/*************************************************************************** * Copyright (C) 2010 PCSX4ALL Team * * Copyright (C) 2010 Unai * * Copyright (C) 2016 Senquack (dansilsby gmail com) * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. * ***************************************************************************/ #ifndef __GPU_UNAI_GPU_INNER_H__ #define __GPU_UNAI_GPU_INNER_H__ /////////////////////////////////////////////////////////////////////////////// // Inner loop driver instantiation file /////////////////////////////////////////////////////////////////////////////// // Option Masks (CF template paramter) #define CF_LIGHT ((CF>> 0)&1) // Lighting #define CF_BLEND ((CF>> 1)&1) // Blending #define CF_MASKCHECK ((CF>> 2)&1) // Mask bit check #define CF_BLENDMODE ((CF>> 3)&3) // Blend mode 0..3 #define CF_TEXTMODE ((CF>> 5)&3) // Texture mode 1..3 (0: texturing disabled) #define CF_GOURAUD ((CF>> 7)&1) // Gouraud shading #define CF_MASKSET ((CF>> 8)&1) // Mask bit set #define CF_DITHER ((CF>> 9)&1) // Dithering #define CF_BLITMASK ((CF>>10)&1) // blit_mask check (skip rendering pixels // that wouldn't end up displayed on // low-res screen using simple downscaler) //#ifdef __arm__ //#ifndef ENABLE_GPU_ARMV7 /* ARMv5 */ //#include "gpu_inner_blend_arm5.h" //#else /* ARMv7 optimized */ //#include "gpu_inner_blend_arm7.h" //#endif //#else //#include "gpu_inner_blend.h" //#endif #include "gpu_inner_blend.h" #include "gpu_inner_quantization.h" #include "gpu_inner_light.h" #ifdef __arm__ #include "gpu_inner_blend_arm.h" #include "gpu_inner_light_arm.h" #define gpuBlending gpuBlendingARM #define gpuLightingRGB gpuLightingRGBARM #define gpuLightingTXT gpuLightingTXTARM #define gpuLightingTXTGouraud gpuLightingTXTGouraudARM // Non-dithering lighting and blending functions preserve uSrc // MSB. This saves a few operations and useless load/stores. #define MSB_PRESERVED (!CF_DITHER) #else #define gpuBlending gpuBlendingGeneric #define gpuLightingRGB gpuLightingRGBGeneric #define gpuLightingTXT gpuLightingTXTGeneric #define gpuLightingTXTGouraud gpuLightingTXTGouraudGeneric #define MSB_PRESERVED 0 #endif // If defined, Gouraud colors are fixed-point 5.11, otherwise they are 8.16 // This is only for debugging/verification of low-precision colors in C. // Low-precision Gouraud is intended for use by SIMD-optimized inner drivers // which get/use Gouraud colors in SIMD registers. //#define GPU_GOURAUD_LOW_PRECISION // How many bits of fixed-point precision GouraudColor uses #ifdef GPU_GOURAUD_LOW_PRECISION #define GPU_GOURAUD_FIXED_BITS 11 #else #define GPU_GOURAUD_FIXED_BITS 16 #endif // Used to pass Gouraud colors to gpuPixelSpanFn() (lines) struct GouraudColor { #ifdef GPU_GOURAUD_LOW_PRECISION u16 r, g, b; s16 r_incr, g_incr, b_incr; #else u32 r, g, b; s32 r_incr, g_incr, b_incr; #endif }; static inline u16 gpuGouraudColor15bpp(u32 r, u32 g, u32 b) { r >>= GPU_GOURAUD_FIXED_BITS; g >>= GPU_GOURAUD_FIXED_BITS; b >>= GPU_GOURAUD_FIXED_BITS; #ifndef GPU_GOURAUD_LOW_PRECISION // High-precision Gouraud colors are 8-bit + fractional r >>= 3; g >>= 3; b >>= 3; #endif return r | (g << 5) | (b << 10); } /////////////////////////////////////////////////////////////////////////////// // GPU Pixel span operations generator gpuPixelSpanFn<> // Oct 2016: Created/adapted from old gpuPixelFn by senquack: // Original gpuPixelFn was used to draw lines one pixel at a time. I wrote // new line algorithms that draw lines using horizontal/vertical/diagonal // spans of pixels, necessitating new pixel-drawing function that could // not only render spans of pixels, but gouraud-shade them as well. // This speeds up line rendering and would allow tile-rendering (untextured // rectangles) to use the same set of functions. Since tiles are always // monochrome, they simply wouldn't use the extra set of 32 gouraud-shaded // gpuPixelSpanFn functions (TODO?). // // NOTE: While the PS1 framebuffer is 16 bit, we use 8-bit pointers here, // so that pDst can be incremented directly by 'incr' parameter // without having to shift it before use. template static u8* gpuPixelSpanFn(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len) { // Blend func can save an operation if it knows uSrc MSB is // unset. For untextured prims, this is always true. const bool skip_uSrc_mask = true; u16 col; struct GouraudColor * gcPtr; u32 r, g, b; s32 r_incr, g_incr, b_incr; if (CF_GOURAUD) { gcPtr = (GouraudColor*)data; r = gcPtr->r; r_incr = gcPtr->r_incr; g = gcPtr->g; g_incr = gcPtr->g_incr; b = gcPtr->b; b_incr = gcPtr->b_incr; } else { col = (u16)data; } do { if (!CF_GOURAUD) { // NO GOURAUD if (!CF_MASKCHECK && !CF_BLEND) { if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; } else { *(u16*)pDst = col; } } else if (CF_MASKCHECK && !CF_BLEND) { if (!(*(u16*)pDst & 0x8000)) { if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; } else { *(u16*)pDst = col; } } } else { uint_fast16_t uDst = *(u16*)pDst; if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; } uint_fast16_t uSrc = col; if (CF_BLEND) uSrc = gpuBlending(uSrc, uDst); if (CF_MASKSET) { *(u16*)pDst = uSrc | 0x8000; } else { *(u16*)pDst = uSrc; } } } else { // GOURAUD if (!CF_MASKCHECK && !CF_BLEND) { col = gpuGouraudColor15bpp(r, g, b); if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; } else { *(u16*)pDst = col; } } else if (CF_MASKCHECK && !CF_BLEND) { col = gpuGouraudColor15bpp(r, g, b); if (!(*(u16*)pDst & 0x8000)) { if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; } else { *(u16*)pDst = col; } } } else { uint_fast16_t uDst = *(u16*)pDst; if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; } col = gpuGouraudColor15bpp(r, g, b); uint_fast16_t uSrc = col; // Blend func can save an operation if it knows uSrc MSB is // unset. For untextured prims, this is always true. const bool skip_uSrc_mask = true; if (CF_BLEND) uSrc = gpuBlending(uSrc, uDst); if (CF_MASKSET) { *(u16*)pDst = uSrc | 0x8000; } else { *(u16*)pDst = uSrc; } } } endpixel: if (CF_GOURAUD) { r += r_incr; g += g_incr; b += b_incr; } pDst += incr; } while (len-- > 1); // Note from senquack: Normally, I'd prefer to write a 'do {} while (--len)' // loop, or even a for() loop, however, on MIPS platforms anything but the // 'do {} while (len-- > 1)' tends to generate very unoptimal asm, with // many unneeded MULs/ADDs/branches at the ends of these functions. // If you change the loop structure above, be sure to compare the quality // of the generated code!! if (CF_GOURAUD) { gcPtr->r = r; gcPtr->g = g; gcPtr->b = b; } return pDst; } static u8* PixelSpanNULL(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len) { #ifdef ENABLE_GPU_LOG_SUPPORT fprintf(stdout,"PixelSpanNULL()\n"); #endif return pDst; } /////////////////////////////////////////////////////////////////////////////// // PixelSpan (lines) innerloops driver typedef u8* (*PSD)(u8* dst, uintptr_t data, ptrdiff_t incr, size_t len); const PSD gpuPixelSpanDrivers[64] = { // Array index | 'CF' template field | Field value // ------------+---------------------+---------------- // Bit 0 | CF_BLEND | off (0), on (1) // Bit 1 | CF_MASKCHECK | off (0), on (1) // Bit 3:2 | CF_BLENDMODE | 0..3 // Bit 4 | CF_MASKSET | off (0), on (1) // Bit 5 | CF_GOURAUD | off (0), on (1) // // NULL entries are ones for which blending is disabled and blend-mode // field is non-zero, which is obviously invalid. // Flat-shaded gpuPixelSpanFn<0x00<<1>, gpuPixelSpanFn<0x01<<1>, gpuPixelSpanFn<0x02<<1>, gpuPixelSpanFn<0x03<<1>, PixelSpanNULL, gpuPixelSpanFn<0x05<<1>, PixelSpanNULL, gpuPixelSpanFn<0x07<<1>, PixelSpanNULL, gpuPixelSpanFn<0x09<<1>, PixelSpanNULL, gpuPixelSpanFn<0x0B<<1>, PixelSpanNULL, gpuPixelSpanFn<0x0D<<1>, PixelSpanNULL, gpuPixelSpanFn<0x0F<<1>, // Flat-shaded + PixelMSB (CF_MASKSET) gpuPixelSpanFn<(0x00<<1)|0x100>, gpuPixelSpanFn<(0x01<<1)|0x100>, gpuPixelSpanFn<(0x02<<1)|0x100>, gpuPixelSpanFn<(0x03<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x100>, // Gouraud-shaded (CF_GOURAUD) gpuPixelSpanFn<(0x00<<1)|0x80>, gpuPixelSpanFn<(0x01<<1)|0x80>, gpuPixelSpanFn<(0x02<<1)|0x80>, gpuPixelSpanFn<(0x03<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x80>, // Gouraud-shaded (CF_GOURAUD) + PixelMSB (CF_MASKSET) gpuPixelSpanFn<(0x00<<1)|0x180>, gpuPixelSpanFn<(0x01<<1)|0x180>, gpuPixelSpanFn<(0x02<<1)|0x180>, gpuPixelSpanFn<(0x03<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x180> }; /////////////////////////////////////////////////////////////////////////////// // GPU Tiles innerloops generator template static void gpuTileSpanFn(u16 *pDst, u32 count, u16 data) { if (!CF_MASKCHECK && !CF_BLEND) { if (CF_MASKSET) { data = data | 0x8000; } do { *pDst++ = data; } while (--count); } else if (CF_MASKCHECK && !CF_BLEND) { if (CF_MASKSET) { data = data | 0x8000; } do { if (!(*pDst&0x8000)) { *pDst = data; } pDst++; } while (--count); } else { // Blend func can save an operation if it knows uSrc MSB is // unset. For untextured prims, this is always true. const bool skip_uSrc_mask = true; uint_fast16_t uSrc, uDst; do { if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; } if (CF_MASKCHECK) { if (uDst&0x8000) goto endtile; } uSrc = data; if (CF_BLEND) uSrc = gpuBlending(uSrc, uDst); if (CF_MASKSET) { *pDst = uSrc | 0x8000; } else { *pDst = uSrc; } //senquack - Did not apply "Silent Hill" mask-bit fix to here. // It is hard to tell from scarce documentation available and // lack of comments in code, but I believe the tile-span // functions here should not bother to preserve any source MSB, // as they are not drawing from a texture. endtile: pDst++; } while (--count); } } static void TileNULL(u16 *pDst, u32 count, u16 data) { #ifdef ENABLE_GPU_LOG_SUPPORT fprintf(stdout,"TileNULL()\n"); #endif } /////////////////////////////////////////////////////////////////////////////// // Tiles innerloops driver typedef void (*PT)(u16 *pDst, u32 count, u16 data); // Template instantiation helper macros #define TI(cf) gpuTileSpanFn<(cf)> #define TN TileNULL #define TIBLOCK(ub) \ TI((ub)|0x00), TI((ub)|0x02), TI((ub)|0x04), TI((ub)|0x06), \ TN, TI((ub)|0x0a), TN, TI((ub)|0x0e), \ TN, TI((ub)|0x12), TN, TI((ub)|0x16), \ TN, TI((ub)|0x1a), TN, TI((ub)|0x1e) const PT gpuTileSpanDrivers[32] = { TIBLOCK(0<<8), TIBLOCK(1<<8) }; #undef TI #undef TN #undef TIBLOCK /////////////////////////////////////////////////////////////////////////////// // GPU Sprites innerloops generator template static void gpuSpriteSpanFn(u16 *pDst, u32 count, u8* pTxt, u32 u0) { // Blend func can save an operation if it knows uSrc MSB is unset. // Untextured prims can always skip (source color always comes with MSB=0). // For textured prims, the generic lighting funcs always return it unset. (bonus!) const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT; uint_fast16_t uSrc, uDst, srcMSB; bool should_blend; u32 u0_mask = gpu_unai.TextureWindow[2]; u8 r5, g5, b5; if (CF_LIGHT) { r5 = gpu_unai.r5; g5 = gpu_unai.g5; b5 = gpu_unai.b5; } if (CF_TEXTMODE==3) { // Texture is accessed byte-wise, so adjust mask if 16bpp u0_mask <<= 1; } const u16 *CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_unai.CBA; do { if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; } if (CF_MASKCHECK) if (uDst&0x8000) { goto endsprite; } if (CF_TEXTMODE==1) { // 4bpp (CLUT) u8 rgb = pTxt[(u0 & u0_mask)>>1]; uSrc = CBA_[(rgb>>((u0&1)<<2))&0xf]; } if (CF_TEXTMODE==2) { // 8bpp (CLUT) uSrc = CBA_[pTxt[u0 & u0_mask]]; } if (CF_TEXTMODE==3) { // 16bpp uSrc = *(u16*)(&pTxt[u0 & u0_mask]); } if (!uSrc) goto endsprite; //senquack - save source MSB, as blending or lighting macros will not // (Silent Hill gray rectangles mask bit bug) if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000; if (CF_LIGHT) uSrc = gpuLightingTXT(uSrc, r5, g5, b5); should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB; if (CF_BLEND && should_blend) uSrc = gpuBlending(uSrc, uDst); if (CF_MASKSET) { *pDst = uSrc | 0x8000; } else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; } else { *pDst = uSrc; } endsprite: u0 += (CF_TEXTMODE==3) ? 2 : 1; pDst++; } while (--count); } static void SpriteNULL(u16 *pDst, u32 count, u8* pTxt, u32 u0) { #ifdef ENABLE_GPU_LOG_SUPPORT fprintf(stdout,"SpriteNULL()\n"); #endif } /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // Sprite innerloops driver typedef void (*PS)(u16 *pDst, u32 count, u8* pTxt, u32 u0); // Template instantiation helper macros #define TI(cf) gpuSpriteSpanFn<(cf)> #define TN SpriteNULL #define TIBLOCK(ub) \ TN, TN, TN, TN, TN, TN, TN, TN, \ TN, TN, TN, TN, TN, TN, TN, TN, \ TN, TN, TN, TN, TN, TN, TN, TN, \ TN, TN, TN, TN, TN, TN, TN, TN, \ TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \ TN, TN, TI((ub)|0x2a), TI((ub)|0x2b), TN, TN, TI((ub)|0x2e), TI((ub)|0x2f), \ TN, TN, TI((ub)|0x32), TI((ub)|0x33), TN, TN, TI((ub)|0x36), TI((ub)|0x37), \ TN, TN, TI((ub)|0x3a), TI((ub)|0x3b), TN, TN, TI((ub)|0x3e), TI((ub)|0x3f), \ TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \ TN, TN, TI((ub)|0x4a), TI((ub)|0x4b), TN, TN, TI((ub)|0x4e), TI((ub)|0x4f), \ TN, TN, TI((ub)|0x52), TI((ub)|0x53), TN, TN, TI((ub)|0x56), TI((ub)|0x57), \ TN, TN, TI((ub)|0x5a), TI((ub)|0x5b), TN, TN, TI((ub)|0x5e), TI((ub)|0x5f), \ TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \ TN, TN, TI((ub)|0x6a), TI((ub)|0x6b), TN, TN, TI((ub)|0x6e), TI((ub)|0x6f), \ TN, TN, TI((ub)|0x72), TI((ub)|0x73), TN, TN, TI((ub)|0x76), TI((ub)|0x77), \ TN, TN, TI((ub)|0x7a), TI((ub)|0x7b), TN, TN, TI((ub)|0x7e), TI((ub)|0x7f) const PS gpuSpriteSpanDrivers[256] = { TIBLOCK(0<<8), TIBLOCK(1<<8) }; #undef TI #undef TN #undef TIBLOCK /////////////////////////////////////////////////////////////////////////////// // GPU Polygon innerloops generator //senquack - Newer version with following changes: // * Adapted to work with new poly routings in gpu_raster_polygon.h // adapted from DrHell GPU. They are less glitchy and use 22.10 // fixed-point instead of original UNAI's 16.16. // * Texture coordinates are no longer packed together into one // unsigned int. This seems to lose too much accuracy (they each // end up being only 8.7 fixed-point that way) and pixel-droupouts // were noticeable both with original code and current DrHell // adaptations. An example would be the sky in NFS3. Now, they are // stored in separate ints, using separate masks. // * Function is no longer INLINE, as it was always called // through a function pointer. // * Function now ensures the mask bit of source texture is preserved // across calls to blending functions (Silent Hill rectangles fix) // * November 2016: Large refactoring of blending/lighting when // JohnnyF added dithering. See gpu_inner_quantization.h and // relevant blend/light headers. // (see README_senquack.txt) template static void gpuPolySpanFn(const gpu_unai_t &gpu_unai, u16 *pDst, u32 count) { // Blend func can save an operation if it knows uSrc MSB is unset. // Untextured prims can always skip this (src color MSB is always 0). // For textured prims, the generic lighting funcs always return it unset. (bonus!) const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT; bool should_blend; u32 bMsk; if (CF_BLITMASK) bMsk = gpu_unai.blit_mask; if (!CF_TEXTMODE) { if (!CF_GOURAUD) { // UNTEXTURED, NO GOURAUD const u16 pix15 = gpu_unai.PixelData; do { uint_fast16_t uSrc, uDst; // NOTE: Don't enable CF_BLITMASK pixel skipping (speed hack) // on untextured polys. It seems to do more harm than good: see // gravestone text at end of Medieval intro sequence. -senquack //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) { goto endpolynotextnogou; } } if (CF_BLEND || CF_MASKCHECK) uDst = *pDst; if (CF_MASKCHECK) { if (uDst&0x8000) { goto endpolynotextnogou; } } uSrc = pix15; if (CF_BLEND) uSrc = gpuBlending(uSrc, uDst); if (CF_MASKSET) { *pDst = uSrc | 0x8000; } else { *pDst = uSrc; } endpolynotextnogou: pDst++; } while(--count); } else { // UNTEXTURED, GOURAUD u32 l_gCol = gpu_unai.gCol; u32 l_gInc = gpu_unai.gInc; do { uint_fast16_t uDst, uSrc; // See note in above loop regarding CF_BLITMASK //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolynotextgou; } if (CF_BLEND || CF_MASKCHECK) uDst = *pDst; if (CF_MASKCHECK) { if (uDst&0x8000) goto endpolynotextgou; } if (CF_DITHER) { // GOURAUD, DITHER u32 uSrc24 = gpuLightingRGB24(l_gCol); if (CF_BLEND) uSrc24 = gpuBlending24(uSrc24, uDst); uSrc = gpuColorQuantization24(uSrc24, pDst); } else { // GOURAUD, NO DITHER uSrc = gpuLightingRGB(l_gCol); if (CF_BLEND) uSrc = gpuBlending(uSrc, uDst); } if (CF_MASKSET) { *pDst = uSrc | 0x8000; } else { *pDst = uSrc; } endpolynotextgou: pDst++; l_gCol += l_gInc; } while (--count); } } else { // TEXTURED uint_fast16_t uDst, uSrc, srcMSB; //senquack - note: original UNAI code had gpu_unai.{u4/v4} packed into // one 32-bit unsigned int, but this proved to lose too much accuracy // (pixel drouputs noticeable in NFS3 sky), so now are separate vars. u32 l_u_msk = gpu_unai.u_msk; u32 l_v_msk = gpu_unai.v_msk; u32 l_u = gpu_unai.u & l_u_msk; u32 l_v = gpu_unai.v & l_v_msk; s32 l_u_inc = gpu_unai.u_inc; s32 l_v_inc = gpu_unai.v_inc; const u16* TBA_ = gpu_unai.TBA; const u16* CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_unai.CBA; u8 r5, g5, b5; u8 r8, g8, b8; u32 l_gInc, l_gCol; if (CF_LIGHT) { if (CF_GOURAUD) { l_gInc = gpu_unai.gInc; l_gCol = gpu_unai.gCol; } else { if (CF_DITHER) { r8 = gpu_unai.r8; g8 = gpu_unai.g8; b8 = gpu_unai.b8; } else { r5 = gpu_unai.r5; g5 = gpu_unai.g5; b5 = gpu_unai.b5; } } } do { if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolytext; } if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; } if (CF_MASKCHECK) if (uDst&0x8000) { goto endpolytext; } //senquack - adapted to work with new 22.10 fixed point routines: // (UNAI originally used 16.16) if (CF_TEXTMODE==1) { // 4bpp (CLUT) u32 tu=(l_u>>10); u32 tv=(l_v<<1)&(0xff<<11); u8 rgb=((u8*)TBA_)[tv+(tu>>1)]; uSrc=CBA_[(rgb>>((tu&1)<<2))&0xf]; if (!uSrc) goto endpolytext; } if (CF_TEXTMODE==2) { // 8bpp (CLUT) uSrc = CBA_[(((u8*)TBA_)[(l_u>>10)+((l_v<<1)&(0xff<<11))])]; if (!uSrc) goto endpolytext; } if (CF_TEXTMODE==3) { // 16bpp uSrc = TBA_[(l_u>>10)+((l_v)&(0xff<<10))]; if (!uSrc) goto endpolytext; } // Save source MSB, as blending or lighting will not (Silent Hill) if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000; // When textured, only dither when LIGHT (texture blend) is enabled // LIGHT && BLEND => dither // LIGHT && !BLEND => dither //!LIGHT && BLEND => no dither //!LIGHT && !BLEND => no dither if (CF_DITHER && CF_LIGHT) { u32 uSrc24; if ( CF_GOURAUD) uSrc24 = gpuLightingTXT24Gouraud(uSrc, l_gCol); if (!CF_GOURAUD) uSrc24 = gpuLightingTXT24(uSrc, r8, g8, b8); if (CF_BLEND && srcMSB) uSrc24 = gpuBlending24(uSrc24, uDst); uSrc = gpuColorQuantization24(uSrc24, pDst); } else { if (CF_LIGHT) { if ( CF_GOURAUD) uSrc = gpuLightingTXTGouraud(uSrc, l_gCol); if (!CF_GOURAUD) uSrc = gpuLightingTXT(uSrc, r5, g5, b5); } should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB; if (CF_BLEND && should_blend) uSrc = gpuBlending(uSrc, uDst); } if (CF_MASKSET) { *pDst = uSrc | 0x8000; } else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; } else { *pDst = uSrc; } endpolytext: pDst++; l_u = (l_u + l_u_inc) & l_u_msk; l_v = (l_v + l_v_inc) & l_v_msk; if (CF_LIGHT && CF_GOURAUD) l_gCol += l_gInc; } while (--count); } } static void PolyNULL(const gpu_unai_t &gpu_unai, u16 *pDst, u32 count) { #ifdef ENABLE_GPU_LOG_SUPPORT fprintf(stdout,"PolyNULL()\n"); #endif } /////////////////////////////////////////////////////////////////////////////// // Polygon innerloops driver typedef void (*PP)(const gpu_unai_t &gpu_unai, u16 *pDst, u32 count); // Template instantiation helper macros #define TI(cf) gpuPolySpanFn<(cf)> #define TN PolyNULL #define TIBLOCK(ub) \ TI((ub)|0x00), TI((ub)|0x01), TI((ub)|0x02), TI((ub)|0x03), TI((ub)|0x04), TI((ub)|0x05), TI((ub)|0x06), TI((ub)|0x07), \ TN, TN, TI((ub)|0x0a), TI((ub)|0x0b), TN, TN, TI((ub)|0x0e), TI((ub)|0x0f), \ TN, TN, TI((ub)|0x12), TI((ub)|0x13), TN, TN, TI((ub)|0x16), TI((ub)|0x17), \ TN, TN, TI((ub)|0x1a), TI((ub)|0x1b), TN, TN, TI((ub)|0x1e), TI((ub)|0x1f), \ TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \ TN, TN, TI((ub)|0x2a), TI((ub)|0x2b), TN, TN, TI((ub)|0x2e), TI((ub)|0x2f), \ TN, TN, TI((ub)|0x32), TI((ub)|0x33), TN, TN, TI((ub)|0x36), TI((ub)|0x37), \ TN, TN, TI((ub)|0x3a), TI((ub)|0x3b), TN, TN, TI((ub)|0x3e), TI((ub)|0x3f), \ TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \ TN, TN, TI((ub)|0x4a), TI((ub)|0x4b), TN, TN, TI((ub)|0x4e), TI((ub)|0x4f), \ TN, TN, TI((ub)|0x52), TI((ub)|0x53), TN, TN, TI((ub)|0x56), TI((ub)|0x57), \ TN, TN, TI((ub)|0x5a), TI((ub)|0x5b), TN, TN, TI((ub)|0x5e), TI((ub)|0x5f), \ TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \ TN, TN, TI((ub)|0x6a), TI((ub)|0x6b), TN, TN, TI((ub)|0x6e), TI((ub)|0x6f), \ TN, TN, TI((ub)|0x72), TI((ub)|0x73), TN, TN, TI((ub)|0x76), TI((ub)|0x77), \ TN, TN, TI((ub)|0x7a), TI((ub)|0x7b), TN, TN, TI((ub)|0x7e), TI((ub)|0x7f), \ TN, TI((ub)|0x81), TN, TI((ub)|0x83), TN, TI((ub)|0x85), TN, TI((ub)|0x87), \ TN, TN, TN, TI((ub)|0x8b), TN, TN, TN, TI((ub)|0x8f), \ TN, TN, TN, TI((ub)|0x93), TN, TN, TN, TI((ub)|0x97), \ TN, TN, TN, TI((ub)|0x9b), TN, TN, TN, TI((ub)|0x9f), \ TN, TI((ub)|0xa1), TN, TI((ub)|0xa3), TN, TI((ub)|0xa5), TN, TI((ub)|0xa7), \ TN, TN, TN, TI((ub)|0xab), TN, TN, TN, TI((ub)|0xaf), \ TN, TN, TN, TI((ub)|0xb3), TN, TN, TN, TI((ub)|0xb7), \ TN, TN, TN, TI((ub)|0xbb), TN, TN, TN, TI((ub)|0xbf), \ TN, TI((ub)|0xc1), TN, TI((ub)|0xc3), TN, TI((ub)|0xc5), TN, TI((ub)|0xc7), \ TN, TN, TN, TI((ub)|0xcb), TN, TN, TN, TI((ub)|0xcf), \ TN, TN, TN, TI((ub)|0xd3), TN, TN, TN, TI((ub)|0xd7), \ TN, TN, TN, TI((ub)|0xdb), TN, TN, TN, TI((ub)|0xdf), \ TN, TI((ub)|0xe1), TN, TI((ub)|0xe3), TN, TI((ub)|0xe5), TN, TI((ub)|0xe7), \ TN, TN, TN, TI((ub)|0xeb), TN, TN, TN, TI((ub)|0xef), \ TN, TN, TN, TI((ub)|0xf3), TN, TN, TN, TI((ub)|0xf7), \ TN, TN, TN, TI((ub)|0xfb), TN, TN, TN, TI((ub)|0xff) const PP gpuPolySpanDrivers[2048] = { TIBLOCK(0<<8), TIBLOCK(1<<8), TIBLOCK(2<<8), TIBLOCK(3<<8), TIBLOCK(4<<8), TIBLOCK(5<<8), TIBLOCK(6<<8), TIBLOCK(7<<8) }; #undef TI #undef TN #undef TIBLOCK #endif /* __GPU_UNAI_GPU_INNER_H__ */