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authorExophase2012-10-13 22:50:43 +0300
committernotaz2012-10-13 22:50:43 +0300
commit05e2e0c6e20a335c9ce86d22a2ae1ba0f5bd2865 (patch)
treee6a591afa4688bc2a566ace1960362d4757ae675 /plugins
parentcd5abe38be33f4ac20627cbeac5246b9bee22715 (diff)
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psx_gpu: 2x sprite renderer
Diffstat (limited to 'plugins')
-rw-r--r--plugins/gpu_neon/psx_gpu/psx_gpu_4x.c881
-rw-r--r--plugins/gpu_neon/psx_gpu/vector_ops.h4
2 files changed, 885 insertions, 0 deletions
diff --git a/plugins/gpu_neon/psx_gpu/psx_gpu_4x.c b/plugins/gpu_neon/psx_gpu/psx_gpu_4x.c
new file mode 100644
index 0000000..5e87bea
--- /dev/null
+++ b/plugins/gpu_neon/psx_gpu/psx_gpu_4x.c
@@ -0,0 +1,881 @@
+#define setup_sprite_tiled_initialize_4bpp_4x() \
+ 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) \
+
+
+#define setup_sprite_tiled_initialize_8bpp_4x() \
+
+
+#define setup_sprite_tile_fetch_texel_block_8bpp_4x(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_4x(side, offset, texture_mode) \
+
+#define setup_sprite_tile_setup_block_no_4x(side, offset, texture_mode) \
+
+#define setup_sprite_tile_add_blocks_4x(tile_num_blocks) \
+ num_blocks += tile_num_blocks * 4; \
+ sprite_blocks += tile_num_blocks * 4; \
+ \
+ if(num_blocks > MAX_BLOCKS) \
+ { \
+ flush_render_block_buffer(psx_gpu); \
+ num_blocks = tile_num_blocks * 4; \
+ block = psx_gpu->blocks; \
+ } \
+
+#define setup_sprite_tile_full_4bpp_4x(edge) \
+{ \
+ vec_8x8u texels_low, texels_high; \
+ vec_8x16u pixels, pixels_wide; \
+ setup_sprite_tile_add_blocks_4x(sub_tile_height * 2); \
+ u32 left_mask_bits_a = left_mask_bits & 0xFF; \
+ u32 left_mask_bits_b = left_mask_bits >> 8; \
+ u32 right_mask_bits_a = right_mask_bits & 0xFF; \
+ u32 right_mask_bits_b = right_mask_bits >> 8; \
+ \
+ while(sub_tile_height) \
+ { \
+ setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \
+ tbl_16(texels_low, texels, clut_low); \
+ tbl_16(texels_high, texels, clut_high); \
+ zip_8x16b(pixels, texels_low, texels_high); \
+ \
+ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = left_mask_bits_a; \
+ block->fb_ptr = fb_ptr; \
+ block++; \
+ \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = left_mask_bits_a; \
+ block->fb_ptr = fb_ptr + 1024; \
+ block++; \
+ \
+ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = left_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 8; \
+ block++; \
+ \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = left_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 1024 + 8; \
+ block++; \
+ \
+ setup_sprite_tile_fetch_texel_block_8bpp_4x(8); \
+ tbl_16(texels_low, texels, clut_low); \
+ tbl_16(texels_high, texels, clut_high); \
+ zip_8x16b(pixels, texels_low, texels_high); \
+ \
+ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = right_mask_bits_a; \
+ block->fb_ptr = fb_ptr + 16; \
+ block++; \
+ \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = right_mask_bits_a; \
+ block->fb_ptr = fb_ptr + 1024 + 16; \
+ block++; \
+ \
+ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = right_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 24; \
+ block++; \
+ \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = right_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 1024 + 24; \
+ block++; \
+ \
+ fb_ptr += 2048; \
+ texture_offset += 0x10; \
+ sub_tile_height--; \
+ } \
+ texture_offset += 0xF00; \
+ psx_gpu->num_blocks = num_blocks; \
+} \
+
+#define setup_sprite_tile_half_4bpp_4x(edge) \
+{ \
+ vec_8x8u texels_low, texels_high; \
+ vec_8x16u pixels, pixels_wide; \
+ setup_sprite_tile_add_blocks(sub_tile_height); \
+ u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
+ u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
+ \
+ while(sub_tile_height) \
+ { \
+ setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \
+ tbl_16(texels_low, texels, clut_low); \
+ tbl_16(texels_high, texels, clut_high); \
+ zip_8x16b(pixels, texels_low, texels_high); \
+ \
+ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = edge##_mask_bits_a; \
+ block->fb_ptr = fb_ptr; \
+ block++; \
+ \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = edge##_mask_bits_a; \
+ block->fb_ptr = fb_ptr + 1024; \
+ block++; \
+ \
+ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = edge##_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 8; \
+ block++; \
+ \
+ block->texels = pixels_wide; \
+ block->draw_mask_bits = edge##_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 1024 + 8; \
+ block++; \
+ \
+ fb_ptr += 2048; \
+ texture_offset += 0x10; \
+ sub_tile_height--; \
+ } \
+ texture_offset += 0xF00; \
+ psx_gpu->num_blocks = num_blocks; \
+} \
+
+
+#define setup_sprite_tile_full_8bpp_4x(edge) \
+{ \
+ setup_sprite_tile_add_blocks_4x(sub_tile_height * 2); \
+ vec_16x8u texels_wide; \
+ u32 left_mask_bits_a = left_mask_bits & 0xFF; \
+ u32 left_mask_bits_b = left_mask_bits >> 8; \
+ u32 right_mask_bits_a = right_mask_bits & 0xFF; \
+ u32 right_mask_bits_b = right_mask_bits >> 8; \
+ \
+ while(sub_tile_height) \
+ { \
+ setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \
+ zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
+ block->r = texels_wide.low; \
+ block->draw_mask_bits = left_mask_bits_a; \
+ block->fb_ptr = fb_ptr; \
+ block++; \
+ \
+ block->r = texels_wide.low; \
+ block->draw_mask_bits = left_mask_bits_a; \
+ block->fb_ptr = fb_ptr + 1024; \
+ block++; \
+ \
+ block->r = texels_wide.high; \
+ block->draw_mask_bits = left_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 8; \
+ block++; \
+ \
+ block->r = texels_wide.high; \
+ block->draw_mask_bits = left_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 1024 + 8; \
+ block++; \
+ \
+ setup_sprite_tile_fetch_texel_block_8bpp_4x(8); \
+ zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
+ block->r = texels_wide.low; \
+ block->draw_mask_bits = right_mask_bits_a; \
+ block->fb_ptr = fb_ptr + 16; \
+ block++; \
+ \
+ block->r = texels_wide.low; \
+ block->draw_mask_bits = right_mask_bits_a; \
+ block->fb_ptr = fb_ptr + 1024; \
+ block++; \
+ \
+ block->r = texels_wide.high; \
+ block->draw_mask_bits = right_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 24 + 1024; \
+ block++; \
+ \
+ block->r = texels_wide.high; \
+ block->draw_mask_bits = right_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 24 + 1024; \
+ block++; \
+ \
+ fb_ptr += 2048; \
+ texture_offset += 0x10; \
+ sub_tile_height--; \
+ } \
+ texture_offset += 0xF00; \
+ psx_gpu->num_blocks = num_blocks; \
+} \
+
+#define setup_sprite_tile_half_8bpp_4x(edge) \
+{ \
+ setup_sprite_tile_add_blocks_4x(sub_tile_height * 2); \
+ vec_16x8u texels_wide; \
+ u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
+ u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
+ \
+ while(sub_tile_height) \
+ { \
+ setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \
+ zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
+ block->r = texels_wide.low; \
+ block->draw_mask_bits = edge##_mask_bits_a; \
+ block->fb_ptr = fb_ptr; \
+ block++; \
+ \
+ block->r = texels_wide.low; \
+ block->draw_mask_bits = edge##_mask_bits_a; \
+ block->fb_ptr = fb_ptr + 1024; \
+ block++; \
+ \
+ block->r = texels_wide.high; \
+ block->draw_mask_bits = edge##_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 8; \
+ block++; \
+ \
+ block->r = texels_wide.high; \
+ block->draw_mask_bits = edge##_mask_bits_b; \
+ block->fb_ptr = fb_ptr + 8 + 1024; \
+ block++; \
+ \
+ fb_ptr += 2048; \
+ 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_4x() \
+ texture_offset = texture_offset_base + 8; \
+ fb_ptr += 16 \
+
+#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
+ texture_offset = texture_offset_base \
+
+#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
+ setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
+
+#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
+ texture_offset = texture_offset_base \
+
+#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
+ fb_ptr -= 16 \
+
+#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
+
+#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
+ setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
+
+#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
+
+
+#define setup_sprite_tile_column_height_single_4x(edge_mode, edge, \
+ texture_mode) \
+do \
+{ \
+ sub_tile_height = column_data; \
+ setup_sprite_tile_column_edge_pre_adjust_##edge_mode##_4x(edge); \
+ setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \
+ setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge); \
+} while(0) \
+
+#define setup_sprite_tile_column_height_multi_4x(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##_4x(edge); \
+ setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \
+ tiles_remaining -= 1; \
+ \
+ while(tiles_remaining) \
+ { \
+ sub_tile_height = 16; \
+ setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \
+ tiles_remaining--; \
+ } \
+ \
+ sub_tile_height = (column_data >> 8) & 0xFF; \
+ setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \
+ setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge); \
+} while(0) \
+
+
+#define setup_sprite_column_data_single_4x() \
+ column_data = height \
+
+#define setup_sprite_column_data_multi_4x() \
+ 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_4x(texture_mode, multi_height, \
+ edge_mode, edge) \
+{ \
+ setup_sprite_column_data_##multi_height##_4x(); \
+ left_mask_bits = left_block_mask | right_block_mask; \
+ right_mask_bits = left_mask_bits >> 16; \
+ \
+ setup_sprite_tile_column_height_##multi_height##_4x(edge_mode, edge, \
+ texture_mode); \
+} \
+
+#define setup_sprite_tiled_advance_column_4x() \
+ texture_offset_base += 0x100; \
+ if((texture_offset_base & 0xF00) == 0) \
+ texture_offset_base -= (0x100 + 0xF00) \
+
+#define setup_sprite_tile_column_width_multi_4x(texture_mode, multi_height, \
+ left_mode, right_mode) \
+{ \
+ setup_sprite_column_data_##multi_height##_4x(); \
+ s32 fb_ptr_advance_column = 32 - (2048 * height); \
+ \
+ tile_width -= 2; \
+ left_mask_bits = left_block_mask; \
+ right_mask_bits = left_mask_bits >> 16; \
+ \
+ setup_sprite_tile_column_height_##multi_height##_4x(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_4x(); \
+ setup_sprite_tile_column_height_##multi_height##_4x(full, none, \
+ texture_mode); \
+ fb_ptr += fb_ptr_advance_column; \
+ tile_width--; \
+ } \
+ \
+ left_mask_bits = right_block_mask; \
+ right_mask_bits = left_mask_bits >> 16; \
+ \
+ setup_sprite_tiled_advance_column(); \
+ setup_sprite_tile_column_height_##multi_height##_4x(right_mode, left, \
+ texture_mode); \
+} \
+
+
+#define setup_sprite_tiled_builder_4x(texture_mode) \
+void setup_sprite_##texture_mode##_4x(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 = ~(0xFFFFFFFF << (offset_u * 2)); \
+ u32 right_block_mask = 0xFFFFFFFE << (offset_u_right * 2); \
+ \
+ 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##_4x(); \
+ \
+ control_mask = tile_width == 1; \
+ control_mask |= (tile_height == 1) << 1; \
+ control_mask |= ((left_block_mask & 0xFFFF) == 0xFFFF) << 2; \
+ control_mask |= (((right_block_mask >> 8) & 0xFFFF) == 0xFFFF) << 3; \
+ \
+ sprites_##texture_mode++; \
+ \
+ switch(control_mask) \
+ { \
+ default: \
+ case 0x0: \
+ setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full, \
+ full); \
+ break; \
+ \
+ case 0x1: \
+ setup_sprite_tile_column_width_single_4x(texture_mode, multi, full, \
+ none); \
+ break; \
+ \
+ case 0x2: \
+ setup_sprite_tile_column_width_multi_4x(texture_mode, single, full, \
+ full); \
+ break; \
+ \
+ case 0x3: \
+ setup_sprite_tile_column_width_single_4x(texture_mode, single, full, \
+ none); \
+ break; \
+ \
+ case 0x4: \
+ setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half, \
+ full); \
+ break; \
+ \
+ case 0x5: \
+ setup_sprite_tile_column_width_single_4x(texture_mode, multi, half, \
+ right); \
+ break; \
+ \
+ case 0x6: \
+ setup_sprite_tile_column_width_multi_4x(texture_mode, single, half, \
+ full); \
+ break; \
+ \
+ case 0x7: \
+ setup_sprite_tile_column_width_single_4x(texture_mode, single, half, \
+ right); \
+ break; \
+ \
+ case 0x8: \
+ setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full, \
+ half); \
+ break; \
+ \
+ case 0x9: \
+ setup_sprite_tile_column_width_single_4x(texture_mode, multi, half, \
+ left); \
+ break; \
+ \
+ case 0xA: \
+ setup_sprite_tile_column_width_multi_4x(texture_mode, single, full, \
+ half); \
+ break; \
+ \
+ case 0xB: \
+ setup_sprite_tile_column_width_single_4x(texture_mode, single, half, \
+ left); \
+ break; \
+ \
+ case 0xC: \
+ setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half, \
+ half); \
+ break; \
+ \
+ case 0xE: \
+ setup_sprite_tile_column_width_multi_4x(texture_mode, single, half, \
+ half); \
+ break; \
+ } \
+} \
+
+
+void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
+ s32 width, s32 height, u32 color);
+void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
+ s32 width, s32 height, u32 color);
+void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
+ s32 width, s32 height, u32 color);
+
+//#ifndef NEON_BUILD
+#if 1
+setup_sprite_tiled_builder_4x(4bpp);
+setup_sprite_tiled_builder_4x(8bpp);
+
+void setup_sprite_16bpp_4x(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) + (s32)(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 = ~(0xFFFF << (left_offset * 2));
+ u32 right_mask_bits = 0xFE << (right_width * 2);
+
+ 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;
+ u32 mask_bits_a = mask_bits & 0xFF;
+ u32 mask_bits_b = mask_bits >> 8;
+
+ vec_8x16u texels;
+ vec_8x16u texels_wide;
+
+ while(height)
+ {
+ num_blocks += 4;
+ sprite_blocks += 4;
+
+ if(num_blocks > MAX_BLOCKS)
+ {
+ flush_render_block_buffer(psx_gpu);
+ num_blocks = 4;
+ block = psx_gpu->blocks;
+ }
+
+ texture_block_ptr =
+ texture_page_ptr + (texture_offset_base & texture_mask);
+
+ load_128b(texels, texture_block_ptr);
+
+ zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);
+ block->texels = texels_wide;
+ block->draw_mask_bits = mask_bits_a;
+ block->fb_ptr = fb_ptr;
+ block++;
+
+ block->texels = texels_wide;
+ block->draw_mask_bits = mask_bits_a;
+ block->fb_ptr = fb_ptr + 1024;
+ block++;
+
+ zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);
+ block->texels = texels_wide;
+ block->draw_mask_bits = mask_bits_b;
+ block->fb_ptr = fb_ptr + 8;
+ block++;
+
+ block->texels = texels_wide;
+ block->draw_mask_bits = mask_bits_b;
+ block->fb_ptr = fb_ptr + 8 + 1024;
+ block++;
+
+ texture_offset_base += 1024;
+ fb_ptr += 2048;
+
+ height--;
+ psx_gpu->num_blocks = num_blocks;
+ }
+ }
+ else
+ {
+ u32 texture_offset;
+
+ u32 left_mask_bits_a = left_mask_bits & 0xFF;
+ u32 left_mask_bits_b = left_mask_bits >> 8;
+ u32 right_mask_bits_a = right_mask_bits & 0xFF;
+ u32 right_mask_bits_b = right_mask_bits >> 8;
+
+ vec_8x16u texels;
+ vec_8x16u texels_wide;
+
+ while(height)
+ {
+ blocks_remaining = block_width - 2;
+ num_blocks += block_width * 4;
+ sprite_blocks += block_width * 4;
+
+ 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(texels, texture_block_ptr);
+
+ zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);
+ block->texels = texels_wide;
+ block->draw_mask_bits = left_mask_bits_a;
+ block->fb_ptr = fb_ptr;
+ block++;
+
+ block->texels = texels_wide;
+ block->draw_mask_bits = left_mask_bits_a;
+ block->fb_ptr = fb_ptr + 1024;
+ block++;
+
+ zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);
+ block->texels = texels_wide;
+ block->draw_mask_bits = left_mask_bits_b;
+ block->fb_ptr = fb_ptr + 8;
+ block++;
+
+ block->texels = texels_wide;
+ block->draw_mask_bits = left_mask_bits_b;
+ block->fb_ptr = fb_ptr + 8 + 1024;
+ block++;
+
+ texture_offset += 8;
+ fb_ptr += 16;
+
+ while(blocks_remaining)
+ {
+ texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
+ load_128b(texels, texture_block_ptr);
+
+ zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);
+ block->texels = texels_wide;
+ block->draw_mask_bits = 0;
+ block->fb_ptr = fb_ptr;
+ block++;
+
+ block->texels = texels_wide;
+ block->draw_mask_bits = 0;
+ block->fb_ptr = fb_ptr + 1024;
+ block++;
+
+ zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);
+ block->texels = texels_wide;
+ block->draw_mask_bits = 0;
+ block->fb_ptr = fb_ptr + 8;
+ block++;
+
+ block->texels = texels_wide;
+ block->draw_mask_bits = 0;
+ block->fb_ptr = fb_ptr + 8 + 1024;
+ block++;
+
+ texture_offset += 8;
+ fb_ptr += 8;
+
+ blocks_remaining--;
+ }
+
+ texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
+ load_128b(texels, texture_block_ptr);
+
+ zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);
+ block->texels = texels_wide;
+ block->draw_mask_bits = right_mask_bits_a;
+ block->fb_ptr = fb_ptr;
+ block++;
+
+ block->texels = texels_wide;
+ block->draw_mask_bits = right_mask_bits_a;
+ block->fb_ptr = fb_ptr + 1024;
+ block++;
+
+ zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);
+ block->texels = texels_wide;
+ block->draw_mask_bits = right_mask_bits_b;
+ block->fb_ptr = fb_ptr + 8;
+ block++;
+
+ block->texels = texels_wide;
+ block->draw_mask_bits = right_mask_bits_b;
+ block->fb_ptr = fb_ptr + 8 + 1024;
+ block++;
+
+ fb_ptr += fb_ptr_pitch;
+
+ height--;
+ psx_gpu->num_blocks = num_blocks;
+ }
+ }
+}
+
+#endif
+
+#define setup_sprite_blocks_switch_textured_4x(texture_mode) \
+ setup_sprite_##texture_mode##_4x \
+
+#define setup_sprite_blocks_switch_untextured_4x(texture_mode) \
+ setup_sprite_untextured \
+
+#define setup_sprite_blocks_switch_4x(texturing, texture_mode) \
+ setup_sprite_blocks_switch_##texturing##_4x(texture_mode) \
+
+
+#define render_sprite_blocks_switch_block_modulation_4x(texture_mode, \
+ blend_mode, mask_evaluate, shading, dithering, texturing, blending, \
+ modulation) \
+{ \
+ setup_sprite_blocks_switch_4x(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_4x(texture_mode, \
+ blend_mode, mask_evaluate, shading, dithering, texturing, blending) \
+ render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode, \
+ mask_evaluate, shading, dithering, texturing, blending, modulated), \
+ render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode, \
+ mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
+
+#define render_sprite_blocks_switch_block_texturing_4x(texture_mode, \
+ blend_mode, mask_evaluate, shading, dithering, texturing) \
+ render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode, \
+ mask_evaluate, shading, dithering, texturing, unblended), \
+ render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode, \
+ mask_evaluate, shading, dithering, texturing, blended) \
+
+#define render_sprite_blocks_switch_block_dithering_4x(texture_mode, \
+ blend_mode, mask_evaluate, shading, dithering) \
+ render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode, \
+ mask_evaluate, shading, dithering, untextured), \
+ render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode, \
+ mask_evaluate, shading, dithering, textured) \
+
+#define render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \
+ mask_evaluate, shading) \
+ render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode, \
+ mask_evaluate, shading, undithered), \
+ render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode, \
+ mask_evaluate, shading, dithered) \
+
+#define render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, \
+ blend_mode, mask_evaluate) \
+ render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \
+ mask_evaluate, unshaded), \
+ render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \
+ mask_evaluate, shaded) \
+
+#define render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, \
+ blend_mode) \
+ render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \
+ off), \
+ render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \
+ on) \
+
+#define render_sprite_blocks_switch_block_texture_mode_4x(texture_mode) \
+ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, average), \
+ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add), \
+ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, subtract), \
+ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add_fourth) \
+
+#define render_sprite_blocks_switch_block_4x() \
+ render_sprite_blocks_switch_block_texture_mode_4x(4bpp), \
+ render_sprite_blocks_switch_block_texture_mode_4x(8bpp), \
+ render_sprite_blocks_switch_block_texture_mode_4x(16bpp), \
+ render_sprite_blocks_switch_block_texture_mode_4x(4bpp) \
+
+
+render_block_handler_struct render_sprite_block_handlers_4x[] =
+{
+ render_sprite_blocks_switch_block_4x()
+};
+
+
+void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
+ s32 width, s32 height, u32 flags, u32 color)
+{
+ x *= 2;
+ y *= 2;
+
+ s32 x_right = x + width - 1;
+ s32 y_bottom = y + height - 1;
+
+#ifdef PROFILE
+ sprites++;
+#endif
+
+ 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;
+
+#ifdef PROFILE
+ span_pixels += width * height;
+ spans += height;
+#endif
+
+ 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);
+#ifdef PROFILE
+ state_changes++;
+#endif
+ }
+
+ 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_4x[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);
+}
+
diff --git a/plugins/gpu_neon/psx_gpu/vector_ops.h b/plugins/gpu_neon/psx_gpu/vector_ops.h
index c11955d..b58b190 100644
--- a/plugins/gpu_neon/psx_gpu/vector_ops.h
+++ b/plugins/gpu_neon/psx_gpu/vector_ops.h
@@ -394,6 +394,10 @@ build_vector_types(s);
foreach_element(8, (dest).e[_i] = \
(u8)(source_a).e[_i] | ((u8)(source_b).e[_i] << 8)) \
+#define zip_4x32b(dest, source_a, source_b) \
+ foreach_element(4, (dest).e[_i] = \
+ (u8)(source_a).e[_i] | ((u8)(source_b).e[_i] << 16)) \
+
#define zip_2x64b(dest, source_a, source_b) \
foreach_element(2, (dest).e[_i] = \
(u64)(source_a).e[_i] | ((u64)(source_b).e[_i] << 32)) \