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+//NOTE: You can find the set of original Unai poly routines (disabled now)
+// at the bottom end of this file.
+
+//senquack - Original Unai GPU poly routines have been replaced with new
+// ones based on DrHell routines. The original routines suffered from
+// shifted rows, causing many quads to have their first triangle drawn
+// correctly, but the second triangle would randomly have pixels shifted
+// either left or right or entire rows not drawn at all. Furthermore,
+// some times entire triangles seemed to be either missing or only
+// partially drawn (most clearly seen in sky/road textures in NFS3,
+// clock tower in beginning of Castlevania SOTN). Pixel gaps were
+// prevalent.
+//
+// Since DrHell GPU didn't seem to exhibit these artifacts at all, I adapted
+// its routines to GPU Unai (Unai was probably already originally based on it).
+// DrHell uses 22.10 fixed point instead of Unai's 16.16, so gpu_fixedpoint.h
+// required modification as well as gpu_inner.h (where gpuPolySpanFn driver
+// functions are).
+//
+// Originally, I tried to patch up original Unai routines and got as far
+// as fixing the shifted rows, but still had other problem of triangles rendered
+// wrong (black triangular gaps in NFS3 sky, clock tower in Castlevania SOTN).
+// I eventually gave up. Even after rewriting/adapting the routines,
+// however, I still had some random pixel droupouts, specifically in
+// NFS3 sky texture. I discovered that gpu_inner.h gpuPolySpanFn function
+// was taking optimizations to an extreme and packing u/v texture coords
+// into one 32-bit word, reducing their accuracy. Only once they were
+// handled in full-accuracy individual words was that problem fixed.
+//
+// NOTE: I also added support for doing divisions using the FPU, either
+// with normal division or multiplication-by-reciprocal.
+// To use float division, GPU_UNAI_USE_FLOATMATH should be defined.
+// To use float mult-by-reciprocal, GPU_UNAI_USE_FLOAT_DIV_MULTINV
+// can be specified (GPU_UNAI_USE_FLOATMATH must also be specified)
+// To use inaccurate fixed-point mult-by-reciprocal, define
+// GPU_UNAI_USE_INT_DIV_MULTINV. This is the default on older
+// ARM devices like Wiz/Caanoo that have neither integer division
+// in hardware or an FPU. It results in some pixel dropouts,
+// texture glitches, but less than the original GPU UNAI code.
+//
+// If nothing is specified, integer division will be used.
+//
+// NOTE 2: Even with MIPS32R2 having FPU recip.s instruction, and it is
+// used when this platform is detected, I found it not to give any
+// noticeable speedup over normal float division (in fact seemed a tiny
+// tiny bit slower). I also found float division to not provide any
+// noticeable speedups versus integer division on MISP32R2 platform.
+// Granted, the differences were all around .5 FPS or less.
+//
+// TODO:
+// * See if anything can be done about remaining pixel gaps in Gran
+// Turismo car models, track.
+// * Find better way of passing parameters to gpuPolySpanFn functions than
+// through original Unai method of using global variables u4,v4,du4 etc.
+// * Come up with some newer way of drawing rows of pixels than by calling
+// gpuPolySpanFn through function pointer. For every row, at least on
+// MIPS platforms, many registers are having to be pushed/popped from stack
+// on each call, which is strange since MIPS has so many registers.
+// * MIPS MXU/ASM optimized gpuPolySpanFn ?
+
+//////////////////////////////////////////////////////////////////////////
+//senquack - Disabled original Unai poly routines left here for reference:
+// ( from gpu_raster_polygon.h )
+//////////////////////////////////////////////////////////////////////////
+#define GPU_TESTRANGE3() \
+{ \
+ if(x0<0) { if((x1-x0)>CHKMAX_X) return; if((x2-x0)>CHKMAX_X) return; } \
+ if(x1<0) { if((x0-x1)>CHKMAX_X) return; if((x2-x1)>CHKMAX_X) return; } \
+ if(x2<0) { if((x0-x2)>CHKMAX_X) return; if((x1-x2)>CHKMAX_X) return; } \
+ if(y0<0) { if((y1-y0)>CHKMAX_Y) return; if((y2-y0)>CHKMAX_Y) return; } \
+ if(y1<0) { if((y0-y1)>CHKMAX_Y) return; if((y2-y1)>CHKMAX_Y) return; } \
+ if(y2<0) { if((y0-y2)>CHKMAX_Y) return; if((y1-y2)>CHKMAX_Y) return; } \
+}
+
+/*----------------------------------------------------------------------
+F3
+----------------------------------------------------------------------*/
+
+void gpuDrawF3(const PP gpuPolySpanDriver)
+{
+ const int li=linesInterlace;
+ const int pi=(progressInterlace?(linesInterlace+1):0);
+ const int pif=(progressInterlace?(progressInterlace_flag?(linesInterlace+1):0):1);
+ s32 temp;
+ s32 xa, xb, xmin, xmax;
+ s32 ya, yb, ymin, ymax;
+ s32 x0, x1, x2, x3, dx3=0, x4, dx4=0, dx;
+ s32 y0, y1, y2;
+
+ x0 = GPU_EXPANDSIGN(PacketBuffer.S2[2]);
+ y0 = GPU_EXPANDSIGN(PacketBuffer.S2[3]);
+ x1 = GPU_EXPANDSIGN(PacketBuffer.S2[4]);
+ y1 = GPU_EXPANDSIGN(PacketBuffer.S2[5]);
+ x2 = GPU_EXPANDSIGN(PacketBuffer.S2[6]);
+ y2 = GPU_EXPANDSIGN(PacketBuffer.S2[7]);
+
+ GPU_TESTRANGE3();
+
+ x0 += DrawingOffset[0]; x1 += DrawingOffset[0]; x2 += DrawingOffset[0];
+ y0 += DrawingOffset[1]; y1 += DrawingOffset[1]; y2 += DrawingOffset[1];
+
+ xmin = DrawingArea[0]; xmax = DrawingArea[2];
+ ymin = DrawingArea[1]; ymax = DrawingArea[3];
+
+ {
+ int rx0 = Max2(xmin,Min3(x0,x1,x2));
+ int ry0 = Max2(ymin,Min3(y0,y1,y2));
+ int rx1 = Min2(xmax,Max3(x0,x1,x2));
+ int ry1 = Min2(ymax,Max3(y0,y1,y2));
+ if( rx0>=rx1 || ry0>=ry1) return;
+ }
+
+ PixelData = GPU_RGB16(PacketBuffer.U4[0]);
+
+ if (y0 >= y1)
+ {
+ if( y0!=y1 || x0>x1 )
+ {
+ GPU_SWAP(x0, x1, temp);
+ GPU_SWAP(y0, y1, temp);
+ }
+ }
+ if (y1 >= y2)
+ {
+ if( y1!=y2 || x1>x2 )
+ {
+ GPU_SWAP(x1, x2, temp);
+ GPU_SWAP(y1, y2, temp);
+ }
+ }
+ if (y0 >= y1)
+ {
+ if( y0!=y1 || x0>x1 )
+ {
+ GPU_SWAP(x0, x1, temp);
+ GPU_SWAP(y0, y1, temp);
+ }
+ }
+
+ ya = y2 - y0;
+ yb = y2 - y1;
+ dx =(x2 - x1) * ya - (x2 - x0) * yb;
+
+ for (s32 loop0 = 2; loop0; --loop0)
+ {
+ if (loop0 == 2)
+ {
+ ya = y0;
+ yb = y1;
+ x3 = i2x(x0);
+ x4 = y0!=y1 ? x3 : i2x(x1);
+ if (dx < 0)
+ {
+ dx3 = xLoDivx((x2 - x0), (y2 - y0));
+ dx4 = xLoDivx((x1 - x0), (y1 - y0));
+ }
+ else
+ {
+ dx3 = xLoDivx((x1 - x0), (y1 - y0));
+ dx4 = xLoDivx((x2 - x0), (y2 - y0));
+ }
+ }
+ else
+ {
+ ya = y1;
+ yb = y2;
+ if (dx < 0)
+ {
+ x4 = i2x(x1);
+ x3 = i2x(x0) + (dx3 * (y1 - y0));
+ dx4 = xLoDivx((x2 - x1), (y2 - y1));
+ }
+ else
+ {
+ x3 = i2x(x1);
+ x4 = i2x(x0) + (dx4 * (y1 - y0));
+ dx3 = xLoDivx((x2 - x1), (y2 - y1));
+ }
+ }
+
+ temp = ymin - ya;
+ if (temp > 0)
+ {
+ ya = ymin;
+ x3 += dx3*temp;
+ x4 += dx4*temp;
+ }
+ if (yb > ymax) yb = ymax;
+ if (ya>=yb) continue;
+
+ x3+= fixed_HALF;
+ x4+= fixed_HALF;
+
+ u16* PixelBase = &((u16*)GPU_FrameBuffer)[FRAME_OFFSET(0, ya)];
+
+ for(;ya<yb;++ya, PixelBase += FRAME_WIDTH, x3+=dx3, x4+=dx4)
+ {
+ if (ya&li) continue;
+ if ((ya&pi)==pif) continue;
+ xa = x2i(x3);
+ xb = x2i(x4);
+ if( (xa>xmax) || (xb<xmin) ) continue;
+ if(xa < xmin) xa = xmin;
+ if(xb > xmax) xb = xmax;
+ xb-=xa;
+ if(xb>0) gpuPolySpanDriver(PixelBase + xa,xb);
+ }
+ }
+}
+
+/*----------------------------------------------------------------------
+FT3
+----------------------------------------------------------------------*/
+
+void gpuDrawFT3(const PP gpuPolySpanDriver)
+{
+ const int li=linesInterlace;
+ const int pi=(progressInterlace?(linesInterlace+1):0);
+ const int pif=(progressInterlace?(progressInterlace_flag?(linesInterlace+1):0):1);
+ s32 temp;
+ s32 xa, xb, xmin, xmax;
+ s32 ya, yb, ymin, ymax;
+ s32 x0, x1, x2, x3, dx3=0, x4, dx4=0, dx;
+ s32 y0, y1, y2;
+ s32 u0, u1, u2, u3, du3=0;
+ s32 v0, v1, v2, v3, dv3=0;
+
+ x0 = GPU_EXPANDSIGN(PacketBuffer.S2[2] );
+ y0 = GPU_EXPANDSIGN(PacketBuffer.S2[3] );
+ x1 = GPU_EXPANDSIGN(PacketBuffer.S2[6] );
+ y1 = GPU_EXPANDSIGN(PacketBuffer.S2[7] );
+ x2 = GPU_EXPANDSIGN(PacketBuffer.S2[10]);
+ y2 = GPU_EXPANDSIGN(PacketBuffer.S2[11]);
+
+ GPU_TESTRANGE3();
+
+ x0 += DrawingOffset[0]; x1 += DrawingOffset[0]; x2 += DrawingOffset[0];
+ y0 += DrawingOffset[1]; y1 += DrawingOffset[1]; y2 += DrawingOffset[1];
+
+ xmin = DrawingArea[0]; xmax = DrawingArea[2];
+ ymin = DrawingArea[1]; ymax = DrawingArea[3];
+
+ {
+ int rx0 = Max2(xmin,Min3(x0,x1,x2));
+ int ry0 = Max2(ymin,Min3(y0,y1,y2));
+ int rx1 = Min2(xmax,Max3(x0,x1,x2));
+ int ry1 = Min2(ymax,Max3(y0,y1,y2));
+ if( rx0>=rx1 || ry0>=ry1) return;
+ }
+
+ u0 = PacketBuffer.U1[8]; v0 = PacketBuffer.U1[9];
+ u1 = PacketBuffer.U1[16]; v1 = PacketBuffer.U1[17];
+ u2 = PacketBuffer.U1[24]; v2 = PacketBuffer.U1[25];
+
+ r4 = s32(PacketBuffer.U1[0]);
+ g4 = s32(PacketBuffer.U1[1]);
+ b4 = s32(PacketBuffer.U1[2]);
+ dr4 = dg4 = db4 = 0;
+
+ if (y0 >= y1)
+ {
+ if( y0!=y1 || x0>x1 )
+ {
+ GPU_SWAP(x0, x1, temp);
+ GPU_SWAP(y0, y1, temp);
+ GPU_SWAP(u0, u1, temp);
+ GPU_SWAP(v0, v1, temp);
+ }
+ }
+ if (y1 >= y2)
+ {
+ if( y1!=y2 || x1>x2 )
+ {
+ GPU_SWAP(x1, x2, temp);
+ GPU_SWAP(y1, y2, temp);
+ GPU_SWAP(u1, u2, temp);
+ GPU_SWAP(v1, v2, temp);
+ }
+ }
+ if (y0 >= y1)
+ {
+ if( y0!=y1 || x0>x1 )
+ {
+ GPU_SWAP(x0, x1, temp);
+ GPU_SWAP(y0, y1, temp);
+ GPU_SWAP(u0, u1, temp);
+ GPU_SWAP(v0, v1, temp);
+ }
+ }
+
+ ya = y2 - y0;
+ yb = y2 - y1;
+ dx = (x2 - x1) * ya - (x2 - x0) * yb;
+ du4 = (u2 - u1) * ya - (u2 - u0) * yb;
+ dv4 = (v2 - v1) * ya - (v2 - v0) * yb;
+
+ s32 iF,iS;
+ xInv( dx, iF, iS);
+ du4 = xInvMulx( du4, iF, iS);
+ dv4 = xInvMulx( dv4, iF, iS);
+ tInc = ((u32)(du4<<7)&0x7fff0000) | ((u32)(dv4>>9)&0x00007fff);
+ tMsk = (TextureWindow[2]<<23) | (TextureWindow[3]<<7) | 0x00ff00ff;
+
+ for (s32 loop0 = 2; loop0; --loop0)
+ {
+ if (loop0 == 2)
+ {
+ ya = y0;
+ yb = y1;
+ u3 = i2x(u0);
+ v3 = i2x(v0);
+ x3 = i2x(x0);
+ x4 = y0!=y1 ? x3 : i2x(x1);
+ if (dx < 0)
+ {
+ xInv( (y2 - y0), iF, iS);
+ dx3 = xInvMulx( (x2 - x0), iF, iS);
+ du3 = xInvMulx( (u2 - u0), iF, iS);
+ dv3 = xInvMulx( (v2 - v0), iF, iS);
+ dx4 = xLoDivx ( (x1 - x0), (y1 - y0));
+ }
+ else
+ {
+ xInv( (y1 - y0), iF, iS);
+ dx3 = xInvMulx( (x1 - x0), iF, iS);
+ du3 = xInvMulx( (u1 - u0), iF, iS);
+ dv3 = xInvMulx( (v1 - v0), iF, iS);
+ dx4 = xLoDivx ( (x2 - x0), (y2 - y0));
+ }
+ }
+ else
+ {
+ ya = y1;
+ yb = y2;
+ if (dx < 0)
+ {
+ temp = y1 - y0;
+ u3 = i2x(u0) + (du3 * temp);
+ v3 = i2x(v0) + (dv3 * temp);
+ x3 = i2x(x0) + (dx3 * temp);
+ x4 = i2x(x1);
+ dx4 = xLoDivx((x2 - x1), (y2 - y1));
+ }
+ else
+ {
+ u3 = i2x(u1);
+ v3 = i2x(v1);
+ x3 = i2x(x1);
+ x4 = i2x(x0) + (dx4 * (y1 - y0));
+ xInv( (y2 - y1), iF, iS);
+ dx3 = xInvMulx( (x2 - x1), iF, iS);
+ du3 = xInvMulx( (u2 - u1), iF, iS);
+ dv3 = xInvMulx( (v2 - v1), iF, iS);
+ }
+ }
+
+ temp = ymin - ya;
+ if (temp > 0)
+ {
+ ya = ymin;
+ x3 += dx3*temp;
+ x4 += dx4*temp;
+ u3 += du3*temp;
+ v3 += dv3*temp;
+ }
+ if (yb > ymax) yb = ymax;
+ if (ya>=yb) continue;
+
+ x3+= fixed_HALF;
+ x4+= fixed_HALF;
+ u3+= fixed_HALF;
+ v4+= fixed_HALF;
+
+ u16* PixelBase = &((u16*)GPU_FrameBuffer)[FRAME_OFFSET(0, ya)];
+
+ for(;ya<yb;++ya, PixelBase += FRAME_WIDTH, x3+=dx3, x4+=dx4, u3+=du3, v3+=dv3)
+ {
+ if (ya&li) continue;
+ if ((ya&pi)==pif) continue;
+ xa = x2i(x3);
+ xb = x2i(x4);
+ if( (xa>xmax) || (xb<xmin) ) continue;
+
+ temp = xmin - xa;
+ if(temp > 0)
+ {
+ xa = xmin;
+ u4 = u3 + du4*temp;
+ v4 = v3 + dv4*temp;
+ }
+ else
+ {
+ u4 = u3;
+ v4 = v3;
+ }
+ if(xb > xmax) xb = xmax;
+ xb-=xa;
+ if(xb>0) gpuPolySpanDriver(PixelBase + xa,xb);
+ }
+ }
+}
+
+/*----------------------------------------------------------------------
+G3
+----------------------------------------------------------------------*/
+
+void gpuDrawG3(const PP gpuPolySpanDriver)
+{
+ const int li=linesInterlace;
+ const int pi=(progressInterlace?(linesInterlace+1):0);
+ const int pif=(progressInterlace?(progressInterlace_flag?(linesInterlace+1):0):1);
+ s32 temp;
+ s32 xa, xb, xmin, xmax;
+ s32 ya, yb, ymin, ymax;
+ s32 x0, x1, x2, x3, dx3=0, x4, dx4=0, dx;
+ s32 y0, y1, y2;
+ s32 r0, r1, r2, r3, dr3=0;
+ s32 g0, g1, g2, g3, dg3=0;
+ s32 b0, b1, b2, b3, db3=0;
+
+ x0 = GPU_EXPANDSIGN(PacketBuffer.S2[2] );
+ y0 = GPU_EXPANDSIGN(PacketBuffer.S2[3] );
+ x1 = GPU_EXPANDSIGN(PacketBuffer.S2[6] );
+ y1 = GPU_EXPANDSIGN(PacketBuffer.S2[7] );
+ x2 = GPU_EXPANDSIGN(PacketBuffer.S2[10]);
+ y2 = GPU_EXPANDSIGN(PacketBuffer.S2[11]);
+
+ GPU_TESTRANGE3();
+
+ x0 += DrawingOffset[0]; x1 += DrawingOffset[0]; x2 += DrawingOffset[0];
+ y0 += DrawingOffset[1]; y1 += DrawingOffset[1]; y2 += DrawingOffset[1];
+
+ xmin = DrawingArea[0]; xmax = DrawingArea[2];
+ ymin = DrawingArea[1]; ymax = DrawingArea[3];
+
+ {
+ int rx0 = Max2(xmin,Min3(x0,x1,x2));
+ int ry0 = Max2(ymin,Min3(y0,y1,y2));
+ int rx1 = Min2(xmax,Max3(x0,x1,x2));
+ int ry1 = Min2(ymax,Max3(y0,y1,y2));
+ if( rx0>=rx1 || ry0>=ry1) return;
+ }
+
+ r0 = PacketBuffer.U1[0]; g0 = PacketBuffer.U1[1]; b0 = PacketBuffer.U1[2];
+ r1 = PacketBuffer.U1[8]; g1 = PacketBuffer.U1[9]; b1 = PacketBuffer.U1[10];
+ r2 = PacketBuffer.U1[16]; g2 = PacketBuffer.U1[17]; b2 = PacketBuffer.U1[18];
+
+ if (y0 >= y1)
+ {
+ if( y0!=y1 || x0>x1 )
+ {
+ GPU_SWAP(x0, x1, temp); GPU_SWAP(y0, y1, temp);
+ GPU_SWAP(r0, r1, temp); GPU_SWAP(g0, g1, temp); GPU_SWAP(b0, b1, temp);
+ }
+ }
+ if (y1 >= y2)
+ {
+ if( y1!=y2 || x1>x2 )
+ {
+ GPU_SWAP(x1, x2, temp); GPU_SWAP(y1, y2, temp);
+ GPU_SWAP(r1, r2, temp); GPU_SWAP(g1, g2, temp); GPU_SWAP(b1, b2, temp);
+ }
+ }
+ if (y0 >= y1)
+ {
+ if( y0!=y1 || x0>x1 )
+ {
+ GPU_SWAP(x0, x1, temp); GPU_SWAP(y0, y1, temp);
+ GPU_SWAP(r0, r1, temp); GPU_SWAP(g0, g1, temp); GPU_SWAP(b0, b1, temp);
+ }
+ }
+
+ ya = y2 - y0;
+ yb = y2 - y1;
+ dx = (x2 - x1) * ya - (x2 - x0) * yb;
+ dr4 = (r2 - r1) * ya - (r2 - r0) * yb;
+ dg4 = (g2 - g1) * ya - (g2 - g0) * yb;
+ db4 = (b2 - b1) * ya - (b2 - b0) * yb;
+
+ s32 iF,iS;
+ xInv( dx, iF, iS);
+ dr4 = xInvMulx( dr4, iF, iS);
+ dg4 = xInvMulx( dg4, iF, iS);
+ db4 = xInvMulx( db4, iF, iS);
+ u32 dr = (u32)(dr4<< 8)&(0xffffffff<<21); if(dr4<0) dr+= 1<<21;
+ u32 dg = (u32)(dg4>> 3)&(0xffffffff<<10); if(dg4<0) dg+= 1<<10;
+ u32 db = (u32)(db4>>14)&(0xffffffff ); if(db4<0) db+= 1<< 0;
+ lInc = db + dg + dr;
+
+ for (s32 loop0 = 2; loop0; --loop0)
+ {
+ if (loop0 == 2)
+ {
+ ya = y0;
+ yb = y1;
+ r3 = i2x(r0);
+ g3 = i2x(g0);
+ b3 = i2x(b0);
+ x3 = i2x(x0);
+ x4 = y0!=y1 ? x3 : i2x(x1);
+ if (dx < 0)
+ {
+ xInv( (y2 - y0), iF, iS);
+ dx3 = xInvMulx( (x2 - x0), iF, iS);
+ dr3 = xInvMulx( (r2 - r0), iF, iS);
+ dg3 = xInvMulx( (g2 - g0), iF, iS);
+ db3 = xInvMulx( (b2 - b0), iF, iS);
+ dx4 = xLoDivx ( (x1 - x0), (y1 - y0));
+ }
+ else
+ {
+ xInv( (y1 - y0), iF, iS);
+ dx3 = xInvMulx( (x1 - x0), iF, iS);
+ dr3 = xInvMulx( (r1 - r0), iF, iS);
+ dg3 = xInvMulx( (g1 - g0), iF, iS);
+ db3 = xInvMulx( (b1 - b0), iF, iS);
+ dx4 = xLoDivx ( (x2 - x0), (y2 - y0));
+ }
+ }
+ else
+ {
+ ya = y1;
+ yb = y2;
+ if (dx < 0)
+ {
+ temp = y1 - y0;
+ r3 = i2x(r0) + (dr3 * temp);
+ g3 = i2x(g0) + (dg3 * temp);
+ b3 = i2x(b0) + (db3 * temp);
+ x3 = i2x(x0) + (dx3 * temp);
+ x4 = i2x(x1);
+ dx4 = xLoDivx((x2 - x1), (y2 - y1));
+ }
+ else
+ {
+ r3 = i2x(r1);
+ g3 = i2x(g1);
+ b3 = i2x(b1);
+ x3 = i2x(x1);
+ x4 = i2x(x0) + (dx4 * (y1 - y0));
+
+ xInv( (y2 - y1), iF, iS);
+ dx3 = xInvMulx( (x2 - x1), iF, iS);
+ dr3 = xInvMulx( (r2 - r1), iF, iS);
+ dg3 = xInvMulx( (g2 - g1), iF, iS);
+ db3 = xInvMulx( (b2 - b1), iF, iS);
+ }
+ }
+
+ temp = ymin - ya;
+ if (temp > 0)
+ {
+ ya = ymin;
+ x3 += dx3*temp; x4 += dx4*temp;
+ r3 += dr3*temp; g3 += dg3*temp; b3 += db3*temp;
+ }
+ if (yb > ymax) yb = ymax;
+ if (ya>=yb) continue;
+
+ x3+= fixed_HALF; x4+= fixed_HALF;
+ r3+= fixed_HALF; g3+= fixed_HALF; b3+= fixed_HALF;
+
+ u16* PixelBase = &((u16*)GPU_FrameBuffer)[FRAME_OFFSET(0, ya)];
+
+ for(;ya<yb;++ya, PixelBase += FRAME_WIDTH, x3+=dx3, x4+=dx4, r3+=dr3, g3+=dg3, b3+=db3)
+ {
+ if (ya&li) continue;
+ if ((ya&pi)==pif) continue;
+ xa = x2i(x3);
+ xb = x2i(x4);
+ if( (xa>xmax) || (xb<xmin) ) continue;
+
+ temp = xmin - xa;
+ if(temp > 0)
+ {
+ xa = xmin;
+ r4 = r3 + dr4*temp; g4 = g3 + dg4*temp; b4 = b3 + db4*temp;
+ }
+ else
+ {
+ r4 = r3; g4 = g3; b4 = b3;
+ }
+ if(xb > xmax) xb = xmax;
+ xb-=xa;
+ if(xb>0) gpuPolySpanDriver(PixelBase + xa,xb);
+ }
+ }
+}
+
+/*----------------------------------------------------------------------
+GT3
+----------------------------------------------------------------------*/
+
+void gpuDrawGT3(const PP gpuPolySpanDriver)
+{
+ const int li=linesInterlace;
+ const int pi=(progressInterlace?(linesInterlace+1):0);
+ const int pif=(progressInterlace?(progressInterlace_flag?(linesInterlace+1):0):1);
+ s32 temp;
+ s32 xa, xb, xmin, xmax;
+ s32 ya, yb, ymin, ymax;
+ s32 x0, x1, x2, x3, dx3=0, x4, dx4=0, dx;
+ s32 y0, y1, y2;
+ s32 u0, u1, u2, u3, du3=0;
+ s32 v0, v1, v2, v3, dv3=0;
+ s32 r0, r1, r2, r3, dr3=0;
+ s32 g0, g1, g2, g3, dg3=0;
+ s32 b0, b1, b2, b3, db3=0;
+
+ x0 = GPU_EXPANDSIGN(PacketBuffer.S2[2] );
+ y0 = GPU_EXPANDSIGN(PacketBuffer.S2[3] );
+ x1 = GPU_EXPANDSIGN(PacketBuffer.S2[8] );
+ y1 = GPU_EXPANDSIGN(PacketBuffer.S2[9] );
+ x2 = GPU_EXPANDSIGN(PacketBuffer.S2[14]);
+ y2 = GPU_EXPANDSIGN(PacketBuffer.S2[15]);
+
+ GPU_TESTRANGE3();
+
+ x0 += DrawingOffset[0]; x1 += DrawingOffset[0]; x2 += DrawingOffset[0];
+ y0 += DrawingOffset[1]; y1 += DrawingOffset[1]; y2 += DrawingOffset[1];
+
+ xmin = DrawingArea[0]; xmax = DrawingArea[2];
+ ymin = DrawingArea[1]; ymax = DrawingArea[3];
+
+ {
+ int rx0 = Max2(xmin,Min3(x0,x1,x2));
+ int ry0 = Max2(ymin,Min3(y0,y1,y2));
+ int rx1 = Min2(xmax,Max3(x0,x1,x2));
+ int ry1 = Min2(ymax,Max3(y0,y1,y2));
+ if( rx0>=rx1 || ry0>=ry1) return;
+ }
+
+ r0 = PacketBuffer.U1[0]; g0 = PacketBuffer.U1[1]; b0 = PacketBuffer.U1[2];
+ u0 = PacketBuffer.U1[8]; v0 = PacketBuffer.U1[9];
+ r1 = PacketBuffer.U1[12]; g1 = PacketBuffer.U1[13]; b1 = PacketBuffer.U1[14];
+ u1 = PacketBuffer.U1[20]; v1 = PacketBuffer.U1[21];
+ r2 = PacketBuffer.U1[24]; g2 = PacketBuffer.U1[25]; b2 = PacketBuffer.U1[26];
+ u2 = PacketBuffer.U1[32]; v2 = PacketBuffer.U1[33];
+
+ if (y0 >= y1)
+ {
+ if( y0!=y1 || x0>x1 )
+ {
+ GPU_SWAP(x0, x1, temp); GPU_SWAP(y0, y1, temp);
+ GPU_SWAP(u0, u1, temp); GPU_SWAP(v0, v1, temp);
+ GPU_SWAP(r0, r1, temp); GPU_SWAP(g0, g1, temp); GPU_SWAP(b0, b1, temp);
+ }
+ }
+ if (y1 >= y2)
+ {
+ if( y1!=y2 || x1>x2 )
+ {
+ GPU_SWAP(x1, x2, temp); GPU_SWAP(y1, y2, temp);
+ GPU_SWAP(u1, u2, temp); GPU_SWAP(v1, v2, temp);
+ GPU_SWAP(r1, r2, temp); GPU_SWAP(g1, g2, temp); GPU_SWAP(b1, b2, temp);
+ }
+ }
+ if (y0 >= y1)
+ {
+ if( y0!=y1 || x0>x1 )
+ {
+ GPU_SWAP(x0, x1, temp); GPU_SWAP(y0, y1, temp);
+ GPU_SWAP(u0, u1, temp); GPU_SWAP(v0, v1, temp);
+ GPU_SWAP(r0, r1, temp); GPU_SWAP(g0, g1, temp); GPU_SWAP(b0, b1, temp);
+ }
+ }
+
+ ya = y2 - y0;
+ yb = y2 - y1;
+ dx = (x2 - x1) * ya - (x2 - x0) * yb;
+ du4 = (u2 - u1) * ya - (u2 - u0) * yb;
+ dv4 = (v2 - v1) * ya - (v2 - v0) * yb;
+ dr4 = (r2 - r1) * ya - (r2 - r0) * yb;
+ dg4 = (g2 - g1) * ya - (g2 - g0) * yb;
+ db4 = (b2 - b1) * ya - (b2 - b0) * yb;
+
+ s32 iF,iS;
+
+ xInv( dx, iF, iS);
+ du4 = xInvMulx( du4, iF, iS);
+ dv4 = xInvMulx( dv4, iF, iS);
+ dr4 = xInvMulx( dr4, iF, iS);
+ dg4 = xInvMulx( dg4, iF, iS);
+ db4 = xInvMulx( db4, iF, iS);
+ u32 dr = (u32)(dr4<< 8)&(0xffffffff<<21); if(dr4<0) dr+= 1<<21;
+ u32 dg = (u32)(dg4>> 3)&(0xffffffff<<10); if(dg4<0) dg+= 1<<10;
+ u32 db = (u32)(db4>>14)&(0xffffffff ); if(db4<0) db+= 1<< 0;
+ lInc = db + dg + dr;
+ tInc = ((u32)(du4<<7)&0x7fff0000) | ((u32)(dv4>>9)&0x00007fff);
+ tMsk = (TextureWindow[2]<<23) | (TextureWindow[3]<<7) | 0x00ff00ff;
+
+ for (s32 loop0 = 2; loop0; --loop0)
+ {
+ if (loop0 == 2)
+ {
+ ya = y0;
+ yb = y1;
+ u3 = i2x(u0);
+ v3 = i2x(v0);
+ r3 = i2x(r0);
+ g3 = i2x(g0);
+ b3 = i2x(b0);
+ x3 = i2x(x0);
+ x4 = y0!=y1 ? x3 : i2x(x1);
+ if (dx < 0)
+ {
+ xInv( (y2 - y0), iF, iS);
+ dx3 = xInvMulx( (x2 - x0), iF, iS);
+ du3 = xInvMulx( (u2 - u0), iF, iS);
+ dv3 = xInvMulx( (v2 - v0), iF, iS);
+ dr3 = xInvMulx( (r2 - r0), iF, iS);
+ dg3 = xInvMulx( (g2 - g0), iF, iS);
+ db3 = xInvMulx( (b2 - b0), iF, iS);
+ dx4 = xLoDivx ( (x1 - x0), (y1 - y0));
+ }
+ else
+ {
+ xInv( (y1 - y0), iF, iS);
+ dx3 = xInvMulx( (x1 - x0), iF, iS);
+ du3 = xInvMulx( (u1 - u0), iF, iS);
+ dv3 = xInvMulx( (v1 - v0), iF, iS);
+ dr3 = xInvMulx( (r1 - r0), iF, iS);
+ dg3 = xInvMulx( (g1 - g0), iF, iS);
+ db3 = xInvMulx( (b1 - b0), iF, iS);
+ dx4 = xLoDivx ( (x2 - x0), (y2 - y0));
+ }
+ }
+ else
+ {
+ ya = y1;
+ yb = y2;
+ if (dx < 0)
+ {
+ temp = y1 - y0;
+ u3 = i2x(u0) + (du3 * temp);
+ v3 = i2x(v0) + (dv3 * temp);
+ r3 = i2x(r0) + (dr3 * temp);
+ g3 = i2x(g0) + (dg3 * temp);
+ b3 = i2x(b0) + (db3 * temp);
+ x3 = i2x(x0) + (dx3 * temp);
+ x4 = i2x(x1);
+ dx4 = xLoDivx((x2 - x1), (y2 - y1));
+ }
+ else
+ {
+ u3 = i2x(u1);
+ v3 = i2x(v1);
+ r3 = i2x(r1);
+ g3 = i2x(g1);
+ b3 = i2x(b1);
+ x3 = i2x(x1);
+ x4 = i2x(x0) + (dx4 * (y1 - y0));
+
+ xInv( (y2 - y1), iF, iS);
+ dx3 = xInvMulx( (x2 - x1), iF, iS);
+ du3 = xInvMulx( (u2 - u1), iF, iS);
+ dv3 = xInvMulx( (v2 - v1), iF, iS);
+ dr3 = xInvMulx( (r2 - r1), iF, iS);
+ dg3 = xInvMulx( (g2 - g1), iF, iS);
+ db3 = xInvMulx( (b2 - b1), iF, iS);
+ }
+ }
+
+ temp = ymin - ya;
+ if (temp > 0)
+ {
+ ya = ymin;
+ x3 += dx3*temp; x4 += dx4*temp;
+ u3 += du3*temp; v3 += dv3*temp;
+ r3 += dr3*temp; g3 += dg3*temp; b3 += db3*temp;
+ }
+ if (yb > ymax) yb = ymax;
+ if (ya>=yb) continue;
+
+ x3+= fixed_HALF; x4+= fixed_HALF;
+ u3+= fixed_HALF; v4+= fixed_HALF;
+ r3+= fixed_HALF; g3+= fixed_HALF; b3+= fixed_HALF;
+ u16* PixelBase = &((u16*)GPU_FrameBuffer)[FRAME_OFFSET(0, ya)];
+
+ for(;ya<yb;++ya, PixelBase += FRAME_WIDTH, x3+=dx3, x4+=dx4, u3+=du3, v3+=dv3, r3+=dr3, g3+=dg3, b3+=db3)
+ {
+ if (ya&li) continue;
+ if ((ya&pi)==pif) continue;
+ xa = x2i(x3);
+ xb = x2i(x4);
+ if( (xa>xmax) || (xb<xmin)) continue;
+
+ temp = xmin - xa;
+ if(temp > 0)
+ {
+ xa = xmin;
+ u4 = u3 + du4*temp; v4 = v3 + dv4*temp;
+ r4 = r3 + dr4*temp; g4 = g3 + dg4*temp; b4 = b3 + db4*temp;
+ }
+ else
+ {
+ u4 = u3; v4 = v3;
+ r4 = r3; g4 = g3; b4 = b3;
+ }
+ if(xb > xmax) xb = xmax;
+ xb-=xa;
+ if(xb>0) gpuPolySpanDriver(PixelBase + xa,xb);
+ }
+ }
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+//senquack - Original Unai poly routines left here for reference:
+// ( from gpu_inner.h ) NOTE: this uses 16.16, not 22.10 fixed point
+//////////////////////////////////////////////////////////////////////////
+template<const int CF>
+INLINE void gpuPolySpanFn(u16 *pDst, u32 count)
+{
+ if (!TM)
+ {
+ // NO TEXTURE
+ if (!G)
+ {
+ // NO GOURAUD
+ u16 data;
+ if (L) { u32 lCol=((u32)(b4<< 2)&(0x03ff)) | ((u32)(g4<<13)&(0x07ff<<10)) | ((u32)(r4<<24)&(0x07ff<<21)); gpuLightingRGB(data,lCol); }
+ else data=PixelData;
+ if ((!M)&&(!B))
+ {
+ if (MB) { data = data | 0x8000; }
+ do { *pDst++ = data; } while (--count);
+ }
+ else if ((M)&&(!B))
+ {
+ if (MB) { data = data | 0x8000; }
+ do { if (!(*pDst&0x8000)) { *pDst = data; } pDst++; } while (--count);
+ }
+ else
+ {
+ u16 uSrc;
+ u16 uDst;
+ u32 uMsk; if (BM==0) uMsk=0x7BDE;
+ u32 bMsk; if (BI) bMsk=blit_mask;
+ do
+ {
+ // blit-mask
+ if (BI) { if((bMsk>>((((u32)pDst)>>1)&7))&1) goto endtile; }
+ // masking
+ uDst = *pDst;
+ if(M) { if (uDst&0x8000) goto endtile; }
+ uSrc = data;
+ // blend
+ if (BM==0) gpuBlending00(uSrc, uDst);
+ if (BM==1) gpuBlending01(uSrc, uDst);
+ if (BM==2) gpuBlending02(uSrc, uDst);
+ if (BM==3) gpuBlending03(uSrc, uDst);
+ if (MB) { *pDst = uSrc | 0x8000; }
+ else { *pDst = uSrc; }
+ endtile: pDst++;
+ }
+ while (--count);
+ }
+ }
+ else
+ {
+ // GOURAUD
+ u16 uDst;
+ u16 uSrc;
+ u32 linc=lInc;
+ u32 lCol=((u32)(b4>>14)&(0x03ff)) | ((u32)(g4>>3)&(0x07ff<<10)) | ((u32)(r4<<8)&(0x07ff<<21));
+ u32 uMsk; if ((B)&&(BM==0)) uMsk=0x7BDE;
+ u32 bMsk; if (BI) bMsk=blit_mask;
+ do
+ {
+ // blit-mask
+ if (BI) { if((bMsk>>((((u32)pDst)>>1)&7))&1) goto endgou; }
+ // masking
+ if(M) { uDst = *pDst; if (uDst&0x8000) goto endgou; }
+ // blend
+ if(B)
+ {
+ // light
+ gpuLightingRGB(uSrc,lCol);
+ if(!M) { uDst = *pDst; }
+ if (BM==0) gpuBlending00(uSrc, uDst);
+ if (BM==1) gpuBlending01(uSrc, uDst);
+ if (BM==2) gpuBlending02(uSrc, uDst);
+ if (BM==3) gpuBlending03(uSrc, uDst);
+ }
+ else
+ {
+ // light
+ gpuLightingRGB(uSrc,lCol);
+ }
+ if (MB) { *pDst = uSrc | 0x8000; }
+ else { *pDst = uSrc; }
+ endgou: pDst++; lCol=(lCol+linc);
+ }
+ while (--count);
+ }
+ }
+ else
+ {
+ // TEXTURE
+ u16 uDst;
+ u16 uSrc;
+ u32 linc; if (L&&G) linc=lInc;
+ u32 tinc=tInc;
+ u32 tmsk=tMsk;
+ u32 tCor = ((u32)( u4<<7)&0x7fff0000) | ((u32)( v4>>9)&0x00007fff); tCor&= tmsk;
+ const u16* _TBA=TBA;
+ const u16* _CBA; if (TM!=3) _CBA=CBA;
+ u32 lCol;
+ if(L && !G) { lCol = ((u32)(b4<< 2)&(0x03ff)) | ((u32)(g4<<13)&(0x07ff<<10)) | ((u32)(r4<<24)&(0x07ff<<21)); }
+ else if(L && G) { lCol = ((u32)(b4>>14)&(0x03ff)) | ((u32)(g4>>3)&(0x07ff<<10)) | ((u32)(r4<<8)&(0x07ff<<21)); }
+ u32 uMsk; if ((B)&&(BM==0)) uMsk=0x7BDE;
+ u32 bMsk; if (BI) bMsk=blit_mask;
+ do
+ {
+ // blit-mask
+ if (BI) { if((bMsk>>((((u32)pDst)>>1)&7))&1) goto endpoly; }
+ // masking
+ if(M) { uDst = *pDst; if (uDst&0x8000) goto endpoly; }
+ // texture
+ if (TM==1) { u32 tu=(tCor>>23); u32 tv=(tCor<<4)&(0xff<<11); u8 rgb=((u8*)_TBA)[tv+(tu>>1)]; uSrc=_CBA[(rgb>>((tu&1)<<2))&0xf]; if(!uSrc) goto endpoly; }
+ if (TM==2) { uSrc = _CBA[(((u8*)_TBA)[(tCor>>23)+((tCor<<4)&(0xff<<11))])]; if(!uSrc) goto endpoly; }
+ if (TM==3) { uSrc = _TBA[(tCor>>23)+((tCor<<3)&(0xff<<10))]; if(!uSrc) goto endpoly; }
+ // blend
+ if(B)
+ {
+ if (uSrc&0x8000)
+ {
+ // light
+ if(L) gpuLightingTXT(uSrc, lCol);
+ if(!M) { uDst = *pDst; }
+ if (BM==0) gpuBlending00(uSrc, uDst);
+ if (BM==1) gpuBlending01(uSrc, uDst);
+ if (BM==2) gpuBlending02(uSrc, uDst);
+ if (BM==3) gpuBlending03(uSrc, uDst);
+ }
+ else
+ {
+ // light
+ if(L) gpuLightingTXT(uSrc, lCol);
+ }
+ }
+ else
+ {
+ // light
+ if(L) { gpuLightingTXT(uSrc, lCol); } else if(!MB) { uSrc&= 0x7fff; }
+ }
+ if (MB) { *pDst = uSrc | 0x8000; }
+ else { *pDst = uSrc; }
+ endpoly: pDst++;
+ tCor=(tCor+tinc)&tmsk;
+ if (L&&G) lCol=(lCol+linc);
+ }
+ while (--count);
+ }
+}