#define setup_sprite_tiled_initialize_4bpp_4x() \ u16 *clut_ptr = psx_gpu->clut_ptr; \ vec_8x16u clut_a, clut_b; \ vec_16x8u clut_low, clut_high; \ \ load_8x16b(clut_a, clut_ptr); \ load_8x16b(clut_b, clut_ptr + 8); \ unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \ #define setup_sprite_tiled_initialize_8bpp_4x() \ #define setup_sprite_tile_fetch_texel_block_8bpp_4x(offset) \ texture_block_ptr = psx_gpu->texture_page_ptr + \ ((texture_offset + offset) & texture_mask); \ \ load_64b(texels, texture_block_ptr) \ #define setup_sprite_tile_setup_block_yes_4x(side, offset, texture_mode) \ #define setup_sprite_tile_setup_block_no_4x(side, offset, texture_mode) \ #define setup_sprite_tile_add_blocks_4x(tile_num_blocks) \ num_blocks += tile_num_blocks * 4; \ sprite_blocks += tile_num_blocks * 4; \ \ if(num_blocks > MAX_BLOCKS) \ { \ flush_render_block_buffer(psx_gpu); \ num_blocks = tile_num_blocks * 4; \ block = psx_gpu->blocks; \ } \ #define setup_sprite_tile_full_4bpp_4x(edge) \ { \ vec_8x8u texels_low, texels_high; \ vec_8x16u pixels, pixels_wide; \ setup_sprite_tile_add_blocks_4x(sub_tile_height * 2); \ u32 left_mask_bits_a = left_mask_bits & 0xFF; \ u32 left_mask_bits_b = left_mask_bits >> 8; \ u32 right_mask_bits_a = right_mask_bits & 0xFF; \ u32 right_mask_bits_b = right_mask_bits >> 8; \ \ while(sub_tile_height) \ { \ setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \ tbl_16(texels_low, texels, clut_low); \ tbl_16(texels_high, texels, clut_high); \ zip_8x16b(pixels, texels_low, texels_high); \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \ block->texels = pixels_wide; \ block->draw_mask_bits = left_mask_bits_a; \ block->fb_ptr = fb_ptr; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = left_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024; \ block++; \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \ block->texels = pixels_wide; \ block->draw_mask_bits = left_mask_bits_b; \ block->fb_ptr = fb_ptr + 8; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = left_mask_bits_b; \ block->fb_ptr = fb_ptr + 1024 + 8; \ block++; \ \ setup_sprite_tile_fetch_texel_block_8bpp_4x(8); \ tbl_16(texels_low, texels, clut_low); \ tbl_16(texels_high, texels, clut_high); \ zip_8x16b(pixels, texels_low, texels_high); \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \ block->texels = pixels_wide; \ block->draw_mask_bits = right_mask_bits_a; \ block->fb_ptr = fb_ptr + 16; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = right_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024 + 16; \ block++; \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \ block->texels = pixels_wide; \ block->draw_mask_bits = right_mask_bits_b; \ block->fb_ptr = fb_ptr + 24; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = right_mask_bits_b; \ block->fb_ptr = fb_ptr + 1024 + 24; \ block++; \ \ fb_ptr += 2048; \ texture_offset += 0x10; \ sub_tile_height--; \ } \ texture_offset += 0xF00; \ psx_gpu->num_blocks = num_blocks; \ } \ #define setup_sprite_tile_half_4bpp_4x(edge) \ { \ vec_8x8u texels_low, texels_high; \ vec_8x16u pixels, pixels_wide; \ setup_sprite_tile_add_blocks_4x(sub_tile_height); \ u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \ u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \ \ while(sub_tile_height) \ { \ setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \ tbl_16(texels_low, texels, clut_low); \ tbl_16(texels_high, texels, clut_high); \ zip_8x16b(pixels, texels_low, texels_high); \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \ block->texels = pixels_wide; \ block->draw_mask_bits = edge##_mask_bits_a; \ block->fb_ptr = fb_ptr; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = edge##_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024; \ block++; \ \ zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \ block->texels = pixels_wide; \ block->draw_mask_bits = edge##_mask_bits_b; \ block->fb_ptr = fb_ptr + 8; \ block++; \ \ block->texels = pixels_wide; \ block->draw_mask_bits = edge##_mask_bits_b; \ block->fb_ptr = fb_ptr + 1024 + 8; \ block++; \ \ fb_ptr += 2048; \ texture_offset += 0x10; \ sub_tile_height--; \ } \ texture_offset += 0xF00; \ psx_gpu->num_blocks = num_blocks; \ } \ #define setup_sprite_tile_full_8bpp_4x(edge) \ { \ setup_sprite_tile_add_blocks_4x(sub_tile_height * 2); \ vec_16x8u texels_wide; \ u32 left_mask_bits_a = left_mask_bits & 0xFF; \ u32 left_mask_bits_b = left_mask_bits >> 8; \ u32 right_mask_bits_a = right_mask_bits & 0xFF; \ u32 right_mask_bits_b = right_mask_bits >> 8; \ \ while(sub_tile_height) \ { \ setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \ zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \ block->r = texels_wide.low; \ block->draw_mask_bits = left_mask_bits_a; \ block->fb_ptr = fb_ptr; \ block++; \ \ block->r = texels_wide.low; \ block->draw_mask_bits = left_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024; \ block++; \ \ block->r = texels_wide.high; \ block->draw_mask_bits = left_mask_bits_b; \ block->fb_ptr = fb_ptr + 8; \ block++; \ \ block->r = texels_wide.high; \ block->draw_mask_bits = left_mask_bits_b; \ block->fb_ptr = fb_ptr + 1024 + 8; \ block++; \ \ setup_sprite_tile_fetch_texel_block_8bpp_4x(8); \ zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \ block->r = texels_wide.low; \ block->draw_mask_bits = right_mask_bits_a; \ block->fb_ptr = fb_ptr + 16; \ block++; \ \ block->r = texels_wide.low; \ block->draw_mask_bits = right_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024 + 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_4x(sub_tile_height); \ vec_16x8u texels_wide; \ u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \ u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \ \ while(sub_tile_height) \ { \ setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \ zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \ block->r = texels_wide.low; \ block->draw_mask_bits = edge##_mask_bits_a; \ block->fb_ptr = fb_ptr; \ block++; \ \ block->r = texels_wide.low; \ block->draw_mask_bits = edge##_mask_bits_a; \ block->fb_ptr = fb_ptr + 1024; \ block++; \ \ block->r = texels_wide.high; \ block->draw_mask_bits = edge##_mask_bits_b; \ block->fb_ptr = fb_ptr + 8; \ block++; \ \ block->r = texels_wide.high; \ block->draw_mask_bits = edge##_mask_bits_b; \ block->fb_ptr = fb_ptr + 8 + 1024; \ block++; \ \ fb_ptr += 2048; \ texture_offset += 0x10; \ sub_tile_height--; \ } \ texture_offset += 0xF00; \ psx_gpu->num_blocks = num_blocks; \ } \ #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \ texture_offset = texture_offset_base + 8; \ fb_ptr += 16 \ #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \ texture_offset = texture_offset_base \ #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \ setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \ #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \ texture_offset = texture_offset_base \ #define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \ fb_ptr -= 16 \ #define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \ #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \ setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \ #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \ #define setup_sprite_tile_column_height_single_4x(edge_mode, edge, \ texture_mode) \ do \ { \ sub_tile_height = column_data; \ setup_sprite_tile_column_edge_pre_adjust_##edge_mode##_4x(edge); \ setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \ setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge); \ } while(0) \ #define setup_sprite_tile_column_height_multi_4x(edge_mode, edge, \ texture_mode) \ do \ { \ u32 tiles_remaining = column_data >> 16; \ sub_tile_height = column_data & 0xFF; \ setup_sprite_tile_column_edge_pre_adjust_##edge_mode##_4x(edge); \ setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \ tiles_remaining -= 1; \ \ while(tiles_remaining) \ { \ sub_tile_height = 16; \ setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \ tiles_remaining--; \ } \ \ sub_tile_height = (column_data >> 8) & 0xFF; \ setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \ setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge); \ } while(0) \ #define setup_sprite_column_data_single_4x() \ column_data = height \ #define setup_sprite_column_data_multi_4x() \ column_data = 16 - offset_v; \ column_data |= ((height_rounded & 0xF) + 1) << 8; \ column_data |= (tile_height - 1) << 16 \ #define setup_sprite_tile_column_width_single_4x(texture_mode, multi_height, \ edge_mode, edge) \ { \ setup_sprite_column_data_##multi_height##_4x(); \ left_mask_bits = left_block_mask | right_block_mask; \ right_mask_bits = left_mask_bits >> 16; \ \ setup_sprite_tile_column_height_##multi_height##_4x(edge_mode, edge, \ texture_mode); \ } \ #define setup_sprite_tiled_advance_column_4x() \ texture_offset_base += 0x100; \ if((texture_offset_base & 0xF00) == 0) \ texture_offset_base -= (0x100 + 0xF00) \ #define setup_sprite_tile_column_width_multi_4x(texture_mode, multi_height, \ left_mode, right_mode) \ { \ setup_sprite_column_data_##multi_height##_4x(); \ s32 fb_ptr_advance_column = 32 - (2048 * height); \ \ tile_width -= 2; \ left_mask_bits = left_block_mask; \ right_mask_bits = left_mask_bits >> 16; \ \ setup_sprite_tile_column_height_##multi_height##_4x(left_mode, right, \ texture_mode); \ fb_ptr += fb_ptr_advance_column; \ \ left_mask_bits = 0x00; \ right_mask_bits = 0x00; \ \ while(tile_width) \ { \ setup_sprite_tiled_advance_column_4x(); \ setup_sprite_tile_column_height_##multi_height##_4x(full, none, \ texture_mode); \ fb_ptr += fb_ptr_advance_column; \ tile_width--; \ } \ \ left_mask_bits = right_block_mask; \ right_mask_bits = left_mask_bits >> 16; \ \ setup_sprite_tiled_advance_column(); \ setup_sprite_tile_column_height_##multi_height##_4x(right_mode, left, \ texture_mode); \ } \ #define setup_sprite_tiled_builder_4x(texture_mode) \ void setup_sprite_##texture_mode##_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, \ s32 u, s32 v, s32 width, s32 height, u32 color) \ { \ s32 offset_u = u & 0xF; \ s32 offset_v = v & 0xF; \ \ s32 width_rounded = offset_u + width + 15; \ s32 height_rounded = offset_v + height + 15; \ s32 tile_height = height_rounded / 16; \ s32 tile_width = width_rounded / 16; \ u32 offset_u_right = width_rounded & 0xF; \ \ u32 left_block_mask = ~(0xFFFFFFFF << (offset_u * 2)); \ u32 right_block_mask = 0xFFFFFFFC << (offset_u_right * 2); \ \ u32 left_mask_bits; \ u32 right_mask_bits; \ \ u32 sub_tile_height; \ u32 column_data; \ \ u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \ ((psx_gpu->texture_mask_height & 0xF) << 4) | \ ((psx_gpu->texture_mask_width >> 4) << 8) | \ ((psx_gpu->texture_mask_height >> 4) << 12); \ u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \ ((v & 0xF0) << 8); \ u32 texture_offset_base = texture_offset; \ u32 control_mask; \ \ u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u * 2); \ u32 num_blocks = psx_gpu->num_blocks; \ block_struct *block = psx_gpu->blocks + num_blocks; \ \ u16 *texture_block_ptr; \ vec_8x8u texels; \ \ setup_sprite_tiled_initialize_##texture_mode##_4x(); \ \ control_mask = tile_width == 1; \ control_mask |= (tile_height == 1) << 1; \ control_mask |= ((left_block_mask & 0xFFFF) == 0xFFFF) << 2; \ control_mask |= (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) << 3; \ \ sprites_##texture_mode++; \ \ switch(control_mask) \ { \ default: \ case 0x0: \ setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full, \ full); \ break; \ \ case 0x1: \ setup_sprite_tile_column_width_single_4x(texture_mode, multi, full, \ none); \ break; \ \ case 0x2: \ setup_sprite_tile_column_width_multi_4x(texture_mode, single, full, \ full); \ break; \ \ case 0x3: \ setup_sprite_tile_column_width_single_4x(texture_mode, single, full, \ none); \ break; \ \ case 0x4: \ setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half, \ full); \ break; \ \ case 0x5: \ setup_sprite_tile_column_width_single_4x(texture_mode, multi, half, \ right); \ break; \ \ case 0x6: \ setup_sprite_tile_column_width_multi_4x(texture_mode, single, half, \ full); \ break; \ \ case 0x7: \ setup_sprite_tile_column_width_single_4x(texture_mode, single, half, \ right); \ break; \ \ case 0x8: \ setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full, \ half); \ break; \ \ case 0x9: \ setup_sprite_tile_column_width_single_4x(texture_mode, multi, half, \ left); \ break; \ \ case 0xA: \ setup_sprite_tile_column_width_multi_4x(texture_mode, single, full, \ half); \ break; \ \ case 0xB: \ setup_sprite_tile_column_width_single_4x(texture_mode, single, half, \ left); \ break; \ \ case 0xC: \ setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half, \ half); \ break; \ \ case 0xE: \ setup_sprite_tile_column_width_multi_4x(texture_mode, single, half, \ half); \ break; \ } \ } \ void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color); void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color); void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color); //#ifndef NEON_BUILD #if 1 setup_sprite_tiled_builder_4x(4bpp); setup_sprite_tiled_builder_4x(8bpp); void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color) { u32 left_offset = u & 0x7; u32 width_rounded = width + left_offset + 7; u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset * 2); u32 right_width = width_rounded & 0x7; u32 block_width = width_rounded / 8; u32 fb_ptr_pitch = (2048 + 16) - (block_width * 16); u32 left_mask_bits = ~(0xFFFF << (left_offset * 2)); u32 right_mask_bits = 0xFFFC << (right_width * 2); u32 texture_offset_base = u + (v * 1024); u32 texture_mask = psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024); u32 blocks_remaining; u32 num_blocks = psx_gpu->num_blocks; block_struct *block = psx_gpu->blocks + num_blocks; u16 *texture_page_ptr = psx_gpu->texture_page_ptr; u16 *texture_block_ptr; texture_offset_base &= ~0x7; sprites_16bpp++; if(block_width == 1) { u32 mask_bits = left_mask_bits | right_mask_bits; u32 mask_bits_a = mask_bits & 0xFF; u32 mask_bits_b = mask_bits >> 8; vec_8x16u texels; vec_8x16u texels_wide; while(height) { num_blocks += 4; sprite_blocks += 4; if(num_blocks > MAX_BLOCKS) { flush_render_block_buffer(psx_gpu); num_blocks = 4; block = psx_gpu->blocks; } texture_block_ptr = texture_page_ptr + (texture_offset_base & texture_mask); load_128b(texels, texture_block_ptr); zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low); block->texels = texels_wide; block->draw_mask_bits = mask_bits_a; block->fb_ptr = fb_ptr; block++; block->texels = texels_wide; block->draw_mask_bits = mask_bits_a; block->fb_ptr = fb_ptr + 1024; block++; zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high); block->texels = texels_wide; block->draw_mask_bits = mask_bits_b; block->fb_ptr = fb_ptr + 8; block++; block->texels = texels_wide; block->draw_mask_bits = mask_bits_b; block->fb_ptr = fb_ptr + 8 + 1024; block++; texture_offset_base += 1024; fb_ptr += 2048; height--; psx_gpu->num_blocks = num_blocks; } } else { u32 texture_offset; u32 left_mask_bits_a = left_mask_bits & 0xFF; u32 left_mask_bits_b = left_mask_bits >> 8; u32 right_mask_bits_a = right_mask_bits & 0xFF; u32 right_mask_bits_b = right_mask_bits >> 8; vec_8x16u texels; vec_8x16u texels_wide; while(height) { blocks_remaining = block_width - 2; num_blocks += block_width * 4; sprite_blocks += block_width * 4; if(num_blocks > MAX_BLOCKS) { flush_render_block_buffer(psx_gpu); num_blocks = block_width * 4; block = psx_gpu->blocks; } texture_offset = texture_offset_base; texture_offset_base += 1024; texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask); load_128b(texels, texture_block_ptr); zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low); block->texels = texels_wide; block->draw_mask_bits = left_mask_bits_a; block->fb_ptr = fb_ptr; block++; block->texels = texels_wide; block->draw_mask_bits = left_mask_bits_a; block->fb_ptr = fb_ptr + 1024; block++; zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high); block->texels = texels_wide; block->draw_mask_bits = left_mask_bits_b; block->fb_ptr = fb_ptr + 8; block++; block->texels = texels_wide; block->draw_mask_bits = left_mask_bits_b; block->fb_ptr = fb_ptr + 8 + 1024; block++; texture_offset += 8; fb_ptr += 16; while(blocks_remaining) { texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask); load_128b(texels, texture_block_ptr); zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low); block->texels = texels_wide; block->draw_mask_bits = 0; block->fb_ptr = fb_ptr; block++; block->texels = texels_wide; block->draw_mask_bits = 0; block->fb_ptr = fb_ptr + 1024; block++; zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high); block->texels = texels_wide; block->draw_mask_bits = 0; block->fb_ptr = fb_ptr + 8; block++; block->texels = texels_wide; block->draw_mask_bits = 0; block->fb_ptr = fb_ptr + 8 + 1024; block++; texture_offset += 8; fb_ptr += 16; blocks_remaining--; } texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask); load_128b(texels, texture_block_ptr); zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low); block->texels = texels_wide; block->draw_mask_bits = right_mask_bits_a; block->fb_ptr = fb_ptr; block++; block->texels = texels_wide; block->draw_mask_bits = right_mask_bits_a; block->fb_ptr = fb_ptr + 1024; block++; zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high); block->texels = texels_wide; block->draw_mask_bits = right_mask_bits_b; block->fb_ptr = fb_ptr + 8; block++; block->texels = texels_wide; block->draw_mask_bits = right_mask_bits_b; block->fb_ptr = fb_ptr + 8 + 1024; block++; fb_ptr += fb_ptr_pitch; height--; psx_gpu->num_blocks = num_blocks; } } } #endif static void setup_sprite_untextured_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, s32 width, s32 height, u32 color) { setup_sprite_untextured(psx_gpu, x, y, u, v, width * 2, height * 2, color); } #define setup_sprite_blocks_switch_textured_4x(texture_mode) \ setup_sprite_##texture_mode##_4x \ #define setup_sprite_blocks_switch_untextured_4x(texture_mode) \ setup_sprite_untextured_4x \ #define setup_sprite_blocks_switch_4x(texturing, texture_mode) \ setup_sprite_blocks_switch_##texturing##_4x(texture_mode) \ #define render_sprite_blocks_switch_block_modulation_4x(texture_mode, \ blend_mode, mask_evaluate, shading, dithering, texturing, blending, \ modulation) \ { \ setup_sprite_blocks_switch_4x(texturing, texture_mode), \ texture_sprite_blocks_switch_##texturing(texture_mode), \ shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \ mask_evaluate), \ blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \ } \ #define render_sprite_blocks_switch_block_blending_4x(texture_mode, \ blend_mode, mask_evaluate, shading, dithering, texturing, blending) \ render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode, \ mask_evaluate, shading, dithering, texturing, blending, modulated), \ render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode, \ mask_evaluate, shading, dithering, texturing, blending, unmodulated) \ #define render_sprite_blocks_switch_block_texturing_4x(texture_mode, \ blend_mode, mask_evaluate, shading, dithering, texturing) \ render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode, \ mask_evaluate, shading, dithering, texturing, unblended), \ render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode, \ mask_evaluate, shading, dithering, texturing, blended) \ #define render_sprite_blocks_switch_block_dithering_4x(texture_mode, \ blend_mode, mask_evaluate, shading, dithering) \ render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode, \ mask_evaluate, shading, dithering, untextured), \ render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode, \ mask_evaluate, shading, dithering, textured) \ #define render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \ mask_evaluate, shading) \ render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode, \ mask_evaluate, shading, undithered), \ render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode, \ mask_evaluate, shading, dithered) \ #define render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, \ blend_mode, mask_evaluate) \ render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \ mask_evaluate, unshaded), \ render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \ mask_evaluate, shaded) \ #define render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, \ blend_mode) \ render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \ off), \ render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \ on) \ #define render_sprite_blocks_switch_block_texture_mode_4x(texture_mode) \ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, average), \ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add), \ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, subtract), \ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add_fourth) \ #define render_sprite_blocks_switch_block_4x() \ render_sprite_blocks_switch_block_texture_mode_4x(4bpp), \ render_sprite_blocks_switch_block_texture_mode_4x(8bpp), \ render_sprite_blocks_switch_block_texture_mode_4x(16bpp), \ render_sprite_blocks_switch_block_texture_mode_4x(4bpp) \ render_block_handler_struct render_sprite_block_handlers_4x[] = { render_sprite_blocks_switch_block_4x() }; void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v, s32 width, s32 height, u32 flags, u32 color) { s32 x_right = x + width - 1; s32 y_bottom = y + height - 1; #ifdef PROFILE sprites++; #endif if(x < psx_gpu->viewport_start_x) { u32 clip = psx_gpu->viewport_start_x - x; x += clip; u += clip; width -= clip; } if(y < psx_gpu->viewport_start_y) { s32 clip = psx_gpu->viewport_start_y - y; y += clip; v += clip; height -= clip; } if(x_right > psx_gpu->viewport_end_x) width -= x_right - psx_gpu->viewport_end_x; if(y_bottom > psx_gpu->viewport_end_y) height -= y_bottom - psx_gpu->viewport_end_y; if((width <= 0) || (height <= 0)) return; x *= 2; y *= 2; #ifdef PROFILE span_pixels += width * height; spans += height; #endif u32 render_state = flags & (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND | RENDER_FLAGS_TEXTURE_MAP); render_state |= (psx_gpu->render_state_base & ~RENDER_STATE_DITHER); if((psx_gpu->render_state != render_state) || (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)) { psx_gpu->render_state = render_state; flush_render_block_buffer(psx_gpu); #ifdef PROFILE state_changes++; #endif } psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE; color &= 0xFFFFFF; if(psx_gpu->triangle_color != color) { flush_render_block_buffer(psx_gpu); psx_gpu->triangle_color = color; } if(color == 0x808080) render_state |= RENDER_FLAGS_MODULATE_TEXELS; render_block_handler_struct *render_block_handler = &(render_sprite_block_handlers_4x[render_state]); psx_gpu->render_block_handler = render_block_handler; ((setup_sprite_function_type *)render_block_handler->setup_blocks) (psx_gpu, x, y, u, v, width, height, color); }