#define MAX_BLOCKS 64
#define MAX_BLOCKS_PER_ROW 128
-#define psx_gpu_test_mask_offset 0
-#define psx_gpu_uvrg_offset 16
-#define psx_gpu_uvrg_dx_offset 32
-#define psx_gpu_uvrg_dy_offset 48
-#define psx_gpu_u_block_span_offset 64
-#define psx_gpu_v_block_span_offset 80
-#define psx_gpu_r_block_span_offset 96
-#define psx_gpu_g_block_span_offset 112
-#define psx_gpu_b_block_span_offset 128
-
-#define psx_gpu_b_dx_offset 132
-
-#define psx_gpu_b_offset 144
-#define psx_gpu_b_dy_offset 148
-#define psx_gpu_triangle_area_offset 152
-#define psx_gpu_texture_window_settings_offset 156
-#define psx_gpu_current_texture_mask_offset 160
-#define psx_gpu_viewport_mask_offset 164
-#define psx_gpu_dirty_textures_4bpp_mask_offset 168
-#define psx_gpu_dirty_textures_8bpp_mask_offset 172
-#define psx_gpu_dirty_textures_8bpp_alternate_mask_offset 176
-#define psx_gpu_triangle_color_offset 180
-#define psx_gpu_dither_table_offset 184
-#define psx_gpu_render_block_handler_offset 200
-#define psx_gpu_texture_page_ptr_offset 204
-#define psx_gpu_texture_page_base_offset 208
-#define psx_gpu_clut_ptr_offset 212
-#define psx_gpu_vram_ptr_offset 216
-
-#define psx_gpu_render_state_base_offset 220
-#define psx_gpu_render_state_offset 222
-#define psx_gpu_num_spans_offset 224
-#define psx_gpu_num_blocks_offset 226
-#define psx_gpu_offset_x_offset 228
-#define psx_gpu_offset_y_offset 230
-#define psx_gpu_clut_settings_offset 232
-#define psx_gpu_texture_settings_offset 234
-#define psx_gpu_viewport_start_x_offset 236
-#define psx_gpu_viewport_start_y_offset 238
-#define psx_gpu_viewport_end_x_offset 240
-#define psx_gpu_viewport_end_y_offset 242
-#define psx_gpu_mask_msb_offset 244
-
-#define psx_gpu_triangle_winding_offset 246
-#define psx_gpu_display_area_draw_enable_offset 247
-#define psx_gpu_current_texture_page_offset 248
-#define psx_gpu_last_8bpp_texture_page_offset 249
-#define psx_gpu_texture_mask_width_offset 250
-#define psx_gpu_texture_mask_height_offset 251
-#define psx_gpu_texture_window_x_offset 252
-#define psx_gpu_texture_window_y_offset 253
-#define psx_gpu_primitive_type_offset 254
-
-#define psx_gpu_reserved_a_offset 255
-
-#define psx_gpu_blocks_offset 0x0100
-#define psx_gpu_span_uvrg_offset_offset 0x2100
-#define psx_gpu_span_edge_data_offset 0x4100
-#define psx_gpu_span_b_offset_offset 0x5100
+#include "psx_gpu_offsets.h"
+
+#define psx_gpu_b_dx_offset (psx_gpu_b_block_span_offset + 4)
#define edge_data_left_x_offset 0
#define edge_data_num_blocks_offset 2
#define uvrg_dx3l d6
#define uvrg_dx3h d7
+#define uvrgb_phase q13
.align 4
vmull.s16 ga_uvrg_y, d0_b, d1_b
rsbmi ga_bx, ga_bx, #0
+ @ r12 = psx_gpu->uvrgb_phase
+ ldr r12, [ psx_gpu, #psx_gpu_uvrgb_phase_offset ]
+
vmlsl.s16 ga_uvrg_y, d2_b, d3_b
movs gs_by, ga_by, asr #31
vshr.u64 d0, d30, #22
- mov b_base, b0, lsl #16
+ add b_base, r12, b0, lsl #16
+
+ vdup.u32 uvrgb_phase, r12
rsbmi ga_by, ga_by, #0
vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0
ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0
- add b_base, b_base, #0x8000
rsb r12, r12, #0 @ r12 = -(triangle->winding)
vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w }
vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16
vdup.u32 r_shift, r14 @ r_shift = { shift, shift, shift, shift }
- vorr.u32 uvrg_base, #0x8000
+ vadd.u32 uvrg_base, uvrgb_phase
vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x)
vmov area_r_s, s0 @ area_r_s = triangle_reciprocal
\
vdup.u32 edge_shifts, temp; \
vsub.u32 heights_b, heights, c_0x01; \
- vshr.u32 height_reciprocals, edge_shifts, #12; \
+ vshr.u32 height_reciprocals, edge_shifts, #10; \
\
vmla.s32 heights_b, x_starts, heights; \
vbic.u16 edge_shifts, #0xE0; \
vsub.u32 heights_b, heights, c_0x01; \
sub height_b_alt, height_minor_b, #1; \
\
- vshr.u32 height_reciprocals, edge_shifts, #12; \
- lsr height_reciprocal_alt, edge_shift_alt, #12; \
+ vshr.u32 height_reciprocals, edge_shifts, #10; \
+ lsr height_reciprocal_alt, edge_shift_alt, #10; \
\
vmla.s32 heights_b, x_starts, heights; \
mla height_b_alt, height_minor_b, start_c, height_b_alt; \
add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
\
ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
+ ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
\
ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
+ ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
ldrh y, [ span_edge_data, #edge_data_y_offset ]
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
+ ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
cmp span_num_blocks, #0
beq 1f
ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
ldrh y, [ span_edge_data, #edge_data_y_offset ]
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
+ ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
cmp span_num_blocks, #0
beq 1f
add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
\
ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
+ ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
\
ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
+ ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
and offset_u, u, #0xF; \
\
ldr width, [ sp, #40 ]; \
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
+ ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
\
ldr height, [ sp, #44 ]; \
add fb_ptr, fb_ptr, y, lsl #11; \
function(setup_sprite_16bpp)
stmdb sp!, { r4 - r11, r14 }
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
+ ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
ldr v, [ sp, #36 ]
add fb_ptr, fb_ptr, y, lsl #11
vpop { q0 - q3 }
ldmia sp!, { r4 - r11, pc }
+
+/* void scale2x_tiles8(void *dst, const void *src, int w8, int h) */
+function(scale2x_tiles8)
+ push { r4, r14 }
+
+ mov r4, r1
+ add r12, r0, #1024*2
+ mov r14, r2
+
+0:
+ vld1.u16 { q0 }, [ r1, :128 ]!
+ vld1.u16 { q2 }, [ r1, :128 ]!
+ vmov q1, q0
+ vmov q3, q2
+ vzip.16 q0, q1
+ vzip.16 q2, q3
+ subs r14, #2
+ vst1.u16 { q0, q1 }, [ r0, :128 ]!
+ vst1.u16 { q0, q1 }, [ r12, :128 ]!
+ blt 1f
+ vst1.u16 { q2, q3 }, [ r0, :128 ]!
+ vst1.u16 { q2, q3 }, [ r12, :128 ]!
+ bgt 0b
+1:
+ subs r3, #1
+ mov r14, r2
+ add r0, #1024*2*2
+ add r4, #1024*2
+ sub r0, r2, lsl #4+1
+ mov r1, r4
+ add r12, r0, #1024*2
+ bgt 0b
+ nop
+
+ pop { r4, pc }