diff options
Diffstat (limited to 'plugins/gpu_neon/psx_gpu/psx_gpu.c')
-rw-r--r-- | plugins/gpu_neon/psx_gpu/psx_gpu.c | 4440 |
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 + |