/* * Copyright (C) 2011 Gilead Kutnick "Exophase" * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License as * published by the Free Software Foundation; either version 2 of * the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. */ #include #include #include #include "common.h" u32 span_pixels = 0; u32 span_pixel_blocks = 0; u32 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 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_blocks = 0; /* double size for enhancement */ u32 reciprocal_table[512 * 2]; 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 NEON_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_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1, u32 x2, u32 y2) { u32 mask = texture_region_mask(x1, y1, x2, y2); u32 texture_page; u8 *texture_page_ptr; u16 *vram_ptr; u32 texel_block; u32 sub_x, sub_y; psx_gpu->dirty_textures_8bpp_mask |= mask; psx_gpu->dirty_textures_8bpp_alternate_mask |= mask; if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 && (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16) { texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16; texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page]; texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16; vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024; sub_x = 4; sub_y = 16; 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; } } else { psx_gpu->dirty_textures_4bpp_mask |= mask; } } void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu, u32 texture_page); #ifndef NEON_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_base; 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_base; 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->render_mode & RENDER_INTERLACE_ENABLED) && (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE)) { u32 num_blocks_dest = 0; block_struct *block_src = psx_gpu->blocks; block_struct *block_dest = psx_gpu->blocks; u16 *vram_ptr = psx_gpu->vram_ptr; u32 i; if(psx_gpu->render_mode & RENDER_INTERLACE_ODD) { for(i = 0; i < psx_gpu->num_blocks; i++) { u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr); if(fb_offset & (1 << 11)) { *block_dest = *block_src; num_blocks_dest++; block_dest++; } block_src++; } } else { for(i = 0; i < psx_gpu->num_blocks; i++) { u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr); if((fb_offset & (1 << 11)) == 0) { *block_dest = *block_src; num_blocks_dest++; block_dest++; } block_src++; } } psx_gpu->num_blocks = num_blocks_dest; } 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); #ifdef PROFILE span_pixel_blocks += psx_gpu->num_blocks; render_buffer_flushes++; #endif psx_gpu->num_blocks = 0; } } void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a, vertex_struct *b, vertex_struct *c); #ifndef NEON_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 uvrgb_phase; 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(uvrgb_phase, psx_gpu->uvrgb_phase); shl_long_4x16b(uvrg_base, x0_a_y0_c, 16); shl_long_4x16b(b_base, x0_b, 16); add_4x32b(uvrg_base, uvrg_base, uvrgb_phase); add_4x32b(b_base, b_base, uvrgb_phase); // 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) \ #ifndef NDEBUG #define setup_spans_debug_check(span_edge_data_element) \ { \ u32 _num_spans = &span_edge_data_element - psx_gpu->span_edge_data; \ if (_num_spans > MAX_SPANS) \ *(int *)0 = 1; \ if (_num_spans < psx_gpu->num_spans) \ { \ if(span_edge_data_element.num_blocks > MAX_BLOCKS_PER_ROW) \ *(int *)0 = 1; \ if(span_edge_data_element.y > 2048) \ *(int *)0 = 1; \ } \ } \ #else #define setup_spans_debug_check(span_edge_data_element) \ #endif #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, 10); \ \ 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, 10); \ height_reciprocal_alt = edge_shift_alt >> 10; \ \ 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]; \ setup_spans_debug_check(span_edge_data[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 NEON_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); // FIXME: overflow corner case if(psx_gpu->num_spans + height_minor_b == MAX_SPANS) height_minor_b &= ~3; psx_gpu->num_spans += height_minor_b; while(height_minor_b > 0) { setup_spans_set_x4(none, down, no); height_minor_b -= 4; } } 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() \ texel_blocks_untextured += span_num_blocks; \ span_pixel_blocks += span_num_blocks \ #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_out_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_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 NEON_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 NEON_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_false_modulated_check_dithered(target) \ if(psx_gpu->triangle_color == 0x808080) \ { \ false_modulated_blocks += num_blocks; \ } \ #define shade_blocks_textured_false_modulated_check_undithered(target) \ if(psx_gpu->triangle_color == 0x808080) \ { \ \ shade_blocks_textured_unmodulated_##target(psx_gpu); \ false_modulated_blocks += num_blocks; \ return; \ } \ #define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \ target) \ #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \ target) \ { \ u32 color = psx_gpu->triangle_color; \ dup_8x8b(colors_r, color); \ dup_8x8b(colors_g, color >> 8); \ dup_8x8b(colors_b, color >> 16); \ shade_blocks_textured_false_modulated_check_##dithering(target); \ } \ #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(dithering, \ target); \ \ 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); void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu); void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu); #ifndef NEON_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++; \ } \ } \ #define shade_blocks_textured_unmodulated_dithered_builder(target) \ void shade_blocks_textured_unmodulated_dithered_##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++; \ } \ } \ #ifndef NEON_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 NEON_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 NEON_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)) \ static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, vertex_struct *vertexes_out[3]) { 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); #ifdef PROFILE triangles++; #endif if(triangle_area == 0) { #ifdef PROFILE trivial_rejects++; #endif return 0; } 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) { #ifdef PROFILE trivial_rejects++; #endif return 0; } 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 - psx_gpu->offset_x) >= 1024 || (c->x - a->x) >= 1024) { #ifdef PROFILE trivial_rejects++; #endif return 0; } if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x, y_bottom) == 0) { #ifdef PROFILE trivial_rejects++; #endif return 0; } psx_gpu->triangle_area = triangle_area; psx_gpu->triangle_winding = triangle_winding; vertexes_out[0] = a; vertexes_out[1] = b; vertexes_out[2] = c; return 1; } static void render_triangle_p(psx_gpu_struct *psx_gpu, vertex_struct *vertex_ptrs[3], u32 flags) { psx_gpu->num_spans = 0; vertex_struct *a = vertex_ptrs[0]; vertex_struct *b = vertex_ptrs[1]; vertex_struct *c = vertex_ptrs[2]; 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) | (psx_gpu->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; } #ifdef PROFILE spans += psx_gpu->num_spans; #endif if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)) { u32 i; if(psx_gpu->render_mode & RENDER_INTERLACE_ODD) { for(i = 0; i < psx_gpu->num_spans; i++) { if((psx_gpu->span_edge_data[i].y & 1) == 0) psx_gpu->span_edge_data[i].num_blocks = 0; } } else { for(i = 0; i < psx_gpu->num_spans; i++) { if(psx_gpu->span_edge_data[i].y & 1) psx_gpu->span_edge_data[i].num_blocks = 0; } } } 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); #ifdef PROFILE state_changes++; #endif } 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 render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags) { vertex_struct *vertex_ptrs[3]; if (prepare_triangle(psx_gpu, vertexes, vertex_ptrs)) render_triangle_p(psx_gpu, vertex_ptrs, flags); } void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu); #ifndef NEON_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_clut() \ u16 *clut_ptr = psx_gpu->clut_ptr; \ vec_8x16u clut_a, clut_b; \ vec_16x8u clut_low, clut_high; \ \ load_8x16b(clut_a, clut_ptr); \ load_8x16b(clut_b, clut_ptr + 8); \ unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \ #define setup_sprite_tiled_initialize_4bpp() \ setup_sprite_tiled_initialize_4bpp_clut(); \ \ 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_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, \ x4mode) \ do \ { \ sub_tile_height = column_data; \ setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \ setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \ setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \ } while(0) \ #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \ x4mode) \ do \ { \ u32 tiles_remaining = column_data >> 16; \ sub_tile_height = column_data & 0xFF; \ setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \ setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \ tiles_remaining -= 1; \ \ while(tiles_remaining) \ { \ sub_tile_height = 16; \ setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \ tiles_remaining--; \ } \ \ sub_tile_height = (column_data >> 8) & 0xFF; \ setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \ setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(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 RIGHT_MASK_BIT_SHIFT 8 #define RIGHT_MASK_BIT_SHIFT_4x 16 #define setup_sprite_tile_column_width_single(texture_mode, multi_height, \ edge_mode, edge, x4mode) \ { \ setup_sprite_column_data_##multi_height(); \ left_mask_bits = left_block_mask | right_block_mask; \ right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \ \ setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \ texture_mode, x4mode); \ } \ #define setup_sprite_tiled_advance_column() \ texture_offset_base += 0x100; \ if((texture_offset_base & 0xF00) == 0) \ texture_offset_base -= (0x100 + 0xF00) \ #define FB_PTR_MULTIPLIER 1 #define FB_PTR_MULTIPLIER_4x 2 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \ left_mode, right_mode, x4mode) \ { \ setup_sprite_column_data_##multi_height(); \ s32 fb_ptr_advance_column = (16 - (1024 * height)) \ * FB_PTR_MULTIPLIER##x4mode; \ \ tile_width -= 2; \ left_mask_bits = left_block_mask; \ right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \ \ setup_sprite_tile_column_height_##multi_height(left_mode, right, \ texture_mode, x4mode); \ 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, x4mode); \ fb_ptr += fb_ptr_advance_column; \ tile_width--; \ } \ \ left_mask_bits = right_block_mask; \ right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \ \ setup_sprite_tiled_advance_column(); \ setup_sprite_tile_column_height_##multi_height(right_mode, left, \ texture_mode, x4mode); \ } \ /* 4x stuff */ #define setup_sprite_tiled_initialize_4bpp_4x() \ setup_sprite_tiled_initialize_4bpp_clut() \ #define setup_sprite_tiled_initialize_8bpp_4x() \ #define setup_sprite_tile_full_4bpp_4x(edge) \ { \ vec_8x8u texels_low, texels_high; \ vec_8x16u pixels, pixels_wide; \ setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \ u32 left_mask_bits_a = left_mask_bits & 0xFF; \ u32 left_mask_bits_b = left_mask_bits >> 8; \ u32 right_mask_bits_a = right_mask_bits & 0xFF; \ u32 right_mask_bits_b = right_mask_bits >> 8; \ \ while(sub_tile_height) \ { \ setup_sprite_tile_fetch_texel_block_8bpp(0); \ tbl_16(texels_low, texels, clut_low); \ tbl_16(texels_high, texels, clut_high); \ zip_8x16b(pixels, texels_low, texels_high); \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \ block->texels = pixels_wide; \ block->draw_mask_bits = left_mask_bits_a; \ block->fb_ptr = fb_ptr; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = left_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024; \ block++; \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \ block->texels = pixels_wide; \ block->draw_mask_bits = left_mask_bits_b; \ block->fb_ptr = fb_ptr + 8; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = left_mask_bits_b; \ block->fb_ptr = fb_ptr + 1024 + 8; \ block++; \ \ setup_sprite_tile_fetch_texel_block_8bpp(8); \ tbl_16(texels_low, texels, clut_low); \ tbl_16(texels_high, texels, clut_high); \ zip_8x16b(pixels, texels_low, texels_high); \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \ block->texels = pixels_wide; \ block->draw_mask_bits = right_mask_bits_a; \ block->fb_ptr = fb_ptr + 16; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = right_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024 + 16; \ block++; \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \ block->texels = pixels_wide; \ block->draw_mask_bits = right_mask_bits_b; \ block->fb_ptr = fb_ptr + 24; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = right_mask_bits_b; \ block->fb_ptr = fb_ptr + 1024 + 24; \ block++; \ \ fb_ptr += 2048; \ texture_offset += 0x10; \ sub_tile_height--; \ } \ texture_offset += 0xF00; \ psx_gpu->num_blocks = num_blocks; \ } \ #define setup_sprite_tile_half_4bpp_4x(edge) \ { \ vec_8x8u texels_low, texels_high; \ vec_8x16u pixels, pixels_wide; \ setup_sprite_tile_add_blocks(sub_tile_height * 4); \ u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \ u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \ \ while(sub_tile_height) \ { \ setup_sprite_tile_fetch_texel_block_8bpp(0); \ tbl_16(texels_low, texels, clut_low); \ tbl_16(texels_high, texels, clut_high); \ zip_8x16b(pixels, texels_low, texels_high); \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \ block->texels = pixels_wide; \ block->draw_mask_bits = edge##_mask_bits_a; \ block->fb_ptr = fb_ptr; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = edge##_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024; \ block++; \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \ block->texels = pixels_wide; \ block->draw_mask_bits = edge##_mask_bits_b; \ block->fb_ptr = fb_ptr + 8; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = edge##_mask_bits_b; \ block->fb_ptr = fb_ptr + 1024 + 8; \ block++; \ \ fb_ptr += 2048; \ texture_offset += 0x10; \ sub_tile_height--; \ } \ texture_offset += 0xF00; \ psx_gpu->num_blocks = num_blocks; \ } \ #define setup_sprite_tile_full_8bpp_4x(edge) \ { \ setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \ vec_16x8u texels_wide; \ u32 left_mask_bits_a = left_mask_bits & 0xFF; \ u32 left_mask_bits_b = left_mask_bits >> 8; \ u32 right_mask_bits_a = right_mask_bits & 0xFF; \ u32 right_mask_bits_b = right_mask_bits >> 8; \ \ while(sub_tile_height) \ { \ setup_sprite_tile_fetch_texel_block_8bpp(0); \ zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \ block->r = texels_wide.low; \ block->draw_mask_bits = left_mask_bits_a; \ block->fb_ptr = fb_ptr; \ block++; \ \ block->r = texels_wide.low; \ block->draw_mask_bits = left_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024; \ block++; \ \ block->r = texels_wide.high; \ block->draw_mask_bits = left_mask_bits_b; \ block->fb_ptr = fb_ptr + 8; \ block++; \ \ block->r = texels_wide.high; \ block->draw_mask_bits = left_mask_bits_b; \ block->fb_ptr = fb_ptr + 1024 + 8; \ block++; \ \ setup_sprite_tile_fetch_texel_block_8bpp(8); \ zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \ block->r = texels_wide.low; \ block->draw_mask_bits = right_mask_bits_a; \ block->fb_ptr = fb_ptr + 16; \ block++; \ \ block->r = texels_wide.low; \ block->draw_mask_bits = right_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024 + 16; \ block++; \ \ block->r = texels_wide.high; \ block->draw_mask_bits = right_mask_bits_b; \ block->fb_ptr = fb_ptr + 24; \ block++; \ \ block->r = texels_wide.high; \ block->draw_mask_bits = right_mask_bits_b; \ block->fb_ptr = fb_ptr + 24 + 1024; \ block++; \ \ fb_ptr += 2048; \ texture_offset += 0x10; \ sub_tile_height--; \ } \ texture_offset += 0xF00; \ psx_gpu->num_blocks = num_blocks; \ } \ #define setup_sprite_tile_half_8bpp_4x(edge) \ { \ setup_sprite_tile_add_blocks(sub_tile_height * 4); \ vec_16x8u texels_wide; \ u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \ u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \ \ while(sub_tile_height) \ { \ setup_sprite_tile_fetch_texel_block_8bpp(0); \ zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \ block->r = texels_wide.low; \ block->draw_mask_bits = edge##_mask_bits_a; \ block->fb_ptr = fb_ptr; \ block++; \ \ block->r = texels_wide.low; \ block->draw_mask_bits = edge##_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024; \ block++; \ \ block->r = texels_wide.high; \ block->draw_mask_bits = edge##_mask_bits_b; \ block->fb_ptr = fb_ptr + 8; \ block++; \ \ block->r = texels_wide.high; \ block->draw_mask_bits = edge##_mask_bits_b; \ block->fb_ptr = fb_ptr + 8 + 1024; \ block++; \ \ fb_ptr += 2048; \ texture_offset += 0x10; \ sub_tile_height--; \ } \ texture_offset += 0xF00; \ psx_gpu->num_blocks = num_blocks; \ } \ #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \ texture_offset = texture_offset_base + 8; \ fb_ptr += 16 \ #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \ texture_offset = texture_offset_base \ #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \ setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \ #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \ texture_offset = texture_offset_base \ #define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \ fb_ptr -= 16 \ #define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \ #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \ setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \ #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \ #define setup_sprite_offset_u_adjust() \ #define setup_sprite_comapre_left_block_mask() \ ((left_block_mask & 0xFF) == 0xFF) \ #define setup_sprite_comapre_right_block_mask() \ (((right_block_mask >> 8) & 0xFF) == 0xFF) \ #define setup_sprite_offset_u_adjust_4x() \ offset_u *= 2; \ offset_u_right = offset_u_right * 2 + 1 \ #define setup_sprite_comapre_left_block_mask_4x() \ ((left_block_mask & 0xFFFF) == 0xFFFF) \ #define setup_sprite_comapre_right_block_mask_4x() \ (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) \ #define setup_sprite_tiled_builder(texture_mode, x4mode) \ void setup_sprite_##texture_mode##x4mode(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; \ \ setup_sprite_offset_u_adjust##x4mode(); \ \ u32 left_block_mask = ~(0xFFFFFFFF << offset_u); \ u32 right_block_mask = 0xFFFFFFFE << 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_out_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##x4mode(); \ \ control_mask = tile_width == 1; \ control_mask |= (tile_height == 1) << 1; \ control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2; \ control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3; \ \ sprites_##texture_mode++; \ \ switch(control_mask) \ { \ default: \ case 0x0: \ setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \ x4mode); \ break; \ \ case 0x1: \ setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \ x4mode); \ break; \ \ case 0x2: \ setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \ x4mode); \ break; \ \ case 0x3: \ setup_sprite_tile_column_width_single(texture_mode, single, full, none, \ x4mode); \ break; \ \ case 0x4: \ setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \ x4mode); \ break; \ \ case 0x5: \ setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \ x4mode); \ break; \ \ case 0x6: \ setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \ x4mode); \ break; \ \ case 0x7: \ setup_sprite_tile_column_width_single(texture_mode, single, half, right, \ x4mode); \ break; \ \ case 0x8: \ setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \ x4mode); \ break; \ \ case 0x9: \ setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \ x4mode); \ break; \ \ case 0xA: \ setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \ x4mode); \ break; \ \ case 0xB: \ setup_sprite_tile_column_width_single(texture_mode, single, half, left, \ x4mode); \ break; \ \ case 0xC: \ setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \ x4mode); \ break; \ \ case 0xE: \ setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \ x4mode); \ 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); void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color); void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color); void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color); void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color); void setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color); #ifndef NEON_BUILD setup_sprite_tiled_builder(4bpp,); setup_sprite_tiled_builder(8bpp,); setup_sprite_tiled_builder(4bpp,_4x); setup_sprite_tiled_builder(8bpp,_4x); 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_out_ptr + (y * 1024) + (s32)(x - left_offset); u32 right_width = width_rounded & 0x7; u32 block_width = width_rounded / 8; u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8); u32 left_mask_bits = ~(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; } } } void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color) { if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 && (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0) { setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color); return; } u32 right_width = ((width - 1) & 0x7) + 1; u32 right_mask_bits = (0xFF << right_width); u16 *fb_ptr = psx_gpu->vram_out_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; #ifdef PROFILE sprite_blocks += block_width; #endif 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; } } #endif void setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color) { 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) | psx_gpu->mask_msb; u32 color_32bpp = color_16bpp | (color_16bpp << 16); u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024); u32 *vram_ptr; u32 num_width; if(psx_gpu->num_blocks > MAX_BLOCKS) { flush_render_block_buffer(psx_gpu); } while(height) { num_width = width; vram_ptr = (void *)vram_ptr16; if((long)vram_ptr16 & 2) { *vram_ptr16 = color_32bpp; vram_ptr = (void *)(vram_ptr16 + 1); num_width--; } while(num_width >= 4 * 2) { vram_ptr[0] = color_32bpp; vram_ptr[1] = color_32bpp; vram_ptr[2] = color_32bpp; vram_ptr[3] = color_32bpp; vram_ptr += 4; num_width -= 4 * 2; } while(num_width >= 2) { *vram_ptr++ = color_32bpp; num_width -= 2; } if(num_width > 0) { *(u16 *)vram_ptr = color_32bpp; } vram_ptr16 += 1024; height--; } } #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; #ifdef PROFILE sprites++; #endif 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; #ifdef PROFILE span_pixels += width * height; spans += height; #endif u32 render_state = flags & (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND | RENDER_FLAGS_TEXTURE_MAP); render_state |= (psx_gpu->render_state_base & ~RENDER_STATE_DITHER); if((psx_gpu->render_state != render_state) || (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)) { psx_gpu->render_state = render_state; flush_render_block_buffer(psx_gpu); #ifdef PROFILE state_changes++; #endif } psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE; color &= 0xFFFFFF; if(psx_gpu->triangle_color != color) { flush_render_block_buffer(psx_gpu); psx_gpu->triangle_color = color; } if(color == 0x808080) render_state |= RENDER_FLAGS_MODULATE_TEXELS; render_block_handler_struct *render_block_handler = &(render_sprite_block_handlers[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) == 0) \ #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; \ if(gradient_divisor != 0) \ { \ 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; \ } \ else \ { \ gradient_r = 0; \ gradient_g = 0; \ gradient_b = 0; \ } \ 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_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_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, int double_resolution) { 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; #ifdef PROFILE lines++; #endif 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 || delta_y >= 512 || delta_y <= -512) return; if(double_resolution) { x_a *= 2; x_b *= 2; y_a *= 2; y_b *= 2; delta_x *= 2; delta_y *= 2; } flags &= ~RENDER_FLAGS_TEXTURE_MAP; vram_ptr = psx_gpu->vram_out_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) { if((width == 0) || (height == 0)) return; invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1); 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) | psx_gpu->mask_msb; u32 color_32bpp = color_16bpp | (color_16bpp << 16); u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024)); u32 pitch = 512 - (width / 2); u32 num_width; if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) { pitch += 512; height /= 2; if(psx_gpu->render_mode & RENDER_INTERLACE_ODD) vram_ptr += 512; } while(height) { num_width = width; while(num_width) { vram_ptr[0] = color_32bpp; vram_ptr[1] = color_32bpp; vram_ptr[2] = color_32bpp; vram_ptr[3] = color_32bpp; vram_ptr[4] = color_32bpp; vram_ptr[5] = color_32bpp; vram_ptr[6] = color_32bpp; vram_ptr[7] = color_32bpp; vram_ptr += 8; num_width -= 16; } vram_ptr += pitch; height--; } } void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y, u32 width, u32 height) { if((width == 0) || (height == 0)) return; if(width > 1024) width = 1024; 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) | psx_gpu->mask_msb; u32 color_32bpp = color_16bpp | (color_16bpp << 16); u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024)); u32 pitch = 1024 / 2 - (width / 2); u32 num_width; while(height) { num_width = width; while(num_width) { vram_ptr[0] = color_32bpp; vram_ptr[1] = color_32bpp; vram_ptr[2] = color_32bpp; vram_ptr[3] = color_32bpp; vram_ptr[4] = color_32bpp; vram_ptr[5] = color_32bpp; vram_ptr[6] = color_32bpp; vram_ptr[7] = color_32bpp; vram_ptr += 8; num_width -= 16; } vram_ptr += pitch; height--; } } 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; u32 mask_msb = psx_gpu->mask_msb; if((width == 0) || (height == 0)) return; flush_render_block_buffer(psx_gpu); invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1); 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] | mask_msb; } 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 < sizeof(reciprocal_table) / sizeof(reciprocal_table[0]); height++) { shift = __builtin_clz(height); height_normalized = height << shift; height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) / height_normalized; shift = 32 - (51 - shift); reciprocal_table[height] = (height_reciprocal << 10) | 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, u16 *vram) { vec_8x16u test_mask = { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } }; psx_gpu->test_mask = test_mask; 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->uvrgb_phase = 0x8000; psx_gpu->vram_ptr = vram; psx_gpu->vram_out_ptr = vram; psx_gpu->texture_page_base = psx_gpu->vram_ptr; psx_gpu->texture_page_ptr = psx_gpu->vram_ptr; psx_gpu->clut_ptr = psx_gpu->vram_ptr; psx_gpu->mask_msb = 0; psx_gpu->texture_window_x = 0; psx_gpu->texture_window_y = 0; psx_gpu->texture_mask_width = 0xFF; psx_gpu->texture_mask_height = 0xFF; psx_gpu->render_mode = 0; memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512); initialize_reciprocal_table(); psx_gpu->reciprocal_table_ptr = 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; psx_gpu->enhancement_x_threshold = 256; } u64 get_us(void) { struct timeval tv; gettimeofday(&tv, NULL); return (tv.tv_sec * 1000000ULL) + tv.tv_usec; } #ifdef NEON_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 #include "psx_gpu_4x.c"