Files
F3DEX3/gbi.h
2024-05-31 22:34:13 -07:00

5210 lines
229 KiB
C

/* Modded GBI for use with F3DEX3 custom microcode. */
#include "mbi.h"
#ifndef F3DEX3_H
#define F3DEX3_H
#define F3DEX_GBI_2 1
#define F3DEX_GBI_3 1
#ifdef REQUIRE_SEMICOLONS_AFTER_GBI_COMMANDS
/* OoT style, semicolons required after using macros, cleaner code. If modding
SM64, will have to fix a few places the codebase omits the semicolons. */
#define _DW(macro) do {macro} while (0)
#else
/* SM64 style, semicolons optional, uglier code, will produce tens of thousands
of warnings if you use -Wpedantic. */
#define _DW(macro) macro
#endif
/*
* The following commands are the "generated" RDP commands; the user
* never sees them, the RSP microcode generates them.
* edge, shade, texture, zbuff bits: estz
*/
#define G_TRI_FILL 0xC8 /* fill triangle: 11001000 */
#define G_TRI_SHADE 0xCC /* shade triangle: 11001100 */
#define G_TRI_TXTR 0xCA /* texture triangle: 11001010 */
#define G_TRI_SHADE_TXTR 0xCE /* shade, texture triangle: 11001110 */
#define G_TRI_FILL_ZBUFF 0xC9 /* fill, zbuff triangle: 11001001 */
#define G_TRI_SHADE_ZBUFF 0xCD /* shade, zbuff triangle: 11001101 */
#define G_TRI_TXTR_ZBUFF 0xCB /* texture, zbuff triangle: 11001011 */
#define G_TRI_SHADE_TXTR_ZBUFF 0xCF /* shade, txtr, zbuff trngl: 11001111 */
/* masks to create the above: */
#define G_RDP_TRI_FILL_MASK 0x08
#define G_RDP_TRI_SHADE_MASK 0x04
#define G_RDP_TRI_TXTR_MASK 0x02
#define G_RDP_TRI_ZBUFF_MASK 0x01
/*
* GBI commands in order
*/
/*#define G_SPECIAL_3 0xD3 no-op in F3DEX2 */
/*#define G_SPECIAL_2 0xD4 no-op in F3DEX2 */
/*#define G_SPECIAL_1 0xD5 triggered MVP recalculation, not supported in F3DEX3 */
#define G_DMA_IO 0xD6
#define G_TEXTURE 0xD7
#define G_POPMTX 0xD8
#define G_GEOMETRYMODE 0xD9
#define G_MTX 0xDA
#define G_MOVEWORD 0xDB
#define G_MOVEMEM 0xDC
#define G_LOAD_UCODE 0xDD
#define G_DL 0xDE
#define G_ENDDL 0xDF
#define G_SPNOOP 0xE0
#define G_RDPHALF_1 0xE1
#define G_SETOTHERMODE_L 0xE2
#define G_SETOTHERMODE_H 0xE3
#define G_TEXRECT 0xE4
#define G_TEXRECTFLIP 0xE5
#define G_RDPLOADSYNC 0xE6
#define G_RDPPIPESYNC 0xE7
#define G_RDPTILESYNC 0xE8
#define G_RDPFULLSYNC 0xE9
#define G_SETKEYGB 0xEA
#define G_SETKEYR 0xEB
#define G_SETCONVERT 0xEC
#define G_SETSCISSOR 0xED
#define G_SETPRIMDEPTH 0xEE
#define G_RDPSETOTHERMODE 0xEF
#define G_LOADTLUT 0xF0
#define G_RDPHALF_2 0xF1
#define G_SETTILESIZE 0xF2
#define G_LOADBLOCK 0xF3
#define G_LOADTILE 0xF4
#define G_SETTILE 0xF5
#define G_FILLRECT 0xF6
#define G_SETFILLCOLOR 0xF7
#define G_SETFOGCOLOR 0xF8
#define G_SETBLENDCOLOR 0xF9
#define G_SETPRIMCOLOR 0xFA
#define G_SETENVCOLOR 0xFB
#define G_SETCOMBINE 0xFC
#define G_SETTIMG 0xFD
#define G_SETZIMG 0xFE
#define G_SETCIMG 0xFF
#define G_NOOP 0x00
#define G_VTX 0x01
#define G_MODIFYVTX 0x02
#define G_CULLDL 0x03
#define G_BRANCH_WZ 0x04
#define G_TRI1 0x05
#define G_TRI2 0x06
#define G_QUAD 0x07
#define G_TRISTRIP 0x08 /* = G_LINE3D was a no-op in F3DEX2, has been removed */
#define G_TRIFAN 0x09
#define G_LIGHTTORDP 0x0A
#define G_RELSEGMENT 0x0B
/* names differ between F3DEX2 and F3DZEX */
#define G_BRANCH_Z G_BRANCH_WZ
#define G_BRANCH_W G_BRANCH_WZ
/*
* RSP command argument and misc defines
*/
/* Maximum number of transformed vertices kept in buffer in RSP DMEM */
#define G_MAX_VERTS 56
/* Maximum number of directional / point lights, not counting ambient */
#define G_MAX_LIGHTS 9
/* Maximum number of display list commands loaded at once into RSP DMEM */
#define G_INPUT_BUFFER_CMDS 21
/*
* flags for G_SETGEOMETRYMODE
*
* Note that flat shading, i.e. not G_SHADING_SMOOTH, sets shade RGB for all
* three verts to the value of the first vertex in the triangle. Shade alpha is
* still separate for each vertex, which is desired behavior for fog but not for
* any other F3DEX3 effects which use shade alpha.
*/
#define G_ZBUFFER 0x00000001
#define G_TEXTURE_ENABLE 0x00000000 /* actually 2, but controlled by SPTexture */
#define G_SHADE 0x00000004
#define G_AMBOCCLUSION 0x00000040
#define G_ATTROFFSET_Z_ENABLE 0x00000080
#define G_ATTROFFSET_ST_ENABLE 0x00000100
#define G_CULL_NEITHER 0x00000000
#define G_CULL_FRONT 0x00000200
#define G_CULL_BACK 0x00000400
#define G_CULL_BOTH 0x00000600 /* useless but supported */
#define G_PACKED_NORMALS 0x00000800
#define G_LIGHTTOALPHA 0x00001000
#define G_LIGHTING_SPECULAR 0x00002000
#define G_FRESNEL_COLOR 0x00004000
#define G_FRESNEL_ALPHA 0x00008000
#define G_FOG 0x00010000
#define G_LIGHTING 0x00020000
#define G_TEXTURE_GEN 0x00040000
#define G_TEXTURE_GEN_LINEAR 0x00080000
#define G_LOD 0x00100000 /* Ignored by all F3DEX* variants */
#define G_SHADING_SMOOTH 0x00200000
#define G_LIGHTING_POSITIONAL 0x00400000 /* Ignored by F3DEX3, assumed always on */
#define G_CLIPPING 0x00800000 /* Ignored by all F3DEX* variants */
/* See SPDisplayList / SPBranchList */
#define G_DL_PUSH 0
#define G_DL_NOPUSH 1
/* See SPMatrix */
#define G_MTX_MODELVIEW 0x00 /* matrix types */
#define G_MTX_PROJECTION 0x04
#define G_MTX_MUL 0x00 /* concat or load */
#define G_MTX_LOAD 0x02
#define G_MTX_NOPUSH 0x00 /* push or not */
#define G_MTX_PUSH 0x01
/* See SPNormalsMode */
#define G_NORMALS_MODE_FAST 0x00
#define G_NORMALS_MODE_AUTO 0x01
#define G_NORMALS_MODE_MANUAL 0x02
/* See SPAlphaCompareCull */
#define G_ALPHA_COMPARE_CULL_DISABLE 0
#define G_ALPHA_COMPARE_CULL_BELOW 1
#define G_ALPHA_COMPARE_CULL_ABOVE -1
/*
* MOVEMEM indices
* Each of these indexes an entry in a dmem table which points to an arbitrarily
* sized block of dmem in which to store the result of a DMA.
*/
#define G_MV_TEMPMTX0 0 /* for internal use by G_MTX multiply mode */
#define G_MV_MMTX 2
#define G_MV_TEMPMTX1 4 /* for internal use by G_MTX multiply mode */
#define G_MV_VPMTX 6
#define G_MV_VIEWPORT 8
#define G_MV_LIGHT 10
/* G_MV_POINT is no longer supported because the internal vertex format is no
longer a multiple of 8 (DMA word). This was not used in any command anyway. */
/* G_MV_MATRIX is no longer supported because there is no MVP matrix in F3DEX3. */
#define G_MV_PMTX G_MV_VPMTX /* backwards compatibility */
/*
* MOVEWORD indices
* Each of these indexes an entry in a dmem table which points to a word in dmem
* where an immediate word will be stored.
*/
#define G_MW_FX 0x00 /* replaces G_MW_MATRIX which is no longer supported */
#define G_MW_NUMLIGHT 0x02
/* nothing for 0x04; G_MW_CLIP is no longer supported */
#define G_MW_SEGMENT 0x06
#define G_MW_FOG 0x08
#define G_MW_LIGHTCOL 0x0A
/* G_MW_FORCEMTX is no longer supported because there is no MVP matrix in F3DEX3. */
/* G_MW_PERSPNORM is removed; perspective norm is now set via G_MW_FX. */
#define G_MW_HALFWORD_FLAG 0x8000 /* indicates store 2 bytes instead of 4 */
/*
* These are offsets from the address in the dmem table
*/
#define G_MWO_NUMLIGHT 0x00
#define G_MWO_FOG 0x00
#define G_MWO_SEGMENT_0 0x00
#define G_MWO_SEGMENT_1 0x01
#define G_MWO_SEGMENT_2 0x02
#define G_MWO_SEGMENT_3 0x03
#define G_MWO_SEGMENT_4 0x04
#define G_MWO_SEGMENT_5 0x05
#define G_MWO_SEGMENT_6 0x06
#define G_MWO_SEGMENT_7 0x07
#define G_MWO_SEGMENT_8 0x08
#define G_MWO_SEGMENT_9 0x09
#define G_MWO_SEGMENT_A 0x0A
#define G_MWO_SEGMENT_B 0x0B
#define G_MWO_SEGMENT_C 0x0C
#define G_MWO_SEGMENT_D 0x0D
#define G_MWO_SEGMENT_E 0x0E
#define G_MWO_SEGMENT_F 0x0F
/* These are deprecated and no longer needed. */
#define G_MWO_aLIGHT_1 0x00
#define G_MWO_bLIGHT_1 0x04
#define G_MWO_aLIGHT_2 0x10
#define G_MWO_bLIGHT_2 0x14
#define G_MWO_aLIGHT_3 0x20
#define G_MWO_bLIGHT_3 0x24
#define G_MWO_aLIGHT_4 0x30
#define G_MWO_bLIGHT_4 0x34
#define G_MWO_aLIGHT_5 0x40
#define G_MWO_bLIGHT_5 0x44
#define G_MWO_aLIGHT_6 0x50
#define G_MWO_bLIGHT_6 0x54
#define G_MWO_aLIGHT_7 0x60
#define G_MWO_bLIGHT_7 0x64
#define G_MWO_aLIGHT_8 0x70
#define G_MWO_bLIGHT_8 0x74
#define G_MWO_aLIGHT_9 0x80
#define G_MWO_bLIGHT_9 0x84
#define G_MWO_aLIGHT_10 0x90
#define G_MWO_bLIGHT_10 0x94
#define G_MWO_POINT_RGBA 0x10
#define G_MWO_POINT_ST 0x14
#define G_MWO_POINT_XYSCREEN 0x18 /* not recommended to use, won't work if */
#define G_MWO_POINT_ZSCREEN 0x1C /* the tri gets clipped */
#define G_MWO_AO_AMBIENT 0x00
#define G_MWO_AO_DIRECTIONAL 0x02
#define G_MWO_AO_POINT 0x04
#define G_MWO_PERSPNORM 0x06
#define G_MWO_FRESNEL_SCALE 0x0C
#define G_MWO_FRESNEL_OFFSET 0x0E
#define G_MWO_ATTR_OFFSET_S 0x10
#define G_MWO_ATTR_OFFSET_T 0x12
#define G_MWO_ATTR_OFFSET_Z 0x14
#define G_MWO_ALPHA_COMPARE_CULL 0x16
#define G_MWO_NORMALS_MODE 0x18
#define G_MWO_LAST_MAT_DL_ADDR 0x1A
/*
* RDP command argument defines
*/
/*
* Coordinate shift values, number of bits of fraction
*/
#define G_TEXTURE_IMAGE_FRAC 2
#define G_TEXTURE_SCALE_FRAC 16
#define G_SCALE_FRAC 8
#define G_ROTATE_FRAC 16
/*
* Maximum z-buffer value, used to initialize the z-buffer.
* Note : this number is NOT the viewport z-scale constant.
* See the comment next to G_MAXZ for more info.
*/
#define G_MAXFBZ 0x3FFF /* 3b exp, 11b mantissa */
#define GPACK_RGBA5551(r, g, b, a) \
((((r) << 8) & 0xF800) | \
(((g) << 3) & 0x07C0) | \
(((b) >> 2) & 0x003E) | \
((a) & 1))
#define GPACK_IA16(i, a) (((i) << 8) | (a))
#define GPACK_ZDZ(z, dz) (((z) << 2) | (dz))
/*
* G_SETIMG fmt: set image formats
*/
#define G_IM_FMT_RGBA 0
#define G_IM_FMT_YUV 1
#define G_IM_FMT_CI 2
#define G_IM_FMT_IA 3
#define G_IM_FMT_I 4
/*
* G_SETIMG siz: set image pixel size
*/
#define G_IM_SIZ_4b 0
#define G_IM_SIZ_8b 1
#define G_IM_SIZ_16b 2
#define G_IM_SIZ_32b 3
#define G_IM_SIZ_DD 5
#define G_IM_SIZ_4b_BYTES 0
#define G_IM_SIZ_4b_TILE_BYTES G_IM_SIZ_4b_BYTES
#define G_IM_SIZ_4b_LINE_BYTES G_IM_SIZ_4b_BYTES
#define G_IM_SIZ_8b_BYTES 1
#define G_IM_SIZ_8b_TILE_BYTES G_IM_SIZ_8b_BYTES
#define G_IM_SIZ_8b_LINE_BYTES G_IM_SIZ_8b_BYTES
#define G_IM_SIZ_16b_BYTES 2
#define G_IM_SIZ_16b_TILE_BYTES G_IM_SIZ_16b_BYTES
#define G_IM_SIZ_16b_LINE_BYTES G_IM_SIZ_16b_BYTES
#define G_IM_SIZ_32b_BYTES 4
#define G_IM_SIZ_32b_TILE_BYTES 2
#define G_IM_SIZ_32b_LINE_BYTES 2
#define G_IM_SIZ_4b_LOAD_BLOCK G_IM_SIZ_16b
#define G_IM_SIZ_8b_LOAD_BLOCK G_IM_SIZ_16b
#define G_IM_SIZ_16b_LOAD_BLOCK G_IM_SIZ_16b
#define G_IM_SIZ_32b_LOAD_BLOCK G_IM_SIZ_32b
#define G_IM_SIZ_4b_SHIFT 2
#define G_IM_SIZ_8b_SHIFT 1
#define G_IM_SIZ_16b_SHIFT 0
#define G_IM_SIZ_32b_SHIFT 0
#define G_IM_SIZ_4b_INCR 3
#define G_IM_SIZ_8b_INCR 1
#define G_IM_SIZ_16b_INCR 0
#define G_IM_SIZ_32b_INCR 0
/*
* G_SETCOMBINE: color combine modes
*/
/* Color combiner constants: */
#define G_CCMUX_COMBINED 0
#define G_CCMUX_TEXEL0 1
#define G_CCMUX_TEXEL1 2
#define G_CCMUX_PRIMITIVE 3
#define G_CCMUX_SHADE 4
#define G_CCMUX_ENVIRONMENT 5
#define G_CCMUX_CENTER 6
#define G_CCMUX_SCALE 6
#define G_CCMUX_COMBINED_ALPHA 7
#define G_CCMUX_TEXEL0_ALPHA 8
#define G_CCMUX_TEXEL1_ALPHA 9
#define G_CCMUX_PRIMITIVE_ALPHA 10
#define G_CCMUX_SHADE_ALPHA 11
#define G_CCMUX_ENV_ALPHA 12
#define G_CCMUX_LOD_FRACTION 13
#define G_CCMUX_PRIM_LOD_FRAC 14
#define G_CCMUX_NOISE 7
#define G_CCMUX_K4 7
#define G_CCMUX_K5 15
#define G_CCMUX_1 6
#define G_CCMUX_0 31
/* Alpha combiner constants: */
#define G_ACMUX_COMBINED 0
#define G_ACMUX_TEXEL0 1
#define G_ACMUX_TEXEL1 2
#define G_ACMUX_PRIMITIVE 3
#define G_ACMUX_SHADE 4
#define G_ACMUX_ENVIRONMENT 5
#define G_ACMUX_LOD_FRACTION 0
#define G_ACMUX_PRIM_LOD_FRAC 6
#define G_ACMUX_1 6
#define G_ACMUX_0 7
/* typical CC cycle 1 modes */
/* typical CC cycle 1 modes */
#define G_CC_PRIMITIVE 0, 0, 0, PRIMITIVE, 0, 0, 0, PRIMITIVE
#define G_CC_SHADE 0, 0, 0, SHADE, 0, 0, 0, SHADE
#define G_CC_MODULATEI TEXEL0, 0, SHADE, 0, 0, 0, 0, SHADE
#define G_CC_MODULATEIDECALA TEXEL0, 0, SHADE, 0, 0, 0, 0, TEXEL0
#define G_CC_MODULATEIFADE TEXEL0, 0, SHADE, 0, 0, 0, 0, ENVIRONMENT
#define G_CC_MODULATERGB G_CC_MODULATEI
#define G_CC_MODULATERGBDECALA G_CC_MODULATEIDECALA
#define G_CC_MODULATERGBFADE G_CC_MODULATEIFADE
#define G_CC_MODULATEIA TEXEL0, 0, SHADE, 0, TEXEL0, 0, SHADE, 0
#define G_CC_MODULATEIFADEA TEXEL0, 0, SHADE, 0, TEXEL0, 0, ENVIRONMENT, 0
#define G_CC_MODULATEFADE TEXEL0, 0, SHADE, 0, ENVIRONMENT, 0, TEXEL0, 0
#define G_CC_MODULATERGBA G_CC_MODULATEIA
#define G_CC_MODULATERGBFADEA G_CC_MODULATEIFADEA
#define G_CC_MODULATEI_PRIM TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE
#define G_CC_MODULATEIA_PRIM TEXEL0, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0
#define G_CC_MODULATEIDECALA_PRIM TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, TEXEL0
#define G_CC_MODULATERGB_PRIM G_CC_MODULATEI_PRIM
#define G_CC_MODULATERGBA_PRIM G_CC_MODULATEIA_PRIM
#define G_CC_MODULATERGBDECALA_PRIM G_CC_MODULATEIDECALA_PRIM
#define G_CC_FADE SHADE, 0, ENVIRONMENT, 0, SHADE, 0, ENVIRONMENT, 0
#define G_CC_FADEA TEXEL0, 0, ENVIRONMENT, 0, TEXEL0, 0, ENVIRONMENT, 0
#define G_CC_DECALRGB 0, 0, 0, TEXEL0, 0, 0, 0, SHADE
#define G_CC_DECALRGBA 0, 0, 0, TEXEL0, 0, 0, 0, TEXEL0
#define G_CC_DECALFADE 0, 0, 0, TEXEL0, 0, 0, 0, ENVIRONMENT
#define G_CC_DECALFADEA 0, 0, 0, TEXEL0, TEXEL0, 0, ENVIRONMENT, 0
#define G_CC_BLENDI ENVIRONMENT, SHADE, TEXEL0, SHADE, 0, 0, 0, SHADE
#define G_CC_BLENDIA ENVIRONMENT, SHADE, TEXEL0, SHADE, TEXEL0, 0, SHADE, 0
#define G_CC_BLENDIDECALA ENVIRONMENT, SHADE, TEXEL0, SHADE, 0, 0, 0, TEXEL0
#define G_CC_BLENDRGBA TEXEL0, SHADE, TEXEL0_ALPHA, SHADE, 0, 0, 0, SHADE
#define G_CC_BLENDRGBDECALA TEXEL0, SHADE, TEXEL0_ALPHA, SHADE, 0, 0, 0, TEXEL0
#define G_CC_BLENDRGBFADEA TEXEL0, SHADE, TEXEL0_ALPHA, SHADE, 0, 0, 0, ENVIRONMENT
#define G_CC_ADDRGB TEXEL0, 0, TEXEL0, SHADE, 0, 0, 0, SHADE
#define G_CC_ADDRGBDECALA TEXEL0, 0, TEXEL0, SHADE, 0, 0, 0, TEXEL0
#define G_CC_ADDRGBFADE TEXEL0, 0, TEXEL0, SHADE, 0, 0, 0, ENVIRONMENT
#define G_CC_REFLECTRGB ENVIRONMENT, 0, TEXEL0, SHADE, 0, 0, 0, SHADE
#define G_CC_REFLECTRGBDECALA ENVIRONMENT, 0, TEXEL0, SHADE, 0, 0, 0, TEXEL0
#define G_CC_HILITERGB PRIMITIVE, SHADE, TEXEL0, SHADE, 0, 0, 0, SHADE
#define G_CC_HILITERGBA PRIMITIVE, SHADE, TEXEL0, SHADE, PRIMITIVE, SHADE, TEXEL0, SHADE
#define G_CC_HILITERGBDECALA PRIMITIVE, SHADE, TEXEL0, SHADE, 0, 0, 0, TEXEL0
#define G_CC_SHADEDECALA 0, 0, 0, SHADE, 0, 0, 0, TEXEL0
#define G_CC_SHADEFADEA 0, 0, 0, SHADE, 0, 0, 0, ENVIRONMENT
#define G_CC_BLENDPE PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, SHADE, 0
#define G_CC_BLENDPEDECALA PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, 0, 0, 0, TEXEL0
/* oddball modes */
#define _G_CC_BLENDPE ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, SHADE, 0
#define _G_CC_BLENDPEDECALA ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, 0, 0, 0, TEXEL0
#define _G_CC_TWOCOLORTEX PRIMITIVE, SHADE, TEXEL0, SHADE, 0, 0, 0, SHADE
/* used for 1-cycle sparse mip-maps, primitive color has color of lowest LOD */
#define _G_CC_SPARSEST PRIMITIVE, TEXEL0, LOD_FRACTION, TEXEL0, PRIMITIVE, TEXEL0, LOD_FRACTION, TEXEL0
#define G_CC_TEMPLERP TEXEL1, TEXEL0, PRIM_LOD_FRAC, TEXEL0, TEXEL1, TEXEL0, PRIM_LOD_FRAC, TEXEL0
/* typical CC cycle 1 modes, usually followed by other cycle 2 modes */
#define G_CC_TRILERP TEXEL1, TEXEL0, LOD_FRACTION, TEXEL0, TEXEL1, TEXEL0, LOD_FRACTION, TEXEL0
#define G_CC_INTERFERENCE TEXEL0, 0, TEXEL1, 0, TEXEL0, 0, TEXEL1, 0
/*
* One-cycle color convert operation
*/
#define G_CC_1CYUV2RGB TEXEL0, K4, K5, TEXEL0, 0, 0, 0, SHADE
/*
* NOTE: YUV2RGB expects TF step1 color conversion to occur in 2nd clock.
* Therefore, CC looks for step1 results in TEXEL1
*/
#define G_CC_YUV2RGB TEXEL1, K4, K5, TEXEL1, 0, 0, 0, 0
/* typical CC cycle 2 modes */
#define G_CC_PASS2 0, 0, 0, COMBINED, 0, 0, 0, COMBINED
#define G_CC_MODULATEI2 COMBINED, 0, SHADE, 0, 0, 0, 0, SHADE
#define G_CC_MODULATEIA2 COMBINED, 0, SHADE, 0, COMBINED, 0, SHADE, 0
#define G_CC_MODULATERGB2 G_CC_MODULATEI2
#define G_CC_MODULATERGBA2 G_CC_MODULATEIA2
#define G_CC_MODULATEI_PRIM2 COMBINED, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE
#define G_CC_MODULATEIA_PRIM2 COMBINED, 0, PRIMITIVE, 0, COMBINED, 0, PRIMITIVE, 0
#define G_CC_MODULATERGB_PRIM2 G_CC_MODULATEI_PRIM2
#define G_CC_MODULATERGBA_PRIM2 G_CC_MODULATEIA_PRIM2
#define G_CC_DECALRGB2 0, 0, 0, COMBINED, 0, 0, 0, SHADE
/*
* ?
#define G_CC_DECALRGBA2 COMBINED, SHADE, COMBINED_ALPHA, SHADE, 0, 0, 0, SHADE
*/
#define G_CC_BLENDI2 ENVIRONMENT, SHADE, COMBINED, SHADE, 0, 0, 0, SHADE
#define G_CC_BLENDIA2 ENVIRONMENT, SHADE, COMBINED, SHADE, COMBINED, 0, SHADE, 0
#define G_CC_CHROMA_KEY2 TEXEL0, CENTER, SCALE, 0, 0, 0, 0, 0
#define G_CC_HILITERGB2 ENVIRONMENT, COMBINED, TEXEL0, COMBINED, 0, 0, 0, SHADE
#define G_CC_HILITERGBA2 ENVIRONMENT, COMBINED, TEXEL0, COMBINED, ENVIRONMENT, COMBINED, TEXEL0, COMBINED
#define G_CC_HILITERGBDECALA2 ENVIRONMENT, COMBINED, TEXEL0, COMBINED, 0, 0, 0, TEXEL0
#define G_CC_HILITERGBPASSA2 ENVIRONMENT, COMBINED, TEXEL0, COMBINED, 0, 0, 0, COMBINED
/*
* One-cycle color convert operation
*/
#define G_CC_1CYUV2RGB TEXEL0, K4, K5, TEXEL0, 0, 0, 0, SHADE
/*
* NOTE: YUV2RGB expects TF step1 color conversion to occur in 2nd clock.
* Therefore, CC looks for step1 results in TEXEL1
*/
#define G_CC_YUV2RGB TEXEL1, K4, K5, TEXEL1, 0, 0, 0, 0
/* typical CC cycle 2 modes */
#define G_CC_PASS2 0, 0, 0, COMBINED, 0, 0, 0, COMBINED
#define G_CC_MODULATEI2 COMBINED, 0, SHADE, 0, 0, 0, 0, SHADE
#define G_CC_MODULATEIA2 COMBINED, 0, SHADE, 0, COMBINED, 0, SHADE, 0
#define G_CC_MODULATERGB2 G_CC_MODULATEI2
#define G_CC_MODULATERGBA2 G_CC_MODULATEIA2
#define G_CC_MODULATEI_PRIM2 COMBINED, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE
#define G_CC_MODULATEIA_PRIM2 COMBINED, 0, PRIMITIVE, 0, COMBINED, 0, PRIMITIVE, 0
#define G_CC_MODULATERGB_PRIM2 G_CC_MODULATEI_PRIM2
#define G_CC_MODULATERGBA_PRIM2 G_CC_MODULATEIA_PRIM2
#define G_CC_DECALRGB2 0, 0, 0, COMBINED, 0, 0, 0, SHADE
/*
* ?
#define G_CC_DECALRGBA2 COMBINED, SHADE, COMBINED_ALPHA, SHADE, 0, 0, 0, SHADE
*/
#define G_CC_BLENDI2 ENVIRONMENT, SHADE, COMBINED, SHADE, 0, 0, 0, SHADE
#define G_CC_BLENDIA2 ENVIRONMENT, SHADE, COMBINED, SHADE, COMBINED, 0, SHADE, 0
#define G_CC_CHROMA_KEY2 TEXEL0, CENTER, SCALE, 0, 0, 0, 0, 0
#define G_CC_HILITERGB2 ENVIRONMENT, COMBINED, TEXEL0, COMBINED, 0, 0, 0, SHADE
#define G_CC_HILITERGBA2 ENVIRONMENT, COMBINED, TEXEL0, COMBINED, ENVIRONMENT, COMBINED, TEXEL0, COMBINED
#define G_CC_HILITERGBDECALA2 ENVIRONMENT, COMBINED, TEXEL0, COMBINED, 0, 0, 0, TEXEL0
#define G_CC_HILITERGBPASSA2 ENVIRONMENT, COMBINED, TEXEL0, COMBINED, 0, 0, 0, COMBINED
/*
* G_SETOTHERMODE_L sft: shift count
*/
#define G_MDSFT_ALPHACOMPARE 0
#define G_MDSFT_ZSRCSEL 2
#define G_MDSFT_RENDERMODE 3
#define G_MDSFT_BLENDER 16
/*
* G_SETOTHERMODE_H sft: shift count
*/
#define G_MDSFT_ALPHADITHER 4
#define G_MDSFT_RGBDITHER 6
#define G_MDSFT_COMBKEY 8
#define G_MDSFT_TEXTCONV 9
#define G_MDSFT_TEXTFILT 12
#define G_MDSFT_TEXTLUT 14
#define G_MDSFT_TEXTLOD 16
#define G_MDSFT_TEXTDETAIL 17
#define G_MDSFT_TEXTPERSP 19
#define G_MDSFT_CYCLETYPE 20
#define G_MDSFT_COLORDITHER 22 /* Needed for OoT ucode_disas even though HW 1.0 only */
#define G_MDSFT_PIPELINE 23
/* G_SETOTHERMODE_H gPipelineMode */
#define G_PM_1PRIMITIVE (1 << G_MDSFT_PIPELINE)
#define G_PM_NPRIMITIVE (0 << G_MDSFT_PIPELINE)
/* G_SETOTHERMODE_H gSetCycleType */
#define G_CYC_1CYCLE (0 << G_MDSFT_CYCLETYPE)
#define G_CYC_2CYCLE (1 << G_MDSFT_CYCLETYPE)
#define G_CYC_COPY (2 << G_MDSFT_CYCLETYPE)
#define G_CYC_FILL (3 << G_MDSFT_CYCLETYPE)
/* G_SETOTHERMODE_H gSetTexturePersp */
#define G_TP_NONE (0 << G_MDSFT_TEXTPERSP)
#define G_TP_PERSP (1 << G_MDSFT_TEXTPERSP)
/* G_SETOTHERMODE_H gSetTextureDetail */
#define G_TD_CLAMP (0 << G_MDSFT_TEXTDETAIL)
#define G_TD_SHARPEN (1 << G_MDSFT_TEXTDETAIL)
#define G_TD_DETAIL (2 << G_MDSFT_TEXTDETAIL)
/* G_SETOTHERMODE_H gSetTextureLOD */
#define G_TL_TILE (0 << G_MDSFT_TEXTLOD)
#define G_TL_LOD (1 << G_MDSFT_TEXTLOD)
/* G_SETOTHERMODE_H gSetTextureLUT */
#define G_TT_NONE (0 << G_MDSFT_TEXTLUT)
#define G_TT_RGBA16 (2 << G_MDSFT_TEXTLUT)
#define G_TT_IA16 (3 << G_MDSFT_TEXTLUT)
/* G_SETOTHERMODE_H gSetTextureFilter */
#define G_TF_POINT (0 << G_MDSFT_TEXTFILT)
#define G_TF_AVERAGE (3 << G_MDSFT_TEXTFILT)
#define G_TF_BILERP (2 << G_MDSFT_TEXTFILT)
/* G_SETOTHERMODE_H gSetTextureConvert */
#define G_TC_CONV (0 << G_MDSFT_TEXTCONV)
#define G_TC_FILTCONV (5 << G_MDSFT_TEXTCONV)
#define G_TC_FILT (6 << G_MDSFT_TEXTCONV)
/* G_SETOTHERMODE_H gSetCombineKey */
#define G_CK_NONE (0 << G_MDSFT_COMBKEY)
#define G_CK_KEY (1 << G_MDSFT_COMBKEY)
/* G_SETOTHERMODE_H gSetColorDither */
#define G_CD_MAGICSQ (0 << G_MDSFT_RGBDITHER)
#define G_CD_BAYER (1 << G_MDSFT_RGBDITHER)
#define G_CD_NOISE (2 << G_MDSFT_RGBDITHER)
#define G_CD_DISABLE (3 << G_MDSFT_RGBDITHER)
/* G_SETOTHERMODE_H gSetAlphaDither */
#define G_AD_PATTERN (0 << G_MDSFT_ALPHADITHER)
#define G_AD_NOTPATTERN (1 << G_MDSFT_ALPHADITHER)
#define G_AD_NOISE (2 << G_MDSFT_ALPHADITHER)
#define G_AD_DISABLE (3 << G_MDSFT_ALPHADITHER)
/* G_SETOTHERMODE_L gSetAlphaCompare */
#define G_AC_NONE (0 << G_MDSFT_ALPHACOMPARE)
#define G_AC_THRESHOLD (1 << G_MDSFT_ALPHACOMPARE)
#define G_AC_DITHER (3 << G_MDSFT_ALPHACOMPARE)
/* G_SETOTHERMODE_L gSetDepthSource */
#define G_ZS_PIXEL (0 << G_MDSFT_ZSRCSEL)
#define G_ZS_PRIM (1 << G_MDSFT_ZSRCSEL)
/* G_SETOTHERMODE_L gSetRenderMode */
#define AA_EN 0x0008
#define Z_CMP 0x0010
#define Z_UPD 0x0020
#define IM_RD 0x0040
#define CLR_ON_CVG 0x0080
#define CVG_DST_CLAMP 0x0000
#define CVG_DST_WRAP 0x0100
#define CVG_DST_FULL 0x0200
#define CVG_DST_SAVE 0x0300
#define ZMODE_OPA 0x0000
#define ZMODE_INTER 0x0400
#define ZMODE_XLU 0x0800
#define ZMODE_DEC 0x0C00
#define CVG_X_ALPHA 0x1000
#define ALPHA_CVG_SEL 0x2000
#define FORCE_BL 0x4000
#define TEX_EDGE 0x0000 /* used to be 0x8000 */
#define G_BL_CLR_IN 0
#define G_BL_CLR_MEM 1
#define G_BL_CLR_BL 2
#define G_BL_CLR_FOG 3
#define G_BL_1MA 0
#define G_BL_A_MEM 1
#define G_BL_A_IN 0
#define G_BL_A_FOG 1
#define G_BL_A_SHADE 2
#define G_BL_1 2
#define G_BL_0 3
#define GBL_c1(m1a, m1b, m2a, m2b) \
(m1a) << 30 | (m1b) << 26 | (m2a) << 22 | (m2b) << 18
#define GBL_c2(m1a, m1b, m2a, m2b) \
(m1a) << 28 | (m1b) << 24 | (m2a) << 20 | (m2b) << 16
#define RM_AA_ZB_OPA_SURF(clk) \
AA_EN | Z_CMP | Z_UPD | IM_RD | CVG_DST_CLAMP | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_RA_ZB_OPA_SURF(clk) \
AA_EN | Z_CMP | Z_UPD | CVG_DST_CLAMP | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_AA_ZB_XLU_SURF(clk) \
AA_EN | Z_CMP | IM_RD | CVG_DST_WRAP | CLR_ON_CVG | \
FORCE_BL | ZMODE_XLU | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_ZB_OPA_DECAL(clk) \
AA_EN | Z_CMP | IM_RD | CVG_DST_WRAP | ALPHA_CVG_SEL | \
ZMODE_DEC | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_RA_ZB_OPA_DECAL(clk) \
AA_EN | Z_CMP | CVG_DST_WRAP | ALPHA_CVG_SEL | \
ZMODE_DEC | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_AA_ZB_XLU_DECAL(clk) \
AA_EN | Z_CMP | IM_RD | CVG_DST_WRAP | CLR_ON_CVG | \
FORCE_BL | ZMODE_DEC | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_ZB_OPA_INTER(clk) \
AA_EN | Z_CMP | Z_UPD | IM_RD | CVG_DST_CLAMP | \
ALPHA_CVG_SEL | ZMODE_INTER | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_RA_ZB_OPA_INTER(clk) \
AA_EN | Z_CMP | Z_UPD | CVG_DST_CLAMP | \
ALPHA_CVG_SEL | ZMODE_INTER | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_AA_ZB_XLU_INTER(clk) \
AA_EN | Z_CMP | IM_RD | CVG_DST_WRAP | CLR_ON_CVG | \
FORCE_BL | ZMODE_INTER | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_ZB_XLU_LINE(clk) \
AA_EN | Z_CMP | IM_RD | CVG_DST_CLAMP | CVG_X_ALPHA | \
ALPHA_CVG_SEL | FORCE_BL | ZMODE_XLU | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_ZB_DEC_LINE(clk) \
AA_EN | Z_CMP | IM_RD | CVG_DST_SAVE | CVG_X_ALPHA | \
ALPHA_CVG_SEL | FORCE_BL | ZMODE_DEC | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_ZB_TEX_EDGE(clk) \
AA_EN | Z_CMP | Z_UPD | IM_RD | CVG_DST_CLAMP | \
CVG_X_ALPHA | ALPHA_CVG_SEL | ZMODE_OPA | TEX_EDGE | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_AA_ZB_TEX_INTER(clk) \
AA_EN | Z_CMP | Z_UPD | IM_RD | CVG_DST_CLAMP | \
CVG_X_ALPHA | ALPHA_CVG_SEL | ZMODE_INTER | TEX_EDGE | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_AA_ZB_SUB_SURF(clk) \
AA_EN | Z_CMP | Z_UPD | IM_RD | CVG_DST_FULL | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_AA_ZB_PCL_SURF(clk) \
AA_EN | Z_CMP | Z_UPD | IM_RD | CVG_DST_CLAMP | \
ZMODE_OPA | G_AC_DITHER | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_ZB_OPA_TERR(clk) \
AA_EN | Z_CMP | Z_UPD | IM_RD | CVG_DST_CLAMP | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_ZB_TEX_TERR(clk) \
AA_EN | Z_CMP | Z_UPD | IM_RD | CVG_DST_CLAMP | \
CVG_X_ALPHA | ALPHA_CVG_SEL | ZMODE_OPA | TEX_EDGE | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_ZB_SUB_TERR(clk) \
AA_EN | Z_CMP | Z_UPD | IM_RD | CVG_DST_FULL | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_OPA_SURF(clk) \
AA_EN | IM_RD | CVG_DST_CLAMP | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_RA_OPA_SURF(clk) \
AA_EN | CVG_DST_CLAMP | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_AA_XLU_SURF(clk) \
AA_EN | IM_RD | CVG_DST_WRAP | CLR_ON_CVG | FORCE_BL | \
ZMODE_OPA | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_XLU_LINE(clk) \
AA_EN | IM_RD | CVG_DST_CLAMP | CVG_X_ALPHA | \
ALPHA_CVG_SEL | FORCE_BL | ZMODE_OPA | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_DEC_LINE(clk) \
AA_EN | IM_RD | CVG_DST_FULL | CVG_X_ALPHA | \
ALPHA_CVG_SEL | FORCE_BL | ZMODE_OPA | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_TEX_EDGE(clk) \
AA_EN | IM_RD | CVG_DST_CLAMP | \
CVG_X_ALPHA | ALPHA_CVG_SEL | ZMODE_OPA | TEX_EDGE | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_AA_SUB_SURF(clk) \
AA_EN | IM_RD | CVG_DST_FULL | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_AA_PCL_SURF(clk) \
AA_EN | IM_RD | CVG_DST_CLAMP | \
ZMODE_OPA | G_AC_DITHER | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_OPA_TERR(clk) \
AA_EN | IM_RD | CVG_DST_CLAMP | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_TEX_TERR(clk) \
AA_EN | IM_RD | CVG_DST_CLAMP | \
CVG_X_ALPHA | ALPHA_CVG_SEL | ZMODE_OPA | TEX_EDGE | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_AA_SUB_TERR(clk) \
AA_EN | IM_RD | CVG_DST_FULL | \
ZMODE_OPA | ALPHA_CVG_SEL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_ZB_OPA_SURF(clk) \
Z_CMP | Z_UPD | CVG_DST_FULL | ALPHA_CVG_SEL | \
ZMODE_OPA | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_ZB_XLU_SURF(clk) \
Z_CMP | IM_RD | CVG_DST_FULL | FORCE_BL | ZMODE_XLU | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_ZB_OPA_DECAL(clk) \
Z_CMP | CVG_DST_FULL | ALPHA_CVG_SEL | ZMODE_DEC | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_A_MEM)
#define RM_ZB_XLU_DECAL(clk) \
Z_CMP | IM_RD | CVG_DST_FULL | FORCE_BL | ZMODE_DEC | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_ZB_CLD_SURF(clk) \
Z_CMP | IM_RD | CVG_DST_SAVE | FORCE_BL | ZMODE_XLU | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_ZB_OVL_SURF(clk) \
Z_CMP | IM_RD | CVG_DST_SAVE | FORCE_BL | ZMODE_DEC | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_ZB_PCL_SURF(clk) \
Z_CMP | Z_UPD | CVG_DST_FULL | ZMODE_OPA | \
G_AC_DITHER | \
GBL_c##clk(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1)
#define RM_OPA_SURF(clk) \
CVG_DST_CLAMP | FORCE_BL | ZMODE_OPA | \
GBL_c##clk(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1)
#define RM_XLU_SURF(clk) \
IM_RD | CVG_DST_FULL | FORCE_BL | ZMODE_OPA | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_TEX_EDGE(clk) \
CVG_DST_CLAMP | CVG_X_ALPHA | ALPHA_CVG_SEL | FORCE_BL | \
ZMODE_OPA | TEX_EDGE | AA_EN | \
GBL_c##clk(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1)
#define RM_CLD_SURF(clk) \
IM_RD | CVG_DST_SAVE | FORCE_BL | ZMODE_OPA | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)
#define RM_PCL_SURF(clk) \
CVG_DST_FULL | FORCE_BL | ZMODE_OPA | \
G_AC_DITHER | \
GBL_c##clk(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1)
#define RM_ADD(clk) \
IM_RD | CVG_DST_SAVE | FORCE_BL | ZMODE_OPA | \
GBL_c##clk(G_BL_CLR_IN, G_BL_A_FOG, G_BL_CLR_MEM, G_BL_1)
#define RM_NOOP(clk) \
GBL_c##clk(0, 0, 0, 0)
#define RM_VISCVG(clk) \
IM_RD | FORCE_BL | \
GBL_c##clk(G_BL_CLR_IN, G_BL_0, G_BL_CLR_BL, G_BL_A_MEM)
/* for rendering to an 8-bit framebuffer */
#define RM_OPA_CI(clk) \
CVG_DST_CLAMP | ZMODE_OPA | \
GBL_c##clk(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1)
/* Custom version of RM_AA_ZB_XLU_SURF with Z_UPD */
#define RM_CUSTOM_AA_ZB_XLU_SURF(clk) \
RM_AA_ZB_XLU_SURF(clk) | Z_UPD
#define G_RM_CUSTOM_AA_ZB_XLU_SURF RM_CUSTOM_AA_ZB_XLU_SURF(1)
#define G_RM_CUSTOM_AA_ZB_XLU_SURF2 RM_CUSTOM_AA_ZB_XLU_SURF(2)
#define G_RM_AA_ZB_OPA_SURF RM_AA_ZB_OPA_SURF(1)
#define G_RM_AA_ZB_OPA_SURF2 RM_AA_ZB_OPA_SURF(2)
#define G_RM_AA_ZB_XLU_SURF RM_AA_ZB_XLU_SURF(1)
#define G_RM_AA_ZB_XLU_SURF2 RM_AA_ZB_XLU_SURF(2)
#define G_RM_AA_ZB_OPA_DECAL RM_AA_ZB_OPA_DECAL(1)
#define G_RM_AA_ZB_OPA_DECAL2 RM_AA_ZB_OPA_DECAL(2)
#define G_RM_AA_ZB_XLU_DECAL RM_AA_ZB_XLU_DECAL(1)
#define G_RM_AA_ZB_XLU_DECAL2 RM_AA_ZB_XLU_DECAL(2)
#define G_RM_AA_ZB_OPA_INTER RM_AA_ZB_OPA_INTER(1)
#define G_RM_AA_ZB_OPA_INTER2 RM_AA_ZB_OPA_INTER(2)
#define G_RM_AA_ZB_XLU_INTER RM_AA_ZB_XLU_INTER(1)
#define G_RM_AA_ZB_XLU_INTER2 RM_AA_ZB_XLU_INTER(2)
#define G_RM_AA_ZB_XLU_LINE RM_AA_ZB_XLU_LINE(1)
#define G_RM_AA_ZB_XLU_LINE2 RM_AA_ZB_XLU_LINE(2)
#define G_RM_AA_ZB_DEC_LINE RM_AA_ZB_DEC_LINE(1)
#define G_RM_AA_ZB_DEC_LINE2 RM_AA_ZB_DEC_LINE(2)
#define G_RM_AA_ZB_TEX_EDGE RM_AA_ZB_TEX_EDGE(1)
#define G_RM_AA_ZB_TEX_EDGE2 RM_AA_ZB_TEX_EDGE(2)
#define G_RM_AA_ZB_TEX_INTER RM_AA_ZB_TEX_INTER(1)
#define G_RM_AA_ZB_TEX_INTER2 RM_AA_ZB_TEX_INTER(2)
#define G_RM_AA_ZB_SUB_SURF RM_AA_ZB_SUB_SURF(1)
#define G_RM_AA_ZB_SUB_SURF2 RM_AA_ZB_SUB_SURF(2)
#define G_RM_AA_ZB_PCL_SURF RM_AA_ZB_PCL_SURF(1)
#define G_RM_AA_ZB_PCL_SURF2 RM_AA_ZB_PCL_SURF(2)
#define G_RM_AA_ZB_OPA_TERR RM_AA_ZB_OPA_TERR(1)
#define G_RM_AA_ZB_OPA_TERR2 RM_AA_ZB_OPA_TERR(2)
#define G_RM_AA_ZB_TEX_TERR RM_AA_ZB_TEX_TERR(1)
#define G_RM_AA_ZB_TEX_TERR2 RM_AA_ZB_TEX_TERR(2)
#define G_RM_AA_ZB_SUB_TERR RM_AA_ZB_SUB_TERR(1)
#define G_RM_AA_ZB_SUB_TERR2 RM_AA_ZB_SUB_TERR(2)
#define G_RM_RA_ZB_OPA_SURF RM_RA_ZB_OPA_SURF(1)
#define G_RM_RA_ZB_OPA_SURF2 RM_RA_ZB_OPA_SURF(2)
#define G_RM_RA_ZB_OPA_DECAL RM_RA_ZB_OPA_DECAL(1)
#define G_RM_RA_ZB_OPA_DECAL2 RM_RA_ZB_OPA_DECAL(2)
#define G_RM_RA_ZB_OPA_INTER RM_RA_ZB_OPA_INTER(1)
#define G_RM_RA_ZB_OPA_INTER2 RM_RA_ZB_OPA_INTER(2)
#define G_RM_AA_OPA_SURF RM_AA_OPA_SURF(1)
#define G_RM_AA_OPA_SURF2 RM_AA_OPA_SURF(2)
#define G_RM_AA_XLU_SURF RM_AA_XLU_SURF(1)
#define G_RM_AA_XLU_SURF2 RM_AA_XLU_SURF(2)
#define G_RM_AA_XLU_LINE RM_AA_XLU_LINE(1)
#define G_RM_AA_XLU_LINE2 RM_AA_XLU_LINE(2)
#define G_RM_AA_DEC_LINE RM_AA_DEC_LINE(1)
#define G_RM_AA_DEC_LINE2 RM_AA_DEC_LINE(2)
#define G_RM_AA_TEX_EDGE RM_AA_TEX_EDGE(1)
#define G_RM_AA_TEX_EDGE2 RM_AA_TEX_EDGE(2)
#define G_RM_AA_SUB_SURF RM_AA_SUB_SURF(1)
#define G_RM_AA_SUB_SURF2 RM_AA_SUB_SURF(2)
#define G_RM_AA_PCL_SURF RM_AA_PCL_SURF(1)
#define G_RM_AA_PCL_SURF2 RM_AA_PCL_SURF(2)
#define G_RM_AA_OPA_TERR RM_AA_OPA_TERR(1)
#define G_RM_AA_OPA_TERR2 RM_AA_OPA_TERR(2)
#define G_RM_AA_TEX_TERR RM_AA_TEX_TERR(1)
#define G_RM_AA_TEX_TERR2 RM_AA_TEX_TERR(2)
#define G_RM_AA_SUB_TERR RM_AA_SUB_TERR(1)
#define G_RM_AA_SUB_TERR2 RM_AA_SUB_TERR(2)
#define G_RM_RA_OPA_SURF RM_RA_OPA_SURF(1)
#define G_RM_RA_OPA_SURF2 RM_RA_OPA_SURF(2)
#define G_RM_ZB_OPA_SURF RM_ZB_OPA_SURF(1)
#define G_RM_ZB_OPA_SURF2 RM_ZB_OPA_SURF(2)
#define G_RM_ZB_XLU_SURF RM_ZB_XLU_SURF(1)
#define G_RM_ZB_XLU_SURF2 RM_ZB_XLU_SURF(2)
#define G_RM_ZB_OPA_DECAL RM_ZB_OPA_DECAL(1)
#define G_RM_ZB_OPA_DECAL2 RM_ZB_OPA_DECAL(2)
#define G_RM_ZB_XLU_DECAL RM_ZB_XLU_DECAL(1)
#define G_RM_ZB_XLU_DECAL2 RM_ZB_XLU_DECAL(2)
#define G_RM_ZB_CLD_SURF RM_ZB_CLD_SURF(1)
#define G_RM_ZB_CLD_SURF2 RM_ZB_CLD_SURF(2)
#define G_RM_ZB_OVL_SURF RM_ZB_OVL_SURF(1)
#define G_RM_ZB_OVL_SURF2 RM_ZB_OVL_SURF(2)
#define G_RM_ZB_PCL_SURF RM_ZB_PCL_SURF(1)
#define G_RM_ZB_PCL_SURF2 RM_ZB_PCL_SURF(2)
#define G_RM_OPA_SURF RM_OPA_SURF(1)
#define G_RM_OPA_SURF2 RM_OPA_SURF(2)
#define G_RM_XLU_SURF RM_XLU_SURF(1)
#define G_RM_XLU_SURF2 RM_XLU_SURF(2)
#define G_RM_CLD_SURF RM_CLD_SURF(1)
#define G_RM_CLD_SURF2 RM_CLD_SURF(2)
#define G_RM_TEX_EDGE RM_TEX_EDGE(1)
#define G_RM_TEX_EDGE2 RM_TEX_EDGE(2)
#define G_RM_PCL_SURF RM_PCL_SURF(1)
#define G_RM_PCL_SURF2 RM_PCL_SURF(2)
#define G_RM_ADD RM_ADD(1)
#define G_RM_ADD2 RM_ADD(2)
#define G_RM_NOOP RM_NOOP(1)
#define G_RM_NOOP2 RM_NOOP(2)
#define G_RM_VISCVG RM_VISCVG(1)
#define G_RM_VISCVG2 RM_VISCVG(2)
#define G_RM_OPA_CI RM_OPA_CI(1)
#define G_RM_OPA_CI2 RM_OPA_CI(2)
#define G_RM_FOG_SHADE_A GBL_c1(G_BL_CLR_FOG, G_BL_A_SHADE, G_BL_CLR_IN, G_BL_1MA)
#define G_RM_FOG_PRIM_A GBL_c1(G_BL_CLR_FOG, G_BL_A_FOG, G_BL_CLR_IN, G_BL_1MA)
#define G_RM_PASS GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_IN, G_BL_1)
/*
* G_SETCONVERT: K0-5
*/
#define G_CV_K0 175
#define G_CV_K1 -43
#define G_CV_K2 -89
#define G_CV_K3 222
#define G_CV_K4 114
#define G_CV_K5 42
/*
* G_SETSCISSOR: interlace mode
*/
#define G_SC_NON_INTERLACE 0
#define G_SC_ODD_INTERLACE 3
#define G_SC_EVEN_INTERLACE 2
/*
* Data Structures
*/
/*
* Vertex (set up for use with colors)
*/
typedef struct {
short ob[3]; /* x, y, z */
unsigned short flag; /* Holds packed normals, or unused */
short tc[2]; /* texture coord */
unsigned char cn[4]; /* color & alpha */
} Vtx_t;
/*
* Vertex (set up for use with normals)
*/
typedef struct {
short ob[3]; /* x, y, z */
unsigned short flag; /* Packed normals are not used when normals are in colors */
short tc[2]; /* texture coord */
signed char n[3]; /* normal */
unsigned char a; /* alpha */
} Vtx_tn;
typedef union {
Vtx_t v; /* Use this one for colors */
Vtx_tn n; /* Use this one for normals */
long long int force_structure_alignment;
} Vtx;
typedef struct {
short pos[3];
short pad; /* value ignored, need not be 0 */
} PlainVtx_t;
typedef union {
PlainVtx_t c;
long long int force_structure_alignment;
} PlainVtx;
/*
* Triangle face
*/
typedef struct {
unsigned char flag;
unsigned char v[3];
} Tri;
/*
* 4x4 matrix, fixed point s15.16 format.
* First 8 words are integer portion of the 4x4 matrix
* Last 8 words are the fraction portion of the 4x4 matrix
*/
typedef long int Mtx_t[4][4];
typedef union {
Mtx_t m;
struct {
u16 intPart[4][4];
u16 fracPart[4][4];
};
long long int force_structure_alignment;
} Mtx;
#define IPART(x) (((s32)((x) * 0x10000) >> 16) & 0xFFFF)
#define FPART(x) ((s32)((x) * 0x10000) & 0xFFFF)
#define gdSPDefMtx( \
xx, xy, xz, xw, \
yx, yy, yz, yw, \
zx, zy, zz, zw, \
wx, wy, wz, ww) \
{ { \
(IPART(xx) << 16) | IPART(yx), \
(IPART(zx) << 16) | IPART(wx), \
(IPART(xy) << 16) | IPART(yy), \
(IPART(zy) << 16) | IPART(wy), \
(IPART(xz) << 16) | IPART(yz), \
(IPART(zz) << 16) | IPART(wz), \
(IPART(xw) << 16) | IPART(yw), \
(IPART(zw) << 16) | IPART(ww), \
(FPART(xx) << 16) | FPART(yx), \
(FPART(zx) << 16) | FPART(wx), \
(FPART(xy) << 16) | FPART(yy), \
(FPART(zy) << 16) | FPART(wy), \
(FPART(xz) << 16) | FPART(yz), \
(FPART(zz) << 16) | FPART(wz), \
(FPART(xw) << 16) | FPART(yw), \
(FPART(zw) << 16) | FPART(ww), \
} }
/*
* Viewport
*/
/*
* This magic value is the maximum INTEGER z-range of the hardware
* (there are also 16-bits of fraction, which are introduced during
* any transformations). This is not just a good idea, it's the law.
* Feeding the hardware eventual z-coordinates (after any transforms
* or scaling) bigger than this, will not work.
*
* This number is DIFFERENT than G_MAXFBZ, which is the maximum value
* you want to use to initialize the z-buffer.
*
* The reason these are different is mildly interesting, but too long
* to explain here. It is basically the result of optimizations in the
* hardware. A more generic API might hide this detail from the users,
* but we don't have the ucode to do that...
*
*/
#define G_MAXZ 0x03FF /* 10 bits of integer screen-Z precision */
/*
* The viewport structure elements have 2 bits of fraction, necessary
* to accomodate the sub-pixel positioning scaling for the hardware.
* This can also be exploited to handle odd-sized viewports.
*
* Accounting for these fractional bits, using the default projection
* and viewing matrices, the viewport structure is initialized thusly:
*
* (SCREEN_WD/2)*4, (SCREEN_HT/2)*4, G_MAXZ, 0,
* (SCREEN_WD/2)*4, (SCREEN_HT/2)*4, 0, 0,
*/
typedef struct {
short vscale[4]; /* scale, 2 bits fraction */
short vtrans[4]; /* translate, 2 bits fraction */
/* both the above arrays are padded to 64-bit boundary */
} Vp_t;
typedef union {
Vp_t vp;
long long int force_structure_alignment[2];
} Vp;
/*
* Light structure.
*
* Note: the weird order is for the DMEM alignment benefit of
* the microcode.
*/
typedef struct {
unsigned char col[3]; /* diffuse light color (rgb) */
unsigned char type; /* formerly pad1; MUST SET TO 0 to indicate directional light */
unsigned char colc[3]; /* copy of diffuse light color (rgb) */
char pad2;
signed char dir[3]; /* direction of light (normalized) */
char pad3;
char pad4[3];
unsigned char size; /* For specular only; reasonable values are 1-4 */
} Light_t;
typedef struct {
unsigned char col[3]; /* point light color (rgb) */
unsigned char kc; /* point light enable flag (> 0) & constant attenuation Kc */
unsigned char colc[3]; /* copy of point light color (rgb) */
unsigned char kl; /* linear attenuation Kl */
short pos[3]; /* light position x, y, z in world space */
unsigned char kq; /* quadratic attenuation Kq */
unsigned char size; /* For specular only; reasonable values are 1-4 */
} PosLight_t;
typedef struct {
unsigned char col[3]; /* ambient light color (rgb) */
char pad1;
unsigned char colc[3]; /* copy of ambient light color (rgb) */
char pad2;
} Ambient_t;
typedef struct {
signed char dir[3]; /* direction of lookat (normalized) */
char pad1;
} LookAt_t;
typedef struct {
LookAt_t l; /* for backwards compatibility */
} LookAtWrapper;
typedef struct {
/* texture offsets for highlight 1/2 */
int x1;
int y1;
int x2;
int y2;
} Hilite_t;
typedef struct {
short c0;
short c1;
short c2;
short c3;
short c4;
short c5;
short c6;
short c7;
short kx;
short ky;
short kz;
short kc;
} OcclusionPlane_t;
typedef struct {
/* Four vertices of a quad, XYZ components in world space */
struct {
short x;
short y;
short z;
} v[4];
float weight; /* Higher if there's a lot of stuff behind it */
} OcclusionPlaneCandidate;
typedef union {
Light_t l;
long long int force_structure_alignment[2];
} Light;
typedef union {
Ambient_t l;
long long int force_structure_alignment[1];
} Ambient;
typedef union {
PosLight_t p;
Light_t l;
long long int force_structure_alignment[2];
} PosLight;
typedef union {
LookAtWrapper l[2];
long long int force_structure_alignment[1];
} LookAt;
typedef union {
Hilite_t h;
long int force_structure_alignment;
} Hilite;
typedef union {
OcclusionPlane_t o;
short c[12];
long long int force_structure_alignment[3];
} OcclusionPlane;
typedef struct {
Light l[9];
Ambient a;
} Lightsn;
typedef struct {
/* F3DEX3 properly supports zero lights, unlike F3DEX2 where you need
to include one black directional light. */
Ambient a;
} Lights0;
typedef struct {
Light l[1];
Ambient a;
} Lights1;
typedef struct {
Light l[2];
Ambient a;
} Lights2;
typedef struct {
Light l[3];
Ambient a;
} Lights3;
typedef struct {
Light l[4];
Ambient a;
} Lights4;
typedef struct {
Light l[5];
Ambient a;
} Lights5;
typedef struct {
Light l[6];
Ambient a;
} Lights6;
typedef struct {
Light l[7];
Ambient a;
} Lights7;
typedef struct {
Light l[8];
Ambient a;
} Lights8;
typedef struct {
Light l[9];
Ambient a;
} Lights9;
typedef struct {
PosLight l[9];
Ambient a;
} PosLightsn;
typedef struct {
/* F3DEX3 properly supports zero lights, unlike F3DEX2 where you need
to include one black directional light. */
Ambient a;
} PosLights0;
typedef struct {
PosLight l[1];
Ambient a;
} PosLights1;
typedef struct {
PosLight l[2];
Ambient a;
} PosLights2;
typedef struct {
PosLight l[3];
Ambient a;
} PosLights3;
typedef struct {
PosLight l[4];
Ambient a;
} PosLights4;
typedef struct {
PosLight l[5];
Ambient a;
} PosLights5;
typedef struct {
PosLight l[6];
Ambient a;
} PosLights6;
typedef struct {
PosLight l[7];
Ambient a;
} PosLights7;
typedef struct {
PosLight l[8];
Ambient a;
} PosLights8;
typedef struct {
PosLight l[9];
Ambient a;
} PosLights9;
#define gdSPDefLights0(ar, ag, ab) \
{ \
{{ \
{ ar, ag, ab }, 0, \
{ ar, ag, ab }, 0, \
}} \
}
#define gdSPDefLights1(ar, ag, ab, \
r1, g1, b1, x1, y1, z1) \
{ \
{ \
{{ \
{ r1, g1, b1 }, 0, \
{ r1, g1, b1 }, 0, \
{ x1, y1, z1 }, 0, \
{ 0, 0, 0 }, 0 \
}} \
}, \
{{ \
{ ar, ag, ab }, 0, \
{ ar, ag, ab }, 0, \
}} \
}
#define gdSPDefLights2(ar, ag, ab, \
r1, g1, b1, x1, y1, z1, \
r2, g2, b2, x2, y2, z2) \
{ \
{ \
{{ \
{ r1, g1, b1 }, 0, \
{ r1, g1, b1 }, 0, \
{ x1, y1, z1 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r2, g2, b2 }, 0, \
{ r2, g2, b2 }, 0, \
{ x2, y2, z2 }, 0, \
{ 0, 0, 0 }, 0 \
}} \
}, \
{{ \
{ ar, ag, ab }, 0, \
{ ar, ag, ab }, 0, \
}} \
}
#define gdSPDefLights3(ar, ag, ab, \
r1, g1, b1, x1, y1, z1, \
r2, g2, b2, x2, y2, z2, \
r3, g3, b3, x3, y3, z3) \
{ \
{ \
{{ \
{ r1, g1, b1 }, 0, \
{ r1, g1, b1 }, 0, \
{ x1, y1, z1 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r2, g2, b2 }, 0, \
{ r2, g2, b2 }, 0, \
{ x2, y2, z2 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r3, g3, b3 }, 0, \
{ r3, g3, b3 }, 0, \
{ x3, y3, z3 }, 0, \
{ 0, 0, 0 }, 0 \
}} \
}, \
{{ \
{ ar, ag, ab }, 0, \
{ ar, ag, ab }, 0, \
}} \
}
#define gdSPDefLights4(ar, ag, ab, \
r1, g1, b1, x1, y1, z1, \
r2, g2, b2, x2, y2, z2, \
r3, g3, b3, x3, y3, z3, \
r4, g4, b4, x4, y4, z4) \
{ \
{ \
{{ \
{ r1, g1, b1 }, 0, \
{ r1, g1, b1 }, 0, \
{ x1, y1, z1 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r2, g2, b2 }, 0, \
{ r2, g2, b2 }, 0, \
{ x2, y2, z2 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r3, g3, b3 }, 0, \
{ r3, g3, b3 }, 0, \
{ x3, y3, z3 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r4, g4, b4 }, 0, \
{ r4, g4, b4 }, 0, \
{ x4, y4, z4 }, 0, \
{ 0, 0, 0 }, 0 \
}} \
}, \
{{ \
{ ar, ag, ab }, 0, \
{ ar, ag, ab }, 0, \
}} \
}
#define gdSPDefLights5(ar, ag, ab, \
r1, g1, b1, x1, y1, z1, \
r2, g2, b2, x2, y2, z2, \
r3, g3, b3, x3, y3, z3, \
r4, g4, b4, x4, y4, z4, \
r5, g5, b5, x5, y5, z5) \
{ \
{ \
{{ \
{ r1, g1, b1 }, 0, \
{ r1, g1, b1 }, 0, \
{ x1, y1, z1 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r2, g2, b2 }, 0, \
{ r2, g2, b2 }, 0, \
{ x2, y2, z2 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r3, g3, b3 }, 0, \
{ r3, g3, b3 }, 0, \
{ x3, y3, z3 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r4, g4, b4 }, 0, \
{ r4, g4, b4 }, 0, \
{ x4, y4, z4 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r5, g5, b5 }, 0, \
{ r5, g5, b5 }, 0, \
{ x5, y5, z5 }, 0, \
{ 0, 0, 0 }, 0 \
}} \
}, \
{{ \
{ ar, ag, ab }, 0, \
{ ar, ag, ab }, 0, \
}} \
}
#define gdSPDefLights6(ar, ag, ab, \
r1, g1, b1, x1, y1, z1, \
r2, g2, b2, x2, y2, z2, \
r3, g3, b3, x3, y3, z3, \
r4, g4, b4, x4, y4, z4, \
r5, g5, b5, x5, y5, z5, \
r6, g6, b6, x6, y6, z6) \
{ \
{ \
{{ \
{ r1, g1, b1 }, 0, \
{ x1, y1, z1 }, 0, \
{ r1, g1, b1 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r2, g2, b2 }, 0, \
{ r2, g2, b2 }, 0, \
{ x2, y2, z2 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r3, g3, b3 }, 0, \
{ r3, g3, b3 }, 0, \
{ x3, y3, z3 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r4, g4, b4 }, 0, \
{ r4, g4, b4 }, 0, \
{ x4, y4, z4 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r5, g5, b5 }, 0, \
{ r5, g5, b5 }, 0, \
{ x5, y5, z5 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r6, g6, b6 }, 0, \
{ r6, g6, b6 }, 0, \
{ x6, y6, z6 }, 0, \
{ 0, 0, 0 }, 0 \
}} \
}, \
{{ \
{ ar, ag, ab }, 0, \
{ ar, ag, ab }, 0, \
}} \
}
#define gdSPDefLights7(ar, ag, ab, \
r1, g1, b1, x1, y1, z1, \
r2, g2, b2, x2, y2, z2, \
r3, g3, b3, x3, y3, z3, \
r4, g4, b4, x4, y4, z4, \
r5, g5, b5, x5, y5, z5, \
r6, g6, b6, x6, y6, z6, \
r7, g7, b7, x7, y7, z7) \
{ \
{ \
{{ \
{ r1, g1, b1 }, 0, \
{ r1, g1, b1 }, 0, \
{ x1, y1, z1 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r2, g2, b2 }, 0, \
{ r2, g2, b2 }, 0, \
{ x2, y2, z2 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r3, g3, b3 }, 0, \
{ r3, g3, b3 }, 0, \
{ x3, y3, z3 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r4, g4, b4 }, 0, \
{ r4, g4, b4 }, 0, \
{ x4, y4, z4 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r5, g5, b5 }, 0, \
{ r5, g5, b5 }, 0, \
{ x5, y5, z5 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r6, g6, b6 }, 0, \
{ r6, g6, b6 }, 0, \
{ x6, y6, z6 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r7, g7, b7 }, 0, \
{ r7, g7, b7 }, 0, \
{ x7, y7, z7 }, 0, \
{ 0, 0, 0 }, 0 \
}} \
}, \
{{ \
{ ar, ag, ab }, 0, \
{ ar, ag, ab }, 0, \
}} \
}
#define gdSPDefLights8(ar, ag, ab, \
r1, g1, b1, x1, y1, z1, \
r2, g2, b2, x2, y2, z2, \
r3, g3, b3, x3, y3, z3, \
r4, g4, b4, x4, y4, z4, \
r5, g5, b5, x5, y5, z5, \
r6, g6, b6, x6, y6, z6, \
r7, g7, b7, x7, y7, z7, \
r8, g8, b8, x8, y8, z8) \
{ \
{ \
{{ \
{ r1, g1, b1 }, 0, \
{ r1, g1, b1 }, 0, \
{ x1, y1, z1 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r2, g2, b2 }, 0, \
{ r2, g2, b2 }, 0, \
{ x2, y2, z2 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r3, g3, b3 }, 0, \
{ r3, g3, b3 }, 0, \
{ x3, y3, z3 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r4, g4, b4 }, 0, \
{ r4, g4, b4 }, 0, \
{ x4, y4, z4 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r5, g5, b5 }, 0, \
{ r5, g5, b5 }, 0, \
{ x5, y5, z5 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r6, g6, b6 }, 0, \
{ r6, g6, b6 }, 0, \
{ x6, y6, z6 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r7, g7, b7 }, 0, \
{ r7, g7, b7 }, 0, \
{ x7, y7, z7 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r8, g8, b8 }, 0, \
{ r8, g8, b8 }, 0, \
{ x8, y8, z8 }, 0, \
{ 0, 0, 0 }, 0 \
}} \
}, \
{{ \
{ ar, ag, ab }, 0, \
{ ar, ag, ab }, 0, \
}} \
}
#define gdSPDefLights9(ar, ag, ab, \
r1, g1, b1, x1, y1, z1, \
r2, g2, b2, x2, y2, z2, \
r3, g3, b3, x3, y3, z3, \
r4, g4, b4, x4, y4, z4, \
r5, g5, b5, x5, y5, z5, \
r6, g6, b6, x6, y6, z6, \
r7, g7, b7, x7, y7, z7, \
r8, g8, b8, x8, y8, z8, \
r9, g9, b9, x9, y9, z9) \
{ \
{ \
{{ \
{ r1, g1, b1 }, 0, \
{ r1, g1, b1 }, 0, \
{ x1, y1, z1 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r2, g2, b2 }, 0, \
{ r2, g2, b2 }, 0, \
{ x2, y2, z2 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r3, g3, b3 }, 0, \
{ r3, g3, b3 }, 0, \
{ x3, y3, z3 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r4, g4, b4 }, 0, \
{ r4, g4, b4 }, 0, \
{ x4, y4, z4 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r5, g5, b5 }, 0, \
{ r5, g5, b5 }, 0, \
{ x5, y5, z5 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r6, g6, b6 }, 0, \
{ r6, g6, b6 }, 0, \
{ x6, y6, z6 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r7, g7, b7 }, 0, \
{ r7, g7, b7 }, 0, \
{ x7, y7, z7 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r8, g8, b8 }, 0, \
{ r8, g8, b8 }, 0, \
{ x8, y8, z8 }, 0, \
{ 0, 0, 0 }, 0 \
}}, \
{{ \
{ r9, g9, b9 }, 0, \
{ r9, g9, b9 }, 0, \
{ x9, y9, z9 }, 0, \
{ 0, 0, 0 }, 0 \
}} \
}, \
{{ \
{ ar, ag, ab }, 0, \
{ ar, ag, ab }, 0, \
}} \
}
#define gdSPDefLookAt(rightx, righty, rightz, upx, upy, upz) \
{ \
{{{ rightx, righty, rightz }, 0 }}, \
{{{ upx, upy, upz }, 0 }}, \
}
#define _gdSPDefAmbient(ar,ag,ab) \
{{ {ar,ag,ab},0,{ar,ag,ab},0}}
#define _gdSPDefPosLight(r,g,b,x,y,z,c,l,q) \
{{ {r,g,b},c,{r,g,b},l,{x,y,z},q,0 }}
#define _gdSPDefInfLight(r,g,b,x,y,z) \
{{ {r,g,b},0,{r,g,b},0,{((x)<<8)|((y)&0xff),(z)<<8,0},0,0}}
#define gdSPDefPosLights0(ar,ag,ab) \
{ _gdSPDefAmbient(ar,ag,ab) }
#define gdSPDefPosLights1(ar,ag,ab,r1,g1,b1,x1,y1,z1,c1,l1,q1) \
{{ _gdSPDefPosLight(r1,g1,b1,x1,y1,z1,c1,l1,q1) }, \
_gdSPDefAmbient(ar,ag,ab) }
#define gdSPDefPosLights2(ar,ag,ab,r1,g1,b1,x1,y1,z1,c1,l1,q1,r2,g2,b2,x2,y2,z2,c2,l2,q2) \
{{ _gdSPDefPosLight(r1,g1,b1,x1,y1,z1,c1,l1,q1), \
_gdSPDefPosLight(r2,g2,b2,x2,y2,z2,c2,l2,q2) }, \
_gdSPDefAmbient(ar,ag,ab) }
#define gdSPDefPosLights3(ar,ag,ab,r1,g1,b1,x1,y1,z1,c1,l1,q1,r2,g2,b2,x2,y2,z2,c2,l2,q2,r3,g3,b3,x3,y3,z3,c3,l3,q3) \
{{ _gdSPDefPosLight(r1,g1,b1,x1,y1,z1,c1,l1,q1), \
_gdSPDefPosLight(r2,g2,b2,x2,y2,z2,c2,l2,q2), \
_gdSPDefPosLight(r3,g3,b3,x3,y3,z3,c3,l3,q3) }, \
_gdSPDefAmbient(ar,ag,ab) }
#define gdSPDefPosLights4(ar,ag,ab,r1,g1,b1,x1,y1,z1,c1,l1,q1,r2,g2,b2,x2,y2,z2,c2,l2,q2,r3,g3,b3,x3,y3,z3,c3,l3,q3,r4,g4,b4,x4,y4,z4,c4,l4,q4) \
{{ _gdSPDefPosLight(r1,g1,b1,x1,y1,z1,c1,l1,q1), \
_gdSPDefPosLight(r2,g2,b2,x2,y2,z2,c2,l2,q2), \
_gdSPDefPosLight(r3,g3,b3,x3,y3,z3,c3,l3,q3), \
_gdSPDefPosLight(r4,g4,b4,x4,y4,z4,c4,l4,q4) }, \
_gdSPDefAmbient(ar,ag,ab) }
#define gdSPDefPosLights5(ar,ag,ab,r1,g1,b1,x1,y1,z1,c1,l1,q1,r2,g2,b2,x2,y2,z2,c2,l2,q2,r3,g3,b3,x3,y3,z3,c3,l3,q3,r4,g4,b4,x4,y4,z4,c4,l4,q4,r5,g5,b5,x5,y5,z5,c5,l5,q5) \
{{ _gdSPDefPosLight(r1,g1,b1,x1,y1,z1,c1,l1,q1), \
_gdSPDefPosLight(r2,g2,b2,x2,y2,z2,c2,l2,q2), \
_gdSPDefPosLight(r3,g3,b3,x3,y3,z3,c3,l3,q3), \
_gdSPDefPosLight(r4,g4,b4,x4,y4,z4,c4,l4,q4), \
_gdSPDefPosLight(r5,g5,b5,x5,y5,z5,c5,l5,q5) }, \
_gdSPDefAmbient(ar,ag,ab) }
#define gdSPDefPosLights6(ar,ag,ab,r1,g1,b1,x1,y1,z1,c1,l1,q1,r2,g2,b2,x2,y2,z2,c2,l2,q2,r3,g3,b3,x3,y3,z3,c3,l3,q3,r4,g4,b4,x4,y4,z4,c4,l4,q4,r5,g5,b5,x5,y5,z5,c5,l5,q5,r6,g6,b6,x6,y6,z6,c6,l6,q6) \
{{ _gdSPDefPosLight(r1,g1,b1,x1,y1,z1,c1,l1,q1), \
_gdSPDefPosLight(r2,g2,b2,x2,y2,z2,c2,l2,q2), \
_gdSPDefPosLight(r3,g3,b3,x3,y3,z3,c3,l3,q3), \
_gdSPDefPosLight(r4,g4,b4,x4,y4,z4,c4,l4,q4), \
_gdSPDefPosLight(r5,g5,b5,x5,y5,z5,c5,l5,q5), \
_gdSPDefPosLight(r6,g6,b6,x6,y6,z6,c6,l6,q6) }, \
_gdSPDefAmbient(ar,ag,ab) }
#define gdSPDefPosLights7(ar,ag,ab,r1,g1,b1,x1,y1,z1,c1,l1,q1,r2,g2,b2,x2,y2,z2,c2,l2,q2,r3,g3,b3,x3,y3,z3,c3,l3,q3,r4,g4,b4,x4,y4,z4,c4,l4,q4,r5,g5,b5,x5,y5,z5,c5,l5,q5,r6,g6,b6,x6,y6,z6,c6,l6,q6,r7,g7,b7,x7,y7,z7,c7,l7,q7) \
{{ _gdSPDefPosLight(r1,g1,b1,x1,y1,z1,c1,l1,q1), \
_gdSPDefPosLight(r2,g2,b2,x2,y2,z2,c2,l2,q2), \
_gdSPDefPosLight(r3,g3,b3,x3,y3,z3,c3,l3,q3), \
_gdSPDefPosLight(r4,g4,b4,x4,y4,z4,c4,l4,q4), \
_gdSPDefPosLight(r5,g5,b5,x5,y5,z5,c5,l5,q5), \
_gdSPDefPosLight(r6,g6,b6,x6,y6,z6,c6,l6,q6), \
_gdSPDefPosLight(r7,g7,b7,x7,y7,z7,c7,l7,q7) }, \
_gdSPDefAmbient(ar,ag,ab) }
#define gdSPDefPosLights8(ar,ag,ab,r1,g1,b1,x1,y1,z1,c1,l1,q1,r2,g2,b2,x2,y2,z2,c2,l2,q2,r3,g3,b3,x3,y3,z3,c3,l3,q3,r4,g4,b4,x4,y4,z4,c4,l4,q4,r5,g5,b5,x5,y5,z5,c5,l5,q5,r6,g6,b6,x6,y6,z6,c6,l6,q6,r7,g7,b7,x7,y7,z7,c7,l7,q7,r8,g8,b8,x8,y8,z8,c8,l8,q8) \
{{ _gdSPDefPosLight(r1,g1,b1,x1,y1,z1,c1,l1,q1), \
_gdSPDefPosLight(r2,g2,b2,x2,y2,z2,c2,l2,q2), \
_gdSPDefPosLight(r3,g3,b3,x3,y3,z3,c3,l3,q3), \
_gdSPDefPosLight(r4,g4,b4,x4,y4,z4,c4,l4,q4), \
_gdSPDefPosLight(r5,g5,b5,x5,y5,z5,c5,l5,q5), \
_gdSPDefPosLight(r6,g6,b6,x6,y6,z6,c6,l6,q6), \
_gdSPDefPosLight(r7,g7,b7,x7,y7,z7,c7,l7,q7), \
_gdSPDefPosLight(r8,g8,b8,x8,y8,z8,c8,l8,q8) }, \
_gdSPDefAmbient(ar,ag,ab) }
#define gdSPDefPosLights9(ar,ag,ab,r1,g1,b1,x1,y1,z1,c1,l1,q1,r2,g2,b2,x2,y2,z2,c2,l2,q2,r3,g3,b3,x3,y3,z3,c3,l3,q3,r4,g4,b4,x4,y4,z4,c4,l4,q4,r5,g5,b5,x5,y5,z5,c5,l5,q5,r6,g6,b6,x6,y6,z6,c6,l6,q6,r7,g7,b7,x7,y7,z7,c7,l7,q7,r8,g8,b8,x8,y8,z8,c8,l8,q8,r9,g9,b9,x9,y9,z9,c9,l9,q9) \
{{ _gdSPDefPosLight(r1,g1,b1,x1,y1,z1,c1,l1,q1), \
_gdSPDefPosLight(r2,g2,b2,x2,y2,z2,c2,l2,q2), \
_gdSPDefPosLight(r3,g3,b3,x3,y3,z3,c3,l3,q3), \
_gdSPDefPosLight(r4,g4,b4,x4,y4,z4,c4,l4,q4), \
_gdSPDefPosLight(r5,g5,b5,x5,y5,z5,c5,l5,q5), \
_gdSPDefPosLight(r6,g6,b6,x6,y6,z6,c6,l6,q6), \
_gdSPDefPosLight(r7,g7,b7,x7,y7,z7,c7,l7,q7), \
_gdSPDefPosLight(r8,g8,b8,x8,y8,z8,c8,l8,q8), \
_gdSPDefPosLight(r9,g9,b9,x9,y9,z9,c9,l9,q9) }, \
_gdSPDefAmbient(ar,ag,ab) }
typedef struct {
int cmd : 8;
unsigned int type : 8;
unsigned int len : 16;
union {
/* The exact form of this callback is intentionally left unspecified, a display list
parser may choose the return value and parameters so long as it is consistent. */
void (*callback)();
const char* str;
unsigned int u32;
float f32;
void* addr;
} value;
} Gnoop;
/*
* Graphics DMA Packet
*/
typedef struct {
int cmd : 8;
unsigned int par : 8;
unsigned int len : 16;
unsigned int addr;
} Gdma;
typedef struct {
int cmd : 8;
unsigned int len : 8;
unsigned int ofs : 8;
unsigned int par : 8;
unsigned int addr;
} Gdma2;
/*
* Graphics Moveword Packet
*/
typedef struct {
int cmd : 8;
unsigned int index : 8;
unsigned int offset : 16;
unsigned int data;
} Gmovewd;
/*
* Graphics Movemem Packet
*/
typedef struct {
int cmd : 8;
unsigned int size : 8;
unsigned int offset : 8;
unsigned int index : 8;
unsigned int data;
} Gmovemem;
/*
* Graphics Immediate Mode Packet types
*/
typedef struct {
int cmd : 8;
int pad : 24;
Tri tri;
} Gtri;
typedef struct {
Tri tri1; /* flag is the command byte */
Tri tri2;
} Gtri2;
typedef struct {
Tri tri1; /* flag is the command byte */
Tri tri2;
} Gquad;
typedef struct {
int cmd : 8;
unsigned int pad : 8;
unsigned short vstart_x2;
unsigned short pad2;
unsigned short vend_x2;
} Gcull;
typedef struct {
int cmd : 8;
unsigned int pad : 24;
unsigned short z;
unsigned short dz;
} Gsetprimdepth;
typedef struct {
int cmd : 8;
int pad1 : 24;
unsigned int param;
} Gpopmtx;
typedef struct {
int cmd : 8;
int mw_index : 8;
int pad0 : 8;
int number : 8;
int pad1 : 8;
int base : 24;
} Gsegment;
typedef struct {
int cmd : 8;
int pad0 : 8;
unsigned int sft : 8;
unsigned int len : 8;
unsigned int data : 32;
} GsetothermodeL;
typedef struct {
int cmd : 8;
int pad0 : 8;
unsigned int sft : 8;
unsigned int len : 8;
unsigned int data : 32;
} GsetothermodeH;
typedef struct {
unsigned char cmd;
unsigned char lodscale;
unsigned char pad : 2;
unsigned char level : 3;
unsigned char tile : 3;
unsigned char on;
unsigned short s;
unsigned short t;
} Gtexture;
typedef struct {
int cmd : 8;
int pad1 : 24;
short int pad2;
short int scale;
} Gperspnorm;
/*
* RDP Packet types
*/
typedef struct {
int cmd : 8;
unsigned int fmt : 3;
unsigned int siz : 2;
unsigned int pad : 7;
unsigned int wd : 12; /* really only 10 bits, extra */
unsigned int dram; /* to account for 1024 */
} Gsetimg;
typedef struct {
int cmd : 8;
/* muxs0 */
unsigned int a0 : 4;
unsigned int c0 : 5;
unsigned int Aa0 : 3;
unsigned int Ac0 : 3;
unsigned int a1 : 4;
unsigned int c1 : 5;
/* muxs1 */
unsigned int b0 : 4;
unsigned int b1 : 4;
unsigned int Aa1 : 3;
unsigned int Ac1 : 3;
unsigned int d0 : 3;
unsigned int Ab0 : 3;
unsigned int Ad0 : 3;
unsigned int d1 : 3;
unsigned int Ab1 : 3;
unsigned int Ad1 : 3;
} Gsetcombine;
typedef struct {
int cmd : 8;
unsigned char pad;
unsigned char prim_min_level;
unsigned char prim_level;
union {
unsigned long color;
struct {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
};
};
} Gsetcolor;
typedef struct {
int cmd : 8;
int x0 : 10;
int x0frac : 2;
int y0 : 10;
int y0frac : 2;
unsigned int pad : 8;
int x1 : 10;
int x1frac : 2;
int y1 : 10;
int y1frac : 2;
} Gfillrect;
typedef struct {
int cmd : 8;
unsigned int fmt : 3;
unsigned int siz : 2;
unsigned int pad0 : 1;
unsigned int line : 9;
unsigned int tmem : 9;
unsigned int pad1 : 5;
unsigned int tile : 3;
unsigned int palette : 4;
unsigned int ct : 1;
unsigned int mt : 1;
unsigned int maskt : 4;
unsigned int shiftt : 4;
unsigned int cs : 1;
unsigned int ms : 1;
unsigned int masks : 4;
unsigned int shifts : 4;
} Gsettile;
typedef struct {
int cmd : 8;
unsigned int sl : 12;
unsigned int tl : 12;
int pad : 5;
unsigned int tile : 3;
unsigned int sh : 12;
unsigned int th : 12;
} Gloadtile;
typedef Gloadtile Gloadblock;
typedef Gloadtile Gsettilesize;
typedef Gloadtile Gloadtlut;
typedef struct {
unsigned int cmd : 8; /* command */
unsigned int xl : 12; /* X coordinate of upper left */
unsigned int yl : 12; /* Y coordinate of upper left */
unsigned int pad1 : 5; /* Padding */
unsigned int tile : 3; /* Tile descriptor index */
unsigned int xh : 12; /* X coordinate of lower right */
unsigned int yh : 12; /* Y coordinate of lower right */
unsigned int s : 16; /* S texture coord at top left */
unsigned int t : 16; /* T texture coord at top left */
unsigned int dsdx : 16; /* Change in S per change in X */
unsigned int dtdy : 16; /* Change in T per change in Y */
} Gtexrect;
#define MakeTexRect(xh,yh,flip,tile,xl,yl,s,t,dsdx,dtdy) \
G_TEXRECT, xh, yh, 0, flip, 0, tile, xl, yl, s, t, dsdx, dtdy
/*
* Textured rectangles are 128 bits not 64 bits
*/
typedef struct {
unsigned long w0;
unsigned long w1;
unsigned long w2;
unsigned long w3;
} TexRect;
typedef struct {
int cmd : 8;
unsigned int pad : 4;
unsigned int len : 8; /* n */
unsigned int pad2 : 4;
unsigned char par; /* v0 */
unsigned int addr;
} Gvtx;
/*
* Generic Gfx Packet
*/
typedef struct {
unsigned int w0;
unsigned int w1;
} Gwords;
/*
* This union is the fundamental type of the display list.
* It is, by law, exactly 64 bits in size.
*/
typedef union {
Gwords words;
Gnoop noop;
Gdma dma;
Gdma2 dma2;
Gvtx vtx;
Gtri tri;
Gtri2 tri2;
Gquad quad;
Gcull cull;
Gmovewd movewd;
Gmovemem movemem;
Gpopmtx popmtx;
Gsegment segment;
GsetothermodeH setothermodeH;
GsetothermodeL setothermodeL;
Gtexture texture;
Gperspnorm perspnorm;
Gsetimg setimg;
Gsetcombine setcombine;
Gsetcolor setcolor;
Gfillrect fillrect; /* use for setscissor also */
Gsettile settile;
Gloadtile loadtile; /* use for loadblock also, th is dxt */
Gsettilesize settilesize;
Gloadtlut loadtlut;
Gsetprimdepth setprimdepth;
long long int force_structure_alignment;
} Gfx;
/*
* Macros to assemble the graphics display list
*/
/*
* DMA macros
*/
#define gDma0p(pkt, c, s, l) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL((c), 24, 8) | \
_SHIFTL((l), 0, 24)); \
_g->words.w1 = (unsigned int)(s); \
})
#define gsDma0p(c, s, l) \
{ \
(_SHIFTL((c), 24, 8) | \
_SHIFTL((l), 0, 24)), \
(unsigned int)(s) \
}
#define gDma1p(pkt, c, s, l, p) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL((c), 24, 8) | \
_SHIFTL((p), 16, 8) | \
_SHIFTL((l), 0, 16)); \
_g->words.w1 = (unsigned int)(s); \
})
#define gsDma1p(c, s, l, p) \
{ \
(_SHIFTL((c), 24, 8) | \
_SHIFTL((p), 16, 8) | \
_SHIFTL((l), 0, 16)), \
(unsigned int)(s) \
}
#define gDma2p(pkt, c, adrs, len, idx, ofs) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL((c), 24, 8) | \
_SHIFTL(((len) - 1) / 8, 19, 5) | \
_SHIFTL((ofs) / 8, 8, 8) | \
_SHIFTL((idx), 0, 8)); \
_g->words.w1 = (unsigned int)(adrs); \
})
#define gsDma2p(c, adrs, len, idx, ofs) \
{ \
(_SHIFTL((c), 24, 8) | \
_SHIFTL(((len) - 1) / 8, 19, 5) | \
_SHIFTL((ofs) / 8, 8, 8) | \
_SHIFTL((idx), 0, 8)), \
(unsigned int)(adrs) \
}
#define gSPNoOp(pkt) gDma0p(pkt, G_SPNOOP, 0, 0)
#define gsSPNoOp() gsDma0p( G_SPNOOP, 0, 0)
#define gSPMatrix(pkt, m, p) \
gDma2p((pkt),G_MTX, (m), sizeof(Mtx), (p) ^ G_MTX_PUSH, 0)
#define gsSPMatrix(m, p) \
gsDma2p( G_MTX, (m), sizeof(Mtx), (p) ^ G_MTX_PUSH, 0)
#define gSPPopMatrixN(pkt, n, num) gDma2p((pkt), G_POPMTX, (num) * 64, 64, 2, 0)
#define gsSPPopMatrixN(n, num) gsDma2p( G_POPMTX, (num) * 64, 64, 2, 0)
#define gSPPopMatrix(pkt, n) gSPPopMatrixN((pkt), (n), 1)
#define gsSPPopMatrix(n) gsSPPopMatrixN( (n), 1)
/*
* +--------+----+---+---+----+------+-+
* G_VTX | cmd:8 |0000| n:8 |0000|v0+n:7|0|
* +-+---+--+----+---+---+----+------+-+
* | |seg| address |
* +-+---+-----------------------------+
*/
#define gSPVertex(pkt, v, n, v0) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_VTX, 24, 8) | \
_SHIFTL((n), 12, 8) | \
_SHIFTL((v0) + (n), 1, 7)); \
_g->words.w1 = (unsigned int)(v); \
})
#define gsSPVertex(v, n, v0) \
{ \
(_SHIFTL(G_VTX, 24, 8) | \
_SHIFTL((n), 12, 8) | \
_SHIFTL((v0) + (n), 1, 7)), \
(unsigned int)(v) \
}
#define gSPViewport(pkt, v) \
gDma2p((pkt), G_MOVEMEM, (v), sizeof(Vp), G_MV_VIEWPORT, 0)
#define gsSPViewport(v) \
gsDma2p( G_MOVEMEM, (v), sizeof(Vp), G_MV_VIEWPORT, 0)
/*
* Display list control flow
*/
#define _gSPDisplayListRaw(pkt,dl,hint) gDma1p(pkt, G_DL, dl, hint, G_DL_PUSH)
#define _gsSPDisplayListRaw( dl,hint) gsDma1p( G_DL, dl, hint, G_DL_PUSH)
#define _gSPBranchListRaw(pkt,dl,hint) gDma1p(pkt, G_DL, dl, hint, G_DL_NOPUSH)
#define _gsSPBranchListRaw( dl,hint) gsDma1p( G_DL, dl, hint, G_DL_NOPUSH)
#define _gSPEndDisplayListRaw(pkt,hint) gDma0p(pkt, G_ENDDL, 0, hint)
#define _gsSPEndDisplayListRaw(hint) gsDma0p( G_ENDDL, 0, hint)
/*
* Converts a total expected count of DL commands to a number of bytes to
* initially NOT load into the DL command buffer.
*/
#define _DLHINTVALUE(count) \
(((count) > 0 && ((count) % G_INPUT_BUFFER_CMDS) > 0) ? \
((G_INPUT_BUFFER_CMDS - ((count) % G_INPUT_BUFFER_CMDS)) << 3) : 0)
/*
* Optimization for reduced memory traffic. In count, put the estimated number
* of DL commands in the target DL (the DL being called / jumped to, or the DL
* being returned to, starting from the next command to be executed) up to and
* including the next call / jump / return. Normally, for SPDisplayList, this is
* just the total number of commands in the target DL. The actual on-screen
* result will not change regardless of the value of count, but the performance
* will be best if count is correct, and potentially worse than not specifying
* count if it is wrong.
* Feature suggested by Kaze Emanuar
*/
#define gSPDisplayListHint(pkt, dl, count) _gSPDisplayListRaw(pkt, dl, _DLHINTVALUE(count))
#define gsSPDisplayListHint( dl, count) _gsSPDisplayListRaw( dl, _DLHINTVALUE(count))
#define gSPBranchListHint(pkt, dl, count) _gSPBranchListRaw( pkt, dl, _DLHINTVALUE(count))
#define gsSPBranchListHint( dl, count) _gsSPBranchListRaw( dl, _DLHINTVALUE(count))
#define gSPEndDisplayListHint(pkt, count) _gSPEndDisplayListRaw( pkt, _DLHINTVALUE(count))
#define gsSPEndDisplayListHint( count) _gsSPEndDisplayListRaw( _DLHINTVALUE(count))
/*
* Normal control flow commands; same as above but with hint of 0
*/
#define gSPDisplayList(pkt, dl) _gSPDisplayListRaw(pkt, dl, 0)
#define gsSPDisplayList( dl) _gsSPDisplayListRaw( dl, 0)
#define gSPBranchList(pkt, dl) _gSPBranchListRaw( pkt, dl, 0)
#define gsSPBranchList( dl) _gsSPBranchListRaw( dl, 0)
#define gSPEndDisplayList(pkt) _gSPEndDisplayListRaw( pkt, 0)
#define gsSPEndDisplayList( ) _gsSPEndDisplayListRaw( 0)
/*
* gSPLoadUcode RSP loads specified ucode.
*
* uc_start = ucode text section start
* uc_dstart = ucode data section start
*/
#define gSPLoadUcodeEx(pkt, uc_start, uc_dstart, uc_dsize) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL(G_RDPHALF_1, 24, 8); \
_g->words.w1 = (unsigned int)(uc_dstart); \
\
_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_LOAD_UCODE, 24, 8) | \
_SHIFTL((int)(uc_dsize) - 1, 0, 16)); \
_g->words.w1 = (unsigned int)(uc_start); \
})
#define gsSPLoadUcodeEx(uc_start, uc_dstart, uc_dsize) \
{ \
_SHIFTL(G_RDPHALF_1, 24, 8), \
(unsigned int)(uc_dstart), \
}, \
{ \
(_SHIFTL(G_LOAD_UCODE, 24, 8) | \
_SHIFTL((int)(uc_dsize) - 1, 0, 16)), \
(unsigned int)(uc_start), \
}
#define gSPLoadUcode(pkt, uc_start, uc_dstart) \
gSPLoadUcodeEx((pkt), (uc_start), (uc_dstart), SP_UCODE_DATA_SIZE)
#define gsSPLoadUcode(uc_start, uc_dstart) \
gsSPLoadUcodeEx((uc_start), (uc_dstart), SP_UCODE_DATA_SIZE)
#define gSPLoadUcodeL(pkt, ucode) \
gSPLoadUcode((pkt), OS_K0_TO_PHYSICAL(& ucode##TextStart), \
OS_K0_TO_PHYSICAL(& ucode##DataStart))
#define gsSPLoadUcodeL(ucode) \
gsSPLoadUcode( OS_K0_TO_PHYSICAL(& ucode##TextStart), \
OS_K0_TO_PHYSICAL(& ucode##DataStart))
/*
* gSPDma_io DMA to/from DMEM/IMEM for DEBUG.
*/
#define gSPDma_io(pkt, flag, dmem, dram, size) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_DMA_IO, 24, 8) | \
_SHIFTL((flag), 23, 1) | \
_SHIFTL((dmem) / 8, 13, 10) | \
_SHIFTL((size) - 1, 0, 12)); \
_g->words.w1 = (unsigned int)(dram); \
})
#define gsSPDma_io(flag, dmem, dram, size) \
{ \
(_SHIFTL(G_DMA_IO, 24, 8) | \
_SHIFTL((flag), 23, 1) | \
_SHIFTL((dmem) / 8, 13, 10) | \
_SHIFTL((size) - 1, 0, 12)), \
(unsigned int)(dram) \
}
#define gSPDmaRead(pkt,dmem,dram,size) gSPDma_io((pkt),0,(dmem),(dram),(size))
#define gsSPDmaRead(dmem,dram,size) gsSPDma_io( 0,(dmem),(dram),(size))
#define gSPDmaWrite(pkt,dmem,dram,size) gSPDma_io((pkt),1,(dmem),(dram),(size))
#define gsSPDmaWrite(dmem,dram,size) gsSPDma_io( 1,(dmem),(dram),(size))
/*
* RSP short command (no DMA required) macros
*/
#define gImmp0(pkt, c) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL((c), 24, 8); \
})
#define gsImmp0(c) \
{ \
_SHIFTL((c), 24, 8) \
}
#define gImmp1(pkt, c, p0) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL((c), 24, 8); \
_g->words.w1 = (unsigned int)(p0); \
})
#define gsImmp1(c, p0) \
{ \
_SHIFTL((c), 24, 8), \
(unsigned int)(p0) \
}
#define gImmp2(pkt, c, p0, p1) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL((c), 24, 8); \
_g->words.w1 = (_SHIFTL((p0), 16, 16) | \
_SHIFTL((p1), 8, 8)); \
})
#define gsImmp2(c, p0, p1) \
{ \
_SHIFTL((c), 24, 8), \
(_SHIFTL((p0), 16, 16) | \
_SHIFTL((p1), 8, 8)) \
}
#define gImmp3(pkt, c, p0, p1, p2) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL((c), 24, 8); \
_g->words.w1 = (_SHIFTL((p0), 16, 16) | \
_SHIFTL((p1), 8, 8) | \
_SHIFTL((p2), 0, 8)); \
})
#define gsImmp3(c, p0, p1, p2) \
{ \
_SHIFTL((c), 24, 8), \
(_SHIFTL((p0), 16, 16) | \
_SHIFTL((p1), 8, 8) | \
_SHIFTL((p2), 0, 8)) \
}
#define gImmp21(pkt, c, p0, p1, dat) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL((c), 24, 8) | \
_SHIFTL((p0), 8, 16) | \
_SHIFTL((p1), 0, 8)); \
_g->words.w1 = (unsigned int) (dat); \
})
#define gsImmp21(c, p0, p1, dat) \
{ \
(_SHIFTL((c), 24, 8) | \
_SHIFTL((p0), 8, 16) | \
_SHIFTL((p1), 0, 8)), \
(unsigned int) (dat) \
}
#define gMoveWd(pkt, index, offset, data) \
gDma1p((pkt), G_MOVEWORD, data, (offset & 0xFFF), index)
#define gsMoveWd( index, offset, data) \
gsDma1p( G_MOVEWORD, data, (offset & 0xFFF), index)
#define gMoveHalfwd(pkt, index, offset, data) \
gDma1p((pkt), G_MOVEWORD, data, (offset & 0xFFF) | G_MW_HALFWORD_FLAG, index)
#define gsMoveHalfwd( index, offset, data) \
gsDma1p( G_MOVEWORD, data, (offset & 0xFFF) | G_MW_HALFWORD_FLAG, index)
/*
* Triangle commands
*/
#define __gsSP1Triangle_w1(v0, v1, v2) \
(_SHIFTL((v0) * 2, 16, 8) | \
_SHIFTL((v1) * 2, 8, 8) | \
_SHIFTL((v2) * 2, 0, 8))
#define __gsSP1Triangle_w1f(v0, v1, v2, flag) \
(((flag) == 0) ? __gsSP1Triangle_w1(v0, v1, v2) : \
((flag) == 1) ? __gsSP1Triangle_w1(v1, v2, v0) : \
__gsSP1Triangle_w1(v2, v0, v1))
#define __gsSP1Quadrangle_w1f(v0, v1, v2, v3, flag) \
(((flag) == 0) ? __gsSP1Triangle_w1(v0, v1, v2) : \
((flag) == 1) ? __gsSP1Triangle_w1(v1, v2, v3) : \
((flag) == 2) ? __gsSP1Triangle_w1(v2, v3, v0) : \
__gsSP1Triangle_w1(v3, v0, v1))
#define __gsSP1Quadrangle_w2f(v0, v1, v2, v3, flag) \
(((flag) == 0) ? __gsSP1Triangle_w1(v0, v2, v3) : \
((flag) == 1) ? __gsSP1Triangle_w1(v1, v3, v0) : \
((flag) == 2) ? __gsSP1Triangle_w1(v2, v0, v1) : \
__gsSP1Triangle_w1(v3, v1, v2))
/***
*** 1 Triangle
***/
#define gSP1Triangle(pkt, v0, v1, v2, flag) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
_g->words.w0 = (_SHIFTL(G_TRI1, 24, 8) | \
__gsSP1Triangle_w1f(v0, v1, v2, flag)); \
_g->words.w1 = 0; \
})
#define gsSP1Triangle(v0, v1, v2, flag) \
{ \
(_SHIFTL(G_TRI1, 24, 8) | \
__gsSP1Triangle_w1f(v0, v1, v2, flag)), \
0 \
}
/***
*** 1 Quadrangle
***/
#define gSP1Quadrangle(pkt, v0, v1, v2, v3, flag) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
_g->words.w0 = (_SHIFTL(G_QUAD, 24, 8) | \
__gsSP1Quadrangle_w1f(v0, v1, v2, v3, flag)); \
_g->words.w1 = (__gsSP1Quadrangle_w2f(v0, v1, v2, v3, flag)); \
})
#define gsSP1Quadrangle(v0, v1, v2, v3, flag) \
{ \
(_SHIFTL(G_QUAD, 24, 8) | \
__gsSP1Quadrangle_w1f(v0, v1, v2, v3, flag)), \
__gsSP1Quadrangle_w2f(v0, v1, v2, v3, flag) \
}
/***
*** 2 Triangles
***/
#define gSP2Triangles(pkt, v00, v01, v02, flag0, v10, v11, v12, flag1) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
_g->words.w0 = (_SHIFTL(G_TRI2, 24, 8) | \
__gsSP1Triangle_w1f(v00, v01, v02, flag0)); \
_g->words.w1 = __gsSP1Triangle_w1f(v10, v11, v12, flag1); \
})
#define gsSP2Triangles(v00, v01, v02, flag0, v10, v11, v12, flag1) \
{ \
(_SHIFTL(G_TRI2, 24, 8) | \
__gsSP1Triangle_w1f(v00, v01, v02, flag0)), \
__gsSP1Triangle_w1f(v10, v11, v12, flag1) \
}
/*
* 5 Triangles base commands
*/
#define _gSP5Triangles(pkt, cmd, v1, v2, v3, v4, v5, v6, v7) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
_g->words.w0 = (_SHIFTL(cmd, 24, 8) | \
_SHIFTL((v1)*2, 16, 8) | \
_SHIFTL((v2)*2, 8, 8) | \
_SHIFTL((v3)*2, 0, 8)); \
_g->words.w1 = (_SHIFTL((v4)*2, 24, 8) | \
_SHIFTL((v5)*2, 16, 8) | \
_SHIFTL((v6)*2, 8, 8) | \
_SHIFTL((v7)*2, 0, 8)); \
})
#define _gsSP5Triangles(cmd, v1, v2, v3, v4, v5, v6, v7) \
{ \
(_SHIFTL(cmd, 24, 8) | \
_SHIFTL((v1)*2, 16, 8) | \
_SHIFTL((v2)*2, 8, 8) | \
_SHIFTL((v3)*2, 0, 8)), \
(_SHIFTL((v4)*2, 24, 8) | \
_SHIFTL((v5)*2, 16, 8) | \
_SHIFTL((v6)*2, 8, 8) | \
_SHIFTL((v7)*2, 0, 8)) \
})
/*
* 5 Triangles in strip arrangement. Draws the following tris:
* v1-v2-v3, v3-v2-v4, v3-v4-v5, v5-v4-v6, v5-v6-v7
* If you want to draw fewer tris, set indices to -1 from the right.
* e.g. to draw 4 tris, set v7 to -1; to draw 3 tris, set v6 to -1
* Note that any set of 3 adjacent tris can be drawn with either SPTriStrip
* or SPTriFan. For arbitrary sets of 4 adjacent tris, four out of five of them
* can be drawn with one of SPTriStrip or SPTriFan. The 4-triangle formation
* which can't be drawn with either command looks like the Triforce.
*/
#define gSPTriStrip(pkt, v1, v2, v3, v4, v5, v6, v7) \
_gSP5Triangles(pkt, G_TRISTRIP, v1, v2, v3, v4, v5, v6, v7)
#define gsSPTriStrip(v1, v2, v3, v4, v5, v6, v7) \
_gsSP5Triangles(G_TRISTRIP, v1, v2, v3, v4, v5, v6, v7)
/*
* 5 Triangles in fan arrangement. Draws the following tris:
* v1-v2-v3, v1-v3-v4, v1-v4-v5, v1-v5-v6, v1-v6-v7
* Otherwise works the same as SPTriStrip, see above.
*/
#define gSPTriFan(pkt, v1, v2, v3, v4, v5, v6, v7) \
_gSP5Triangles(pkt, G_TRIFAN, v1, v2, v3, v4, v5, v6, v7)
#define gsSPTriFan(v1, v2, v3, v4, v5, v6, v7) \
_gsSP5Triangles(G_TRIFAN, v1, v2, v3, v4, v5, v6, v7)
/*
* Moveword commands
*/
/* not strictly a moveword command anymore */
#define gSPSegment(pkt, segment, base) \
gDma1p((pkt), G_RELSEGMENT, (base), ((segment) * 4) & 0xFFF, G_MW_SEGMENT)
#define gsSPSegment(segment, base) \
gsDma1p( G_RELSEGMENT, (base), ((segment) * 4) & 0xFFF, G_MW_SEGMENT)
#define gSPPerspNormalize(pkt, s) gMoveHalfwd(pkt, G_MW_FX, G_MWO_PERSPNORM, (s))
#define gsSPPerspNormalize(s) gsMoveHalfwd( G_MW_FX, G_MWO_PERSPNORM, (s))
/*
* Clipping Macros - Deprecated, encodes SP no-ops
* It is not possible to change the clip ratio from 2 in F3DEX3.
*/
#define gSPClipRatio(pkt, r) gSPNoOp(pkt)
#define gsSPClipRatio(r) gsSPNoOp()
/*
* Load new MVP matrix directly.
* This is no longer supported as there is no MVP matrix in F3DEX3.
*/
#define gSPForceMatrix(pkt, mptr) gSPNoOp(pkt)
#define gsSPForceMatrix(mptr) gsSPNoOp()
/*
* Ambient occlusion
* Enabled with the G_AMBOCCLUSION bit in geometry mode.
* Each of these factors sets how much ambient occlusion affects lights of
* the given type (ambient, directional, point). They are u16s.
* You can set each independently or two adjacent values with one moveword.
* A two-command macro is also provided to set all three values.
*
* When building the model, you must encode the amount of ambient occlusion at
* each vertex--effectively the shadow map for the model--in vertex alpha, where
* 00 means darkest and FF means lightest. Then, the factors set with the
* SPAmbOcclusion command determine how much the vertex alpha values affect the
* light intensity. For example, if the ambient factor is set to 0x8000, this
* means that in the darkest parts of the model, the ambient light intensity
* will be reduced by 50%, and in the lightest parts of the model, the ambient
* light intensity won't be reduced at all.
*
* The default is:
* amb = 0xFFFF (ambient light fully affected by vertex alpha)
* dir = 0xA000 (directional lights 62% affected by vertex alpha)
* point = 0 (point lights not at all affected by vertex alpha)
*
* Two reasons to use ambient occlusion rather than darkening the vertex colors:
* - With ambient occlusion, the geometry can be fully lit up with point and/or
* directional lights, depending on your settings here.
* - Ambient occlusion can be used with cel shading to create areas which are
* "darker" for the cel shading thresholds, but still have bright / white
* vertex colors.
*
* Two reasons to use these factors to modify ambient occlusion rather than
* just manually scaling and offsetting all the vertex alpha values:
* - To allow the behavior to differ between ambient, directional, and point
* lights
* - To allow the lighting to be adjusted at the scene level on-the-fly
*/
#define gSPAmbOcclusionAmb(pkt, amb) gMoveHalfwd(pkt, G_MW_FX, G_MWO_AO_AMBIENT, amb)
#define gsSPAmbOcclusionAmb(amb) gsMoveHalfwd( G_MW_FX, G_MWO_AO_AMBIENT, amb)
#define gSPAmbOcclusionDir(pkt, dir) gMoveHalfwd(pkt, G_MW_FX, G_MWO_AO_DIRECTIONAL, dir)
#define gsSPAmbOcclusionDir(dir) gsMoveHalfwd( G_MW_FX, G_MWO_AO_DIRECTIONAL, dir)
#define gSPAmbOcclusionPoint(pkt, point) gMoveHalfwd(pkt, G_MW_FX, G_MWO_AO_POINT, point)
#define gsSPAmbOcclusionPoint(point) gsMoveHalfwd( G_MW_FX, G_MWO_AO_POINT, point)
#define gSPAmbOcclusionAmbDir(pkt, amb, dir) \
gMoveWd(pkt, G_MW_FX, G_MWO_AO_AMBIENT, \
(_SHIFTL((amb), 16, 16) | _SHIFTL((dir), 0, 16)))
#define gsSPAmbOcclusionAmbDir(amb, dir) \
gsMoveWd(G_MW_FX, G_MWO_AO_AMBIENT, \
(_SHIFTL((amb), 16, 16) | _SHIFTL((dir), 0, 16)))
#define gSPAmbOcclusionDirPoint(pkt, dir, point) \
gMoveWd(pkt, G_MW_FX, G_MWO_AO_DIRECTIONAL, \
(_SHIFTL((dir), 16, 16) | _SHIFTL((point), 0, 16)))
#define gsSPAmbOcclusionDirPoint(dir, point) \
gsMoveWd(G_MW_FX, G_MWO_AO_DIRECTIONAL, \
(_SHIFTL((dir), 16, 16) | _SHIFTL((point), 0, 16)))
#define gSPAmbOcclusion(pkt, amb, dir, point) \
_DW({ \
gSPAmbOcclusionAmbDir(pkt, amb, dir); \
gSPAmbOcclusionPoint(pkt, point); \
})
#define gsSPAmbOcclusion(amb, dir, point) \
gsSPAmbOcclusionAmbDir(amb, dir), \
gsSPAmbOcclusionPoint(point)
/*
* Fresnel - Feature suggested by thecozies
* Enabled with the G_FRESNEL bit in geometry mode.
* The dot product between a vertex normal and the vector from the vertex to the
* camera is computed. The offset and scale here convert this to a shade alpha
* value. This is useful for making surfaces fade between transparent when
* viewed straight-on and opaque when viewed at a large angle, or for applying a
* fake "outline" around the border of meshes.
*
* If using Fresnel, you need to set the camera world position whenever you set
* the VP matrix, viewport, etc. See SPCameraWorld.
*
* The RSP does:
* s16 dotProduct = dot(vertex normal, camera pos - vertex pos);
* dotProduct = abs(dotProduct); // 0 = points to side, 7FFF = points at or away
* s32 factor = ((scale * dotProduct) >> 15) + offset;
* s16 result = clamp(factor << 8, 0, 7FFF);
* color_or_alpha = result >> 7;
*
* At dotMax, color_or_alpha = FF, result = 7F80, factor = 7F
* At dotMin, color_or_alpha = 00, result = 0, factor = 0
* 7F = ((scale * dotMax) >> 15) + offset
* 00 = ((scale * dotMin) >> 15) + offset
* Subtract: 7F = (scale * (dotMax - dotMin)) >> 15
* 3F8000 = scale * (dotMax - dotMin)
* scale = 3F8000 / (dotMax - dotMin) <--
* offset = -(((3F8000 / (dotMax - dotMin)) * dotMin) >> 15)
* offset = -((7F * dotMin) / (dotMax - dotMin)) <--
*
* To convert in the opposite direction:
* ((7F - offset) << 15) / scale = dotMax
* ((00 - offset) << 15) / scale = dotMin
*/
#define gSPFresnelScale(pkt, scale) \
gMoveHalfwd(pkt, G_MW_FX, G_MWO_FRESNEL_SCALE, scale)
#define gsSPFresnelScale(scale) \
gsMoveHalfwd(G_MW_FX, G_MWO_FRESNEL_SCALE, scale)
#define gSPFresnelOffset(pkt, offset) \
gMoveHalfwd(pkt, G_MW_FX, G_MWO_FRESNEL_OFFSET, offset)
#define gsSPFresnelOffset(offset) \
gsMoveHalfwd(G_MW_FX, G_MWO_FRESNEL_OFFSET, offset)
#define gSPFresnel(pkt, scale, offset) \
gMoveWd(pkt, G_MW_FX, G_MWO_FRESNEL_SCALE, \
(_SHIFTL((scale), 16, 16) | _SHIFTL((offset), 0, 16)))
#define gsSPFresnel(scale, offset) \
gsMoveWd(G_MW_FX, G_MWO_FRESNEL_SCALE, \
(_SHIFTL((scale), 16, 16) | _SHIFTL((offset), 0, 16)))
/*
* Attribute offsets
* These are added to ST or Z values after vertices are loaded and transformed.
* They are all s16s.
* For ST, the addition is after the multiplication for ST scale in SPTexture.
* For Z, this simply adds to the Z offset from the viewport.
* Whether each feature is enabled or disabled at a given time is determined
* by the G_ATTROFFSET_ST_ENABLE and G_ATTROFFSET_Z_ENABLE bits respectively in
* the geometry mode.
* Normally you would use ST offsets for UV scrolling, and you would use a Z
* offset of -2 (which it is set to by default) to fix decal mode. For the
* latter, enable the Z offset and set the Z mode to opaque.
*/
#define gSPAttrOffsetST(pkt, s, t) \
gMoveWd(pkt, G_MW_FX, G_MWO_ATTR_OFFSET_S, \
(_SHIFTL((s), 16, 16) | _SHIFTL((t), 0, 16)))
#define gsSPAttrOffsetST(s, t) \
gsMoveWd(G_MW_FX, G_MWO_ATTR_OFFSET_S, \
(_SHIFTL((s), 16, 16) | _SHIFTL((t), 0, 16)))
#define gSPAttrOffsetZ(pkt, z) \
gMoveHalfwd(pkt, G_MW_FX, G_MWO_ATTR_OFFSET_Z, z)
#define gsSPAttrOffsetZ(z) \
gsMoveHalfwd(G_MW_FX, G_MWO_ATTR_OFFSET_Z, z)
/*
* Alpha compare culling. Optimization for cel shading, could also be used for
* other scenarios where lots of tris are being drawn with alpha compare.
*
* If mode == G_ALPHA_COMPARE_CULL_DISABLE, tris are drawn normally.
*
* Otherwise:
* - "vertex alpha" means the post-transform alpha value at each vertex being
* sent to the RDP. This may be the original model vertex alpha, fog, light
* level (for cel shading), or Fresnel.
* - Assuming a cel shading context: you have a threshold value thresh, you draw
* tris once and want to write all pixels where shade alpha >= thresh. Then
* you change color settings and draw tris again, and want to write all other
* pixels, i.e. where shade alpha < thresh.
*
* For the light pass:
* - Set blend color alpha to thresh
* - Set CC alpha cycle 1 (or only cycle) to (shade alpha - 0) * tex alpha + 0
* - The RDP will draw pixels whenever shade alpha >= thresh (with binary alpha
* from the texture)
* - Set mode = G_ALPHA_COMPARE_CULL_BELOW in SPAlphaCompareCull, and thresh
* - The RSP will cull any tris where all three vertex alpha values (i.e. light
* level) are < thresh
*
* For the dark pass:
* - Set blend color alpha to 0x100 - thresh (yes, not 0xFF - thresh).
* - Set CC alpha cycle 1 (or only cycle) to (1 - shade alpha) * tex alpha + 0
* - The RDP will draw pixels whenever shade alpha < thresh (with binary alpha
* from the texture)
* - Set mode = G_ALPHA_COMPARE_CULL_ABOVE in SPAlphaCompareCull, and thresh
* - The RSP will cull any tris where all three vertex alpha values (i.e. light
* level) are >= thresh
*
* The idea is to cull tris early on the RSP which won't have any of their
* fragments drawn on the RDP, to save RDP time and memory bandwidth.
*/
#define gSPAlphaCompareCull(pkt, mode, thresh) \
gMoveHalfwd(pkt, G_MW_FX, G_MWO_ALPHA_COMPARE_CULL, \
(_SHIFTL((mode), 8, 8) | _SHIFTL((thresh), 0, 8)))
#define gsSPAlphaCompareCull(mode, thresh) \
gsMoveHalfwd(G_MW_FX, G_MWO_ALPHA_COMPARE_CULL, \
(_SHIFTL((mode), 8, 8) | _SHIFTL((thresh), 0, 8)))
/*
* Normals mode: How to handle transformation of vertex normals from model to
* world space for lighting.
*
* If mode = G_NORMALS_MODE_FAST, transforms normals from model space to world
* space with the M matrix. This is correct if the object's transformation
* matrix stack only included translations, rotations, and uniform scale (i.e.
* same scale in X, Y, and Z); otherwise, if the transformation matrix has
* nonuniform scale or shear, the lighting on the object will be somewhat
* distorted.
*
* If mode = G_NORMALS_MODE_AUTO, transforms normals from model space to world
* space with M inverse transpose, which renders lighting correctly for the
* object regardless of its transformation matrix (nonuniform scale or shear is
* okay). Whenever vertices are drawn with lighting enabled after M has been
* changed, computes M inverse transpose from M. This requires swapping to
* overlay 4 for M inverse transpose and then back to overlay 2 for lighting,
* which produces roughly 3.5 us of extra DRAM traffic. This performance penalty
* happens effectively once per matrix, which is once per normal object or
* separated limb or about twice per flex skeleton limb. So in a scene with lots
* of complex skeletons, this may have a noticeable performance impact.
*
* If mode = G_NORMALS_MODE_MANUAL, uses M inverse transpose for correct results
* like G_NORMALS_MODE_AUTO, but it never internally computes M inverse
* transpose. You have to upload M inverse transpose to the RSP using
* SPMITMatrix every time you change the M matrix. The DRAM traffic for the
* extra matrix uploads is much smaller than the overlay swaps, so if you can
* efficiently compute M inverse transpose on the CPU, this may be faster than
* G_NORMALS_MODE_AUTO.
*
* Recommended to leave this set to G_NORMALS_MODE_FAST generally, and only set
* it to G_NORMALS_MODE_AUTO for specific objects at times when they actually
* have a nonuniform scale. For example, G_NORMALS_MODE_FAST for Mario
* generally, but G_NORMALS_MODE_AUTO temporarily while he is squashed.
*/
#define gSPNormalsMode(pkt, mode) \
gMoveHalfwd(pkt, G_MW_FX, G_MWO_NORMALS_MODE, (mode) & 0xFF)
#define gsSPNormalsMode(mode) \
gsMoveHalfwd(G_MW_FX, G_MWO_NORMALS_MODE, (mode) & 0xFF)
/*
* F3DEX3 has a basic auto-batched rendering system. At a high level, if a
* material display list being run is the same as the last material, the texture
* loads are automatically skipped the second time as they should already be in
* TMEM.
*
* This design generally works, but can break if you call a display list twice
* but in between change a segment mapping so that a referenced image inside is
* actually different the two times. In these cases, run the below command
* between the two calls (e.g. when you change the segment) and the microcode
* will not skip the second texture loads.
*
* Internally, a material is defined to start with any set image command, and
* end on any of the following: call, branch, return, vertex, all tri commands,
* modify vertex, branch Z/W, or cull. The physical address of the display list
* --not the address of the image--is stored when a material is started. If a
* material starts and its physical address is the same as the stored last start
* address, i.e. we're executing the same material display list as the last
* material, material cull mode is set. In this mode, load block, load tile, and
* load TLUT all are skipped. This mode is cleared when the material ends.
*
* This design has the benefit that it works correctly even with complex
* materials, e.g. with two CI4 textures (four loads), whereas it would be
* difficult to implement tracking all these loads separately. Furthermore, a
* design based on tracking the image addresses could break if you loaded
* different tile sections of the same image in consecutive materials.
*/
#define gSPDontSkipTexLoadsAcross(pkt) \
gMoveWd(pkt, G_MW_FX, G_MWO_LAST_MAT_DL_ADDR, 0xFFFFFFFF)
#define gsSPDontSkipTexLoadsAcross() \
gsMoveWd(G_MW_FX, G_MWO_LAST_MAT_DL_ADDR, 0xFFFFFFFF)
typedef union {
struct {
s16 intPart[3][4]; /* Fourth row containing translations is omitted. */
u16 fracPart[3][4]; /* Also the fourth column data is ignored, need not be 0. */
};
long long int force_structure_alignment;
} MITMtx;
/*
* See SPNormalsMode. mtx is the address of a MITMtx (M inverse transpose).
*
* The matrix values must be scaled down so that the matrix norm is <= 1,
* i.e. multiplying this matrix by any vector length <= 1 must produce a vector
* with length <= 1. Normally, M scales things down substantially, so M inverse
* transpose natively would scale them up substantially; you need to apply a
* constant scale to counteract this. One easy way to do this is compute M
* inverse transpose normally, then scale it so until the maximum absolute
* value of any element is 0.5. Because of this scaling, you can also skip the
* part of the inverse computation where you compute the determinant and divide
* by it, cause you're going to rescale it arbitrarily anyway.
*/
#define gSPMITMatrix(pkt, mit) \
gDma2p((pkt), G_MOVEMEM, (mit), sizeof(MITMtx), G_MV_MMTX, 0x80)
#define gsSPMITMatrix(mtx) \
gsDma2p( G_MOVEMEM, (mit), sizeof(MITMtx), G_MV_MMTX, 0x80)
/*
* Insert values into Vertices
*
* vtx = vertex number 0-55
* where = which element of point to modify (byte offset into vertex)
* num = new value (32 bit)
*/
# define gSPModifyVertex(pkt, vtx, where, val) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_MODIFYVTX, 24, 8) | \
_SHIFTL((where), 16, 8) | \
_SHIFTL((vtx) * 2, 0, 16)); \
_g->words.w1 = (unsigned int)(val); \
})
# define gsSPModifyVertex(vtx, where, val) \
{ \
(_SHIFTL(G_MODIFYVTX, 24, 8) | \
_SHIFTL((where), 16, 8) | \
_SHIFTL((vtx) * 2, 0, 16)), \
(unsigned int)(val) \
}
/*
* Display list optimization / object culling
*/
/*
* Cull the display list based on screen clip flags of range of loaded verts.
* Executes SPEndDisplayList if the convex hull formed by the specified range of
* already-loaded vertices is offscreen.
*/
#define gSPCullDisplayList(pkt,vstart,vend) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_CULLDL, 24, 8) | \
_SHIFTL((vstart) * 2, 0, 16)); \
_g->words.w1 = _SHIFTL((vend) * 2, 0, 16); \
})
#define gsSPCullDisplayList(vstart,vend) \
{ \
(_SHIFTL(G_CULLDL, 24, 8) | \
_SHIFTL((vstart) * 2, 0, 16)), \
_SHIFTL((vend) * 2, 0, 16) \
}
/*
* gSPBranchLessZ Branch DL if (vtx.z) less than or equal (zval).
* Note that this uses W in F3DZEX / CFG_G_BRANCH_W, in which case all the
* Z calculations below are wrong and raw values must be used.
*
* dl = DL branch to
* vtx = Vertex
* zval = Screen depth
* near = Near plane
* far = Far plane
* flag = G_BZ_PERSP or G_BZ_ORTHO
*/
/* From gu.h */
#ifndef FTOFIX32
# define FTOFIX32(x) (long)((x) * (float)0x00010000)
#endif
#define G_BZ_PERSP 0
#define G_BZ_ORTHO 1
#define G_DEPTOZSrg(zval, near, far, flag, zmin, zmax) \
(((unsigned int)FTOFIX32(((flag) == G_BZ_PERSP ? \
(1.0f - (float)(near) / (float)(zval)) / \
(1.0f - (float)(near) / (float)(far )) : \
((float)(zval) - (float)(near)) / \
((float)(far ) - (float)(near))))) * \
(((int)((zmax) - (zmin))) & ~1) + (int)FTOFIX32(zmin))
#define G_DEPTOZS(zval, near, far, flag) \
G_DEPTOZSrg(zval, near, far, flag, 0, G_MAXZ)
#define gSPBranchLessZrg(pkt, dl, vtx, zval, near, far, flag, zmin, zmax) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL(G_RDPHALF_1, 24, 8); \
_g->words.w1 = (unsigned int)(dl); \
\
_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_BRANCH_Z, 24, 8) | \
_SHIFTL((vtx) * 5, 12, 12) | \
_SHIFTL((vtx) * 2, 0, 12)); \
_g->words.w1 = G_DEPTOZSrg(zval, near, far, flag, zmin, zmax); \
})
#define gsSPBranchLessZrg(dl, vtx, zval, near, far, flag, zmin, zmax) \
{ \
_SHIFTL(G_RDPHALF_1, 24, 8), \
(unsigned int)(dl), \
}, \
{ \
(_SHIFTL(G_BRANCH_Z, 24, 8) | \
_SHIFTL((vtx) * 5, 12, 12) | \
_SHIFTL((vtx) * 2, 0, 12)), \
G_DEPTOZSrg(zval, near, far, flag, zmin, zmax), \
}
#define gSPBranchLessZ(pkt, dl, vtx, zval, near, far, flag) \
gSPBranchLessZrg(pkt, dl, vtx, zval, near, far, flag, 0, G_MAXZ)
#define gsSPBranchLessZ(dl, vtx, zval, near, far, flag) \
gsSPBranchLessZrg(dl, vtx, zval, near, far, flag, 0, G_MAXZ)
/*
* gSPBranchLessZraw Branch DL if (vtx.z) less than or equal (raw zval).
*
* dl = DL branch to
* vtx = Vertex
* zval = Raw value of screen depth
*/
#define gSPBranchLessZraw(pkt, dl, vtx, zval) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL(G_RDPHALF_1, 24, 8); \
_g->words.w1 = (unsigned int)(dl); \
\
_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_BRANCH_Z, 24, 8) | \
_SHIFTL((vtx) * 5, 12, 12) | \
_SHIFTL((vtx) * 2, 0, 12)); \
_g->words.w1 = (unsigned int)(zval); \
})
#define gsSPBranchLessZraw(dl, vtx, zval) \
{ \
_SHIFTL(G_RDPHALF_1, 24, 8), \
(unsigned int)(dl), \
}, \
{ \
(_SHIFTL(G_BRANCH_Z, 24, 8) | \
_SHIFTL((vtx) * 5, 12, 12) | \
_SHIFTL((vtx) * 2, 0, 12)), \
(unsigned int)(zval), \
}
/*
* Lighting Commands
*/
#define NUML(n) ((n) * 0x10)
/*
* F3DEX3 properly supports zero lights, so there is no need to use these macros
* anymore.
*/
#define NUMLIGHTS_0 0
#define NUMLIGHTS_1 1
#define NUMLIGHTS_2 2
#define NUMLIGHTS_3 3
#define NUMLIGHTS_4 4
#define NUMLIGHTS_5 5
#define NUMLIGHTS_6 6
#define NUMLIGHTS_7 7
#define NUMLIGHTS_8 8
#define NUMLIGHTS_9 9
/*
* Number of directional / point lights, in the range 0-9. There is also always
* one ambient light not counted in this number.
*/
#define gSPNumLights(pkt, n) \
gMoveWd(pkt, G_MW_NUMLIGHT, G_MWO_NUMLIGHT, NUML(n))
#define gsSPNumLights(n) \
gsMoveWd( G_MW_NUMLIGHT, G_MWO_NUMLIGHT, NUML(n))
/* There is also no need to use these macros. */
#define LIGHT_1 1
#define LIGHT_2 2
#define LIGHT_3 3
#define LIGHT_4 4
#define LIGHT_5 5
#define LIGHT_6 6
#define LIGHT_7 7
#define LIGHT_8 8
#define LIGHT_9 9
#define LIGHT_10 10
/*
* l should point to a Light or PosLight struct.
* n should be an integer 1-9 to load lights 0-8.
* Can also load Ambient lights to lights 0-8 with this. However, if you have
* 9 directional / point lights, you must use SPAmbient to load light 9
* (LIGHT_10) with an ambient light. (That is, the memory for light 9 (LIGHT_10)
* is only sizeof(Ambient), so if you load this with SPLight, it will overwrite
* other DMEM and corrupt unrelated things.)
* New code should not generally use SPLight, and instead use SPSetLights to set
* all lights in one memory transaction.
*/
#define _LIGHT_TO_OFFSET(n) (((n) - 1) * 0x10 + 0x10) /* The + 0x10 skips cam pos and lookat */
#define gSPLight(pkt, l, n) \
gDma2p((pkt), G_MOVEMEM, (l), sizeof(Light), G_MV_LIGHT, _LIGHT_TO_OFFSET(n))
#define gsSPLight(l, n) \
gsDma2p( G_MOVEMEM, (l), sizeof(Light), G_MV_LIGHT, _LIGHT_TO_OFFSET(n))
/*
* l should point to an Ambient struct.
* n should be an integer 1-10 to load lights 0-9.
*/
#define gSPAmbient(pkt, l, n) \
gDma2p((pkt), G_MOVEMEM, (l), sizeof(Ambient), G_MV_LIGHT, _LIGHT_TO_OFFSET(n))
#define gsSPAmbient(l, n) \
gsDma2p( G_MOVEMEM, (l), sizeof(Ambient), G_MV_LIGHT, _LIGHT_TO_OFFSET(n))
/*
* gSPLightColor changes the color of a directional light without an additional
* DMA transfer.
* col is a 32 bit word where (col >> 24) & 0xFF is red, (col >> 16) & 0xFF is
* green, and (col >> 8) & 0xFF is blue. (col & 0xFF) is ignored and masked to
* zero.
* n should be an integer 1-10 to apply to light 0-9.
*/
#define gSPLightColor(pkt, n, col) \
_DW({ \
gMoveWd(pkt, G_MW_LIGHTCOL, ((((n) - 1) * 0x10) + 0), ((col) & 0xFFFFFF00)); \
gMoveWd(pkt, G_MW_LIGHTCOL, ((((n) - 1) * 0x10) + 4), ((col) & 0xFFFFFF00)); \
})
#define gsSPLightColor(n, col) \
gsMoveWd(G_MW_LIGHTCOL, ((((n) - 1) * 0x10) + 0), ((col) & 0xFFFFFF00)), \
gsMoveWd(G_MW_LIGHTCOL, ((((n) - 1) * 0x10) + 4), ((col) & 0xFFFFFF00))
/*
* Version for point lights. (col1 & 0xFF) must be set to the point light constant
* factor (must be nonzero), and (col2 & 0xFF) must be set to the point light
* linear factor.
* n should be an integer 1-10 to apply to light 0-9.
*/
#define _gSPLightColor2(pkt, n, col1, col2) \
_DW({\
gMoveWd(pkt, G_MW_LIGHTCOL, ((((n) - 1) * 0x10) + 0), col1); \
gMoveWd(pkt, G_MW_LIGHTCOL, ((((n) - 1) * 0x10) + 4), col2); \
})
#define _gsSPLightColor2(n, col1, col2) \
gsMoveWd(G_MW_LIGHTCOL, ((((n) - 1) * 0x10) + 0), col1), \
gsMoveWd(G_MW_LIGHTCOL, ((((n) - 1) * 0x10) + 4), col2)
/*
* Set all your scene's lights (directional/point + ambient) with one memory
* transaction.
* n is the number of directional / point lights, from 0 to 9. There is also
* always an ambient light.
* name should be the NAME of a Lights or PosLights struct (NOT A POINTER)
* filled in with all the lighting data. You can use the gdSPDef* macros to fill
* in the struct or just do it manually. Example:
* PosLights2 myLights; // 2 pos + 1 ambient
* <code to fill in the fields of myLights>
* gSPSetLights(POLY_OPA_DISP++, 2, myLights);
*
* If you need to use a pointer, e.g. if the number of lights is variable at
* runtime:
* PosLight *lights = memory_allocate((numLights + 1) * sizeof(PosLight));
* lights[0].p.pos = ...;
* lights[1].l.dir = ...;
* ...
* lights[numLights].l.col = ambient_color();
* gSPSetLights(POLY_OPA_DISP++, numLights, *lights); // <- NOTE DEREFERENCE
*
* If you're wondering why this macro takes a name / dereference instead of a
* pointer, it's for backwards compatibility.
*/
#define gSPSetLights(pkt, n, name) \
_DW({ \
gSPNumLights(pkt, n); \
gDma2p((pkt), G_MOVEMEM, &(name), (n) * 0x10 + 8, G_MV_LIGHT, 0x10); \
})
#define gsSPSetLights(n, name) \
gsSPNumLights(n), \
gsDma2p(G_MOVEMEM, &(name), (n) * 0x10 + 8, G_MV_LIGHT, 0x10)
#define gSPSetLights0(pkt, name) gSPSetLights(pkt, 0, name)
#define gsSPSetLights0(name) gsSPSetLights( 0, name)
#define gSPSetLights1(pkt, name) gSPSetLights(pkt, 1, name)
#define gsSPSetLights1(name) gsSPSetLights( 1, name)
#define gSPSetLights2(pkt, name) gSPSetLights(pkt, 2, name)
#define gsSPSetLights2(name) gsSPSetLights( 2, name)
#define gSPSetLights3(pkt, name) gSPSetLights(pkt, 3, name)
#define gsSPSetLights3(name) gsSPSetLights( 3, name)
#define gSPSetLights4(pkt, name) gSPSetLights(pkt, 4, name)
#define gsSPSetLights4(name) gsSPSetLights( 4, name)
#define gSPSetLights5(pkt, name) gSPSetLights(pkt, 5, name)
#define gsSPSetLights5(name) gsSPSetLights( 5, name)
#define gSPSetLights6(pkt, name) gSPSetLights(pkt, 6, name)
#define gsSPSetLights6(name) gsSPSetLights( 6, name)
#define gSPSetLights7(pkt, name) gSPSetLights(pkt, 7, name)
#define gsSPSetLights7(name) gsSPSetLights( 7, name)
#define gSPSetLights8(pkt, name) gSPSetLights(pkt, 8, name)
#define gsSPSetLights8(name) gsSPSetLights( 8, name)
#define gSPSetLights9(pkt, name) gSPSetLights(pkt, 9, name)
#define gsSPSetLights9(name) gsSPSetLights( 9, name)
/*
* Camera world position for Fresnel and specular lighting. Set this whenever
* you set the VP matrix, viewport, etc. cam is the address of a PlainVtx struct.
*/
#define gSPCameraWorld(pkt, cam) \
gDma2p((pkt), G_MOVEMEM, (cam), sizeof(PlainVtx), G_MV_LIGHT, 0)
#define gsSPCameraWorld(cam) \
gsDma2p( G_MOVEMEM, (cam), sizeof(PlainVtx), G_MV_LIGHT, 0)
/*
* Reflection/Hiliting Macros.
* la is the address of a LookAt struct.
*/
#define gSPLookAt(pkt, la) \
gDma2p((pkt), G_MOVEMEM, (la), sizeof(LookAt), G_MV_LIGHT, 8)
#define gsSPLookAt(la) \
gsDma2p( G_MOVEMEM, (la), sizeof(LookAt), G_MV_LIGHT, 8)
/*
* These versions are deprecated, please use g*SPLookAt. The two directions
* cannot be set independently anymore as they both fit within one memory word.
* (They could be set with moveword, but then the values would have to be within
* the command itself, not at a memory address.)
* This deprecated version has the X command set both (assuming l is the name /
* address of a LookAt struct) and has the Y command as a SP no-op.
*/
#define gSPLookAtX(pkt, l) gSPLookAt(pkt, l)
#define gsSPLookAtX(l) gsSPLookAt(l)
#define gSPLookAtY(pkt, l) gSPNoOp(pkt)
#define gsSPLookAtY(l) gsSPNoOp()
#define gDPSetHilite1Tile(pkt, tile, hilite, width, height) \
gDPSetTileSize(pkt, tile, \
(hilite)->h.x1 & 0xFFF, \
(hilite)->h.y1 & 0xFFF, \
((((width) - 1) * 4) + (hilite)->h.x1) & 0xFFF, \
((((height) - 1) * 4) + (hilite)->h.y1) & 0xFFF)
#define gsDPSetHilite1Tile(tile, hilite, width, height) \
gsDPSetTileSize(tile, \
(hilite)->h.x1 & 0xFFF, \
(hilite)->h.y1 & 0xFFF, \
((((width) - 1) * 4) + (hilite)->h.x1) & 0xFFF, \
((((height) - 1) * 4) + (hilite)->h.y1) & 0xFFF)
#define gDPSetHilite2Tile(pkt, tile, hilite, width, height) \
gDPSetTileSize(pkt, tile, \
(hilite)->h.x2 & 0xFFF, \
(hilite)->h.y2 & 0xFFF, \
((((width) - 1) * 4) + (hilite)->h.x2) & 0xFFF, \
((((height) - 1) * 4) + (hilite)->h.y2) & 0xFFF)
#define gsDPSetHilite2Tile(tile, hilite, width, height) \
gsDPSetTileSize(tile, \
(hilite)->h.x2 & 0xFFF, \
(hilite)->h.y2 & 0xFFF, \
((((width) - 1) * 4) + (hilite)->h.x2) & 0xFFF, \
((((height) - 1) * 4) + (hilite)->h.y2) & 0xFFF)
/*
* Set the occlusion plane. This is a quadrilateral in 3D space where all
* geometry behind it is culled. You should create occlusion plane candidates
* just behind walls and other large objects, and have your game engine pick
* the most optimal one every frame to send to the RSP.
*
* Computing the coefficients for the occlusion plane is far too complicated to
* explain here. The reference implementation `guOcclusionPlane` is provided
* separately.
*
* o is the address of an OcclusionPlane struct
*/
#define gSPOcclusionPlane(pkt, o) \
gDma2p((pkt), G_MOVEMEM, (o), sizeof(OcclusionPlane), G_MV_LIGHT, \
(G_MAX_LIGHTS * 0x10) + 0x18)
#define gsSPOcclusionPlane(o) \
gsDma2p( G_MOVEMEM, (o), sizeof(OcclusionPlane), G_MV_LIGHT, \
(G_MAX_LIGHTS * 0x10) + 0x18)
/*
* FOG macros
* fm = z multiplier
* fo = z offset
* FOG FORMULA: alpha(fog) = (eyespace z) * fm + fo CLAMPED 0 to 255
* note: (eyespace z) ranges -1 to 1
*
* Alternate method of setting fog:
* min, max: range 0 to 1000: 0=nearplane, 1000=farplane
* min is where fog begins (usually less than max and often 0)
* max is where fog is thickest (usually 1000)
*
*/
#define gSPFogFactor(pkt, fm, fo) \
gMoveWd(pkt, G_MW_FOG, G_MWO_FOG, \
(_SHIFTL(fm, 16, 16) | _SHIFTL(fo, 0, 16)))
#define gsSPFogFactor(fm, fo) \
gsMoveWd(G_MW_FOG, G_MWO_FOG, \
(_SHIFTL(fm, 16, 16) | _SHIFTL(fo, 0, 16)))
#define gSPFogPosition(pkt, min, max) \
gMoveWd(pkt, G_MW_FOG, G_MWO_FOG, \
(_SHIFTL((128000 / ((max) - (min))), 16, 16) | \
_SHIFTL(((500 - (min)) * 256 / ((max) - (min))), 0, 16)))
#define gsSPFogPosition(min, max) \
gsMoveWd(G_MW_FOG, G_MWO_FOG, \
(_SHIFTL((128000 / ((max) - (min))), 16, 16) | \
_SHIFTL(((500 - (min)) * 256 / ((max) - (min))), 0, 16)))
/*
* Macros to turn texture on/off
*/
#define gSPTexture(pkt, s, t, level, tile, on) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_TEXTURE, 24, 8) | \
_SHIFTL((level), 11, 3) | \
_SHIFTL((tile), 8, 3) | \
_SHIFTL((on), 1, 7)); \
_g->words.w1 = (_SHIFTL((s), 16, 16) | \
_SHIFTL((t), 0, 16)); \
})
#define gsSPTexture(s, t, level, tile, on) \
{ \
(_SHIFTL(G_TEXTURE, 24, 8) | \
_SHIFTL((level), 11, 3) | \
_SHIFTL((tile), 8, 3) | \
_SHIFTL((on), 1, 7)), \
(_SHIFTL((s), 16, 16) | \
_SHIFTL((t), 0, 16)) \
}
/*
* The bowtie value is a workaround for a bug in HW V1, and is not supported
* by F3DEX2, let alone F3DEX3.
*/
#define gSPTextureL(pkt, s, t, level, bowtie, tile, on) \
gSPTexture(pkt, s, t, level, tile, on)
#define gsSPTextureL(s, t, level, bowtie, tile, on) \
gsSPTexture(s, t, level, tile, on)
/*
* One gSPGeometryMode(pkt,c,s) GBI is equal to these two GBIs.
*
* gSPClearGeometryMode(pkt,c)
* gSPSetGeometryMode(pkt,s)
*
* gSPLoadGeometryMode(pkt, word) sets GeometryMode directly.
*/
#define gSPGeometryMode(pkt, c, s) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_GEOMETRYMODE, 24, 8) | \
_SHIFTL(~(u32)(c), 0, 24)); \
_g->words.w1 = (u32)(s); \
})
#define gsSPGeometryMode(c, s) \
{ \
(_SHIFTL(G_GEOMETRYMODE, 24, 8) | \
_SHIFTL(~(u32)(c), 0, 24)), \
(u32)(s) \
}
#define gSPSetGeometryMode(pkt, word) gSPGeometryMode((pkt), 0, (word))
#define gsSPSetGeometryMode(word) gsSPGeometryMode( 0, (word))
#define gSPClearGeometryMode(pkt, word) gSPGeometryMode((pkt), (word), 0)
#define gsSPClearGeometryMode(word) gsSPGeometryMode( (word), 0)
#define gSPLoadGeometryMode(pkt, word) gSPGeometryMode((pkt), -1, (word))
#define gsSPLoadGeometryMode(word) gsSPGeometryMode( -1, (word))
#define gsSPGeometryModeSetFirst(c, s) gsSPGeometryMode(c, s)
#define gSPSetOtherMode(pkt, cmd, sft, len, data) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(cmd, 24, 8) | \
_SHIFTL(32 - (sft) - (len), 8, 8) | \
_SHIFTL((len) - 1, 0, 8)); \
_g->words.w1 = (unsigned int)(data); \
})
#define gsSPSetOtherMode(cmd, sft, len, data) \
{ \
(_SHIFTL(cmd, 24, 8) | \
_SHIFTL(32 - (sft) - (len), 8, 8) | \
_SHIFTL((len) - 1, 0, 8)), \
(unsigned int)(data) \
}
/*
* RDP setothermode register commands - register shadowed in RSP
*/
#define gDPPipelineMode(pkt, mode) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_H, G_MDSFT_PIPELINE, 1, mode)
#define gsDPPipelineMode(mode) \
gsSPSetOtherMode( G_SETOTHERMODE_H, G_MDSFT_PIPELINE, 1, mode)
#define gDPSetCycleType(pkt, type) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_H, G_MDSFT_CYCLETYPE, 2, type)
#define gsDPSetCycleType(type) \
gsSPSetOtherMode( G_SETOTHERMODE_H, G_MDSFT_CYCLETYPE, 2, type)
#define gDPSetTexturePersp(pkt, type) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_H, G_MDSFT_TEXTPERSP, 1, type)
#define gsDPSetTexturePersp(type) \
gsSPSetOtherMode( G_SETOTHERMODE_H, G_MDSFT_TEXTPERSP, 1, type)
#define gDPSetTextureDetail(pkt, type) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_H, G_MDSFT_TEXTDETAIL, 2, type)
#define gsDPSetTextureDetail(type) \
gsSPSetOtherMode( G_SETOTHERMODE_H, G_MDSFT_TEXTDETAIL, 2, type)
#define gDPSetTextureLOD(pkt, type) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_H, G_MDSFT_TEXTLOD, 1, type)
#define gsDPSetTextureLOD(type) \
gsSPSetOtherMode( G_SETOTHERMODE_H, G_MDSFT_TEXTLOD, 1, type)
#define gDPSetTextureLUT(pkt, type) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_H, G_MDSFT_TEXTLUT, 2, type)
#define gsDPSetTextureLUT(type) \
gsSPSetOtherMode( G_SETOTHERMODE_H, G_MDSFT_TEXTLUT, 2, type)
#define gDPSetTextureFilter(pkt, type) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_H, G_MDSFT_TEXTFILT, 2, type)
#define gsDPSetTextureFilter(type) \
gsSPSetOtherMode( G_SETOTHERMODE_H, G_MDSFT_TEXTFILT, 2, type)
#define gDPSetTextureConvert(pkt, type) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_H, G_MDSFT_TEXTCONV, 3, type)
#define gsDPSetTextureConvert(type) \
gsSPSetOtherMode( G_SETOTHERMODE_H, G_MDSFT_TEXTCONV, 3, type)
#define gDPSetCombineKey(pkt, type) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_H, G_MDSFT_COMBKEY, 1, type)
#define gsDPSetCombineKey(type) \
gsSPSetOtherMode( G_SETOTHERMODE_H, G_MDSFT_COMBKEY, 1, type)
#define gDPSetColorDither(pkt, mode) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_H, G_MDSFT_RGBDITHER, 2, mode)
#define gsDPSetColorDither(mode) \
gsSPSetOtherMode( G_SETOTHERMODE_H, G_MDSFT_RGBDITHER, 2, mode)
#define gDPSetAlphaDither(pkt, mode) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_H, G_MDSFT_ALPHADITHER, 2, mode)
#define gsDPSetAlphaDither(mode) \
gsSPSetOtherMode( G_SETOTHERMODE_H, G_MDSFT_ALPHADITHER, 2, mode)
/* 'blendmask' is not supported anymore.
* The bits are reserved for future use.
* Fri May 26 13:45:55 PDT 1995
*/
#define gDPSetBlendMask(pkt, mask) gDPNoOp(pkt)
#define gsDPSetBlendMask(mask) gsDPNoOp()
#define gDPSetAlphaCompare(pkt, type) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_L, G_MDSFT_ALPHACOMPARE, 2, type)
#define gsDPSetAlphaCompare(type) \
gsSPSetOtherMode( G_SETOTHERMODE_L, G_MDSFT_ALPHACOMPARE, 2, type)
#define gDPSetDepthSource(pkt, src) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_L, G_MDSFT_ZSRCSEL, 1, src)
#define gsDPSetDepthSource(src) \
gsSPSetOtherMode( G_SETOTHERMODE_L, G_MDSFT_ZSRCSEL, 1, src)
#define gDPSetRenderMode(pkt, c0, c1) \
gSPSetOtherMode(pkt, G_SETOTHERMODE_L, G_MDSFT_RENDERMODE, 29, (c0) | (c1))
#define gsDPSetRenderMode(c0, c1) \
gsSPSetOtherMode( G_SETOTHERMODE_L, G_MDSFT_RENDERMODE, 29, (c0) | (c1))
#define gSetImage(pkt, cmd, fmt, siz, width, i) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(cmd, 24, 8) | \
_SHIFTL(fmt, 21, 3) | \
_SHIFTL(siz, 19, 2) | \
_SHIFTL((width) - 1, 0, 12)); \
_g->words.w1 = (unsigned int)(i); \
})
#define gsSetImage(cmd, fmt, siz, width, i) \
{ \
(_SHIFTL(cmd, 24, 8) | \
_SHIFTL(fmt, 21, 3) | \
_SHIFTL(siz, 19, 2) | \
_SHIFTL((width) - 1, 0, 12)), \
(unsigned int)(i) \
}
#define gDPSetColorImage(pkt, f, s, w, i) gSetImage(pkt, G_SETCIMG, f, s, w, i)
#define gsDPSetColorImage(f, s, w, i) gsSetImage( G_SETCIMG, f, s, w, i)
/* use these for new code */
#define gDPSetDepthImage(pkt, i) gSetImage(pkt, G_SETZIMG, 0, 0, 1, i)
#define gsDPSetDepthImage(i) gsSetImage( G_SETZIMG, 0, 0, 1, i)
/* kept for compatibility */
#define gDPSetMaskImage(pkt, i) gDPSetDepthImage(pkt, i)
#define gsDPSetMaskImage(i) gsDPSetDepthImage( i)
#define gDPSetTextureImage(pkt, f, s, w, i) gSetImage(pkt, G_SETTIMG, f, s, w, i)
#define gsDPSetTextureImage(f, s, w, i) gsSetImage( G_SETTIMG, f, s, w, i)
/*
* RDP macros
*/
#define gDPSetCombine(pkt, muxs0, muxs1) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_SETCOMBINE, 24, 8) | \
_SHIFTL(muxs0, 0, 24)); \
_g->words.w1 = (unsigned int)(muxs1); \
})
#define gsDPSetCombine(muxs0, muxs1) \
{ \
(_SHIFTL(G_SETCOMBINE, 24, 8) | \
_SHIFTL(muxs0, 0, 24)), \
(unsigned int)(muxs1) \
}
#define GCCc0w0(saRGB0, mRGB0, saA0, mA0) \
(_SHIFTL((saRGB0), 20, 4) | \
_SHIFTL((mRGB0), 15, 5) | \
_SHIFTL((saA0), 12, 3) | \
_SHIFTL((mA0), 9, 3))
#define GCCc1w0(saRGB1, mRGB1) \
(_SHIFTL((saRGB1), 5, 4) | \
_SHIFTL((mRGB1), 0, 5))
#define GCCc0w1(sbRGB0, aRGB0, sbA0, aA0) \
(_SHIFTL((sbRGB0), 28, 4) | \
_SHIFTL((aRGB0), 15, 3) | \
_SHIFTL((sbA0), 12, 3) | \
_SHIFTL((aA0), 9, 3))
#define GCCc1w1(sbRGB1, saA1, mA1, aRGB1, sbA1, aA1) \
(_SHIFTL((sbRGB1), 24, 4) | \
_SHIFTL((saA1), 21, 3) | \
_SHIFTL((mA1), 18, 3) | \
_SHIFTL((aRGB1), 6, 3) | \
_SHIFTL((sbA1), 3, 3) | \
_SHIFTL((aA1), 0, 3))
#define gDPSetCombineLERP(pkt, a0, b0, c0, d0, Aa0, Ab0, Ac0, Ad0, \
a1, b1, c1, d1, Aa1, Ab1, Ac1, Ad1) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_SETCOMBINE, 24, 8) | \
_SHIFTL(GCCc0w0(G_CCMUX_##a0, G_CCMUX_##c0, \
G_ACMUX_##Aa0, G_ACMUX_##Ac0) | \
GCCc1w0(G_CCMUX_##a1, G_CCMUX_##c1), \
0, 24)); \
_g->words.w1 = (unsigned int)(GCCc0w1(G_CCMUX_##b0, G_CCMUX_##d0, \
G_ACMUX_##Ab0, G_ACMUX_##Ad0) | \
GCCc1w1(G_CCMUX_##b1, G_ACMUX_##Aa1, \
G_ACMUX_##Ac1, G_CCMUX_##d1, \
G_ACMUX_##Ab1, G_ACMUX_##Ad1)); \
})
#define gsDPSetCombineLERP(a0, b0, c0, d0, Aa0, Ab0, Ac0, Ad0, \
a1, b1, c1, d1, Aa1, Ab1, Ac1, Ad1) \
{ \
(_SHIFTL(G_SETCOMBINE, 24, 8) | \
_SHIFTL(GCCc0w0(G_CCMUX_##a0, G_CCMUX_##c0, \
G_ACMUX_##Aa0, G_ACMUX_##Ac0) | \
GCCc1w0(G_CCMUX_##a1, G_CCMUX_##c1), \
0, 24)), \
(unsigned int)(GCCc0w1(G_CCMUX_##b0, G_CCMUX_##d0, \
G_ACMUX_##Ab0, G_ACMUX_##Ad0) | \
GCCc1w1(G_CCMUX_##b1, G_ACMUX_##Aa1, \
G_ACMUX_##Ac1, G_CCMUX_##d1, \
G_ACMUX_##Ab1, G_ACMUX_##Ad1)) \
}
/*
* SetCombineMode macros are NOT redunant. It allow the C preprocessor
* to substitute single parameter which includes commas in the token and
* rescan for higher parameter count macro substitution.
*
* eg. gsDPSetCombineMode(G_CC_MODULATE, G_CC_MODULATE) turns into
* gsDPSetCombineLERP(TEXEL0, 0, SHADE, 0, TEXEL0, 0, SHADE, 0,
* TEXEL0, 0, SHADE, 0, TEXEL0, 0, SHADE, 0)
*/
#define gDPSetCombineMode(pkt, a, b) gDPSetCombineLERP(pkt, a, b)
#define gsDPSetCombineMode(a, b) gsDPSetCombineLERP( a, b)
#define gDPSetColor(pkt, c, d) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL(c, 24, 8); \
_g->words.w1 = (unsigned int)(d); \
})
#define gsDPSetColor(c, d) \
{ \
_SHIFTL(c, 24, 8), \
(unsigned int)(d) \
}
#define DPRGBColor(pkt, cmd, r, g, b, a) \
gDPSetColor(pkt, cmd, \
(_SHIFTL(r, 24, 8) | \
_SHIFTL(g, 16, 8) | \
_SHIFTL(b, 8, 8) | \
_SHIFTL(a, 0, 8)))
#define sDPRGBColor(cmd, r, g, b, a) \
gsDPSetColor(cmd, \
(_SHIFTL(r, 24, 8) | \
_SHIFTL(g, 16, 8) | \
_SHIFTL(b, 8, 8) | \
_SHIFTL(a, 0, 8)))
#define gDPSetEnvColor(pkt, r, g, b, a) \
DPRGBColor(pkt, G_SETENVCOLOR, r, g, b, a)
#define gsDPSetEnvColor(r, g, b, a) \
sDPRGBColor( G_SETENVCOLOR, r, g, b, a)
#define gDPSetBlendColor(pkt, r, g, b, a) \
DPRGBColor(pkt, G_SETBLENDCOLOR, r, g, b, a)
#define gsDPSetBlendColor(r, g, b, a) \
sDPRGBColor( G_SETBLENDCOLOR, r, g, b, a)
#define gDPSetFogColor(pkt, r, g, b, a) \
DPRGBColor(pkt, G_SETFOGCOLOR, r, g, b, a)
#define gsDPSetFogColor(r, g, b, a) \
sDPRGBColor( G_SETFOGCOLOR, r, g, b, a)
#define gDPSetFillColor(pkt, d) \
gDPSetColor(pkt, G_SETFILLCOLOR, (d))
#define gsDPSetFillColor(d) \
gsDPSetColor( G_SETFILLCOLOR, (d))
#define gDPSetPrimDepth(pkt, z, dz) \
gDPSetColor(pkt, G_SETPRIMDEPTH, \
_SHIFTL(z, 16, 16) | _SHIFTL(dz, 0, 16))
#define gsDPSetPrimDepth(z, dz) \
gsDPSetColor(G_SETPRIMDEPTH, \
_SHIFTL(z, 16, 16) | _SHIFTL(dz, 0, 16))
#define gDPSetPrimColor(pkt, m, l, r, g, b, a) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_SETPRIMCOLOR, 24, 8) | \
_SHIFTL(m, 8, 8) | \
_SHIFTL(l, 0, 8)); \
_g->words.w1 = (_SHIFTL(r, 24, 8) | \
_SHIFTL(g, 16, 8) | \
_SHIFTL(b, 8, 8) | \
_SHIFTL(a, 0, 8)); \
})
#define gsDPSetPrimColor(m, l, r, g, b, a) \
{ \
(_SHIFTL(G_SETPRIMCOLOR, 24, 8) | \
_SHIFTL(m, 8, 8) | \
_SHIFTL(l, 0, 8)), \
(_SHIFTL(r, 24, 8) | \
_SHIFTL(g, 16, 8) | \
_SHIFTL(b, 8, 8) | \
_SHIFTL(a, 0, 8)) \
}
/*
* Send the color of the specified light to one of the RDP's color registers.
* light is the index of a light in the RSP counting from the end, i.e. 0 is
* the ambient light, 1 is the last directional / point light, etc. The RGB
* color of the selected light is combined with the alpha specified in this
* command as word 1 of a RDP command, and word 0 is specified in this command.
* Specialized versions are provided below for prim color and fog color,
* because these are the two versions needed for cel shading, but any RDP color
* command could be specified this way.
*/
#define gSPLightToRDP(pkt, light, alpha, word0) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
_g->words.w0 = (_SHIFTL(G_LIGHTTORDP, 24, 8) | \
_SHIFTL(light * 0x10, 8, 8) | \
_SHIFTL(alpha, 0, 8)); \
_g->words.w1 = (word0); \
})
#define gsSPLightToRDP(light, alpha, word0) \
{ \
(_SHIFTL(G_LIGHTTORDP, 24, 8) | \
_SHIFTL(light * 0x10, 8, 8) | \
_SHIFTL(alpha, 0, 8)), \
(word0) \
}
#define gSPLightToPrimColor(pkt, light, alpha, m, l) \
gSPLightToRDP(pkt, light, alpha, \
(_SHIFTL(G_SETPRIMCOLOR, 24, 8) | _SHIFTL(m, 8, 8) | _SHIFTL(l, 0, 8)))
#define gsSPLightToPrimColor(light, alpha, m, l) \
gsSPLightToRDP(light, alpha, \
(_SHIFTL(G_SETPRIMCOLOR, 24, 8) | _SHIFTL(m, 8, 8) | _SHIFTL(l, 0, 8)))
#define gSPLightToFogColor(pkt, light, alpha) \
gSPLightToRDP(pkt, light, alpha, _SHIFTL(G_SETFOGCOLOR, 24, 8))
#define gsSPLightToFogColor(light, alpha) \
gsSPLightToRDP(light, alpha, _SHIFTL(G_SETFOGCOLOR, 24, 8))
/*
* gDPSetOtherMode (This is for expert user.)
*
* This command makes all othermode parameters set.
* Do not use this command in the same DL with another g*SPSetOtherMode DLs.
*
* [Usage]
* gDPSetOtherMode(pkt, modeA, modeB)
*
* 'modeA' is described all parameters of GroupA GBI command.
* 'modeB' is also described all parameters of GroupB GBI command.
*
* GroupA:
* gDPPipelineMode, gDPSetCycleType, gSPSetTexturePersp,
* gDPSetTextureDetail, gDPSetTextureLOD, gDPSetTextureLUT,
* gDPSetTextureFilter, gDPSetTextureConvert, gDPSetCombineKey,
* gDPSetColorDither, gDPSetAlphaDither
*
* GroupB:
* gDPSetAlphaCompare, gDPSetDepthSource, gDPSetRenderMode
*
* Use 'OR' operation to get modeA and modeB.
*
* modeA = G_PM_* | G_CYC_* | G_TP_* | G_TD_* | G_TL_* | G_TT_* | G_TF_*
* G_TC_* | G_CK_* | G_CD_* | G_AD_*;
*
* modeB = G_AC_* | G_ZS_* | G_RM_* | G_RM_*2;
*/
#define gDPSetOtherMode(pkt, mode0, mode1) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_RDPSETOTHERMODE, 24, 8) | \
_SHIFTL(mode0, 0, 24)); \
_g->words.w1 = (unsigned int)(mode1); \
})
#define gsDPSetOtherMode(mode0, mode1) \
{ \
(_SHIFTL(G_RDPSETOTHERMODE, 24, 8) | \
_SHIFTL(mode0, 0, 24)), \
(unsigned int)(mode1) \
}
/*
* Texturing macros
*/
#define G_TX_LOADTILE 7
#define G_TX_RENDERTILE 0
/*
* Define this to remove syncs from texture loading multi-command macros.
*
* You should convert your romhack codebase to F3DEX3 without this defined
* first, then once everything is stable, define it and fix any crashes or
* graphical issues that arise.
*
* How the syncs work: load, tile, and pipe sync all delay the RDP by fixed
* numbers of cycles. It is the smallest number for load, a medium number for
* tile, and the largest number for pipe. These syncs do NOT wait until
* something is finished being used; they just stall for a fixed time.
* (DPFullSync is different and DOES wait for writebacks to memory to be done;
* that is not considered in this explanation.)
*
* Syncs always happen after rendering something and before changing some
* settings. In other words:
* - gsSP2Triangles(), gsSPTextureRectangle(), etc.
* - gsDPSomeSync(),
* - gsDPSetSomething()
* You never need the opposite, i.e. you never need a sync after changing
* settings but before rendering.
*
* Which sync you use depends on which settings you are changing. If you are
* doing a texture load (DPLoadBlock or DPLoadTile), you need a load sync (or
* either of the other syncs which wait for even longer). If you are changing
* tile settings, you need a tile sync (or pipe sync which is longer). If you
* are changing CC, othermode, env color, or other things like that, you need
* a pipe sync.
*
* Display lists overall should be structured like:
*
* - ...
* - previous draw tris
* - pipe sync
* - texture load, CC settings, othermode, etc. (no syncs within these)
* - (no sync here)
* - draw tris
* - pipe sync
* - next material setup
* - ...
*
* In SM64, the pipe sync is at the end of each object or sub-object; in OoT
* it is at the start of each display list. This ends up being the same thing
* when the display lists are effectively concatenated: you have a pipe sync
* after each set of rendering things, and before each new set of changing
* settings.
*
* If you are doing multitexture and/or CI texture loads, use a different tile
* for each load, and then you don't need any syncs in the loads. As an extreme
* example with two CI textures:
* - previous pipe sync, either at the start of this DL or the end of the last
* - set tile 7 to load texture 0 CIs (no syncs)
* - load block on tile 7 (no syncs)
* - set tile 5 to load texture 0 palette (no syncs)
* - load block on tile 5 (no syncs)
* - set tile 6 to load texture 1 CIs (no syncs)
* - load block on tile 6 (no syncs)
* - set tile 4 to load texture 1 palette (no syncs)
* - load block on tile 4 (no syncs)
* - set tile 0 for render texture 0 (no syncs)
* - set tile 1 for render texture 0 (no syncs)
* - set othermode, CC, etc. (no syncs)
* - draw tris (no syncs)
* - next pipe sync, either at the end of this DL or the start of the next
* Both fast64 and the multi-command macros in this GBI if
* NO_SYNCS_IN_TEXTURE_LOADS is enabled do this, but if you wrote the DLs by
* hand or they were vanilla DLs not using the multi-command macros, they may
* need to be updated. (Then again, in that case the syncs are also written by
* hand, so these syncs changes do not affect them.)
*
* If you are writing GUI display lists with texture rectangle which look like
* - load tex
* - tex rect
* - load tex
* - tex rect
* you need a load sync before each load tex, and you don't need any other
* syncs.
*/
#ifdef NO_SYNCS_IN_TEXTURE_LOADS
#define gDPLoadSyncInTexLoad(pkt) (void)0
#define gDPTileSyncInTexLoad(pkt) (void)0
#define gDPPipeSyncInTexLoad(pkt) (void)0
#define gsDPLoadSyncInTexLoad
#define gsDPTileSyncInTexLoad
#define gsDPPipeSyncInTexLoad
#define gsDPPipeSyncEndOfTexLoad
#define _G_TEXLOADTILE(rtile) (G_TX_LOADTILE - (rtile))
#define _G_PALLOADTILE(rtile) (G_TX_LOADTILE - 2 - (rtile))
#else
#define gDPLoadSyncInTexLoad(pkt) gDPLoadSync(pkt)
#define gDPTileSyncInTexLoad(pkt) gDPTileSync(pkt)
#define gDPPipeSyncInTexLoad(pkt) gDPPipeSync(pkt)
#define gsDPLoadSyncInTexLoad gsDPLoadSync(),
#define gsDPTileSyncInTexLoad gsDPTileSync(),
#define gsDPPipeSyncInTexLoad gsDPPipeSync(),
#define gsDPPipeSyncEndOfTexLoad , gsDPPipeSync()
#define _G_TEXLOADTILE(rtile) G_TX_LOADTILE
#define _G_PALLOADTILE(rtile) G_TX_LOADTILE
#endif
#define G_TX_NOMIRROR (0 << 0)
#define G_TX_WRAP (0 << 1)
#define G_TX_MIRROR (1 << 0)
#define G_TX_CLAMP (1 << 1)
#define G_TX_NOMASK 0
#define G_TX_NOLOD 0
#ifndef MAX
#define MAX(a, b) ((a) > (b) ? (a) : (b))
#endif
#ifndef MIN
#define MIN(a, b) ((a) < (b) ? (a) : (b))
#endif
/*
* Dxt is the inverse of the number of 64-bit words in a line of
* the texture being loaded using the load_block command. If
* there are any 1's to the right of the 11th fractional bit,
* dxt should be rounded up. The following macros accomplish
* this. The 4b macros are a special case since 4-bit textures
* are loaded as 8-bit textures. Dxt is fixed point 1.11. RJM
*/
#define G_TX_DXT_FRAC 11
/*
* For RCP 2.0, the maximum number of texels that can be loaded
* using a load_block command is 2048. In order to load the total
* 4kB of Tmem, change the texel size when loading to be G_IM_SIZ_16b,
* then change the tile to the proper texel size after the load.
* The g*DPLoadTextureBlock macros already do this, so this change
* will be transparent if you use these macros. If you use
* the g*DPLoadBlock macros directly, you will need to handle this
* tile manipulation yourself. RJM.
*/
#define G_TX_LDBLK_MAX_TXL 2047
#define TXL2WORDS(txls, b_txl) \
MAX(1, ((txls) * (b_txl) / 8))
#define CALC_DXT(width, b_txl) \
(((1 << G_TX_DXT_FRAC) + TXL2WORDS(width, b_txl) - 1) / TXL2WORDS(width, b_txl))
#define TXL2WORDS_4b(txls) \
MAX(1, ((txls) / 16))
#define CALC_DXT_4b(width) \
(((1 << G_TX_DXT_FRAC) + TXL2WORDS_4b(width) - 1) / TXL2WORDS_4b(width))
#define gDPLoadTileGeneric(pkt, c, tile, uls, ult, lrs, lrt) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(c, 24, 8) | \
_SHIFTL(uls, 12, 12) | \
_SHIFTL(ult, 0, 12)); \
_g->words.w1 = (_SHIFTL(tile, 24, 3) | \
_SHIFTL(lrs, 12, 12) | \
_SHIFTL(lrt, 0, 12)); \
})
#define gsDPLoadTileGeneric(c, tile, uls, ult, lrs, lrt) \
{ \
(_SHIFTL(c, 24, 8) | \
_SHIFTL(uls, 12, 12) | \
_SHIFTL(ult, 0, 12)), \
(_SHIFTL(tile, 24, 3) | \
_SHIFTL(lrs, 12, 12) | \
_SHIFTL(lrt, 0, 12)) \
}
#define gDPSetTileSize(pkt, t, uls, ult, lrs, lrt) \
gDPLoadTileGeneric(pkt, G_SETTILESIZE, t, uls, ult, lrs, lrt)
#define gsDPSetTileSize(t, uls, ult, lrs, lrt) \
gsDPLoadTileGeneric( G_SETTILESIZE, t, uls, ult, lrs, lrt)
#define gDPLoadTile(pkt, t, uls, ult, lrs, lrt) \
gDPLoadTileGeneric(pkt, G_LOADTILE, t, uls, ult, lrs, lrt)
#define gsDPLoadTile(t, uls, ult, lrs, lrt) \
gsDPLoadTileGeneric( G_LOADTILE, t, uls, ult, lrs, lrt)
#define gDPSetTile(pkt, fmt, siz, line, tmem, tile, palette, cmt, \
maskt, shiftt, cms, masks, shifts) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_SETTILE, 24, 8) | \
_SHIFTL(fmt, 21, 3) | \
_SHIFTL(siz, 19, 2) | \
_SHIFTL(line, 9, 9) | \
_SHIFTL(tmem, 0, 9)); \
_g->words.w1 = (_SHIFTL(tile, 24, 3) | \
_SHIFTL(palette, 20, 4) | \
_SHIFTL(cmt, 18, 2) | \
_SHIFTL(maskt, 14, 4) | \
_SHIFTL(shiftt, 10, 4) | \
_SHIFTL(cms, 8, 2) | \
_SHIFTL(masks, 4, 4) | \
_SHIFTL(shifts, 0, 4)); \
})
#define gsDPSetTile(fmt, siz, line, tmem, tile, palette, cmt, \
maskt, shiftt, cms, masks, shifts) \
{ \
(_SHIFTL(G_SETTILE, 24, 8) | \
_SHIFTL(fmt, 21, 3) | \
_SHIFTL(siz, 19, 2) | \
_SHIFTL(line, 9, 9) | \
_SHIFTL(tmem, 0, 9)), \
(_SHIFTL(tile, 24, 3) | \
_SHIFTL(palette, 20, 4) | \
_SHIFTL(cmt, 18, 2) | \
_SHIFTL(maskt, 14, 4) | \
_SHIFTL(shiftt, 10, 4) | \
_SHIFTL(cms, 8, 2) | \
_SHIFTL(masks, 4, 4) | \
_SHIFTL(shifts, 0, 4)) \
}
#define gDPLoadBlock(pkt, tile, uls, ult, lrs, dxt) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
_g->words.w0 = (_SHIFTL(G_LOADBLOCK, 24, 8) | \
_SHIFTL(uls, 12, 12) | \
_SHIFTL(ult, 0, 12)); \
_g->words.w1 = (_SHIFTL(tile, 24, 3) | \
_SHIFTL(MIN(lrs, G_TX_LDBLK_MAX_TXL), 12, 12) | \
_SHIFTL(dxt, 0, 12)); \
})
#define gsDPLoadBlock(tile, uls, ult, lrs, dxt) \
{ \
(_SHIFTL(G_LOADBLOCK, 24, 8) | \
_SHIFTL(uls, 12, 12) | \
_SHIFTL(ult, 0, 12)), \
(_SHIFTL(tile, 24, 3) | \
_SHIFTL((MIN(lrs, G_TX_LDBLK_MAX_TXL)), 12, 12) | \
_SHIFTL(dxt, 0, 12)) \
}
#define gDPLoadTLUTCmd(pkt, tile, count) \
_DW({ \
Gfx *_g = (Gfx *)pkt; \
\
_g->words.w0 = _SHIFTL(G_LOADTLUT, 24, 8); \
_g->words.w1 = (_SHIFTL((tile), 24, 3) | \
_SHIFTL((count), 14, 10)); \
})
#define gsDPLoadTLUTCmd(tile, count) \
{ \
_SHIFTL(G_LOADTLUT, 24, 8), \
(_SHIFTL((tile), 24, 3) | \
_SHIFTL((count), 14, 10)) \
}
#define gDPLoadTextureBlock(pkt, timg, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, siz##_LOAD_BLOCK, 1, timg); \
gDPSetTile(pkt, fmt, siz##_LOAD_BLOCK, 0, 0, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, G_TX_LOADTILE, 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) -1, \
CALC_DXT(width, siz##_BYTES)); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, siz, \
(((width) * siz##_LINE_BYTES) + 7) >> 3, 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
#define gDPLoadTextureBlockYuv(pkt, timg, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, siz##_LOAD_BLOCK, 1, timg); \
gDPSetTile(pkt, fmt, siz##_LOAD_BLOCK, 0, 0, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, G_TX_LOADTILE, 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) -1, \
CALC_DXT(width, siz##_BYTES)); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, siz, \
(((width) * 1) + 7) >> 3, 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
/* Load fix rww 27jun95 */
/* The S at the end means odd lines are already word Swapped */
#define gDPLoadTextureBlockS(pkt, timg, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, siz##_LOAD_BLOCK, 1, timg); \
gDPSetTile(pkt, fmt, siz##_LOAD_BLOCK, 0, 0, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, G_TX_LOADTILE, 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) - 1, 0); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, siz, \
(((width) * siz##_LINE_BYTES) + 7) >> 3, 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
/*
* Allow tmem address and render tile to be specified.
* The S at the end means odd lines are already word Swapped
*/
#define gDPLoadMultiBlockS(pkt, timg, tmem, rtile, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, siz##_LOAD_BLOCK, 1, timg); \
gDPSetTile(pkt, fmt, siz##_LOAD_BLOCK, 0, tmem, _G_TEXLOADTILE(rtile), \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, _G_TEXLOADTILE(rtile), 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) - 1,0); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, siz, \
(((width) * siz##_LINE_BYTES) + 7) >> 3, tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, \
shifts); \
gDPSetTileSize(pkt, rtile, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
#define gDPLoadTextureBlockYuvS(pkt, timg, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, siz##_LOAD_BLOCK, 1, timg); \
gDPSetTile(pkt, fmt, siz##_LOAD_BLOCK, 0, 0, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, G_TX_LOADTILE, 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) - 1,0); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, siz, \
(((width) * 1) + 7) >> 3, 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
/*
* allows tmem address to be specified
*/
#define _gDPLoadTextureBlock(pkt, timg, tmem, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, siz##_LOAD_BLOCK, 1, timg); \
gDPSetTile(pkt, fmt, siz##_LOAD_BLOCK, 0, tmem, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, G_TX_LOADTILE, 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) - 1, \
CALC_DXT(width, siz##_BYTES)); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, siz, \
(((width) * siz##_LINE_BYTES) + 7) >> 3, tmem, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
/*
* allows tmem address and render tile to be specified
*/
#define _gDPLoadTextureBlockTile(pkt, timg, tmem, rtile, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, siz##_LOAD_BLOCK, 1, timg); \
gDPSetTile(pkt, fmt, siz##_LOAD_BLOCK, 0, tmem, _G_TEXLOADTILE(rtile), \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, _G_TEXLOADTILE(rtile), 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) - 1, \
CALC_DXT(width, siz##_BYTES)); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, siz, \
(((width) * siz##_LINE_BYTES) + 7) >> 3, tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, rtile, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
/*
* allows tmem address and render tile to be specified
*/
#define gDPLoadMultiBlock(pkt, timg, tmem, rtile, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, siz##_LOAD_BLOCK, 1, timg); \
gDPSetTile(pkt, fmt, siz##_LOAD_BLOCK, 0, tmem, _G_TEXLOADTILE(rtile), \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, _G_TEXLOADTILE(rtile), 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) - 1, \
CALC_DXT(width, siz##_BYTES)); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, siz, \
(((width) * siz##_LINE_BYTES) + 7) >> 3, tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, rtile, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
#define gsDPLoadTextureBlock(timg, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, siz##_LOAD_BLOCK, 1, timg), \
gsDPSetTile(fmt, siz##_LOAD_BLOCK, 0, 0, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, \
(((width)*(height) + siz##_INCR) >> siz##_SHIFT) - 1, \
CALC_DXT(width, siz##_BYTES)), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, siz, \
((((width) * siz##_LINE_BYTES) + 7) >> 3), 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC)
/* Here is the static form of the pre-swapped texture block loading */
/* See gDPLoadTextureBlockS() for reference. Basically, just don't
calculate DxT, use 0 */
#define gsDPLoadTextureBlockS(timg, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, siz##_LOAD_BLOCK, 1, timg), \
gsDPSetTile(fmt, siz##_LOAD_BLOCK, 0, 0, G_TX_LOADTILE, \
0, cmt, maskt,shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) - 1, 0), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, siz, \
((((width) * siz##_LINE_BYTES) + 7) >> 3), 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, \
shifts), \
gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC)
/*
* Allow tmem address to be specified
*/
#define _gsDPLoadTextureBlock(timg, tmem, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, siz##_LOAD_BLOCK, 1, timg), \
gsDPSetTile(fmt, siz##_LOAD_BLOCK, 0, tmem, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) - 1, \
CALC_DXT(width, siz##_BYTES)), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, siz, \
((((width) * siz##_LINE_BYTES) + 7) >> 3), tmem, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, \
shifts), \
gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC)
/*
* Allow tmem address and render_tile to be specified
*/
#define _gsDPLoadTextureBlockTile(timg, tmem, rtile, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, siz##_LOAD_BLOCK, 1, timg), \
gsDPSetTile(fmt, siz##_LOAD_BLOCK, 0, tmem, _G_TEXLOADTILE(rtile), \
0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadBlock(_G_TEXLOADTILE(rtile), 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) - 1, \
CALC_DXT(width, siz##_BYTES)), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, siz, \
((((width) * siz##_LINE_BYTES) + 7) >> 3), tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, \
shifts), \
gsDPSetTileSize(rtile, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC)
/*
* Allow tmem address and render_tile to be specified, useful when loading
* mutilple tiles at a time.
*/
#define gsDPLoadMultiBlock(timg, tmem, rtile, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, siz##_LOAD_BLOCK, 1, timg), \
gsDPSetTile(fmt, siz##_LOAD_BLOCK, 0, tmem, _G_TEXLOADTILE(rtile), \
0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadBlock(_G_TEXLOADTILE(rtile), 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) - 1, \
CALC_DXT(width, siz##_BYTES)), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, siz, \
((((width) * siz##_LINE_BYTES) + 7) >> 3), tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(rtile, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC)
/*
* Allows tmem and render tile to be specified. Useful when loading
* several tiles at a time.
*
* Here is the static form of the pre-swapped texture block loading
* See gDPLoadTextureBlockS() for reference. Basically, just don't
* calculate DxT, use 0
*/
#define gsDPLoadMultiBlockS(timg, tmem, rtile, fmt, siz, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, siz##_LOAD_BLOCK, 1, timg), \
gsDPSetTile(fmt, siz##_LOAD_BLOCK, 0, tmem, _G_TEXLOADTILE(rtile), \
0, cmt, maskt,shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadBlock(_G_TEXLOADTILE(rtile), 0, 0, \
(((width) * (height) + siz##_INCR) >> siz##_SHIFT) - 1, 0), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, siz, \
((((width) * siz##_LINE_BYTES) + 7) >> 3), tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(rtile, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC)
#define gDPLoadTextureBlock_4b(pkt, timg, fmt, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, G_IM_SIZ_16b, 1, timg); \
gDPSetTile(pkt, fmt, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, G_TX_LOADTILE, 0, 0, \
(((width) * (height) + 3) >> 2) - 1, \
CALC_DXT_4b(width)); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, G_IM_SIZ_4b, \
((((width) >> 1) + 7) >> 3), 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
/* Load fix rww 27jun95 */
/* The S at the end means odd lines are already word Swapped */
#define gDPLoadTextureBlock_4bS(pkt, timg, fmt, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, G_IM_SIZ_16b, 1, timg); \
gDPSetTile(pkt, fmt, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, G_TX_LOADTILE, 0, 0, \
(((width) * (height) + 3) >> 2) - 1, \
0); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, G_IM_SIZ_4b, \
((((width) >> 1) + 7) >> 3), 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
/*
* 4-bit load block. Useful when loading multiple tiles
*/
#define gDPLoadMultiBlock_4b(pkt, timg, tmem, rtile, fmt, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, G_IM_SIZ_16b, 1, timg); \
gDPSetTile(pkt, fmt, G_IM_SIZ_16b, 0, tmem, _G_TEXLOADTILE(rtile), \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, _G_TEXLOADTILE(rtile), 0, 0, \
(((width) * (height) + 3) >> 2) - 1, \
CALC_DXT_4b(width)); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, G_IM_SIZ_4b, \
((((width) >> 1) + 7) >> 3), tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, rtile, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
/*
* 4-bit load block. Allows tmem and render tile to be specified. Useful when
* loading multiple tiles. The S means odd lines are already word swapped.
*/
#define gDPLoadMultiBlock_4bS(pkt, timg, tmem, rtile, fmt, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, G_IM_SIZ_16b, 1, timg); \
gDPSetTile(pkt, fmt, G_IM_SIZ_16b, 0, tmem, _G_TEXLOADTILE(rtile), \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, _G_TEXLOADTILE(rtile), 0, 0, \
(((width) * (height) + 3) >> 2) - 1, \
0); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, G_IM_SIZ_4b, \
((((width) >> 1) + 7) >> 3), tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, rtile, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
#define _gDPLoadTextureBlock_4b(pkt, timg, tmem, fmt, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, G_IM_SIZ_16b, 1, timg); \
gDPSetTile(pkt, fmt, G_IM_SIZ_16b, 0, tmem, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadBlock(pkt, G_TX_LOADTILE, 0, 0, \
(((width) * (height) + 3) >> 2) - 1, \
CALC_DXT_4b(width)); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, G_IM_SIZ_4b, \
((((width) >> 1) + 7) >> 3), tmem, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC); \
})
#define gsDPLoadTextureBlock_4b(timg, fmt, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, G_IM_SIZ_16b, 1, timg), \
gsDPSetTile(fmt, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, \
(((width) * (height) + 3) >> 2) - 1, \
CALC_DXT_4b(width)), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, G_IM_SIZ_4b, \
((((width) >> 1) + 7) >> 3), 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC)
#define gsDPLoadTextureBlock_4bS(timg, fmt, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, G_IM_SIZ_16b, 1, timg), \
gsDPSetTile(fmt, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, \
(((width) * (height) + 3) >> 2) - 1, \
0), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, G_IM_SIZ_4b, \
((((width) >> 1) + 7) >> 3), 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC)
/*
* 4-bit load block. Allows tmem address and render tile to be specified.
* Useful when loading multiple tiles.
*/
#define gsDPLoadMultiBlock_4b(timg, tmem, rtile, fmt, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, G_IM_SIZ_16b, 1, timg), \
gsDPSetTile(fmt, G_IM_SIZ_16b, 0, tmem, _G_TEXLOADTILE(rtile), \
0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadBlock(_G_TEXLOADTILE(rtile), 0, 0, \
(((width) * (height) + 3) >> 2) - 1, \
CALC_DXT_4b(width)), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, G_IM_SIZ_4b, \
((((width) >> 1) + 7) >> 3), tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(rtile, 0, 0, \
((width)-1) << G_TEXTURE_IMAGE_FRAC, \
((height)-1) << G_TEXTURE_IMAGE_FRAC)
/*
* 4-bit load block. Allows tmem address and render tile to be specified.
* Useful when loading multiple tiles. S means odd lines are already swapped.
*/
#define gsDPLoadMultiBlock_4bS(timg, tmem, rtile, fmt, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, G_IM_SIZ_16b, 1, timg), \
gsDPSetTile(fmt, G_IM_SIZ_16b, 0, tmem, _G_TEXLOADTILE(rtile), \
0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadBlock(_G_TEXLOADTILE(rtile), 0, 0, \
(((width) * (height) + 3) >> 2) - 1, \
0), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, G_IM_SIZ_4b, \
((((width) >> 1) + 7) >> 3), tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(rtile, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC)
/*
* Allows tmem address to be specified
*/
#define _gsDPLoadTextureBlock_4b(timg, tmem, fmt, width, height, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, G_IM_SIZ_16b, 1, timg), \
gsDPSetTile(fmt, G_IM_SIZ_16b, 0, tmem, G_TX_LOADTILE, \
0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, \
(((width) * (height) + 3) >> 2) - 1, \
CALC_DXT_4b(width)), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, G_IM_SIZ_4b, \
((((width) >> 1) + 7) >> 3), tmem, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(G_TX_RENDERTILE, 0, 0, \
((width) - 1) << G_TEXTURE_IMAGE_FRAC, \
((height) - 1) << G_TEXTURE_IMAGE_FRAC)
#define gDPLoadTextureTile(pkt, timg, fmt, siz, width, height, \
uls, ult, lrs, lrt, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, siz, width, timg); \
gDPSetTile(pkt, fmt, siz, \
(((((lrs) - (uls) + 1) * siz##_TILE_BYTES) + 7) >> 3), 0, \
G_TX_LOADTILE, 0, cmt, maskt, shiftt, cms, masks, \
shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadTile(pkt, G_TX_LOADTILE, \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, siz, \
(((((lrs) - (uls) + 1) * siz##_LINE_BYTES) + 7) >> 3), 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC); \
})
/*
* Load texture tile. Allows tmem address and render tile to be specified.
* Useful for loading multiple tiles.
*/
#define gDPLoadMultiTile(pkt, timg, tmem, rtile, fmt, siz, width, height, \
uls, ult, lrs, lrt, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, siz, width, timg); \
gDPSetTile(pkt, fmt, siz, \
(((((lrs) - (uls) + 1) * siz##_TILE_BYTES) + 7) >> 3), tmem, \
_G_TEXLOADTILE(rtile), 0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadTile(pkt, _G_TEXLOADTILE(rtile), \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, siz, \
(((((lrs) - (uls) + 1) * siz##_LINE_BYTES) + 7) >> 3), tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, rtile, \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC); \
})
#define gsDPLoadTextureTile(timg, fmt, siz, width, height, \
uls, ult, lrs, lrt, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, siz, width, timg), \
gsDPSetTile(fmt, siz, \
(((((lrs) - (uls) + 1) * siz##_TILE_BYTES) + 7) >> 3), 0, \
G_TX_LOADTILE, 0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadTile(G_TX_LOADTILE, \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, siz, \
(((((lrs) - (uls) + 1) * siz##_LINE_BYTES) + 7) >> 3), 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(G_TX_RENDERTILE, \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC)
/*
* Load texture tile. Allows tmem address and render tile to be specified.
* Useful for loading multiple tiles.
*/
#define gsDPLoadMultiTile(timg, tmem, rtile, fmt, siz, width, height, \
uls, ult, lrs, lrt, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, siz, width, timg), \
gsDPSetTile(fmt, siz, \
(((((lrs) - (uls) + 1) * siz##_TILE_BYTES) + 7) >> 3), tmem, \
_G_TEXLOADTILE(rtile), 0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadTile(_G_TEXLOADTILE(rtile), \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, siz, \
(((((lrs) - (uls) + 1) * siz##_LINE_BYTES) + 7) >> 3), \
tmem, rtile, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(rtile, \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC)
#define gDPLoadTextureTile_4b(pkt, timg, fmt, width, height, \
uls, ult, lrs, lrt, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, G_IM_SIZ_8b, ((width) >> 1), timg); \
gDPSetTile(pkt, fmt, G_IM_SIZ_8b, \
(((((lrs) - (uls) + 1) >> 1) + 7) >> 3), 0, \
G_TX_LOADTILE, 0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadTile(pkt, G_TX_LOADTILE, \
(uls) << (G_TEXTURE_IMAGE_FRAC - 1), \
(ult) << (G_TEXTURE_IMAGE_FRAC), \
(lrs) << (G_TEXTURE_IMAGE_FRAC - 1), \
(lrt) << (G_TEXTURE_IMAGE_FRAC)); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, G_IM_SIZ_4b, \
(((((lrs) - (uls) + 1) >> 1) + 7) >> 3), 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC); \
})
/*
* Load texture tile. Allows tmem address and render tile to be specified.
* Useful for loading multiple tiles.
*/
#define gDPLoadMultiTile_4b(pkt, timg, tmem, rtile, fmt, width, height, \
uls, ult, lrs, lrt, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
_DW({ \
gDPSetTextureImage(pkt, fmt, G_IM_SIZ_8b, ((width) >> 1), timg); \
gDPSetTile(pkt, fmt, G_IM_SIZ_8b, \
(((((lrs) - (uls) + 1) >> 1) + 7) >> 3), tmem, \
_G_TEXLOADTILE(rtile), 0, cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadTile(pkt, _G_TEXLOADTILE(rtile), \
(uls) << (G_TEXTURE_IMAGE_FRAC - 1), \
(ult) << (G_TEXTURE_IMAGE_FRAC), \
(lrs) << (G_TEXTURE_IMAGE_FRAC - 1), \
(lrt) << (G_TEXTURE_IMAGE_FRAC)); \
gDPPipeSyncInTexLoad(pkt); \
gDPSetTile(pkt, fmt, G_IM_SIZ_4b, \
(((((lrs) - (uls) + 1) >> 1) + 7) >> 3), tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, shifts); \
gDPSetTileSize(pkt, rtile, \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC); \
})
#define gsDPLoadTextureTile_4b(timg, fmt, width, height, \
uls, ult, lrs, lrt, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
gsDPSetTextureImage(fmt, G_IM_SIZ_8b, ((width) >> 1), timg), \
gsDPSetTile(fmt, G_IM_SIZ_8b, \
(((((lrs) - (uls) + 1) >> 1) + 7) >> 3), 0, \
G_TX_LOADTILE, 0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadTile(G_TX_LOADTILE, \
(uls) << (G_TEXTURE_IMAGE_FRAC - 1), \
(ult) << (G_TEXTURE_IMAGE_FRAC), \
(lrs) << (G_TEXTURE_IMAGE_FRAC - 1), \
(lrt) << (G_TEXTURE_IMAGE_FRAC)), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, G_IM_SIZ_4b, \
(((((lrs) - (uls) + 1) >> 1) + 7) >> 3), 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(G_TX_RENDERTILE, \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC)
/*
* Load texture tile. Allows tmem address and render tile to be specified.
* Useful for loading multiple tiles.
*/
#define gsDPLoadMultiTile_4b(timg, tmem, rtile, fmt, width, height, \
uls, ult, lrs, lrt, pal, \
cms, cmt, masks, maskt, shifts, shiftt) \
\
gsDPSetTextureImage(fmt, G_IM_SIZ_8b, ((width) >> 1), timg), \
gsDPSetTile(fmt, G_IM_SIZ_8b, \
(((((lrs) - (uls) + 1) >> 1) + 7) >> 3), tmem, \
_G_TEXLOADTILE(rtile), 0, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPLoadSyncInTexLoad \
gsDPLoadTile(_G_TEXLOADTILE(rtile), \
(uls) << (G_TEXTURE_IMAGE_FRAC - 1), \
(ult) << (G_TEXTURE_IMAGE_FRAC), \
(lrs) << (G_TEXTURE_IMAGE_FRAC - 1), \
(lrt) << (G_TEXTURE_IMAGE_FRAC)), \
gsDPPipeSyncInTexLoad \
gsDPSetTile(fmt, G_IM_SIZ_4b, \
(((((lrs) - (uls) + 1) >> 1) + 7) >> 3), tmem, \
rtile, pal, cmt, maskt, shiftt, cms, masks, shifts), \
gsDPSetTileSize(rtile, \
(uls) << G_TEXTURE_IMAGE_FRAC, \
(ult) << G_TEXTURE_IMAGE_FRAC, \
(lrs) << G_TEXTURE_IMAGE_FRAC, \
(lrt) << G_TEXTURE_IMAGE_FRAC)
/*
* Load a 16-entry palette (for 4-bit CI textures)
* Assumes a 16 entry tlut is being loaded, palette # is 0-15
* With NO_SYNCS_IN_TEXTURE_LOADS: assumes that palette 0 is for multitexture
* texture 0 and palette 1 is for texture 1 (uses load tiles 5 and 4)
*/
#define gDPLoadTLUT_pal16(pkt, pal, dram) \
_DW({ \
gDPSetTextureImage(pkt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, dram); \
gDPTileSyncInTexLoad(pkt); \
gDPSetTile(pkt, 0, 0, 0, (256 + (((pal) & 0xF) * 16)), \
_G_PALLOADTILE((pal) & 1), 0, 0, 0, 0, 0, 0, 0); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadTLUTCmd(pkt, _G_PALLOADTILE((pal) & 1), 15); \
gDPPipeSyncInTexLoad(pkt); \
})
#define gsDPLoadTLUT_pal16(pal, dram) \
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, dram), \
gsDPTileSyncInTexLoad \
gsDPSetTile(0, 0, 0, (256 + (((pal) & 0xF) * 16)), \
_G_PALLOADTILE((pal) & 1), 0, 0, 0, 0, 0, 0, 0), \
gsDPLoadSyncInTexLoad \
gsDPLoadTLUTCmd(_G_PALLOADTILE((pal) & 1), 15) \
gsDPPipeSyncEndOfTexLoad
/*
* Load a 256-entry palette (for 8-bit CI textures)
* Assumes a 256 entry tlut is being loaded, palette # is not used
*/
#define gDPLoadTLUT_pal256(pkt, dram) \
_DW({ \
gDPSetTextureImage(pkt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, dram); \
gDPTileSyncInTexLoad(pkt); \
gDPSetTile(pkt, 0, 0, 0, 256, \
_G_PALLOADTILE(0), 0, 0, 0, 0, 0, 0, 0); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadTLUTCmd(pkt, _G_PALLOADTILE(0), 255); \
gDPPipeSyncInTexLoad(pkt); \
})
#define gsDPLoadTLUT_pal256(dram) \
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, dram), \
gsDPTileSyncInTexLoad \
gsDPSetTile(0, 0, 0, 256, \
_G_PALLOADTILE(0), 0, 0, 0, 0, 0, 0, 0), \
gsDPLoadSyncInTexLoad \
gsDPLoadTLUTCmd(_G_PALLOADTILE(0), 255) \
gsDPPipeSyncEndOfTexLoad
/*
* Assumes that the starting TMEM address is calculated like in DPLoadTLUT_pal16
* (which is the only sane way to do it if you are loading two palettes for
* multitexture)
*/
#define _G_PALTMEMTOTILE(tmemaddr) _G_PALLOADTILE(((tmemaddr) >> 4) & 1)
#define gDPLoadTLUT(pkt, count, tmemaddr, dram) \
_DW({ \
gDPSetTextureImage(pkt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, dram); \
gDPTileSyncInTexLoad(pkt); \
gDPSetTile(pkt, 0, 0, 0, tmemaddr, \
_G_PALTMEMTOTILE(tmemaddr), 0, 0, 0, 0, 0, 0, 0); \
gDPLoadSyncInTexLoad(pkt); \
gDPLoadTLUTCmd(pkt, _G_PALTMEMTOTILE(tmemaddr), ((count) - 1)); \
gDPPipeSyncInTexLoad(pkt); \
})
#define gsDPLoadTLUT(count, tmemaddr, dram) \
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, dram), \
gsDPTileSyncInTexLoad \
gsDPSetTile(0, 0, 0, tmemaddr, \
_G_PALTMEMTOTILE(tmemaddr), 0, 0, 0, 0, 0, 0, 0), \
gsDPLoadSyncInTexLoad \
gsDPLoadTLUTCmd(_G_PALTMEMTOTILE(tmemaddr), ((count) - 1)) \
gsDPPipeSyncEndOfTexLoad
#define gDPSetScissor(pkt, mode, ulx, uly, lrx, lry) \
_DW({ \
Gfx *_g = (Gfx *)pkt; \
\
_g->words.w0 = (_SHIFTL(G_SETSCISSOR, 24, 8) | \
_SHIFTL((int)((float)(ulx) * 4.0f), 12, 12) | \
_SHIFTL((int)((float)(uly) * 4.0f), 0, 12)); \
_g->words.w1 = (_SHIFTL(mode, 24, 2) | \
_SHIFTL((int)((float)(lrx) * 4.0f), 12, 12) | \
_SHIFTL((int)((float)(lry) * 4.0f), 0, 12)); \
})
#define gDPSetScissorFrac(pkt, mode, ulx, uly, lrx, lry) \
_DW({ \
Gfx *_g = (Gfx *)pkt; \
\
_g->words.w0 = (_SHIFTL(G_SETSCISSOR, 24, 8) | \
_SHIFTL((int)((ulx)), 12, 12) | \
_SHIFTL((int)((uly)), 0, 12)); \
_g->words.w1 = (_SHIFTL(mode, 24, 2) | \
_SHIFTL((int)((lrx)), 12, 12) | \
_SHIFTL((int)((lry)), 0, 12)); \
})
#define gsDPSetScissor(mode, ulx, uly, lrx, lry) \
{ \
(_SHIFTL(G_SETSCISSOR, 24, 8) | \
_SHIFTL((int)((float)(ulx) * 4.0f), 12, 12) | \
_SHIFTL((int)((float)(uly) * 4.0f), 0, 12)), \
(_SHIFTL(mode, 24, 2) | \
_SHIFTL((int)((float)(lrx) * 4.0f), 12, 12) | \
_SHIFTL((int)((float)(lry) * 4.0f), 0, 12)) \
}
#define gsDPSetScissorFrac(mode, ulx, uly, lrx, lry) \
{ \
(_SHIFTL(G_SETSCISSOR, 24, 8) | \
_SHIFTL((int)((ulx)), 12, 12) | \
_SHIFTL((int)((uly)), 0, 12)), \
(_SHIFTL(mode, 24, 2) | \
_SHIFTL((int)(lrx), 12, 12) | \
_SHIFTL((int)(lry), 0, 12)) \
}
/* Fraction never used in fill */
#define gDPFillRectangle(pkt, ulx, uly, lrx, lry) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_FILLRECT, 24, 8) | \
_SHIFTL((lrx), 14, 10) | \
_SHIFTL((lry), 2, 10)); \
_g->words.w1 = (_SHIFTL((ulx), 14, 10) | \
_SHIFTL((uly), 2, 10)); \
})
#define gsDPFillRectangle(ulx, uly, lrx, lry) \
{ \
(_SHIFTL(G_FILLRECT, 24, 8) | \
_SHIFTL((lrx), 14, 10) | \
_SHIFTL((lry), 2, 10)), \
(_SHIFTL((ulx), 14, 10) | \
_SHIFTL((uly), 2, 10)) \
}
/* like gDPFillRectangle but accepts negative arguments */
#define gDPScisFillRectangle(pkt, ulx, uly, lrx, lry) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_FILLRECT, 24, 8) | \
_SHIFTL(MAX((lrx), 0), 14, 10) | \
_SHIFTL(MAX((lry), 0), 2, 10)); \
_g->words.w1 = (_SHIFTL(MAX((ulx), 0), 14, 10) | \
_SHIFTL(MAX((uly), 0), 2, 10)); \
})
#define gDPSetConvert(pkt, k0, k1, k2, k3, k4, k5) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_SETCONVERT, 24, 8) | \
_SHIFTL(k0, 13, 9) | \
_SHIFTL(k1, 4, 9) | \
_SHIFTR(k2, 5, 4)); \
_g->words.w1 = (_SHIFTL(k2, 27, 5) | \
_SHIFTL(k3, 18, 9) | \
_SHIFTL(k4, 9, 9) | \
_SHIFTL(k5, 0, 9)); \
})
#define gsDPSetConvert(k0, k1, k2, k3, k4, k5) \
{ \
(_SHIFTL(G_SETCONVERT, 24, 8) | \
_SHIFTL(k0, 13, 9) | \
_SHIFTL(k1, 4, 9) | \
_SHIFTL(k2, 5, 4)), \
(_SHIFTL(k2, 27, 5) | \
_SHIFTL(k3, 18, 9) | \
_SHIFTL(k4, 9, 9) | \
_SHIFTL(k5, 0, 9)) \
}
#define gDPSetKeyR(pkt, cR, sR, wR) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL(G_SETKEYR, 24, 8); \
_g->words.w1 = (_SHIFTL(wR, 16, 12) | \
_SHIFTL(cR, 8, 8) | \
_SHIFTL(sR, 0, 8)); \
})
#define gsDPSetKeyR(cR, sR, wR) \
{ \
_SHIFTL(G_SETKEYR, 24, 8), \
(_SHIFTL(wR, 16, 12) | \
_SHIFTL(cR, 8, 8) | \
_SHIFTL(sR, 0, 8)) \
}
#define gDPSetKeyGB(pkt, cG, sG, wG, cB, sB, wB) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_SETKEYGB, 24, 8) | \
_SHIFTL(wG, 12, 12) | \
_SHIFTL(wB, 0, 12)); \
_g->words.w1 = (_SHIFTL(cG, 24, 8) | \
_SHIFTL(sG, 16, 8) | \
_SHIFTL(cB, 8, 8) | \
_SHIFTL(sB, 0, 8)); \
})
#define gsDPSetKeyGB(cG, sG, wG, cB, sB, wB) \
{ \
(_SHIFTL(G_SETKEYGB, 24, 8) | \
_SHIFTL(wG, 12, 12) | \
_SHIFTL(wB, 0, 12)), \
(_SHIFTL(cG, 24, 8) | \
_SHIFTL(sG, 16, 8) | \
_SHIFTL(cB, 8, 8) | \
_SHIFTL(sB, 0, 8)) \
}
#define gDPNoParam(pkt, cmd) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL(cmd, 24, 8); \
_g->words.w1 = 0; \
})
#define gsDPNoParam(cmd) \
{ \
_SHIFTL(cmd, 24, 8), \
0 \
}
#define gDPParam(pkt, cmd, param) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = _SHIFTL(cmd, 24, 8); \
_g->words.w1 = (param); \
})
#define gsDPParam(cmd, param) \
{ \
_SHIFTL(cmd, 24, 8), \
(param) \
}
/* Notice that textured rectangles are 128-bit commands, therefore
* gsDPTextureRectangle() should not be used in display lists
* under normal circumstances (use gsSPTextureRectangle()).
* That is also why there is no gDPTextureRectangle() macros.
*/
#define gsDPTextureRectangle(xl, yl, xh, yh, tile, s, t, dsdx, dtdy) \
{ \
(_SHIFTL(G_TEXRECT, 24, 8) | \
_SHIFTL(xh, 12, 12) | \
_SHIFTL(yh, 0, 12)), \
(_SHIFTL(tile, 24, 3) | \
_SHIFTL(xl, 12, 12) | \
_SHIFTL(yl, 0, 12)), \
}, \
{ \
(_SHIFTL(s, 16, 16) | \
_SHIFTL(t, 0, 16)), \
(_SHIFTL(dsdx, 16, 16) | \
_SHIFTL(dtdy, 0, 16)) \
}
#define gDPTextureRectangle(pkt, xl, yl, xh, yh, tile, s, t, dsdx, dtdy) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
if (pkt); \
_g->words.w0 = (_SHIFTL(G_TEXRECT, 24, 8) | \
_SHIFTL(xh, 12, 12) | \
_SHIFTL(yh, 0, 12)); \
_g->words.w1 = (_SHIFTL(tile, 24, 3) | \
_SHIFTL(xl, 12, 12) | \
_SHIFTL(yl, 0, 12)); \
_g ++; \
_g->words.w0 = (_SHIFTL(s, 16, 16) | \
_SHIFTL(t, 0, 16)); \
_g->words.w1 = (_SHIFTL(dsdx, 16, 16) | \
_SHIFTL(dtdy, 0, 16)); \
})
#define gsDPTextureRectangleFlip(xl, yl, xh, yh, tile, s, t, dsdx, dtdy) \
{ \
(_SHIFTL(G_TEXRECTFLIP, 24, 8) | \
_SHIFTL(xh, 12, 12) | \
_SHIFTL(yh, 0, 12)), \
(_SHIFTL(tile, 24, 3) | \
_SHIFTL(xl, 12, 12) | \
_SHIFTL(yl, 0, 12)), \
}, \
{ \
(_SHIFTL(s, 16, 16) | \
_SHIFTL(t, 0, 16)), \
(_SHIFTL(dsdx, 16, 16) | \
_SHIFTL(dtdy, 0, 16)) \
}
#define gDPTextureRectangleFlip(pkt, xl, yl, xh, yh, tile, s, t, dsdx, dtdy) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
if (pkt); \
_g->words.w0 = (_SHIFTL(G_TEXRECTFLIP, 24, 8) | \
_SHIFTL(xh, 12, 12) | \
_SHIFTL(yh, 0, 12)); \
_g->words.w1 = (_SHIFTL(tile, 24, 3) | \
_SHIFTL(xl, 12, 12) | \
_SHIFTL(yl, 0, 12)); \
_g ++; \
_g->words.w0 = (_SHIFTL(s, 16, 16) | \
_SHIFTL(t, 0, 16)); \
_g->words.w1 = (_SHIFTL(dsdx, 16, 16) | \
_SHIFTL(dtdy, 0, 16)); \
})
#define gsSPTextureRectangle(xl, yl, xh, yh, tile, s, t, dsdx, dtdy) \
(_SHIFTL(G_TEXRECT, 24, 8) | \
_SHIFTL(xh, 12, 12) | \
_SHIFTL(yh, 0, 12)), \
(_SHIFTL(tile, 24, 3) | \
_SHIFTL(xl, 12, 12) | \
_SHIFTL(yl, 0, 12)), \
gsImmp1(G_RDPHALF_1, \
(_SHIFTL(s, 16, 16) | \
_SHIFTL(t, 0, 16))), \
gsImmp1(G_RDPHALF_2, \
(_SHIFTL(dsdx, 16, 16) | \
_SHIFTL(dtdy, 0, 16)))
#define gSPTextureRectangle(pkt, xl, yl, xh, yh, tile, s, t, dsdx, dtdy) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_TEXRECT, 24, 8) | \
_SHIFTL(xh, 12, 12) | \
_SHIFTL(yh, 0, 12)); \
_g->words.w1 = (_SHIFTL(tile, 24, 3) | \
_SHIFTL(xl, 12, 12) | \
_SHIFTL(yl, 0, 12)); \
gImmp1(pkt, G_RDPHALF_1, \
(_SHIFTL(s, 16, 16) | \
_SHIFTL(t, 0, 16))); \
gImmp1(pkt, G_RDPHALF_2, \
(_SHIFTL(dsdx, 16, 16) | \
_SHIFTL(dtdy, 0, 16))); \
})
/* like gSPTextureRectangle but accepts negative position arguments */
#define gSPScisTextureRectangle(pkt, xl, yl, xh, yh, tile, s, t, dsdx, dtdy) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_TEXRECT, 24, 8) | \
_SHIFTL(MAX((s16)(xh),0), 12, 12) | \
_SHIFTL(MAX((s16)(yh),0), 0, 12)); \
_g->words.w1 = (_SHIFTL((tile), 24, 3) | \
_SHIFTL(MAX((s16)(xl),0), 12, 12) | \
_SHIFTL(MAX((s16)(yl),0), 0, 12)); \
gImmp1(pkt, G_RDPHALF_1, \
(_SHIFTL(((s) - \
(((s16)(xl) < 0) ? \
(((s16)(dsdx) < 0) ? \
(MAX((((s16)(xl) * (s16)(dsdx)) >> 7), 0)) : \
(MIN((((s16)(xl) * (s16)(dsdx)) >> 7), 0))) : 0)), 16, 16) | \
_SHIFTL(((t) - \
(( (yl) < 0) ? \
(((s16)(dtdy) < 0) ? \
(MAX((((s16)(yl) * (s16)(dtdy)) >> 7), 0)) : \
(MIN((((s16)(yl) * (s16)(dtdy)) >> 7), 0))) : 0)), 0, 16))); \
gImmp1(pkt, G_RDPHALF_2, \
(_SHIFTL((dsdx), 16, 16) | \
_SHIFTL((dtdy), 0, 16))); \
})
#define gsSPTextureRectangleFlip(xl, yl, xh, yh, tile, s, t, dsdx, dtdy) \
(_SHIFTL(G_TEXRECTFLIP, 24, 8) | \
_SHIFTL(xh, 12, 12) | \
_SHIFTL(yh, 0, 12)), \
(_SHIFTL(tile, 24, 3) | \
_SHIFTL(xl, 12, 12) | \
_SHIFTL(yl, 0, 12)), \
gsImmp1(G_RDPHALF_1, \
(_SHIFTL(s, 16, 16) | \
_SHIFTL(t, 0, 16))), \
gsImmp1(G_RDPHALF_2, \
(_SHIFTL(dsdx, 16, 16) | \
_SHIFTL(dtdy, 0, 16)))
#define gSPTextureRectangleFlip(pkt, xl, yl, xh, yh, tile, s, t, dsdx, dtdy) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_TEXRECTFLIP, 24, 8) | \
_SHIFTL(xh, 12, 12) | \
_SHIFTL(yh, 0, 12)); \
_g->words.w1 = (_SHIFTL(tile, 24, 3) | \
_SHIFTL(xl, 12, 12) | \
_SHIFTL(yl, 0, 12)); \
gImmp1(pkt, G_RDPHALF_1, \
(_SHIFTL(s, 16, 16) | \
_SHIFTL(t, 0, 16))); \
gImmp1(pkt, G_RDPHALF_2, \
(_SHIFTL(dsdx, 16, 16) | \
_SHIFTL(dtdy, 0, 16))); \
})
#define gsDPWord(wordhi, wordlo) \
gsImmp1(G_RDPHALF_1, (unsigned int)(wordhi)), \
gsImmp1(G_RDPHALF_2, (unsigned int)(wordlo))
#define gDPWord(pkt, wordhi, wordlo) \
_DW({ \
Gfx *_g = (Gfx *)(pkt); \
\
gImmp1(pkt, G_RDPHALF_1, (unsigned int)(wordhi)); \
gImmp1(pkt, G_RDPHALF_2, (unsigned int)(wordlo)); \
})
#define gDPFullSync(pkt) gDPNoParam(pkt, G_RDPFULLSYNC)
#define gsDPFullSync() gsDPNoParam( G_RDPFULLSYNC)
#define gDPTileSync(pkt) gDPNoParam(pkt, G_RDPTILESYNC)
#define gsDPTileSync() gsDPNoParam( G_RDPTILESYNC)
#define gDPPipeSync(pkt) gDPNoParam(pkt, G_RDPPIPESYNC)
#define gsDPPipeSync() gsDPNoParam( G_RDPPIPESYNC)
#define gDPLoadSync(pkt) gDPNoParam(pkt, G_RDPLOADSYNC)
#define gsDPLoadSync() gsDPNoParam( G_RDPLOADSYNC)
#define gDPNoOp(pkt) gDPNoParam(pkt, G_NOOP)
#define gsDPNoOp() gsDPNoParam( G_NOOP)
#define gDPNoOpTag(pkt, tag) gDPParam(pkt, G_NOOP, tag)
#define gsDPNoOpTag(tag) gsDPParam( G_NOOP, tag)
#define gDPNoOpHere(pkt, file, line) gDma1p(pkt, G_NOOP, file, line, 1)
#define gDPNoOpString(pkt, data, n) gDma1p(pkt, G_NOOP, data, n, 2)
#define gDPNoOpWord(pkt, data, n) gDma1p(pkt, G_NOOP, data, n, 3)
#define gDPNoOpFloat(pkt, data, n) gDma1p(pkt, G_NOOP, data, n, 4)
#define gDPNoOpQuiet(pkt) gDma1p(pkt, G_NOOP, 0, 0, 5)
#define gDPNoOpVerbose(pkt, n) gDma1p(pkt, G_NOOP, 0, n, 5)
#define gDPNoOpCallBack(pkt, callback, arg) gDma1p(pkt, G_NOOP, callback, arg, 6)
#define gDPNoOpOpenDisp(pkt, file, line) gDma1p(pkt, G_NOOP, file, line, 7)
#define gDPNoOpCloseDisp(pkt, file, line) gDma1p(pkt, G_NOOP, file, line, 8)
#define gDPNoOpTag3(pkt, type, data, n) gDma1p(pkt, G_NOOP, data, n, type)
#endif /* F3DEX3_H */