaddhn.u32 g_whole_high, g_block, dx4; \ + vdup.u32 dx4, b_dx4; \ + \ + vaddhn.u32 b_whole_high, b_block, dx4; \ + vdup.u32 dx8, rg_dx8[0]; \ + \ + vadd.u32 r_block, r_block, dx8; \ + vdup.u32 dx8, rg_dx8[1]; \ + \ + vadd.u32 g_block, g_block, dx8; \ + vdup.u32 dx8, b_dx8; \ + \ + vadd.u32 b_block, b_block, dx8; \ + \ + vmovn.u16 r_whole_8, r_whole; \ + vmovn.u16 g_whole_8, g_whole; \ + vmovn.u16 b_whole_8, b_whole; \ + \ + beq 5f; \ + veor.u32 draw_mask, draw_mask, draw_mask; \ + \ + 4: \ + setup_blocks_shaded_untextured_dither_a_##dithering(); \ + vshrn.u32 r_whole_low, r_block, #16; \ + \ + setup_blocks_shaded_untextured_dither_b_##dithering(); \ + vshrn.u32 g_whole_low, g_block, #16; \ + \ + vshrn.u32 b_whole_low, b_block, #16; \ + str fb_ptr, [ block_ptr_a, #44 ]; \ + \ + vdup.u32 dx4, rg_dx4[0]; \ + vshr.u8 r_whole_8, r_whole_8, #3; \ + vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \ + \ + vaddhn.u32 r_whole_high, r_block, dx4; \ + vdup.u32 dx4, rg_dx4[1]; \ + \ + vaddhn.u32 g_whole_high, g_block, dx4; \ + vdup.u32 dx4, b_dx4; \ + \ + vaddhn.u32 b_whole_high, b_block, dx4; \ + vdup.u32 dx8, rg_dx8[0]; \ + \ + vmull.u8 pixels, r_whole_8, d64_1; \ + vmlal.u8 pixels, g_whole_8, d64_4; \ + vmlal.u8 pixels, b_whole_8, d64_128; \ + \ + vadd.u32 r_block, r_block, dx8; \ + vdup.u32 dx8, rg_dx8[1]; \ + \ + vadd.u32 g_block, g_block, dx8; \ + vdup.u32 dx8, b_dx8; \ + \ + vadd.u32 b_block, b_block, dx8; \ + add fb_ptr, fb_ptr, #16; \ + \ + vmovn.u16 r_whole_8, r_whole; \ + vmovn.u16 g_whole_8, g_whole; \ + vmovn.u16 b_whole_8, b_whole; \ + \ + vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \ + vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \ + \ + pld [ fb_ptr ]; \ + \ + subs span_num_blocks, span_num_blocks, #1; \ + bne 4b; \ + \ + 5: \ + str fb_ptr, [ block_ptr_a, #44 ]; \ + setup_blocks_shaded_untextured_dither_a_##dithering(); \ + \ + ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \ + setup_blocks_shaded_untextured_dither_b_##dithering(); \ + \ + vshr.u8 r_whole_8, r_whole_8, #3; \ + vdup.u8 draw_mask, right_mask; \ + \ + vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \ + vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \ + \ + vtst.u16 draw_mask, draw_mask, test_mask; \ + \ + vmull.u8 pixels, r_whole_8, d64_1; \ + vmlal.u8 pixels, g_whole_8, d64_4; \ + vmlal.u8 pixels, b_whole_8, d64_128; \ + \ + vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \ + vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \ + \ + 1: \ + add span_uvrg_offset, span_uvrg_offset, #16; \ + add span_b_offset, span_b_offset, #4; \ + \ + add span_edge_data, span_edge_data, #8; \ + subs num_spans, num_spans, #1; \ + \ + strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + bne 0b; \ + \ + ldmia sp!, { r4 - r11, pc }; \ + \ + 2: \ + /* TODO: Load from psx_gpu instead of saving/restoring these */\ + vpush { rg_dx4 }; \ + \ + stmdb sp!, { r0 - r3, r12, r14 }; \ + bl flush_render_block_buffer; \ + ldmia sp!, { r0 - r3, r12, r14 }; \ + \ + vpop { rg_dx4 }; \ + \ + vmov.u8 d64_1, #1; \ + vmov.u8 d128_4, #4; \ + vmov.u8 d64_128, #128; \ + vmov.u8 d128_0x7, #0x7; \ + \ + vadd.u32 rg_dx8, rg_dx4, rg_dx4; \ + \ + mov num_blocks, span_num_blocks; \ + add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \ + bal 3b \ + + +setup_blocks_shaded_untextured_indirect_builder(undithered) +setup_blocks_shaded_untextured_indirect_builder(dithered) + + +#undef draw_mask + +#define mask_msb_ptr r14 + +#define draw_mask q0 +#define pixels_low d16 + + + +#define setup_blocks_shaded_untextured_direct_builder(dithering) \ +.align 3; \ + \ +function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \ + ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \ + \ + vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \ + \ + cmp num_spans, #0; \ + bxeq lr; \ + \ + stmdb sp!, { r4 - r11, r14 }; \ + vshl.u32 rg_dx4, rg_dx, #2; \ + \ + ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \ + vshl.u32 rg_dx8, rg_dx, #3; \ + \ + add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \ + add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \ + \ + add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \ + vmov.u8 d64_1, #1; \ + \ + vmov.u8 d128_4, #4; \ + vmov.u8 d64_128, #128; \ + \ + vmov.u8 d128_0x7, #0x7; \ + add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + \ + 0: \ + ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \ + add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \ + \ + ldrh y, [ span_edge_data, #edge_data_y_offset ]; \ + ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \ + \ + cmp span_num_blocks, #0; \ + beq 1f; \ + \ + ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \ + add fb_ptr, fb_ptr, y, lsl #11; \ + \ + ldr b, [ span_b_offset ]; \ + vdup.u32 v_left_x, left_x; \ + and y, y, #0x3; \ + \ + ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \ + add fb_ptr, fb_ptr, left_x, lsl #1; \ + \ + mla b, b_dx, left_x, b; \ + and dither_shift, left_x, #0x03; \ + \ + vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \ + vshr.u32 rg_dx, rg_dx4, #2; \ + \ + mov dither_shift, dither_shift, lsl #3; \ + vmla.u32 rg, rg_dx, v_left_x; \ + \ + subs span_num_blocks, span_num_blocks, #1; \ + \ + mov dither_row, dither_row, ror dither_shift; \ + mov b_dx4, b_dx, lsl #2; \ + \ + vdup.u32 dither_offsets, dither_row; \ + add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \ + \ + vdup.u32 b_block, b; \ + vadd.u8 dither_offsets, dither_offsets, d128_4; \ + \ + mov b_dx8, b_dx, lsl #3; \ + vdup.u32 r_block, rg[0]; \ + vdup.u32 g_block, rg[1]; \ + \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + \ + vadd.u32 r_block, r_block, block_span; \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + \ + vadd.u32 g_block, g_block, block_span; \ + vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \ + \ + vadd.u32 b_block, b_block, block_span; \ + add block_ptr_b, block_ptr_a, #16; \ + \ + vshrn.u32 r_whole_low, r_block, #16; \ + vshrn.u32 g_whole_low, g_block, #16; \ + vshrn.u32 b_whole_low, b_block, #16; \ + vdup.u32 dx4, rg_dx4[0]; \ + \ + vaddhn.u32 r_whole_high, r_block, dx4; \ + vdup.u32 dx4, rg_dx4[1]; \ + \ + vaddhn.u32 g_whole_high, g_block, dx4; \ + vdup.u32 dx4, b_dx4; \ + \ + vaddhn.u32 b_whole_high, b_block, dx4; \ + vdup.u32 dx8, rg_dx8[0]; \ + \ + vadd.u32 r_block, r_block, dx8; \ + vdup.u32 dx8, rg_dx8[1]; \ + \ + vadd.u32 g_block, g_block, dx8; \ + vdup.u32 dx8, b_dx8; \ + \ + vadd.u32 b_block, b_block, dx8; \ + \ + vmovn.u16 r_whole_8, r_whole; \ + vmovn.u16 g_whole_8, g_whole; \ + vmovn.u16 b_whole_8, b_whole; \ + \ + beq 3f; \ + \ + 2: \ + setup_blocks_shaded_untextured_dither_a_##dithering(); \ + vshrn.u32 r_whole_low, r_block, #16; \ + \ + setup_blocks_shaded_untextured_dither_b_##dithering(); \ + vshrn.u32 g_whole_low, g_block, #16; \ + \ + vshrn.u32 b_whole_low, b_block, #16; \ + \ + vdup.u32 dx4, rg_dx4[0]; \ + vshr.u8 r_whole_8, r_whole_8, #3; \ + vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \ + \ + vaddhn.u32 r_whole_high, r_block, dx4; \ + vdup.u32 dx4, rg_dx4[1]; \ + \ + vmov pixels, msb_mask; \ + vaddhn.u32 g_whole_high, g_block, dx4; \ + vdup.u32 dx4, b_dx4; \ + \ + vaddhn.u32 b_whole_high, b_block, dx4; \ + vdup.u32 dx8, rg_dx8[0]; \ + \ + vmlal.u8 pixels, r_whole_8, d64_1; \ + vmlal.u8 pixels, g_whole_8, d64_4; \ + vmlal.u8 pixels, b_whole_8, d64_128; \ + \ + vadd.u32 r_block, r_block, dx8; \ + vdup.u32 dx8, rg_dx8[1]; \ + \ + vadd.u32 g_block, g_block, dx8; \ + vdup.u32 dx8, b_dx8; \ + \ + vadd.u32 b_block, b_block, dx8; \ + \ + vmovn.u16 r_whole_8, r_whole; \ + vmovn.u16 g_whole_8, g_whole; \ + vmovn.u16 b_whole_8, b_whole; \ + \ + vst1.u32 { pixels }, [ fb_ptr ]!; \ + subs span_num_blocks, span_num_blocks, #1; \ + bne 2b; \ + \ + 3: \ + setup_blocks_shaded_untextured_dither_a_##dithering(); \ + \ + ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \ + setup_blocks_shaded_untextured_dither_b_##dithering(); \ + \ + vshr.u8 r_whole_8, r_whole_8, #3; \ + vmov pixels, msb_mask; \ + vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \ + eor right_mask, right_mask, #0xFF; \ + \ + vmlal.u8 pixels, r_whole_8, d64_1; \ + vmlal.u8 pixels, g_whole_8, d64_4; \ + vmlal.u8 pixels, b_whole_8, d64_128; \ + \ + 4: \ + vst1.u16 { pixels_low[0] }, [ fb_ptr ]!; \ + vext.16 pixels, pixels, #1; \ + movs right_mask, right_mask, lsr #1; \ + bne 4b; \ + \ + 1: \ + add span_uvrg_offset, span_uvrg_offset, #16; \ + add span_b_offset, span_b_offset, #4; \ + \ + add span_edge_data, span_edge_data, #8; \ + subs num_spans, num_spans, #1; \ + \ + bne 0b; \ + \ + ldmia sp!, { r4 - r11, pc } \ + +setup_blocks_shaded_untextured_direct_builder(undithered) +setup_blocks_shaded_untextured_direct_builder(dithered) + + +#undef psx_gpu +#undef num_blocks +#undef triangle +#undef c_64 + +#define psx_gpu r0 +#define block_ptr r1 +#define num_blocks r2 +#define uv_01 r3 +#define uv_23 r4 +#define uv_45 r5 +#define uv_67 r6 +#define uv_0 r7 +#define uv_1 r3 +#define uv_2 r8 +#define uv_3 r4 +#define uv_4 r9 +#define uv_5 r5 +#define uv_6 r10 +#define uv_7 r6 +#define texture_ptr r11 + +#define pixel_0 r7 +#define pixel_1 r3 +#define pixel_2 r8 +#define pixel_3 r4 +#define pixel_4 r9 +#define pixel_5 r5 +#define pixel_6 r10 +#define pixel_7 r6 + +#define pixels_a r7 +#define pixels_b r9 +#define pixels_c r8 +#define pixels_d r10 + +#define c_64 r0 + +#define clut_ptr r12 +#define current_texture_mask r5 +#define dirty_textures_mask r6 + +#define texels d0 + +#define clut_low_a d2 +#define clut_low_b d3 +#define clut_high_a d4 +#define clut_high_b d5 + +#define clut_a q1 +#define clut_b q2 + +#define texels_low d6 +#define texels_high d7 + +.align 3 + +function(texture_blocks_untextured) + bx lr + + +.align 3 + +function(texture_blocks_4bpp) + stmdb sp!, { r3 - r11, r14 } + add block_ptr, psx_gpu, #psx_gpu_blocks_offset + + ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + + ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ] + vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ] + + ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ] + vuzp.u8 clut_a, clut_b + + ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ] + tst dirty_textures_mask, current_texture_mask + + bne 1f + mov c_64, #64 + +0: + ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 } + + uxtah uv_0, texture_ptr, uv_01 + uxtah uv_1, texture_ptr, uv_01, ror #16 + + uxtah uv_2, texture_ptr, uv_23 + uxtah uv_3, texture_ptr, uv_23, ror #16 + + uxtah uv_4, texture_ptr, uv_45 + ldrb pixel_0, [ uv_0 ] + + uxtah uv_5, texture_ptr, uv_45, ror #16 + ldrb pixel_1, [ uv_1 ] + + uxtah uv_6, texture_ptr, uv_67 + ldrb pixel_2, [ uv_2 ] + + uxtah uv_7, texture_ptr, uv_67, ror #16 + ldrb pixel_3, [ uv_3 ] + + ldrb pixel_4, [ uv_4 ] + subs num_blocks, num_blocks, #1 + + ldrb pixel_5, [ uv_5 ] + orr pixels_a, pixel_0, pixel_1, lsl #8 + + ldrb pixel_6, [ uv_6 ] + orr pixels_b, pixel_4, pixel_5, lsl #8 + + ldrb pixel_7, [ uv_7 ] + orr pixels_a, pixels_a, pixel_2, lsl #16 + + orr pixels_b, pixels_b, pixel_6, lsl #16 + orr pixels_a, pixels_a, pixel_3, lsl #24 + + orr pixels_b, pixels_b, pixel_7, lsl #24 + vmov.u32 texels, pixels_a, pixels_b + + vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels + vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels + + vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64 + bne 0b + + ldmia sp!, { r3 - r11, pc } + +1: + stmdb sp!, { r1 - r2 } + bl update_texture_4bpp_cache + + mov c_64, #64 + ldmia sp!, { r1 - r2 } + bal 0b + + +.align 3 + +function(texture_blocks_8bpp) + stmdb sp!, { r3 - r11, r14 } + add block_ptr, psx_gpu, #psx_gpu_blocks_offset + + ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + + ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ] + ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ] + + ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ] + tst dirty_textures_mask, current_texture_mask + + bne 1f + nop + +0: + ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 } + + uxtah uv_0, texture_ptr, uv_01 + uxtah uv_1, texture_ptr, uv_01, ror #16 + + uxtah uv_2, texture_ptr, uv_23 + uxtah uv_3, texture_ptr, uv_23, ror #16 + + uxtah uv_4, texture_ptr, uv_45 + ldrb pixel_0, [ uv_0 ] + + uxtah uv_5, texture_ptr, uv_45, ror #16 + ldrb pixel_1, [ uv_1 ] + + uxtah uv_6, texture_ptr, uv_67 + ldrb pixel_2, [ uv_2 ] + + uxtah uv_7, texture_ptr, uv_67, ror #16 + ldrb pixel_3, [ uv_3 ] + + ldrb pixel_4, [ uv_4 ] + add pixel_0, pixel_0, pixel_0 + + ldrb pixel_5, [ uv_5 ] + add pixel_1, pixel_1, pixel_1 + + ldrb pixel_6, [ uv_6 ] + add pixel_2, pixel_2, pixel_2 + + ldrb pixel_7, [ uv_7 ] + add pixel_3, pixel_3, pixel_3 + + ldrh pixel_0, [ clut_ptr, pixel_0 ] + add pixel_4, pixel_4, pixel_4 + + ldrh pixel_1, [ clut_ptr, pixel_1 ] + add pixel_5, pixel_5, pixel_5 + + ldrh pixel_2, [ clut_ptr, pixel_2 ] + add pixel_6, pixel_6, pixel_6 + + ldrh pixel_3, [ clut_ptr, pixel_3 ] + add pixel_7, pixel_7, pixel_7 + + ldrh pixel_4, [ clut_ptr, pixel_4 ] + orr pixels_a, pixel_0, pixel_1, lsl #16 + + ldrh pixel_5, [ clut_ptr, pixel_5 ] + orr pixels_c, pixel_2, pixel_3, lsl #16 + + ldrh pixel_6, [ clut_ptr, pixel_6 ] + subs num_blocks, num_blocks, #1 + + ldrh pixel_7, [ clut_ptr, pixel_7 ] + orr pixels_b, pixel_4, pixel_5, lsl #16 + + orr pixels_d, pixel_6, pixel_7, lsl #16 + stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d } + + add block_ptr, block_ptr, #64 + bne 0b + + ldmia sp!, { r3 - r11, pc } + +1: + stmdb sp!, { r1 - r2, r12 } + + bl update_texture_8bpp_cache + + ldmia sp!, { r1 - r2, r12 } + bal 0b + + +#undef uv_0 +#undef uv_1 +#undef uv_2 +#undef uv_3 +#undef uv_4 +#undef uv_5 +#undef uv_6 +#undef uv_7 + +#undef pixel_0 +#undef pixel_1 +#undef pixel_2 +#undef pixel_3 +#undef pixel_4 +#undef pixel_5 +#undef pixel_6 +#undef pixel_7 + +#undef texture_ptr + +#undef pixels_a +#undef pixels_b +#undef pixels_c +#undef pixels_d + +#define psx_gpu r0 +#define block_ptr r1 +#define num_blocks r2 + +#define uv_0 r3 +#define uv_1 r4 +#define u_0 r3 +#define u_1 r4 +#define v_0 r5 +#define v_1 r6 + +#define uv_2 r5 +#define uv_3 r6 +#define u_2 r5 +#define u_3 r6 +#define v_2 r7 +#define v_3 r8 + +#define uv_4 r7 +#define uv_5 r8 +#define u_4 r7 +#define u_5 r8 +#define v_4 r9 +#define v_5 r10 + +#define uv_6 r9 +#define uv_7 r10 +#define u_6 r9 +#define u_7 r10 +#define v_6 r11 +#define v_7 r0 + +#define pixel_0 r3 +#define pixel_1 r4 +#define pixel_2 r5 +#define pixel_3 r6 +#define pixel_4 r7 +#define pixel_5 r8 +#define pixel_6 r9 +#define pixel_7 r10 + +#define pixels_a r3 +#define pixels_b r5 +#define pixels_c r7 +#define pixels_d r9 + +#define texture_ptr r12 + + +.align 3 + +function(texture_blocks_16bpp) + stmdb sp!, { r3 - r11, r14 } + add block_ptr, psx_gpu, #psx_gpu_blocks_offset + + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] + +0: + ldrh uv_0, [ block_ptr ] + subs num_blocks, num_blocks, #1 + + ldrh uv_1, [ block_ptr, #2 ] + + and v_0, uv_0, #0xFF00 + and v_1, uv_1, #0xFF00 + + and u_0, uv_0, #0xFF + and u_1, uv_1, #0xFF + + add uv_0, u_0, v_0, lsl #2 + ldrh uv_2, [ block_ptr, #4 ] + + add uv_1, u_1, v_1, lsl #2 + ldrh uv_3, [ block_ptr, #6 ] + + add uv_0, uv_0, uv_0 + add uv_1, uv_1, uv_1 + + and v_2, uv_2, #0xFF00 + and v_3, uv_3, #0xFF00 + + and u_2, uv_2, #0xFF + and u_3, uv_3, #0xFF + + add uv_2, u_2, v_2, lsl #2 + ldrh uv_4, [ block_ptr, #8 ] + + add uv_3, u_3, v_3, lsl #2 + ldrh uv_5, [ block_ptr, #10 ] + + add uv_2, uv_2, uv_2 + add uv_3, uv_3, uv_3 + + and v_4, uv_4, #0xFF00 + and v_5, uv_5, #0xFF00 + + and u_4, uv_4, #0xFF + and u_5, uv_5, #0xFF + + add uv_4, u_4, v_4, lsl #2 + ldrh uv_6, [ block_ptr, #12 ] + + add uv_5, u_5, v_5, lsl #2 + ldrh uv_7, [ block_ptr, #14 ] + + add uv_4, uv_4, uv_4 + ldrh pixel_0, [ texture_ptr, uv_0 ] + + add uv_5, uv_5, uv_5 + ldrh pixel_1, [ texture_ptr, uv_1 ] + + and v_6, uv_6, #0xFF00 + ldrh pixel_2, [ texture_ptr, uv_2 ] + + and v_7, uv_7, #0xFF00 + ldrh pixel_3, [ texture_ptr, uv_3 ] + + and u_6, uv_6, #0xFF + ldrh pixel_4, [ texture_ptr, uv_4 ] + + and u_7, uv_7, #0xFF + ldrh pixel_5, [ texture_ptr, uv_5 ] + + add uv_6, u_6, v_6, lsl #2 + add uv_7, u_7, v_7, lsl #2 + + add uv_6, uv_6, uv_6 + add uv_7, uv_7, uv_7 + + orr pixels_a, pixel_0, pixel_1, lsl #16 + orr pixels_b, pixel_2, pixel_3, lsl #16 + + ldrh pixel_6, [ texture_ptr, uv_6 ] + orr pixels_c, pixel_4, pixel_5, lsl #16 + + ldrh pixel_7, [ texture_ptr, uv_7 ] + orr pixels_d, pixel_6, pixel_7, lsl #16 + + stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d } + add block_ptr, block_ptr, #64 + + bne 0b + + ldmia sp!, { r3 - r11, pc } + + +#undef num_blocks + +#undef test_mask +#undef texels +#undef pixels_b +#undef pixels +#undef d64_1 +#undef d64_4 +#undef d64_128 +#undef draw_mask +#undef msb_mask +#undef msb_mask_low +#undef msb_mask_high +#undef fb_pixels + +#undef c_32 +#undef fb_ptr +#undef mask_msb_ptr + +#define psx_gpu r0 +#define num_blocks r1 +#define color_ptr r2 +#define mask_msb_ptr r2 + +#define block_ptr_load_a r0 +#define block_ptr_store r3 +#define block_ptr_load_b r12 +#define c_32 r2 + +#define c_48 r4 +#define fb_ptr r14 +#define draw_mask_bits_scalar r5 + +#define d128_0x07 q0 +#define d128_0x1F q1 +#define d128_0x8000 q2 +#define test_mask q3 +#define texels q4 +#define colors_rg q5 +#define colors_b_dm_bits q6 +#define texels_rg q7 +#define pixels_r q8 +#define pixels_g q9 +#define pixels_b q10 +#define pixels q11 +#define zero_mask q4 +#define draw_mask q12 +#define msb_mask q13 + +#define fb_pixels q8 + +#define pixels_gb_low q9 + +#define colors_r d10 +#define colors_g d11 +#define colors_b d12 +#define draw_mask_bits d13 +#define texels_r d14 +#define texels_g d15 +#define pixels_r_low d16 +#define pixels_g_low d18 +#define pixels_b_low d19 +#define msb_mask_low d26 +#define msb_mask_high d27 + +#define d64_1 d28 +#define d64_4 d29 +#define d64_128 d30 +#define texels_b d31 + +#define shade_blocks_textured_modulated_prologue_indirect() \ + mov c_48, #48; \ + add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset \ + +#define shade_blocks_textured_modulated_prologue_direct() \ + add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] \ + +#define shade_blocks_textured_modulated_prologue_shaded() \ + +#define shade_blocks_textured_modulated_prologue_unshaded() \ + add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset; \ + vld1.u32 { colors_r[] }, [ color_ptr, :32 ]; \ + vdup.u8 colors_g, colors_r[1]; \ + vdup.u8 colors_b, colors_r[2]; \ + vdup.u8 colors_r, colors_r[0] \ + + +#define shade_blocks_textured_modulated_load_dithered(target) \ + vld1.u32 { target }, [ block_ptr_load_b, :128 ] \ + +#define shade_blocks_textured_modulated_load_last_dithered(target) \ + vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32 \ + +#define shade_blocks_textured_modulated_load_undithered(target) \ + +#define shade_blocks_textured_modulated_load_last_undithered(target) \ + add block_ptr_load_b, block_ptr_load_b, #32 \ + +#define shade_blocks_textured_modulate_dithered(channel) \ + vmlal.u8 pixels_##channel, texels_##channel, colors_##channel \ + +#define shade_blocks_textured_modulate_undithered(channel) \ + vmull.u8 pixels_##channel, texels_##channel, colors_##channel \ + + +#define shade_blocks_textured_modulated_store_draw_mask_indirect(offset) \ + vst1.u32 { draw_mask }, [ block_ptr_store, :128 ]! \ + +#define shade_blocks_textured_modulated_store_draw_mask_direct(offset) \ + ldr fb_ptr, [ block_ptr_load_b, #(offset - 64) ]; \ + vld1.u32 { fb_pixels }, [ fb_ptr ]; \ + vbit.u16 pixels, fb_pixels, draw_mask \ + +#define shade_blocks_textured_modulated_store_pixels_indirect() \ + vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48 \ + +#define shade_blocks_textured_modulated_store_pixels_direct() \ + vst1.u32 { pixels }, [ fb_ptr ] \ + + +#define shade_blocks_textured_modulated_load_rg_shaded() \ + vld1.u32 { colors_r, colors_g }, [ block_ptr_load_b, :128 ], c_32 \ + +#define shade_blocks_textured_modulated_load_rg_unshaded() \ + add block_ptr_load_b, block_ptr_load_b, #32 \ + +#define shade_blocks_textured_modulated_load_bdm_shaded() \ + vld1.u32 { colors_b, draw_mask_bits }, [ block_ptr_load_a, :128 ], c_32 \ + +#define shade_blocks_textured_modulated_load_bdm_unshaded() \ + ldr draw_mask_bits_scalar, [ block_ptr_load_a, #8 ]; \ + add block_ptr_load_a, block_ptr_load_a, #32 \ + +#define shade_blocks_textured_modulated_expand_draw_mask_shaded() \ + vdup.u16 draw_mask, draw_mask_bits[0] \ + +#define shade_blocks_textured_modulated_expand_draw_mask_unshaded() \ + vdup.u16 draw_mask, draw_mask_bits_scalar \ + + +#define shade_blocks_textured_modulated_apply_msb_mask_indirect() \ + +#define shade_blocks_textured_modulated_apply_msb_mask_direct() \ + vorr.u16 pixels, pixels, msb_mask \ + + +#define shade_blocks_textured_modulated_builder(shading, dithering, target) \ +.align 3; \ + \ +function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \ + stmdb sp!, { r4 - r5, lr }; \ + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + \ + vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \ + \ + shade_blocks_textured_modulated_prologue_##target(); \ + shade_blocks_textured_modulated_prologue_##shading(); \ + \ + add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset; \ + mov c_32, #32; \ + \ + add block_ptr_load_b, block_ptr_load_a, #16; \ + vmov.u8 d64_1, #1; \ + vmov.u8 d64_4, #4; \ + vmov.u8 d64_128, #128; \ + \ + vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \ + vmov.u8 d128_0x07, #0x07; \ + \ + shade_blocks_textured_modulated_load_rg_##shading(); \ + vmov.u8 d128_0x1F, #0x1F; \ + \ + shade_blocks_textured_modulated_load_bdm_##shading(); \ + vmov.u16 d128_0x8000, #0x8000; \ + \ + vmovn.u16 texels_r, texels; \ + vshrn.u16 texels_g, texels, #5; \ + \ + vshrn.u16 texels_b, texels, #7; \ + shade_blocks_textured_modulated_expand_draw_mask_##shading(); \ + \ + shade_blocks_textured_modulated_load_##dithering(pixels_r); \ + vtst.u16 draw_mask, draw_mask, test_mask; \ + \ + shade_blocks_textured_modulated_load_##dithering(pixels_g); \ + vand.u8 texels_rg, texels_rg, d128_0x1F; \ + \ + shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \ + vshr.u8 texels_b, texels_b, #3; \ + \ + shade_blocks_textured_modulate_##dithering(r); \ + shade_blocks_textured_modulate_##dithering(g); \ + shade_blocks_textured_modulate_##dithering(b); \ + \ + vand.u16 pixels, texels, d128_0x8000; \ + vceq.u16 zero_mask, texels, #0; \ + \ + vqshrun.s16 pixels_r_low, pixels_r, #4; \ + vqshrun.s16 pixels_g_low, pixels_g, #4; \ + vqshrun.s16 pixels_b_low, pixels_b, #4; \ + \ + shade_blocks_textured_modulated_apply_msb_mask_##target(); \ + vorr.u16 draw_mask, draw_mask, zero_mask; \ + vshr.u8 pixels_r_low, pixels_r_low, #3; \ + vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \ + \ + subs num_blocks, num_blocks, #1; \ + beq 1f; \ + \ + .align 3; \ + \ + 0: \ + vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \ + shade_blocks_textured_modulated_load_rg_##shading(); \ + vshrn.u16 texels_g, texels, #5; \ + \ + shade_blocks_textured_modulated_load_bdm_##shading(); \ + vshrn.u16 texels_b, texels, #7; \ + \ + vmovn.u16 texels_r, texels; \ + vmlal.u8 pixels, pixels_r_low, d64_1; \ + \ + vmlal.u8 pixels, pixels_g_low, d64_4; \ + vmlal.u8 pixels, pixels_b_low, d64_128; \ + shade_blocks_textured_modulated_store_draw_mask_##target(-4); \ + \ + shade_blocks_textured_modulated_load_##dithering(pixels_r); \ + shade_blocks_textured_modulated_expand_draw_mask_##shading(); \ + \ + shade_blocks_textured_modulated_load_##dithering(pixels_g); \ + vand.u8 texels_rg, texels_rg, d128_0x1F; \ + \ + shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \ + vtst.u16 draw_mask, draw_mask, test_mask; \ + \ + shade_blocks_textured_modulated_store_pixels_##target(); \ + vshr.u8 texels_b, texels_b, #3; \ + \ + shade_blocks_textured_modulate_##dithering(r); \ + shade_blocks_textured_modulate_##dithering(g); \ + shade_blocks_textured_modulate_##dithering(b); \ + \ + vand.u16 pixels, texels, d128_0x8000; \ + vceq.u16 zero_mask, texels, #0; \ + \ + subs num_blocks, num_blocks, #1; \ + \ + vqshrun.s16 pixels_r_low, pixels_r, #4; \ + vqshrun.s16 pixels_g_low, pixels_g, #4; \ + vqshrun.s16 pixels_b_low, pixels_b, #4; \ + \ + shade_blocks_textured_modulated_apply_msb_mask_##target(); \ + vorr.u16 draw_mask, draw_mask, zero_mask; \ + vshr.u8 pixels_r_low, pixels_r_low, #3; \ + vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \ + \ + bne 0b; \ + \ + 1: \ + vmlal.u8 pixels, pixels_r_low, d64_1; \ + vmlal.u8 pixels, pixels_g_low, d64_4; \ + vmlal.u8 pixels, pixels_b_low, d64_128; \ + \ + shade_blocks_textured_modulated_store_draw_mask_##target(28); \ + shade_blocks_textured_modulated_store_pixels_##target(); \ + \ + ldmia sp!, { r4 - r5, pc } \ + + +shade_blocks_textured_modulated_builder(shaded, dithered, direct); +shade_blocks_textured_modulated_builder(shaded, undithered, direct); +shade_blocks_textured_modulated_builder(unshaded, dithered, direct); +shade_blocks_textured_modulated_builder(unshaded, undithered, direct); + +shade_blocks_textured_modulated_builder(shaded, dithered, indirect); +shade_blocks_textured_modulated_builder(shaded, undithered, indirect); +shade_blocks_textured_modulated_builder(unshaded, dithered, indirect); +shade_blocks_textured_modulated_builder(unshaded, undithered, indirect); + + +#undef c_64 +#undef fb_ptr +#undef color_ptr + +#undef color_r +#undef color_g +#undef color_b + +#undef test_mask +#undef pixels +#undef draw_mask +#undef zero_mask +#undef fb_pixels +#undef msb_mask +#undef msb_mask_low +#undef msb_mask_high + +#define psx_gpu r0 +#define num_blocks r1 +#define mask_msb_ptr r2 +#define color_ptr r3 + +#define block_ptr_load r0 +#define draw_mask_store_ptr r3 +#define draw_mask_bits_ptr r12 +#define draw_mask_ptr r12 +#define pixel_store_ptr r14 + +#define fb_ptr_cmp r4 + +#define fb_ptr r3 +#define fb_ptr_next r14 + +#define c_64 r2 + +#define test_mask q0 +#define pixels q1 +#define draw_mask q2 +#define zero_mask q3 +#define draw_mask_combined q4 +#define fb_pixels q5 +#define fb_pixels_next q6 +#define msb_mask q7 + +#define draw_mask_low d4 +#define draw_mask_high d5 +#define msb_mask_low d14 +#define msb_mask_high d15 + +.align 3 +function(shade_blocks_textured_unmodulated_indirect) + str r14, [ sp, #-4 ] + add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40) + + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16) + + vld1.u32 { test_mask }, [ psx_gpu, :128 ] + add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset + + mov c_64, #64 + add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset + + vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64 + vld1.u16 { draw_mask_low[], draw_mask_high[] }, \ + [ draw_mask_bits_ptr, :16 ], c_64 + vceq.u16 zero_mask, pixels, #0 + + vtst.u16 draw_mask, draw_mask, test_mask + vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64 + + subs num_blocks, num_blocks, #1 + beq 1f + + 0: + vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64 + vorr.u16 draw_mask_combined, draw_mask, zero_mask + + vld1.u16 { draw_mask_low[], draw_mask_high[] }, \ + [ draw_mask_bits_ptr, :16 ], c_64 + vceq.u16 zero_mask, pixels, #0 + + vtst.u16 draw_mask, draw_mask, test_mask + vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64 + + vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64 + subs num_blocks, num_blocks, #1 + + bne 0b + + 1: + vorr.u16 draw_mask_combined, draw_mask, zero_mask + vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64 + + ldr pc, [ sp, #-4 ] + + +.align 3 + +function(shade_blocks_textured_unmodulated_direct) + stmdb sp!, { r4, r14 } + add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40) + + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset + + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] + mov c_64, #64 + + vld1.u32 { test_mask }, [ psx_gpu, :128 ] + add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset + + vld1.u16 { draw_mask_low[], draw_mask_high[] }, \ + [ draw_mask_bits_ptr, :16 ], c_64 + ldr fb_ptr_next, [ block_ptr_load, #44 ] + + vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64 + vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] + vceq.u16 zero_mask, pixels, #0 + vtst.u16 draw_mask, draw_mask, test_mask + + subs num_blocks, num_blocks, #1 + beq 1f + + 0: + mov fb_ptr, fb_ptr_next + ldr fb_ptr_next, [ block_ptr_load, #44 ] + + vorr.u16 pixels, pixels, msb_mask + + vorr.u16 draw_mask_combined, draw_mask, zero_mask + vmov fb_pixels, fb_pixels_next + + vld1.u16 { draw_mask_low[], draw_mask_high[] }, \ + [ draw_mask_bits_ptr, :16 ], c_64 + vbif.u16 fb_pixels, pixels, draw_mask_combined + + vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64 + + sub fb_ptr_cmp, fb_ptr_next, fb_ptr + add fb_ptr_cmp, fb_ptr_cmp, #14 + cmp fb_ptr_cmp, #28 + bls 4f + + vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] + vceq.u16 zero_mask, pixels, #0 + + vst1.u16 { fb_pixels }, [ fb_ptr ] + vtst.u16 draw_mask, draw_mask, test_mask + + 3: + subs num_blocks, num_blocks, #1 + bne 0b + + 1: + vorr.u16 draw_mask_combined, draw_mask, zero_mask + vbif.u16 fb_pixels_next, pixels, draw_mask_combined + + vst1.u16 { fb_pixels_next }, [ fb_ptr_next ] + + ldmia sp!, { r4, pc } + + 4: + vst1.u16 { fb_pixels }, [ fb_ptr ] + vceq.u16 zero_mask, pixels, #0 + + vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] + vtst.u16 draw_mask, draw_mask, test_mask + + bal 3b + + +function(shade_blocks_unshaded_untextured_indirect) + bx lr + +.align 3 + +function(shade_blocks_unshaded_untextured_direct) + stmdb sp!, { r4, r14 } + add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset + + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset + + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] + add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16) + + add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44) + vld1.u16 { pixels }, [ color_ptr, :128 ] + + mov c_64, #64 + vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64 + + vorr.u16 pixels, pixels, msb_mask + subs num_blocks, num_blocks, #1 + + ldr fb_ptr_next, [ block_ptr_load ], #64 + + vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] + beq 1f + + 0: + vmov fb_pixels, fb_pixels_next + mov fb_ptr, fb_ptr_next + ldr fb_ptr_next, [ block_ptr_load ], #64 + + vbif.u16 fb_pixels, pixels, draw_mask + vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64 + + sub fb_ptr_cmp, fb_ptr_next, fb_ptr + add fb_ptr_cmp, fb_ptr_cmp, #14 + cmp fb_ptr_cmp, #28 + bls 4f + + vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] + vst1.u16 { fb_pixels }, [ fb_ptr ] + + 3: + subs num_blocks, num_blocks, #1 + bne 0b + + 1: + vbif.u16 fb_pixels_next, pixels, draw_mask + vst1.u16 { fb_pixels_next }, [ fb_ptr_next ] + + ldmia sp!, { r4, pc } + + 4: + vst1.u16 { fb_pixels }, [ fb_ptr ] + vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] + bal 3b + + +#undef draw_mask_ptr +#undef c_64 +#undef fb_ptr +#undef fb_ptr_next +#undef fb_ptr_cmp + +#define psx_gpu r0 +#define num_blocks r1 +#define msb_mask_ptr r2 +#define pixel_ptr r3 +#define draw_mask_ptr r0 +#define c_64 r2 +#define fb_ptr r12 +#define fb_ptr_next r14 +#define fb_ptr_cmp r4 + +#undef msb_mask +#undef draw_mask +#undef pixels +#undef fb_pixels +#undef d128_0x8000 +#undef msb_mask_low +#undef msb_mask_high +#undef draw_mask_next +#undef pixels_g +#undef blend_pixels +#undef fb_pixels_next + +#define msb_mask q0 +#define draw_mask q1 +#define pixels q2 +#define fb_pixels q3 +#define blend_pixels q4 +#define pixels_no_msb q5 +#define blend_mask q6 +#define fb_pixels_no_msb q7 +#define d128_0x8000 q8 +#define d128_0x0421 q9 +#define fb_pixels_next q10 +#define blend_pixels_next q11 +#define pixels_next q12 +#define draw_mask_next q13 +#define write_mask q14 + +#define pixels_rb q5 +#define pixels_mg q7 +#define pixels_g q7 +#define d128_0x7C1F q8 +#define d128_0x03E0 q9 +#define fb_pixels_rb q10 +#define fb_pixels_g q11 +#define fb_pixels_masked q11 +#define d128_0x83E0 q15 +#define pixels_fourth q7 +#define d128_0x1C07 q12 +#define d128_0x00E0 q13 +#define d128_0x80E0 q13 + +#define msb_mask_low d0 +#define msb_mask_high d1 + +#define blend_blocks_average_set_blend_mask_textured(source) \ + vclt.s16 blend_mask, source, #0 \ + +#define blend_blocks_average_set_stp_bit_textured() \ + vorr.u16 blend_pixels, #0x8000 \ + +#define blend_blocks_average_combine_textured(source) \ + vbif.u16 blend_pixels, source, blend_mask \ + +#define blend_blocks_average_set_blend_mask_untextured(source) \ + +#define blend_blocks_average_set_stp_bit_untextured() \ + +#define blend_blocks_average_combine_untextured(source) \ + +#define blend_blocks_average_mask_set_on() \ + vclt.s16 write_mask, fb_pixels_next, #0 \ + +#define blend_blocks_average_mask_copy_on() \ + vorr.u16 draw_mask, draw_mask_next, write_mask \ + +#define blend_blocks_average_mask_copy_b_on() \ + vorr.u16 draw_mask_next, draw_mask_next, write_mask \ + +#define blend_blocks_average_mask_set_off() \ + +#define blend_blocks_average_mask_copy_off() \ + vmov draw_mask, draw_mask_next \ + +#define blend_blocks_average_mask_copy_b_off() \ + +#define blend_blocks_average_builder(texturing, mask_evaluate) \ +.align 3; \ + \ +function(blend_blocks_##texturing##_average_##mask_evaluate) \ + stmdb sp!, { r4, r14 }; \ + add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + \ + add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + \ + add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ + mov c_64, #64; \ + \ + vmov.u16 d128_0x8000, #0x8000; \ + vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + \ + vmov.u16 d128_0x0421, #0x0400; \ + vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \ + \ + vorr.u16 d128_0x0421, #0x0021; \ + vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \ + \ + veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \ + vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \ + vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \ + vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \ + blend_blocks_average_mask_set_##mask_evaluate(); \ + vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \ + \ + subs num_blocks, num_blocks, #1; \ + beq 1f; \ + \ + 0: \ + mov fb_ptr, fb_ptr_next; \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + \ + vmov pixels, pixels_next; \ + vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \ + \ + vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \ + \ + blend_blocks_average_mask_copy_##mask_evaluate(); \ + vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \ + \ + blend_blocks_average_set_blend_mask_##texturing(pixels); \ + blend_blocks_average_set_stp_bit_##texturing(); \ + vmov fb_pixels, fb_pixels_next; \ + blend_blocks_average_combine_##texturing(pixels); \ + \ + sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \ + add fb_ptr_cmp, fb_ptr_cmp, #14; \ + cmp fb_ptr_cmp, #28; \ + bls 2f; \ + \ + vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \ + veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \ + \ + vorr.u16 blend_pixels, blend_pixels, msb_mask; \ + vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \ + \ + vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \ + vbif.u16 fb_pixels, blend_pixels, draw_mask; \ + \ + vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \ + vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \ + blend_blocks_average_mask_set_##mask_evaluate(); \ + vst1.u16 { fb_pixels }, [ fb_ptr ]; \ + \ + 3: \ + subs num_blocks, num_blocks, #1; \ + bne 0b; \ + \ + 1: \ + blend_blocks_average_mask_copy_b_##mask_evaluate(); \ + vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \ + \ + blend_blocks_average_set_blend_mask_##texturing(pixels_next); \ + blend_blocks_average_set_stp_bit_##texturing(); \ + blend_blocks_average_combine_##texturing(pixels_next); \ + \ + vorr.u16 blend_pixels, blend_pixels, msb_mask; \ + vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next; \ + vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \ + \ + ldmia sp!, { r4, pc }; \ + \ + 2: \ + vorr.u16 blend_pixels, blend_pixels, msb_mask; \ + vbif.u16 fb_pixels, blend_pixels, draw_mask; \ + vst1.u16 { fb_pixels }, [ fb_ptr ]; \ + \ + vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \ + veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \ + vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \ + vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \ + vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \ + vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \ + \ + bal 3b \ + +blend_blocks_average_builder(textured, off) +blend_blocks_average_builder(untextured, off) +blend_blocks_average_builder(textured, on) +blend_blocks_average_builder(untextured, on) + + +#define blend_blocks_add_mask_set_on() \ + vclt.s16 write_mask, fb_pixels, #0 \ + +#define blend_blocks_add_mask_copy_on() \ + vorr.u16 draw_mask, draw_mask, write_mask \ + +#define blend_blocks_add_mask_set_off() \ + +#define blend_blocks_add_mask_copy_off() \ + + +#define blend_blocks_add_textured_builder(mask_evaluate) \ +.align 3; \ + \ +function(blend_blocks_textured_add_##mask_evaluate) \ + stmdb sp!, { r4, r14 }; \ + add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + \ + add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + \ + add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ + mov c_64, #64; \ + \ + vmov.u16 d128_0x7C1F, #0x7C00; \ + vmov.u16 d128_0x03E0, #0x0300; \ + vmov.u16 d128_0x83E0, #0x8000; \ + vorr.u16 d128_0x03E0, #0x00E0; \ + vorr.u16 d128_0x7C1F, #0x001F; \ + vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0; \ + \ + vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vclt.s16 blend_mask, pixels, #0; \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + vand.u16 pixels_rb, pixels, d128_0x7C1F; \ + \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vorr.u16 pixels, pixels, msb_mask; \ + vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \ + vand.u16 pixels_mg, pixels, d128_0x83E0; \ + vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \ + vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \ + vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ + vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \ + vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \ + vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \ + \ + subs num_blocks, num_blocks, #1; \ + beq 1f; \ + \ + 0: \ + mov fb_ptr, fb_ptr_next; \ + \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + \ + vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vclt.s16 blend_mask, pixels, #0; \ + \ + vorr.u16 pixels, pixels, msb_mask; \ + vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ + vand.u16 pixels_mg, pixels, d128_0x83E0; \ + \ + vbit.u16 blend_pixels, fb_pixels, draw_mask; \ + vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + \ + sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \ + add fb_ptr_cmp, fb_ptr_cmp, #14; \ + cmp fb_ptr_cmp, #28; \ + bls 2f; \ + \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vand.u16 pixels_rb, pixels, d128_0x7C1F; \ + vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \ + vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + \ + 3: \ + vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \ + vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ + vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \ + vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \ + vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \ + \ + subs num_blocks, num_blocks, #1; \ + bne 0b; \ + \ + 1: \ + vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ + vbit.u16 blend_pixels, fb_pixels, draw_mask; \ + vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \ + \ + ldmia sp!, { r4, pc }; \ + \ + 2: \ + vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vand.u16 pixels_rb, pixels, d128_0x7C1F; \ + \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \ + bal 3b \ + + +#define blend_blocks_add_untextured_builder(mask_evaluate) \ +.align 3; \ + \ +function(blend_blocks_untextured_add_##mask_evaluate) \ + stmdb sp!, { r4, r14 }; \ + add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + \ + add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + \ + add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ + mov c_64, #64; \ + \ + vmov.u16 d128_0x7C1F, #0x7C00; \ + vmov.u16 d128_0x03E0, #0x0300; \ + vorr.u16 d128_0x7C1F, #0x001F; \ + vorr.u16 d128_0x03E0, #0x00E0; \ + \ + vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + vand.u16 pixels_rb, pixels, d128_0x7C1F; \ + \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vand.u16 pixels_g, pixels, d128_0x03E0; \ + vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ + vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ + vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ + vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \ + vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \ + vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \ + \ + subs num_blocks, num_blocks, #1; \ + beq 1f; \ + \ + 0: \ + mov fb_ptr, fb_ptr_next; \ + \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + \ + vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + \ + vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ + vorr.u16 blend_pixels, blend_pixels, msb_mask; \ + vand.u16 pixels_g, pixels, d128_0x03E0; \ + \ + vbit.u16 blend_pixels, fb_pixels, draw_mask; \ + vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + \ + sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \ + add fb_ptr_cmp, fb_ptr_cmp, #14; \ + cmp fb_ptr_cmp, #28; \ + bls 2f; \ + \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vand.u16 pixels_rb, pixels, d128_0x7C1F; \ + vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ + vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + \ + 3: \ + vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ + vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ + vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \ + vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \ + vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \ + \ + subs num_blocks, num_blocks, #1; \ + bne 0b; \ + \ + 1: \ + vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ + vorr.u16 blend_pixels, blend_pixels, msb_mask; \ + vbit.u16 blend_pixels, fb_pixels, draw_mask; \ + vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \ + \ + ldmia sp!, { r4, pc }; \ + \ + 2: \ + vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vand.u16 pixels_rb, pixels, d128_0x7C1F; \ + \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ + bal 3b \ + + +blend_blocks_add_textured_builder(off) +blend_blocks_add_textured_builder(on) +blend_blocks_add_untextured_builder(off) +blend_blocks_add_untextured_builder(on) + +#define blend_blocks_subtract_set_blend_mask_textured() \ + vclt.s16 blend_mask, pixels_next, #0 \ + +#define blend_blocks_subtract_combine_textured() \ + vbif.u16 blend_pixels, pixels, blend_mask \ + +#define blend_blocks_subtract_set_stb_textured() \ + vorr.u16 blend_pixels, #0x8000 \ + +#define blend_blocks_subtract_msb_mask_textured() \ + vorr.u16 pixels, pixels_next, msb_mask \ + +#define blend_blocks_subtract_set_blend_mask_untextured() \ + +#define blend_blocks_subtract_combine_untextured() \ + +#define blend_blocks_subtract_set_stb_untextured() \ + vorr.u16 blend_pixels, blend_pixels, msb_mask \ + +#define blend_blocks_subtract_msb_mask_untextured() \ + + +#define blend_blocks_subtract_mask_set_on() \ + vclt.s16 write_mask, fb_pixels, #0 \ + +#define blend_blocks_subtract_mask_copy_on() \ + vorr.u16 draw_mask, draw_mask_next, write_mask \ + +#define blend_blocks_subtract_mask_set_off() \ + +#define blend_blocks_subtract_mask_copy_off() \ + vmov draw_mask, draw_mask_next \ + + +#define blend_blocks_subtract_builder(texturing, mask_evaluate) \ +.align 3; \ + \ +function(blend_blocks_##texturing##_subtract_##mask_evaluate) \ + stmdb sp!, { r4, r14 }; \ + add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + \ + add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + \ + add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ + mov c_64, #64; \ + \ + vmov.u16 d128_0x7C1F, #0x7C00; \ + vmov.u16 d128_0x03E0, #0x0300; \ + vorr.u16 d128_0x7C1F, #0x001F; \ + vorr.u16 d128_0x03E0, #0x00E0; \ + \ + vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \ + blend_blocks_subtract_set_blend_mask_##texturing(); \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_subtract_mask_set_##mask_evaluate(); \ + vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \ + \ + vand.u16 pixels_g, pixels_next, d128_0x03E0; \ + vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ + vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ + vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ + vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \ + \ + subs num_blocks, num_blocks, #1; \ + beq 1f; \ + \ + 0: \ + blend_blocks_subtract_mask_copy_##mask_evaluate(); \ + mov fb_ptr, fb_ptr_next; \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + \ + vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \ + blend_blocks_subtract_msb_mask_##texturing(); \ + \ + vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \ + vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ + vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \ + blend_blocks_subtract_set_stb_##texturing(); \ + vand.u16 pixels_g, pixels_next, d128_0x03E0; \ + blend_blocks_subtract_combine_##texturing(); \ + blend_blocks_subtract_set_blend_mask_##texturing(); \ + vbit.u16 blend_pixels, fb_pixels, draw_mask; \ + \ + sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \ + add fb_ptr_cmp, fb_ptr_cmp, #14; \ + cmp fb_ptr_cmp, #28; \ + bls 2f; \ + \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_subtract_mask_set_##mask_evaluate(); \ + vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ + vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ + vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ + vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \ + \ + 3: \ + subs num_blocks, num_blocks, #1; \ + bne 0b; \ + \ + 1: \ + blend_blocks_subtract_mask_copy_##mask_evaluate(); \ + \ + blend_blocks_subtract_msb_mask_##texturing(); \ + vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ + blend_blocks_subtract_set_stb_##texturing(); \ + blend_blocks_subtract_combine_##texturing(); \ + vbit.u16 blend_pixels, fb_pixels, draw_mask; \ + vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \ + \ + ldmia sp!, { r4, pc }; \ + \ + 2: \ + vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_subtract_mask_set_##mask_evaluate(); \ + vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ + vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ + vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ + vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \ + bal 3b \ + + +blend_blocks_subtract_builder(textured, off) +blend_blocks_subtract_builder(textured, on) +blend_blocks_subtract_builder(untextured, off) +blend_blocks_subtract_builder(untextured, on) + + +#define blend_blocks_add_fourth_textured_builder(mask_evaluate) \ +.align 3; \ + \ +function(blend_blocks_textured_add_fourth_##mask_evaluate) \ + stmdb sp!, { r4, r14 }; \ + add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + \ + add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + \ + add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ + mov c_64, #64; \ + \ + vmov.u16 d128_0x7C1F, #0x7C00; \ + vmov.u16 d128_0x03E0, #0x0300; \ + vmov.u16 d128_0x83E0, #0x8300; \ + vmov.u16 d128_0x1C07, #0x1C00; \ + vmov.u16 d128_0x80E0, #0x8000; \ + vorr.u16 d128_0x7C1F, #0x001F; \ + vorr.u16 d128_0x03E0, #0x00E0; \ + vorr.u16 d128_0x83E0, #0x00E0; \ + vorr.u16 d128_0x1C07, #0x0007; \ + vorr.u16 d128_0x80E0, #0x00E0; \ + \ + vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vclt.s16 blend_mask, pixels, #0; \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + vshr.s16 pixels_fourth, pixels, #2; \ + \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vorr.u16 pixels, pixels, msb_mask; \ + vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \ + vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \ + vand.u16 pixels_mg, pixels_fourth, d128_0x80E0; \ + vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \ + vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \ + vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ + vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \ + vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \ + vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \ + \ + subs num_blocks, num_blocks, #1; \ + beq 1f; \ + \ + 0: \ + mov fb_ptr, fb_ptr_next; \ + \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + \ + vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vclt.s16 blend_mask, pixels, #0; \ + \ + vshr.s16 pixels_fourth, pixels, #2; \ + vorr.u16 pixels, pixels, msb_mask; \ + vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ + vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \ + \ + vbit.u16 blend_pixels, fb_pixels, draw_mask; \ + vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + \ + sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \ + add fb_ptr_cmp, fb_ptr_cmp, #14; \ + cmp fb_ptr_cmp, #28; \ + bls 2f; \ + \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vand.u16 pixels_mg, pixels_fourth, d128_0x80E0; \ + vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \ + vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + \ + 3: \ + vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \ + vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ + vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \ + vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \ + vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \ + \ + subs num_blocks, num_blocks, #1; \ + bne 0b; \ + \ + 1: \ + vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ + vbit.u16 blend_pixels, fb_pixels, draw_mask; \ + vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \ + \ + ldmia sp!, { r4, pc }; \ + \ + 2: \ + vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vand.u16 pixels_mg, pixels_fourth, d128_0x80E0; \ + \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \ + bal 3b \ + + +#define blend_blocks_add_fourth_untextured_builder(mask_evaluate) \ +.align 3; \ + \ +function(blend_blocks_untextured_add_fourth_##mask_evaluate) \ + stmdb sp!, { r4, r14 }; \ + add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + \ + add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + \ + add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ + mov c_64, #64; \ + \ + vmov.u16 d128_0x7C1F, #0x7C00; \ + vmov.u16 d128_0x03E0, #0x0300; \ + vmov.u16 d128_0x83E0, #0x8300; \ + vmov.u16 d128_0x1C07, #0x1C00; \ + vmov.u16 d128_0x00E0, #0x00E0; \ + vorr.u16 d128_0x7C1F, #0x001F; \ + vorr.u16 d128_0x03E0, #0x00E0; \ + vorr.u16 d128_0x83E0, #0x00E0; \ + vorr.u16 d128_0x1C07, #0x0007; \ + \ + vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + vshr.s16 pixels_fourth, pixels, #2; \ + vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \ + \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \ + vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ + vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ + vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ + vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \ + vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \ + vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \ + \ + subs num_blocks, num_blocks, #1; \ + beq 1f; \ + \ + 0: \ + mov fb_ptr, fb_ptr_next; \ + \ + ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + \ + vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + \ + vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ + vshr.s16 pixels_fourth, pixels, #2; \ + vorr.u16 blend_pixels, blend_pixels, msb_mask; \ + vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \ + \ + vbit.u16 blend_pixels, fb_pixels, draw_mask; \ + vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + \ + sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \ + add fb_ptr_cmp, fb_ptr_cmp, #14; \ + cmp fb_ptr_cmp, #28; \ + bls 2f; \ + \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \ + vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ + vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + \ + 3: \ + vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ + vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ + vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \ + vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \ + vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \ + \ + subs num_blocks, num_blocks, #1; \ + bne 0b; \ + \ + 1: \ + vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ + vorr.u16 blend_pixels, blend_pixels, msb_mask; \ + vbit.u16 blend_pixels, fb_pixels, draw_mask; \ + vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \ + \ + ldmia sp!, { r4, pc }; \ + \ + 2: \ + vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \ + \ + vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + blend_blocks_add_mask_set_##mask_evaluate(); \ + blend_blocks_add_mask_copy_##mask_evaluate(); \ + vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ + bal 3b \ + + +blend_blocks_add_fourth_textured_builder(off) +blend_blocks_add_fourth_textured_builder(on) +blend_blocks_add_fourth_untextured_builder(off) +blend_blocks_add_fourth_untextured_builder(on) + +// TODO: Optimize this more. Need a scene that actually uses it for +// confirmation.. + +.align 3 + +function(blend_blocks_textured_unblended_on) + stmdb sp!, { r4, r14 } + add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + + add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16) + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] + + add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset + mov c_64, #64 + + ldr fb_ptr, [ pixel_ptr, #28 ] + vld1.u16 { fb_pixels }, [ fb_ptr ] + vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64 + vclt.s16 write_mask, fb_pixels, #0 + vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64 + + subs num_blocks, num_blocks, #1 + beq 1f + + 0: + vorr.u16 draw_mask, draw_mask, write_mask + vbif.u16 fb_pixels, pixels, draw_mask + vst1.u16 { fb_pixels }, [ fb_ptr ] + + ldr fb_ptr, [ pixel_ptr, #28 ] + vld1.u16 { fb_pixels }, [ fb_ptr ] + vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64 + vclt.s16 write_mask, fb_pixels, #0 + vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64 + + subs num_blocks, num_blocks, #1 + bne 0b + + 1: + vorr.u16 draw_mask, draw_mask, write_mask + vbif.u16 fb_pixels, pixels, draw_mask + vst1.u16 { fb_pixels }, [ fb_ptr ] + + ldmia sp!, { r4, pc } + + +function(blend_blocks_textured_unblended_off) + bx lr + + +function(warmup) + mov r3, #64 + cmp r0, #0 + bxeq lr + + 0: + vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3 + + subs r0, r0, #1 + bne 0b + + bx lr + +#undef color +#undef y +#undef height + +#define psx_gpu r0 +#define color r1 +#define x r2 +#define y r3 + +#define vram_ptr r0 +#define width r3 +#define height r12 + +#define parameter_width_offset 0 +#define parameter_height_offset 4 + +#define color_r r14 +#define color_g r4 +#define color_b r5 + +#define left_unaligned r14 +#define right_unaligned r4 +#define pitch r5 +#define num_unaligned r2 +#define num_width r6 + +#undef colors + +#define colors q0 + +.align 3 + +function(render_block_fill_body) + ldr vram_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ] + ldr height, [ sp, #parameter_height_offset ] + + add vram_ptr, vram_ptr, y, lsl #11 + ldr width, [ sp, #parameter_width_offset ] + + add vram_ptr, vram_ptr, x, lsl #1 + stmdb sp!, { r4 - r6, r14 } + + ubfx color_r, color, #3, #5 + ubfx color_g, color, #11, #5 + + ubfx color_b, color, #19, #5 + orr color, color_r, color_g, lsl #5 + + orr color, color, color_b, lsl #10 + add left_unaligned, x, #0x7 + + bic left_unaligned, left_unaligned, #0x7 + vdup.u16 colors, color + + sub left_unaligned, left_unaligned, x + mov pitch, #2048 + + sub pitch, pitch, width, lsl #1 + sub width, width, left_unaligned + + and right_unaligned, width, #0x7 + bic width, width, #0x7 + + 0: + mov num_width, width, lsr #3 + + movs num_unaligned, left_unaligned + beq 2f + + 1: + strh color, [ vram_ptr ], #2 + + subs num_unaligned, num_unaligned, #1 + bne 1b + + 2: + vst1.u32 { colors }, [ vram_ptr, :128 ]! + subs num_width, num_width, #1 + bne 2b + + movs num_unaligned, right_unaligned + beq 4f + + 3: + strh color, [ vram_ptr ], #2 + + subs num_unaligned, num_unaligned, #1 + bne 3b + + 4: + add vram_ptr, vram_ptr, pitch + subs height, height, #1 + bne 0b + + ldmia sp!, { r4 - r6, pc } + + +#undef x +#undef y +#undef width +#undef height +#undef fb_ptr +#undef texture_mask +#undef num_blocks +#undef temp +#undef dirty_textures_mask +#undef clut_ptr +#undef current_texture_mask + +#define psx_gpu r0 +#define x r1 +#define y r2 +#define u r3 +#define v r4 +#define width r5 +#define height r6 +#define offset_u r8 +#define offset_v r9 +#define offset_u_right r10 +#define width_rounded r11 +#define height_rounded r12 + +#define texture_offset_base r1 +#define tile_width r2 +#define tile_height r3 +#define num_blocks r4 +#define block r5 +#define sub_tile_height r6 +#define fb_ptr r7 +#define texture_mask r8 +#define column_data r9 +#define texture_offset r10 +#define tiles_remaining r11 +#define fb_ptr_advance_column r12 +#define texture_block_ptr r14 + +#define texture_page_ptr r3 +#define left_block_mask r4 +#define right_block_mask r5 +#define texture_mask_rev r10 +#define control_mask r11 + +#define dirty_textures_mask r4 +#define clut_ptr r5 +#define current_texture_mask r6 + + +#undef texels +#undef clut_low_a +#undef clut_low_b +#undef clut_high_a +#undef clut_high_b +#undef clut_a +#undef clut_b +#undef texels_low +#undef texels_high + +#define texels d0 +#define draw_masks_fb_ptrs q1 + +#define draw_mask_fb_ptr_left d2 +#define draw_mask_fb_ptr_right d3 + +#define clut_low_a d4 +#define clut_low_b d5 +#define clut_high_a d6 +#define clut_high_b d7 + +#define block_masks d8 +#define block_masks_shifted d9 + +#define clut_a q2 +#define clut_b q3 + +#define texels_low d10 +#define texels_high d11 + + +setup_sprite_flush_blocks_single: + vpush { q1 - q4 } + + stmdb sp!, { r0 - r3, r12, r14 } + bl flush_render_block_buffer + ldmia sp!, { r0 - r3, r12, r14 } + + vpop { q1 - q4 } + + add block, psx_gpu, #psx_gpu_blocks_offset + + mov num_blocks, sub_tile_height + bx lr + + +setup_sprite_flush_blocks_double: + vpush { q1 - q4 } + + stmdb sp!, { r0 - r3, r12, r14 } + bl flush_render_block_buffer + ldmia sp!, { r0 - r3, r12, r14 } + + vpop { q1 - q4 } + + add block, psx_gpu, #psx_gpu_blocks_offset + + mov num_blocks, sub_tile_height, lsl #1 + bx lr + + +setup_sprite_update_texture_4bpp_cache: + stmdb sp!, { r0 - r3, r14 } + bl update_texture_4bpp_cache + ldmia sp!, { r0 - r3, pc } + + +setup_sprite_update_texture_8bpp_cache: + stmdb sp!, { r0 - r3, r14 } + bl update_texture_8bpp_cache + ldmia sp!, { r0 - r3, pc } + + +#define setup_sprite_tiled_initialize_4bpp() \ + ldr dirty_textures_mask, \ + [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]; \ + ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \ + \ + ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \ + vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \ + \ + tst current_texture_mask, dirty_textures_mask; \ + vuzp.u8 clut_a, clut_b; \ + \ + blne setup_sprite_update_texture_4bpp_cache \ + +#define setup_sprite_tiled_initialize_8bpp() \ + ldr dirty_textures_mask, \ + [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]; \ + ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \ + \ + tst current_texture_mask, dirty_textures_mask; \ + blne setup_sprite_update_texture_8bpp_cache \ + + +#define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \ + +#define setup_sprite_block_count_single() \ + sub_tile_height \ + +#define setup_sprite_block_count_double() \ + sub_tile_height, lsl #1 \ + +#define setup_sprite_tile_add_blocks(type) \ + add num_blocks, num_blocks, setup_sprite_block_count_##type(); \ + cmp num_blocks, #MAX_BLOCKS; \ + \ + blgt setup_sprite_flush_blocks_##type \ + + +#define setup_sprite_tile_full_4bpp(edge) \ + setup_sprite_tile_add_blocks(double); \ + \ + 4: \ + and texture_block_ptr, texture_offset, texture_mask; \ + vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \ + \ + pld [ fb_ptr ]; \ + add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ + vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + \ + vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \ + vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \ + \ + vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \ + add texture_block_ptr, texture_offset, #8; \ + \ + and texture_block_ptr, texture_block_ptr, texture_mask; \ + add block, block, #40; \ + \ + add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ + add fb_ptr, fb_ptr, #16; \ + \ + vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \ + add block, block, #24; \ + \ + vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \ + \ + pld [ fb_ptr ]; \ + vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \ + vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \ + \ + vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \ + add block, block, #40; \ + \ + add texture_offset, texture_offset, #0x10; \ + add fb_ptr, fb_ptr, #(2048 - 16); \ + \ + vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \ + add block, block, #24; \ + \ + subs sub_tile_height, sub_tile_height, #1; \ + bne 4b; \ + \ + add texture_offset, texture_offset, #0xF00; \ + strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + + +#define setup_sprite_tile_half_4bpp(edge) \ + setup_sprite_tile_add_blocks(single); \ + \ + 4: \ + and texture_block_ptr, texture_offset, texture_mask; \ + vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \ + \ + pld [ fb_ptr ]; \ + add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ + vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + \ + vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \ + vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \ + \ + vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \ + add block, block, #40; \ + \ + add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ + vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \ + \ + add block, block, #24; \ + add texture_offset, texture_offset, #0x10; \ + \ + add fb_ptr, fb_ptr, #2048; \ + subs sub_tile_height, sub_tile_height, #1; \ + \ + bne 4b; \ + \ + add texture_offset, texture_offset, #0xF00; \ + strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + + +#define setup_sprite_tile_full_8bpp(edge) \ + setup_sprite_tile_add_blocks(double); \ + add block, block, #16; \ + \ + 4: \ + and texture_block_ptr, texture_offset, texture_mask; \ + vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \ + \ + pld [ fb_ptr ]; \ + add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ + vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + \ + add texture_block_ptr, texture_offset, #8; \ + vst1.u32 { texels }, [ block, :64 ]; \ + \ + and texture_block_ptr, texture_block_ptr, texture_mask; \ + add block, block, #24; \ + \ + add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ + \ + add fb_ptr, fb_ptr, #16; \ + vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \ + \ + add block, block, #40; \ + vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + pld [ fb_ptr ]; \ + \ + vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \ + vst1.u32 { texels }, [ block, :64 ]; \ + add block, block, #24; \ + \ + add texture_offset, texture_offset, #0x10; \ + add fb_ptr, fb_ptr, #(2048 - 16); \ + \ + vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \ + add block, block, #40; \ + \ + subs sub_tile_height, sub_tile_height, #1; \ + bne 4b; \ + \ + sub block, block, #16; \ + add texture_offset, texture_offset, #0xF00; \ + strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + + +#define setup_sprite_tile_half_8bpp(edge) \ + setup_sprite_tile_add_blocks(single); \ + add block, block, #16; \ + \ + 4: \ + and texture_block_ptr, texture_offset, texture_mask; \ + vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \ + pld [ fb_ptr ]; \ + \ + add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ + vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + \ + vst1.u32 { texels }, [ block, :64 ]; \ + add block, block, #24; \ + \ + vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \ + add block, block, #40; \ + \ + add texture_offset, texture_offset, #0x10; \ + add fb_ptr, fb_ptr, #2048; \ + \ + subs sub_tile_height, sub_tile_height, #1; \ + bne 4b; \ + \ + sub block, block, #16; \ + add texture_offset, texture_offset, #0xF00; \ + strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + + +#define setup_sprite_tile_column_edge_pre_adjust_half_right() \ + add texture_offset, texture_offset_base, #8; \ + add fb_ptr, fb_ptr, #16 \ + +#define setup_sprite_tile_column_edge_pre_adjust_half_left() \ + mov texture_offset, texture_offset_base \ + +#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \ + setup_sprite_tile_column_edge_pre_adjust_half_##edge() \ + +#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \ + mov texture_offset, texture_offset_base \ + +#define setup_sprite_tile_column_edge_post_adjust_half_right() \ + sub fb_ptr, fb_ptr, #16 \ + +#define setup_sprite_tile_column_edge_post_adjust_half_left() \ + +#define setup_sprite_tile_column_edge_post_adjust_half(edge) \ + setup_sprite_tile_column_edge_post_adjust_half_##edge() \ + +#define setup_sprite_tile_column_edge_post_adjust_full(edge) \ + + +#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \ + mov sub_tile_height, column_data; \ + setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \ + setup_sprite_tile_##edge_mode##_##texture_mode(edge); \ + setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge) \ + +#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \ + and sub_tile_height, column_data, #0xFF; \ + mov tiles_remaining, column_data, lsr #16; \ + setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \ + setup_sprite_tile_##edge_mode##_##texture_mode(edge); \ + \ + subs tiles_remaining, tiles_remaining, #1; \ + beq 2f; \ + \ + 3: \ + mov sub_tile_height, #16; \ + setup_sprite_tile_##edge_mode##_##texture_mode(edge); \ + subs tiles_remaining, tiles_remaining, #1; \ + bne 3b; \ + \ + 2: \ + uxtb sub_tile_height, column_data, ror #8; \ + setup_sprite_tile_##edge_mode##_##texture_mode(edge); \ + setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge) \ + + +#define setup_sprite_column_data_single() \ + mov column_data, height; \ + ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] \ + +#define setup_sprite_column_data_multi() \ + and height_rounded, height_rounded, #0xF; \ + rsb column_data, offset_v, #16; \ + \ + add height_rounded, height_rounded, #1; \ + sub tile_height, tile_height, #1; \ + \ + orr column_data, column_data, tile_height, lsl #16; \ + ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]; \ + \ + orr column_data, column_data, height_rounded, lsl #8 \ + +#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \ + edge_mode, edge) \ + setup_sprite_##texture_mode##_single_##multi_height##_##edge_mode##_##edge: \ + setup_sprite_column_data_##multi_height(); \ + vext.32 block_masks_shifted, block_masks, block_masks, #1; \ + vorr.u32 block_masks, block_masks, block_masks_shifted; \ + vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \ + vdup.u8 draw_mask_fb_ptr_right, block_masks[1]; \ + \ + setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \ + texture_mode); \ + ldmia sp!, { r4 - r11, pc } \ + +#define setup_sprite_tiled_advance_column() \ + add texture_offset_base, texture_offset_base, #0x100; \ + tst texture_offset_base, #0xF00; \ + subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00) \ + +#define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode, \ + right_mode) \ + setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode: \ + setup_sprite_column_data_##multi_height(); \ + mov fb_ptr_advance_column, #32; \ + \ + sub fb_ptr_advance_column, height, lsl #11; \ + vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \ + \ + vdup.u8 draw_mask_fb_ptr_right, block_masks[1]; \ + setup_sprite_tile_column_height_##multi_height(left_mode, right, tm); \ + \ + subs tile_width, tile_width, #2; \ + add fb_ptr, fb_ptr, fb_ptr_advance_column; \ + \ + vmov.u8 draw_masks_fb_ptrs, #0; \ + beq 1f; \ + \ + 0: \ + setup_sprite_tiled_advance_column(); \ + setup_sprite_tile_column_height_##multi_height(full, none, tm); \ + add fb_ptr, fb_ptr, fb_ptr_advance_column; \ + subs tile_width, tile_width, #1; \ + bne 0b; \ + \ + 1: \ + vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \ + vdup.u8 draw_mask_fb_ptr_right, block_masks[5]; \ + \ + setup_sprite_tiled_advance_column(); \ + setup_sprite_tile_column_height_##multi_height(right_mode, left, tm); \ + ldmia sp!, { r4 - r11, pc } \ + + +// r0: psx_gpu +// r1: x +// r2: y +// r3: u +// [ sp ]: v +// [ sp + 4 ]: width +// [ sp + 8 ]: height +// [ sp + 12 ]: color (unused) + +#define setup_sprite_tiled_builder(texture_mode) \ + \ +setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \ +setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \ +setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \ +setup_sprite_tile_column_width_single(texture_mode, single, full, none); \ +setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \ +setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \ +setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \ +setup_sprite_tile_column_width_single(texture_mode, single, half, right); \ +setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \ +setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \ +setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \ +setup_sprite_tile_column_width_single(texture_mode, single, half, left); \ +setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \ +setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \ + \ +.align 4; \ + \ +function(setup_sprite_##texture_mode) \ + stmdb sp!, { r4 - r11, r14 }; \ + setup_sprite_tiled_initialize_##texture_mode(); \ + \ + ldr v, [ sp, #36 ]; \ + and offset_u, u, #0xF; \ + \ + ldr width, [ sp, #40 ]; \ + ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \ + \ + ldr height, [ sp, #44 ]; \ + add fb_ptr, fb_ptr, y, lsl #11; \ + \ + add fb_ptr, fb_ptr, x, lsl #1; \ + and offset_v, v, #0xF; \ + \ + sub fb_ptr, fb_ptr, offset_u, lsl #1; \ + add width_rounded, offset_u, width; \ + \ + add height_rounded, offset_v, height; \ + add width_rounded, width_rounded, #15; \ + \ + add height_rounded, height_rounded, #15; \ + mov tile_width, width_rounded, lsr #4; \ + \ + /* texture_offset_base = VH-VL-00-00 */\ + mov texture_offset_base, v, lsl #8; \ + and offset_u_right, width_rounded, #0xF; \ + \ + /* texture_offset_base = VH-UH-UL-00 */\ + bfi texture_offset_base, u, #4, #8; \ + movw right_block_mask, #0xFFFE; \ + \ + /* texture_offset_base = VH-UH-VL-00 */\ + bfi texture_offset_base, v, #4, #4; \ + movw left_block_mask, #0xFFFF; \ + \ + mov tile_height, height_rounded, lsr #4; \ + mvn left_block_mask, left_block_mask, lsl offset_u; \ + \ + /* texture_mask = HH-HL-WH-WL */\ + ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]; \ + mov right_block_mask, right_block_mask, lsl offset_u_right; \ + \ + /* texture_mask_rev = WH-WL-HH-HL */\ + rev16 texture_mask_rev, texture_mask; \ + vmov block_masks, left_block_mask, right_block_mask; \ + \ + /* texture_mask = HH-HL-HL-WL */\ + bfi texture_mask, texture_mask_rev, #4, #4; \ + /* texture_mask_rev = 00-00-00-WH */\ + mov texture_mask_rev, texture_mask_rev, lsr #12; \ + \ + /* texture_mask = HH-WH-HL-WL */\ + bfi texture_mask, texture_mask_rev, #8, #4; \ + and left_block_mask, left_block_mask, #0xFF; \ + \ + mov control_mask, #0; \ + cmp left_block_mask, #0xFF; \ + \ + uxtb right_block_mask, right_block_mask, ror #8; \ + orreq control_mask, control_mask, #0x4; \ + \ + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + cmp right_block_mask, #0xFF; \ + \ + orreq control_mask, control_mask, #0x8; \ + cmp tile_width, #1; \ + \ + add block, psx_gpu, #psx_gpu_blocks_offset; \ + orreq control_mask, control_mask, #0x1; \ + \ + cmp tile_height, #1; \ + add block, block, num_blocks, lsl #6; \ + \ + orreq control_mask, control_mask, #0x2; \ + ldr pc, [ pc, control_mask, lsl #2 ]; \ + nop; \ + \ + .word setup_sprite_##texture_mode##_multi_multi_full_full; \ + .word setup_sprite_##texture_mode##_single_multi_full_none; \ + .word setup_sprite_##texture_mode##_multi_single_full_full; \ + .word setup_sprite_##texture_mode##_single_single_full_none; \ + .word setup_sprite_##texture_mode##_multi_multi_half_full; \ + .word setup_sprite_##texture_mode##_single_multi_half_right; \ + .word setup_sprite_##texture_mode##_multi_single_half_full; \ + .word setup_sprite_##texture_mode##_single_single_half_right; \ + .word setup_sprite_##texture_mode##_multi_multi_full_half; \ + .word setup_sprite_##texture_mode##_single_multi_half_left; \ + .word setup_sprite_##texture_mode##_multi_single_full_half; \ + .word setup_sprite_##texture_mode##_single_single_half_left; \ + .word setup_sprite_##texture_mode##_multi_multi_half_half; \ + .word 0x00000000; \ + .word setup_sprite_##texture_mode##_multi_single_half_half \ + + +setup_sprite_tiled_builder(4bpp); +setup_sprite_tiled_builder(8bpp); + + +#undef block_ptr +#undef num_blocks +#undef clut_ptr + +#define psx_gpu r0 +#define block_ptr r0 +#define num_blocks r1 +#define clut_ptr r2 +#define texel_shift_mask r3 +#define block_pixels_a r4 +#define block_pixels_b r5 +#define texel_0 r6 +#define texel_2 r7 +#define texel_4 r8 +#define texel_6 r9 +#define texel_1 r10 +#define texel_3 r11 +#define texel_5 r12 +#define texel_7 r14 +#define texels_01 r6 +#define texels_23 r7 +#define texels_45 r8 +#define texels_67 r9 + +function(texture_sprite_blocks_8bpp) + stmdb sp!, { r4 - r11, r14 } + movw texel_shift_mask, #(0xFF << 1) + + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ] + + add block_ptr, psx_gpu, #psx_gpu_blocks_offset + ldr block_pixels_a, [ block_ptr, #16 ] + + 0: + and texel_0, texel_shift_mask, block_pixels_a, lsl #1 + ldr block_pixels_b, [ block_ptr, #20 ] + + and texel_1, texel_shift_mask, block_pixels_a, lsr #7 + ldrh texel_0, [ clut_ptr, texel_0 ] + + and texel_2, texel_shift_mask, block_pixels_a, lsr #15 + ldrh texel_1, [ clut_ptr, texel_1 ] + + and texel_3, texel_shift_mask, block_pixels_a, lsr #23 + ldr block_pixels_a, [ block_ptr, #(64 + 16) ] + + ldrh texel_2, [ clut_ptr, texel_2 ] + and texel_4, texel_shift_mask, block_pixels_b, lsl #1 + + ldrh texel_3, [ clut_ptr, texel_3 ] + and texel_5, texel_shift_mask, block_pixels_b, lsr #7 + + ldrh texel_4, [ clut_ptr, texel_4 ] + and texel_6, texel_shift_mask, block_pixels_b, lsr #15 + + ldrh texel_5, [ clut_ptr, texel_5 ] + and texel_7, texel_shift_mask, block_pixels_b, lsr #23 + + ldrh texel_6, [ clut_ptr, texel_6 ] + orr texels_01, texel_0, texel_1, lsl #16 + + ldrh texel_7, [ clut_ptr, texel_7 ] + orr texels_23, texel_2, texel_3, lsl #16 + + orr texels_45, texel_4, texel_5, lsl #16 + str texels_01, [ block_ptr, #0 ] + + orr texels_67, texel_6, texel_7, lsl #16 + str texels_23, [ block_ptr, #4 ] + + subs num_blocks, num_blocks, #1 + str texels_45, [ block_ptr, #8 ] + + str texels_67, [ block_ptr, #12 ] + add block_ptr, block_ptr, #64 + + bne 0b + + ldmia sp!, { r4 - r11, pc } + + +#undef width_rounded +#undef texture_mask +#undef num_blocks +#undef texture_offset + +#define psx_gpu r0 +#define x r1 +#define y r2 +#define u r3 +#define v r4 +#define width r5 +#define height r6 +#define left_offset r8 +#define width_rounded r9 +#define right_width r10 +#define block_width r11 + +#define texture_offset_base r1 +#define texture_mask r2 +#define texture_page_ptr r3 +#define num_blocks r4 +#define block r5 +#define fb_ptr r7 +#define texture_offset r8 +#define blocks_remaining r9 +#define fb_ptr_pitch r12 +#define texture_block_ptr r14 + +#define texture_mask_width r2 +#define texture_mask_height r3 +#define left_mask_bits r4 +#define right_mask_bits r5 + + +#undef block_masks +#undef block_masks_shifted +#undef texels + +#define block_masks d0 +#define block_masks_shifted d1 +#define draw_mask_fb_ptr d2 +#define texels q2 + + +setup_sprites_16bpp_flush_single: + vpush { d0 - d2 } + + stmdb sp!, { r0 - r3, r12, r14 } + bl flush_render_block_buffer + ldmia sp!, { r0 - r3, r12, r14 } + + vpop { d0 - d2 } + + add block, psx_gpu, #psx_gpu_blocks_offset + mov num_blocks, #1 + + bx lr + +setup_sprites_16bpp_flush_row: + vpush { d0 - d2 } + + stmdb sp!, { r0 - r3, r12, r14 } + bl flush_render_block_buffer + ldmia sp!, { r0 - r3, r12, r14 } + + vpop { d0 - d2 } + + add block, psx_gpu, #psx_gpu_blocks_offset + mov num_blocks, block_width + + bx lr + +function(setup_sprite_16bpp) + stmdb sp!, { r4 - r11, r14 } + ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ] + + ldr v, [ sp, #36 ] + add fb_ptr, fb_ptr, y, lsl #11 + + ldr width, [ sp, #40 ] + add fb_ptr, fb_ptr, x, lsl #1 + + ldr height, [ sp, #44 ] + and left_offset, u, #0x7 + + add texture_offset_base, u, u + add width_rounded, width, #7 + + add texture_offset_base, v, lsl #11 + mov left_mask_bits, #0xFF + + ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ] + add width_rounded, width_rounded, left_offset + + ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ] + sub fb_ptr, fb_ptr, left_offset, lsl #1 + + add texture_mask, texture_mask_width, texture_mask_width + mov right_mask_bits, #0xFE + + and right_width, width_rounded, #0x7 + mvn left_mask_bits, left_mask_bits, lsl left_offset + + add texture_mask, texture_mask_height, lsl #11 + mov block_width, width_rounded, lsr #3 + + mov right_mask_bits, right_mask_bits, lsl right_width + movw fb_ptr_pitch, #(2048 + 16) + + sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4 + vmov block_masks, left_mask_bits, right_mask_bits + + ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + add block, psx_gpu, #psx_gpu_blocks_offset + + bic texture_offset_base, texture_offset_base, #0x7 + cmp block_width, #1 + + ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] + add block, block, num_blocks, lsl #6 + + bne 0f + + vext.32 block_masks_shifted, block_masks, block_masks, #1 + vorr.u32 block_masks, block_masks, block_masks_shifted + vdup.u8 draw_mask_fb_ptr, block_masks[0] + + 1: + add num_blocks, num_blocks, #1 + cmp num_blocks, #MAX_BLOCKS + blgt setup_sprites_16bpp_flush_single + + and texture_block_ptr, texture_offset_base, texture_mask + subs height, height, #1 + + add texture_block_ptr, texture_page_ptr, texture_block_ptr + vld1.u32 { texels }, [ texture_block_ptr, :128 ] + + vst1.u32 { texels }, [ block, :128 ] + add block, block, #40 + + vmov.u32 draw_mask_fb_ptr[1], fb_ptr + pld [ fb_ptr ] + + vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ] + + add block, block, #24 + add texture_offset_base, texture_offset_base, #2048 + add fb_ptr, fb_ptr, #2048 + strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + bne 1b + + ldmia sp!, { r4 - r11, pc } + + 0: + add num_blocks, num_blocks, block_width + mov texture_offset, texture_offset_base + + cmp num_blocks, #MAX_BLOCKS + blgt setup_sprites_16bpp_flush_row + + add texture_offset_base, texture_offset_base, #2048 + and texture_block_ptr, texture_offset, texture_mask + + add texture_block_ptr, texture_page_ptr, texture_block_ptr + vld1.u32 { texels }, [ texture_block_ptr, :128 ] + + vst1.u32 { texels }, [ block, :128 ] + add block, block, #40 + + vdup.u8 draw_mask_fb_ptr, block_masks[0] + vmov.u32 draw_mask_fb_ptr[1], fb_ptr + pld [ fb_ptr ] + + vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ] + subs blocks_remaining, block_width, #2 + + add texture_offset, texture_offset, #16 + add fb_ptr, fb_ptr, #16 + + vmov.u8 draw_mask_fb_ptr, #0 + + add block, block, #24 + beq 2f + + 1: + and texture_block_ptr, texture_offset, texture_mask + subs blocks_remaining, blocks_remaining, #1 + + add texture_block_ptr, texture_page_ptr, texture_block_ptr + vld1.u32 { texels }, [ texture_block_ptr, :128 ] + + vst1.u32 { texels }, [ block, :128 ] + add block, block, #40 + + vmov.u32 draw_mask_fb_ptr[1], fb_ptr + pld [ fb_ptr ] + + vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ] + + add texture_offset, texture_offset, #16 + add fb_ptr, fb_ptr, #16 + + add block, block, #24 + bne 1b + + 2: + and texture_block_ptr, texture_offset, texture_mask + add texture_block_ptr, texture_page_ptr, texture_block_ptr + + vld1.u32 { texels }, [ texture_block_ptr, :128 ] + vdup.u8 draw_mask_fb_ptr, block_masks[4] + + vst1.u32 { texels }, [ block, :128 ] + add block, block, #40 + + vmov.u32 draw_mask_fb_ptr[1], fb_ptr + vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ] + + add block, block, #24 + subs height, height, #1 + + add fb_ptr, fb_ptr, fb_ptr_pitch + strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + + bne 0b + + ldmia sp!, { r4 - r11, pc } + + +#undef texture_page_ptr +#undef vram_ptr +#undef dirty_textures_mask +#undef current_texture_mask + +#define psx_gpu r0 +#define current_texture_page r1 +#define texture_page_ptr r2 +#define vram_ptr_a r3 +#define current_texture_page_x r12 +#define current_texture_page_y r4 +#define dirty_textures_mask r5 +#define tile_y r6 +#define tile_x r7 +#define sub_y r8 +#define current_texture_mask r9 +#define c_4096 r10 +#define vram_ptr_b r11 + +#define texel_block_a d0 +#define texel_block_b d1 +#define texel_block_expanded_a q1 +#define texel_block_expanded_b q2 +#define texel_block_expanded_ab q2 +#define texel_block_expanded_c q3 +#define texel_block_expanded_d q4 +#define texel_block_expanded_cd q3 + +function(update_texture_4bpp_cache) + stmdb sp!, { r4 - r11, r14 } + vpush { q0 - q3 } + + ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ] + + ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] + ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ] + + and current_texture_page_x, current_texture_page, #0xF + ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ] + + mov current_texture_page_y, current_texture_page, lsr #4 + ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ] + + add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19 + mov tile_y, #16 + + add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7 + bic dirty_textures_mask, current_texture_mask + + mov tile_x, #16 + str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ] + + mov sub_y, #8 + movw c_4096, #4096 + + add vram_ptr_b, vram_ptr_a, #2048 + + 0: + vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096 + vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096 + + vmovl.u8 texel_block_expanded_a, texel_block_a + vshll.u8 texel_block_expanded_b, texel_block_a, #4 + vmovl.u8 texel_block_expanded_c, texel_block_b + vshll.u8 texel_block_expanded_d, texel_block_b, #4 + + vbic.u16 texel_block_expanded_a, #0x00F0 + vbic.u16 texel_block_expanded_b, #0x00F0 + vbic.u16 texel_block_expanded_c, #0x00F0 + vbic.u16 texel_block_expanded_d, #0x00F0 + + vorr.u16 texel_block_expanded_ab, texel_block_expanded_a, \ + texel_block_expanded_b + vorr.u16 texel_block_expanded_cd, texel_block_expanded_c, \ + texel_block_expanded_d + + vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \ + [ texture_page_ptr, :256 ]! + + subs sub_y, sub_y, #1 + bne 0b + + mov sub_y, #8 + add vram_ptr_a, vram_ptr_a, #8 + add vram_ptr_b, vram_ptr_b, #8 + + sub vram_ptr_a, vram_ptr_a, #(16 * 2048) + sub vram_ptr_b, vram_ptr_b, #(16 * 2048) + + subs tile_x, tile_x, #1 + bne 0b + + mov tile_x, #16 + add vram_ptr_a, vram_ptr_a, #(16 * 2048) + add vram_ptr_b, vram_ptr_b, #(16 * 2048) + + sub vram_ptr_a, vram_ptr_a, #(8 * 16) + sub vram_ptr_b, vram_ptr_b, #(8 * 16) + + subs tile_y, tile_y, #1 + bne 0b + + vpop { q0 - q3 } + ldmia sp!, { r4 - r11, pc } + + +#undef current_texture_page + +#define psx_gpu r0 +#define texture_page r1 +#define texture_page_ptr r2 +#define vram_ptr_a r3 +#define texture_page_x r12 +#define texture_page_y r4 +#define current_texture_page r5 +#define tile_y r6 +#define tile_x r7 +#define sub_y r8 +#define c_4096 r10 +#define vram_ptr_b r11 + + +#undef texels_a +#undef texels_b + +#define texels_a q0 +#define texels_b q1 +#define texels_c q2 +#define texels_d q3 + + +function(update_texture_8bpp_cache_slice) + stmdb sp!, { r4 - r11, r14 } + vpush { q0 - q3 } + + ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ] + ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ] + + ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] + mov tile_y, #16 + + and texture_page_x, texture_page, #0xF + mov texture_page_y, texture_page, lsr #4 + + add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7 + mov tile_x, #8 + + add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19 + eor current_texture_page, current_texture_page, texture_page + + ands current_texture_page, current_texture_page, #0x1 + mov sub_y, #4 + + addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16) + movw c_4096, #4096 + + add vram_ptr_b, vram_ptr_a, #2048 + + 0: + vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096 + vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096 + vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096 + vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096 + + vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]! + vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]! + + subs sub_y, sub_y, #1 + bne 0b + + mov sub_y, #4 + + add vram_ptr_a, vram_ptr_a, #16 + add vram_ptr_b, vram_ptr_b, #16 + + sub vram_ptr_a, vram_ptr_a, #(16 * 2048) + sub vram_ptr_b, vram_ptr_b, #(16 * 2048) + + subs tile_x, tile_x, #1 + bne 0b + + mov tile_x, #8 + + add vram_ptr_a, vram_ptr_a, #(16 * 2048) + add vram_ptr_b, vram_ptr_b, #(16 * 2048) + + sub vram_ptr_a, vram_ptr_a, #(8 * 16) + sub vram_ptr_b, vram_ptr_b, #(8 * 16) + + subs tile_y, tile_y, #1 + add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16) + + bne 0b + + vpop { q0 - q3 } + ldmia sp!, { r4 - r11, pc } + diff --git a/plugins/gpu_neon/psx_gpu/psx_gpu_main.c b/plugins/gpu_neon/psx_gpu/psx_gpu_main.c new file mode 100644 index 00000000..97f62caf --- /dev/null +++ b/plugins/gpu_neon/psx_gpu/psx_gpu_main.c @@ -0,0 +1,352 @@ +/* + * Copyright (C) 2011 Gilead Kutnick "Exophase" + * + * 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. + */ + +#include +#include + +#include "SDL.h" +#include "common.h" + +extern u32 span_pixels; +extern u32 span_pixel_blocks; +extern u32 span_pixel_blocks_unaligned; +extern u32 spans; +extern u32 triangles; +extern u32 sprites; +extern u32 sprites_4bpp; +extern u32 sprites_8bpp; +extern u32 sprites_16bpp; +extern u32 sprites_untextured; +extern u32 sprite_blocks; +extern u32 lines; +extern u32 texels_4bpp; +extern u32 texels_8bpp; +extern u32 texels_16bpp; +extern u32 texel_blocks_4bpp; +extern u32 texel_blocks_8bpp; +extern u32 texel_blocks_16bpp; +extern u32 texel_blocks_untextured; +extern u32 blend_blocks; +extern u32 untextured_pixels; +extern u32 blend_pixels; +extern u32 transparent_pixels; +extern u32 render_buffer_flushes; +extern u32 state_changes; +extern u32 trivial_rejects; +extern u32 left_split_triangles; +extern u32 flat_triangles; +extern u32 clipped_triangles; +extern u32 zero_block_spans; +extern u32 texture_cache_loads; +extern u32 false_modulated_triangles; +extern u32 false_modulated_sprites; + +static u32 mismatches; + +typedef struct +{ + u16 vram[1024 * 512]; + u32 gpu_register[15]; + u32 status; +} gpu_dump_struct; + +static gpu_dump_struct state; + +psx_gpu_struct __attribute__((aligned(256))) _psx_gpu; + +#define percent_of(numerator, denominator) \ + ((((double)(numerator)) / (denominator)) * 100.0) \ + +void clear_stats(void) +{ + triangles = 0; + sprites = 0; + sprites_4bpp = 0; + sprites_8bpp = 0; + sprites_16bpp = 0; + sprites_untextured = 0; + sprite_blocks = 0; + lines = 0; + span_pixels = 0; + span_pixel_blocks = 0; + span_pixel_blocks_unaligned = 0; + spans = 0; + texels_4bpp = 0; + texels_8bpp = 0; + texels_16bpp = 0; + texel_blocks_untextured = 0; + texel_blocks_4bpp = 0; + texel_blocks_8bpp = 0; + texel_blocks_16bpp = 0; + blend_blocks = 0; + untextured_pixels = 0; + blend_pixels = 0; + transparent_pixels = 0; + render_buffer_flushes = 0; + state_changes = 0; + trivial_rejects = 0; + left_split_triangles = 0; + flat_triangles = 0; + clipped_triangles = 0; + zero_block_spans = 0; + texture_cache_loads = 0; + false_modulated_triangles = 0; + false_modulated_sprites = 0; +} + +void update_screen(psx_gpu_struct *psx_gpu, SDL_Surface *screen) +{ + u32 x, y; + + for(y = 0; y < 512; y++) + { + for(x = 0; x < 1024; x++) + { + u32 pixel = psx_gpu->vram_ptr[(y * 1024) + x]; + ((u32 *)screen->pixels)[(y * 1024) + x] = + ((pixel & 0x1F) << (16 + 3)) | + (((pixel >> 5) & 0x1F) << (8 + 3)) | + (((pixel >> 10) & 0x1F) << 3); + } + } + + SDL_Flip(screen); +} + +#ifdef PANDORA_BUILD + +#include +#include +#include +#include + +#endif + +int main(int argc, char *argv[]) +{ + psx_gpu_struct *psx_gpu = &_psx_gpu; + SDL_Surface *screen; + SDL_Event event; + + u32 *list; + int size; + FILE *state_file; + FILE *list_file; + u32 no_display = 0; + + if((argc != 3) && (argc != 4)) + { + printf("usage:\n%s \n", argv[0]); + return 1; + } + + if((argc == 4) && !strcmp(argv[3], "-n")) + no_display = 1; + + state_file = fopen(argv[1], "rb"); + fread(&state, 1, sizeof(gpu_dump_struct), state_file); + fclose(state_file); + + list_file = fopen(argv[2], "rb"); + + fseek(list_file, 0, SEEK_END); + size = ftell(list_file); + fseek(list_file, 0, SEEK_SET); + //size = 0; + + list = malloc(size); + fread(list, 1, size, list_file); + fclose(list_file); + + if(no_display == 0) + { + SDL_Init(SDL_INIT_EVERYTHING); + screen = SDL_SetVideoMode(1024, 512, 32, 0); + } + + initialize_psx_gpu(psx_gpu); + +#ifdef PANDORA_BUILD + system("ofbset -fb /dev/fb1 -mem 6291456 -en 0"); + u32 fbdev_handle = open("/dev/fb1", O_RDWR); + psx_gpu->vram_ptr = (mmap((void *)0x50000000, 1024 * 1024 * 2, PROT_READ | PROT_WRITE, + MAP_SHARED | 0xA0000000, fbdev_handle, 0)); + psx_gpu->vram_ptr += 64; +#endif + + + +#ifdef PANDORA_BUILD + //triangle_benchmark(psx_gpu); + //return 0; +#endif + +#ifdef FULL_COMPARE_MODE + psx_gpu->pixel_count_mode = 1; + psx_gpu->pixel_compare_mode = 0; + memcpy(psx_gpu->vram_ptr, state.vram, 1024 * 512 * 2); + //render_block_fill(psx_gpu, 0, 0, 0, 1024, 512); + gpu_parse(psx_gpu, list, size); + + psx_gpu->pixel_count_mode = 0; + psx_gpu->pixel_compare_mode = 1; + memcpy(psx_gpu->compare_vram, state.vram, 1024 * 512 * 2); + memcpy(psx_gpu->vram_ptr, state.vram, 1024 * 512 * 2); + //render_block_fill(psx_gpu, 0, 0, 0, 1024, 512); + clear_stats(); + gpu_parse(psx_gpu, list, size); + flush_render_block_buffer(psx_gpu); +#else + memcpy(psx_gpu->vram_ptr, state.vram, 1024 * 512 * 2); + + psx_gpu->pixel_count_mode = 0; + psx_gpu->pixel_compare_mode = 0; + + clear_stats(); + +#ifdef PANDORA_BUILD + init_counter(); +#endif + + gpu_parse(psx_gpu, list, size); + flush_render_block_buffer(psx_gpu); + + clear_stats(); + +#ifdef PANDORA_BUILD + u32 cycles = get_counter(); +#endif + + gpu_parse(psx_gpu, list, size); + flush_render_block_buffer(psx_gpu); + + printf("%s: ", argv[1]); +#ifdef PANDORA_BUILD + u32 cycles_elapsed = get_counter() - cycles; + + printf("%d\n", cycles_elapsed); +#endif + +#if 1 + u32 i; + + for(i = 0; i < 1024 * 512; i++) + { + if((psx_gpu->vram_ptr[i] & 0x7FFF) != (state.vram[i] & 0x7FFF)) + { + printf("(%d %d %d) vs (%d %d %d) at (%d %d)\n", + psx_gpu->vram_ptr[i] & 0x1F, + (psx_gpu->vram_ptr[i] >> 5) & 0x1F, + (psx_gpu->vram_ptr[i] >> 10) & 0x1F, + state.vram[i] & 0x1F, + (state.vram[i] >> 5) & 0x1F, + (state.vram[i] >> 10) & 0x1F, i % 1024, i / 1024); + + mismatches++; + } + else + { + psx_gpu->vram_ptr[i] = + ((psx_gpu->vram_ptr[i] & 0x1F) / 4) | + ((((psx_gpu->vram_ptr[i] >> 5) & 0x1F) / 4) << 5) | + ((((psx_gpu->vram_ptr[i] >> 10) & 0x1F) / 4) << 10); + } + } +#endif +#endif + +#if 0 + printf("\n"); + printf(" %d pixels, %d pixel blocks (%d unaligned), %d spans\n" + " (%lf pixels per block (%lf unaligned, r %lf), %lf pixels per span),\n" + " %lf blocks per span (%lf per non-zero span), %lf overdraw)\n\n", + span_pixels, span_pixel_blocks, span_pixel_blocks_unaligned, spans, + (double)span_pixels / span_pixel_blocks, + (double)span_pixels / span_pixel_blocks_unaligned, + (double)span_pixel_blocks / span_pixel_blocks_unaligned, + (double)span_pixels / spans, + (double)span_pixel_blocks / spans, + (double)span_pixel_blocks / (spans - zero_block_spans), + (double)span_pixels / + ((psx_gpu->viewport_end_x - psx_gpu->viewport_start_x) * + (psx_gpu->viewport_end_y - psx_gpu->viewport_start_y))); + + printf(" %d triangles (%d false modulated)\n" + " (%d trivial rejects, %lf%% flat, %lf%% left split, %lf%% clipped)\n" + " (%lf pixels per triangle, %lf rows per triangle)\n\n", + triangles, false_modulated_triangles, trivial_rejects, + percent_of(flat_triangles, triangles), + percent_of(left_split_triangles, triangles), + percent_of(clipped_triangles, triangles), + (double)span_pixels / triangles, + (double)spans / triangles); + + printf(" Block data:\n"); + printf(" %7d 4bpp texel blocks (%lf%%)\n", texel_blocks_4bpp, + percent_of(texel_blocks_4bpp, span_pixel_blocks)); + printf(" %7d 8bpp texel blocks (%lf%%)\n", texel_blocks_8bpp, + percent_of(texel_blocks_8bpp, span_pixel_blocks)); + printf(" %7d 16bpp texel blocks (%lf%%)\n", texel_blocks_16bpp, + percent_of(texel_blocks_16bpp, span_pixel_blocks)); + printf(" %7d untextured blocks (%lf%%)\n", texel_blocks_untextured, + percent_of(texel_blocks_untextured, span_pixel_blocks)); + printf(" %7d sprite blocks (%lf%%)\n", sprite_blocks, + percent_of(sprite_blocks, span_pixel_blocks)); + printf(" %7d blended blocks (%lf%%)\n", blend_blocks, + percent_of(blend_blocks, span_pixel_blocks)); + printf("\n"); + printf(" %lf blocks per render buffer flush\n", (double)span_pixel_blocks / + render_buffer_flushes); + printf(" %d zero block spans\n", zero_block_spans); + printf(" %d state changes, %d texture cache loads\n", state_changes, + texture_cache_loads); + if(sprites) + { + printf(" %d sprites\n" + " 4bpp: %lf%%\n" + " 8bpp: %lf%%\n" + " 16bpp: %lf%%\n" + " untextured: %lf%%\n", + sprites, percent_of(sprites_4bpp, sprites), + percent_of(sprites_8bpp, sprites), percent_of(sprites_16bpp, sprites), + percent_of(sprites_untextured, sprites)); + } + printf("\n"); + printf(" %d mismatches\n\n\n", mismatches); +#endif + + fflush(stdout); + + if(no_display == 0) + { + while(1) + { + update_screen(psx_gpu, screen); + + if(SDL_PollEvent(&event)) + { + if((event.type == SDL_QUIT) || + ((event.type == SDL_KEYDOWN) && + (event.key.keysym.sym == SDLK_ESCAPE))) + { + break; + } + } + + SDL_Delay(20); + } + } + + return (mismatches != 0); +} diff --git a/plugins/gpu_neon/psx_gpu/psx_gpu_parse.c b/plugins/gpu_neon/psx_gpu/psx_gpu_parse.c new file mode 100644 index 00000000..98f2d853 --- /dev/null +++ b/plugins/gpu_neon/psx_gpu/psx_gpu_parse.c @@ -0,0 +1,670 @@ +/* + * Copyright (C) 2011 Gilead Kutnick "Exophase" + * + * 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. + */ + +#include + +#include "common.h" + +const u8 command_lengths[256] = +{ + 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 00 + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 10 + 3, 3, 3, 3, 6, 6, 6, 6, 4, 4, 4, 4, 8, 8, 8, 8, // 20 + 5, 5, 5, 5, 8, 8, 8, 8, 7, 7, 7, 7, 11, 11, 11, 11, // 30 + 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, // 40 + 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, // 50 + 2, 2, 2, 2, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, // 60 + 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, // 70 + 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 80 + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 90 + 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // a0 + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // b0 + 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // c0 + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // d0 + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // e0 + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 // f0 +}; + +void update_texture_ptr(psx_gpu_struct *psx_gpu) +{ + u8 *texture_ptr; + + switch((psx_gpu->render_state_base >> 8) & 0x3) + { + default: + case TEXTURE_MODE_4BPP: +#ifdef TEXTURE_CACHE_4BPP + texture_ptr = psx_gpu->texture_4bpp_cache[psx_gpu->current_texture_page]; + texture_ptr += psx_gpu->texture_window_x & 0xF; + texture_ptr += (psx_gpu->texture_window_y & 0xF) << 4; + texture_ptr += (psx_gpu->texture_window_x >> 4) << 8; + texture_ptr += (psx_gpu->texture_window_y >> 4) << 12; +#else + texture_ptr = (u8 *)(psx_gpu->vram_ptr); + texture_ptr += (psx_gpu->current_texture_page & 0xF) * 128; + texture_ptr += ((psx_gpu->current_texture_page >> 4) * 256) * 2048; + texture_ptr += psx_gpu->texture_window_x / 2; + texture_ptr += (psx_gpu->texture_window_y) * 2048; +#endif + break; + + case TEXTURE_MODE_8BPP: +#ifdef TEXTURE_CACHE_8BPP + if(psx_gpu->current_texture_page & 0x1) + { + texture_ptr = + psx_gpu->texture_8bpp_odd_cache[psx_gpu->current_texture_page >> 1]; + } + else + { + texture_ptr = + psx_gpu->texture_8bpp_even_cache[psx_gpu->current_texture_page >> 1]; + } + + texture_ptr += (psx_gpu->texture_window_y & 0xF) << 4; + texture_ptr += (psx_gpu->texture_window_x >> 4) << 8; + texture_ptr += (psx_gpu->texture_window_y >> 4) << 12; +#else + texture_ptr = (u8 *)(psx_gpu->vram_ptr); + texture_ptr += (psx_gpu->current_texture_page & 0xF) * 128; + texture_ptr += ((psx_gpu->current_texture_page >> 4) * 256) * 2048; + texture_ptr += psx_gpu->texture_window_x; + texture_ptr += (psx_gpu->texture_window_y) * 2048; +#endif + break; + + case TEXTURE_MODE_16BPP: + texture_ptr = (u8 *)(psx_gpu->vram_ptr); + texture_ptr += (psx_gpu->current_texture_page & 0xF) * 128; + texture_ptr += ((psx_gpu->current_texture_page >> 4) * 256) * 2048; + texture_ptr += psx_gpu->texture_window_x * 2; + texture_ptr += (psx_gpu->texture_window_y) * 2048; + break; + } + + psx_gpu->texture_page_ptr = texture_ptr; +} + +void set_texture(psx_gpu_struct *psx_gpu, u32 texture_settings) +{ + if(psx_gpu->texture_settings != texture_settings) + { + u32 new_texture_page = texture_settings & 0x1F; + u32 texture_mode = (texture_settings >> 7) & 0x3; + u32 render_state_base = psx_gpu->render_state_base; + + if(psx_gpu->current_texture_page != new_texture_page) + flush_render_block_buffer(psx_gpu); + + render_state_base &= ~(0xF << 6); + render_state_base |= ((texture_settings >> 5) & 0xF) << 6; + + psx_gpu->render_state_base = render_state_base; + + psx_gpu->current_texture_mask = 0x1 << new_texture_page; + + if(texture_mode == TEXTURE_MODE_8BPP) + { + // In 8bpp mode 256x256 takes up two pages. If it's on the right edge it + // wraps back around to the left edge. + u32 adjacent_texture_page = ((texture_settings + 1) & 0xF) | (texture_settings & 0x10); + psx_gpu->current_texture_mask |= 0x1 << adjacent_texture_page; + + if((psx_gpu->last_8bpp_texture_page ^ new_texture_page) & 0x1) + { + u32 dirty_textures_8bpp_alternate_mask = + psx_gpu->dirty_textures_8bpp_alternate_mask; + psx_gpu->dirty_textures_8bpp_alternate_mask = + psx_gpu->dirty_textures_8bpp_mask; + psx_gpu->dirty_textures_8bpp_mask = dirty_textures_8bpp_alternate_mask; + } + + psx_gpu->last_8bpp_texture_page = new_texture_page; + } + + psx_gpu->current_texture_page = new_texture_page; + psx_gpu->texture_settings = texture_settings; + + update_texture_ptr(psx_gpu); + } +} + +void set_clut(psx_gpu_struct *psx_gpu, u32 clut_settings) +{ + if(psx_gpu->clut_settings != clut_settings) + { + flush_render_block_buffer(psx_gpu); + psx_gpu->clut_settings = clut_settings; + psx_gpu->clut_ptr = psx_gpu->vram_ptr + ((clut_settings & 0x7FFF) * 16); + } +} + +void set_triangle_color(psx_gpu_struct *psx_gpu, u32 triangle_color) +{ + if(psx_gpu->triangle_color != triangle_color) + { + flush_render_block_buffer(psx_gpu); + psx_gpu->triangle_color = triangle_color; + } +} + +#define sign_extend_12bit(value) \ + (((s32)((value) << 20)) >> 20) \ + +#define get_vertex_data_xy(vertex_number, offset16) \ + vertexes[vertex_number].x = \ + sign_extend_12bit(list_s16[offset16]) + psx_gpu->offset_x; \ + vertexes[vertex_number].y = \ + sign_extend_12bit(list_s16[(offset16) + 1]) + psx_gpu->offset_y; \ + +#define get_vertex_data_uv(vertex_number, offset16) \ + vertexes[vertex_number].u = list_s16[offset16] & 0xFF; \ + vertexes[vertex_number].v = (list_s16[offset16] >> 8) & 0xFF \ + +#define get_vertex_data_rgb(vertex_number, offset32) \ + vertexes[vertex_number].r = list[offset32] & 0xFF; \ + vertexes[vertex_number].g = (list[offset32] >> 8) & 0xFF; \ + vertexes[vertex_number].b = (list[offset32] >> 16) & 0xFF \ + +#define get_vertex_data_xy_uv(vertex_number, offset16) \ + get_vertex_data_xy(vertex_number, offset16); \ + get_vertex_data_uv(vertex_number, (offset16) + 2) \ + +#define get_vertex_data_xy_rgb(vertex_number, offset16) \ + get_vertex_data_rgb(vertex_number, (offset16) / 2); \ + get_vertex_data_xy(vertex_number, (offset16) + 2); \ + +#define get_vertex_data_xy_uv_rgb(vertex_number, offset16) \ + get_vertex_data_rgb(vertex_number, (offset16) / 2); \ + get_vertex_data_xy(vertex_number, (offset16) + 2); \ + get_vertex_data_uv(vertex_number, (offset16) + 4); \ + +#define set_vertex_color_constant(vertex_number, color) \ + vertexes[vertex_number].r = color & 0xFF; \ + vertexes[vertex_number].g = (color >> 8) & 0xFF; \ + vertexes[vertex_number].b = (color >> 16) & 0xFF \ + +#define get_vertex_data_xy_rgb_constant(vertex_number, offset16, color) \ + get_vertex_data_xy(vertex_number, offset16); \ + set_vertex_color_constant(vertex_number, color) \ + +vertex_struct vertexes[4] __attribute__((aligned(32))); + +void gpu_parse(psx_gpu_struct *psx_gpu, u32 *list, u32 size) +{ + u32 current_command, command_length; + + u32 *list_end = list + (size / 4); + + for(; list < list_end; list += 1 + command_length) + { + s16 *list_s16 = (void *)list; + current_command = *list >> 24; + command_length = command_lengths[current_command]; + + switch(current_command) + { + case 0x00: + break; + + case 0x02: + render_block_fill(psx_gpu, list[0] & 0xFFFFFF, list_s16[2], list_s16[3], + list_s16[4] & 0x3FF, list_s16[5] & 0x3FF); + break; + + case 0x20 ... 0x23: + { + set_triangle_color(psx_gpu, list[0] & 0xFFFFFF); + + get_vertex_data_xy(0, 2); + get_vertex_data_xy(1, 4); + get_vertex_data_xy(2, 6); + + render_triangle(psx_gpu, vertexes, current_command); + break; + } + + case 0x24 ... 0x27: + { + set_clut(psx_gpu, list_s16[5]); + set_texture(psx_gpu, list_s16[9]); + set_triangle_color(psx_gpu, list[0] & 0xFFFFFF); + + get_vertex_data_xy_uv(0, 2); + get_vertex_data_xy_uv(1, 6); + get_vertex_data_xy_uv(2, 10); + + render_triangle(psx_gpu, vertexes, current_command); + break; + } + + case 0x28 ... 0x2B: + { + set_triangle_color(psx_gpu, list[0] & 0xFFFFFF); + + get_vertex_data_xy(0, 2); + get_vertex_data_xy(1, 4); + get_vertex_data_xy(2, 6); + get_vertex_data_xy(3, 8); + + render_triangle(psx_gpu, vertexes, current_command); + render_triangle(psx_gpu, &(vertexes[1]), current_command); + break; + } + + case 0x2C ... 0x2F: + { + set_clut(psx_gpu, list_s16[5]); + set_texture(psx_gpu, list_s16[9]); + set_triangle_color(psx_gpu, list[0] & 0xFFFFFF); + + get_vertex_data_xy_uv(0, 2); + get_vertex_data_xy_uv(1, 6); + get_vertex_data_xy_uv(2, 10); + get_vertex_data_xy_uv(3, 14); + + render_triangle(psx_gpu, vertexes, current_command); + render_triangle(psx_gpu, &(vertexes[1]), current_command); + break; + } + + case 0x30 ... 0x33: + { + get_vertex_data_xy_rgb(0, 0); + get_vertex_data_xy_rgb(1, 4); + get_vertex_data_xy_rgb(2, 8); + + render_triangle(psx_gpu, vertexes, current_command); + break; + } + + case 0x34: + case 0x35: + case 0x36: + case 0x37: + { + set_clut(psx_gpu, list_s16[5]); + set_texture(psx_gpu, list_s16[11]); + + get_vertex_data_xy_uv_rgb(0, 0); + get_vertex_data_xy_uv_rgb(1, 6); + get_vertex_data_xy_uv_rgb(2, 12); + + render_triangle(psx_gpu, vertexes, current_command); + break; + } + + case 0x38: + case 0x39: + case 0x3A: + case 0x3B: + { + get_vertex_data_xy_rgb(0, 0); + get_vertex_data_xy_rgb(1, 4); + get_vertex_data_xy_rgb(2, 8); + get_vertex_data_xy_rgb(3, 12); + + render_triangle(psx_gpu, vertexes, current_command); + render_triangle(psx_gpu, &(vertexes[1]), current_command); + break; + } + + case 0x3C: + case 0x3D: + case 0x3E: + case 0x3F: + { + set_clut(psx_gpu, list_s16[5]); + set_texture(psx_gpu, list_s16[11]); + + get_vertex_data_xy_uv_rgb(0, 0); + get_vertex_data_xy_uv_rgb(1, 6); + get_vertex_data_xy_uv_rgb(2, 12); + get_vertex_data_xy_uv_rgb(3, 18); + + render_triangle(psx_gpu, vertexes, current_command); + render_triangle(psx_gpu, &(vertexes[1]), current_command); + break; + } + + case 0x40 ... 0x47: + { + vertexes[0].x = list_s16[2] + psx_gpu->offset_x; + vertexes[0].y = list_s16[3] + psx_gpu->offset_y; + vertexes[1].x = list_s16[4] + psx_gpu->offset_x; + vertexes[1].y = list_s16[5] + psx_gpu->offset_y; + + render_line(psx_gpu, vertexes, current_command, list[0]); + break; + } + + case 0x48 ... 0x4F: + { + u32 num_vertexes = 1; + u32 *list_position = &(list[2]); + u32 xy = list[1]; + + vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x; + vertexes[1].y = (xy >> 16) + psx_gpu->offset_y; + + while(1) + { + xy = *list_position; + if(xy == 0x55555555) + break; + + vertexes[0] = vertexes[1]; + + vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x; + vertexes[1].y = (xy >> 16) + psx_gpu->offset_y; + + list_position++; + num_vertexes++; + + render_line(psx_gpu, vertexes, current_command, list[0]); + } + + if(num_vertexes > 2) + command_length += (num_vertexes - 2); + + break; + } + + case 0x50 ... 0x57: + { + vertexes[0].r = list[0] & 0xFF; + vertexes[0].g = (list[0] >> 8) & 0xFF; + vertexes[0].b = (list[0] >> 16) & 0xFF; + vertexes[0].x = list_s16[2] + psx_gpu->offset_x; + vertexes[0].y = list_s16[3] + psx_gpu->offset_y; + + vertexes[1].r = list[2] & 0xFF; + vertexes[1].g = (list[2] >> 8) & 0xFF; + vertexes[1].b = (list[2] >> 16) & 0xFF; + vertexes[1].x = list_s16[6] + psx_gpu->offset_x; + vertexes[1].y = list_s16[7] + psx_gpu->offset_y; + + render_line(psx_gpu, vertexes, current_command, 0); + break; + } + + case 0x58 ... 0x5F: + { + u32 num_vertexes = 1; + u32 *list_position = &(list[2]); + u32 color = list[0]; + u32 xy = list[1]; + + vertexes[1].r = color & 0xFF; + vertexes[1].g = (color >> 8) & 0xFF; + vertexes[1].b = (color >> 16) & 0xFF; + vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x; + vertexes[1].y = (xy >> 16) + psx_gpu->offset_y; + + while(1) + { + color = list_position[0]; + if(color == 0x55555555) + break; + + xy = list_position[1]; + + vertexes[0] = vertexes[1]; + + vertexes[1].r = color & 0xFF; + vertexes[1].g = (color >> 8) & 0xFF; + vertexes[1].b = (color >> 16) & 0xFF; + vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x; + vertexes[1].y = (xy >> 16) + psx_gpu->offset_y; + + list_position += 2; + num_vertexes++; + + render_line(psx_gpu, vertexes, current_command, 0); + } + + if(num_vertexes > 2) + command_length += ((num_vertexes * 2) - 2); + + break; + } + + case 0x60 ... 0x63: + { + u32 x = list_s16[2] + psx_gpu->offset_x; + u32 y = list_s16[3] + psx_gpu->offset_y; + u32 width = list_s16[4] & 0x3FF; + u32 height = list_s16[5] & 0x1FF; + + psx_gpu->primitive_color = list[0] & 0xFFFFFF; + + render_sprite(psx_gpu, x, y, 0, 0, width, height, current_command, list[0]); + break; + } + + case 0x64 ... 0x67: + { + u32 x = list_s16[2] + psx_gpu->offset_x; + u32 y = list_s16[3] + psx_gpu->offset_y; + u32 uv = list_s16[4]; + u32 width = list_s16[6] & 0x3FF; + u32 height = list_s16[7] & 0x1FF; + + psx_gpu->primitive_color = list[0] & 0xFFFFFF; + set_clut(psx_gpu, list_s16[5]); + + render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, width, height, + current_command, list[0]); + break; + } + + case 0x68: + case 0x69: + case 0x6A: + case 0x6B: + { + s32 x = list_s16[2] + psx_gpu->offset_x; + s32 y = list_s16[3] + psx_gpu->offset_y; + + psx_gpu->primitive_color = list[0] & 0xFFFFFF; + + render_sprite(psx_gpu, x, y, 0, 0, 1, 1, current_command, list[0]); + break; + } + + case 0x70: + case 0x71: + case 0x72: + case 0x73: + { + s32 x = list_s16[2] + psx_gpu->offset_x; + s32 y = list_s16[3] + psx_gpu->offset_y; + + psx_gpu->primitive_color = list[0] & 0xFFFFFF; + + render_sprite(psx_gpu, x, y, 0, 0, 8, 8, current_command, list[0]); + break; + } + + case 0x74: + case 0x75: + case 0x76: + case 0x77: + { + s32 x = list_s16[2] + psx_gpu->offset_x; + s32 y = list_s16[3] + psx_gpu->offset_y; + u32 uv = list_s16[4]; + + psx_gpu->primitive_color = list[0] & 0xFFFFFF; + set_clut(psx_gpu, list_s16[5]); + + render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, 8, 8, + current_command, list[0]); + break; + } + + case 0x78: + case 0x79: + case 0x7A: + case 0x7B: + { + s32 x = list_s16[2] + psx_gpu->offset_x; + s32 y = list_s16[3] + psx_gpu->offset_y; + + psx_gpu->primitive_color = list[0] & 0xFFFFFF; + render_sprite(psx_gpu, x, y, 0, 0, 16, 16, current_command, list[0]); + break; + } + + case 0x7C: + case 0x7D: + case 0x7E: + case 0x7F: + { + s32 x = list_s16[2] + psx_gpu->offset_x; + s32 y = list_s16[3] + psx_gpu->offset_y; + u32 uv = list_s16[4]; + + psx_gpu->primitive_color = list[0] & 0xFFFFFF; + set_clut(psx_gpu, list_s16[5]); + + render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, 16, 16, + current_command, list[0]); + break; + } + + case 0x80: // vid -> vid + render_block_move(psx_gpu, list_s16[2] & 0x3FF, list_s16[3] & 0x1FF, + list_s16[4] & 0x3FF, list_s16[5] & 0x1FF, list_s16[6], list_s16[7]); + break; + + case 0xA0: // sys -> vid + { + u32 load_x = list_s16[2]; + u32 load_y = list_s16[3]; + u32 load_width = list_s16[4]; + u32 load_height = list_s16[5]; + u32 load_size = load_width * load_height; + + command_length += load_size / 2; + + render_block_copy(psx_gpu, (u16 *)&(list_s16[6]), load_x, load_y, + load_width, load_height, load_width); + break; + } + + case 0xC0: // vid -> sys + break; + + case 0xE1: + set_texture(psx_gpu, list[0] & 0x1FF); + if(list[0] & (1 << 9)) + psx_gpu->render_state_base |= RENDER_STATE_DITHER; + else + psx_gpu->render_state_base &= ~RENDER_STATE_DITHER; + + psx_gpu->display_area_draw_enable = (list[0] >> 10) & 0x1; + break; + + case 0xE2: + { + // TODO: Clean + u32 texture_window_settings = list[0]; + u32 tmp, x, y, w, h; + + if(texture_window_settings != psx_gpu->texture_window_settings) + { + tmp = (texture_window_settings & 0x1F) | 0x20; + for(w = 8; (tmp & 1) == 0; tmp >>= 1, w <<= 1); + + tmp = ((texture_window_settings >> 5) & 0x1f) | 0x20; + for (h = 8; (tmp & 1) == 0; tmp >>= 1, h <<= 1); + + tmp = 32 - (w >> 3); + x = ((texture_window_settings >> 10) & tmp) << 3; + + tmp = 32 - (h >> 3); + y = ((texture_window_settings >> 15) & tmp) << 3; + + flush_render_block_buffer(psx_gpu); + + psx_gpu->texture_window_x = x; + psx_gpu->texture_window_y = y; + psx_gpu->texture_mask_width = w - 1; + psx_gpu->texture_mask_height = h - 1; + + update_texture_ptr(psx_gpu); + } + break; + } + + case 0xE3: + psx_gpu->viewport_start_x = list[0] & 0x3FF; + psx_gpu->viewport_start_y = (list[0] >> 10) & 0x1FF; + +#ifdef TEXTURE_CACHE_4BPP + psx_gpu->viewport_mask = + texture_region_mask(psx_gpu->viewport_start_x, + psx_gpu->viewport_start_y, psx_gpu->viewport_end_x, + psx_gpu->viewport_end_y); +#endif + break; + + case 0xE4: + psx_gpu->viewport_end_x = list[0] & 0x3FF; + psx_gpu->viewport_end_y = (list[0] >> 10) & 0x1FF; + +#ifdef TEXTURE_CACHE_4BPP + psx_gpu->viewport_mask = + texture_region_mask(psx_gpu->viewport_start_x, + psx_gpu->viewport_start_y, psx_gpu->viewport_end_x, + psx_gpu->viewport_end_y); +#endif + break; + + case 0xE5: + { + s32 offset_x = list[0] << 21; + s32 offset_y = list[0] << 10; + psx_gpu->offset_x = offset_x >> 21; + psx_gpu->offset_y = offset_y >> 21; + + break; + } + + case 0xE6: + { + u32 mask_settings = list[0]; + u16 mask_msb = mask_settings << 15; + + if(list[0] & 0x2) + psx_gpu->render_state_base |= RENDER_STATE_MASK_EVALUATE; + else + psx_gpu->render_state_base &= ~RENDER_STATE_MASK_EVALUATE; + + if(mask_msb != psx_gpu->mask_msb) + { + flush_render_block_buffer(psx_gpu); + psx_gpu->mask_msb = mask_msb; + } + + break; + } + + default: + break; + } + } +} + diff --git a/plugins/gpu_neon/psx_gpu/psx_gpu_standard.c b/plugins/gpu_neon/psx_gpu/psx_gpu_standard.c new file mode 100644 index 00000000..68d29cf1 --- /dev/null +++ b/plugins/gpu_neon/psx_gpu/psx_gpu_standard.c @@ -0,0 +1,1166 @@ +/* + * Copyright (C) 2011 Gilead Kutnick "Exophase" + * + * 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. + */ + +#include +#include +#include +#include + +#include "common.h" + +typedef s32 fixed_type; + +#define EDGE_STEP_BITS 32 +#define FIXED_BITS 12 + +#define fixed_center(value) \ + ((((fixed_type)value) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \ + +#define int_to_fixed(value) \ + (((fixed_type)value) << FIXED_BITS) \ + +#define fixed_to_int(value) \ + ((value) >> FIXED_BITS) \ + +#define fixed_mul(_a, _b) \ + (((s64)(_a) * (_b)) >> FIXED_BITS) \ + +#define fixed_to_double(value) \ + ((value) / (double)(1 << FIXED_BITS)) \ + +#define double_to_fixed(value) \ + (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \ + +typedef struct +{ + fixed_type current_value; + fixed_type step_dx; + fixed_type step_dy; + fixed_type gradient_area_x; + fixed_type gradient_area_y; +} interpolant_struct; + +typedef struct +{ + s32 base_x; + + s64 left_x; + s64 left_dx_dy; + + s64 right_x; + s64 right_dx_dy; + + u32 triangle_area; + u32 triangle_winding; + + interpolant_struct u; + interpolant_struct v; + interpolant_struct r; + interpolant_struct g; + interpolant_struct b; +} _span_struct; + + +u32 span_pixels = 0; +u32 span_pixel_blocks = 0; +u32 spans = 0; +u32 triangles = 0; + +u32 texels_4bpp = 0; +u32 texels_8bpp = 0; +u32 texels_16bpp = 0; +u32 untextured_pixels = 0; +u32 blend_pixels = 0; +u32 transparent_pixels = 0; + +u32 state_changes = 0; +u32 render_buffer_flushes = 0; +u32 trivial_rejects = 0; + +void flush_render_block_buffer(psx_gpu_struct *psx_gpu) +{ + +} + + +u32 fixed_reciprocal(u32 denominator, u32 *_shift) +{ + u32 shift = __builtin_clz(denominator); + u32 denominator_normalized = denominator << shift; + + // Implement with a DP divide + u32 reciprocal = + (double)((1ULL << 62) + (denominator_normalized - 1)) / + (double)denominator_normalized; + + *_shift = 62 - shift; + return reciprocal; +} + +fixed_type fixed_reciprocal_multiply(s32 numerator, u32 reciprocal, + u32 reciprocal_sign, u32 shift) +{ + u32 numerator_sign = (u32)numerator >> 31; + u32 flip_sign = numerator_sign ^ reciprocal_sign; + u32 flip_sign_mask = ~(flip_sign - 1); + fixed_type value; + + numerator = abs(numerator); + + value = ((u64)numerator * reciprocal) >> shift; + + value ^= flip_sign_mask; + value -= flip_sign_mask; + + return value; +} + +s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2) +{ + return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)); +} + +u32 fetch_texel_4bpp(psx_gpu_struct *psx_gpu, u32 u, u32 v) +{ + u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr; + u32 texel = texture_ptr_8bpp[(v * 2048) + (u / 2)]; + + if(u & 1) + texel >>= 4; + else + texel &= 0xF; + + texels_4bpp++; + + return psx_gpu->clut_ptr[texel]; +} + +u32 fetch_texel_8bpp(psx_gpu_struct *psx_gpu, u32 u, u32 v) +{ + u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr; + u32 texel = texture_ptr_8bpp[(v * 2048) + u]; + + texels_8bpp++; + + return psx_gpu->clut_ptr[texel]; +} + +u32 fetch_texel_16bpp(psx_gpu_struct *psx_gpu, u32 u, u32 v) +{ + u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr; + + texels_16bpp++; + + return texture_ptr_16bpp[(v * 1024) + u]; +} + +u32 fetch_texel(psx_gpu_struct *psx_gpu, u32 u, u32 v) +{ + u &= psx_gpu->texture_mask_width; + v &= psx_gpu->texture_mask_height; + + switch(psx_gpu->texture_mode) + { + case TEXTURE_MODE_4BPP: + return fetch_texel_4bpp(psx_gpu, u, v); + + case TEXTURE_MODE_8BPP: + return fetch_texel_8bpp(psx_gpu, u, v); + + case TEXTURE_MODE_16BPP: + return fetch_texel_16bpp(psx_gpu, u, v); + } + + return 0; +} + +void draw_pixel(psx_gpu_struct *psx_gpu, s32 r, s32 g, s32 b, u32 texel, + u32 x, u32 y, u32 flags) +{ + u32 pixel; + + if(r > 31) + r = 31; + + if(g > 31) + g = 31; + + if(b > 31) + b = 31; + + if(flags & RENDER_FLAGS_BLEND) + { + if(((flags & RENDER_FLAGS_TEXTURE_MAP) == 0) || (texel & 0x8000)) + { + s32 fb_pixel = psx_gpu->vram[(y * 1024) + x]; + s32 fb_r = fb_pixel & 0x1F; + s32 fb_g = (fb_pixel >> 5) & 0x1F; + s32 fb_b = (fb_pixel >> 10) & 0x1F; + + blend_pixels++; + + switch(psx_gpu->blend_mode) + { + case BLEND_MODE_AVERAGE: + r = (r + fb_r) / 2; + g = (g + fb_g) / 2; + b = (b + fb_b) / 2; + break; + + case BLEND_MODE_ADD: + r += fb_r; + g += fb_g; + b += fb_b; + + if(r > 31) + r = 31; + + if(g > 31) + g = 31; + + if(b > 31) + b = 31; + + break; + + case BLEND_MODE_SUBTRACT: + r = fb_r - r; + g = fb_g - g; + b = fb_b - b; + + if(r < 0) + r = 0; + + if(g < 0) + g = 0; + + if(b < 0) + b = 0; + + break; + + case BLEND_MODE_ADD_FOURTH: + r = fb_r + (r / 4); + g = fb_g + (g / 4); + b = fb_b + (b / 4); + + if(r > 31) + r = 31; + + if(g > 31) + g = 31; + + if(b > 31) + b = 31; + + break; + } + } + } + + pixel = r | (g << 5) | (b << 10); + + if(psx_gpu->mask_apply || (texel & 0x8000)) + pixel |= 0x8000; + + psx_gpu->vram[(y * 1024) + x] = pixel; +} + +s32 dither_table[4][4] = +{ + { -4, 0, -3, 1 }, + { 2, -2, 3, -1 }, + { -3, 1, -4, 0 }, + { 3, -1, 2, -2 }, +}; + +void render_span(psx_gpu_struct *psx_gpu, _span_struct *span, s32 y, + u32 flags) +{ + s32 left_x = span->left_x >> EDGE_STEP_BITS; + s32 right_x = span->right_x >> EDGE_STEP_BITS; + s32 current_x = left_x; + s32 delta_x; + + fixed_type current_u = span->u.current_value; + fixed_type current_v = span->v.current_value; + fixed_type current_r = span->r.current_value; + fixed_type current_g = span->g.current_value; + fixed_type current_b = span->b.current_value; + + if(y < psx_gpu->viewport_start_y) + return; + + if(y > psx_gpu->viewport_end_y) + return; + + if(right_x < psx_gpu->viewport_start_x) + return; + + if(current_x > psx_gpu->viewport_end_x) + return; + + spans++; + + if(current_x < psx_gpu->viewport_start_x) + current_x = psx_gpu->viewport_start_x; + + if(right_x > psx_gpu->viewport_end_x + 1) + right_x = psx_gpu->viewport_end_x + 1; + + delta_x = current_x - span->base_x; + + current_u += delta_x * span->u.step_dx; + current_v += delta_x * span->v.step_dx; + current_r += delta_x * span->r.step_dx; + current_g += delta_x * span->g.step_dx; + current_b += delta_x * span->b.step_dx; + + span_pixels += right_x - current_x; + span_pixel_blocks += ((right_x / 8) - (current_x / 8)) + 1; + + while(current_x < right_x) + { + s32 color_r, color_g, color_b; + u32 texel = 0; + + if(psx_gpu->mask_evaluate && + (psx_gpu->vram[(y * 1024) + current_x] & 0x8000)) + { + goto skip_pixel; + } + + if(flags & RENDER_FLAGS_SHADE) + { + color_r = fixed_to_int(current_r); + color_g = fixed_to_int(current_g); + color_b = fixed_to_int(current_b); + } + else + { + color_r = psx_gpu->primitive_color & 0xFF; + color_g = (psx_gpu->primitive_color >> 8) & 0xFF; + color_b = (psx_gpu->primitive_color >> 16) & 0xFF; + } + + if(flags & RENDER_FLAGS_TEXTURE_MAP) + { + u32 texel_r, texel_g, texel_b; + u32 u = fixed_to_int(current_u); + u32 v = fixed_to_int(current_v); + + texel = fetch_texel(psx_gpu, u, v); + + if(texel == 0) + { + transparent_pixels++; + goto skip_pixel; + } + + texel_r = texel & 0x1F; + texel_g = (texel >> 5) & 0x1F; + texel_b = (texel >> 10) & 0x1F; + + if((flags & RENDER_FLAGS_MODULATE_TEXELS) == 0) + { + color_r *= texel_r; + color_g *= texel_g; + color_b *= texel_b; + } + else + { + color_r = texel_r << 7; + color_g = texel_g << 7; + color_b = texel_b << 7; + } + + color_r >>= 4; + color_g >>= 4; + color_b >>= 4; + } + else + { + untextured_pixels++; + } + + if(psx_gpu->dither_mode && ((flags & RENDER_FLAGS_SHADE) || + ((flags & RENDER_FLAGS_TEXTURE_MAP) && + ((flags & RENDER_FLAGS_MODULATE_TEXELS) == 0)))) + { + s32 dither_offset = dither_table[y % 4][current_x % 4]; + color_r += dither_offset; + color_g += dither_offset; + color_b += dither_offset; + + if(color_r < 0) + color_r = 0; + + if(color_g < 0) + color_g = 0; + + if(color_b < 0) + color_b = 0; + } + + color_r >>= 3; + color_g >>= 3; + color_b >>= 3; + + draw_pixel(psx_gpu, color_r, color_g, color_b, texel, current_x, y, flags); + + skip_pixel: + + current_u += span->u.step_dx; + current_v += span->v.step_dx; + current_r += span->r.step_dx; + current_g += span->g.step_dx; + current_b += span->b.step_dx; + + current_x++; + } +} + +void increment_span(_span_struct *span) +{ + span->left_x += span->left_dx_dy; + span->right_x += span->right_dx_dy; + + span->u.current_value += span->u.step_dy; + span->v.current_value += span->v.step_dy; + span->r.current_value += span->r.step_dy; + span->g.current_value += span->g.step_dy; + span->b.current_value += span->b.step_dy; +} + +void decrement_span(_span_struct *span) +{ + span->left_x += span->left_dx_dy; + span->right_x += span->right_dx_dy; + + span->u.current_value -= span->u.step_dy; + span->v.current_value -= span->v.step_dy; + span->r.current_value -= span->r.step_dy; + span->g.current_value -= span->g.step_dy; + span->b.current_value -= span->b.step_dy; +} + + +#define compute_gradient_area_x(interpolant) \ +{ \ + span.interpolant.gradient_area_x = \ + triangle_signed_area_x2(a->interpolant, a->y, b->interpolant, b->y, \ + c->interpolant, c->y); \ +} \ + +#define compute_gradient_area_y(interpolant) \ +{ \ + span.interpolant.gradient_area_y = \ + triangle_signed_area_x2(a->x, a->interpolant, b->x, b->interpolant, \ + c->x, c->interpolant); \ +} \ + +#define compute_all_gradient_areas() \ + compute_gradient_area_x(u); \ + compute_gradient_area_x(v); \ + compute_gradient_area_x(r); \ + compute_gradient_area_x(g); \ + compute_gradient_area_x(b); \ + compute_gradient_area_y(u); \ + compute_gradient_area_y(v); \ + compute_gradient_area_y(r); \ + compute_gradient_area_y(g); \ + compute_gradient_area_y(b) \ + +#define set_interpolant_base(interpolant, base_vertex) \ + span->interpolant.step_dx = \ + fixed_reciprocal_multiply(span->interpolant.gradient_area_x, reciprocal, \ + span->triangle_winding, shift); \ + span->interpolant.step_dy = \ + fixed_reciprocal_multiply(span->interpolant.gradient_area_y, reciprocal, \ + span->triangle_winding, shift); \ + span->interpolant.current_value = fixed_center(base_vertex->interpolant) \ + +#define set_interpolant_bases(base_vertex) \ +{ \ + u32 shift; \ + u32 reciprocal = fixed_reciprocal(span->triangle_area, &shift); \ + shift -= FIXED_BITS; \ + set_interpolant_base(u, base_vertex); \ + set_interpolant_base(v, base_vertex); \ + set_interpolant_base(r, base_vertex); \ + set_interpolant_base(g, base_vertex); \ + set_interpolant_base(b, base_vertex); \ + span->base_x = span->left_x >> EDGE_STEP_BITS; \ +} \ + +#define compute_edge_delta(edge, start, end, height) \ +{ \ + s32 x_start = start->x; \ + s32 x_end = end->x; \ + s32 width = x_end - x_start; \ + \ + s32 shift = __builtin_clz(height); \ + u32 height_normalized = height << shift; \ + u32 height_reciprocal = ((1ULL << 50) + (height_normalized - 1)) / \ + height_normalized; \ + \ + shift -= (50 - EDGE_STEP_BITS); \ + \ + span->edge##_x = \ + ((((s64)x_start * height) + (height - 1)) * height_reciprocal) << shift; \ + span->edge##_dx_dy = ((s64)width * height_reciprocal) << shift; \ +} \ + + +#define render_spans_up(height) \ + do \ + { \ + decrement_span(span); \ + render_span(psx_gpu, span, current_y, flags); \ + current_y--; \ + height--; \ + } while(height) \ + +#define render_spans_down(height) \ + do \ + { \ + render_span(psx_gpu, span, current_y, flags); \ + increment_span(span); \ + current_y++; \ + height--; \ + } while(height) \ + +#define render_spans_up_up(minor, major) \ + s32 current_y = bottom->y - 1; \ + s32 height_minor_a = bottom->y - middle->y; \ + s32 height_minor_b = middle->y - top->y; \ + s32 height_major = height_minor_a + height_minor_b; \ + \ + compute_edge_delta(major, bottom, top, height_major); \ + compute_edge_delta(minor, bottom, middle, height_minor_a); \ + set_interpolant_bases(bottom); \ + \ + render_spans_up(height_minor_a); \ + \ + compute_edge_delta(minor, middle, top, height_minor_b); \ + render_spans_up(height_minor_b) \ + +void render_spans_up_left(psx_gpu_struct *psx_gpu, _span_struct *span, + vertex_struct *bottom, vertex_struct *middle, vertex_struct *top, u32 flags) +{ + render_spans_up_up(left, right); +} + +void render_spans_up_right(psx_gpu_struct *psx_gpu, _span_struct *span, + vertex_struct *bottom, vertex_struct *middle, vertex_struct *top, u32 flags) +{ + render_spans_up_up(right, left); +} + +#define render_spans_down_down(minor, major) \ + s32 current_y = top->y; \ + s32 height_minor_a = middle->y - top->y; \ + s32 height_minor_b = bottom->y - middle->y; \ + s32 height_major = height_minor_a + height_minor_b; \ + \ + compute_edge_delta(minor, top, middle, height_minor_a); \ + compute_edge_delta(major, top, bottom, height_major); \ + set_interpolant_bases(top); \ + \ + render_spans_down(height_minor_a); \ + \ + compute_edge_delta(minor, middle, bottom, height_minor_b); \ + render_spans_down(height_minor_b) \ + +void render_spans_down_left(psx_gpu_struct *psx_gpu, _span_struct *span, + vertex_struct *top, vertex_struct *middle, vertex_struct *bottom, u32 flags) +{ + render_spans_down_down(left, right); +} + +void render_spans_down_right(psx_gpu_struct *psx_gpu, _span_struct *span, + vertex_struct *top, vertex_struct *middle, vertex_struct *bottom, u32 flags) +{ + render_spans_down_down(right, left); +} + +#define render_spans_up_flat(bottom_left, bottom_right, top_left, top_right) \ + s32 current_y = bottom_left->y - 1; \ + s32 height = bottom_left->y - top_left->y; \ + \ + compute_edge_delta(left, bottom_left, top_left, height); \ + compute_edge_delta(right, bottom_right, top_right, height); \ + set_interpolant_bases(bottom_left); \ + render_spans_up(height) \ + +void render_spans_up_a(psx_gpu_struct *psx_gpu, _span_struct *span, + vertex_struct *bottom_left, vertex_struct *bottom_right, vertex_struct *top, + u32 flags) +{ + render_spans_up_flat(bottom_left, bottom_right, top, top); +} + +void render_spans_up_b(psx_gpu_struct *psx_gpu, _span_struct *span, + vertex_struct *bottom, vertex_struct *top_left, vertex_struct *top_right, + u32 flags) +{ + render_spans_up_flat(bottom, bottom, top_left, top_right); +} + +#define render_spans_down_flat(top_left, top_right, bottom_left, bottom_right) \ + s32 current_y = top_left->y; \ + s32 height = bottom_left->y - top_left->y; \ + \ + compute_edge_delta(left, top_left, bottom_left, height); \ + compute_edge_delta(right, top_right, bottom_right, height); \ + set_interpolant_bases(top_left); \ + render_spans_down(height) \ + +void render_spans_down_a(psx_gpu_struct *psx_gpu, _span_struct *span, + vertex_struct *top_left, vertex_struct *top_right, vertex_struct *bottom, + u32 flags) +{ + render_spans_down_flat(top_left, top_right, bottom, bottom); +} + +void render_spans_down_b(psx_gpu_struct *psx_gpu, _span_struct *span, + vertex_struct *top, vertex_struct *bottom_left, vertex_struct *bottom_right, + u32 flags) +{ + render_spans_down_flat(top, top, bottom_left, bottom_right); +} + +void render_spans_up_down(psx_gpu_struct *psx_gpu, _span_struct *span, + vertex_struct *middle, vertex_struct *top, vertex_struct *bottom, u32 flags) +{ + s32 middle_y = middle->y; + s32 current_y = middle_y - 1; + s32 height_minor_a = middle->y - top->y; + s32 height_minor_b = bottom->y - middle->y; + s32 height_major = height_minor_a + height_minor_b; + + u64 right_x_mid; + + compute_edge_delta(left, middle, top, height_minor_a); + compute_edge_delta(right, bottom, top, height_major); + set_interpolant_bases(middle); + + right_x_mid = span->right_x + (span->right_dx_dy * height_minor_b); + span->right_x = right_x_mid; + + render_spans_up(height_minor_a); + + compute_edge_delta(left, middle, bottom, height_minor_b); + set_interpolant_bases(middle); + + span->right_dx_dy *= -1; + span->right_x = right_x_mid; + current_y = middle_y; + + render_spans_down(height_minor_b); +} + +#define vertex_swap(_a, _b) \ +{ \ + vertex_struct *temp_vertex = _a; \ + _a = _b; \ + _b = temp_vertex; \ + triangle_winding ^= 1; \ +} \ + + +#define triangle_y_direction_up 1 +#define triangle_y_direction_flat 2 +#define triangle_y_direction_down 0 + +#define triangle_winding_positive 0 +#define triangle_winding_negative 1 + +#define triangle_set_direction(direction_variable, value) \ + u32 direction_variable = (u32)(value) >> 31; \ + if(value == 0) \ + direction_variable = 2 \ + +#define triangle_case(direction_a, direction_b, direction_c, winding) \ + case (triangle_y_direction_##direction_a | \ + (triangle_y_direction_##direction_b << 2) | \ + (triangle_y_direction_##direction_c << 4) | \ + (triangle_winding_##winding << 6)) \ + + +void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, + u32 flags) +{ + s32 triangle_area; + u32 triangle_winding = 0; + _span_struct span; + + vertex_struct *a = &(vertexes[0]); + vertex_struct *b = &(vertexes[1]); + vertex_struct *c = &(vertexes[2]); + + triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y); + + triangles++; + + if(triangle_area == 0) + return; + + if(b->y < a->y) + vertex_swap(a, b); + + if(c->y < b->y) + { + vertex_swap(b, c); + + if(b->y < a->y) + vertex_swap(a, b); + } + + if((c->y - a->y) >= 512) + return; + + if(triangle_area < 0) + { + triangle_area = -triangle_area; + triangle_winding ^= 1; + vertex_swap(a, c); + } + + if(b->x < a->x) + vertex_swap(a, b); + + if(c->x < b->x) + { + vertex_swap(b, c); + + if(b->x < a->x) + vertex_swap(a, b); + } + + if((c->x - a->x) >= 1024) + return; + + s32 y_delta_a = b->y - a->y; + s32 y_delta_b = c->y - b->y; + s32 y_delta_c = c->y - a->y; + + triangle_set_direction(y_direction_a, y_delta_a); + triangle_set_direction(y_direction_b, y_delta_b); + triangle_set_direction(y_direction_c, y_delta_c); + + compute_all_gradient_areas(); + span.triangle_area = triangle_area; + span.triangle_winding = triangle_winding; + + switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) | + (triangle_winding << 6)) + { + triangle_case(up, up, up, negative): + triangle_case(up, up, flat, negative): + triangle_case(up, up, down, negative): + render_spans_up_right(psx_gpu, &span, a, b, c, flags); + break; + + triangle_case(flat, up, up, negative): + triangle_case(flat, up, flat, negative): + triangle_case(flat, up, down, negative): + render_spans_up_a(psx_gpu, &span, a, b, c, flags); + break; + + triangle_case(down, up, up, negative): + render_spans_up_down(psx_gpu, &span, a, c, b, flags); + break; + + triangle_case(down, up, flat, negative): + render_spans_down_a(psx_gpu, &span, a, c, b, flags); + break; + + triangle_case(down, up, down, negative): + render_spans_down_right(psx_gpu, &span, a, c, b, flags); + break; + + triangle_case(down, flat, up, negative): + triangle_case(down, flat, flat, negative): + triangle_case(down, flat, down, negative): + render_spans_down_b(psx_gpu, &span, a, b, c, flags); + break; + + triangle_case(down, down, up, negative): + triangle_case(down, down, flat, negative): + triangle_case(down, down, down, negative): + render_spans_down_left(psx_gpu, &span, a, b, c, flags); + break; + + triangle_case(up, up, up, positive): + triangle_case(up, up, flat, positive): + triangle_case(up, up, down, positive): + render_spans_up_left(psx_gpu, &span, a, b, c, flags); + break; + + triangle_case(up, flat, up, positive): + triangle_case(up, flat, flat, positive): + triangle_case(up, flat, down, positive): + render_spans_up_b(psx_gpu, &span, a, b, c, flags); + break; + + triangle_case(up, down, up, positive): + render_spans_up_right(psx_gpu, &span, a, c, b, flags); + break; + + triangle_case(up, down, flat, positive): + render_spans_up_a(psx_gpu, &span, a, c, b, flags); + break; + + triangle_case(up, down, down, positive): + render_spans_up_down(psx_gpu, &span, a, b, c, flags); + break; + + triangle_case(flat, down, up, positive): + triangle_case(flat, down, flat, positive): + triangle_case(flat, down, down, positive): + render_spans_down_a(psx_gpu, &span, a, b, c, flags); + break; + + triangle_case(down, down, up, positive): + triangle_case(down, down, flat, positive): + triangle_case(down, down, down, positive): + render_spans_down_right(psx_gpu, &span, a, b, c, flags); + break; + } + +} + + +void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v, + s32 width, s32 height, u32 flags) +{ + // TODO: Flip/mirror + s32 current_x, current_y; + u32 current_u, current_v; + u32 primitive_color = psx_gpu->primitive_color; + u32 sprite_r, sprite_g, sprite_b; + s32 color_r = 0; + s32 color_g = 0; + s32 color_b = 0; + u32 texel = 0; + + sprite_r = primitive_color & 0xFF; + sprite_g = (primitive_color >> 8) & 0xFF; + sprite_b = (primitive_color >> 16) & 0xFF; + + static u32 sprites = 0; + + sprites++; + + for(current_y = y, current_v = v; + current_y < y + height; current_y++, current_v++) + { + for(current_x = x, current_u = u; + current_x < x + width; current_x++, current_u++) + { + if((current_x >= psx_gpu->viewport_start_x) && + (current_y >= psx_gpu->viewport_start_y) && + (current_x <= psx_gpu->viewport_end_x) && + (current_y <= psx_gpu->viewport_end_y)) + { + if(psx_gpu->mask_evaluate && + (psx_gpu->vram[(y * 1024) + current_x] & 0x8000)) + { + continue; + } + + if(flags & RENDER_FLAGS_TEXTURE_MAP) + { + texel = fetch_texel(psx_gpu, current_u, current_v); + if(texel == 0) + continue; + + color_r = texel & 0x1F; + color_g = (texel >> 5) & 0x1F; + color_b = (texel >> 10) & 0x1F; + + if((flags & RENDER_FLAGS_MODULATE_TEXELS) == 0) + { + color_r *= sprite_r; + color_g *= sprite_g; + color_b *= sprite_b; + + color_r >>= 7; + color_g >>= 7; + color_b >>= 7; + } + } + else + { + color_r = sprite_r >> 3; + color_g = sprite_g >> 3; + color_b = sprite_b >> 3; + } + + draw_pixel(psx_gpu, color_r, color_g, color_b, texel, current_x, + current_y, flags); + } + } + } +} + + +#define draw_pixel_line(_x, _y) \ + if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \ + (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \ + { \ + if(flags & RENDER_FLAGS_SHADE) \ + { \ + color_r = fixed_to_int(current_r); \ + color_g = fixed_to_int(current_g); \ + color_b = fixed_to_int(current_b); \ + \ + current_r += gradient_r; \ + current_g += gradient_g; \ + current_b += gradient_b; \ + } \ + else \ + { \ + color_r = primitive_color & 0xFF; \ + color_g = (primitive_color >> 8) & 0xFF; \ + color_b = (primitive_color >> 16) & 0xFF; \ + } \ + \ + if(psx_gpu->dither_mode) \ + { \ + s32 dither_offset = dither_table[_y % 4][_x % 4]; \ + \ + color_r += dither_offset; \ + color_g += dither_offset; \ + color_b += dither_offset; \ + \ + if(color_r < 0) \ + color_r = 0; \ + \ + if(color_g < 0) \ + color_g = 0; \ + \ + if(color_b < 0) \ + color_b = 0; \ + } \ + color_r >>= 3; \ + color_g >>= 3; \ + color_b >>= 3; \ + \ + span_pixels++; \ + \ + draw_pixel(psx_gpu, color_r, color_g, color_b, 0, _x, _y, flags); \ + } \ + +#define update_increment(value) \ + value++ \ + +#define update_decrement(value) \ + value-- \ + +#define compare_increment(a, b) \ + (a <= b) \ + +#define compare_decrement(a, b) \ + (a >= b) \ + +#define set_line_gradients(minor) \ +{ \ + s32 gradient_divisor = delta_##minor; \ + gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \ + gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \ + gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \ + current_r = fixed_center(vertex_a->r); \ + current_g = fixed_center(vertex_a->g); \ + current_b = fixed_center(vertex_a->b); \ +} + +#define draw_line_span_horizontal(direction) \ +do \ +{ \ + error_step = delta_y * 2; \ + error_wrap = delta_x * 2; \ + error = delta_x; \ + \ + current_y = y_a; \ + set_line_gradients(x); \ + \ + for(current_x = x_a; current_x <= x_b; current_x++) \ + { \ + draw_pixel_line(current_x, current_y); \ + error += error_step; \ + \ + if(error >= error_wrap) \ + { \ + update_##direction(current_y); \ + error -= error_wrap; \ + } \ + } \ +} while(0) \ + +#define draw_line_span_vertical(direction) \ +do \ +{ \ + error_step = delta_x * 2; \ + error_wrap = delta_y * 2; \ + error = delta_y; \ + \ + current_x = x_a; \ + set_line_gradients(y); \ + \ + for(current_y = y_a; compare_##direction(current_y, y_b); \ + update_##direction(current_y)) \ + { \ + draw_pixel_line(current_x, current_y); \ + error += error_step; \ + \ + if(error > error_wrap) \ + { \ + current_x++; \ + error -= error_wrap; \ + } \ + } \ +} while(0) \ + +void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags) +{ + u32 primitive_color = psx_gpu->primitive_color; + s32 color_r, color_g, color_b; + + fixed_type gradient_r = 0; + fixed_type gradient_g = 0; + fixed_type gradient_b = 0; + fixed_type current_r = 0; + fixed_type current_g = 0; + fixed_type current_b = 0; + + s32 y_a, y_b; + s32 x_a, x_b; + + s32 delta_x, delta_y; + u32 triangle_winding = 0; + + s32 current_x; + s32 current_y; + + u32 error_step; + u32 error; + u32 error_wrap; + + vertex_struct *vertex_a = &(vertexes[0]); + vertex_struct *vertex_b = &(vertexes[1]); + + if(vertex_a->x >= vertex_b->x) + { + vertex_swap(vertex_a, vertex_b); + } + + x_a = vertex_a->x; + x_b = vertex_b->x; + + y_a = vertex_a->y; + y_b = vertex_b->y; + + delta_x = x_b - x_a; + delta_y = y_b - y_a; + + if(delta_x >= 1024) + return; + + flags &= ~RENDER_FLAGS_TEXTURE_MAP; + + if(delta_y < 0) + { + delta_y *= -1; + + if(delta_y >= 512) + return; + + if(delta_x > delta_y) + draw_line_span_horizontal(decrement); + else + draw_line_span_vertical(decrement); + } + else + { + if(delta_y >= 512) + return; + + if(delta_x > delta_y) + draw_line_span_horizontal(increment); + else + draw_line_span_vertical(increment); + } +} + + +void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y, + u32 width, u32 height) +{ + u32 r = color & 0xFF; + u32 g = (color >> 8) & 0xFF; + u32 b = (color >> 16) & 0xFF; + u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10); + + u16 *vram_ptr = psx_gpu->vram + x + (y * 1024); + u32 draw_x, draw_y; + + for(draw_y = 0; draw_y < height; draw_y++) + { + for(draw_x = 0; draw_x < width; draw_x++) + { + vram_ptr[draw_x] = color_16bpp; + } + + vram_ptr += 1024; + } +} + +void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y, + u32 width, u32 height, u32 pitch) +{ + u16 *vram_ptr = psx_gpu->vram + x + (y * 1024); + u32 draw_x, draw_y; + + for(draw_y = 0; draw_y < height; draw_y++) + { + for(draw_x = 0; draw_x < width; draw_x++) + { + vram_ptr[draw_x] = source[draw_x]; + } + + source += pitch; + vram_ptr += 1024; + } +} + +void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y, + u32 dest_x, u32 dest_y, u32 width, u32 height) +{ + render_block_copy(psx_gpu, psx_gpu->vram + source_x + (source_y * 1024), + dest_x, dest_y, width, height, 1024); +} + +void initialize_psx_gpu(psx_gpu_struct *psx_gpu) +{ + psx_gpu->pixel_count_mode = 0; + psx_gpu->pixel_compare_mode = 0; + + psx_gpu->vram_pixel_counts_a = malloc(sizeof(u8) * 1024 * 512); + psx_gpu->vram_pixel_counts_b = malloc(sizeof(u8) * 1024 * 512); + memset(psx_gpu->vram_pixel_counts_a, 0, sizeof(u8) * 1024 * 512); + memset(psx_gpu->vram_pixel_counts_b, 0, sizeof(u8) * 1024 * 512); + psx_gpu->compare_vram = malloc(sizeof(u16) * 1024 * 512); +} diff --git a/plugins/gpu_neon/psx_gpu/vector_ops.h b/plugins/gpu_neon/psx_gpu/vector_ops.h new file mode 100644 index 00000000..c11955d0 --- /dev/null +++ b/plugins/gpu_neon/psx_gpu/vector_ops.h @@ -0,0 +1,602 @@ +/* + * Copyright (C) 2011 Gilead Kutnick "Exophase" + * + * 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. + */ + +#ifndef VECTOR_OPS +#define VECTOR_OPS + +#define build_vector_type_pair(sign, size, count, count_x2) \ +typedef struct \ +{ \ + sign##size e[count]; \ +} vec_##count##x##size##sign; \ + \ +typedef struct \ +{ \ + union \ + { \ + sign##size e[count_x2]; \ + struct \ + { \ + vec_##count##x##size##sign low; \ + vec_##count##x##size##sign high; \ + }; \ + }; \ +} vec_##count_x2##x##size##sign \ + +#define build_vector_types(sign) \ + build_vector_type_pair(sign, 8, 8, 16); \ + build_vector_type_pair(sign, 16, 4, 8); \ + build_vector_type_pair(sign, 32, 2, 4); \ + build_vector_type_pair(sign, 64, 1, 2) \ + +build_vector_types(u); +build_vector_types(s); + + +#define foreach_element(iterations, operation) \ +{ \ + u32 _i; \ + for(_i = 0; _i < iterations; _i++) \ + { \ + operation; \ + } \ +} \ + +#define load_64b(dest, source) \ + *((u64 *)(dest).e) = *((u64 *)(source)) \ + +#define load_128b(dest, source) \ + *((u64 *)(dest).e) = *((u64 *)(source)); \ + *((u64 *)(dest).e + 1) = *(((u64 *)(source)) + 1) \ + +#define load_8x16b(dest, source) \ + foreach_element(8, (dest).e[_i] = ((u16 *)(source))[_i]) \ + +#define store_64b(source, dest) \ + *((u64 *)(dest)) = *((u64 *)(source).e) \ + +#define store_128b(source, dest) \ + *((u64 *)(dest)) = *((u64 *)(source).e); \ + *(((u64 *)(dest)) + 1) = *((u64 *)(source).e + 1) \ + +#define store_8x16b(source, dest) \ + foreach_element(8, ((u16 *)dest)[_i] = (source).e[_i]) \ + + +#define split_8x16b(dest, source) \ + foreach_element(8, \ + { \ + (dest).e[_i * 2] = (source).e[_i]; \ + (dest).e[(_i * 2) + 1] = (source).e[_i] >> 8; \ + }) \ + +#define merge_16x8b(dest, source) \ + foreach_element(8, \ + (dest).e[_i] = (source).e[_i * 2] | ((source).e[(_i * 2) + 1] << 8)) \ + +#define vector_cast(vec_to, source) \ + (*((volatile vec_to *)(&(source)))) \ + +#define vector_cast_high(vec_to, source) \ + (*((volatile vec_to *)((u8 *)source.e + (sizeof(source.e) / 2)))) \ + + +#define dup_8x8b(dest, value) \ + foreach_element(8, (dest).e[_i] = value) \ + +#define dup_16x8b(dest, value) \ + foreach_element(16, (dest).e[_i] = value) \ + +#define dup_4x16b(dest, value) \ + foreach_element(4, (dest).e[_i] = value) \ + +#define dup_8x16b(dest, value) \ + foreach_element(8, (dest).e[_i] = value) \ + +#define dup_2x32b(dest, value) \ + foreach_element(2, (dest).e[_i] = value) \ + +#define dup_4x32b(dest, value) \ + foreach_element(4, (dest).e[_i] = value) \ + +#define shr_narrow_8x16b(dest, source, shift) \ + foreach_element(8, (dest).e[_i] = (u16)(source).e[_i] >> (shift)) \ + +#define shr_narrow_2x64b(dest, source, shift) \ + foreach_element(2, (dest).e[_i] = (source).e[_i] >> (shift)) \ + +#define shr_8x8b(dest, source, shift) \ + foreach_element(8, (dest).e[_i] = (u8)(source).e[_i] >> (shift)) \ + +#define shl_8x8b(dest, source, shift) \ + foreach_element(8, (dest).e[_i] = (source).e[_i] << (shift)) \ + +#define shr_8x16b(dest, source, shift) \ + foreach_element(8, (dest).e[_i] = (u16)(source).e[_i] >> (shift)) \ + +#define shr_2x32b(dest, source, shift) \ + foreach_element(2, (dest).e[_i] = (u32)(source).e[_i] >> (shift)) \ + +#define shr_4x16b(dest, source, shift) \ + foreach_element(4, (dest).e[_i] = (source).e[_i] >> (shift)) \ + +#define shl_4x16b(dest, source, shift) \ + foreach_element(4, (dest).e[_i] = (u32)(source).e[_i] << (shift)) \ + +#define shr_4x32b(dest, source, shift) \ + foreach_element(4, (dest).e[_i] = (u32)(source).e[_i] >> (shift)) \ + +#define shr_narrow_4x32b(dest, source, shift) \ + foreach_element(4, (dest).e[_i] = (u32)(source).e[_i] >> (shift)) \ + +#define shl_8x16b(dest, source, shift) \ + foreach_element(8, (dest).e[_i] = (source).e[_i] << (shift)) \ + +#define shl_4x32b(dest, source, shift) \ + foreach_element(4, (dest).e[_i] = (source).e[_i] << (shift)) \ + +#define shl_2x32b(dest, source, shift) \ + foreach_element(2, (dest).e[_i] = (source).e[_i] << (shift)) \ + +#define shl_1x64b(dest, source, shift) \ + ((dest).e[0] = (source).e[0] << (shift)) \ + +#define shl_2x64b(dest, source, shift) \ + foreach_element(2, (dest).e[_i] = (source).e[_i] << (shift)) \ + +#define shl_variable_2x64b(dest, source_a, source_b) \ + foreach_element(2, \ + (dest).e[_i] = (source_a).e[_i] << ((source_b).e[_i] & 0xFF)) \ + +#define shl_variable_8x16b(dest, source_a, source_b) \ + foreach_element(8, \ + (dest).e[_i] = (source_a).e[_i] << ((source_b).e[_i] & 0xFF)) \ + +#define shl_variable_4x16b(dest, source_a, source_b) \ + foreach_element(4, \ + (dest).e[_i] = (source_a).e[_i] << ((source_b).e[_i] & 0xFF)) \ + +#define shr_1x64b(dest, source, shift) \ + ((dest).e[0] = (source).e[0] >> (shift)) \ + +#define shl_long_8x8b(dest, source, shift) \ + foreach_element(8, (dest).e[_i] = (source).e[_i] << (shift)) \ + +#define shl_long_4x16b(dest, source, shift) \ + foreach_element(4, (dest).e[_i] = (source).e[_i] << (shift)) \ + +#define shrq_narrow_signed_8x16b(dest, source, shift) \ + foreach_element(8, \ + { \ + s32 result = ((s16)(source).e[_i]) >> shift; \ + if(result < 0) \ + result = 0; \ + if(result > 0xFF) \ + result = 0xFF; \ + (dest).e[_i] = result; \ + }) \ + +#define shl_reg_4x32b(dest, source_a, source_b) \ + foreach_element(4, \ + { \ + s8 shift = (source_b).e[_i]; \ + if(shift < 0) \ + dest.e[_i] = (source_a).e[_i] >> (-shift); \ + else \ + dest.e[_i] = (source_a).e[_i] << shift; \ + }) \ + +#define shl_reg_2x32b(dest, source_a, source_b) \ + foreach_element(2, \ + { \ + s8 shift = (source_b).e[_i]; \ + if(shift < 0) \ + dest.e[_i] = (source_a).e[_i] >> (-shift); \ + else \ + dest.e[_i] = (source_a).e[_i] << shift; \ + }) \ + +#define shl_reg_2x64b(dest, source_a, source_b) \ + foreach_element(2, \ + { \ + s8 shift = (source_b).e[_i]; \ + if(shift < 0) \ + dest.e[_i] = (source_a).e[_i] >> (-shift); \ + else \ + dest.e[_i] = (source_a).e[_i] << shift; \ + }) \ + + +#define sri_8x8b(dest, source, shift) \ + foreach_element(8, (dest).e[_i] = ((dest).e[_i] & ~(0xFF >> (shift))) | \ + ((u8)(source).e[_i] >> (shift))) \ + +#define sli_8x8b(dest, source, shift) \ + foreach_element(8, (dest).e[_i] = ((dest).e[_i] & ~(0xFF << (shift))) | \ + ((source).e[_i] << (shift))) \ + + + +#define mov_narrow_8x16b(dest, source) \ + foreach_element(8, (dest).e[_i] = (source).e[_i]) \ + +#define mov_narrow_4x32b(dest, source) \ + foreach_element(4, (dest).e[_i] = (source).e[_i]) \ + +#define mov_narrow_2x64b(dest, source) \ + foreach_element(2, (dest).e[_i] = (source).e[_i]) \ + +#define mov_wide_8x8b(dest, source) \ + foreach_element(8, (dest).e[_i] = (source).e[_i]) \ + +#define mov_wide_2x32b(dest, source) \ + foreach_element(2, (dest).e[_i] = (source).e[_i]) \ + +#define mvn_4x16b(dest, source) \ + foreach_element(4, (dest).e[_i] = ~((source).e[_i])) \ + +#define add_4x16b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = (source_a).e[_i] + (source_b).e[_i]) \ + +#define add_4x32b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = (source_a).e[_i] + (source_b).e[_i]) \ + +#define add_2x32b(dest, source_a, source_b) \ + foreach_element(2, (dest).e[_i] = (source_a).e[_i] + (source_b).e[_i]) \ + +#define add_8x16b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] + (source_b).e[_i]) \ + +#define add_16x8b(dest, source_a, source_b) \ + foreach_element(16, (dest).e[_i] = (source_a).e[_i] + (source_b).e[_i]) \ + +#define add_8x8b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] + (source_b).e[_i]) \ + +#define add_1x64b(dest, source_a, source_b) \ + (dest).e[0] = (source_a).e[0] + (source_b).e[0] \ + +#define add_2x64b(dest, source_a, source_b) \ + foreach_element(2, (dest).e[_i] = (source_a).e[_i] + (source_b).e[_i]) \ + +#define add_high_narrow_2x64b(dest, source_a, source_b) \ + foreach_element(2, \ + ((dest).e[_i] = (source_a).e[_i] + (source_b).e[_i]) >> 32) \ + +#define add_high_narrow_4x32b(dest, source_a, source_b) \ + foreach_element(4, \ + ((dest).e[_i] = ((source_a).e[_i] + (source_b).e[_i]) >> 16)) \ + +#define sub_4x16b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = (source_a).e[_i] - (source_b).e[_i]) \ + +#define sub_4x32b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = (source_a).e[_i] - (source_b).e[_i]) \ + +#define sub_2x32b(dest, source_a, source_b) \ + foreach_element(2, (dest).e[_i] = (source_a).e[_i] - (source_b).e[_i]) \ + +#define sub_wide_8x8b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] - (source_b).e[_i]) \ + +#define add_wide_8x8b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] + (source_b).e[_i]) \ + +#define add_wide_2x32b(dest, source_a, source_b) \ + foreach_element(2, (dest).e[_i] = (source_a).e[_i] + (source_b).e[_i]) \ + +#define addq_8x8b(dest, source_a, source_b) \ + foreach_element(8, \ + { \ + u32 result = (source_a).e[_i] + (source_b).e[_i]; \ + if(result > 0xFF) \ + result = 0xFF; \ + (dest).e[_i] = result; \ + }) \ + +#define subq_8x8b(dest, source_a, source_b) \ + foreach_element(8, \ + { \ + u32 result = (source_a).e[_i] - (source_b).e[_i]; \ + if(result > 0xFF) \ + result = 0; \ + (dest).e[_i] = result; \ + }) \ + +#define subs_long_8x8b(dest, source_a, source_b) \ + subs_8x8b(dest, source_a, source_b) \ + +#define subs_16x8b(dest, source_a, source_b) \ + foreach_element(16, \ + { \ + u32 result = (source_a).e[_i] - (source_b).e[_i]; \ + if(result > 0xFF) \ + result = 0; \ + (dest).e[_i] = result; \ + }) \ + +#define subs_8x16b(dest, source_a, source_b) \ + foreach_element(8, \ + { \ + s32 result = (source_a).e[_i] - (source_b).e[_i]; \ + if(result < 0) \ + result = 0; \ + \ + (dest).e[_i] = result; \ + }) \ + +#define sub_8x16b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] - (source_b).e[_i]) \ + +#define sub_16x8b(dest, source_a, source_b) \ + foreach_element(16, (dest).e[_i] = (source_a).e[_i] - (source_b).e[_i]) \ + +#define orn_8x16b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] | ~((source_b).e[_i])) \ + +#define and_4x16b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = (source_a).e[_i] & (source_b).e[_i]) \ + +#define and_8x16b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] & (source_b).e[_i]) \ + +#define and_4x32b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = (source_a).e[_i] & (source_b).e[_i]) \ + +#define and_16x8b(dest, source_a, source_b) \ + foreach_element(16, (dest).e[_i] = (source_a).e[_i] & (source_b).e[_i]) \ + +#define and_8x8b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] & (source_b).e[_i]) \ + +#define and_2x32b(dest, source_a, source_b) \ + foreach_element(2, (dest).e[_i] = (source_a).e[_i] & (source_b).e[_i]) \ + +#define bic_8x8b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] & ~((source_b).e[_i])) \ + +#define bic_8x16b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] & ~((source_b).e[_i])) \ + +#define bic_immediate_4x16b(dest, value) \ + foreach_element(4, (dest).e[_i] = (dest).e[_i] & ~(value)) \ + +#define bic_immediate_8x16b(dest, value) \ + foreach_element(8, (dest).e[_i] = (dest).e[_i] & ~(value)) \ + +#define or_8x16b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] | (source_b).e[_i]) \ + +#define or_immediate_8x16b(dest, source_a, value) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] | (value)) \ + +#define eor_8x16b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] ^ (source_b).e[_i]) \ + +#define eor_4x32b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = (source_a).e[_i] ^ (source_b).e[_i]) \ + +#define eor_2x32b(dest, source_a, source_b) \ + foreach_element(2, (dest).e[_i] = (source_a).e[_i] ^ (source_b).e[_i]) \ + +#define zip_8x16b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = \ + (u8)(source_a).e[_i] | ((u8)(source_b).e[_i] << 8)) \ + +#define zip_2x64b(dest, source_a, source_b) \ + foreach_element(2, (dest).e[_i] = \ + (u64)(source_a).e[_i] | ((u64)(source_b).e[_i] << 32)) \ + +#define unzip_8x8b(dest_a, dest_b, source) \ + foreach_element(8, \ + { \ + (dest_a).e[_i] = (source).e[_i]; \ + (dest_b).e[_i] = ((source).e[_i]) >> 8; \ + }) \ + +#define unzip_16x8b(dest_a, dest_b, source_a, source_b) \ + foreach_element(8, \ + { \ + (dest_a).e[_i] = (source_a).e[_i]; \ + (dest_b).e[_i] = (source_a).e[_i] >> 8; \ + }); \ + foreach_element(8, \ + { \ + (dest_a).e[_i + 8] = (source_b).e[_i]; \ + (dest_b).e[_i + 8] = (source_b).e[_i] >> 8; \ + }) \ + +#define tbl_16(dest, indexes, table) \ + foreach_element(8, \ + { \ + u32 index = indexes.e[_i]; \ + if(index < 16) \ + (dest).e[_i] = table.e[index]; \ + else \ + (dest).e[_i] = 0; \ + }) \ + +#define cmpeqz_8x16b(dest, source) \ + foreach_element(8, (dest).e[_i] = ~(((source).e[_i] == 0) - 1)) \ + +#define cmpltz_8x16b(dest, source) \ + foreach_element(8, (dest).e[_i] = ((s16)(source).e[_i] >> 15)) \ + +#define cmpltz_4x32b(dest, source) \ + foreach_element(4, (dest).e[_i] = ((s32)(source).e[_i] >> 31)) \ + +#define cmpltz_2x32b(dest, source) \ + foreach_element(2, (dest).e[_i] = ((s32)(source).e[_i] >> 31)) \ + +#define cmplte_4x16b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = ~((source_a.e[_i] <= source_b.e[_i]) - 1)) \ + +#define cmplt_4x16b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = ~((source_a.e[_i] < source_b.e[_i]) - 1)) \ + +#define cmpgt_4x16b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = ~((source_a.e[_i] > source_b.e[_i]) - 1)) \ + +#define tst_8x16b(dest, source_a, source_b) \ + foreach_element(8, \ + (dest).e[_i] = ~(((source_a.e[_i] & source_b.e[_i]) != 0) - 1)) \ + +#define andi_8x8b(dest, source_a, value) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] & value) \ + +#define average_8x16b(dest, source_a, source_b) \ + foreach_element(8, \ + (dest).e[_i] = ((source_a).e[_i] + (source_b).e[_i]) >> 1) \ + + +#define mul_8x8b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] * (source_b).e[_i]) \ + +#define mul_8x16b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] * (source_b).e[_i]) \ + +#define mul_2x32b(dest, source_a, source_b) \ + foreach_element(2, (dest).e[_i] = (source_a).e[_i] * (source_b).e[_i]) \ + +#define mul_4x32b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = (source_a).e[_i] * (source_b).e[_i]) \ + +#define mul_long_8x8b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] = (source_a).e[_i] * (source_b).e[_i]) \ + +#define mul_long_4x16b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = (source_a).e[_i] * (source_b).e[_i]) \ + +#define mul_long_2x32b(dest, source_a, source_b) \ + foreach_element(2, \ + (dest).e[_i] = (source_a).e[_i] * (s64)((source_b).e[_i])) \ + +#define mul_scalar_2x32b(dest, source, value) \ + foreach_element(2, (dest).e[_i] = (source).e[_i] * value) \ + +#define mul_scalar_long_8x16b(dest, source, value) \ + foreach_element(8, (dest).e[_i] = (source).e[_i] * value) \ + +#define mul_scalar_long_2x32b(dest, source, value) \ + foreach_element(2, (dest).e[_i] = (source).e[_i] * value) \ + +#define mla_2x32b(dest, source_a, source_b) \ + foreach_element(2, (dest).e[_i] += (source_a).e[_i] * (source_b).e[_i]) \ + +#define mla_4x32b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] += (source_a).e[_i] * (source_b).e[_i]) \ + +#define mla_scalar_long_2x32b(dest, source, value) \ + foreach_element(2, (dest).e[_i] += (source).e[_i] * value) \ + +#define mla_long_8x8b(dest, source_a, source_b) \ + foreach_element(8, (dest).e[_i] += (source_a).e[_i] * (source_b).e[_i]) \ + +#define mla_long_2x32b(dest, source_a, source_b) \ + foreach_element(2, (dest).e[_i] += (source_a).e[_i] * (s64)(source_b).e[_i]) \ + +#define mla_scalar_4x32b(dest, source, value) \ + foreach_element(4, (dest).e[_i] += (source).e[_i] * value) \ + +#define mla_scalar_2x32b(dest, source, value) \ + foreach_element(2, (dest).e[_i] += (source).e[_i] * value) \ + +#define mls_scalar_4x32b(dest, source, value) \ + foreach_element(4, (dest).e[_i] -= (source).e[_i] * value) \ + +#define mls_scalar_2x32b(dest, source, value) \ + foreach_element(2, (dest).e[_i] -= (source).e[_i] * value) \ + +#define mls_scalar_long_2x32b(dest, source, value) \ + foreach_element(2, (dest).e[_i] -= (source).e[_i] * value) \ + +#define rev_2x32b(dest, source) \ +{ \ + u32 tmp = source.e[1]; \ + (dest).e[1] = source.e[0]; \ + (dest).e[0] = tmp; \ +} \ + +#define abs_4x32b(dest, source) \ + foreach_element(4, (dest).e[_i] = abs(source.e[_i])) \ + +#define abs_2x32b(dest, source) \ + foreach_element(2, (dest).e[_i] = abs(source.e[_i])) \ + +#define neg_2x32b(dest, source) \ + foreach_element(2, (dest).e[_i] = -((source).e[_i])) \ + + +#define shrq_narrow_8x16b(dest, source, shift) \ + foreach_element(8, \ + { \ + u32 result = ((source).e[_i]) >> shift; \ + if(result > 0xFF) \ + result = 0xFF; \ + (dest).e[_i] = result; \ + }) \ + +#define min_8x16b(dest, source_a, source_b) \ + foreach_element(8, \ + { \ + s32 result = (source_a).e[_i]; \ + if((source_b).e[_i] < result) \ + result = (source_b).e[_i]; \ + (dest).e[_i] = result; \ + }) \ + +#define min_8x8b(dest, source_a, source_b) \ + foreach_element(8, \ + { \ + u32 result = (source_a).e[_i]; \ + if((source_b).e[_i] < result) \ + result = (source_b).e[_i]; \ + (dest).e[_i] = result; \ + }) \ + +#define min_16x8b(dest, source_a, source_b) \ + foreach_element(16, \ + { \ + u32 result = (source_a).e[_i]; \ + if((source_b).e[_i] < result) \ + result = (source_b).e[_i]; \ + (dest).e[_i] = result; \ + }) \ + +#define max_8x16b(dest, source_a, source_b) \ + foreach_element(8, \ + { \ + s32 result = (source_a).e[_i]; \ + if((source_b).e[_i] > result) \ + result = (source_b).e[_i]; \ + (dest).e[_i] = result; \ + }) \ + +#define bsl_8x16b(dest_mask, source_a, source_b) \ + foreach_element(8, dest_mask.e[_i] = ((source_a).e[_i] & dest_mask.e[_i]) | \ + ((source_b).e[_i] & ~(dest_mask.e[_i]))) \ + +#define bif_8x16b(dest, source, mask) \ + foreach_element(8, dest.e[_i] = ((source).e[_i] & ~(mask.e[_i])) | \ + ((dest).e[_i] & mask.e[_i])) \ + +#define bsl_4x32b(dest_mask, source_a, source_b) \ + foreach_element(4, dest_mask.e[_i] = ((source_a).e[_i] & dest_mask.e[_i]) | \ + ((source_b).e[_i] & ~(dest_mask.e[_i]))) \ + +#define bit_4x16b(dest, source, mask) \ + foreach_element(4, dest.e[_i] = ((source).e[_i] & mask.e[_i]) | \ + ((dest).e[_i] & ~(mask.e[_i]))) \ + +#endif