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|
/***************************************************************************
* Copyright (C) 2010 PCSX4ALL Team *
* Copyright (C) 2010 Unai *
* Copyright (C) 2016 Senquack (dansilsby <AT> gmail <DOT> 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. *
***************************************************************************/
///////////////////////////////////////////////////////////////////////////////
// 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<int CF>
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<CF_BLENDMODE, skip_uSrc_mask>(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<CF_BLENDMODE, skip_uSrc_mask>(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<int CF>
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<CF_BLENDMODE, skip_uSrc_mask>(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<int CF>
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<CF_BLENDMODE, skip_uSrc_mask>(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<int CF>
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<CF_BLENDMODE, skip_uSrc_mask>(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<CF_BLENDMODE>(uSrc24, uDst);
uSrc = gpuColorQuantization24<CF_DITHER>(uSrc24, pDst);
} else {
// GOURAUD, NO DITHER
uSrc = gpuLightingRGB(l_gCol);
if (CF_BLEND)
uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(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<CF_BLENDMODE>(uSrc24, uDst);
uSrc = gpuColorQuantization24<CF_DITHER>(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<CF_BLENDMODE, skip_uSrc_mask>(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
|