/*
* Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
+ * Copyright (C) 2012 GraÅžvydas Ignotas "notaz" <notasas@gmail.com>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
#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_primitive_color_offset 184
-#define psx_gpu_dither_table_offset 188
-#define psx_gpu_render_block_handler_offset 204
-#define psx_gpu_texture_page_ptr_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
-
-#define psx_gpu__vram_offset 0x005900
+#define RENDER_STATE_MASK_EVALUATE 0x20
+#define RENDER_FLAGS_MODULATE_TEXELS 0x1
+#define RENDER_FLAGS_BLEND 0x2
+
+#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
+/* FIXME: users of this should be in psx_gpu instead */
+#ifndef __PIC__
+#define load_pointer(register, pointer) \
+ movw register, :lower16:pointer; \
+ movt register, :upper16:pointer; \
+
+#else
+#define load_pointer(register, pointer) \
+ ldr register, =pointer \
+
+#endif
+
#define function(name) \
.global name; \
name: \
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
vld1.32 { uvrg }, [ temp ]; \
add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \
vld1.32 { uvrg_dy }, [ temp ]; \
- movw reciprocal_table_ptr, :lower16:reciprocal_table; \
- movt reciprocal_table_ptr, :upper16:reciprocal_table; \
+ load_pointer(reciprocal_table_ptr, reciprocal_table); \
\
vmov.u32 c_0x01, #0x01 \
\
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; \
function(setup_spans_up_right)
setup_spans_up_up(right, left)
+.pool
#define setup_spans_down_down(minor, major) \
setup_spans_prologue(); \
ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
add temp, temp, height_minor_b
+
+ cmp temp, #MAX_SPANS
+ beq 5f
+
strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
2:
setup_spans_prologue_b()
bal 4b
+ 5:
+ // FIXME: overflow corner case
+ sub temp, temp, height_minor_b
+ bics height_minor_b, #3
+ add temp, temp, height_minor_b
+ strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
+ bne 2b
+ bal 1b
+
+.pool
#undef span_uvrg_offset
#undef span_edge_data
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
vdup.u16 colors, color
add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
+ orr color, color, lsl #16
+
0:
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
3:
ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
- eor right_mask, right_mask, #0xFF
- 4:
- strh color, [ fb_ptr ], #2
- movs right_mask, right_mask, lsr #1
- bne 4b
+ cmp right_mask, #0x0
+ beq 5f
+
+ tst right_mask, #0xF
+ streq color, [ fb_ptr ], #4
+ moveq right_mask, right_mask, lsr #4
+ streq color, [ fb_ptr ], #4
+
+ tst right_mask, #0x3
+ streq color, [ fb_ptr ], #4
+ moveq right_mask, right_mask, lsr #2
+
+ tst right_mask, #0x1
+ streqh color, [ fb_ptr ]
1:
add span_edge_data, span_edge_data, #8
subs num_spans, num_spans, #1
-
- strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
bne 0b
ldmia sp!, { r4 - r11, pc }
+ 5:
+ vst1.u32 { colors }, [ fb_ptr ]
+ bal 1b
#undef c_64
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; \
#define draw_mask q0
#define pixels_low d16
+#define pixels_high d17
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; \
3: \
setup_blocks_shaded_untextured_dither_a_##dithering(); \
\
- ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
+ ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
setup_blocks_shaded_untextured_dither_b_##dithering(); \
\
vshr.u8 r_whole_8, r_whole_8, #3; \
+ rbit right_mask, right_mask; \
vmov pixels, msb_mask; \
vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
- eor right_mask, right_mask, #0xFF; \
+ clz right_mask, right_mask; \
\
vmlal.u8 pixels, r_whole_8, d64_1; \
vmlal.u8 pixels, g_whole_8, d64_4; \
vmlal.u8 pixels, b_whole_8, d64_128; \
\
+ ldr pc, [ pc, right_mask, lsl #2 ]; \
+ nop; \
+ nop; \
+ .word 4f; \
+ .word 5f; \
+ .word 6f; \
+ .word 7f; \
+ .word 8f; \
+ .word 9f; \
+ .word 10f; \
+ .word 11f; \
+ \
4: \
- vst1.u16 { pixels_low[0] }, [ fb_ptr ]!; \
- vext.16 pixels, pixels, #1; \
- movs right_mask, right_mask, lsr #1; \
- bne 4b; \
+ vst1.u16 { pixels_low[0] }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 5: \
+ vst1.u32 { pixels_low[0] }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 6: \
+ vst1.u32 { pixels_low[0] }, [ fb_ptr ]!; \
+ vst1.u16 { pixels_low[2] }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 7: \
+ vst1.u32 { pixels_low }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 8: \
+ vst1.u32 { pixels_low }, [ fb_ptr ]!; \
+ vst1.u16 { pixels_high[0] }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 9: \
+ vst1.u32 { pixels_low }, [ fb_ptr ]!; \
+ vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
+ bal 1f; \
+ \
+ 10: \
+ vst1.u32 { pixels_low }, [ fb_ptr ]!; \
+ vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
+ vst1.u16 { pixels_high[2] }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 11: \
+ vst1.u32 { pixels }, [ fb_ptr ]; \
+ bal 1f; \
\
1: \
add span_uvrg_offset, span_uvrg_offset, #16; \
#define psx_gpu r0
#define num_blocks r1
#define color_ptr r2
+#define colors_scalar r2
+#define colors_scalar_compare r3
#define mask_msb_ptr r2
#define block_ptr_load_a r0
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] \
-#define shade_blocks_textured_modulated_prologue_shaded() \
-#define shade_blocks_textured_modulated_prologue_unshaded() \
+#define shade_blocks_textured_modulated_prologue_shaded(dithering, target) \
+
+#define shade_blocks_textured_false_modulation_check_undithered(target) \
+ ldr colors_scalar, [ psx_gpu, #psx_gpu_triangle_color_offset ]; \
+ movw colors_scalar_compare, #0x8080; \
+ \
+ movt colors_scalar_compare, #0x80; \
+ cmp colors_scalar, colors_scalar_compare; \
+ beq shade_blocks_textured_unmodulated_##target \
+
+#define shade_blocks_textured_false_modulation_check_dithered(target) \
+
+#define shade_blocks_textured_modulated_prologue_unshaded(dithering, target) \
+ shade_blocks_textured_false_modulation_check_##dithering(target); \
add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset; \
vld1.u32 { colors_r[] }, [ color_ptr, :32 ]; \
vdup.u8 colors_g, colors_r[1]; \
.align 3; \
\
function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \
+ shade_blocks_textured_modulated_prologue_##shading(dithering, target); \
stmdb sp!, { r4 - r5, lr }; \
ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
\
vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
\
shade_blocks_textured_modulated_prologue_##target(); \
- shade_blocks_textured_modulated_prologue_##shading(); \
\
add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset; \
mov c_32, #32; \
shade_blocks_textured_modulated_load_bdm_##shading(); \
vshrn.u16 texels_b, texels, #7; \
\
+ pld [ block_ptr_load_a ]; \
vmovn.u16 texels_r, texels; \
vmlal.u8 pixels, pixels_r_low, d64_1; \
\
[ draw_mask_bits_ptr, :16 ], c_64
vbif.u16 fb_pixels, pixels, draw_mask_combined
- vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
-
sub fb_ptr_cmp, fb_ptr_next, fb_ptr
+ pld [ fb_ptr_next, #64 ]
+
add fb_ptr_cmp, fb_ptr_cmp, #14
+ vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
+
cmp fb_ptr_cmp, #28
bls 4f
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
vand.u16 pixels_mg, pixels, d128_0x83E0; \
\
- vbit.u16 blend_pixels, fb_pixels, draw_mask; \
- vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
+ sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
+ pld [ fb_ptr_next, #64 ]; \
\
sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
+ vbit.u16 blend_pixels, fb_pixels, draw_mask; \
+ \
add fb_ptr_cmp, fb_ptr_cmp, #14; \
+ vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
+ \
cmp fb_ptr_cmp, #28; \
bls 2f; \
\
\
vmov.u16 d128_0x7C1F, #0x7C00; \
vmov.u16 d128_0x03E0, #0x0300; \
- vmov.u16 d128_0x83E0, #0x8300; \
vmov.u16 d128_0x1C07, #0x1C00; \
- vmov.u16 d128_0x80E0, #0x8000; \
+ vmov.u16 d128_0x00E0, #0x00E0; \
vorr.u16 d128_0x7C1F, #0x001F; \
vorr.u16 d128_0x03E0, #0x00E0; \
- vorr.u16 d128_0x83E0, #0x00E0; \
vorr.u16 d128_0x1C07, #0x0007; \
- vorr.u16 d128_0x80E0, #0x00E0; \
\
vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
vshr.s16 pixels_fourth, pixels, #2; \
+ vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
\
blend_blocks_add_mask_copy_##mask_evaluate(); \
- vorr.u16 pixels, pixels, msb_mask; \
- vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
- vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
- vand.u16 pixels_mg, pixels_fourth, d128_0x80E0; \
- vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
- vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
+ vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
+ vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
+ vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
- vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
+ vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
- vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
+ vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
\
subs num_blocks, num_blocks, #1; \
beq 1f; \
\
0: \
mov fb_ptr, fb_ptr_next; \
- \
ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
\
+ vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
+ vbif.u16 blend_pixels, pixels, blend_mask; \
+ \
vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
vclt.s16 blend_mask, pixels, #0; \
- \
vshr.s16 pixels_fourth, pixels, #2; \
- vorr.u16 pixels, pixels, msb_mask; \
- vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
+ vorr.u16 blend_pixels, blend_pixels, msb_mask; \
vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
\
vbit.u16 blend_pixels, fb_pixels, draw_mask; \
\
vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
- vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
blend_blocks_add_mask_copy_##mask_evaluate(); \
- vand.u16 pixels_mg, pixels_fourth, d128_0x80E0; \
- vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
+ vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
+ vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
vst1.u16 { blend_pixels }, [ fb_ptr ]; \
\
3: \
- vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
+ vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
- vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
+ vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
- vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
+ vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
\
subs num_blocks, num_blocks, #1; \
bne 0b; \
\
1: \
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
+ vorr.u16 blend_pixels, blend_pixels, msb_mask; \
+ vbif.u16 blend_pixels, pixels, blend_mask; \
vbit.u16 blend_pixels, fb_pixels, draw_mask; \
vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
\
\
2: \
vst1.u16 { blend_pixels }, [ fb_ptr ]; \
- vand.u16 pixels_mg, pixels_fourth, d128_0x80E0; \
+ vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
\
vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
- vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
blend_blocks_add_mask_copy_##mask_evaluate(); \
- vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
+ vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
bal 3b \
+
#define blend_blocks_add_fourth_untextured_builder(mask_evaluate) \
.align 3; \
\
\
vmov.u16 d128_0x7C1F, #0x7C00; \
vmov.u16 d128_0x03E0, #0x0300; \
- vmov.u16 d128_0x83E0, #0x8300; \
vmov.u16 d128_0x1C07, #0x1C00; \
vmov.u16 d128_0x00E0, #0x00E0; \
vorr.u16 d128_0x7C1F, #0x001F; \
vorr.u16 d128_0x03E0, #0x00E0; \
- vorr.u16 d128_0x83E0, #0x00E0; \
vorr.u16 d128_0x1C07, #0x0007; \
\
vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
\
0: \
mov fb_ptr, fb_ptr_next; \
- \
ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
\
vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
bx lr
+#undef vram_ptr
#undef color
-#undef y
+#undef width
#undef height
-
-#define psx_gpu r0
-#define color r1
-#define x r2
-#define y r3
+#undef pitch
#define vram_ptr r0
-#define width r3
-#define height r12
-
-#define parameter_width_offset 0
-#define parameter_height_offset 4
+#define color r1
+#define width r2
+#define height r3
-#define color_r r14
-#define color_g r4
-#define color_b r5
+#define pitch r1
-#define left_unaligned r14
-#define right_unaligned r4
-#define pitch r5
-#define num_unaligned r2
-#define num_width r6
+#define num_width r12
-#undef colors
+#undef colors_a
+#undef colors_b
-#define colors q0
+#define colors_a q0
+#define colors_b q1
.align 3
function(render_block_fill_body)
- ldr vram_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
- ldr height, [ sp, #parameter_height_offset ]
-
- add vram_ptr, vram_ptr, y, lsl #11
- ldr width, [ sp, #parameter_width_offset ]
-
- add vram_ptr, vram_ptr, x, lsl #1
- stmdb sp!, { r4 - r6, r14 }
-
- ubfx color_r, color, #3, #5
- ubfx color_g, color, #11, #5
-
- ubfx color_b, color, #19, #5
- orr color, color_r, color_g, lsl #5
-
- orr color, color, color_b, lsl #10
- add left_unaligned, x, #0x7
-
- bic left_unaligned, left_unaligned, #0x7
- vdup.u16 colors, color
-
- sub left_unaligned, left_unaligned, x
+ vdup.u16 colors_a, color
mov pitch, #2048
+ vmov colors_b, colors_a
sub pitch, pitch, width, lsl #1
- sub width, width, left_unaligned
-
- and right_unaligned, width, #0x7
- bic width, width, #0x7
-
- 0:
- mov num_width, width, lsr #3
-
- movs num_unaligned, left_unaligned
- beq 2f
-
- 1:
- strh color, [ vram_ptr ], #2
-
- subs num_unaligned, num_unaligned, #1
- bne 1b
- 2:
- vst1.u32 { colors }, [ vram_ptr, :128 ]!
- subs num_width, num_width, #1
- bne 2b
+ mov num_width, width
- movs num_unaligned, right_unaligned
- beq 4f
+ 0:
+ vst1.u32 { colors_a, colors_b }, [ vram_ptr, :256 ]!
- 3:
- strh color, [ vram_ptr ], #2
-
- subs num_unaligned, num_unaligned, #1
- bne 3b
+ subs num_width, num_width, #16
+ bne 0b
- 4:
add vram_ptr, vram_ptr, pitch
+ mov num_width, width
+
subs height, height, #1
bne 0b
-
- ldmia sp!, { r4 - r6, pc }
+ bx lr
+
#undef x
#undef y
#define draw_mask_fb_ptr_left d2
#define draw_mask_fb_ptr_right d3
+#define draw_mask_fb_ptr_left_a d2
+#define draw_mask_fb_ptr_left_b d3
+#define draw_mask_fb_ptr_right_a d10
+#define draw_mask_fb_ptr_right_b d11
+#define draw_masks_fb_ptrs2 q5
+
#define clut_low_a d4
#define clut_low_b d5
#define clut_high_a d6
#define clut_a q2
#define clut_b q3
-#define texels_low d10
-#define texels_high d11
+#define texels_low d12
+#define texels_high d13
+#define texels_wide_low d14
+#define texels_wide_high d15
+#define texels_wide q7
-setup_sprite_flush_blocks_single:
- vpush { q1 - q4 }
- stmdb sp!, { r0 - r3, r12, r14 }
- bl flush_render_block_buffer
- ldmia sp!, { r0 - r3, r12, r14 }
-
- vpop { q1 - q4 }
-
- add block, psx_gpu, #psx_gpu_blocks_offset
-
- mov num_blocks, sub_tile_height
- bx lr
-
-
-setup_sprite_flush_blocks_double:
- vpush { q1 - q4 }
+setup_sprite_flush_blocks:
+ vpush { q1 - q5 }
stmdb sp!, { r0 - r3, r12, r14 }
bl flush_render_block_buffer
ldmia sp!, { r0 - r3, r12, r14 }
- vpop { q1 - q4 }
+ vpop { q1 - q5 }
add block, psx_gpu, #psx_gpu_blocks_offset
-
- mov num_blocks, sub_tile_height, lsl #1
bx lr
blne setup_sprite_update_texture_8bpp_cache \
-#define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \
-
#define setup_sprite_block_count_single() \
sub_tile_height \
add num_blocks, num_blocks, setup_sprite_block_count_##type(); \
cmp num_blocks, #MAX_BLOCKS; \
\
- blgt setup_sprite_flush_blocks_##type \
+ movgt num_blocks, setup_sprite_block_count_##type(); \
+ blgt setup_sprite_flush_blocks \
#define setup_sprite_tile_full_4bpp(edge) \
#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
-#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \
+#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
+ x4mode) \
mov sub_tile_height, column_data; \
- setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
- setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
- setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge) \
+ setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
+ setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
+ setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
-#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \
+#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
+ x4mode) \
and sub_tile_height, column_data, #0xFF; \
mov tiles_remaining, column_data, lsr #16; \
- setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
- setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
+ setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
+ setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
\
subs tiles_remaining, tiles_remaining, #1; \
beq 2f; \
\
3: \
mov sub_tile_height, #16; \
- setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
+ setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
subs tiles_remaining, tiles_remaining, #1; \
bne 3b; \
\
2: \
uxtb sub_tile_height, column_data, ror #8; \
- setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
- setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge) \
+ setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
+ setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
#define setup_sprite_column_data_single() \
\
orr column_data, column_data, height_rounded, lsl #8 \
-#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
- edge_mode, edge) \
- setup_sprite_##texture_mode##_single_##multi_height##_##edge_mode##_##edge: \
+#define setup_sprite_setup_left_draw_mask_fb_ptr() \
+ vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
+ vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
+
+#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column() \
+ mov fb_ptr_advance_column, #32; \
+ vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
+ \
+ sub fb_ptr_advance_column, height, lsl #11; \
+ vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
+
+#define setup_sprite_setup_right_draw_mask_fb_ptr() \
+ vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \
+ vdup.u8 draw_mask_fb_ptr_right, block_masks[5] \
+
+#define setup_sprite_tile_column_width_single(tm, multi_height, edge_mode, \
+ edge, x4mode) \
+ setup_sprite_##tm##_single_##multi_height##_##edge_mode##_##edge##x4mode: \
setup_sprite_column_data_##multi_height(); \
vext.32 block_masks_shifted, block_masks, block_masks, #1; \
vorr.u32 block_masks, block_masks, block_masks_shifted; \
- vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
- vdup.u8 draw_mask_fb_ptr_right, block_masks[1]; \
+ setup_sprite_setup_left_draw_mask_fb_ptr##x4mode(); \
\
- setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
- texture_mode); \
+ setup_sprite_tile_column_height_##multi_height(edge_mode, edge, tm, x4mode); \
ldmia sp!, { r4 - r11, pc } \
#define setup_sprite_tiled_advance_column() \
subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00) \
#define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode, \
- right_mode) \
- setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode: \
+ right_mode, x4mode) \
+ setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode##x4mode:\
setup_sprite_column_data_##multi_height(); \
- mov fb_ptr_advance_column, #32; \
\
- sub fb_ptr_advance_column, height, lsl #11; \
- vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
+ setup_sprite_setup_left_draw_mask_fb_ptr_advance_column##x4mode(); \
\
- vdup.u8 draw_mask_fb_ptr_right, block_masks[1]; \
- setup_sprite_tile_column_height_##multi_height(left_mode, right, tm); \
+ setup_sprite_tile_column_height_##multi_height(left_mode, right, tm, x4mode);\
\
subs tile_width, tile_width, #2; \
add fb_ptr, fb_ptr, fb_ptr_advance_column; \
\
- vmov.u8 draw_masks_fb_ptrs, #0; \
beq 1f; \
\
+ vmov.u8 draw_masks_fb_ptrs, #0; \
+ vmov.u8 draw_masks_fb_ptrs2, #0; \
+ \
0: \
setup_sprite_tiled_advance_column(); \
- setup_sprite_tile_column_height_##multi_height(full, none, tm); \
+ setup_sprite_tile_column_height_##multi_height(full, none, tm, x4mode); \
add fb_ptr, fb_ptr, fb_ptr_advance_column; \
subs tile_width, tile_width, #1; \
bne 0b; \
\
1: \
- vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \
- vdup.u8 draw_mask_fb_ptr_right, block_masks[5]; \
+ setup_sprite_setup_right_draw_mask_fb_ptr##x4mode(); \
\
setup_sprite_tiled_advance_column(); \
- setup_sprite_tile_column_height_##multi_height(right_mode, left, tm); \
+ setup_sprite_tile_column_height_##multi_height(right_mode, left, tm, x4mode);\
ldmia sp!, { r4 - r11, pc } \
-// r0: psx_gpu
-// r1: x
-// r2: y
-// r3: u
-// [ sp ]: v
-// [ sp + 4 ]: width
-// [ sp + 8 ]: height
-// [ sp + 12 ]: color (unused)
+#define setup_sprite_offset_u_adjust() \
+
+#define setup_sprite_get_left_block_mask() \
+ and left_block_mask, left_block_mask, #0xFF \
+
+#define setup_sprite_compare_left_block_mask() \
+ cmp left_block_mask, #0xFF \
+
+#define setup_sprite_get_right_block_mask() \
+ uxtb right_block_mask, right_block_mask, ror #8 \
+
+#define setup_sprite_compare_right_block_mask() \
+ cmp right_block_mask, #0xFF \
+
+
+
+/* 4x stuff */
+#define fb_ptr2 column_data
+
+#define setup_sprite_offset_u_adjust_4x() \
+ sub fb_ptr, fb_ptr, offset_u, lsl #1; \
+ lsl offset_u_right, #1; \
+ lsl offset_u, #1; \
+ add offset_u_right, #1 \
+
+#define setup_sprite_get_left_block_mask_4x() \
+ sxth left_block_mask, left_block_mask \
+
+#define setup_sprite_compare_left_block_mask_4x() \
+ cmp left_block_mask, #0xFFFFFFFF \
-#define setup_sprite_tiled_builder(texture_mode) \
- \
-setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \
-setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \
-setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \
-setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
-setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \
-setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
-setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \
-setup_sprite_tile_column_width_single(texture_mode, single, half, right); \
-setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \
-setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \
-setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \
-setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
-setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \
-setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \
+#define setup_sprite_get_right_block_mask_4x() \
+ sxth right_block_mask, right_block_mask, ror #16 \
+
+#define setup_sprite_compare_right_block_mask_4x() \
+ cmp right_block_mask, #0xFFFFFFFF \
+
+
+#define widen_texels_16bpp(texels_) \
+ vmov texels_wide_low, texels_; \
+ vmov texels_wide_high, texels_; \
+ vzip.16 texels_wide_low, texels_wide_high \
+
+#define widen_texels_8bpp(texels_) \
+ vmov texels_wide_low, texels_; \
+ vmov texels_wide_high, texels_; \
+ vzip.8 texels_wide_low, texels_wide_high \
+
+#define write_block_16bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
+ vst1.u32 { texels_ }, [ block_, :128 ]; \
+ add block_, block_, #40; \
\
-.align 4; \
+ vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
+ vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \
+ add block_, block_, #24 \
+
+/* assumes 16-byte offset already added to block_ */
+#define write_block_8bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
+ vst1.u32 { texels_ }, [ block_, :64 ]; \
+ add block_, block_, #24; \
\
-function(setup_sprite_##texture_mode) \
- stmdb sp!, { r4 - r11, r14 }; \
- setup_sprite_tiled_initialize_##texture_mode(); \
+ vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
+ vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \
+ add block_, block_, #40 \
+
+#define do_texture_block_16bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
+ draw_mask_fb_ptr_b_) \
+ widen_texels_16bpp(texels_low); \
+ add fb_ptr_tmp, fb_ptr, #1024*2; \
\
- ldr v, [ sp, #36 ]; \
- and offset_u, u, #0xF; \
+ write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr); \
\
- ldr width, [ sp, #40 ]; \
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
+ write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
+ widen_texels_16bpp(texels_high); \
\
- ldr height, [ sp, #44 ]; \
- add fb_ptr, fb_ptr, y, lsl #11; \
+ add fb_ptr_tmp, fb_ptr, #8*2; \
+ write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
\
- add fb_ptr, fb_ptr, x, lsl #1; \
- and offset_v, v, #0xF; \
+ add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
+ write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
+
+#define do_texture_block_8bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
+ draw_mask_fb_ptr_b_) \
+ widen_texels_8bpp(texels); \
+ add fb_ptr_tmp, fb_ptr, #1024*2; \
\
- sub fb_ptr, fb_ptr, offset_u, lsl #1; \
- add width_rounded, offset_u, width; \
+ write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr); \
+ write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
\
- add height_rounded, offset_v, height; \
- add width_rounded, width_rounded, #15; \
+ add fb_ptr_tmp, fb_ptr, #8*2; \
+ write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
\
- add height_rounded, height_rounded, #15; \
- mov tile_width, width_rounded, lsr #4; \
+ add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
+ write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
+
+
+#define setup_sprite_tiled_initialize_4bpp_4x() \
+ ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
+ vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
\
- /* texture_offset_base = VH-VL-00-00 */\
- mov texture_offset_base, v, lsl #8; \
- and offset_u_right, width_rounded, #0xF; \
+ vuzp.u8 clut_a, clut_b \
+
+#define setup_sprite_tiled_initialize_8bpp_4x() \
+
+
+#define setup_sprite_block_count_single_4x() \
+ sub_tile_height, lsl #2 \
+
+#define setup_sprite_block_count_double_4x() \
+ sub_tile_height, lsl #(1+2) \
+
+#define setup_sprite_tile_full_4bpp_4x(edge) \
+ setup_sprite_tile_add_blocks(double_4x); \
+ str column_data, [sp, #-8]!; /* fb_ptr2 */ \
\
- /* texture_offset_base = VH-UH-UL-00 */\
- bfi texture_offset_base, u, #4, #8; \
- movw right_block_mask, #0xFFFE; \
+ 4: \
+ and texture_block_ptr, texture_offset, texture_mask; \
+ pld [ fb_ptr ]; \
\
- /* texture_offset_base = VH-UH-VL-00 */\
- bfi texture_offset_base, v, #4, #4; \
- movw left_block_mask, #0xFFFF; \
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
+ vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
\
- mov tile_height, height_rounded, lsr #4; \
- mvn left_block_mask, left_block_mask, lsl offset_u; \
+ add texture_block_ptr, texture_offset, #8; \
+ vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
\
- /* texture_mask = HH-HL-WH-WL */\
- ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]; \
- mov right_block_mask, right_block_mask, lsl offset_u_right; \
+ and texture_block_ptr, texture_block_ptr, texture_mask; \
+ vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
\
- /* texture_mask_rev = WH-WL-HH-HL */\
- rev16 texture_mask_rev, texture_mask; \
- vmov block_masks, left_block_mask, right_block_mask; \
+ vzip.8 texels_low, texels_high; \
+ do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
+ draw_mask_fb_ptr_left_b); \
\
- /* texture_mask = HH-HL-HL-WL */\
- bfi texture_mask, texture_mask_rev, #4, #4; \
- /* texture_mask_rev = 00-00-00-WH */\
- mov texture_mask_rev, texture_mask_rev, lsr #12; \
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
+ pld [ fb_ptr, #2048 ]; \
\
- /* texture_mask = HH-WH-HL-WL */\
- bfi texture_mask, texture_mask_rev, #8, #4; \
- and left_block_mask, left_block_mask, #0xFF; \
+ vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
+ add fb_ptr, fb_ptr, #16*2; \
\
- mov control_mask, #0; \
- cmp left_block_mask, #0xFF; \
+ vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
+ vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
\
- uxtb right_block_mask, right_block_mask, ror #8; \
- orreq control_mask, control_mask, #0x4; \
+ vzip.8 texels_low, texels_high; \
+ do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
+ draw_mask_fb_ptr_right_b); \
\
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
- cmp right_block_mask, #0xFF; \
+ add texture_offset, texture_offset, #0x10; \
+ add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
\
- orreq control_mask, control_mask, #0x8; \
- cmp tile_width, #1; \
+ subs sub_tile_height, sub_tile_height, #1; \
+ bne 4b; \
\
- add block, psx_gpu, #psx_gpu_blocks_offset; \
- orreq control_mask, control_mask, #0x1; \
+ ldr column_data, [sp], #8; /* fb_ptr2 */ \
+ add texture_offset, texture_offset, #0xF00; \
+ strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
+
+
+#define setup_sprite_tile_half_4bpp_4x(edge) \
+ setup_sprite_tile_add_blocks(single_4x); \
+ str column_data, [sp, #-8]!; /* fb_ptr2 */ \
+ \
+ 4: \
+ and texture_block_ptr, texture_offset, texture_mask; \
+ pld [ fb_ptr ]; \
+ \
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
+ vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
+ \
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
+ vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
+ \
+ vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
+ add texture_offset, texture_offset, #0x10; \
+ \
+ vzip.8 texels_low, texels_high; \
+ do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
+ draw_mask_fb_ptr_##edge##_b); \
+ \
+ pld [ fb_ptr, #2048 ]; \
+ add fb_ptr, fb_ptr, #2048 * 2; \
+ \
+ subs sub_tile_height, sub_tile_height, #1; \
+ bne 4b; \
+ \
+ ldr column_data, [sp], #8; /* fb_ptr2 */ \
+ add texture_offset, texture_offset, #0xF00; \
+ strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
+
+
+#define setup_sprite_tile_full_8bpp_4x(edge) \
+ setup_sprite_tile_add_blocks(double_4x); \
+ add block, block, #16; \
+ str column_data, [sp, #-8]!; /* fb_ptr2 */ \
+ \
+ 4: \
+ and texture_block_ptr, texture_offset, texture_mask; \
+ pld [ fb_ptr ]; \
+ \
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
+ vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
+ \
+ add texture_block_ptr, texture_offset, #8; \
+ do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
+ draw_mask_fb_ptr_left_b); \
+ \
+ pld [ fb_ptr, #2048 ]; \
+ and texture_block_ptr, texture_block_ptr, texture_mask; \
+ \
+ add fb_ptr, fb_ptr, #16*2; \
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
+ \
+ vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
+ \
+ do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
+ draw_mask_fb_ptr_right_b); \
+ \
+ add texture_offset, texture_offset, #0x10; \
+ add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
+ \
+ subs sub_tile_height, sub_tile_height, #1; \
+ bne 4b; \
+ \
+ sub block, block, #16; \
+ ldr column_data, [sp], #8; /* fb_ptr2 */ \
+ add texture_offset, texture_offset, #0xF00; \
+ strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
+
+
+#define setup_sprite_tile_half_8bpp_4x(edge) \
+ setup_sprite_tile_add_blocks(single_4x); \
+ add block, block, #16; \
+ str column_data, [sp, #-8]!; /* fb_ptr2 */ \
+ \
+ 4: \
+ and texture_block_ptr, texture_offset, texture_mask; \
+ pld [ fb_ptr ]; \
+ \
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
+ vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
+ \
+ pld [ fb_ptr, #2048 ]; \
+ do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
+ draw_mask_fb_ptr_##edge##_b); \
+ \
+ add texture_offset, texture_offset, #0x10; \
+ add fb_ptr, fb_ptr, #2048 * 2; \
+ \
+ subs sub_tile_height, sub_tile_height, #1; \
+ bne 4b; \
+ \
+ sub block, block, #16; \
+ ldr column_data, [sp], #8; /* fb_ptr2 */ \
+ add texture_offset, texture_offset, #0xF00; \
+ strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
+
+
+#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
+ add texture_offset, texture_offset_base, #8; \
+ add fb_ptr, fb_ptr, #16 * 2 \
+
+#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
+ mov texture_offset, texture_offset_base \
+
+#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
+ setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
+
+#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
+ mov texture_offset, texture_offset_base \
+
+#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
+ sub fb_ptr, fb_ptr, #16 * 2 \
+
+#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
+
+#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
+ setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
+
+#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
+
+
+#define setup_sprite_setup_left_draw_mask_fb_ptr_4x() \
+ vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
+ vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
+ vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
+ vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
+
+#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column_4x() \
+ mov fb_ptr_advance_column, #32 * 2; \
+ vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
+ vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
+ sub fb_ptr_advance_column, height, lsl #11 + 1; \
+ vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
+ vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
+
+#define setup_sprite_setup_right_draw_mask_fb_ptr_4x() \
+ vdup.u8 draw_mask_fb_ptr_left_a, block_masks[4]; \
+ vdup.u8 draw_mask_fb_ptr_left_b, block_masks[5]; \
+ vdup.u8 draw_mask_fb_ptr_right_a, block_masks[6]; \
+ vdup.u8 draw_mask_fb_ptr_right_b, block_masks[7] \
+
+
+// r0: psx_gpu
+// r1: x
+// r2: y
+// r3: u
+// [ sp ]: v
+// [ sp + 4 ]: width
+// [ sp + 8 ]: height
+// [ sp + 12 ]: color (unused)
+
+#define setup_sprite_tiled_builder(texture_mode, x4mode) \
+ \
+setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
+ x4mode); \
+setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
+ x4mode); \
+setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
+ x4mode); \
+setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
+ x4mode); \
+setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
+ x4mode); \
+setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
+ x4mode); \
+setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
+ x4mode); \
+setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
+ x4mode); \
+setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
+ x4mode); \
+setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
+ x4mode); \
+setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
+ x4mode); \
+setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
+ x4mode); \
+setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
+ x4mode); \
+setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
+ x4mode); \
+ \
+.align 4; \
+ \
+function(setup_sprite_##texture_mode##x4mode) \
+ stmdb sp!, { r4 - r11, r14 }; \
+ setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
+ \
+ ldr v, [ sp, #36 ]; \
+ and offset_u, u, #0xF; \
+ \
+ ldr width, [ sp, #40 ]; \
+ ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
+ \
+ ldr height, [ sp, #44 ]; \
+ add fb_ptr, fb_ptr, y, lsl #11; \
+ \
+ add fb_ptr, fb_ptr, x, lsl #1; \
+ and offset_v, v, #0xF; \
+ \
+ sub fb_ptr, fb_ptr, offset_u, lsl #1; \
+ add width_rounded, offset_u, width; \
+ \
+ add height_rounded, offset_v, height; \
+ add width_rounded, width_rounded, #15; \
+ \
+ add height_rounded, height_rounded, #15; \
+ mov tile_width, width_rounded, lsr #4; \
+ \
+ /* texture_offset_base = VH-VL-00-00 */\
+ mov texture_offset_base, v, lsl #8; \
+ and offset_u_right, width_rounded, #0xF; \
+ \
+ /* texture_offset_base = VH-UH-UL-00 */\
+ bfi texture_offset_base, u, #4, #8; \
+ mov right_block_mask, #0xFFFFFFFE; \
+ \
+ setup_sprite_offset_u_adjust##x4mode(); \
+ \
+ /* texture_offset_base = VH-UH-VL-00 */\
+ bfi texture_offset_base, v, #4, #4; \
+ mov left_block_mask, #0xFFFFFFFF; \
+ \
+ mov tile_height, height_rounded, lsr #4; \
+ mvn left_block_mask, left_block_mask, lsl offset_u; \
+ \
+ /* texture_mask = HH-HL-WH-WL */\
+ ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]; \
+ mov right_block_mask, right_block_mask, lsl offset_u_right; \
+ \
+ /* texture_mask_rev = WH-WL-HH-HL */\
+ rev16 texture_mask_rev, texture_mask; \
+ vmov block_masks, left_block_mask, right_block_mask; \
+ \
+ /* texture_mask = HH-HL-HL-WL */\
+ bfi texture_mask, texture_mask_rev, #4, #4; \
+ /* texture_mask_rev = 00-00-00-WH */\
+ mov texture_mask_rev, texture_mask_rev, lsr #12; \
+ \
+ /* texture_mask = HH-WH-HL-WL */\
+ bfi texture_mask, texture_mask_rev, #8, #4; \
+ setup_sprite_get_left_block_mask##x4mode(); \
+ \
+ mov control_mask, #0; \
+ setup_sprite_compare_left_block_mask##x4mode(); \
+ \
+ setup_sprite_get_right_block_mask##x4mode(); \
+ orreq control_mask, control_mask, #0x4; \
+ \
+ ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ setup_sprite_compare_right_block_mask##x4mode(); \
+ \
+ orreq control_mask, control_mask, #0x8; \
+ cmp tile_width, #1; \
+ \
+ add block, psx_gpu, #psx_gpu_blocks_offset; \
+ orreq control_mask, control_mask, #0x1; \
\
cmp tile_height, #1; \
add block, block, num_blocks, lsl #6; \
ldr pc, [ pc, control_mask, lsl #2 ]; \
nop; \
\
- .word setup_sprite_##texture_mode##_multi_multi_full_full; \
- .word setup_sprite_##texture_mode##_single_multi_full_none; \
- .word setup_sprite_##texture_mode##_multi_single_full_full; \
- .word setup_sprite_##texture_mode##_single_single_full_none; \
- .word setup_sprite_##texture_mode##_multi_multi_half_full; \
- .word setup_sprite_##texture_mode##_single_multi_half_right; \
- .word setup_sprite_##texture_mode##_multi_single_half_full; \
- .word setup_sprite_##texture_mode##_single_single_half_right; \
- .word setup_sprite_##texture_mode##_multi_multi_full_half; \
- .word setup_sprite_##texture_mode##_single_multi_half_left; \
- .word setup_sprite_##texture_mode##_multi_single_full_half; \
- .word setup_sprite_##texture_mode##_single_single_half_left; \
- .word setup_sprite_##texture_mode##_multi_multi_half_half; \
+ .word setup_sprite_##texture_mode##_multi_multi_full_full##x4mode; \
+ .word setup_sprite_##texture_mode##_single_multi_full_none##x4mode; \
+ .word setup_sprite_##texture_mode##_multi_single_full_full##x4mode; \
+ .word setup_sprite_##texture_mode##_single_single_full_none##x4mode; \
+ .word setup_sprite_##texture_mode##_multi_multi_half_full##x4mode; \
+ .word setup_sprite_##texture_mode##_single_multi_half_right##x4mode; \
+ .word setup_sprite_##texture_mode##_multi_single_half_full##x4mode; \
+ .word setup_sprite_##texture_mode##_single_single_half_right##x4mode; \
+ .word setup_sprite_##texture_mode##_multi_multi_full_half##x4mode; \
+ .word setup_sprite_##texture_mode##_single_multi_half_left##x4mode; \
+ .word setup_sprite_##texture_mode##_multi_single_full_half##x4mode; \
+ .word setup_sprite_##texture_mode##_single_single_half_left##x4mode; \
+ .word setup_sprite_##texture_mode##_multi_multi_half_half##x4mode; \
.word 0x00000000; \
- .word setup_sprite_##texture_mode##_multi_single_half_half \
+ .word setup_sprite_##texture_mode##_multi_single_half_half##x4mode; \
+
+
+setup_sprite_tiled_builder(4bpp,);
+setup_sprite_tiled_builder(8bpp,);
+#undef draw_mask_fb_ptr_left
+#undef draw_mask_fb_ptr_right
-setup_sprite_tiled_builder(4bpp);
-setup_sprite_tiled_builder(8bpp);
+setup_sprite_tiled_builder(4bpp, _4x);
+setup_sprite_tiled_builder(8bpp, _4x);
#undef block_ptr
#undef texture_mask
#undef num_blocks
#undef texture_offset
+#undef texels_low
+#undef texels_high
+#undef texels_wide_low
+#undef texels_wide_high
+#undef texels_wide
+#undef fb_ptr2
#define psx_gpu r0
#define x r1
#define left_offset r8
#define width_rounded r9
#define right_width r10
+
#define block_width r11
#define texture_offset_base r1
#define fb_ptr r7
#define texture_offset r8
#define blocks_remaining r9
+#define fb_ptr2 r10
#define fb_ptr_pitch r12
#define texture_block_ptr r14
#define draw_mask_fb_ptr d2
#define texels q2
+#define draw_mask_fb_ptr_a d2
+#define draw_mask_fb_ptr_b d3
+#define texels_low d4
+#define texels_high d5
+#define texels_wide_low d6
+#define texels_wide_high d7
+#define texels_wide q3
-setup_sprites_16bpp_flush_single:
- vpush { d0 - d2 }
- stmdb sp!, { r0 - r3, r12, r14 }
- bl flush_render_block_buffer
- ldmia sp!, { r0 - r3, r12, r14 }
-
- vpop { d0 - d2 }
-
- add block, psx_gpu, #psx_gpu_blocks_offset
- mov num_blocks, #1
-
- bx lr
-
-setup_sprites_16bpp_flush_row:
- vpush { d0 - d2 }
+setup_sprites_16bpp_flush:
+ vpush { d0 - d3 }
stmdb sp!, { r0 - r3, r12, r14 }
bl flush_render_block_buffer
ldmia sp!, { r0 - r3, r12, r14 }
- vpop { d0 - d2 }
+ vpop { d0 - d3 }
add block, psx_gpu, #psx_gpu_blocks_offset
mov num_blocks, block_width
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
ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
add block, psx_gpu, #psx_gpu_blocks_offset
- bic texture_offset_base, texture_offset_base, #0x7
+ bic texture_offset_base, texture_offset_base, #0xF
cmp block_width, #1
ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
1:
add num_blocks, num_blocks, #1
cmp num_blocks, #MAX_BLOCKS
- blgt setup_sprites_16bpp_flush_single
+ blgt setup_sprites_16bpp_flush
and texture_block_ptr, texture_offset_base, texture_mask
subs height, height, #1
mov texture_offset, texture_offset_base
cmp num_blocks, #MAX_BLOCKS
- blgt setup_sprites_16bpp_flush_row
+ blgt setup_sprites_16bpp_flush
add texture_offset_base, texture_offset_base, #2048
and texture_block_ptr, texture_offset, texture_mask
ldmia sp!, { r4 - r11, pc }
+// 4x version
+// FIXME: duplicate code with normal version :(
+#undef draw_mask_fb_ptr
+
+function(setup_sprite_16bpp_4x)
+ stmdb sp!, { r4 - r11, r14 }
+ ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
+
+ ldr v, [ sp, #36 ]
+ add fb_ptr, fb_ptr, y, lsl #11
+
+ ldr width, [ sp, #40 ]
+ add fb_ptr, fb_ptr, x, lsl #1
+
+ ldr height, [ sp, #44 ]
+ and left_offset, u, #0x7
+
+ add texture_offset_base, u, u
+ add width_rounded, width, #7
+
+ add texture_offset_base, v, lsl #11
+ movw left_mask_bits, #0xFFFF
+
+ ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
+ add width_rounded, width_rounded, left_offset
+
+ lsl left_offset, #1
+
+ ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
+ sub fb_ptr, fb_ptr, left_offset, lsl #1
+
+ add texture_mask, texture_mask_width, texture_mask_width
+ movw right_mask_bits, #0xFFFC
+
+ and right_width, width_rounded, #0x7
+ mvn left_mask_bits, left_mask_bits, lsl left_offset
+
+ lsl right_width, #1
+
+ add texture_mask, texture_mask_height, lsl #11
+ mov block_width, width_rounded, lsr #3
+
+ mov right_mask_bits, right_mask_bits, lsl right_width
+ movw fb_ptr_pitch, #(2048 + 16) * 2
+
+ sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4+1
+ vmov block_masks, left_mask_bits, right_mask_bits
+
+ ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ add block, psx_gpu, #psx_gpu_blocks_offset
+
+ bic texture_offset_base, texture_offset_base, #0xF
+ cmp block_width, #1
+
+ ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
+ add block, block, num_blocks, lsl #6
+
+ lsl block_width, #2
+ bne 0f
+
+ vext.32 block_masks_shifted, block_masks, block_masks, #1
+ vorr.u32 block_masks, block_masks, block_masks_shifted
+ vdup.u8 draw_mask_fb_ptr_a, block_masks[0]
+ vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
+
+ 1:
+ add num_blocks, num_blocks, block_width
+ cmp num_blocks, #MAX_BLOCKS
+ blgt setup_sprites_16bpp_flush
+
+ and texture_block_ptr, texture_offset_base, texture_mask
+ subs height, height, #1
+
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr
+ vld1.u32 { texels }, [ texture_block_ptr, :128 ]
+
+ do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
+
+ add texture_offset_base, texture_offset_base, #2048
+ add fb_ptr, fb_ptr, #2048*2
+ strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ bne 1b
+
+ ldmia sp!, { r4 - r11, pc }
+
+ 0:
+ add num_blocks, num_blocks, block_width
+ mov texture_offset, texture_offset_base
+
+ vdup.u8 draw_mask_fb_ptr_a, block_masks[0] // left_mask_bits
+ vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
+
+ cmp num_blocks, #MAX_BLOCKS
+ blgt setup_sprites_16bpp_flush
+
+ add texture_offset_base, texture_offset_base, #2048
+ and texture_block_ptr, texture_offset, texture_mask
+
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr
+ vld1.u32 { texels }, [ texture_block_ptr, :128 ]
+
+ do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
+
+ subs blocks_remaining, block_width, #2*4
+ add texture_offset, texture_offset, #16
+
+ vmov.u8 draw_mask_fb_ptr_a, #0
+ vmov.u8 draw_mask_fb_ptr_b, #0
+
+ add fb_ptr, fb_ptr, #16*2
+ beq 2f
+
+ 1:
+ and texture_block_ptr, texture_offset, texture_mask
+ subs blocks_remaining, blocks_remaining, #4
+
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr
+ vld1.u32 { texels }, [ texture_block_ptr, :128 ]
+
+ do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
+ add texture_offset, texture_offset, #16
+
+ add fb_ptr, fb_ptr, #16*2
+ bgt 1b
+
+ 2:
+ vdup.u8 draw_mask_fb_ptr_a, block_masks[4] // right_mask_bits
+ vdup.u8 draw_mask_fb_ptr_b, block_masks[5]
+
+ and texture_block_ptr, texture_offset, texture_mask
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr
+
+ vld1.u32 { texels }, [ texture_block_ptr, :128 ]
+
+ do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
+ subs height, height, #1
+
+ add fb_ptr, fb_ptr, fb_ptr_pitch
+ strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+
+ bne 0b
+
+ ldmia sp!, { r4 - r11, pc }
+
+
+#undef width
+#undef right_width
+#undef right_mask_bits
+#undef color
+#undef height
+#undef blocks_remaining
+#undef colors
+#undef right_mask
+#undef test_mask
+#undef draw_mask
+
+#define psx_gpu r0
+#define x r1
+#define y r2
+#define width r3
+#define right_width r5
+#define right_mask_bits r6
+#define fb_ptr r7
+#define color r8
+#define height r9
+#define fb_ptr_pitch r12
+
+// referenced by setup_sprites_16bpp_flush
+#define num_blocks r4
+#define block r5
+#define block_width r11
+
+#define color_r r1
+#define color_g r2
+#define color_b r8
+#define blocks_remaining r6
+
+#define colors q0
+#define right_mask q1
+#define test_mask q2
+#define draw_mask q2
+#define draw_mask_bits_fb_ptr d6
+
+
+.align 3
+
+function(setup_sprite_untextured)
+ ldrh r12, [ psx_gpu, #psx_gpu_render_state_offset ]
+ tst r12, #(RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS \
+ | RENDER_FLAGS_BLEND)
+ beq setup_sprite_untextured_simple
+
+ stmdb sp!, { r4 - r11, r14 }
+
+ ldr width, [ sp, #40 ]
+ ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
+
+ ldr height, [ sp, #44 ]
+ add fb_ptr, fb_ptr, y, lsl #11
+
+ add fb_ptr, fb_ptr, x, lsl #1
+ sub right_width, width, #1
+
+ ldr color, [ sp, #48 ]
+ and right_width, #7
+
+ add block_width, width, #7
+ add right_width, #1
+
+ lsr block_width, #3
+ mov right_mask_bits, #0xff
+
+ sub fb_ptr_pitch, block_width, #1
+ lsl right_mask_bits, right_width
+
+ lsl fb_ptr_pitch, #3+1
+ ubfx color_r, color, #3, #5
+
+ rsb fb_ptr_pitch, #1024*2
+ ubfx color_g, color, #11, #5
+
+ vld1.u32 { test_mask }, [ psx_gpu, :128 ]
+ ubfx color_b, color, #19, #5
+
+ vdup.u16 right_mask, right_mask_bits
+ orr color, color_r, color_b, lsl #10
+
+ ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ orr color, color, color_g, lsl #5
+
+ vtst.u16 right_mask, right_mask, test_mask
+ add block, psx_gpu, #psx_gpu_blocks_offset
+
+ vdup.u16 colors, color
+ add block, block, num_blocks, lsl #6
+
+
+setup_sprite_untextured_height_loop:
+ add num_blocks, block_width
+ sub blocks_remaining, block_width, #1
+
+ cmp num_blocks, #MAX_BLOCKS
+ blgt setup_sprites_16bpp_flush
+
+ cmp blocks_remaining, #0
+ ble 1f
+
+ vmov.u8 draw_mask, #0 /* zero_mask */
+ vmov.u8 draw_mask_bits_fb_ptr, #0
+
+ 0:
+ vst1.u32 { draw_mask }, [ block, :128 ]!
+ subs blocks_remaining, #1
+
+ vst1.u32 { colors }, [ block, :128 ]
+ add block, block, #24
+
+ vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
+ vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
+
+ add block, block, #24
+ add fb_ptr, #8*2
+ bgt 0b
+
+ 1:
+ vst1.u32 { right_mask }, [ block, :128 ]!
+ subs height, #1
+
+ vst1.u32 { colors }, [ block, :128 ]
+ add block, block, #24
+
+ vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
+ vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
+
+ add block, block, #24
+ add fb_ptr, fb_ptr_pitch
+
+ strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ bgt setup_sprite_untextured_height_loop
+
+ ldmia sp!, { r4 - r11, pc }
+
+
+
#undef texture_page_ptr
#undef vram_ptr
#undef dirty_textures_mask
ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
- ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
+ ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
and current_texture_page_x, current_texture_page, #0xF
ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
- ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
+ ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
mov tile_y, #16
and texture_page_x, texture_page, #0xF
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 }
+
+// vim:filetype=armasm