2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
17 #define MAX_BLOCKS_PER_ROW 128
19 #include "psx_gpu_offsets.h"
21 #define psx_gpu_b_dx_offset (psx_gpu_b_block_span_offset + 4)
23 #define edge_data_left_x_offset 0
24 #define edge_data_num_blocks_offset 2
25 #define edge_data_right_mask_offset 4
26 #define edge_data_y_offset 6
70 #define gw_by_l gw_bx_l
100 #define uvrg_xxxx2 q5
105 #define yyyy_uvrg0 q6
110 #define yyyy_uvrg1 q7
115 #define yyyy_uvrg2 q8
142 #define uvrg_base q11
185 #define uvrgb_phase q13
189 /* FIXME: users of this should be in psx_gpu instead */
191 #define load_pointer(register, pointer) \
192 movw register, :lower16:pointer; \
193 movt register, :upper16:pointer; \
196 #define load_pointer(register, pointer) \
197 ldr register, =pointer \
201 #define function(name) \
210 function(compute_all_gradients)
211 // First compute the triangle area reciprocal and shift. The division will
212 // happen concurrently with much of the work which follows.
213 @ r12 = psx_gpu->triangle_area
214 ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ]
215 stmdb sp!, { r4 - r11, lr }
217 @ load exponent of 62 into upper half of double
219 clz r14, r12 @ r14 = shift
221 movt r4, #((62 + 1023) << 4)
222 mov r12, r12, lsl r14 @ r12 = triangle_area_normalized
224 @ load area normalized into lower half of double
226 vmov.f64 d30, r5, r4 @ d30 = (1 << 62) + ta_n
228 movt r4, #((1022 + 31) << 4)
231 add r4, r4, r12, lsr #11
234 vdiv.f64 d30, d30, d31 @ d30 = ((1 << 62) + ta_n) / ta_n
236 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
237 // ( d0 * d1 ) - ( d2 * d3 ) =
238 // ( m0 ) - ( m1 ) = gradient
240 // This is split to do 12 elements at a time over three sets: a, b, and c.
241 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
242 // two of the slots are unused.
244 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
247 // First type is: uvrg bxxx xxxx
248 // Second type is: yyyy ybyy uvrg
249 // Since x_a and y_c are the same the same variable is used for both.
251 vld1.u32 { v0 }, [ v_a, : 128 ] @ v0 = { uvrg0, b0, x0, y0 }
252 ldrsh x0, [ v_a, #8 ] @ load x0
254 vld1.u32 { v1 }, [ v_b, : 128 ] @ v1 = { uvrg1, b1, x1, y1}
255 ldrh x1, [ v_b, #8 ] @ load x1
257 vld1.u32 { v2 }, [ v_c, : 128 ] @ v2 = { uvrg2, b2, x2, y2 }
258 ldrh x2, [ v_c, #8 ] @ load x2
260 vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
261 ldrh y0, [ v_a, #10 ] @ load y0
263 vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
264 ldrh y1, [ v_b, #10 ] @ load y1
266 vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
267 ldrh y2, [ v_c, #10 ] @ load y2
269 vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 }
270 vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 }
272 orr x1_x2, x1, x2, lsl #16 @ x1_x2 = { x1, x2 }
273 pkhbt x0_x1, x0, x1, lsl #16 @ x0_x1 = { x0, x1 }
275 vmov.u8 uvrg1b, uvrg1 @ uvrg1b = { uv1, rg1 }
276 vdup.u16 xxxx1, x1_y1[0] @ xxxx1 = { xx1, xx1 }
278 vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 }
279 vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 }
281 ldrb b2, [ v_c, #4 ] @ load b2
282 orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 }
284 ldrb b1, [ v_b, #4 ] @ load b1
285 orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 }
287 vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 }
288 vsub.s16 d0_ab, x1_ab, x0_ab
290 ldrb b0, [ v_a, #4 ] @ load b0
291 orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 }
293 vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 }
294 vsub.s16 d2_ab, x2_ab, x1_ab
296 vdup.u16 yyyy2, x2_y2[1] @ yyyy2 = { yy2, yy2 }
297 vsub.s16 d1_ab, y2_ab, y1_ab
299 orr b0_b1, b0, b1, lsl #16 @ b1_b2 = { b1, b2 }
300 ssub16 dx, x1_x2, x0_x1 @ dx = { x1 - x0, x2 - x1 }
302 ssub16 dy, y1_y2, y0_y1 @ dy = { y1 - y0, y2 - y1 }
303 ssub16 db, b1_b2, b0_b1 @ db = { b1 - b0, b2 - b1 }
305 vsub.s16 d3_ab, y1_ab, y0_ab
306 smusdx ga_by, dx, db @ ga_by = ((x1 - x0) * (b2 - b1)) -
307 @ ((x2 - X1) * (b1 - b0))
308 vmull.s16 ga_uvrg_x, d0_a, d1_a
309 smusdx ga_bx, db, dy @ ga_bx = ((b1 - b0) * (y2 - y1)) -
310 @ ((b2 - b1) * (y1 - y0))
311 vmlsl.s16 ga_uvrg_x, d2_a, d3_a
312 movs gs_bx, ga_bx, asr #31
314 vmull.s16 ga_uvrg_y, d0_b, d1_b
315 rsbmi ga_bx, ga_bx, #0
317 @ r12 = psx_gpu->uvrgb_phase
318 ldr r12, [ psx_gpu, #psx_gpu_uvrgb_phase_offset ]
320 vmlsl.s16 ga_uvrg_y, d2_b, d3_b
321 movs gs_by, ga_by, asr #31
323 vshr.u64 d0, d30, #22
324 add b_base, r12, b0, lsl #16
326 vdup.u32 uvrgb_phase, r12
328 rsbmi ga_by, ga_by, #0
329 vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0
331 @ r12 = psx_gpu->triangle_winding_offset
332 ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
333 vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0
335 rsb r12, r12, #0 @ r12 = -(triangle->winding)
337 vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w }
338 sub r14, r14, #(62 - 12) @ r14 = shift - (62 - FIXED_BITS)
340 vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16
341 vdup.u32 r_shift, r14 @ r_shift = { shift, shift, shift, shift }
343 vadd.u32 uvrg_base, uvrgb_phase
344 vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x)
346 vmov area_r_s, s0 @ area_r_s = triangle_reciprocal
347 vabs.s32 ga_uvrg_y, ga_uvrg_y @ ga_uvrg_y = abs(ga_uvrg_y)
349 vmull.u32 gw_rg_x, ga_rg_x, d0[0]
350 vmull.u32 gw_uv_x, ga_uv_x, d0[0]
351 vmull.u32 gw_rg_y, ga_rg_y, d0[0]
352 vmull.u32 gw_uv_y, ga_uv_y, d0[0]
354 vshl.u64 gw_rg_x, gw_rg_x, r_shift
355 vshl.u64 gw_uv_x, gw_uv_x, r_shift
356 vshl.u64 gw_rg_y, gw_rg_y, r_shift
357 vshl.u64 gw_uv_y, gw_uv_y, r_shift
359 veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
360 vmovn.u64 g_uv_x, gw_uv_x
362 veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
363 vmovn.u64 g_rg_x, gw_rg_x
365 veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
366 vmovn.u64 g_uv_y, gw_uv_y
368 vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
369 vmovn.u64 g_rg_y, gw_rg_y
371 veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
372 mov ga_bx, ga_bx, lsl #13
374 vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
375 mov ga_by, ga_by, lsl #13
378 umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
380 vshl.u32 g_uvrg_x, g_uvrg_x, #4
381 vshl.u32 g_uvrg_y, g_uvrg_y, #4
383 umull gw_by_l, gw_by_h, ga_by, area_r_s
384 vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
386 eor gs_bx, gs_bx, r12
387 vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
389 veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
390 eor gs_by, gs_by, r12
392 rsb r11, r14, #0 @ r11 = negative shift for scalar lsr
393 add store_a, psx_gpu, #psx_gpu_uvrg_offset
395 sub r11, r11, #(32 - 13)
397 add store_b, store_a, #16
400 vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
401 vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc
403 vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc
404 mov g_bx, gw_bx_h, lsr r11
406 vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc
407 mov g_by, gw_by_h, lsr r11
409 vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \
410 [ store_b, : 128 ], store_inc
411 eor g_bx, g_bx, gs_bx
413 vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \
414 [ store_b, : 128 ], store_inc
415 sub g_bx, g_bx, gs_bx
418 eor g_by, g_by, gs_by
420 mls b_base, g_bx, x0, b_base
421 sub g_by, g_by, gs_by
426 add g_bx2, g_bx, g_bx
427 add g_bx3, g_bx, g_bx2
429 stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
431 ldmia sp!, { r4 - r11, pc }
448 #define height_minor_a r7
449 #define height_minor_b r8
450 #define height_major r9
453 #define reciprocal_table_ptr r10
455 #define edge_alt_low r4
456 #define edge_alt_high r5
457 #define edge_dx_dy_alt r6
458 #define edge_shift_alt r10
460 #define edge_dx_dy_alt_low r4
461 #define edge_dx_dy_alt_high r5
463 #define span_edge_data r4
464 #define span_uvrg_offset r5
465 #define span_b_offset r6
473 #define alternate_x q0
474 #define alternate_dx_dy q1
475 #define alternate_x_32 q2
477 #define alternate_x_low d0
478 #define alternate_x_high d1
479 #define alternate_dx_dy_low d2
480 #define alternate_dx_dy_high d3
481 #define alternate_x_32_low d4
482 #define alternate_x_32_high d5
486 #define left_dx_dy q5
487 #define right_dx_dy q6
489 #define right_edge q8
491 #define left_x_low d6
492 #define left_x_high d7
493 #define right_x_low d8
494 #define right_x_high d9
495 #define left_dx_dy_low d10
496 #define left_dx_dy_high d11
497 #define right_dx_dy_low d12
498 #define right_dx_dy_high d13
499 #define left_edge_low d14
500 #define left_edge_high d15
501 #define right_edge_low d16
502 #define right_edge_high d17
504 #define y_mid_point d18
507 #define left_right_x_16 q11
508 #define span_shifts_y q12
511 #define span_shifts d24
516 #define left_right_x_16_low d22
517 #define left_right_x_16_high d23
522 #define alternate_x_16 d4
525 #define v_clip_low d6
527 #define right_x_32 q10
528 #define left_x_32 q11
529 #define alternate_select d24
531 #define right_x_32_low d20
532 #define right_x_32_high d21
533 #define left_x_32_low d22
534 #define left_x_32_high d23
537 #define edges_dx_dy d2
538 #define edge_shifts d3
539 #define edge_shifts_64 q2
541 #define edges_xy_left d0
542 #define edges_xy_right d1
544 #define height_reciprocals d6
552 #define heights_b d12
553 #define edges_dx_dy_64 q10
555 #define edges_dx_dy_64_left d20
556 #define edges_dx_dy_64_right d21
559 #define setup_spans_prologue() \
560 stmdb sp!, { r4 - r11, lr }; \
562 ldrsh x_a, [ v_a, #8 ]; \
563 ldrsh x_b, [ v_b, #8 ]; \
564 ldrsh x_c, [ v_c, #8 ]; \
565 ldrsh y_a, [ v_a, #10 ]; \
566 ldrsh y_b, [ v_b, #10 ]; \
567 ldrsh y_c, [ v_c, #10 ]; \
569 add temp, psx_gpu, #psx_gpu_uvrg_offset; \
570 vld1.32 { uvrg }, [ temp ]; \
571 add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \
572 vld1.32 { uvrg_dy }, [ temp ]; \
573 load_pointer(reciprocal_table_ptr, reciprocal_table); \
575 vmov.u32 c_0x01, #0x01 \
577 #define setup_spans_load_b() \
578 ldr b, [ psx_gpu, #psx_gpu_b_offset ]; \
579 ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ] \
581 #define setup_spans_prologue_b() \
582 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
583 add temp, psx_gpu, #psx_gpu_viewport_start_x_offset; \
585 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
586 vmov.u16 c_0x0004, #0x0004; \
588 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
589 vmov.u16 c_0x0001, #0x0001; \
591 vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ]; \
592 add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \
594 vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \
595 vadd.u16 right_edge, right_edge, c_0x0001; \
597 vmov.u16 c_0x0007, #0x0007; \
598 vmvn.u16 c_0xFFFE, #0x0001 \
601 #define compute_edge_delta_x2() \
602 ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \
604 vdup.u32 heights, height; \
605 vsub.u32 widths, x_ends, x_starts; \
607 vdup.u32 edge_shifts, temp; \
608 vsub.u32 heights_b, heights, c_0x01; \
609 vshr.u32 height_reciprocals, edge_shifts, #10; \
611 vmla.s32 heights_b, x_starts, heights; \
612 vbic.u16 edge_shifts, #0xE0; \
613 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
614 vmull.s32 edges_xy, heights_b, height_reciprocals \
617 #define height_reciprocal_alt r11
618 #define height_b_alt r12
620 #define compute_edge_delta_x3(start_c, height_a, height_b) \
621 vmov.u32 heights, height_a, height_b; \
622 ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \
623 vmov.u32 edge_shifts[0], temp; \
624 ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \
625 vmov.u32 edge_shifts[1], temp; \
626 ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ]; \
628 vsub.u32 widths, x_ends, x_starts; \
629 sub width_alt, x_c, start_c; \
631 vsub.u32 heights_b, heights, c_0x01; \
632 sub height_b_alt, height_minor_b, #1; \
634 vshr.u32 height_reciprocals, edge_shifts, #10; \
635 lsr height_reciprocal_alt, edge_shift_alt, #10; \
637 vmla.s32 heights_b, x_starts, heights; \
638 mla height_b_alt, height_minor_b, start_c, height_b_alt; \
640 vbic.u16 edge_shifts, #0xE0; \
641 and edge_shift_alt, edge_shift_alt, #0x1F; \
643 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
644 mul edge_dx_dy_alt, width_alt, height_reciprocal_alt; \
646 vmull.s32 edges_xy, heights_b, height_reciprocals; \
647 smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt \
650 #define setup_spans_adjust_y_up() \
651 vsub.u32 y_x4, y_x4, c_0x0004 \
653 #define setup_spans_adjust_y_down() \
654 vadd.u32 y_x4, y_x4, c_0x0004 \
656 #define setup_spans_adjust_interpolants_up() \
657 vsub.u32 uvrg, uvrg, uvrg_dy; \
660 #define setup_spans_adjust_interpolants_down() \
661 vadd.u32 uvrg, uvrg, uvrg_dy; \
665 #define setup_spans_clip_interpolants_increment() \
666 mla b, b_dy, clip, b; \
667 vmla.s32 uvrg, uvrg_dy, v_clip \
669 #define setup_spans_clip_interpolants_decrement() \
670 mls b, b_dy, clip, b; \
671 vmls.s32 uvrg, uvrg_dy, v_clip \
673 #define setup_spans_clip_alternate_yes() \
674 smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip \
676 #define setup_spans_clip_alternate_no() \
678 #define setup_spans_clip(direction, alternate_active) \
679 vdup.u32 v_clip, clip; \
680 setup_spans_clip_alternate_##alternate_active(); \
681 setup_spans_clip_interpolants_##direction(); \
682 vmlal.s32 edges_xy, edges_dx_dy, v_clip_low \
685 #define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
686 vmovl.s32 edge_shifts_64, edge_shifts; \
687 vmovl.s32 edges_dx_dy_64, edges_dx_dy; \
689 vshl.s64 edges_xy, edges_xy, edge_shifts_64; \
690 vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64; \
692 vmov left_x_low, edges_xy_##left_index; \
693 vmov right_x_low, edges_xy_##right_index; \
695 vmov left_dx_dy_low, edges_dx_dy_64_##left_index; \
696 vmov left_dx_dy_high, edges_dx_dy_64_##left_index; \
697 vmov right_dx_dy_low, edges_dx_dy_64_##right_index; \
698 vmov right_dx_dy_high, edges_dx_dy_64_##right_index; \
700 vadd.u64 left_x_high, left_x_low, left_dx_dy_low; \
701 vadd.u64 right_x_high, right_x_low, right_dx_dy_low; \
703 vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy; \
704 vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy \
707 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
708 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
710 vdup.u16 y_mid_point, y_b; \
711 rsb temp, edge_shift_alt, #32; \
713 lsl edge_alt_high, edge_alt_high, edge_shift_alt; \
714 orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp; \
715 lsl edge_alt_low, edge_alt_low, edge_shift_alt; \
716 vmov alternate_x_low, edge_alt_low, edge_alt_high; \
718 asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp; \
719 lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt; \
720 vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high; \
721 vmov alternate_dx_dy_high, alternate_dx_dy_low; \
723 vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low; \
724 vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy \
727 #define setup_spans_y_select_up() \
728 vclt.s16 alternate_select, y_x4, y_mid_point \
730 #define setup_spans_y_select_down() \
731 vcgt.s16 alternate_select, y_x4, y_mid_point \
734 #define setup_spans_alternate_select_left() \
735 vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select \
737 #define setup_spans_alternate_select_right() \
738 vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select \
741 #define setup_spans_set_x4_alternate_yes(alternate, direction) \
742 vshrn.s64 alternate_x_32_low, alternate_x, #32; \
743 vshrn.s64 left_x_32_low, left_x, #32; \
744 vshrn.s64 right_x_32_low, right_x, #32; \
746 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
747 vadd.u64 left_x, left_x, left_dx_dy; \
748 vadd.u64 right_x, right_x, right_dx_dy; \
750 vshrn.s64 alternate_x_32_high, alternate_x, #32; \
751 vshrn.s64 left_x_32_high, left_x, #32; \
752 vshrn.s64 right_x_32_high, right_x, #32; \
754 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
755 vadd.u64 left_x, left_x, left_dx_dy; \
756 vadd.u64 right_x, right_x, right_dx_dy; \
758 vmovn.u32 alternate_x_16, alternate_x_32; \
759 setup_spans_y_select_##direction(); \
760 vmovn.u32 left_right_x_16_low, left_x_32; \
762 vmovn.u32 left_right_x_16_high, right_x_32; \
763 setup_spans_alternate_select_##alternate(); \
765 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
766 str b, [ span_b_offset ], #4; \
767 setup_spans_adjust_interpolants_##direction(); \
769 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
771 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
772 str b, [ span_b_offset ], #4; \
773 setup_spans_adjust_interpolants_##direction(); \
775 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
777 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
778 str b, [ span_b_offset ], #4; \
779 setup_spans_adjust_interpolants_##direction(); \
781 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
782 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
783 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
785 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
786 str b, [ span_b_offset ], #4; \
787 setup_spans_adjust_interpolants_##direction(); \
789 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
790 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
792 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
794 setup_spans_adjust_y_##direction() \
797 #define setup_spans_set_x4_alternate_no(alternate, direction) \
798 vshrn.s64 left_x_32_low, left_x, #32; \
799 vshrn.s64 right_x_32_low, right_x, #32; \
801 vadd.u64 left_x, left_x, left_dx_dy; \
802 vadd.u64 right_x, right_x, right_dx_dy; \
804 vshrn.s64 left_x_32_high, left_x, #32; \
805 vshrn.s64 right_x_32_high, right_x, #32; \
807 vadd.u64 left_x, left_x, left_dx_dy; \
808 vadd.u64 right_x, right_x, right_dx_dy; \
810 vmovn.u32 left_right_x_16_low, left_x_32; \
811 vmovn.u32 left_right_x_16_high, right_x_32; \
813 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
814 str b, [ span_b_offset ], #4; \
815 setup_spans_adjust_interpolants_##direction(); \
817 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
819 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
820 str b, [ span_b_offset ], #4; \
821 setup_spans_adjust_interpolants_##direction(); \
823 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
825 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
826 str b, [ span_b_offset ], #4; \
827 setup_spans_adjust_interpolants_##direction(); \
829 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
830 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
831 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
833 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
834 str b, [ span_b_offset ], #4; \
835 setup_spans_adjust_interpolants_##direction(); \
837 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
838 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
840 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
842 setup_spans_adjust_y_##direction() \
845 #define edge_adjust_low r11
846 #define edge_adjust_high r12
848 #define setup_spans_alternate_adjust_yes() \
849 smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a; \
850 subs edge_alt_low, edge_alt_low, edge_adjust_low; \
851 sbc edge_alt_high, edge_alt_high, edge_adjust_high \
853 #define setup_spans_alternate_adjust_no() \
856 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
857 setup_spans_alternate_adjust_##alternate_active(); \
858 setup_spans_load_b(); \
860 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
861 subs y_c, y_c, temp; \
862 subgt height, height, y_c; \
863 addgt height, height, #1; \
865 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
866 subs clip, temp, y_a; \
869 sub height, height, clip; \
870 add y_a, y_a, clip; \
871 setup_spans_clip(increment, alternate_active); \
877 orr temp, y_a, y_a, lsl #16; \
878 add temp, temp, #(1 << 16); \
880 add y_a, y_a, #(2 << 16); \
881 vmov.u32 y_x4, temp, y_a; \
883 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
885 setup_spans_prologue_b(); \
887 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
890 setup_spans_set_x4_alternate_##alternate_active(alternate, down); \
891 subs height, height, #4; \
897 #define setup_spans_alternate_pre_increment_yes() \
898 adds edge_alt_low, edge_alt_low, edge_dx_dy_alt; \
899 adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31 \
901 #define setup_spans_alternate_pre_increment_no() \
904 #define setup_spans_up_decrement_yes() \
905 suble height, height, #1 \
907 #define setup_spans_up_decrement_no() \
910 #define setup_spans_up(left_index, right_index, alternate, alternate_active) \
911 setup_spans_alternate_adjust_##alternate_active(); \
912 setup_spans_load_b(); \
915 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
916 subs temp, temp, y_c; \
917 subgt height, height, temp; \
918 setup_spans_up_decrement_##alternate_active(); \
920 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
921 subs clip, y_a, temp; \
924 sub height, height, clip; \
925 sub y_a, y_a, clip; \
926 setup_spans_clip(decrement, alternate_active); \
932 orr temp, y_a, y_a, lsl #16; \
933 sub temp, temp, #(1 << 16); \
935 sub y_a, y_a, #(2 << 16); \
936 vmov.u32 y_x4, temp, y_a; \
938 vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \
940 setup_spans_alternate_pre_increment_##alternate_active(); \
941 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
943 setup_spans_adjust_interpolants_up(); \
944 setup_spans_prologue_b(); \
946 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
949 setup_spans_set_x4_alternate_##alternate_active(alternate, up); \
950 subs height, height, #4; \
956 #define setup_spans_epilogue() \
957 ldmia sp!, { r4 - r11, pc } \
960 #define setup_spans_up_up(minor, major) \
961 setup_spans_prologue(); \
962 sub height_minor_a, y_a, y_b; \
963 sub height_minor_b, y_b, y_c; \
964 sub height, y_a, y_c; \
966 vdup.u32 x_starts, x_a; \
967 vmov.u32 x_ends, x_c, x_b; \
969 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
970 setup_spans_up(major, minor, minor, yes); \
971 setup_spans_epilogue() \
973 function(setup_spans_up_left)
974 setup_spans_up_up(left, right)
976 function(setup_spans_up_right)
977 setup_spans_up_up(right, left)
981 #define setup_spans_down_down(minor, major) \
982 setup_spans_prologue(); \
983 sub height_minor_a, y_b, y_a; \
984 sub height_minor_b, y_c, y_b; \
985 sub height, y_c, y_a; \
987 vdup.u32 x_starts, x_a; \
988 vmov.u32 x_ends, x_c, x_b; \
990 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
991 setup_spans_down(major, minor, minor, yes); \
992 setup_spans_epilogue() \
994 function(setup_spans_down_left)
995 setup_spans_down_down(left, right)
997 function(setup_spans_down_right)
998 setup_spans_down_down(right, left)
1001 #define setup_spans_up_flat() \
1002 sub height, y_a, y_c; \
1004 compute_edge_delta_x2(); \
1005 setup_spans_up(left, right, none, no); \
1006 setup_spans_epilogue() \
1008 function(setup_spans_up_a)
1009 setup_spans_prologue()
1011 vmov.u32 x_starts, x_a, x_b
1012 vdup.u32 x_ends, x_c
1014 setup_spans_up_flat()
1016 function(setup_spans_up_b)
1017 setup_spans_prologue()
1019 vdup.u32 x_starts, x_a
1020 vmov.u32 x_ends, x_b, x_c
1022 setup_spans_up_flat()
1024 #define setup_spans_down_flat() \
1025 sub height, y_c, y_a; \
1027 compute_edge_delta_x2(); \
1028 setup_spans_down(left, right, none, no); \
1029 setup_spans_epilogue() \
1031 function(setup_spans_down_a)
1032 setup_spans_prologue()
1034 vmov.u32 x_starts, x_a, x_b
1035 vdup.u32 x_ends, x_c
1037 setup_spans_down_flat()
1039 function(setup_spans_down_b)
1040 setup_spans_prologue()
1042 vdup.u32 x_starts, x_a
1043 vmov.u32 x_ends, x_b, x_c
1045 setup_spans_down_flat()
1050 #define edges_xy_b q11
1051 #define edges_dx_dy_b d26
1052 #define edge_shifts_b d27
1053 #define edges_dx_dy_and_shifts_b q13
1054 #define height_increment d20
1056 #define edges_dx_dy_and_shifts q1
1058 #define edges_xy_b_left d22
1059 #define edges_xy_b_right d23
1061 #define setup_spans_up_down_load_edge_set_b() \
1062 vmov edges_xy, edges_xy_b; \
1063 vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b \
1066 function(setup_spans_up_down)
1067 setup_spans_prologue()
1069 // s32 middle_y = y_a;
1070 sub height_minor_a, y_a, y_b
1071 sub height_minor_b, y_c, y_a
1072 sub height_major, y_c, y_b
1074 vmov.u32 x_starts, x_a, x_c
1075 vdup.u32 x_ends, x_b
1077 compute_edge_delta_x3(x_a, height_minor_a, height_major)
1080 vmov.u32 height_increment, temp, height_minor_b
1081 vmlal.s32 edges_xy, edges_dx_dy, height_increment
1083 vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1084 vmov edges_xy_b_right, edges_xy_right
1086 vmov edge_shifts_b, edge_shifts
1087 vmov.u32 edge_shifts_b[0], edge_shift_alt
1089 vneg.s32 edges_dx_dy_b, edges_dx_dy
1090 vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1094 setup_spans_load_b()
1097 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1098 subs temp, temp, y_b
1099 subgt height_minor_a, height_minor_a, temp
1101 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1102 subs clip, y_a, temp
1105 sub height_minor_a, height_minor_a, clip
1107 setup_spans_clip(decrement, no)
1110 cmp height_minor_a, #0
1113 orr temp, y_a, y_a, lsl #16
1114 sub temp, temp, #(1 << 16)
1116 sub y_a, y_a, #(2 << 16)
1117 vmov.u32 y_x4, temp, y_a
1119 vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1121 strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
1123 setup_spans_adjust_edges_alternate_no(left, right);
1124 setup_spans_adjust_interpolants_up()
1125 setup_spans_up_down_load_edge_set_b()
1127 setup_spans_prologue_b()
1131 setup_spans_set_x4_alternate_no(none, up)
1132 subs height_minor_a, height_minor_a, #4
1135 add span_edge_data, span_edge_data, height_minor_a, lsl #3
1136 add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1137 add span_b_offset, span_b_offset, height_minor_a, lsl #2
1140 add temp, psx_gpu, #psx_gpu_uvrg_offset
1141 vld1.32 { uvrg }, [ temp ]
1144 setup_spans_load_b()
1146 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1148 subgt height_minor_b, height_minor_b, y_c
1149 addgt height_minor_b, height_minor_b, #1
1151 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1152 subs clip, temp, y_a
1155 sub height_minor_b, height_minor_b, clip
1157 setup_spans_clip(increment, no)
1160 cmp height_minor_b, #0
1163 orr temp, y_a, y_a, lsl #16
1164 add temp, temp, #(1 << 16)
1166 add y_a, y_a, #(2 << 16)
1167 vmov.u32 y_x4, temp, y_a
1169 setup_spans_adjust_edges_alternate_no(left, right)
1171 ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1172 add temp, temp, height_minor_b
1173 strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1176 setup_spans_set_x4_alternate_no(none, down)
1177 subs height_minor_b, height_minor_b, #4
1181 setup_spans_epilogue()
1184 setup_spans_up_down_load_edge_set_b()
1185 setup_spans_prologue_b()
1190 #undef span_uvrg_offset
1191 #undef span_edge_data
1192 #undef span_b_offset
1197 #define num_spans r1
1198 #define span_uvrg_offset r2
1199 #define span_edge_data r3
1200 #define span_b_offset r4
1202 #define span_num_blocks r6
1206 #define dither_offset_ptr r10
1207 #define block_ptr_a r11
1209 #define num_blocks r14
1211 #define uvrg_dx_ptr r2
1212 #define texture_mask_ptr r3
1213 #define dither_shift r8
1214 #define dither_row r10
1219 #define block_ptr_b r10
1221 #define block_span_ptr r10
1222 #define right_mask r8
1241 #define b_whole_8 d14
1242 #define fb_mask_ptrs d15
1255 #define u_whole_low d16
1256 #define u_whole_high d17
1257 #define v_whole_low d18
1258 #define v_whole_high d19
1259 #define r_whole_low d20
1260 #define r_whole_high d21
1261 #define g_whole_low d22
1262 #define g_whole_high d23
1263 #define b_whole_low d24
1264 #define b_whole_high d25
1269 #define u_whole_8 d26
1270 #define v_whole_8 d27
1271 #define u_whole_8b d24
1272 #define r_whole_8 d24
1273 #define g_whole_8 d25
1275 #define uv_whole_8 q13
1276 #define uv_whole_8b q14
1278 #define dither_offsets q14
1279 #define texture_mask q15
1280 #define texture_mask_u d30
1281 #define texture_mask_v d31
1283 #define dither_offsets_short d28
1287 #define block_span q10
1292 #define draw_mask q1
1293 #define draw_mask_edge q13
1294 #define test_mask q0
1300 #define setup_blocks_texture_swizzled() \
1301 vand.u8 u_whole_8b, u_whole_8, texture_mask_u; \
1302 vsli.u8 u_whole_8, v_whole_8, #4; \
1303 vsri.u8 v_whole_8, u_whole_8b, #4 \
1305 #define setup_blocks_texture_unswizzled() \
1308 #define setup_blocks_shaded_textured_builder(swizzling) \
1311 function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \
1312 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1313 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1315 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1316 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1318 cmp num_spans, #0; \
1321 stmdb sp!, { r4 - r11, r14 }; \
1322 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1324 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
1325 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1327 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1328 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1330 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1331 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1333 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
1334 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1336 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1339 vmov.u8 fb_mask_ptrs, #0; \
1341 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1342 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1344 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
1345 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
1347 cmp span_num_blocks, #0; \
1350 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1351 add num_blocks, span_num_blocks, num_blocks; \
1353 cmp num_blocks, #MAX_BLOCKS; \
1357 ldr b, [ span_b_offset ]; \
1358 add fb_ptr, fb_ptr, y, lsl #11; \
1360 vdup.u32 v_left_x, left_x; \
1363 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1364 add fb_ptr, fb_ptr, left_x, lsl #1; \
1366 mla b, b_dx, left_x, b; \
1367 and dither_shift, left_x, #0x03; \
1369 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1370 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1372 mov dither_shift, dither_shift, lsl #3; \
1373 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1376 subs span_num_blocks, span_num_blocks, #1; \
1378 mov dither_row, dither_row, ror dither_shift; \
1379 mov b_dx4, b_dx, lsl #2; \
1381 vdup.u32 dither_offsets_short, dither_row; \
1382 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1384 vdup.u32 b_block, b; \
1385 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1387 vdup.u32 u_block, uv[0]; \
1388 mov b_dx8, b_dx, lsl #3; \
1390 vdup.u32 v_block, uv[1]; \
1391 vdup.u32 r_block, rg[0]; \
1392 vdup.u32 g_block, rg[1]; \
1394 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1396 vadd.u32 u_block, u_block, block_span; \
1397 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1399 vadd.u32 v_block, v_block, block_span; \
1400 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1402 vadd.u32 r_block, r_block, block_span; \
1403 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1405 vadd.u32 g_block, g_block, block_span; \
1406 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
1408 vadd.u32 b_block, b_block, block_span; \
1409 add block_ptr_b, block_ptr_a, #16; \
1411 vshrn.u32 u_whole_low, u_block, #16; \
1412 vshrn.u32 v_whole_low, v_block, #16; \
1413 vshrn.u32 r_whole_low, r_block, #16; \
1414 vshrn.u32 g_whole_low, g_block, #16; \
1416 vdup.u32 dx4, uv_dx4[0]; \
1417 vshrn.u32 b_whole_low, b_block, #16; \
1419 vaddhn.u32 u_whole_high, u_block, dx4; \
1420 vdup.u32 dx4, uv_dx4[1]; \
1422 vaddhn.u32 v_whole_high, v_block, dx4; \
1423 vdup.u32 dx4, rg_dx4[0]; \
1425 vaddhn.u32 r_whole_high, r_block, dx4; \
1426 vdup.u32 dx4, rg_dx4[1]; \
1428 vaddhn.u32 g_whole_high, g_block, dx4; \
1429 vdup.u32 dx4, b_dx4; \
1431 vaddhn.u32 b_whole_high, b_block, dx4; \
1432 vdup.u32 dx8, uv_dx8[0]; \
1434 vadd.u32 u_block, u_block, dx8; \
1435 vdup.u32 dx8, uv_dx8[1]; \
1437 vadd.u32 v_block, v_block, dx8; \
1438 vdup.u32 dx8, rg_dx8[0]; \
1440 vadd.u32 r_block, r_block, dx8; \
1441 vdup.u32 dx8, rg_dx8[1]; \
1443 vadd.u32 g_block, g_block, dx8; \
1444 vdup.u32 dx8, b_dx8; \
1446 vadd.u32 b_block, b_block, dx8; \
1447 vmovn.u16 u_whole_8, u_whole; \
1449 vmovn.u16 v_whole_8, v_whole; \
1451 vmovn.u16 b_whole_8, b_whole; \
1453 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1455 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1456 setup_blocks_texture_##swizzling(); \
1458 vmovn.u16 r_whole_8, r_whole; \
1462 vmovn.u16 g_whole_8, g_whole; \
1463 vshrn.u32 u_whole_low, u_block, #16; \
1465 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1466 vshrn.u32 v_whole_low, v_block, #16; \
1468 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1469 vshrn.u32 r_whole_low, r_block, #16; \
1471 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1472 vshrn.u32 g_whole_low, g_block, #16; \
1474 vdup.u32 dx4, uv_dx4[0]; \
1475 vshrn.u32 b_whole_low, b_block, #16; \
1477 vaddhn.u32 u_whole_high, u_block, dx4; \
1478 vdup.u32 dx4, uv_dx4[1]; \
1480 vaddhn.u32 v_whole_high, v_block, dx4; \
1481 vdup.u32 dx4, rg_dx4[0]; \
1483 vaddhn.u32 r_whole_high, r_block, dx4; \
1484 vdup.u32 dx4, rg_dx4[1]; \
1486 vaddhn.u32 g_whole_high, g_block, dx4; \
1487 vdup.u32 dx4, b_dx4; \
1489 vaddhn.u32 b_whole_high, b_block, dx4; \
1490 vdup.u32 dx8, uv_dx8[0]; \
1492 vadd.u32 u_block, u_block, dx8; \
1493 vdup.u32 dx8, uv_dx8[1]; \
1495 vadd.u32 v_block, v_block, dx8; \
1496 vdup.u32 dx8, rg_dx8[0]; \
1498 vadd.u32 r_block, r_block, dx8; \
1499 vdup.u32 dx8, rg_dx8[1]; \
1501 vadd.u32 g_block, g_block, dx8; \
1502 vdup.u32 dx8, b_dx8; \
1504 vadd.u32 b_block, b_block, dx8; \
1505 vmovn.u16 u_whole_8, u_whole; \
1507 add fb_ptr, fb_ptr, #16; \
1508 vmovn.u16 v_whole_8, v_whole; \
1510 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1511 vmovn.u16 b_whole_8, b_whole; \
1515 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1516 subs span_num_blocks, span_num_blocks, #1; \
1518 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1519 setup_blocks_texture_##swizzling(); \
1521 vmovn.u16 r_whole_8, r_whole; \
1525 vmovn.u16 g_whole_8, g_whole; \
1526 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1528 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1529 vdup.u8 draw_mask, right_mask; \
1531 vmov.u32 fb_mask_ptrs[0], right_mask; \
1532 vtst.u16 draw_mask, draw_mask, test_mask; \
1533 vzip.u8 u_whole_8, v_whole_8; \
1535 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1536 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1537 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1538 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1539 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1542 add span_uvrg_offset, span_uvrg_offset, #16; \
1543 add span_b_offset, span_b_offset, #4; \
1545 add span_edge_data, span_edge_data, #8; \
1546 subs num_spans, num_spans, #1; \
1548 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1551 ldmia sp!, { r4 - r11, pc }; \
1554 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1555 vpush { texture_mask }; \
1556 vpush { uvrg_dx4 }; \
1558 stmdb sp!, { r0 - r3, r12, r14 }; \
1559 bl flush_render_block_buffer; \
1560 ldmia sp!, { r0 - r3, r12, r14 }; \
1562 vpop { uvrg_dx4 }; \
1563 vpop { texture_mask }; \
1565 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1566 vmov.u8 fb_mask_ptrs, #0; \
1568 mov num_blocks, span_num_blocks; \
1569 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1573 setup_blocks_shaded_textured_builder(swizzled)
1574 setup_blocks_shaded_textured_builder(unswizzled)
1577 #define setup_blocks_unshaded_textured_builder(swizzling) \
1580 function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \
1581 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1582 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1584 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1585 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1587 cmp num_spans, #0; \
1590 stmdb sp!, { r4 - r11, r14 }; \
1591 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1593 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1595 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1596 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1598 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1599 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1601 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1603 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1606 vmov.u8 fb_mask_ptrs, #0; \
1608 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1609 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1611 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
1612 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
1614 cmp span_num_blocks, #0; \
1617 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1618 add num_blocks, span_num_blocks, num_blocks; \
1620 cmp num_blocks, #MAX_BLOCKS; \
1624 add fb_ptr, fb_ptr, y, lsl #11; \
1626 vdup.u32 v_left_x, left_x; \
1629 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1630 add fb_ptr, fb_ptr, left_x, lsl #1; \
1632 and dither_shift, left_x, #0x03; \
1634 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1635 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1637 mov dither_shift, dither_shift, lsl #3; \
1638 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1641 subs span_num_blocks, span_num_blocks, #1; \
1643 mov dither_row, dither_row, ror dither_shift; \
1645 vdup.u32 dither_offsets_short, dither_row; \
1646 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1648 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1650 vdup.u32 u_block, uv[0]; \
1652 vdup.u32 v_block, uv[1]; \
1653 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1655 vadd.u32 u_block, u_block, block_span; \
1656 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1658 vadd.u32 v_block, v_block, block_span; \
1659 add block_ptr_b, block_ptr_a, #16; \
1661 vshrn.u32 u_whole_low, u_block, #16; \
1662 vshrn.u32 v_whole_low, v_block, #16; \
1664 vdup.u32 dx4, uv_dx4[0]; \
1666 vaddhn.u32 u_whole_high, u_block, dx4; \
1667 vdup.u32 dx4, uv_dx4[1]; \
1669 vaddhn.u32 v_whole_high, v_block, dx4; \
1670 vdup.u32 dx8, uv_dx8[0]; \
1672 vadd.u32 u_block, u_block, dx8; \
1673 vdup.u32 dx8, uv_dx8[1]; \
1675 vadd.u32 v_block, v_block, dx8; \
1676 vmovn.u16 u_whole_8, u_whole; \
1678 vmovn.u16 v_whole_8, v_whole; \
1681 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1683 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1684 setup_blocks_texture_##swizzling(); \
1689 vshrn.u32 u_whole_low, u_block, #16; \
1691 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1692 vshrn.u32 v_whole_low, v_block, #16; \
1694 add block_ptr_b, block_ptr_b, #32; \
1695 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1697 vdup.u32 dx4, uv_dx4[0]; \
1698 vaddhn.u32 u_whole_high, u_block, dx4; \
1699 vdup.u32 dx4, uv_dx4[1]; \
1701 vaddhn.u32 v_whole_high, v_block, dx4; \
1702 vdup.u32 dx8, uv_dx8[0]; \
1704 vadd.u32 u_block, u_block, dx8; \
1705 vdup.u32 dx8, uv_dx8[1]; \
1707 vadd.u32 v_block, v_block, dx8; \
1708 vmovn.u16 u_whole_8, u_whole; \
1710 add fb_ptr, fb_ptr, #16; \
1711 vmovn.u16 v_whole_8, v_whole; \
1713 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1716 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1717 subs span_num_blocks, span_num_blocks, #1; \
1719 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1720 setup_blocks_texture_##swizzling(); \
1725 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1727 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1728 vdup.u8 draw_mask, right_mask; \
1730 vmov.u32 fb_mask_ptrs[0], right_mask; \
1731 vtst.u16 draw_mask, draw_mask, test_mask; \
1732 vzip.u8 u_whole_8, v_whole_8; \
1734 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1735 add block_ptr_b, block_ptr_b, #32; \
1736 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1737 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1738 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1741 add span_uvrg_offset, span_uvrg_offset, #16; \
1742 add span_edge_data, span_edge_data, #8; \
1743 subs num_spans, num_spans, #1; \
1745 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1748 ldmia sp!, { r4 - r11, pc }; \
1751 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1752 vpush { texture_mask }; \
1753 vpush { uvrg_dx4 }; \
1755 stmdb sp!, { r0 - r3, r12, r14 }; \
1756 bl flush_render_block_buffer; \
1757 ldmia sp!, { r0 - r3, r12, r14 }; \
1759 vpop { uvrg_dx4 }; \
1760 vpop { texture_mask }; \
1762 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1763 vmov.u8 fb_mask_ptrs, #0; \
1765 mov num_blocks, span_num_blocks; \
1766 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1770 setup_blocks_unshaded_textured_builder(swizzled)
1771 setup_blocks_unshaded_textured_builder(unswizzled)
1776 function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect)
1777 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1778 veor.u32 draw_mask, draw_mask, draw_mask
1783 stmdb sp!, { r4 - r11, r14 }
1784 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1786 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1788 ubfx color_r, color, #3, #5
1789 ubfx color_g, color, #11, #5
1790 ubfx color_b, color, #19, #5
1792 orr color, color_r, color_b, lsl #10
1793 orr color, color, color_g, lsl #5
1795 vdup.u16 colors, color
1797 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1798 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1800 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1801 add block_ptr_a, block_ptr_a, num_blocks, lsl #6
1804 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1805 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1807 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
1809 cmp span_num_blocks, #0
1812 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1813 add num_blocks, span_num_blocks, num_blocks
1815 cmp num_blocks, #MAX_BLOCKS
1819 add fb_ptr, fb_ptr, y, lsl #11
1822 add fb_ptr, fb_ptr, left_x, lsl #1
1825 subs span_num_blocks, span_num_blocks, #1
1827 add block_ptr_b, block_ptr_a, #16
1830 vmov.u32 fb_mask_ptrs[1], fb_ptr
1834 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32
1835 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1836 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1838 add fb_ptr, fb_ptr, #16
1839 add block_ptr_b, block_ptr_b, #32
1843 vmov.u32 fb_mask_ptrs[1], fb_ptr
1844 subs span_num_blocks, span_num_blocks, #1
1849 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1851 vdup.u8 draw_mask_edge, right_mask
1852 vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
1854 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1855 vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32
1856 add block_ptr_b, block_ptr_b, #32
1857 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1860 add span_edge_data, span_edge_data, #8
1861 subs num_spans, num_spans, #1
1863 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1866 ldmia sp!, { r4 - r11, pc }
1871 stmdb sp!, { r0 - r3, r12, r14 }
1872 bl flush_render_block_buffer
1873 ldmia sp!, { r0 - r3, r12, r14 }
1877 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1878 veor.u32 draw_mask, draw_mask, draw_mask
1880 mov num_blocks, span_num_blocks
1881 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1885 #define mask_msb_scalar r14
1887 #define msb_mask q15
1889 #define pixels_low d16
1891 #define msb_mask_low d30
1892 #define msb_mask_high d31
1897 function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
1898 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1903 stmdb sp!, { r4 - r11, r14 }
1905 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1907 ubfx color_r, color, #3, #5
1908 ubfx color_g, color, #11, #5
1910 ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ]
1911 ubfx color_b, color, #19, #5
1913 orr color, color_r, color_b, lsl #10
1914 orr color, color, color_g, lsl #5
1915 orr color, color, mask_msb_scalar
1917 vdup.u16 colors, color
1919 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1920 orr color, color, lsl #16
1924 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1925 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1927 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
1929 cmp span_num_blocks, #0
1932 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1934 add fb_ptr, fb_ptr, y, lsl #11
1935 subs span_num_blocks, span_num_blocks, #1
1937 add fb_ptr, fb_ptr, left_x, lsl #1
1941 vst1.u32 { colors }, [ fb_ptr ]!
1942 subs span_num_blocks, span_num_blocks, #1
1947 ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1949 cmp right_mask, #0x0
1952 tst right_mask, #0xF
1953 streq color, [ fb_ptr ], #4
1954 moveq right_mask, right_mask, lsr #4
1955 streq color, [ fb_ptr ], #4
1957 tst right_mask, #0x3
1958 streq color, [ fb_ptr ], #4
1959 moveq right_mask, right_mask, lsr #2
1961 tst right_mask, #0x1
1962 streqh color, [ fb_ptr ]
1965 add span_edge_data, span_edge_data, #8
1966 subs num_spans, num_spans, #1
1969 ldmia sp!, { r4 - r11, pc }
1972 vst1.u32 { colors }, [ fb_ptr ]
1979 #define rg_dx_ptr r2
1997 #undef dither_offsets
2017 #define r_whole_low d6
2018 #define r_whole_high d7
2019 #define g_whole_low d8
2020 #define g_whole_high d9
2021 #define b_whole_low d10
2022 #define b_whole_high d11
2024 #define gb_whole_8 q6
2026 #define g_whole_8 d12
2027 #define b_whole_8 d13
2029 #define r_whole_8 d14
2041 #define block_span q5
2049 #define d128_0x7 q13
2053 #define dither_offsets q14
2054 #define draw_mask q15
2056 #define dither_offsets_low d28
2059 #define test_mask q10
2062 #define setup_blocks_shaded_untextured_dither_a_dithered() \
2063 vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low; \
2064 vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets; \
2066 #define setup_blocks_shaded_untextured_dither_b_dithered() \
2067 vqsub.u8 r_whole_8, r_whole_8, d64_4; \
2068 vqsub.u8 gb_whole_8, gb_whole_8, d128_4 \
2070 #define setup_blocks_shaded_untextured_dither_a_undithered() \
2072 #define setup_blocks_shaded_untextured_dither_b_undithered() \
2075 #define setup_blocks_shaded_untextured_indirect_builder(dithering) \
2078 function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \
2079 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2080 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2082 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2084 cmp num_spans, #0; \
2087 stmdb sp!, { r4 - r11, r14 }; \
2088 vshl.u32 rg_dx4, rg_dx, #2; \
2090 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2091 vshl.u32 rg_dx8, rg_dx, #3; \
2093 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2095 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2096 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2098 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2099 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2101 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
2102 vmov.u8 d64_1, #1; \
2104 vmov.u8 d128_4, #4; \
2105 vmov.u8 d64_128, #128; \
2107 vmov.u8 d128_0x7, #0x7; \
2110 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2111 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2113 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
2114 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
2116 cmp span_num_blocks, #0; \
2119 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2120 add num_blocks, span_num_blocks, num_blocks; \
2122 cmp num_blocks, #MAX_BLOCKS; \
2126 ldr b, [ span_b_offset ]; \
2127 add fb_ptr, fb_ptr, y, lsl #11; \
2129 vdup.u32 v_left_x, left_x; \
2132 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2133 add fb_ptr, fb_ptr, left_x, lsl #1; \
2135 mla b, b_dx, left_x, b; \
2136 and dither_shift, left_x, #0x03; \
2138 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2139 vshr.u32 rg_dx, rg_dx4, #2; \
2141 mov dither_shift, dither_shift, lsl #3; \
2142 vmla.u32 rg, rg_dx, v_left_x; \
2145 subs span_num_blocks, span_num_blocks, #1; \
2147 mov dither_row, dither_row, ror dither_shift; \
2148 mov b_dx4, b_dx, lsl #2; \
2150 vdup.u32 dither_offsets, dither_row; \
2151 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2153 vdup.u32 b_block, b; \
2154 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2156 mov b_dx8, b_dx, lsl #3; \
2157 vdup.u32 r_block, rg[0]; \
2158 vdup.u32 g_block, rg[1]; \
2160 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2162 vadd.u32 r_block, r_block, block_span; \
2163 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2165 vadd.u32 g_block, g_block, block_span; \
2166 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2168 vadd.u32 b_block, b_block, block_span; \
2169 add block_ptr_b, block_ptr_a, #16; \
2171 vshrn.u32 r_whole_low, r_block, #16; \
2172 vshrn.u32 g_whole_low, g_block, #16; \
2173 vshrn.u32 b_whole_low, b_block, #16; \
2174 vdup.u32 dx4, rg_dx4[0]; \
2176 vaddhn.u32 r_whole_high, r_block, dx4; \
2177 vdup.u32 dx4, rg_dx4[1]; \
2179 vaddhn.u32 g_whole_high, g_block, dx4; \
2180 vdup.u32 dx4, b_dx4; \
2182 vaddhn.u32 b_whole_high, b_block, dx4; \
2183 vdup.u32 dx8, rg_dx8[0]; \
2185 vadd.u32 r_block, r_block, dx8; \
2186 vdup.u32 dx8, rg_dx8[1]; \
2188 vadd.u32 g_block, g_block, dx8; \
2189 vdup.u32 dx8, b_dx8; \
2191 vadd.u32 b_block, b_block, dx8; \
2193 vmovn.u16 r_whole_8, r_whole; \
2194 vmovn.u16 g_whole_8, g_whole; \
2195 vmovn.u16 b_whole_8, b_whole; \
2198 veor.u32 draw_mask, draw_mask, draw_mask; \
2201 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2202 vshrn.u32 r_whole_low, r_block, #16; \
2204 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2205 vshrn.u32 g_whole_low, g_block, #16; \
2207 vshrn.u32 b_whole_low, b_block, #16; \
2208 str fb_ptr, [ block_ptr_a, #44 ]; \
2210 vdup.u32 dx4, rg_dx4[0]; \
2211 vshr.u8 r_whole_8, r_whole_8, #3; \
2212 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2214 vaddhn.u32 r_whole_high, r_block, dx4; \
2215 vdup.u32 dx4, rg_dx4[1]; \
2217 vaddhn.u32 g_whole_high, g_block, dx4; \
2218 vdup.u32 dx4, b_dx4; \
2220 vaddhn.u32 b_whole_high, b_block, dx4; \
2221 vdup.u32 dx8, rg_dx8[0]; \
2223 vmull.u8 pixels, r_whole_8, d64_1; \
2224 vmlal.u8 pixels, g_whole_8, d64_4; \
2225 vmlal.u8 pixels, b_whole_8, d64_128; \
2227 vadd.u32 r_block, r_block, dx8; \
2228 vdup.u32 dx8, rg_dx8[1]; \
2230 vadd.u32 g_block, g_block, dx8; \
2231 vdup.u32 dx8, b_dx8; \
2233 vadd.u32 b_block, b_block, dx8; \
2234 add fb_ptr, fb_ptr, #16; \
2236 vmovn.u16 r_whole_8, r_whole; \
2237 vmovn.u16 g_whole_8, g_whole; \
2238 vmovn.u16 b_whole_8, b_whole; \
2240 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2241 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2245 subs span_num_blocks, span_num_blocks, #1; \
2249 str fb_ptr, [ block_ptr_a, #44 ]; \
2250 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2252 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
2253 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2255 vshr.u8 r_whole_8, r_whole_8, #3; \
2256 vdup.u8 draw_mask, right_mask; \
2258 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2259 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
2261 vtst.u16 draw_mask, draw_mask, test_mask; \
2263 vmull.u8 pixels, r_whole_8, d64_1; \
2264 vmlal.u8 pixels, g_whole_8, d64_4; \
2265 vmlal.u8 pixels, b_whole_8, d64_128; \
2267 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2268 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2271 add span_uvrg_offset, span_uvrg_offset, #16; \
2272 add span_b_offset, span_b_offset, #4; \
2274 add span_edge_data, span_edge_data, #8; \
2275 subs num_spans, num_spans, #1; \
2277 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2280 ldmia sp!, { r4 - r11, pc }; \
2283 /* TODO: Load from psx_gpu instead of saving/restoring these */\
2286 stmdb sp!, { r0 - r3, r12, r14 }; \
2287 bl flush_render_block_buffer; \
2288 ldmia sp!, { r0 - r3, r12, r14 }; \
2292 vmov.u8 d64_1, #1; \
2293 vmov.u8 d128_4, #4; \
2294 vmov.u8 d64_128, #128; \
2295 vmov.u8 d128_0x7, #0x7; \
2297 vadd.u32 rg_dx8, rg_dx4, rg_dx4; \
2299 mov num_blocks, span_num_blocks; \
2300 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2304 setup_blocks_shaded_untextured_indirect_builder(undithered)
2305 setup_blocks_shaded_untextured_indirect_builder(dithered)
2310 #define mask_msb_ptr r14
2312 #define draw_mask q0
2313 #define pixels_low d16
2314 #define pixels_high d17
2318 #define setup_blocks_shaded_untextured_direct_builder(dithering) \
2321 function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \
2322 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2323 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2325 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2327 cmp num_spans, #0; \
2330 stmdb sp!, { r4 - r11, r14 }; \
2331 vshl.u32 rg_dx4, rg_dx, #2; \
2333 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2334 vshl.u32 rg_dx8, rg_dx, #3; \
2336 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2337 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2339 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2340 vmov.u8 d64_1, #1; \
2342 vmov.u8 d128_4, #4; \
2343 vmov.u8 d64_128, #128; \
2345 vmov.u8 d128_0x7, #0x7; \
2346 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
2347 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
2350 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2351 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2353 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
2354 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
2356 cmp span_num_blocks, #0; \
2359 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2360 add fb_ptr, fb_ptr, y, lsl #11; \
2362 ldr b, [ span_b_offset ]; \
2363 vdup.u32 v_left_x, left_x; \
2366 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2367 add fb_ptr, fb_ptr, left_x, lsl #1; \
2369 mla b, b_dx, left_x, b; \
2370 and dither_shift, left_x, #0x03; \
2372 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2373 vshr.u32 rg_dx, rg_dx4, #2; \
2375 mov dither_shift, dither_shift, lsl #3; \
2376 vmla.u32 rg, rg_dx, v_left_x; \
2378 subs span_num_blocks, span_num_blocks, #1; \
2380 mov dither_row, dither_row, ror dither_shift; \
2381 mov b_dx4, b_dx, lsl #2; \
2383 vdup.u32 dither_offsets, dither_row; \
2384 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2386 vdup.u32 b_block, b; \
2387 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2389 mov b_dx8, b_dx, lsl #3; \
2390 vdup.u32 r_block, rg[0]; \
2391 vdup.u32 g_block, rg[1]; \
2393 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2395 vadd.u32 r_block, r_block, block_span; \
2396 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2398 vadd.u32 g_block, g_block, block_span; \
2399 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2401 vadd.u32 b_block, b_block, block_span; \
2402 add block_ptr_b, block_ptr_a, #16; \
2404 vshrn.u32 r_whole_low, r_block, #16; \
2405 vshrn.u32 g_whole_low, g_block, #16; \
2406 vshrn.u32 b_whole_low, b_block, #16; \
2407 vdup.u32 dx4, rg_dx4[0]; \
2409 vaddhn.u32 r_whole_high, r_block, dx4; \
2410 vdup.u32 dx4, rg_dx4[1]; \
2412 vaddhn.u32 g_whole_high, g_block, dx4; \
2413 vdup.u32 dx4, b_dx4; \
2415 vaddhn.u32 b_whole_high, b_block, dx4; \
2416 vdup.u32 dx8, rg_dx8[0]; \
2418 vadd.u32 r_block, r_block, dx8; \
2419 vdup.u32 dx8, rg_dx8[1]; \
2421 vadd.u32 g_block, g_block, dx8; \
2422 vdup.u32 dx8, b_dx8; \
2424 vadd.u32 b_block, b_block, dx8; \
2426 vmovn.u16 r_whole_8, r_whole; \
2427 vmovn.u16 g_whole_8, g_whole; \
2428 vmovn.u16 b_whole_8, b_whole; \
2433 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2434 vshrn.u32 r_whole_low, r_block, #16; \
2436 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2437 vshrn.u32 g_whole_low, g_block, #16; \
2439 vshrn.u32 b_whole_low, b_block, #16; \
2441 vdup.u32 dx4, rg_dx4[0]; \
2442 vshr.u8 r_whole_8, r_whole_8, #3; \
2443 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2445 vaddhn.u32 r_whole_high, r_block, dx4; \
2446 vdup.u32 dx4, rg_dx4[1]; \
2448 vmov pixels, msb_mask; \
2449 vaddhn.u32 g_whole_high, g_block, dx4; \
2450 vdup.u32 dx4, b_dx4; \
2452 vaddhn.u32 b_whole_high, b_block, dx4; \
2453 vdup.u32 dx8, rg_dx8[0]; \
2455 vmlal.u8 pixels, r_whole_8, d64_1; \
2456 vmlal.u8 pixels, g_whole_8, d64_4; \
2457 vmlal.u8 pixels, b_whole_8, d64_128; \
2459 vadd.u32 r_block, r_block, dx8; \
2460 vdup.u32 dx8, rg_dx8[1]; \
2462 vadd.u32 g_block, g_block, dx8; \
2463 vdup.u32 dx8, b_dx8; \
2465 vadd.u32 b_block, b_block, dx8; \
2467 vmovn.u16 r_whole_8, r_whole; \
2468 vmovn.u16 g_whole_8, g_whole; \
2469 vmovn.u16 b_whole_8, b_whole; \
2471 vst1.u32 { pixels }, [ fb_ptr ]!; \
2472 subs span_num_blocks, span_num_blocks, #1; \
2476 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2478 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
2479 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2481 vshr.u8 r_whole_8, r_whole_8, #3; \
2482 rbit right_mask, right_mask; \
2483 vmov pixels, msb_mask; \
2484 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2485 clz right_mask, right_mask; \
2487 vmlal.u8 pixels, r_whole_8, d64_1; \
2488 vmlal.u8 pixels, g_whole_8, d64_4; \
2489 vmlal.u8 pixels, b_whole_8, d64_128; \
2491 ldr pc, [ pc, right_mask, lsl #2 ]; \
2504 vst1.u16 { pixels_low[0] }, [ fb_ptr ]; \
2508 vst1.u32 { pixels_low[0] }, [ fb_ptr ]; \
2512 vst1.u32 { pixels_low[0] }, [ fb_ptr ]!; \
2513 vst1.u16 { pixels_low[2] }, [ fb_ptr ]; \
2517 vst1.u32 { pixels_low }, [ fb_ptr ]; \
2521 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2522 vst1.u16 { pixels_high[0] }, [ fb_ptr ]; \
2526 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2527 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2531 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2532 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2533 vst1.u16 { pixels_high[2] }, [ fb_ptr ]; \
2537 vst1.u32 { pixels }, [ fb_ptr ]; \
2541 add span_uvrg_offset, span_uvrg_offset, #16; \
2542 add span_b_offset, span_b_offset, #4; \
2544 add span_edge_data, span_edge_data, #8; \
2545 subs num_spans, num_spans, #1; \
2549 ldmia sp!, { r4 - r11, pc } \
2551 setup_blocks_shaded_untextured_direct_builder(undithered)
2552 setup_blocks_shaded_untextured_direct_builder(dithered)
2561 #define block_ptr r1
2562 #define num_blocks r2
2575 #define texture_ptr r11
2589 #define pixels_d r10
2593 #define clut_ptr r12
2594 #define current_texture_mask r5
2595 #define dirty_textures_mask r6
2599 #define clut_low_a d2
2600 #define clut_low_b d3
2601 #define clut_high_a d4
2602 #define clut_high_b d5
2607 #define texels_low d6
2608 #define texels_high d7
2612 function(texture_blocks_untextured)
2618 function(texture_blocks_4bpp)
2619 stmdb sp!, { r3 - r11, r14 }
2620 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2622 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2623 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2625 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2626 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]
2628 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2629 vuzp.u8 clut_a, clut_b
2631 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
2632 tst dirty_textures_mask, current_texture_mask
2638 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2640 uxtah uv_0, texture_ptr, uv_01
2641 uxtah uv_1, texture_ptr, uv_01, ror #16
2643 uxtah uv_2, texture_ptr, uv_23
2644 uxtah uv_3, texture_ptr, uv_23, ror #16
2646 uxtah uv_4, texture_ptr, uv_45
2647 ldrb pixel_0, [ uv_0 ]
2649 uxtah uv_5, texture_ptr, uv_45, ror #16
2650 ldrb pixel_1, [ uv_1 ]
2652 uxtah uv_6, texture_ptr, uv_67
2653 ldrb pixel_2, [ uv_2 ]
2655 uxtah uv_7, texture_ptr, uv_67, ror #16
2656 ldrb pixel_3, [ uv_3 ]
2658 ldrb pixel_4, [ uv_4 ]
2659 subs num_blocks, num_blocks, #1
2661 ldrb pixel_5, [ uv_5 ]
2662 orr pixels_a, pixel_0, pixel_1, lsl #8
2664 ldrb pixel_6, [ uv_6 ]
2665 orr pixels_b, pixel_4, pixel_5, lsl #8
2667 ldrb pixel_7, [ uv_7 ]
2668 orr pixels_a, pixels_a, pixel_2, lsl #16
2670 orr pixels_b, pixels_b, pixel_6, lsl #16
2671 orr pixels_a, pixels_a, pixel_3, lsl #24
2673 orr pixels_b, pixels_b, pixel_7, lsl #24
2674 vmov.u32 texels, pixels_a, pixels_b
2676 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
2677 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
2679 vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64
2682 ldmia sp!, { r3 - r11, pc }
2685 stmdb sp!, { r1 - r2 }
2686 bl update_texture_4bpp_cache
2689 ldmia sp!, { r1 - r2 }
2695 function(texture_blocks_8bpp)
2696 stmdb sp!, { r3 - r11, r14 }
2697 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2699 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2700 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2702 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2703 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2705 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]
2706 tst dirty_textures_mask, current_texture_mask
2712 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2714 uxtah uv_0, texture_ptr, uv_01
2715 uxtah uv_1, texture_ptr, uv_01, ror #16
2717 uxtah uv_2, texture_ptr, uv_23
2718 uxtah uv_3, texture_ptr, uv_23, ror #16
2720 uxtah uv_4, texture_ptr, uv_45
2721 ldrb pixel_0, [ uv_0 ]
2723 uxtah uv_5, texture_ptr, uv_45, ror #16
2724 ldrb pixel_1, [ uv_1 ]
2726 uxtah uv_6, texture_ptr, uv_67
2727 ldrb pixel_2, [ uv_2 ]
2729 uxtah uv_7, texture_ptr, uv_67, ror #16
2730 ldrb pixel_3, [ uv_3 ]
2732 ldrb pixel_4, [ uv_4 ]
2733 add pixel_0, pixel_0, pixel_0
2735 ldrb pixel_5, [ uv_5 ]
2736 add pixel_1, pixel_1, pixel_1
2738 ldrb pixel_6, [ uv_6 ]
2739 add pixel_2, pixel_2, pixel_2
2741 ldrb pixel_7, [ uv_7 ]
2742 add pixel_3, pixel_3, pixel_3
2744 ldrh pixel_0, [ clut_ptr, pixel_0 ]
2745 add pixel_4, pixel_4, pixel_4
2747 ldrh pixel_1, [ clut_ptr, pixel_1 ]
2748 add pixel_5, pixel_5, pixel_5
2750 ldrh pixel_2, [ clut_ptr, pixel_2 ]
2751 add pixel_6, pixel_6, pixel_6
2753 ldrh pixel_3, [ clut_ptr, pixel_3 ]
2754 add pixel_7, pixel_7, pixel_7
2756 ldrh pixel_4, [ clut_ptr, pixel_4 ]
2757 orr pixels_a, pixel_0, pixel_1, lsl #16
2759 ldrh pixel_5, [ clut_ptr, pixel_5 ]
2760 orr pixels_c, pixel_2, pixel_3, lsl #16
2762 ldrh pixel_6, [ clut_ptr, pixel_6 ]
2763 subs num_blocks, num_blocks, #1
2765 ldrh pixel_7, [ clut_ptr, pixel_7 ]
2766 orr pixels_b, pixel_4, pixel_5, lsl #16
2768 orr pixels_d, pixel_6, pixel_7, lsl #16
2769 stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d }
2771 add block_ptr, block_ptr, #64
2774 ldmia sp!, { r3 - r11, pc }
2777 stmdb sp!, { r1 - r2, r12 }
2779 bl update_texture_8bpp_cache
2781 ldmia sp!, { r1 - r2, r12 }
2811 #define block_ptr r1
2812 #define num_blocks r2
2856 #define texture_ptr r12
2861 function(texture_blocks_16bpp)
2862 stmdb sp!, { r3 - r11, r14 }
2863 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2865 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2866 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2869 ldrh uv_0, [ block_ptr ]
2870 subs num_blocks, num_blocks, #1
2872 ldrh uv_1, [ block_ptr, #2 ]
2874 and v_0, uv_0, #0xFF00
2875 and v_1, uv_1, #0xFF00
2877 and u_0, uv_0, #0xFF
2878 and u_1, uv_1, #0xFF
2880 add uv_0, u_0, v_0, lsl #2
2881 ldrh uv_2, [ block_ptr, #4 ]
2883 add uv_1, u_1, v_1, lsl #2
2884 ldrh uv_3, [ block_ptr, #6 ]
2886 add uv_0, uv_0, uv_0
2887 add uv_1, uv_1, uv_1
2889 and v_2, uv_2, #0xFF00
2890 and v_3, uv_3, #0xFF00
2892 and u_2, uv_2, #0xFF
2893 and u_3, uv_3, #0xFF
2895 add uv_2, u_2, v_2, lsl #2
2896 ldrh uv_4, [ block_ptr, #8 ]
2898 add uv_3, u_3, v_3, lsl #2
2899 ldrh uv_5, [ block_ptr, #10 ]
2901 add uv_2, uv_2, uv_2
2902 add uv_3, uv_3, uv_3
2904 and v_4, uv_4, #0xFF00
2905 and v_5, uv_5, #0xFF00
2907 and u_4, uv_4, #0xFF
2908 and u_5, uv_5, #0xFF
2910 add uv_4, u_4, v_4, lsl #2
2911 ldrh uv_6, [ block_ptr, #12 ]
2913 add uv_5, u_5, v_5, lsl #2
2914 ldrh uv_7, [ block_ptr, #14 ]
2916 add uv_4, uv_4, uv_4
2917 ldrh pixel_0, [ texture_ptr, uv_0 ]
2919 add uv_5, uv_5, uv_5
2920 ldrh pixel_1, [ texture_ptr, uv_1 ]
2922 and v_6, uv_6, #0xFF00
2923 ldrh pixel_2, [ texture_ptr, uv_2 ]
2925 and v_7, uv_7, #0xFF00
2926 ldrh pixel_3, [ texture_ptr, uv_3 ]
2928 and u_6, uv_6, #0xFF
2929 ldrh pixel_4, [ texture_ptr, uv_4 ]
2931 and u_7, uv_7, #0xFF
2932 ldrh pixel_5, [ texture_ptr, uv_5 ]
2934 add uv_6, u_6, v_6, lsl #2
2935 add uv_7, u_7, v_7, lsl #2
2937 add uv_6, uv_6, uv_6
2938 add uv_7, uv_7, uv_7
2940 orr pixels_a, pixel_0, pixel_1, lsl #16
2941 orr pixels_b, pixel_2, pixel_3, lsl #16
2943 ldrh pixel_6, [ texture_ptr, uv_6 ]
2944 orr pixels_c, pixel_4, pixel_5, lsl #16
2946 ldrh pixel_7, [ texture_ptr, uv_7 ]
2947 orr pixels_d, pixel_6, pixel_7, lsl #16
2949 stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d }
2950 add block_ptr, block_ptr, #64
2954 ldmia sp!, { r3 - r11, pc }
2969 #undef msb_mask_high
2977 #define num_blocks r1
2978 #define color_ptr r2
2979 #define colors_scalar r2
2980 #define colors_scalar_compare r3
2981 #define mask_msb_ptr r2
2983 #define block_ptr_load_a r0
2984 #define block_ptr_store r3
2985 #define block_ptr_load_b r12
2990 #define draw_mask_bits_scalar r5
2992 #define d128_0x07 q0
2993 #define d128_0x1F q1
2994 #define d128_0x8000 q2
2995 #define test_mask q3
2997 #define colors_rg q5
2998 #define colors_b_dm_bits q6
2999 #define texels_rg q7
3002 #define pixels_b q10
3004 #define zero_mask q4
3005 #define draw_mask q12
3006 #define msb_mask q13
3008 #define fb_pixels q8
3010 #define pixels_gb_low q9
3012 #define colors_r d10
3013 #define colors_g d11
3014 #define colors_b d12
3015 #define draw_mask_bits d13
3016 #define texels_r d14
3017 #define texels_g d15
3018 #define pixels_r_low d16
3019 #define pixels_g_low d18
3020 #define pixels_b_low d19
3021 #define msb_mask_low d26
3022 #define msb_mask_high d27
3027 #define texels_b d31
3029 #define shade_blocks_textured_modulated_prologue_indirect() \
3031 add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset \
3033 #define shade_blocks_textured_modulated_prologue_direct() \
3034 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3035 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] \
3038 #define shade_blocks_textured_modulated_prologue_shaded(dithering, target) \
3040 #define shade_blocks_textured_false_modulation_check_undithered(target) \
3041 ldr colors_scalar, [ psx_gpu, #psx_gpu_triangle_color_offset ]; \
3042 movw colors_scalar_compare, #0x8080; \
3044 movt colors_scalar_compare, #0x80; \
3045 cmp colors_scalar, colors_scalar_compare; \
3046 beq shade_blocks_textured_unmodulated_##target \
3048 #define shade_blocks_textured_false_modulation_check_dithered(target) \
3050 #define shade_blocks_textured_modulated_prologue_unshaded(dithering, target) \
3051 shade_blocks_textured_false_modulation_check_##dithering(target); \
3052 add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset; \
3053 vld1.u32 { colors_r[] }, [ color_ptr, :32 ]; \
3054 vdup.u8 colors_g, colors_r[1]; \
3055 vdup.u8 colors_b, colors_r[2]; \
3056 vdup.u8 colors_r, colors_r[0] \
3059 #define shade_blocks_textured_modulated_load_dithered(target) \
3060 vld1.u32 { target }, [ block_ptr_load_b, :128 ] \
3062 #define shade_blocks_textured_modulated_load_last_dithered(target) \
3063 vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32 \
3065 #define shade_blocks_textured_modulated_load_undithered(target) \
3067 #define shade_blocks_textured_modulated_load_last_undithered(target) \
3068 add block_ptr_load_b, block_ptr_load_b, #32 \
3070 #define shade_blocks_textured_modulate_dithered(channel) \
3071 vmlal.u8 pixels_##channel, texels_##channel, colors_##channel \
3073 #define shade_blocks_textured_modulate_undithered(channel) \
3074 vmull.u8 pixels_##channel, texels_##channel, colors_##channel \
3077 #define shade_blocks_textured_modulated_store_draw_mask_indirect(offset) \
3078 vst1.u32 { draw_mask }, [ block_ptr_store, :128 ]! \
3080 #define shade_blocks_textured_modulated_store_draw_mask_direct(offset) \
3081 ldr fb_ptr, [ block_ptr_load_b, #(offset - 64) ]; \
3082 vld1.u32 { fb_pixels }, [ fb_ptr ]; \
3083 vbit.u16 pixels, fb_pixels, draw_mask \
3085 #define shade_blocks_textured_modulated_store_pixels_indirect() \
3086 vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48 \
3088 #define shade_blocks_textured_modulated_store_pixels_direct() \
3089 vst1.u32 { pixels }, [ fb_ptr ] \
3092 #define shade_blocks_textured_modulated_load_rg_shaded() \
3093 vld1.u32 { colors_r, colors_g }, [ block_ptr_load_b, :128 ], c_32 \
3095 #define shade_blocks_textured_modulated_load_rg_unshaded() \
3096 add block_ptr_load_b, block_ptr_load_b, #32 \
3098 #define shade_blocks_textured_modulated_load_bdm_shaded() \
3099 vld1.u32 { colors_b, draw_mask_bits }, [ block_ptr_load_a, :128 ], c_32 \
3101 #define shade_blocks_textured_modulated_load_bdm_unshaded() \
3102 ldr draw_mask_bits_scalar, [ block_ptr_load_a, #8 ]; \
3103 add block_ptr_load_a, block_ptr_load_a, #32 \
3105 #define shade_blocks_textured_modulated_expand_draw_mask_shaded() \
3106 vdup.u16 draw_mask, draw_mask_bits[0] \
3108 #define shade_blocks_textured_modulated_expand_draw_mask_unshaded() \
3109 vdup.u16 draw_mask, draw_mask_bits_scalar \
3112 #define shade_blocks_textured_modulated_apply_msb_mask_indirect() \
3114 #define shade_blocks_textured_modulated_apply_msb_mask_direct() \
3115 vorr.u16 pixels, pixels, msb_mask \
3118 #define shade_blocks_textured_modulated_builder(shading, dithering, target) \
3121 function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \
3122 shade_blocks_textured_modulated_prologue_##shading(dithering, target); \
3123 stmdb sp!, { r4 - r5, lr }; \
3124 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3126 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
3128 shade_blocks_textured_modulated_prologue_##target(); \
3130 add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset; \
3133 add block_ptr_load_b, block_ptr_load_a, #16; \
3134 vmov.u8 d64_1, #1; \
3135 vmov.u8 d64_4, #4; \
3136 vmov.u8 d64_128, #128; \
3138 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3139 vmov.u8 d128_0x07, #0x07; \
3141 shade_blocks_textured_modulated_load_rg_##shading(); \
3142 vmov.u8 d128_0x1F, #0x1F; \
3144 shade_blocks_textured_modulated_load_bdm_##shading(); \
3145 vmov.u16 d128_0x8000, #0x8000; \
3147 vmovn.u16 texels_r, texels; \
3148 vshrn.u16 texels_g, texels, #5; \
3150 vshrn.u16 texels_b, texels, #7; \
3151 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3153 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3154 vtst.u16 draw_mask, draw_mask, test_mask; \
3156 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3157 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3159 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3160 vshr.u8 texels_b, texels_b, #3; \
3162 shade_blocks_textured_modulate_##dithering(r); \
3163 shade_blocks_textured_modulate_##dithering(g); \
3164 shade_blocks_textured_modulate_##dithering(b); \
3166 vand.u16 pixels, texels, d128_0x8000; \
3167 vceq.u16 zero_mask, texels, #0; \
3169 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3170 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3171 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3173 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3174 vorr.u16 draw_mask, draw_mask, zero_mask; \
3175 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3176 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3178 subs num_blocks, num_blocks, #1; \
3184 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3185 shade_blocks_textured_modulated_load_rg_##shading(); \
3186 vshrn.u16 texels_g, texels, #5; \
3188 shade_blocks_textured_modulated_load_bdm_##shading(); \
3189 vshrn.u16 texels_b, texels, #7; \
3191 vmovn.u16 texels_r, texels; \
3192 vmlal.u8 pixels, pixels_r_low, d64_1; \
3194 vmlal.u8 pixels, pixels_g_low, d64_4; \
3195 vmlal.u8 pixels, pixels_b_low, d64_128; \
3196 shade_blocks_textured_modulated_store_draw_mask_##target(-4); \
3198 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3199 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3201 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3202 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3204 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3205 vtst.u16 draw_mask, draw_mask, test_mask; \
3207 shade_blocks_textured_modulated_store_pixels_##target(); \
3208 vshr.u8 texels_b, texels_b, #3; \
3210 shade_blocks_textured_modulate_##dithering(r); \
3211 shade_blocks_textured_modulate_##dithering(g); \
3212 shade_blocks_textured_modulate_##dithering(b); \
3214 vand.u16 pixels, texels, d128_0x8000; \
3215 vceq.u16 zero_mask, texels, #0; \
3217 subs num_blocks, num_blocks, #1; \
3219 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3220 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3221 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3223 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3224 vorr.u16 draw_mask, draw_mask, zero_mask; \
3225 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3226 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3231 vmlal.u8 pixels, pixels_r_low, d64_1; \
3232 vmlal.u8 pixels, pixels_g_low, d64_4; \
3233 vmlal.u8 pixels, pixels_b_low, d64_128; \
3235 shade_blocks_textured_modulated_store_draw_mask_##target(28); \
3236 shade_blocks_textured_modulated_store_pixels_##target(); \
3238 ldmia sp!, { r4 - r5, pc } \
3241 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
3242 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
3243 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
3244 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
3246 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
3247 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
3248 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
3249 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
3267 #undef msb_mask_high
3270 #define num_blocks r1
3271 #define mask_msb_ptr r2
3272 #define color_ptr r3
3274 #define block_ptr_load r0
3275 #define draw_mask_store_ptr r3
3276 #define draw_mask_bits_ptr r12
3277 #define draw_mask_ptr r12
3278 #define pixel_store_ptr r14
3280 #define fb_ptr_cmp r4
3283 #define fb_ptr_next r14
3287 #define test_mask q0
3289 #define draw_mask q2
3290 #define zero_mask q3
3291 #define draw_mask_combined q4
3292 #define fb_pixels q5
3293 #define fb_pixels_next q6
3296 #define draw_mask_low d4
3297 #define draw_mask_high d5
3298 #define msb_mask_low d14
3299 #define msb_mask_high d15
3302 function(shade_blocks_textured_unmodulated_indirect)
3303 str r14, [ sp, #-4 ]
3304 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3306 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3307 add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3309 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3310 add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset
3313 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3315 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3316 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3317 [ draw_mask_bits_ptr, :16 ], c_64
3318 vceq.u16 zero_mask, pixels, #0
3320 vtst.u16 draw_mask, draw_mask, test_mask
3321 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3323 subs num_blocks, num_blocks, #1
3327 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3328 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3330 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3331 [ draw_mask_bits_ptr, :16 ], c_64
3332 vceq.u16 zero_mask, pixels, #0
3334 vtst.u16 draw_mask, draw_mask, test_mask
3335 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3337 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3338 subs num_blocks, num_blocks, #1
3343 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3344 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3351 function(shade_blocks_textured_unmodulated_direct)
3352 stmdb sp!, { r4, r14 }
3353 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3355 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3356 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3358 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3361 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3362 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3364 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3365 [ draw_mask_bits_ptr, :16 ], c_64
3366 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3368 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3369 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3370 vceq.u16 zero_mask, pixels, #0
3371 vtst.u16 draw_mask, draw_mask, test_mask
3373 subs num_blocks, num_blocks, #1
3377 mov fb_ptr, fb_ptr_next
3378 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3380 vorr.u16 pixels, pixels, msb_mask
3382 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3383 vmov fb_pixels, fb_pixels_next
3385 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3386 [ draw_mask_bits_ptr, :16 ], c_64
3387 vbif.u16 fb_pixels, pixels, draw_mask_combined
3389 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3391 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3392 add fb_ptr_cmp, fb_ptr_cmp, #14
3396 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3397 vceq.u16 zero_mask, pixels, #0
3399 vst1.u16 { fb_pixels }, [ fb_ptr ]
3400 vtst.u16 draw_mask, draw_mask, test_mask
3403 subs num_blocks, num_blocks, #1
3407 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3408 vbif.u16 fb_pixels_next, pixels, draw_mask_combined
3410 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3412 ldmia sp!, { r4, pc }
3415 vst1.u16 { fb_pixels }, [ fb_ptr ]
3416 vceq.u16 zero_mask, pixels, #0
3418 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3419 vtst.u16 draw_mask, draw_mask, test_mask
3424 function(shade_blocks_unshaded_untextured_indirect)
3429 function(shade_blocks_unshaded_untextured_direct)
3430 stmdb sp!, { r4, r14 }
3431 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
3433 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3434 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3436 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3437 add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3439 add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
3440 vld1.u16 { pixels }, [ color_ptr, :128 ]
3443 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3445 vorr.u16 pixels, pixels, msb_mask
3446 subs num_blocks, num_blocks, #1
3448 ldr fb_ptr_next, [ block_ptr_load ], #64
3450 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3454 vmov fb_pixels, fb_pixels_next
3455 mov fb_ptr, fb_ptr_next
3456 ldr fb_ptr_next, [ block_ptr_load ], #64
3458 vbif.u16 fb_pixels, pixels, draw_mask
3459 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3461 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3462 add fb_ptr_cmp, fb_ptr_cmp, #14
3466 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3467 vst1.u16 { fb_pixels }, [ fb_ptr ]
3470 subs num_blocks, num_blocks, #1
3474 vbif.u16 fb_pixels_next, pixels, draw_mask
3475 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3477 ldmia sp!, { r4, pc }
3480 vst1.u16 { fb_pixels }, [ fb_ptr ]
3481 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3485 #undef draw_mask_ptr
3492 #define num_blocks r1
3493 #define msb_mask_ptr r2
3494 #define pixel_ptr r3
3495 #define draw_mask_ptr r0
3498 #define fb_ptr_next r14
3499 #define fb_ptr_cmp r4
3507 #undef msb_mask_high
3508 #undef draw_mask_next
3511 #undef fb_pixels_next
3514 #define draw_mask q1
3516 #define fb_pixels q3
3517 #define blend_pixels q4
3518 #define pixels_no_msb q5
3519 #define blend_mask q6
3520 #define fb_pixels_no_msb q7
3521 #define d128_0x8000 q8
3522 #define d128_0x0421 q9
3523 #define fb_pixels_next q10
3524 #define blend_pixels_next q11
3525 #define pixels_next q12
3526 #define draw_mask_next q13
3527 #define write_mask q14
3529 #define pixels_rb q5
3530 #define pixels_mg q7
3532 #define d128_0x7C1F q8
3533 #define d128_0x03E0 q9
3534 #define fb_pixels_rb q10
3535 #define fb_pixels_g q11
3536 #define fb_pixels_masked q11
3537 #define d128_0x83E0 q15
3538 #define pixels_fourth q7
3539 #define d128_0x1C07 q12
3540 #define d128_0x00E0 q13
3541 #define d128_0x80E0 q13
3543 #define msb_mask_low d0
3544 #define msb_mask_high d1
3546 #define blend_blocks_average_set_blend_mask_textured(source) \
3547 vclt.s16 blend_mask, source, #0 \
3549 #define blend_blocks_average_set_stp_bit_textured() \
3550 vorr.u16 blend_pixels, #0x8000 \
3552 #define blend_blocks_average_combine_textured(source) \
3553 vbif.u16 blend_pixels, source, blend_mask \
3555 #define blend_blocks_average_set_blend_mask_untextured(source) \
3557 #define blend_blocks_average_set_stp_bit_untextured() \
3559 #define blend_blocks_average_combine_untextured(source) \
3561 #define blend_blocks_average_mask_set_on() \
3562 vclt.s16 write_mask, fb_pixels_next, #0 \
3564 #define blend_blocks_average_mask_copy_on() \
3565 vorr.u16 draw_mask, draw_mask_next, write_mask \
3567 #define blend_blocks_average_mask_copy_b_on() \
3568 vorr.u16 draw_mask_next, draw_mask_next, write_mask \
3570 #define blend_blocks_average_mask_set_off() \
3572 #define blend_blocks_average_mask_copy_off() \
3573 vmov draw_mask, draw_mask_next \
3575 #define blend_blocks_average_mask_copy_b_off() \
3577 #define blend_blocks_average_builder(texturing, mask_evaluate) \
3580 function(blend_blocks_##texturing##_average_##mask_evaluate) \
3581 stmdb sp!, { r4, r14 }; \
3582 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3583 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3585 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3586 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3588 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3591 vmov.u16 d128_0x8000, #0x8000; \
3592 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3593 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3595 vmov.u16 d128_0x0421, #0x0400; \
3596 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3598 vorr.u16 d128_0x0421, #0x0021; \
3599 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3601 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3602 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3603 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3604 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3605 blend_blocks_average_mask_set_##mask_evaluate(); \
3606 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3608 subs num_blocks, num_blocks, #1; \
3612 mov fb_ptr, fb_ptr_next; \
3613 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3615 vmov pixels, pixels_next; \
3616 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3618 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3620 blend_blocks_average_mask_copy_##mask_evaluate(); \
3621 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3623 blend_blocks_average_set_blend_mask_##texturing(pixels); \
3624 blend_blocks_average_set_stp_bit_##texturing(); \
3625 vmov fb_pixels, fb_pixels_next; \
3626 blend_blocks_average_combine_##texturing(pixels); \
3628 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3629 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3630 cmp fb_ptr_cmp, #28; \
3633 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3634 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3636 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3637 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3639 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3640 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3642 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3643 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3644 blend_blocks_average_mask_set_##mask_evaluate(); \
3645 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3648 subs num_blocks, num_blocks, #1; \
3652 blend_blocks_average_mask_copy_b_##mask_evaluate(); \
3653 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3655 blend_blocks_average_set_blend_mask_##texturing(pixels_next); \
3656 blend_blocks_average_set_stp_bit_##texturing(); \
3657 blend_blocks_average_combine_##texturing(pixels_next); \
3659 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3660 vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next; \
3661 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3663 ldmia sp!, { r4, pc }; \
3666 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3667 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3668 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3670 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3671 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3672 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3673 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3674 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3675 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3679 blend_blocks_average_builder(textured, off)
3680 blend_blocks_average_builder(untextured, off)
3681 blend_blocks_average_builder(textured, on)
3682 blend_blocks_average_builder(untextured, on)
3685 #define blend_blocks_add_mask_set_on() \
3686 vclt.s16 write_mask, fb_pixels, #0 \
3688 #define blend_blocks_add_mask_copy_on() \
3689 vorr.u16 draw_mask, draw_mask, write_mask \
3691 #define blend_blocks_add_mask_set_off() \
3693 #define blend_blocks_add_mask_copy_off() \
3696 #define blend_blocks_add_textured_builder(mask_evaluate) \
3699 function(blend_blocks_textured_add_##mask_evaluate) \
3700 stmdb sp!, { r4, r14 }; \
3701 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3702 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3704 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3705 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3707 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3710 vmov.u16 d128_0x7C1F, #0x7C00; \
3711 vmov.u16 d128_0x03E0, #0x0300; \
3712 vmov.u16 d128_0x83E0, #0x8000; \
3713 vorr.u16 d128_0x03E0, #0x00E0; \
3714 vorr.u16 d128_0x7C1F, #0x001F; \
3715 vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0; \
3717 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3718 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3719 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3720 vclt.s16 blend_mask, pixels, #0; \
3721 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3722 blend_blocks_add_mask_set_##mask_evaluate(); \
3723 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3725 blend_blocks_add_mask_copy_##mask_evaluate(); \
3726 vorr.u16 pixels, pixels, msb_mask; \
3727 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3728 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3729 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3730 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3731 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3732 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3733 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3734 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3736 subs num_blocks, num_blocks, #1; \
3740 mov fb_ptr, fb_ptr_next; \
3742 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3744 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3745 vclt.s16 blend_mask, pixels, #0; \
3747 vorr.u16 pixels, pixels, msb_mask; \
3748 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3749 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3751 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3752 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3754 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3755 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3756 cmp fb_ptr_cmp, #28; \
3759 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3760 blend_blocks_add_mask_set_##mask_evaluate(); \
3761 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3762 blend_blocks_add_mask_copy_##mask_evaluate(); \
3763 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3764 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3765 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3768 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3769 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3770 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3771 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3772 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3774 subs num_blocks, num_blocks, #1; \
3778 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3779 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3780 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3782 ldmia sp!, { r4, pc }; \
3785 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3786 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3788 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3789 blend_blocks_add_mask_set_##mask_evaluate(); \
3790 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3791 blend_blocks_add_mask_copy_##mask_evaluate(); \
3792 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3796 #define blend_blocks_add_untextured_builder(mask_evaluate) \
3799 function(blend_blocks_untextured_add_##mask_evaluate) \
3800 stmdb sp!, { r4, r14 }; \
3801 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3802 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3804 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3805 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3807 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3810 vmov.u16 d128_0x7C1F, #0x7C00; \
3811 vmov.u16 d128_0x03E0, #0x0300; \
3812 vorr.u16 d128_0x7C1F, #0x001F; \
3813 vorr.u16 d128_0x03E0, #0x00E0; \
3815 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3816 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3817 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3818 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3819 blend_blocks_add_mask_set_##mask_evaluate(); \
3820 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3822 blend_blocks_add_mask_copy_##mask_evaluate(); \
3823 vand.u16 pixels_g, pixels, d128_0x03E0; \
3824 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3825 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3826 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3827 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3828 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3829 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3831 subs num_blocks, num_blocks, #1; \
3835 mov fb_ptr, fb_ptr_next; \
3837 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3839 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3841 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3842 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3843 vand.u16 pixels_g, pixels, d128_0x03E0; \
3845 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3846 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3848 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3849 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3850 cmp fb_ptr_cmp, #28; \
3853 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3854 blend_blocks_add_mask_set_##mask_evaluate(); \
3855 blend_blocks_add_mask_copy_##mask_evaluate(); \
3856 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3857 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3858 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3861 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3862 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3863 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3864 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3865 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3867 subs num_blocks, num_blocks, #1; \
3871 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3872 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3873 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3874 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3876 ldmia sp!, { r4, pc }; \
3879 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3880 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3882 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3883 blend_blocks_add_mask_set_##mask_evaluate(); \
3884 blend_blocks_add_mask_copy_##mask_evaluate(); \
3885 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3889 blend_blocks_add_textured_builder(off)
3890 blend_blocks_add_textured_builder(on)
3891 blend_blocks_add_untextured_builder(off)
3892 blend_blocks_add_untextured_builder(on)
3894 #define blend_blocks_subtract_set_blend_mask_textured() \
3895 vclt.s16 blend_mask, pixels_next, #0 \
3897 #define blend_blocks_subtract_combine_textured() \
3898 vbif.u16 blend_pixels, pixels, blend_mask \
3900 #define blend_blocks_subtract_set_stb_textured() \
3901 vorr.u16 blend_pixels, #0x8000 \
3903 #define blend_blocks_subtract_msb_mask_textured() \
3904 vorr.u16 pixels, pixels_next, msb_mask \
3906 #define blend_blocks_subtract_set_blend_mask_untextured() \
3908 #define blend_blocks_subtract_combine_untextured() \
3910 #define blend_blocks_subtract_set_stb_untextured() \
3911 vorr.u16 blend_pixels, blend_pixels, msb_mask \
3913 #define blend_blocks_subtract_msb_mask_untextured() \
3916 #define blend_blocks_subtract_mask_set_on() \
3917 vclt.s16 write_mask, fb_pixels, #0 \
3919 #define blend_blocks_subtract_mask_copy_on() \
3920 vorr.u16 draw_mask, draw_mask_next, write_mask \
3922 #define blend_blocks_subtract_mask_set_off() \
3924 #define blend_blocks_subtract_mask_copy_off() \
3925 vmov draw_mask, draw_mask_next \
3928 #define blend_blocks_subtract_builder(texturing, mask_evaluate) \
3931 function(blend_blocks_##texturing##_subtract_##mask_evaluate) \
3932 stmdb sp!, { r4, r14 }; \
3933 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3934 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3936 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3937 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3939 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3942 vmov.u16 d128_0x7C1F, #0x7C00; \
3943 vmov.u16 d128_0x03E0, #0x0300; \
3944 vorr.u16 d128_0x7C1F, #0x001F; \
3945 vorr.u16 d128_0x03E0, #0x00E0; \
3947 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3948 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3949 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3950 blend_blocks_subtract_set_blend_mask_##texturing(); \
3951 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3952 blend_blocks_subtract_mask_set_##mask_evaluate(); \
3953 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
3955 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
3956 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3957 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3958 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3959 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3961 subs num_blocks, num_blocks, #1; \
3965 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
3966 mov fb_ptr, fb_ptr_next; \
3967 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3969 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3970 blend_blocks_subtract_msb_mask_##texturing(); \
3972 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3973 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3974 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
3975 blend_blocks_subtract_set_stb_##texturing(); \
3976 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
3977 blend_blocks_subtract_combine_##texturing(); \
3978 blend_blocks_subtract_set_blend_mask_##texturing(); \
3979 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3981 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3982 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3983 cmp fb_ptr_cmp, #28; \
3986 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3987 blend_blocks_subtract_mask_set_##mask_evaluate(); \
3988 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3989 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3990 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3991 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3992 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3995 subs num_blocks, num_blocks, #1; \
3999 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
4001 blend_blocks_subtract_msb_mask_##texturing(); \
4002 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4003 blend_blocks_subtract_set_stb_##texturing(); \
4004 blend_blocks_subtract_combine_##texturing(); \
4005 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4006 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4008 ldmia sp!, { r4, pc }; \
4011 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4012 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4013 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4014 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4015 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4016 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4017 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4021 blend_blocks_subtract_builder(textured, off)
4022 blend_blocks_subtract_builder(textured, on)
4023 blend_blocks_subtract_builder(untextured, off)
4024 blend_blocks_subtract_builder(untextured, on)
4027 #define blend_blocks_add_fourth_textured_builder(mask_evaluate) \
4030 function(blend_blocks_textured_add_fourth_##mask_evaluate) \
4031 stmdb sp!, { r4, r14 }; \
4032 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4033 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4035 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4036 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4038 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4041 vmov.u16 d128_0x7C1F, #0x7C00; \
4042 vmov.u16 d128_0x03E0, #0x0300; \
4043 vmov.u16 d128_0x1C07, #0x1C00; \
4044 vmov.u16 d128_0x00E0, #0x00E0; \
4045 vorr.u16 d128_0x7C1F, #0x001F; \
4046 vorr.u16 d128_0x03E0, #0x00E0; \
4047 vorr.u16 d128_0x1C07, #0x0007; \
4049 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4050 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4051 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4052 vclt.s16 blend_mask, pixels, #0; \
4053 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4054 blend_blocks_add_mask_set_##mask_evaluate(); \
4055 vshr.s16 pixels_fourth, pixels, #2; \
4056 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4058 blend_blocks_add_mask_copy_##mask_evaluate(); \
4059 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4060 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4061 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4062 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4063 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4064 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4065 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4067 subs num_blocks, num_blocks, #1; \
4071 mov fb_ptr, fb_ptr_next; \
4072 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4074 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4075 vbif.u16 blend_pixels, pixels, blend_mask; \
4077 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4078 vclt.s16 blend_mask, pixels, #0; \
4079 vshr.s16 pixels_fourth, pixels, #2; \
4080 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4081 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4083 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4084 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4086 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4087 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4088 cmp fb_ptr_cmp, #28; \
4091 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4092 blend_blocks_add_mask_set_##mask_evaluate(); \
4093 blend_blocks_add_mask_copy_##mask_evaluate(); \
4094 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4095 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4096 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4099 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4100 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4101 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4102 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4103 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4105 subs num_blocks, num_blocks, #1; \
4109 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4110 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4111 vbif.u16 blend_pixels, pixels, blend_mask; \
4112 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4113 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4115 ldmia sp!, { r4, pc }; \
4118 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4119 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4121 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4122 blend_blocks_add_mask_set_##mask_evaluate(); \
4123 blend_blocks_add_mask_copy_##mask_evaluate(); \
4124 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4129 #define blend_blocks_add_fourth_untextured_builder(mask_evaluate) \
4132 function(blend_blocks_untextured_add_fourth_##mask_evaluate) \
4133 stmdb sp!, { r4, r14 }; \
4134 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4135 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4137 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4138 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4140 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4143 vmov.u16 d128_0x7C1F, #0x7C00; \
4144 vmov.u16 d128_0x03E0, #0x0300; \
4145 vmov.u16 d128_0x1C07, #0x1C00; \
4146 vmov.u16 d128_0x00E0, #0x00E0; \
4147 vorr.u16 d128_0x7C1F, #0x001F; \
4148 vorr.u16 d128_0x03E0, #0x00E0; \
4149 vorr.u16 d128_0x1C07, #0x0007; \
4151 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4152 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4153 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4154 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4155 blend_blocks_add_mask_set_##mask_evaluate(); \
4156 vshr.s16 pixels_fourth, pixels, #2; \
4157 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4159 blend_blocks_add_mask_copy_##mask_evaluate(); \
4160 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4161 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4162 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4163 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4164 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4165 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4166 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4168 subs num_blocks, num_blocks, #1; \
4172 mov fb_ptr, fb_ptr_next; \
4173 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4175 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4177 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4178 vshr.s16 pixels_fourth, pixels, #2; \
4179 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4180 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4182 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4183 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4185 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4186 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4187 cmp fb_ptr_cmp, #28; \
4190 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4191 blend_blocks_add_mask_set_##mask_evaluate(); \
4192 blend_blocks_add_mask_copy_##mask_evaluate(); \
4193 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4194 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4195 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4198 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4199 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4200 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4201 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4202 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4204 subs num_blocks, num_blocks, #1; \
4208 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4209 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4210 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4211 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4213 ldmia sp!, { r4, pc }; \
4216 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4217 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4219 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4220 blend_blocks_add_mask_set_##mask_evaluate(); \
4221 blend_blocks_add_mask_copy_##mask_evaluate(); \
4222 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4226 blend_blocks_add_fourth_textured_builder(off)
4227 blend_blocks_add_fourth_textured_builder(on)
4228 blend_blocks_add_fourth_untextured_builder(off)
4229 blend_blocks_add_fourth_untextured_builder(on)
4231 // TODO: Optimize this more. Need a scene that actually uses it for
4236 function(blend_blocks_textured_unblended_on)
4237 stmdb sp!, { r4, r14 }
4238 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
4239 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4241 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
4242 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
4244 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
4247 ldr fb_ptr, [ pixel_ptr, #28 ]
4248 vld1.u16 { fb_pixels }, [ fb_ptr ]
4249 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4250 vclt.s16 write_mask, fb_pixels, #0
4251 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4253 subs num_blocks, num_blocks, #1
4257 vorr.u16 draw_mask, draw_mask, write_mask
4258 vbif.u16 fb_pixels, pixels, draw_mask
4259 vst1.u16 { fb_pixels }, [ fb_ptr ]
4261 ldr fb_ptr, [ pixel_ptr, #28 ]
4262 vld1.u16 { fb_pixels }, [ fb_ptr ]
4263 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4264 vclt.s16 write_mask, fb_pixels, #0
4265 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4267 subs num_blocks, num_blocks, #1
4271 vorr.u16 draw_mask, draw_mask, write_mask
4272 vbif.u16 fb_pixels, pixels, draw_mask
4273 vst1.u16 { fb_pixels }, [ fb_ptr ]
4275 ldmia sp!, { r4, pc }
4278 function(blend_blocks_textured_unblended_off)
4288 vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3
4308 #define num_width r12
4318 function(render_block_fill_body)
4319 vdup.u16 colors_a, color
4322 vmov colors_b, colors_a
4323 sub pitch, pitch, width, lsl #1
4325 mov num_width, width
4328 vst1.u32 { colors_a, colors_b }, [ vram_ptr, :256 ]!
4330 subs num_width, num_width, #16
4333 add vram_ptr, vram_ptr, pitch
4334 mov num_width, width
4336 subs height, height, #1
4350 #undef dirty_textures_mask
4352 #undef current_texture_mask
4363 #define offset_u_right r10
4364 #define width_rounded r11
4365 #define height_rounded r12
4367 #define texture_offset_base r1
4368 #define tile_width r2
4369 #define tile_height r3
4370 #define num_blocks r4
4372 #define sub_tile_height r6
4374 #define texture_mask r8
4375 #define column_data r9
4376 #define texture_offset r10
4377 #define tiles_remaining r11
4378 #define fb_ptr_advance_column r12
4379 #define texture_block_ptr r14
4381 #define texture_page_ptr r3
4382 #define left_block_mask r4
4383 #define right_block_mask r5
4384 #define texture_mask_rev r10
4385 #define control_mask r11
4387 #define dirty_textures_mask r4
4389 #define current_texture_mask r6
4403 #define draw_masks_fb_ptrs q1
4405 #define draw_mask_fb_ptr_left d2
4406 #define draw_mask_fb_ptr_right d3
4408 #define clut_low_a d4
4409 #define clut_low_b d5
4410 #define clut_high_a d6
4411 #define clut_high_b d7
4413 #define block_masks d8
4414 #define block_masks_shifted d9
4419 #define texels_low d10
4420 #define texels_high d11
4423 setup_sprite_flush_blocks_single:
4426 stmdb sp!, { r0 - r3, r12, r14 }
4427 bl flush_render_block_buffer
4428 ldmia sp!, { r0 - r3, r12, r14 }
4432 add block, psx_gpu, #psx_gpu_blocks_offset
4434 mov num_blocks, sub_tile_height
4438 setup_sprite_flush_blocks_double:
4441 stmdb sp!, { r0 - r3, r12, r14 }
4442 bl flush_render_block_buffer
4443 ldmia sp!, { r0 - r3, r12, r14 }
4447 add block, psx_gpu, #psx_gpu_blocks_offset
4449 mov num_blocks, sub_tile_height, lsl #1
4453 setup_sprite_update_texture_4bpp_cache:
4454 stmdb sp!, { r0 - r3, r14 }
4455 bl update_texture_4bpp_cache
4456 ldmia sp!, { r0 - r3, pc }
4459 setup_sprite_update_texture_8bpp_cache:
4460 stmdb sp!, { r0 - r3, r14 }
4461 bl update_texture_8bpp_cache
4462 ldmia sp!, { r0 - r3, pc }
4465 #define setup_sprite_tiled_initialize_4bpp() \
4466 ldr dirty_textures_mask, \
4467 [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]; \
4468 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
4470 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4471 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
4473 tst current_texture_mask, dirty_textures_mask; \
4474 vuzp.u8 clut_a, clut_b; \
4476 blne setup_sprite_update_texture_4bpp_cache \
4478 #define setup_sprite_tiled_initialize_8bpp() \
4479 ldr dirty_textures_mask, \
4480 [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]; \
4481 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4483 tst current_texture_mask, dirty_textures_mask; \
4484 blne setup_sprite_update_texture_8bpp_cache \
4487 #define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \
4489 #define setup_sprite_block_count_single() \
4492 #define setup_sprite_block_count_double() \
4493 sub_tile_height, lsl #1 \
4495 #define setup_sprite_tile_add_blocks(type) \
4496 add num_blocks, num_blocks, setup_sprite_block_count_##type(); \
4497 cmp num_blocks, #MAX_BLOCKS; \
4499 blgt setup_sprite_flush_blocks_##type \
4502 #define setup_sprite_tile_full_4bpp(edge) \
4503 setup_sprite_tile_add_blocks(double); \
4506 and texture_block_ptr, texture_offset, texture_mask; \
4507 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4510 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4511 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4513 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4514 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4516 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4517 add texture_block_ptr, texture_offset, #8; \
4519 and texture_block_ptr, texture_block_ptr, texture_mask; \
4520 add block, block, #40; \
4522 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4523 add fb_ptr, fb_ptr, #16; \
4525 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4526 add block, block, #24; \
4528 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4529 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4532 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4533 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4535 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4536 add block, block, #40; \
4538 add texture_offset, texture_offset, #0x10; \
4539 add fb_ptr, fb_ptr, #(2048 - 16); \
4541 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4542 add block, block, #24; \
4544 subs sub_tile_height, sub_tile_height, #1; \
4547 add texture_offset, texture_offset, #0xF00; \
4548 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4551 #define setup_sprite_tile_half_4bpp(edge) \
4552 setup_sprite_tile_add_blocks(single); \
4555 and texture_block_ptr, texture_offset, texture_mask; \
4556 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4559 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4560 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4562 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4563 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4565 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4566 add block, block, #40; \
4568 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4569 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4571 add block, block, #24; \
4572 add texture_offset, texture_offset, #0x10; \
4574 add fb_ptr, fb_ptr, #2048; \
4575 subs sub_tile_height, sub_tile_height, #1; \
4579 add texture_offset, texture_offset, #0xF00; \
4580 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4583 #define setup_sprite_tile_full_8bpp(edge) \
4584 setup_sprite_tile_add_blocks(double); \
4585 add block, block, #16; \
4588 and texture_block_ptr, texture_offset, texture_mask; \
4589 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4592 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4593 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4595 add texture_block_ptr, texture_offset, #8; \
4596 vst1.u32 { texels }, [ block, :64 ]; \
4598 and texture_block_ptr, texture_block_ptr, texture_mask; \
4599 add block, block, #24; \
4601 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4603 add fb_ptr, fb_ptr, #16; \
4604 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4606 add block, block, #40; \
4607 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4610 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4611 vst1.u32 { texels }, [ block, :64 ]; \
4612 add block, block, #24; \
4614 add texture_offset, texture_offset, #0x10; \
4615 add fb_ptr, fb_ptr, #(2048 - 16); \
4617 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4618 add block, block, #40; \
4620 subs sub_tile_height, sub_tile_height, #1; \
4623 sub block, block, #16; \
4624 add texture_offset, texture_offset, #0xF00; \
4625 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4628 #define setup_sprite_tile_half_8bpp(edge) \
4629 setup_sprite_tile_add_blocks(single); \
4630 add block, block, #16; \
4633 and texture_block_ptr, texture_offset, texture_mask; \
4634 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4637 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4638 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4640 vst1.u32 { texels }, [ block, :64 ]; \
4641 add block, block, #24; \
4643 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4644 add block, block, #40; \
4646 add texture_offset, texture_offset, #0x10; \
4647 add fb_ptr, fb_ptr, #2048; \
4649 subs sub_tile_height, sub_tile_height, #1; \
4652 sub block, block, #16; \
4653 add texture_offset, texture_offset, #0xF00; \
4654 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4657 #define setup_sprite_tile_column_edge_pre_adjust_half_right() \
4658 add texture_offset, texture_offset_base, #8; \
4659 add fb_ptr, fb_ptr, #16 \
4661 #define setup_sprite_tile_column_edge_pre_adjust_half_left() \
4662 mov texture_offset, texture_offset_base \
4664 #define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
4665 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
4667 #define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
4668 mov texture_offset, texture_offset_base \
4670 #define setup_sprite_tile_column_edge_post_adjust_half_right() \
4671 sub fb_ptr, fb_ptr, #16 \
4673 #define setup_sprite_tile_column_edge_post_adjust_half_left() \
4675 #define setup_sprite_tile_column_edge_post_adjust_half(edge) \
4676 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
4678 #define setup_sprite_tile_column_edge_post_adjust_full(edge) \
4681 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \
4682 mov sub_tile_height, column_data; \
4683 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
4684 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4685 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge) \
4687 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \
4688 and sub_tile_height, column_data, #0xFF; \
4689 mov tiles_remaining, column_data, lsr #16; \
4690 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
4691 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4693 subs tiles_remaining, tiles_remaining, #1; \
4697 mov sub_tile_height, #16; \
4698 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4699 subs tiles_remaining, tiles_remaining, #1; \
4703 uxtb sub_tile_height, column_data, ror #8; \
4704 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4705 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge) \
4708 #define setup_sprite_column_data_single() \
4709 mov column_data, height; \
4710 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] \
4712 #define setup_sprite_column_data_multi() \
4713 and height_rounded, height_rounded, #0xF; \
4714 rsb column_data, offset_v, #16; \
4716 add height_rounded, height_rounded, #1; \
4717 sub tile_height, tile_height, #1; \
4719 orr column_data, column_data, tile_height, lsl #16; \
4720 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]; \
4722 orr column_data, column_data, height_rounded, lsl #8 \
4724 #define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
4726 setup_sprite_##texture_mode##_single_##multi_height##_##edge_mode##_##edge: \
4727 setup_sprite_column_data_##multi_height(); \
4728 vext.32 block_masks_shifted, block_masks, block_masks, #1; \
4729 vorr.u32 block_masks, block_masks, block_masks_shifted; \
4730 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4731 vdup.u8 draw_mask_fb_ptr_right, block_masks[1]; \
4733 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
4735 ldmia sp!, { r4 - r11, pc } \
4737 #define setup_sprite_tiled_advance_column() \
4738 add texture_offset_base, texture_offset_base, #0x100; \
4739 tst texture_offset_base, #0xF00; \
4740 subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00) \
4742 #define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode, \
4744 setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode: \
4745 setup_sprite_column_data_##multi_height(); \
4746 mov fb_ptr_advance_column, #32; \
4748 sub fb_ptr_advance_column, height, lsl #11; \
4749 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4751 vdup.u8 draw_mask_fb_ptr_right, block_masks[1]; \
4752 setup_sprite_tile_column_height_##multi_height(left_mode, right, tm); \
4754 subs tile_width, tile_width, #2; \
4755 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4757 vmov.u8 draw_masks_fb_ptrs, #0; \
4761 setup_sprite_tiled_advance_column(); \
4762 setup_sprite_tile_column_height_##multi_height(full, none, tm); \
4763 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4764 subs tile_width, tile_width, #1; \
4768 vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \
4769 vdup.u8 draw_mask_fb_ptr_right, block_masks[5]; \
4771 setup_sprite_tiled_advance_column(); \
4772 setup_sprite_tile_column_height_##multi_height(right_mode, left, tm); \
4773 ldmia sp!, { r4 - r11, pc } \
4781 // [ sp + 4 ]: width
4782 // [ sp + 8 ]: height
4783 // [ sp + 12 ]: color (unused)
4785 #define setup_sprite_tiled_builder(texture_mode) \
4787 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \
4788 setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \
4789 setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \
4790 setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
4791 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \
4792 setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
4793 setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \
4794 setup_sprite_tile_column_width_single(texture_mode, single, half, right); \
4795 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \
4796 setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \
4797 setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \
4798 setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
4799 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \
4800 setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \
4804 function(setup_sprite_##texture_mode) \
4805 stmdb sp!, { r4 - r11, r14 }; \
4806 setup_sprite_tiled_initialize_##texture_mode(); \
4808 ldr v, [ sp, #36 ]; \
4809 and offset_u, u, #0xF; \
4811 ldr width, [ sp, #40 ]; \
4812 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
4814 ldr height, [ sp, #44 ]; \
4815 add fb_ptr, fb_ptr, y, lsl #11; \
4817 add fb_ptr, fb_ptr, x, lsl #1; \
4818 and offset_v, v, #0xF; \
4820 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
4821 add width_rounded, offset_u, width; \
4823 add height_rounded, offset_v, height; \
4824 add width_rounded, width_rounded, #15; \
4826 add height_rounded, height_rounded, #15; \
4827 mov tile_width, width_rounded, lsr #4; \
4829 /* texture_offset_base = VH-VL-00-00 */\
4830 mov texture_offset_base, v, lsl #8; \
4831 and offset_u_right, width_rounded, #0xF; \
4833 /* texture_offset_base = VH-UH-UL-00 */\
4834 bfi texture_offset_base, u, #4, #8; \
4835 movw right_block_mask, #0xFFFE; \
4837 /* texture_offset_base = VH-UH-VL-00 */\
4838 bfi texture_offset_base, v, #4, #4; \
4839 movw left_block_mask, #0xFFFF; \
4841 mov tile_height, height_rounded, lsr #4; \
4842 mvn left_block_mask, left_block_mask, lsl offset_u; \
4844 /* texture_mask = HH-HL-WH-WL */\
4845 ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]; \
4846 mov right_block_mask, right_block_mask, lsl offset_u_right; \
4848 /* texture_mask_rev = WH-WL-HH-HL */\
4849 rev16 texture_mask_rev, texture_mask; \
4850 vmov block_masks, left_block_mask, right_block_mask; \
4852 /* texture_mask = HH-HL-HL-WL */\
4853 bfi texture_mask, texture_mask_rev, #4, #4; \
4854 /* texture_mask_rev = 00-00-00-WH */\
4855 mov texture_mask_rev, texture_mask_rev, lsr #12; \
4857 /* texture_mask = HH-WH-HL-WL */\
4858 bfi texture_mask, texture_mask_rev, #8, #4; \
4859 and left_block_mask, left_block_mask, #0xFF; \
4861 mov control_mask, #0; \
4862 cmp left_block_mask, #0xFF; \
4864 uxtb right_block_mask, right_block_mask, ror #8; \
4865 orreq control_mask, control_mask, #0x4; \
4867 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4868 cmp right_block_mask, #0xFF; \
4870 orreq control_mask, control_mask, #0x8; \
4871 cmp tile_width, #1; \
4873 add block, psx_gpu, #psx_gpu_blocks_offset; \
4874 orreq control_mask, control_mask, #0x1; \
4876 cmp tile_height, #1; \
4877 add block, block, num_blocks, lsl #6; \
4879 orreq control_mask, control_mask, #0x2; \
4880 ldr pc, [ pc, control_mask, lsl #2 ]; \
4883 .word setup_sprite_##texture_mode##_multi_multi_full_full; \
4884 .word setup_sprite_##texture_mode##_single_multi_full_none; \
4885 .word setup_sprite_##texture_mode##_multi_single_full_full; \
4886 .word setup_sprite_##texture_mode##_single_single_full_none; \
4887 .word setup_sprite_##texture_mode##_multi_multi_half_full; \
4888 .word setup_sprite_##texture_mode##_single_multi_half_right; \
4889 .word setup_sprite_##texture_mode##_multi_single_half_full; \
4890 .word setup_sprite_##texture_mode##_single_single_half_right; \
4891 .word setup_sprite_##texture_mode##_multi_multi_full_half; \
4892 .word setup_sprite_##texture_mode##_single_multi_half_left; \
4893 .word setup_sprite_##texture_mode##_multi_single_full_half; \
4894 .word setup_sprite_##texture_mode##_single_single_half_left; \
4895 .word setup_sprite_##texture_mode##_multi_multi_half_half; \
4897 .word setup_sprite_##texture_mode##_multi_single_half_half \
4900 setup_sprite_tiled_builder(4bpp);
4901 setup_sprite_tiled_builder(8bpp);
4909 #define block_ptr r0
4910 #define num_blocks r1
4912 #define texel_shift_mask r3
4913 #define block_pixels_a r4
4914 #define block_pixels_b r5
4923 #define texels_01 r6
4924 #define texels_23 r7
4925 #define texels_45 r8
4926 #define texels_67 r9
4928 function(texture_sprite_blocks_8bpp)
4929 stmdb sp!, { r4 - r11, r14 }
4930 movw texel_shift_mask, #(0xFF << 1)
4932 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4933 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
4935 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
4936 ldr block_pixels_a, [ block_ptr, #16 ]
4939 and texel_0, texel_shift_mask, block_pixels_a, lsl #1
4940 ldr block_pixels_b, [ block_ptr, #20 ]
4942 and texel_1, texel_shift_mask, block_pixels_a, lsr #7
4943 ldrh texel_0, [ clut_ptr, texel_0 ]
4945 and texel_2, texel_shift_mask, block_pixels_a, lsr #15
4946 ldrh texel_1, [ clut_ptr, texel_1 ]
4948 and texel_3, texel_shift_mask, block_pixels_a, lsr #23
4949 ldr block_pixels_a, [ block_ptr, #(64 + 16) ]
4951 ldrh texel_2, [ clut_ptr, texel_2 ]
4952 and texel_4, texel_shift_mask, block_pixels_b, lsl #1
4954 ldrh texel_3, [ clut_ptr, texel_3 ]
4955 and texel_5, texel_shift_mask, block_pixels_b, lsr #7
4957 ldrh texel_4, [ clut_ptr, texel_4 ]
4958 and texel_6, texel_shift_mask, block_pixels_b, lsr #15
4960 ldrh texel_5, [ clut_ptr, texel_5 ]
4961 and texel_7, texel_shift_mask, block_pixels_b, lsr #23
4963 ldrh texel_6, [ clut_ptr, texel_6 ]
4964 orr texels_01, texel_0, texel_1, lsl #16
4966 ldrh texel_7, [ clut_ptr, texel_7 ]
4967 orr texels_23, texel_2, texel_3, lsl #16
4969 orr texels_45, texel_4, texel_5, lsl #16
4970 str texels_01, [ block_ptr, #0 ]
4972 orr texels_67, texel_6, texel_7, lsl #16
4973 str texels_23, [ block_ptr, #4 ]
4975 subs num_blocks, num_blocks, #1
4976 str texels_45, [ block_ptr, #8 ]
4978 str texels_67, [ block_ptr, #12 ]
4979 add block_ptr, block_ptr, #64
4983 ldmia sp!, { r4 - r11, pc }
4986 #undef width_rounded
4989 #undef texture_offset
4998 #define left_offset r8
4999 #define width_rounded r9
5000 #define right_width r10
5001 #define block_width r11
5003 #define texture_offset_base r1
5004 #define texture_mask r2
5005 #define texture_page_ptr r3
5006 #define num_blocks r4
5009 #define texture_offset r8
5010 #define blocks_remaining r9
5011 #define fb_ptr_pitch r12
5012 #define texture_block_ptr r14
5014 #define texture_mask_width r2
5015 #define texture_mask_height r3
5016 #define left_mask_bits r4
5017 #define right_mask_bits r5
5021 #undef block_masks_shifted
5024 #define block_masks d0
5025 #define block_masks_shifted d1
5026 #define draw_mask_fb_ptr d2
5030 setup_sprites_16bpp_flush_single:
5033 stmdb sp!, { r0 - r3, r12, r14 }
5034 bl flush_render_block_buffer
5035 ldmia sp!, { r0 - r3, r12, r14 }
5039 add block, psx_gpu, #psx_gpu_blocks_offset
5044 setup_sprites_16bpp_flush_row:
5047 stmdb sp!, { r0 - r3, r12, r14 }
5048 bl flush_render_block_buffer
5049 ldmia sp!, { r0 - r3, r12, r14 }
5053 add block, psx_gpu, #psx_gpu_blocks_offset
5054 mov num_blocks, block_width
5058 function(setup_sprite_16bpp)
5059 stmdb sp!, { r4 - r11, r14 }
5060 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5063 add fb_ptr, fb_ptr, y, lsl #11
5065 ldr width, [ sp, #40 ]
5066 add fb_ptr, fb_ptr, x, lsl #1
5068 ldr height, [ sp, #44 ]
5069 and left_offset, u, #0x7
5071 add texture_offset_base, u, u
5072 add width_rounded, width, #7
5074 add texture_offset_base, v, lsl #11
5075 mov left_mask_bits, #0xFF
5077 ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5078 add width_rounded, width_rounded, left_offset
5080 ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5081 sub fb_ptr, fb_ptr, left_offset, lsl #1
5083 add texture_mask, texture_mask_width, texture_mask_width
5084 mov right_mask_bits, #0xFE
5086 and right_width, width_rounded, #0x7
5087 mvn left_mask_bits, left_mask_bits, lsl left_offset
5089 add texture_mask, texture_mask_height, lsl #11
5090 mov block_width, width_rounded, lsr #3
5092 mov right_mask_bits, right_mask_bits, lsl right_width
5093 movw fb_ptr_pitch, #(2048 + 16)
5095 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
5096 vmov block_masks, left_mask_bits, right_mask_bits
5098 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5099 add block, psx_gpu, #psx_gpu_blocks_offset
5101 bic texture_offset_base, texture_offset_base, #0xF
5104 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5105 add block, block, num_blocks, lsl #6
5109 vext.32 block_masks_shifted, block_masks, block_masks, #1
5110 vorr.u32 block_masks, block_masks, block_masks_shifted
5111 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5114 add num_blocks, num_blocks, #1
5115 cmp num_blocks, #MAX_BLOCKS
5116 blgt setup_sprites_16bpp_flush_single
5118 and texture_block_ptr, texture_offset_base, texture_mask
5119 subs height, height, #1
5121 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5122 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5124 vst1.u32 { texels }, [ block, :128 ]
5125 add block, block, #40
5127 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5130 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5132 add block, block, #24
5133 add texture_offset_base, texture_offset_base, #2048
5134 add fb_ptr, fb_ptr, #2048
5135 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5138 ldmia sp!, { r4 - r11, pc }
5141 add num_blocks, num_blocks, block_width
5142 mov texture_offset, texture_offset_base
5144 cmp num_blocks, #MAX_BLOCKS
5145 blgt setup_sprites_16bpp_flush_row
5147 add texture_offset_base, texture_offset_base, #2048
5148 and texture_block_ptr, texture_offset, texture_mask
5150 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5151 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5153 vst1.u32 { texels }, [ block, :128 ]
5154 add block, block, #40
5156 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5157 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5160 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5161 subs blocks_remaining, block_width, #2
5163 add texture_offset, texture_offset, #16
5164 add fb_ptr, fb_ptr, #16
5166 vmov.u8 draw_mask_fb_ptr, #0
5168 add block, block, #24
5172 and texture_block_ptr, texture_offset, texture_mask
5173 subs blocks_remaining, blocks_remaining, #1
5175 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5176 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5178 vst1.u32 { texels }, [ block, :128 ]
5179 add block, block, #40
5181 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5184 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5186 add texture_offset, texture_offset, #16
5187 add fb_ptr, fb_ptr, #16
5189 add block, block, #24
5193 and texture_block_ptr, texture_offset, texture_mask
5194 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5196 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5197 vdup.u8 draw_mask_fb_ptr, block_masks[4]
5199 vst1.u32 { texels }, [ block, :128 ]
5200 add block, block, #40
5202 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5203 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5205 add block, block, #24
5206 subs height, height, #1
5208 add fb_ptr, fb_ptr, fb_ptr_pitch
5209 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5213 ldmia sp!, { r4 - r11, pc }
5216 #undef texture_page_ptr
5218 #undef dirty_textures_mask
5219 #undef current_texture_mask
5222 #define current_texture_page r1
5223 #define texture_page_ptr r2
5224 #define vram_ptr_a r3
5225 #define current_texture_page_x r12
5226 #define current_texture_page_y r4
5227 #define dirty_textures_mask r5
5231 #define current_texture_mask r9
5233 #define vram_ptr_b r11
5235 #define texel_block_a d0
5236 #define texel_block_b d1
5237 #define texel_block_expanded_a q1
5238 #define texel_block_expanded_b q2
5239 #define texel_block_expanded_ab q2
5240 #define texel_block_expanded_c q3
5241 #define texel_block_expanded_d q4
5242 #define texel_block_expanded_cd q3
5244 function(update_texture_4bpp_cache)
5245 stmdb sp!, { r4 - r11, r14 }
5248 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5250 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
5251 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5253 and current_texture_page_x, current_texture_page, #0xF
5254 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
5256 mov current_texture_page_y, current_texture_page, lsr #4
5257 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5259 add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
5262 add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7
5263 bic dirty_textures_mask, current_texture_mask
5266 str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5271 add vram_ptr_b, vram_ptr_a, #2048
5274 vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096
5275 vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096
5277 vmovl.u8 texel_block_expanded_a, texel_block_a
5278 vshll.u8 texel_block_expanded_b, texel_block_a, #4
5279 vmovl.u8 texel_block_expanded_c, texel_block_b
5280 vshll.u8 texel_block_expanded_d, texel_block_b, #4
5282 vbic.u16 texel_block_expanded_a, #0x00F0
5283 vbic.u16 texel_block_expanded_b, #0x00F0
5284 vbic.u16 texel_block_expanded_c, #0x00F0
5285 vbic.u16 texel_block_expanded_d, #0x00F0
5287 vorr.u16 texel_block_expanded_ab, texel_block_expanded_a, \
5288 texel_block_expanded_b
5289 vorr.u16 texel_block_expanded_cd, texel_block_expanded_c, \
5290 texel_block_expanded_d
5292 vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \
5293 [ texture_page_ptr, :256 ]!
5295 subs sub_y, sub_y, #1
5299 add vram_ptr_a, vram_ptr_a, #8
5300 add vram_ptr_b, vram_ptr_b, #8
5302 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5303 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5305 subs tile_x, tile_x, #1
5309 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5310 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5312 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5313 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5315 subs tile_y, tile_y, #1
5319 ldmia sp!, { r4 - r11, pc }
5322 #undef current_texture_page
5325 #define texture_page r1
5326 #define texture_page_ptr r2
5327 #define vram_ptr_a r3
5328 #define texture_page_x r12
5329 #define texture_page_y r4
5330 #define current_texture_page r5
5335 #define vram_ptr_b r11
5347 function(update_texture_8bpp_cache_slice)
5348 stmdb sp!, { r4 - r11, r14 }
5351 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5352 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5354 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
5357 and texture_page_x, texture_page, #0xF
5358 mov texture_page_y, texture_page, lsr #4
5360 add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7
5363 add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
5364 eor current_texture_page, current_texture_page, texture_page
5366 ands current_texture_page, current_texture_page, #0x1
5369 addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
5372 add vram_ptr_b, vram_ptr_a, #2048
5375 vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096
5376 vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096
5377 vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096
5378 vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096
5380 vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]!
5381 vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]!
5383 subs sub_y, sub_y, #1
5388 add vram_ptr_a, vram_ptr_a, #16
5389 add vram_ptr_b, vram_ptr_b, #16
5391 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5392 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5394 subs tile_x, tile_x, #1
5399 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5400 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5402 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5403 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5405 subs tile_y, tile_y, #1
5406 add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
5411 ldmia sp!, { r4 - r11, pc }
5414 /* void scale2x_tiles8(void *dst, const void *src, int w8, int h) */
5415 function(scale2x_tiles8)
5419 add r12, r0, #1024*2
5423 vld1.u16 { q0 }, [ r1, :128 ]!
5424 vld1.u16 { q2 }, [ r1, :128 ]!
5430 vst1.u16 { q0, q1 }, [ r0, :128 ]!
5431 vst1.u16 { q0, q1 }, [ r12, :128 ]!
5433 vst1.u16 { q2, q3 }, [ r0, :128 ]!
5434 vst1.u16 { q2, q3 }, [ r12, :128 ]!
5441 sub r0, r2, lsl #4+1
5443 add r12, r0, #1024*2