/*************************************************************************** * Copyright (C) 2010 PCSX4ALL Team * * Copyright (C) 2010 Unai * * * * 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. * ***************************************************************************/ //senquack - NOTE: GPU Unai poly routines have been rewritten/adapted // from DrHell routines to fix multiple issues. See README_senquack.txt /////////////////////////////////////////////////////////////////////////////// // Shared poly vertex buffer, able to handle 3 or 4-pt polys of any type. /////////////////////////////////////////////////////////////////////////////// struct PolyVertex { s32 x, y; // Sign-extended 11-bit X,Y coords union { struct { u8 u, v, pad[2]; } tex; // Texture coords (if used) u32 tex_word; }; union { struct { u8 r, g, b, pad; } col; // 24-bit RGB color (if used) u32 col_word; }; }; enum PolyAttribute { POLYATTR_TEXTURE = (1 << 0), POLYATTR_GOURAUD = (1 << 1) }; enum PolyType { POLYTYPE_F = 0, POLYTYPE_FT = (POLYATTR_TEXTURE), POLYTYPE_G = (POLYATTR_GOURAUD), POLYTYPE_GT = (POLYATTR_TEXTURE | POLYATTR_GOURAUD) }; /////////////////////////////////////////////////////////////////////////////// // polyInitVertexBuffer() // Fills vbuf[] array with data from any type of poly draw-command packet. /////////////////////////////////////////////////////////////////////////////// static void polyInitVertexBuffer(PolyVertex *vbuf, const PtrUnion packet, PolyType ptype, u32 is_quad) { bool texturing = ptype & POLYATTR_TEXTURE; bool gouraud = ptype & POLYATTR_GOURAUD; int vert_stride = 1; // Stride of vertices in cmd packet, in 32-bit words if (texturing) vert_stride++; if (gouraud) vert_stride++; int num_verts = (is_quad) ? 4 : 3; u32 *ptr; // X,Y coords, adjusted by draw offsets s32 x_off = gpu_unai.DrawingOffset[0]; s32 y_off = gpu_unai.DrawingOffset[1]; ptr = &packet.U4[1]; for (int i=0; i < num_verts; ++i, ptr += vert_stride) { s16* coord_ptr = (s16*)ptr; vbuf[i].x = GPU_EXPANDSIGN(coord_ptr[0]) + x_off; vbuf[i].y = GPU_EXPANDSIGN(coord_ptr[1]) + y_off; } // U,V texture coords (if applicable) if (texturing) { ptr = &packet.U4[2]; for (int i=0; i < num_verts; ++i, ptr += vert_stride) vbuf[i].tex_word = *ptr; } // Colors (if applicable) if (gouraud) { ptr = &packet.U4[0]; for (int i=0; i < num_verts; ++i, ptr += vert_stride) vbuf[i].col_word = *ptr; } } /////////////////////////////////////////////////////////////////////////////// // Helper functions to determine which vertex in a 2 or 3 vertex array // has the highest/lowest X/Y coordinate. // Note: the comparison logic is such that, given a set of vertices with // identical values for a given coordinate, a different index will be // returned from vertIdxOfLeast..() than a call to vertIdxOfHighest..(). // This ensures that, during the vertex-ordering phase of rasterization, // all three vertices remain unique. /////////////////////////////////////////////////////////////////////////////// template static inline int vertIdxOfLeastXCoord2(const T *Tptr) { return (Tptr[0].x <= Tptr[1].x) ? 0 : 1; } template static inline int vertIdxOfLeastXCoord3(const T *Tptr) { int least_of_v0_v1 = vertIdxOfLeastXCoord2(Tptr); return (Tptr[least_of_v0_v1].x <= Tptr[2].x) ? least_of_v0_v1 : 2; } template static inline int vertIdxOfLeastYCoord2(const T *Tptr) { return (Tptr[0].y <= Tptr[1].y) ? 0 : 1; } template static inline int vertIdxOfLeastYCoord3(const T *Tptr) { int least_of_v0_v1 = vertIdxOfLeastYCoord2(Tptr); return (Tptr[least_of_v0_v1].y <= Tptr[2].y) ? least_of_v0_v1 : 2; } template static inline int vertIdxOfHighestXCoord2(const T *Tptr) { return (Tptr[1].x >= Tptr[0].x) ? 1 : 0; } template static inline int vertIdxOfHighestXCoord3(const T *Tptr) { int highest_of_v0_v1 = vertIdxOfHighestXCoord2(Tptr); return (Tptr[2].x >= Tptr[highest_of_v0_v1].x) ? 2 : highest_of_v0_v1; } template static inline int vertIdxOfHighestYCoord2(const T *Tptr) { return (Tptr[1].y >= Tptr[0].y) ? 1 : 0; } template static inline int vertIdxOfHighestYCoord3(const T *Tptr) { int highest_of_v0_v1 = vertIdxOfHighestYCoord2(Tptr); return (Tptr[2].y >= Tptr[highest_of_v0_v1].y) ? 2 : highest_of_v0_v1; } /////////////////////////////////////////////////////////////////////////////// // polyUseTriangle() // Determines if the specified triangle should be rendered. If so, it // fills the given array of vertex pointers, vert_ptrs, in order of // increasing Y coordinate values, as required by rasterization algorithm. // Parameter 'tri_num' is 0 for first triangle (idx 0,1,2 of vbuf[]), // or 1 for second triangle of a quad (idx 1,2,3 of vbuf[]). // Returns true if triangle should be rendered, false if not. /////////////////////////////////////////////////////////////////////////////// static bool polyUseTriangle(const PolyVertex *vbuf, int tri_num, const PolyVertex **vert_ptrs) { // Using verts 0,1,2 or is this the 2nd pass of a quad (verts 1,2,3)? const PolyVertex *tri_ptr = &vbuf[(tri_num == 0) ? 0 : 1]; // Get indices of highest/lowest X,Y coords within triangle int idx_lowest_x = vertIdxOfLeastXCoord3(tri_ptr); int idx_highest_x = vertIdxOfHighestXCoord3(tri_ptr); int idx_lowest_y = vertIdxOfLeastYCoord3(tri_ptr); int idx_highest_y = vertIdxOfHighestYCoord3(tri_ptr); // Maximum absolute distance between any two X coordinates is 1023, // and for Y coordinates is 511 (PS1 hardware limitation) int lowest_x = tri_ptr[idx_lowest_x].x; int highest_x = tri_ptr[idx_highest_x].x; int lowest_y = tri_ptr[idx_lowest_y].y; int highest_y = tri_ptr[idx_highest_y].y; if ((highest_x - lowest_x) >= CHKMAX_X || (highest_y - lowest_y) >= CHKMAX_Y) return false; // Determine if triangle is completely outside clipping range int xmin, xmax, ymin, ymax; xmin = gpu_unai.DrawingArea[0]; xmax = gpu_unai.DrawingArea[2]; ymin = gpu_unai.DrawingArea[1]; ymax = gpu_unai.DrawingArea[3]; int clipped_lowest_x = Max2(xmin,lowest_x); int clipped_lowest_y = Max2(ymin,lowest_y); int clipped_highest_x = Min2(xmax,highest_x); int clipped_highest_y = Min2(ymax,highest_y); if (clipped_lowest_x >= clipped_highest_x || clipped_lowest_y >= clipped_highest_y) return false; // Order vertex ptrs by increasing y value (draw routines need this). // The middle index is deduced by a binary math trick that depends // on index range always being between 0..2 vert_ptrs[0] = tri_ptr + idx_lowest_y; vert_ptrs[1] = tri_ptr + ((idx_lowest_y + idx_highest_y) ^ 3); vert_ptrs[2] = tri_ptr + idx_highest_y; return true; } /////////////////////////////////////////////////////////////////////////////// // GPU internal polygon drawing functions /////////////////////////////////////////////////////////////////////////////// /*---------------------------------------------------------------------- gpuDrawPolyF - Flat-shaded, untextured poly ----------------------------------------------------------------------*/ void gpuDrawPolyF(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad) { // Set up bgr555 color to be used across calls in inner driver gpu_unai.PixelData = GPU_RGB16(packet.U4[0]); PolyVertex vbuf[4]; polyInitVertexBuffer(vbuf, packet, POLYTYPE_F, is_quad); int total_passes = is_quad ? 2 : 1; int cur_pass = 0; do { const PolyVertex* vptrs[3]; if (polyUseTriangle(vbuf, cur_pass, vptrs) == false) continue; s32 xa, xb, ya, yb; s32 x3, dx3, x4, dx4, dx; s32 x0, x1, x2, y0, y1, y2; x0 = vptrs[0]->x; y0 = vptrs[0]->y; x1 = vptrs[1]->x; y1 = vptrs[1]->y; x2 = vptrs[2]->x; y2 = vptrs[2]->y; ya = y2 - y0; yb = y2 - y1; dx = (x2 - x1) * ya - (x2 - x0) * yb; for (int loop0 = 2; loop0; loop0--) { if (loop0 == 2) { ya = y0; yb = y1; x3 = x4 = i2x(x0); if (dx < 0) { #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV dx3 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0; dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0; #else dx3 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0; dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV dx3 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0; dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0; #else dx3 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0; dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0; #endif #endif } else { #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV dx3 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0; dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0; #else dx3 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0; dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV dx3 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0; dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0; #else dx3 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0; dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0; #endif #endif } } else { //senquack - break out of final loop if nothing to be drawn (1st loop // must always be taken to setup dx3/dx4) if (y1 == y2) break; ya = y1; yb = y2; if (dx < 0) { x3 = i2x(x0) + (dx3 * (y1 - y0)); x4 = i2x(x1); #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0; #else dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV dx4 = ((y2 - y1) != 0) ? xLoDivx ((x2 - x1), (y2 - y1)) : 0; #else dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0; #endif #endif } else { x3 = i2x(x1); x4 = i2x(x0) + (dx4 * (y1 - y0)); #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV dx3 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0; #else dx3 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV dx3 = ((y2 - y1) != 0) ? xLoDivx ((x2 - x1), (y2 - y1)) : 0; #else dx3 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0; #endif #endif } } s32 xmin, xmax, ymin, ymax; xmin = gpu_unai.DrawingArea[0]; xmax = gpu_unai.DrawingArea[2]; ymin = gpu_unai.DrawingArea[1]; ymax = gpu_unai.DrawingArea[3]; if ((ymin - ya) > 0) { x3 += (dx3 * (ymin - ya)); x4 += (dx4 * (ymin - ya)); ya = ymin; } if (yb > ymax) yb = ymax; int loop1 = yb - ya; if (loop1 <= 0) continue; u16* PixelBase = &((u16*)gpu_unai.vram)[FRAME_OFFSET(0, ya)]; int li=gpu_unai.ilace_mask; int pi=(ProgressiveInterlaceEnabled()?(gpu_unai.ilace_mask+1):0); int pif=(ProgressiveInterlaceEnabled()?(gpu_unai.prog_ilace_flag?(gpu_unai.ilace_mask+1):0):1); for (; loop1; --loop1, ya++, PixelBase += FRAME_WIDTH, x3 += dx3, x4 += dx4 ) { if (ya&li) continue; if ((ya&pi)==pif) continue; xa = FixedCeilToInt(x3); xb = FixedCeilToInt(x4); if ((xmin - xa) > 0) xa = xmin; if (xb > xmax) xb = xmax; if ((xb - xa) > 0) gpuPolySpanDriver(gpu_unai, PixelBase + xa, (xb - xa)); } } } while (++cur_pass < total_passes); } /*---------------------------------------------------------------------- gpuDrawPolyFT - Flat-shaded, textured poly ----------------------------------------------------------------------*/ void gpuDrawPolyFT(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad) { // r8/g8/b8 used if texture-blending & dithering is applied (24-bit light) gpu_unai.r8 = packet.U1[0]; gpu_unai.g8 = packet.U1[1]; gpu_unai.b8 = packet.U1[2]; // r5/g5/b5 used if just texture-blending is applied (15-bit light) gpu_unai.r5 = packet.U1[0] >> 3; gpu_unai.g5 = packet.U1[1] >> 3; gpu_unai.b5 = packet.U1[2] >> 3; PolyVertex vbuf[4]; polyInitVertexBuffer(vbuf, packet, POLYTYPE_FT, is_quad); int total_passes = is_quad ? 2 : 1; int cur_pass = 0; do { const PolyVertex* vptrs[3]; if (polyUseTriangle(vbuf, cur_pass, vptrs) == false) continue; s32 xa, xb, ya, yb; s32 x3, dx3, x4, dx4, dx; s32 u3, du3, v3, dv3; s32 x0, x1, x2, y0, y1, y2; s32 u0, u1, u2, v0, v1, v2; s32 du4, dv4; x0 = vptrs[0]->x; y0 = vptrs[0]->y; u0 = vptrs[0]->tex.u; v0 = vptrs[0]->tex.v; x1 = vptrs[1]->x; y1 = vptrs[1]->y; u1 = vptrs[1]->tex.u; v1 = vptrs[1]->tex.v; x2 = vptrs[2]->x; y2 = vptrs[2]->y; u2 = vptrs[2]->tex.u; v2 = vptrs[2]->tex.v; ya = y2 - y0; yb = y2 - y1; dx4 = (x2 - x1) * ya - (x2 - x0) * yb; du4 = (u2 - u1) * ya - (u2 - u0) * yb; dv4 = (v2 - v1) * ya - (v2 - v0) * yb; dx = dx4; if (dx4 < 0) { dx4 = -dx4; du4 = -du4; dv4 = -dv4; } #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if (dx4 != 0) { float finv = FloatInv(dx4); du4 = (fixed)((du4 << FIXED_BITS) * finv); dv4 = (fixed)((dv4 << FIXED_BITS) * finv); } else { du4 = dv4 = 0; } #else if (dx4 != 0) { float fdiv = dx4; du4 = (fixed)((du4 << FIXED_BITS) / fdiv); dv4 = (fixed)((dv4 << FIXED_BITS) / fdiv); } else { du4 = dv4 = 0; } #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if (dx4 != 0) { int iF, iS; xInv(dx4, iF, iS); du4 = xInvMulx(du4, iF, iS); dv4 = xInvMulx(dv4, iF, iS); } else { du4 = dv4 = 0; } #else if (dx4 != 0) { du4 = GPU_FAST_DIV(du4 << FIXED_BITS, dx4); dv4 = GPU_FAST_DIV(dv4 << FIXED_BITS, dx4); } else { du4 = dv4 = 0; } #endif #endif // Set u,v increments for inner driver gpu_unai.u_inc = du4; gpu_unai.v_inc = dv4; //senquack - TODO: why is it always going through 2 iterations when sometimes one would suffice here? // (SAME ISSUE ELSEWHERE) for (s32 loop0 = 2; loop0; loop0--) { if (loop0 == 2) { ya = y0; yb = y1; x3 = x4 = i2x(x0); u3 = i2x(u0); v3 = i2x(v0); if (dx < 0) { #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if ((y2 - y0) != 0) { float finv = FloatInv(y2 - y0); dx3 = (fixed)(((x2 - x0) << FIXED_BITS) * finv); du3 = (fixed)(((u2 - u0) << FIXED_BITS) * finv); dv3 = (fixed)(((v2 - v0) << FIXED_BITS) * finv); } else { dx3 = du3 = dv3 = 0; } dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0; #else if ((y2 - y0) != 0) { float fdiv = y2 - y0; dx3 = (fixed)(((x2 - x0) << FIXED_BITS) / fdiv); du3 = (fixed)(((u2 - u0) << FIXED_BITS) / fdiv); dv3 = (fixed)(((v2 - v0) << FIXED_BITS) / fdiv); } else { dx3 = du3 = dv3 = 0; } dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if ((y2 - y0) != 0) { int iF, iS; xInv((y2 - y0), iF, iS); dx3 = xInvMulx((x2 - x0), iF, iS); du3 = xInvMulx((u2 - u0), iF, iS); dv3 = xInvMulx((v2 - v0), iF, iS); } else { dx3 = du3 = dv3 = 0; } dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0; #else if ((y2 - y0) != 0) { dx3 = GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)); du3 = GPU_FAST_DIV((u2 - u0) << FIXED_BITS, (y2 - y0)); dv3 = GPU_FAST_DIV((v2 - v0) << FIXED_BITS, (y2 - y0)); } else { dx3 = du3 = dv3 = 0; } dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0; #endif #endif } else { #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if ((y1 - y0) != 0) { float finv = FloatInv(y1 - y0); dx3 = (fixed)(((x1 - x0) << FIXED_BITS) * finv); du3 = (fixed)(((u1 - u0) << FIXED_BITS) * finv); dv3 = (fixed)(((v1 - v0) << FIXED_BITS) * finv); } else { dx3 = du3 = dv3 = 0; } dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0; #else if ((y1 - y0) != 0) { float fdiv = y1 - y0; dx3 = (fixed)(((x1 - x0) << FIXED_BITS) / fdiv); du3 = (fixed)(((u1 - u0) << FIXED_BITS) / fdiv); dv3 = (fixed)(((v1 - v0) << FIXED_BITS) / fdiv); } else { dx3 = du3 = dv3 = 0; } dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if ((y1 - y0) != 0) { int iF, iS; xInv((y1 - y0), iF, iS); dx3 = xInvMulx((x1 - x0), iF, iS); du3 = xInvMulx((u1 - u0), iF, iS); dv3 = xInvMulx((v1 - v0), iF, iS); } else { dx3 = du3 = dv3 = 0; } dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0; #else if ((y1 - y0) != 0) { dx3 = GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)); du3 = GPU_FAST_DIV((u1 - u0) << FIXED_BITS, (y1 - y0)); dv3 = GPU_FAST_DIV((v1 - v0) << FIXED_BITS, (y1 - y0)); } else { dx3 = du3 = dv3 = 0; } dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0; #endif #endif } } else { //senquack - break out of final loop if nothing to be drawn (1st loop // must always be taken to setup dx3/dx4) if (y1 == y2) break; ya = y1; yb = y2; if (dx < 0) { x3 = i2x(x0); x4 = i2x(x1); u3 = i2x(u0); v3 = i2x(v0); if ((y1 - y0) != 0) { x3 += (dx3 * (y1 - y0)); u3 += (du3 * (y1 - y0)); v3 += (dv3 * (y1 - y0)); } #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0; #else dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV dx4 = ((y2 - y1) != 0) ? xLoDivx((x2 - x1), (y2 - y1)) : 0; #else dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0; #endif #endif } else { x3 = i2x(x1); x4 = i2x(x0) + (dx4 * (y1 - y0)); u3 = i2x(u1); v3 = i2x(v1); #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if ((y2 - y1) != 0) { float finv = FloatInv(y2 - y1); dx3 = (fixed)(((x2 - x1) << FIXED_BITS) * finv); du3 = (fixed)(((u2 - u1) << FIXED_BITS) * finv); dv3 = (fixed)(((v2 - v1) << FIXED_BITS) * finv); } else { dx3 = du3 = dv3 = 0; } #else if ((y2 - y1) != 0) { float fdiv = y2 - y1; dx3 = (fixed)(((x2 - x1) << FIXED_BITS) / fdiv); du3 = (fixed)(((u2 - u1) << FIXED_BITS) / fdiv); dv3 = (fixed)(((v2 - v1) << FIXED_BITS) / fdiv); } else { dx3 = du3 = dv3 = 0; } #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if ((y2 - y1) != 0) { int iF, iS; xInv((y2 - y1), iF, iS); dx3 = xInvMulx((x2 - x1), iF, iS); du3 = xInvMulx((u2 - u1), iF, iS); dv3 = xInvMulx((v2 - v1), iF, iS); } else { dx3 = du3 = dv3 = 0; } #else if ((y2 - y1) != 0) { dx3 = GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)); du3 = GPU_FAST_DIV((u2 - u1) << FIXED_BITS, (y2 - y1)); dv3 = GPU_FAST_DIV((v2 - v1) << FIXED_BITS, (y2 - y1)); } else { dx3 = du3 = dv3 = 0; } #endif #endif } } s32 xmin, xmax, ymin, ymax; xmin = gpu_unai.DrawingArea[0]; xmax = gpu_unai.DrawingArea[2]; ymin = gpu_unai.DrawingArea[1]; ymax = gpu_unai.DrawingArea[3]; if ((ymin - ya) > 0) { x3 += dx3 * (ymin - ya); x4 += dx4 * (ymin - ya); u3 += du3 * (ymin - ya); v3 += dv3 * (ymin - ya); ya = ymin; } if (yb > ymax) yb = ymax; int loop1 = yb - ya; if (loop1 <= 0) continue; u16* PixelBase = &((u16*)gpu_unai.vram)[FRAME_OFFSET(0, ya)]; int li=gpu_unai.ilace_mask; int pi=(ProgressiveInterlaceEnabled()?(gpu_unai.ilace_mask+1):0); int pif=(ProgressiveInterlaceEnabled()?(gpu_unai.prog_ilace_flag?(gpu_unai.ilace_mask+1):0):1); for (; loop1; --loop1, ++ya, PixelBase += FRAME_WIDTH, x3 += dx3, x4 += dx4, u3 += du3, v3 += dv3 ) { if (ya&li) continue; if ((ya&pi)==pif) continue; u32 u4, v4; xa = FixedCeilToInt(x3); xb = FixedCeilToInt(x4); u4 = u3; v4 = v3; fixed itmp = i2x(xa) - x3; if (itmp != 0) { u4 += (du4 * itmp) >> FIXED_BITS; v4 += (dv4 * itmp) >> FIXED_BITS; } u4 += fixed_HALF; v4 += fixed_HALF; if ((xmin - xa) > 0) { u4 += du4 * (xmin - xa); v4 += dv4 * (xmin - xa); xa = xmin; } // Set u,v coords for inner driver gpu_unai.u = u4; gpu_unai.v = v4; if (xb > xmax) xb = xmax; if ((xb - xa) > 0) gpuPolySpanDriver(gpu_unai, PixelBase + xa, (xb - xa)); } } } while (++cur_pass < total_passes); } /*---------------------------------------------------------------------- gpuDrawPolyG - Gouraud-shaded, untextured poly ----------------------------------------------------------------------*/ void gpuDrawPolyG(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad) { PolyVertex vbuf[4]; polyInitVertexBuffer(vbuf, packet, POLYTYPE_G, is_quad); int total_passes = is_quad ? 2 : 1; int cur_pass = 0; do { const PolyVertex* vptrs[3]; if (polyUseTriangle(vbuf, cur_pass, vptrs) == false) continue; s32 xa, xb, ya, yb; s32 x3, dx3, x4, dx4, dx; s32 r3, dr3, g3, dg3, b3, db3; s32 x0, x1, x2, y0, y1, y2; s32 r0, r1, r2, g0, g1, g2, b0, b1, b2; s32 dr4, dg4, db4; x0 = vptrs[0]->x; y0 = vptrs[0]->y; r0 = vptrs[0]->col.r; g0 = vptrs[0]->col.g; b0 = vptrs[0]->col.b; x1 = vptrs[1]->x; y1 = vptrs[1]->y; r1 = vptrs[1]->col.r; g1 = vptrs[1]->col.g; b1 = vptrs[1]->col.b; x2 = vptrs[2]->x; y2 = vptrs[2]->y; r2 = vptrs[2]->col.r; g2 = vptrs[2]->col.g; b2 = vptrs[2]->col.b; ya = y2 - y0; yb = y2 - y1; dx4 = (x2 - x1) * ya - (x2 - x0) * yb; dr4 = (r2 - r1) * ya - (r2 - r0) * yb; dg4 = (g2 - g1) * ya - (g2 - g0) * yb; db4 = (b2 - b1) * ya - (b2 - b0) * yb; dx = dx4; if (dx4 < 0) { dx4 = -dx4; dr4 = -dr4; dg4 = -dg4; db4 = -db4; } #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if (dx4 != 0) { float finv = FloatInv(dx4); dr4 = (fixed)((dr4 << FIXED_BITS) * finv); dg4 = (fixed)((dg4 << FIXED_BITS) * finv); db4 = (fixed)((db4 << FIXED_BITS) * finv); } else { dr4 = dg4 = db4 = 0; } #else if (dx4 != 0) { float fdiv = dx4; dr4 = (fixed)((dr4 << FIXED_BITS) / fdiv); dg4 = (fixed)((dg4 << FIXED_BITS) / fdiv); db4 = (fixed)((db4 << FIXED_BITS) / fdiv); } else { dr4 = dg4 = db4 = 0; } #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if (dx4 != 0) { int iF, iS; xInv(dx4, iF, iS); dr4 = xInvMulx(dr4, iF, iS); dg4 = xInvMulx(dg4, iF, iS); db4 = xInvMulx(db4, iF, iS); } else { dr4 = dg4 = db4 = 0; } #else if (dx4 != 0) { dr4 = GPU_FAST_DIV(dr4 << FIXED_BITS, dx4); dg4 = GPU_FAST_DIV(dg4 << FIXED_BITS, dx4); db4 = GPU_FAST_DIV(db4 << FIXED_BITS, dx4); } else { dr4 = dg4 = db4 = 0; } #endif #endif // Setup packed Gouraud increment for inner driver gpu_unai.gInc = gpuPackGouraudColInc(dr4, dg4, db4); for (s32 loop0 = 2; loop0; loop0--) { if (loop0 == 2) { ya = y0; yb = y1; x3 = x4 = i2x(x0); r3 = i2x(r0); g3 = i2x(g0); b3 = i2x(b0); if (dx < 0) { #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if ((y2 - y0) != 0) { float finv = FloatInv(y2 - y0); dx3 = (fixed)(((x2 - x0) << FIXED_BITS) * finv); dr3 = (fixed)(((r2 - r0) << FIXED_BITS) * finv); dg3 = (fixed)(((g2 - g0) << FIXED_BITS) * finv); db3 = (fixed)(((b2 - b0) << FIXED_BITS) * finv); } else { dx3 = dr3 = dg3 = db3 = 0; } dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0; #else if ((y2 - y0) != 0) { float fdiv = y2 - y0; dx3 = (fixed)(((x2 - x0) << FIXED_BITS) / fdiv); dr3 = (fixed)(((r2 - r0) << FIXED_BITS) / fdiv); dg3 = (fixed)(((g2 - g0) << FIXED_BITS) / fdiv); db3 = (fixed)(((b2 - b0) << FIXED_BITS) / fdiv); } else { dx3 = dr3 = dg3 = db3 = 0; } dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if ((y2 - y0) != 0) { int iF, iS; xInv((y2 - y0), iF, iS); dx3 = xInvMulx((x2 - x0), iF, iS); dr3 = xInvMulx((r2 - r0), iF, iS); dg3 = xInvMulx((g2 - g0), iF, iS); db3 = xInvMulx((b2 - b0), iF, iS); } else { dx3 = dr3 = dg3 = db3 = 0; } dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0; #else if ((y2 - y0) != 0) { dx3 = GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)); dr3 = GPU_FAST_DIV((r2 - r0) << FIXED_BITS, (y2 - y0)); dg3 = GPU_FAST_DIV((g2 - g0) << FIXED_BITS, (y2 - y0)); db3 = GPU_FAST_DIV((b2 - b0) << FIXED_BITS, (y2 - y0)); } else { dx3 = dr3 = dg3 = db3 = 0; } dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0; #endif #endif } else { #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if ((y1 - y0) != 0) { float finv = FloatInv(y1 - y0); dx3 = (fixed)(((x1 - x0) << FIXED_BITS) * finv); dr3 = (fixed)(((r1 - r0) << FIXED_BITS) * finv); dg3 = (fixed)(((g1 - g0) << FIXED_BITS) * finv); db3 = (fixed)(((b1 - b0) << FIXED_BITS) * finv); } else { dx3 = dr3 = dg3 = db3 = 0; } dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0; #else if ((y1 - y0) != 0) { float fdiv = y1 - y0; dx3 = (fixed)(((x1 - x0) << FIXED_BITS) / fdiv); dr3 = (fixed)(((r1 - r0) << FIXED_BITS) / fdiv); dg3 = (fixed)(((g1 - g0) << FIXED_BITS) / fdiv); db3 = (fixed)(((b1 - b0) << FIXED_BITS) / fdiv); } else { dx3 = dr3 = dg3 = db3 = 0; } dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / (float)(y2 - y0)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if ((y1 - y0) != 0) { int iF, iS; xInv((y1 - y0), iF, iS); dx3 = xInvMulx((x1 - x0), iF, iS); dr3 = xInvMulx((r1 - r0), iF, iS); dg3 = xInvMulx((g1 - g0), iF, iS); db3 = xInvMulx((b1 - b0), iF, iS); } else { dx3 = dr3 = dg3 = db3 = 0; } dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0; #else if ((y1 - y0) != 0) { dx3 = GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)); dr3 = GPU_FAST_DIV((r1 - r0) << FIXED_BITS, (y1 - y0)); dg3 = GPU_FAST_DIV((g1 - g0) << FIXED_BITS, (y1 - y0)); db3 = GPU_FAST_DIV((b1 - b0) << FIXED_BITS, (y1 - y0)); } else { dx3 = dr3 = dg3 = db3 = 0; } dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0; #endif #endif } } else { //senquack - break out of final loop if nothing to be drawn (1st loop // must always be taken to setup dx3/dx4) if (y1 == y2) break; ya = y1; yb = y2; if (dx < 0) { x3 = i2x(x0); x4 = i2x(x1); r3 = i2x(r0); g3 = i2x(g0); b3 = i2x(b0); if ((y1 - y0) != 0) { x3 += (dx3 * (y1 - y0)); r3 += (dr3 * (y1 - y0)); g3 += (dg3 * (y1 - y0)); b3 += (db3 * (y1 - y0)); } #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0; #else dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV dx4 = ((y2 - y1) != 0) ? xLoDivx((x2 - x1), (y2 - y1)) : 0; #else dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0; #endif #endif } else { x3 = i2x(x1); x4 = i2x(x0) + (dx4 * (y1 - y0)); r3 = i2x(r1); g3 = i2x(g1); b3 = i2x(b1); #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if ((y2 - y1) != 0) { float finv = FloatInv(y2 - y1); dx3 = (fixed)(((x2 - x1) << FIXED_BITS) * finv); dr3 = (fixed)(((r2 - r1) << FIXED_BITS) * finv); dg3 = (fixed)(((g2 - g1) << FIXED_BITS) * finv); db3 = (fixed)(((b2 - b1) << FIXED_BITS) * finv); } else { dx3 = dr3 = dg3 = db3 = 0; } #else if ((y2 - y1) != 0) { float fdiv = y2 - y1; dx3 = (fixed)(((x2 - x1) << FIXED_BITS) / fdiv); dr3 = (fixed)(((r2 - r1) << FIXED_BITS) / fdiv); dg3 = (fixed)(((g2 - g1) << FIXED_BITS) / fdiv); db3 = (fixed)(((b2 - b1) << FIXED_BITS) / fdiv); } else { dx3 = dr3 = dg3 = db3 = 0; } #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if ((y2 - y1) != 0) { int iF, iS; xInv((y2 - y1), iF, iS); dx3 = xInvMulx((x2 - x1), iF, iS); dr3 = xInvMulx((r2 - r1), iF, iS); dg3 = xInvMulx((g2 - g1), iF, iS); db3 = xInvMulx((b2 - b1), iF, iS); } else { dx3 = dr3 = dg3 = db3 = 0; } #else if ((y2 - y1) != 0) { dx3 = GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)); dr3 = GPU_FAST_DIV((r2 - r1) << FIXED_BITS, (y2 - y1)); dg3 = GPU_FAST_DIV((g2 - g1) << FIXED_BITS, (y2 - y1)); db3 = GPU_FAST_DIV((b2 - b1) << FIXED_BITS, (y2 - y1)); } else { dx3 = dr3 = dg3 = db3 = 0; } #endif #endif } } s32 xmin, xmax, ymin, ymax; xmin = gpu_unai.DrawingArea[0]; xmax = gpu_unai.DrawingArea[2]; ymin = gpu_unai.DrawingArea[1]; ymax = gpu_unai.DrawingArea[3]; if ((ymin - ya) > 0) { x3 += (dx3 * (ymin - ya)); x4 += (dx4 * (ymin - ya)); r3 += (dr3 * (ymin - ya)); g3 += (dg3 * (ymin - ya)); b3 += (db3 * (ymin - ya)); ya = ymin; } if (yb > ymax) yb = ymax; int loop1 = yb - ya; if (loop1 <= 0) continue; u16* PixelBase = &((u16*)gpu_unai.vram)[FRAME_OFFSET(0, ya)]; int li=gpu_unai.ilace_mask; int pi=(ProgressiveInterlaceEnabled()?(gpu_unai.ilace_mask+1):0); int pif=(ProgressiveInterlaceEnabled()?(gpu_unai.prog_ilace_flag?(gpu_unai.ilace_mask+1):0):1); for (; loop1; --loop1, ++ya, PixelBase += FRAME_WIDTH, x3 += dx3, x4 += dx4, r3 += dr3, g3 += dg3, b3 += db3 ) { if (ya&li) continue; if ((ya&pi)==pif) continue; u32 r4, g4, b4; xa = FixedCeilToInt(x3); xb = FixedCeilToInt(x4); r4 = r3; g4 = g3; b4 = b3; fixed itmp = i2x(xa) - x3; if (itmp != 0) { r4 += (dr4 * itmp) >> FIXED_BITS; g4 += (dg4 * itmp) >> FIXED_BITS; b4 += (db4 * itmp) >> FIXED_BITS; } r4 += fixed_HALF; g4 += fixed_HALF; b4 += fixed_HALF; if ((xmin - xa) > 0) { r4 += (dr4 * (xmin - xa)); g4 += (dg4 * (xmin - xa)); b4 += (db4 * (xmin - xa)); xa = xmin; } // Setup packed Gouraud color for inner driver gpu_unai.gCol = gpuPackGouraudCol(r4, g4, b4); if (xb > xmax) xb = xmax; if ((xb - xa) > 0) gpuPolySpanDriver(gpu_unai, PixelBase + xa, (xb - xa)); } } } while (++cur_pass < total_passes); } /*---------------------------------------------------------------------- gpuDrawPolyGT - Gouraud-shaded, textured poly ----------------------------------------------------------------------*/ void gpuDrawPolyGT(const PtrUnion packet, const PP gpuPolySpanDriver, u32 is_quad) { PolyVertex vbuf[4]; polyInitVertexBuffer(vbuf, packet, POLYTYPE_GT, is_quad); int total_passes = is_quad ? 2 : 1; int cur_pass = 0; do { const PolyVertex* vptrs[3]; if (polyUseTriangle(vbuf, cur_pass, vptrs) == false) continue; s32 xa, xb, ya, yb; s32 x3, dx3, x4, dx4, dx; s32 u3, du3, v3, dv3; s32 r3, dr3, g3, dg3, b3, db3; s32 x0, x1, x2, y0, y1, y2; s32 u0, u1, u2, v0, v1, v2; s32 r0, r1, r2, g0, g1, g2, b0, b1, b2; s32 du4, dv4; s32 dr4, dg4, db4; x0 = vptrs[0]->x; y0 = vptrs[0]->y; u0 = vptrs[0]->tex.u; v0 = vptrs[0]->tex.v; r0 = vptrs[0]->col.r; g0 = vptrs[0]->col.g; b0 = vptrs[0]->col.b; x1 = vptrs[1]->x; y1 = vptrs[1]->y; u1 = vptrs[1]->tex.u; v1 = vptrs[1]->tex.v; r1 = vptrs[1]->col.r; g1 = vptrs[1]->col.g; b1 = vptrs[1]->col.b; x2 = vptrs[2]->x; y2 = vptrs[2]->y; u2 = vptrs[2]->tex.u; v2 = vptrs[2]->tex.v; r2 = vptrs[2]->col.r; g2 = vptrs[2]->col.g; b2 = vptrs[2]->col.b; ya = y2 - y0; yb = y2 - y1; dx4 = (x2 - x1) * ya - (x2 - x0) * yb; du4 = (u2 - u1) * ya - (u2 - u0) * yb; dv4 = (v2 - v1) * ya - (v2 - v0) * yb; dr4 = (r2 - r1) * ya - (r2 - r0) * yb; dg4 = (g2 - g1) * ya - (g2 - g0) * yb; db4 = (b2 - b1) * ya - (b2 - b0) * yb; dx = dx4; if (dx4 < 0) { dx4 = -dx4; du4 = -du4; dv4 = -dv4; dr4 = -dr4; dg4 = -dg4; db4 = -db4; } #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if (dx4 != 0) { float finv = FloatInv(dx4); du4 = (fixed)((du4 << FIXED_BITS) * finv); dv4 = (fixed)((dv4 << FIXED_BITS) * finv); dr4 = (fixed)((dr4 << FIXED_BITS) * finv); dg4 = (fixed)((dg4 << FIXED_BITS) * finv); db4 = (fixed)((db4 << FIXED_BITS) * finv); } else { du4 = dv4 = dr4 = dg4 = db4 = 0; } #else if (dx4 != 0) { float fdiv = dx4; du4 = (fixed)((du4 << FIXED_BITS) / fdiv); dv4 = (fixed)((dv4 << FIXED_BITS) / fdiv); dr4 = (fixed)((dr4 << FIXED_BITS) / fdiv); dg4 = (fixed)((dg4 << FIXED_BITS) / fdiv); db4 = (fixed)((db4 << FIXED_BITS) / fdiv); } else { du4 = dv4 = dr4 = dg4 = db4 = 0; } #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if (dx4 != 0) { int iF, iS; xInv(dx4, iF, iS); du4 = xInvMulx(du4, iF, iS); dv4 = xInvMulx(dv4, iF, iS); dr4 = xInvMulx(dr4, iF, iS); dg4 = xInvMulx(dg4, iF, iS); db4 = xInvMulx(db4, iF, iS); } else { du4 = dv4 = dr4 = dg4 = db4 = 0; } #else if (dx4 != 0) { du4 = GPU_FAST_DIV(du4 << FIXED_BITS, dx4); dv4 = GPU_FAST_DIV(dv4 << FIXED_BITS, dx4); dr4 = GPU_FAST_DIV(dr4 << FIXED_BITS, dx4); dg4 = GPU_FAST_DIV(dg4 << FIXED_BITS, dx4); db4 = GPU_FAST_DIV(db4 << FIXED_BITS, dx4); } else { du4 = dv4 = dr4 = dg4 = db4 = 0; } #endif #endif // Set u,v increments and packed Gouraud increment for inner driver gpu_unai.u_inc = du4; gpu_unai.v_inc = dv4; gpu_unai.gInc = gpuPackGouraudColInc(dr4, dg4, db4); for (s32 loop0 = 2; loop0; loop0--) { if (loop0 == 2) { ya = y0; yb = y1; x3 = x4 = i2x(x0); u3 = i2x(u0); v3 = i2x(v0); r3 = i2x(r0); g3 = i2x(g0); b3 = i2x(b0); if (dx < 0) { #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if ((y2 - y0) != 0) { float finv = FloatInv(y2 - y0); dx3 = (fixed)(((x2 - x0) << FIXED_BITS) * finv); du3 = (fixed)(((u2 - u0) << FIXED_BITS) * finv); dv3 = (fixed)(((v2 - v0) << FIXED_BITS) * finv); dr3 = (fixed)(((r2 - r0) << FIXED_BITS) * finv); dg3 = (fixed)(((g2 - g0) << FIXED_BITS) * finv); db3 = (fixed)(((b2 - b0) << FIXED_BITS) * finv); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) * FloatInv(y1 - y0)) : 0; #else if ((y2 - y0) != 0) { float fdiv = y2 - y0; dx3 = (fixed)(((x2 - x0) << FIXED_BITS) / fdiv); du3 = (fixed)(((u2 - u0) << FIXED_BITS) / fdiv); dv3 = (fixed)(((v2 - v0) << FIXED_BITS) / fdiv); dr3 = (fixed)(((r2 - r0) << FIXED_BITS) / fdiv); dg3 = (fixed)(((g2 - g0) << FIXED_BITS) / fdiv); db3 = (fixed)(((b2 - b0) << FIXED_BITS) / fdiv); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } dx4 = ((y1 - y0) != 0) ? (fixed)(((x1 - x0) << FIXED_BITS) / (float)(y1 - y0)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if ((y2 - y0) != 0) { int iF, iS; xInv((y2 - y0), iF, iS); dx3 = xInvMulx((x2 - x0), iF, iS); du3 = xInvMulx((u2 - u0), iF, iS); dv3 = xInvMulx((v2 - v0), iF, iS); dr3 = xInvMulx((r2 - r0), iF, iS); dg3 = xInvMulx((g2 - g0), iF, iS); db3 = xInvMulx((b2 - b0), iF, iS); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } dx4 = ((y1 - y0) != 0) ? xLoDivx((x1 - x0), (y1 - y0)) : 0; #else if ((y2 - y0) != 0) { dx3 = GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)); du3 = GPU_FAST_DIV((u2 - u0) << FIXED_BITS, (y2 - y0)); dv3 = GPU_FAST_DIV((v2 - v0) << FIXED_BITS, (y2 - y0)); dr3 = GPU_FAST_DIV((r2 - r0) << FIXED_BITS, (y2 - y0)); dg3 = GPU_FAST_DIV((g2 - g0) << FIXED_BITS, (y2 - y0)); db3 = GPU_FAST_DIV((b2 - b0) << FIXED_BITS, (y2 - y0)); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } dx4 = ((y1 - y0) != 0) ? GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)) : 0; #endif #endif } else { #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if ((y1 - y0) != 0) { float finv = FloatInv(y1 - y0); dx3 = (fixed)(((x1 - x0) << FIXED_BITS) * finv); du3 = (fixed)(((u1 - u0) << FIXED_BITS) * finv); dv3 = (fixed)(((v1 - v0) << FIXED_BITS) * finv); dr3 = (fixed)(((r1 - r0) << FIXED_BITS) * finv); dg3 = (fixed)(((g1 - g0) << FIXED_BITS) * finv); db3 = (fixed)(((b1 - b0) << FIXED_BITS) * finv); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) * FloatInv(y2 - y0)) : 0; #else if ((y1 - y0) != 0) { float fdiv = y1 - y0; dx3 = (fixed)(((x1 - x0) << FIXED_BITS) / fdiv); du3 = (fixed)(((u1 - u0) << FIXED_BITS) / fdiv); dv3 = (fixed)(((v1 - v0) << FIXED_BITS) / fdiv); dr3 = (fixed)(((r1 - r0) << FIXED_BITS) / fdiv); dg3 = (fixed)(((g1 - g0) << FIXED_BITS) / fdiv); db3 = (fixed)(((b1 - b0) << FIXED_BITS) / fdiv); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } dx4 = ((y2 - y0) != 0) ? (fixed)(((x2 - x0) << FIXED_BITS) / float(y2 - y0)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if ((y1 - y0) != 0) { int iF, iS; xInv((y1 - y0), iF, iS); dx3 = xInvMulx((x1 - x0), iF, iS); du3 = xInvMulx((u1 - u0), iF, iS); dv3 = xInvMulx((v1 - v0), iF, iS); dr3 = xInvMulx((r1 - r0), iF, iS); dg3 = xInvMulx((g1 - g0), iF, iS); db3 = xInvMulx((b1 - b0), iF, iS); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } dx4 = ((y2 - y0) != 0) ? xLoDivx((x2 - x0), (y2 - y0)) : 0; #else if ((y1 - y0) != 0) { dx3 = GPU_FAST_DIV((x1 - x0) << FIXED_BITS, (y1 - y0)); du3 = GPU_FAST_DIV((u1 - u0) << FIXED_BITS, (y1 - y0)); dv3 = GPU_FAST_DIV((v1 - v0) << FIXED_BITS, (y1 - y0)); dr3 = GPU_FAST_DIV((r1 - r0) << FIXED_BITS, (y1 - y0)); dg3 = GPU_FAST_DIV((g1 - g0) << FIXED_BITS, (y1 - y0)); db3 = GPU_FAST_DIV((b1 - b0) << FIXED_BITS, (y1 - y0)); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } dx4 = ((y2 - y0) != 0) ? GPU_FAST_DIV((x2 - x0) << FIXED_BITS, (y2 - y0)) : 0; #endif #endif } } else { //senquack - break out of final loop if nothing to be drawn (1st loop // must always be taken to setup dx3/dx4) if (y1 == y2) break; ya = y1; yb = y2; if (dx < 0) { x3 = i2x(x0); x4 = i2x(x1); u3 = i2x(u0); v3 = i2x(v0); r3 = i2x(r0); g3 = i2x(g0); b3 = i2x(b0); if ((y1 - y0) != 0) { x3 += (dx3 * (y1 - y0)); u3 += (du3 * (y1 - y0)); v3 += (dv3 * (y1 - y0)); r3 += (dr3 * (y1 - y0)); g3 += (dg3 * (y1 - y0)); b3 += (db3 * (y1 - y0)); } #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) * FloatInv(y2 - y1)) : 0; #else dx4 = ((y2 - y1) != 0) ? (fixed)(((x2 - x1) << FIXED_BITS) / (float)(y2 - y1)) : 0; #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV dx4 = ((y2 - y1) != 0) ? xLoDivx((x2 - x1), (y2 - y1)) : 0; #else dx4 = ((y2 - y1) != 0) ? GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)) : 0; #endif #endif } else { x3 = i2x(x1); x4 = i2x(x0) + (dx4 * (y1 - y0)); u3 = i2x(u1); v3 = i2x(v1); r3 = i2x(r1); g3 = i2x(g1); b3 = i2x(b1); #ifdef GPU_UNAI_USE_FLOATMATH #ifdef GPU_UNAI_USE_FLOAT_DIV_MULTINV if ((y2 - y1) != 0) { float finv = FloatInv(y2 - y1); dx3 = (fixed)(((x2 - x1) << FIXED_BITS) * finv); du3 = (fixed)(((u2 - u1) << FIXED_BITS) * finv); dv3 = (fixed)(((v2 - v1) << FIXED_BITS) * finv); dr3 = (fixed)(((r2 - r1) << FIXED_BITS) * finv); dg3 = (fixed)(((g2 - g1) << FIXED_BITS) * finv); db3 = (fixed)(((b2 - b1) << FIXED_BITS) * finv); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } #else if ((y2 - y1) != 0) { float fdiv = y2 - y1; dx3 = (fixed)(((x2 - x1) << FIXED_BITS) / fdiv); du3 = (fixed)(((u2 - u1) << FIXED_BITS) / fdiv); dv3 = (fixed)(((v2 - v1) << FIXED_BITS) / fdiv); dr3 = (fixed)(((r2 - r1) << FIXED_BITS) / fdiv); dg3 = (fixed)(((g2 - g1) << FIXED_BITS) / fdiv); db3 = (fixed)(((b2 - b1) << FIXED_BITS) / fdiv); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } #endif #else // Integer Division: #ifdef GPU_UNAI_USE_INT_DIV_MULTINV if ((y2 - y1) != 0) { int iF, iS; xInv((y2 - y1), iF, iS); dx3 = xInvMulx((x2 - x1), iF, iS); du3 = xInvMulx((u2 - u1), iF, iS); dv3 = xInvMulx((v2 - v1), iF, iS); dr3 = xInvMulx((r2 - r1), iF, iS); dg3 = xInvMulx((g2 - g1), iF, iS); db3 = xInvMulx((b2 - b1), iF, iS); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } #else if ((y2 - y1) != 0) { dx3 = GPU_FAST_DIV((x2 - x1) << FIXED_BITS, (y2 - y1)); du3 = GPU_FAST_DIV((u2 - u1) << FIXED_BITS, (y2 - y1)); dv3 = GPU_FAST_DIV((v2 - v1) << FIXED_BITS, (y2 - y1)); dr3 = GPU_FAST_DIV((r2 - r1) << FIXED_BITS, (y2 - y1)); dg3 = GPU_FAST_DIV((g2 - g1) << FIXED_BITS, (y2 - y1)); db3 = GPU_FAST_DIV((b2 - b1) << FIXED_BITS, (y2 - y1)); } else { dx3 = du3 = dv3 = dr3 = dg3 = db3 = 0; } #endif #endif } } s32 xmin, xmax, ymin, ymax; xmin = gpu_unai.DrawingArea[0]; xmax = gpu_unai.DrawingArea[2]; ymin = gpu_unai.DrawingArea[1]; ymax = gpu_unai.DrawingArea[3]; if ((ymin - ya) > 0) { x3 += (dx3 * (ymin - ya)); x4 += (dx4 * (ymin - ya)); u3 += (du3 * (ymin - ya)); v3 += (dv3 * (ymin - ya)); r3 += (dr3 * (ymin - ya)); g3 += (dg3 * (ymin - ya)); b3 += (db3 * (ymin - ya)); ya = ymin; } if (yb > ymax) yb = ymax; int loop1 = yb - ya; if (loop1 <= 0) continue; u16* PixelBase = &((u16*)gpu_unai.vram)[FRAME_OFFSET(0, ya)]; int li=gpu_unai.ilace_mask; int pi=(ProgressiveInterlaceEnabled()?(gpu_unai.ilace_mask+1):0); int pif=(ProgressiveInterlaceEnabled()?(gpu_unai.prog_ilace_flag?(gpu_unai.ilace_mask+1):0):1); for (; loop1; --loop1, ++ya, PixelBase += FRAME_WIDTH, x3 += dx3, x4 += dx4, u3 += du3, v3 += dv3, r3 += dr3, g3 += dg3, b3 += db3 ) { if (ya&li) continue; if ((ya&pi)==pif) continue; u32 u4, v4; u32 r4, g4, b4; xa = FixedCeilToInt(x3); xb = FixedCeilToInt(x4); u4 = u3; v4 = v3; r4 = r3; g4 = g3; b4 = b3; fixed itmp = i2x(xa) - x3; if (itmp != 0) { u4 += (du4 * itmp) >> FIXED_BITS; v4 += (dv4 * itmp) >> FIXED_BITS; r4 += (dr4 * itmp) >> FIXED_BITS; g4 += (dg4 * itmp) >> FIXED_BITS; b4 += (db4 * itmp) >> FIXED_BITS; } u4 += fixed_HALF; v4 += fixed_HALF; r4 += fixed_HALF; g4 += fixed_HALF; b4 += fixed_HALF; if ((xmin - xa) > 0) { u4 += du4 * (xmin - xa); v4 += dv4 * (xmin - xa); r4 += dr4 * (xmin - xa); g4 += dg4 * (xmin - xa); b4 += db4 * (xmin - xa); xa = xmin; } // Set packed Gouraud color and u,v coords for inner driver gpu_unai.u = u4; gpu_unai.v = v4; gpu_unai.gCol = gpuPackGouraudCol(r4, g4, b4); if (xb > xmax) xb = xmax; if ((xb - xa) > 0) gpuPolySpanDriver(gpu_unai, PixelBase + xa, (xb - xa)); } } } while (++cur_pass < total_passes); }