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authorExophase2011-12-20 23:07:20 +0200
committernotaz2011-12-20 23:40:58 +0200
commit75e28f62b2a50044b58075d63d207409e0148409 (patch)
tree0e7c7aa5e368649e675850aa1f45b87d73a66760 /plugins/gpu_neon/psx_gpu/psx_gpu.c
parentb3db94096d7e5b4f60d610a441e370d639b3fd06 (diff)
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add NEON GPU rasterizer
Diffstat (limited to 'plugins/gpu_neon/psx_gpu/psx_gpu.c')
-rw-r--r--plugins/gpu_neon/psx_gpu/psx_gpu.c4440
1 files changed, 4440 insertions, 0 deletions
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 0000000..8d4b8b8
--- /dev/null
+++ b/plugins/gpu_neon/psx_gpu/psx_gpu.c
@@ -0,0 +1,4440 @@
+/*
+ * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
+ *
+ * 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 <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#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
+