/*
* 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_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
+#define RENDER_STATE_MASK_EVALUATE 0x20
+#define RENDER_FLAGS_MODULATE_TEXELS 0x1
+#define RENDER_FLAGS_BLEND 0x2
+#define RENDER_INTERLACE_ENABLED 0x1
+
+#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 edge_data_right_mask_offset 4
#define edge_data_y_offset 6
+.syntax unified
+.text
#define psx_gpu r0
#define v_a r1
#define uvrg_dx3l d6
#define uvrg_dx3h d7
+#define uvrgb_phase q13
.align 4
-#define function(name) \
- .global name; \
- name: \
+#include "arm_features.h"
+
+#define function(name) FUNCTION(name):
+
+#ifndef TEXRELS_FORBIDDEN
+
+#define JT_OP_REL(table_label, index_reg, temp)
+#define JT_OP(x...) x
+#define JTE(start, target) target
+
+#else
+
+#define JT_OP_REL(table_label, index_reg, temp) \
+ adr temp, table_label; \
+ ldr temp, [temp, index_reg, lsl #2]; \
+ add pc, pc, temp \
+
+#define JT_OP(x...)
+#define JTE(start, target) (target - start)
+
+#endif
+
+#ifdef __MACH__
+#define flush_render_block_buffer _flush_render_block_buffer
+#define setup_sprite_untextured_simple _setup_sprite_untextured_simple
+#define update_texture_8bpp_cache _update_texture_8bpp_cache
+#endif
@ r0: psx_gpu
@ r1: v_a
// First compute the triangle area reciprocal and shift. The division will
// happen concurrently with much of the work which follows.
@ r12 = psx_gpu->triangle_area
- ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ]
+ ldr r12, [psx_gpu, #psx_gpu_triangle_area_offset]
stmdb sp!, { r4 - r11, lr }
@ load exponent of 62 into upper half of double
// Second type is: yyyy ybyy uvrg
// Since x_a and y_c are the same the same variable is used for both.
- vld1.u32 { v0 }, [ v_a, : 128 ] @ v0 = { uvrg0, b0, x0, y0 }
- ldrsh x0, [ v_a, #8 ] @ load x0
+ vld1.u32 { v0 }, [v_a, :128] @ v0 = { uvrg0, b0, x0, y0 }
+ ldrsh x0, [v_a, #8] @ load x0
- vld1.u32 { v1 }, [ v_b, : 128 ] @ v1 = { uvrg1, b1, x1, y1}
- ldrh x1, [ v_b, #8 ] @ load x1
+ vld1.u32 { v1 }, [v_b, :128] @ v1 = { uvrg1, b1, x1, y1}
+ ldrh x1, [v_b, #8] @ load x1
- vld1.u32 { v2 }, [ v_c, : 128 ] @ v2 = { uvrg2, b2, x2, y2 }
- ldrh x2, [ v_c, #8 ] @ load x2
+ vld1.u32 { v2 }, [v_c, :128] @ v2 = { uvrg2, b2, x2, y2 }
+ ldrh x2, [v_c, #8] @ load x2
vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
- ldrh y0, [ v_a, #10 ] @ load y0
+ ldrh y0, [v_a, #10] @ load y0
vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
- ldrh y1, [ v_b, #10 ] @ load y1
+ ldrh y1, [v_b, #10] @ load y1
vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
- ldrh y2, [ v_c, #10 ] @ load y2
+ ldrh y2, [v_c, #10] @ load y2
vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 }
vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 }
vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 }
vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 }
- ldrb b2, [ v_c, #4 ] @ load b2
+ ldrb b2, [v_c, #4] @ load b2
orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 }
- ldrb b1, [ v_b, #4 ] @ load b1
+ ldrb b1, [v_b, #4] @ load b1
orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 }
vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 }
vsub.s16 d0_ab, x1_ab, x0_ab
- ldrb b0, [ v_a, #4 ] @ load b0
+ ldrb b0, [v_a, #4] @ load b0
orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 }
vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 }
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
@ r12 = psx_gpu->triangle_winding_offset
- ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
+ 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
mov store_inc, #32
vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
- vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc
+ vst1.u32 { uvrg_base }, [store_a, :128], store_inc
- vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc
+ vst1.u32 { uvrg_dx1 }, [store_b, :128], store_inc
mov g_bx, gw_bx_h, lsr r11
- vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc
+ vst1.u32 { g_uvrg_y }, [store_a, :128], store_inc
mov g_by, gw_by_h, lsr r11
vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \
- [ store_b, : 128 ], store_inc
+ [store_b, :128], store_inc
eor g_bx, g_bx, gs_bx
vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \
- [ store_b, : 128 ], store_inc
+ [store_b, :128], store_inc
sub g_bx, g_bx, gs_bx
lsl g_bx, g_bx, #4
#define setup_spans_prologue() \
stmdb sp!, { r4 - r11, lr }; \
\
- ldrsh x_a, [ v_a, #8 ]; \
- ldrsh x_b, [ v_b, #8 ]; \
- ldrsh x_c, [ v_c, #8 ]; \
- ldrsh y_a, [ v_a, #10 ]; \
- ldrsh y_b, [ v_b, #10 ]; \
- ldrsh y_c, [ v_c, #10 ]; \
+ ldrsh x_a, [v_a, #8]; \
+ ldrsh x_b, [v_b, #8]; \
+ ldrsh x_c, [v_c, #8]; \
+ ldrsh y_a, [v_a, #10]; \
+ ldrsh y_b, [v_b, #10]; \
+ ldrsh y_c, [v_c, #10]; \
\
add temp, psx_gpu, #psx_gpu_uvrg_offset; \
- vld1.32 { uvrg }, [ temp ]; \
+ 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; \
+ vld1.32 { uvrg_dy }, [temp]; \
+ ldr reciprocal_table_ptr, [psx_gpu, #psx_gpu_reciprocal_table_ptr_offset]; \
\
vmov.u32 c_0x01, #0x01 \
#define setup_spans_load_b() \
- ldr b, [ psx_gpu, #psx_gpu_b_offset ]; \
- ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ] \
+ ldr b, [psx_gpu, #psx_gpu_b_offset]; \
+ ldr b_dy, [psx_gpu, #psx_gpu_b_dy_offset] \
#define setup_spans_prologue_b() \
add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
vmov.u16 c_0x0001, #0x0001; \
\
- vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ]; \
+ vld1.u16 { left_edge_low[], left_edge_high[] }, [temp]; \
add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \
\
- vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \
+ vld1.u16 { right_edge_low[], right_edge_high[] }, [temp]; \
vadd.u16 right_edge, right_edge, c_0x0001; \
\
vmov.u16 c_0x0007, #0x0007; \
#define compute_edge_delta_x2() \
- ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \
+ ldr temp, [reciprocal_table_ptr, height, lsl #2]; \
\
vdup.u32 heights, height; \
vsub.u32 widths, x_ends, x_starts; \
\
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; \
#define height_b_alt r12
#define compute_edge_delta_x3(start_c, height_a, height_b) \
- vmov.u32 heights, height_a, height_b; \
- ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \
+ vmov heights, height_a, height_b; \
+ ldr temp, [reciprocal_table_ptr, height_a, lsl #2]; \
vmov.u32 edge_shifts[0], temp; \
- ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \
+ ldr temp, [reciprocal_table_ptr, height_b, lsl #2]; \
vmov.u32 edge_shifts[1], temp; \
- ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ]; \
+ ldr edge_shift_alt, [reciprocal_table_ptr, height_minor_b, lsl #2]; \
\
vsub.u32 widths, x_ends, x_starts; \
sub width_alt, x_c, start_c; \
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; \
vmovn.u32 left_right_x_16_high, right_x_32; \
setup_spans_alternate_select_##alternate(); \
\
- vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
- str b, [ span_b_offset ], #4; \
+ vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
+ str b, [span_b_offset], #4; \
setup_spans_adjust_interpolants_##direction(); \
\
vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
\
- vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
- str b, [ span_b_offset ], #4; \
+ vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
+ str b, [span_b_offset], #4; \
setup_spans_adjust_interpolants_##direction(); \
\
vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
\
- vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
- str b, [ span_b_offset ], #4; \
+ vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
+ str b, [span_b_offset], #4; \
setup_spans_adjust_interpolants_##direction(); \
\
vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
\
- vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
- str b, [ span_b_offset ], #4; \
+ vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
+ str b, [span_b_offset], #4; \
setup_spans_adjust_interpolants_##direction(); \
\
vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
\
- vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
+ vst4.u16 { left_right_x_16, span_shifts_y }, [span_edge_data]!; \
\
setup_spans_adjust_y_##direction() \
vmovn.u32 left_right_x_16_low, left_x_32; \
vmovn.u32 left_right_x_16_high, right_x_32; \
\
- vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
- str b, [ span_b_offset ], #4; \
+ vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
+ str b, [span_b_offset], #4; \
setup_spans_adjust_interpolants_##direction(); \
\
vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
\
- vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
- str b, [ span_b_offset ], #4; \
+ vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
+ str b, [span_b_offset], #4; \
setup_spans_adjust_interpolants_##direction(); \
\
vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
\
- vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
- str b, [ span_b_offset ], #4; \
+ vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
+ str b, [span_b_offset], #4; \
setup_spans_adjust_interpolants_##direction(); \
\
vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
\
- vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
- str b, [ span_b_offset ], #4; \
+ vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
+ str b, [span_b_offset], #4; \
setup_spans_adjust_interpolants_##direction(); \
\
vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
\
- vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
+ vst4.u16 { left_right_x_16, span_shifts_y }, [span_edge_data]!; \
\
setup_spans_adjust_y_##direction() \
setup_spans_alternate_adjust_##alternate_active(); \
setup_spans_load_b(); \
\
- ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
+ ldrsh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]; \
subs y_c, y_c, temp; \
subgt height, height, y_c; \
addgt height, height, #1; \
\
- ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
+ ldrsh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]; \
subs clip, temp, y_a; \
ble 0f; \
\
add temp, temp, #(1 << 16); \
add y_a, temp, #2; \
add y_a, y_a, #(2 << 16); \
- vmov.u32 y_x4, temp, y_a; \
+ vmov y_x4, temp, y_a; \
\
setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
right_index); \
setup_spans_prologue_b(); \
\
- strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
+ strh height, [psx_gpu, #psx_gpu_num_spans_offset]; \
\
2: \
setup_spans_set_x4_alternate_##alternate_active(alternate, down); \
setup_spans_load_b(); \
sub y_a, y_a, #1; \
\
- ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
+ ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]; \
subs temp, temp, y_c; \
subgt height, height, temp; \
setup_spans_up_decrement_##alternate_active(); \
\
- ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
+ ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]; \
subs clip, y_a, temp; \
ble 0f; \
\
sub temp, temp, #(1 << 16); \
sub y_a, temp, #2; \
sub y_a, y_a, #(2 << 16); \
- vmov.u32 y_x4, temp, y_a; \
+ vmov y_x4, temp, y_a; \
\
vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \
\
setup_spans_adjust_interpolants_up(); \
setup_spans_prologue_b(); \
\
- strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
+ strh height, [psx_gpu, #psx_gpu_num_spans_offset]; \
\
2: \
setup_spans_set_x4_alternate_##alternate_active(alternate, up); \
sub height, y_a, y_c; \
\
vdup.u32 x_starts, x_a; \
- vmov.u32 x_ends, x_c, x_b; \
+ vmov x_ends, x_c, x_b; \
\
compute_edge_delta_x3(x_b, height_major, height_minor_a); \
setup_spans_up(major, minor, minor, yes); \
function(setup_spans_up_right)
setup_spans_up_up(right, left)
-
#define setup_spans_down_down(minor, major) \
setup_spans_prologue(); \
sub height_minor_a, y_b, y_a; \
sub height, y_c, y_a; \
\
vdup.u32 x_starts, x_a; \
- vmov.u32 x_ends, x_c, x_b; \
+ vmov x_ends, x_c, x_b; \
\
compute_edge_delta_x3(x_b, height_major, height_minor_a); \
setup_spans_down(major, minor, minor, yes); \
function(setup_spans_up_a)
setup_spans_prologue()
- vmov.u32 x_starts, x_a, x_b
+ vmov x_starts, x_a, x_b
vdup.u32 x_ends, x_c
setup_spans_up_flat()
setup_spans_prologue()
vdup.u32 x_starts, x_a
- vmov.u32 x_ends, x_b, x_c
+ vmov x_ends, x_b, x_c
setup_spans_up_flat()
function(setup_spans_down_a)
setup_spans_prologue()
- vmov.u32 x_starts, x_a, x_b
+ vmov x_starts, x_a, x_b
vdup.u32 x_ends, x_c
setup_spans_down_flat()
setup_spans_prologue()
vdup.u32 x_starts, x_a
- vmov.u32 x_ends, x_b, x_c
+ vmov x_ends, x_b, x_c
setup_spans_down_flat()
sub height_minor_b, y_c, y_a
sub height_major, y_c, y_b
- vmov.u32 x_starts, x_a, x_c
+ vmov x_starts, x_a, x_c
vdup.u32 x_ends, x_b
compute_edge_delta_x3(x_a, height_minor_a, height_major)
mov temp, #0
- vmov.u32 height_increment, temp, height_minor_b
+ vmov height_increment, temp, height_minor_b
vmlal.s32 edges_xy, edges_dx_dy, height_increment
vmov edges_xy_b_left, edge_alt_low, edge_alt_high
setup_spans_load_b()
sub y_a, y_a, #1
- ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
+ ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]
subs temp, temp, y_b
subgt height_minor_a, height_minor_a, temp
- ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
+ ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]
subs clip, y_a, temp
ble 0f
sub temp, temp, #(1 << 16)
sub y_a, temp, #2
sub y_a, y_a, #(2 << 16)
- vmov.u32 y_x4, temp, y_a
+ vmov y_x4, temp, y_a
vaddw.s32 edges_xy, edges_xy, edges_dx_dy
- strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
+ strh height_minor_a, [psx_gpu, #psx_gpu_num_spans_offset]
setup_spans_adjust_edges_alternate_no(left, right);
setup_spans_adjust_interpolants_up()
4:
add temp, psx_gpu, #psx_gpu_uvrg_offset
- vld1.32 { uvrg }, [ temp ]
+ vld1.32 { uvrg }, [temp]
mov y_a, middle_y
setup_spans_load_b()
- ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
+ ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]
subs y_c, y_c, temp
subgt height_minor_b, height_minor_b, y_c
addgt height_minor_b, height_minor_b, #1
- ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
+ ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]
subs clip, temp, y_a
ble 0f
add temp, temp, #(1 << 16)
add y_a, temp, #2
add y_a, y_a, #(2 << 16)
- vmov.u32 y_x4, temp, y_a
+ vmov y_x4, temp, y_a
setup_spans_adjust_edges_alternate_no(left, right)
- ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
+ ldrh temp, [psx_gpu, #psx_gpu_num_spans_offset]
add temp, temp, height_minor_b
- strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
+
+ cmp temp, #MAX_SPANS
+ beq 5f
+
+ strh temp, [psx_gpu, #psx_gpu_num_spans_offset]
2:
setup_spans_set_x4_alternate_no(none, down)
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
#undef span_uvrg_offset
#undef span_edge_data
.align 3; \
\
function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \
- ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
+ ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \
add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
\
- vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
+ vld1.u32 { uvrg_dx }, [uvrg_dx_ptr, :128]; \
add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
\
cmp num_spans, #0; \
stmdb sp!, { r4 - r11, r14 }; \
vshl.u32 uvrg_dx4, uvrg_dx, #2; \
\
- ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
+ ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset]; \
vshl.u32 uvrg_dx8, uvrg_dx, #3; \
\
- vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
+ vld2.u8 { texture_mask_u[], texture_mask_v[] }, [texture_mask_ptr, :16]; \
add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
\
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
\
add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
0: \
vmov.u8 fb_mask_ptrs, #0; \
\
- ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
+ ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \
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 ]; \
+ ldrh y, [span_edge_data, #edge_data_y_offset]; \
+ ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
\
- ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
+ ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \
add num_blocks, span_num_blocks, num_blocks; \
\
cmp num_blocks, #MAX_BLOCKS; \
bgt 2f; \
\
3: \
- ldr b, [ span_b_offset ]; \
+ ldr b, [span_b_offset]; \
add fb_ptr, fb_ptr, y, lsl #11; \
\
vdup.u32 v_left_x, left_x; \
and y, y, #0x3; \
\
- ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
+ ldr dither_row, [dither_offset_ptr, y, lsl #2]; \
add fb_ptr, fb_ptr, left_x, lsl #1; \
\
mla b, b_dx, left_x, b; \
and dither_shift, left_x, #0x03; \
\
- vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
+ vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \
vshr.u32 uvrg_dx, uvrg_dx4, #2; \
\
mov dither_shift, dither_shift, lsl #3; \
vdup.u32 r_block, rg[0]; \
vdup.u32 g_block, rg[1]; \
\
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]!; \
\
vadd.u32 u_block, u_block, block_span; \
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]!; \
\
vadd.u32 v_block, v_block, block_span; \
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]!; \
\
vadd.u32 r_block, r_block, block_span; \
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]!; \
\
vadd.u32 g_block, g_block, block_span; \
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]; \
\
vadd.u32 b_block, b_block, block_span; \
add block_ptr_b, block_ptr_a, #16; \
vmovn.u16 v_whole_8, v_whole; \
\
vmovn.u16 b_whole_8, b_whole; \
- pld [ fb_ptr ]; \
+ pld [fb_ptr]; \
vmov.u32 fb_mask_ptrs[1], fb_ptr; \
\
vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
vmovn.u16 g_whole_8, g_whole; \
vshrn.u32 u_whole_low, u_block, #16; \
\
- vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
+ vst2.u8 { u_whole_8, v_whole_8 }, [block_ptr_a, :128], c_32; \
vshrn.u32 v_whole_low, v_block, #16; \
\
- vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
+ vst1.u32 { r_whole_8, g_whole_8 }, [block_ptr_b, :128], c_32; \
vshrn.u32 r_whole_low, r_block, #16; \
\
- vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
+ vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \
vshrn.u32 g_whole_low, g_block, #16; \
\
vdup.u32 dx4, uv_dx4[0]; \
add fb_ptr, fb_ptr, #16; \
vmovn.u16 v_whole_8, v_whole; \
\
- vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
+ vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \
vmovn.u16 b_whole_8, b_whole; \
\
- pld [ fb_ptr ]; \
+ pld [fb_ptr]; \
\
vmov.u32 fb_mask_ptrs[1], fb_ptr; \
subs span_num_blocks, span_num_blocks, #1; \
\
5: \
vmovn.u16 g_whole_8, g_whole; \
- ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
+ ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]; \
\
- vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
+ vld1.u32 { test_mask }, [psx_gpu, :128]; \
vdup.u8 draw_mask, right_mask; \
\
vmov.u32 fb_mask_ptrs[0], right_mask; \
vzip.u8 u_whole_8, v_whole_8; \
\
vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
- vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
- vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
- vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
- vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
+ vst1.u32 { r_whole_8, g_whole_8 }, [block_ptr_b, :128], c_32; \
+ vst1.u32 { uv_whole_8 }, [block_ptr_a, :128], c_32; \
+ vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \
+ vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \
\
1: \
add span_uvrg_offset, span_uvrg_offset, #16; \
add span_edge_data, span_edge_data, #8; \
subs num_spans, num_spans, #1; \
\
- strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
bne 0b; \
\
ldmia sp!, { r4 - r11, pc }; \
vpush { texture_mask }; \
vpush { uvrg_dx4 }; \
\
- stmdb sp!, { r0 - r3, r12, r14 }; \
+ stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }; \
bl flush_render_block_buffer; \
- ldmia sp!, { r0 - r3, r12, r14 }; \
+ ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }; \
\
vpop { uvrg_dx4 }; \
vpop { texture_mask }; \
.align 3; \
\
function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \
- ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
+ ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \
add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
\
- vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
+ vld1.u32 { uvrg_dx }, [uvrg_dx_ptr, :128]; \
add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
\
cmp num_spans, #0; \
\
vshl.u32 uvrg_dx8, uvrg_dx, #3; \
\
- vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
+ vld2.u8 { texture_mask_u[], texture_mask_v[] }, [texture_mask_ptr, :16]; \
add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
\
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
\
add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
0: \
vmov.u8 fb_mask_ptrs, #0; \
\
- ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
+ ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \
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 ]; \
+ ldrh y, [span_edge_data, #edge_data_y_offset]; \
+ ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
\
- ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
+ ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \
add num_blocks, span_num_blocks, num_blocks; \
\
cmp num_blocks, #MAX_BLOCKS; \
vdup.u32 v_left_x, left_x; \
and y, y, #0x3; \
\
- ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
+ ldr dither_row, [dither_offset_ptr, y, lsl #2]; \
add fb_ptr, fb_ptr, left_x, lsl #1; \
\
and dither_shift, left_x, #0x03; \
\
- vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
+ vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \
vshr.u32 uvrg_dx, uvrg_dx4, #2; \
\
mov dither_shift, dither_shift, lsl #3; \
vdup.u32 u_block, uv[0]; \
\
vdup.u32 v_block, uv[1]; \
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]!; \
\
vadd.u32 u_block, u_block, block_span; \
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]!; \
\
vadd.u32 v_block, v_block, block_span; \
add block_ptr_b, block_ptr_a, #16; \
\
vmovn.u16 v_whole_8, v_whole; \
\
- pld [ fb_ptr ]; \
+ pld [fb_ptr]; \
vmov.u32 fb_mask_ptrs[1], fb_ptr; \
\
vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
4: \
vshrn.u32 u_whole_low, u_block, #16; \
\
- vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
+ vst2.u8 { u_whole_8, v_whole_8 }, [block_ptr_a, :128], c_32; \
vshrn.u32 v_whole_low, v_block, #16; \
\
add block_ptr_b, block_ptr_b, #32; \
- vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
+ vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \
\
vdup.u32 dx4, uv_dx4[0]; \
vaddhn.u32 u_whole_high, u_block, dx4; \
add fb_ptr, fb_ptr, #16; \
vmovn.u16 v_whole_8, v_whole; \
\
- vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
- pld [ fb_ptr ]; \
+ vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \
+ pld [fb_ptr]; \
\
vmov.u32 fb_mask_ptrs[1], fb_ptr; \
subs span_num_blocks, span_num_blocks, #1; \
bne 4b; \
\
5: \
- ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
+ ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]; \
\
- vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
+ vld1.u32 { test_mask }, [psx_gpu, :128]; \
vdup.u8 draw_mask, right_mask; \
\
vmov.u32 fb_mask_ptrs[0], right_mask; \
\
vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
add block_ptr_b, block_ptr_b, #32; \
- vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
- vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
- vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
+ vst1.u32 { uv_whole_8 }, [block_ptr_a, :128], c_32; \
+ vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \
+ vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \
\
1: \
add span_uvrg_offset, span_uvrg_offset, #16; \
add span_edge_data, span_edge_data, #8; \
subs num_spans, num_spans, #1; \
\
- strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
bne 0b; \
\
ldmia sp!, { r4 - r11, pc }; \
vpush { texture_mask }; \
vpush { uvrg_dx4 }; \
\
- stmdb sp!, { r0 - r3, r12, r14 }; \
+ stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }; \
bl flush_render_block_buffer; \
- ldmia sp!, { r0 - r3, r12, r14 }; \
+ ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }; \
\
vpop { uvrg_dx4 }; \
vpop { texture_mask }; \
.align 3
function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect)
- ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
+ ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]
veor.u32 draw_mask, draw_mask, draw_mask
cmp num_spans, #0
bxeq lr
stmdb sp!, { r4 - r11, r14 }
- vld1.u32 { test_mask }, [ psx_gpu, :128 ]
+ vld1.u32 { test_mask }, [psx_gpu, :128]
- ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
+ ldr color, [psx_gpu, #psx_gpu_triangle_color_offset]
ubfx color_r, color, #3, #5
ubfx color_g, color, #11, #5
vdup.u16 colors, color
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
add block_ptr_a, block_ptr_a, num_blocks, lsl #6
0:
- ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
- ldrh y, [ span_edge_data, #edge_data_y_offset ]
+ 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 left_x, [ span_edge_data, #edge_data_left_x_offset ]
+ ldrh left_x, [span_edge_data, #edge_data_left_x_offset]
add num_blocks, span_num_blocks, num_blocks
cmp num_blocks, #MAX_BLOCKS
subs span_num_blocks, span_num_blocks, #1
add block_ptr_b, block_ptr_a, #16
- pld [ fb_ptr ]
+ pld [fb_ptr]
vmov.u32 fb_mask_ptrs[1], fb_ptr
beq 5f
4:
- vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32
- vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
- vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
+ vst1.u32 { draw_mask }, [block_ptr_a, :128], c_32
+ vst1.u32 { colors }, [block_ptr_b, :128], c_32
+ vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32
add fb_ptr, fb_ptr, #16
add block_ptr_b, block_ptr_b, #32
- pld [ fb_ptr ]
+ pld [fb_ptr]
vmov.u32 fb_mask_ptrs[1], fb_ptr
subs span_num_blocks, span_num_blocks, #1
bne 4b
5:
- ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
+ ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]
vdup.u8 draw_mask_edge, right_mask
vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
- vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
- vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32
+ vst1.u32 { colors }, [block_ptr_b, :128], c_32
+ vst1.u32 { draw_mask_edge }, [block_ptr_a, :128], c_32
add block_ptr_b, block_ptr_b, #32
- vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
+ vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32
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 ]
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
bne 0b
ldmia sp!, { r4 - r11, pc }
2:
vpush { colors }
- stmdb sp!, { r0 - r3, r12, r14 }
+ stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
bl flush_render_block_buffer
- ldmia sp!, { r0 - r3, r12, r14 }
+ ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
vpop { colors }
- vld1.u32 { test_mask }, [ psx_gpu, :128 ]
+ vld1.u32 { test_mask }, [psx_gpu, :128]
veor.u32 draw_mask, draw_mask, draw_mask
mov num_blocks, span_num_blocks
.align 3
function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
- ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
+ ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]
cmp num_spans, #0
bxeq lr
stmdb sp!, { r4 - r11, r14 }
- ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
+ ldr color, [psx_gpu, #psx_gpu_triangle_color_offset]
ubfx color_r, color, #3, #5
ubfx color_g, color, #11, #5
- ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ]
+ ldrh mask_msb_scalar, [psx_gpu, #psx_gpu_mask_msb_offset]
ubfx color_b, color, #19, #5
orr color, color_r, color_b, lsl #10
vdup.u16 colors, color
add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
- orr color, color, lsl #16
+ orr color, 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 ]
+ 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 left_x, [ span_edge_data, #edge_data_left_x_offset ]
+ ldrh left_x, [span_edge_data, #edge_data_left_x_offset]
add fb_ptr, fb_ptr, y, lsl #11
subs span_num_blocks, span_num_blocks, #1
beq 3f
2:
- vst1.u32 { colors }, [ fb_ptr ]!
+ vst1.u32 { colors }, [fb_ptr]!
subs span_num_blocks, span_num_blocks, #1
bne 2b
3:
- ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
+ ldrb right_mask, [span_edge_data, #edge_data_right_mask_offset]
cmp right_mask, #0x0
beq 5f
tst right_mask, #0xF
- streq color, [ fb_ptr ], #4
+ streq color, [fb_ptr], #4
moveq right_mask, right_mask, lsr #4
- streq color, [ fb_ptr ], #4
+ streq color, [fb_ptr], #4
tst right_mask, #0x3
- streq color, [ fb_ptr ], #4
+ streq color, [fb_ptr], #4
moveq right_mask, right_mask, lsr #2
tst right_mask, #0x1
- streqh color, [ fb_ptr ]
+ strheq color, [fb_ptr]
1:
add span_edge_data, span_edge_data, #8
ldmia sp!, { r4 - r11, pc }
5:
- vst1.u32 { colors }, [ fb_ptr ]
+ vst1.u32 { colors }, [fb_ptr]
bal 1b
.align 3; \
\
function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \
- ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
+ ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \
add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
\
- vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
+ vld1.u32 { rg_dx }, [rg_dx_ptr, :64]; \
\
cmp num_spans, #0; \
bxeq lr; \
stmdb sp!, { r4 - r11, r14 }; \
vshl.u32 rg_dx4, rg_dx, #2; \
\
- ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
+ ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset]; \
vshl.u32 rg_dx8, rg_dx, #3; \
\
add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
\
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
\
add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
vmov.u8 d128_0x7, #0x7; \
\
0: \
- ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
+ ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \
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 ]; \
+ ldrh y, [span_edge_data, #edge_data_y_offset]; \
+ ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
\
- ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
+ ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \
add num_blocks, span_num_blocks, num_blocks; \
\
cmp num_blocks, #MAX_BLOCKS; \
bgt 2f; \
\
3: \
- ldr b, [ span_b_offset ]; \
+ ldr b, [span_b_offset]; \
add fb_ptr, fb_ptr, y, lsl #11; \
\
vdup.u32 v_left_x, left_x; \
and y, y, #0x3; \
\
- ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
+ ldr dither_row, [dither_offset_ptr, y, lsl #2]; \
add fb_ptr, fb_ptr, left_x, lsl #1; \
\
mla b, b_dx, left_x, b; \
and dither_shift, left_x, #0x03; \
\
- vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
+ vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \
vshr.u32 rg_dx, rg_dx4, #2; \
\
mov dither_shift, dither_shift, lsl #3; \
vdup.u32 r_block, rg[0]; \
vdup.u32 g_block, rg[1]; \
\
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]!; \
\
vadd.u32 r_block, r_block, block_span; \
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]!; \
\
vadd.u32 g_block, g_block, block_span; \
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]; \
\
vadd.u32 b_block, b_block, block_span; \
add block_ptr_b, block_ptr_a, #16; \
vshrn.u32 g_whole_low, g_block, #16; \
\
vshrn.u32 b_whole_low, b_block, #16; \
- str fb_ptr, [ block_ptr_a, #44 ]; \
+ str fb_ptr, [block_ptr_a, #44]; \
\
vdup.u32 dx4, rg_dx4[0]; \
vshr.u8 r_whole_8, r_whole_8, #3; \
vmovn.u16 g_whole_8, g_whole; \
vmovn.u16 b_whole_8, b_whole; \
\
- vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
- vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
+ vst1.u32 { draw_mask }, [block_ptr_a, :128], c_64; \
+ vst1.u32 { pixels }, [block_ptr_b, :128], c_64; \
\
- pld [ fb_ptr ]; \
+ pld [fb_ptr]; \
\
subs span_num_blocks, span_num_blocks, #1; \
bne 4b; \
\
5: \
- str fb_ptr, [ block_ptr_a, #44 ]; \
+ str fb_ptr, [block_ptr_a, #44]; \
setup_blocks_shaded_untextured_dither_a_##dithering(); \
\
- ldrh 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; \
vdup.u8 draw_mask, right_mask; \
\
vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
- vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
+ vld1.u32 { test_mask }, [psx_gpu, :128]; \
\
vtst.u16 draw_mask, draw_mask, test_mask; \
\
vmlal.u8 pixels, g_whole_8, d64_4; \
vmlal.u8 pixels, b_whole_8, d64_128; \
\
- vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
- vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
+ vst1.u32 { draw_mask }, [block_ptr_a, :128], c_64; \
+ vst1.u32 { pixels }, [block_ptr_b, :128], c_64; \
\
1: \
add span_uvrg_offset, span_uvrg_offset, #16; \
add span_edge_data, span_edge_data, #8; \
subs num_spans, num_spans, #1; \
\
- strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
bne 0b; \
\
ldmia sp!, { r4 - r11, pc }; \
/* TODO: Load from psx_gpu instead of saving/restoring these */\
vpush { rg_dx4 }; \
\
- stmdb sp!, { r0 - r3, r12, r14 }; \
+ stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }; \
bl flush_render_block_buffer; \
- ldmia sp!, { r0 - r3, r12, r14 }; \
+ ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }; \
\
vpop { rg_dx4 }; \
\
.align 3; \
\
function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \
- ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
+ ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \
add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
\
- vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
+ vld1.u32 { rg_dx }, [rg_dx_ptr, :64]; \
\
cmp num_spans, #0; \
bxeq lr; \
stmdb sp!, { r4 - r11, r14 }; \
vshl.u32 rg_dx4, rg_dx, #2; \
\
- ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
+ ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset]; \
vshl.u32 rg_dx8, rg_dx, #3; \
\
add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
\
vmov.u8 d128_0x7, #0x7; \
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
- vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
+ vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
\
0: \
- ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
+ ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \
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 ]; \
+ ldrh y, [span_edge_data, #edge_data_y_offset]; \
+ ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
\
- ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
+ ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \
add fb_ptr, fb_ptr, y, lsl #11; \
\
- ldr b, [ span_b_offset ]; \
+ ldr b, [span_b_offset]; \
vdup.u32 v_left_x, left_x; \
and y, y, #0x3; \
\
- ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
+ ldr dither_row, [dither_offset_ptr, y, lsl #2]; \
add fb_ptr, fb_ptr, left_x, lsl #1; \
\
mla b, b_dx, left_x, b; \
and dither_shift, left_x, #0x03; \
\
- vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
+ vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \
vshr.u32 rg_dx, rg_dx4, #2; \
\
mov dither_shift, dither_shift, lsl #3; \
vdup.u32 r_block, rg[0]; \
vdup.u32 g_block, rg[1]; \
\
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]!; \
\
vadd.u32 r_block, r_block, block_span; \
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]!; \
\
vadd.u32 g_block, g_block, block_span; \
- vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
+ vld1.u32 { block_span }, [block_span_ptr, :128]; \
\
vadd.u32 b_block, b_block, block_span; \
add block_ptr_b, block_ptr_a, #16; \
vmovn.u16 g_whole_8, g_whole; \
vmovn.u16 b_whole_8, b_whole; \
\
- vst1.u32 { pixels }, [ fb_ptr ]!; \
+ vst1.u32 { pixels }, [fb_ptr]!; \
subs span_num_blocks, span_num_blocks, #1; \
bne 2b; \
\
3: \
setup_blocks_shaded_untextured_dither_a_##dithering(); \
\
- ldrh 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; \
vmlal.u8 pixels, g_whole_8, d64_4; \
vmlal.u8 pixels, b_whole_8, d64_128; \
\
- ldr pc, [ pc, right_mask, lsl #2 ]; \
+ JT_OP_REL(100f, right_mask, temp); \
+ JT_OP(ldr pc, [pc, right_mask, lsl #2]); \
nop; \
+ 100: \
nop; \
- .word 4f; \
- .word 5f; \
- .word 6f; \
- .word 7f; \
- .word 8f; \
- .word 9f; \
- .word 10f; \
- .word 11f; \
+ .word JTE(100b, 4f); \
+ .word JTE(100b, 5f); \
+ .word JTE(100b, 6f); \
+ .word JTE(100b, 7f); \
+ .word JTE(100b, 8f); \
+ .word JTE(100b, 9f); \
+ .word JTE(100b, 10f); \
+ .word JTE(100b, 11f); \
\
4: \
- vst1.u16 { pixels_low[0] }, [ fb_ptr ]; \
+ vst1.u16 { pixels_low[0] }, [fb_ptr]; \
bal 1f; \
\
5: \
- vst1.u32 { pixels_low[0] }, [ fb_ptr ]; \
+ vst1.u32 { pixels_low[0] }, [fb_ptr]; \
bal 1f; \
\
6: \
- vst1.u32 { pixels_low[0] }, [ fb_ptr ]!; \
- vst1.u16 { pixels_low[2] }, [ fb_ptr ]; \
+ vst1.u32 { pixels_low[0] }, [fb_ptr]!; \
+ vst1.u16 { pixels_low[2] }, [fb_ptr]; \
bal 1f; \
\
7: \
- vst1.u32 { pixels_low }, [ fb_ptr ]; \
+ vst1.u32 { pixels_low }, [fb_ptr]; \
bal 1f; \
\
8: \
- vst1.u32 { pixels_low }, [ fb_ptr ]!; \
- vst1.u16 { pixels_high[0] }, [ fb_ptr ]; \
+ 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 ]!; \
+ 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 ]; \
+ 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 ]; \
+ vst1.u32 { pixels }, [fb_ptr]; \
bal 1f; \
\
1: \
stmdb sp!, { r3 - r11, r14 }
add block_ptr, psx_gpu, #psx_gpu_blocks_offset
- ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
- ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
- vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]
+ ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]
+ vld1.u32 { clut_a, clut_b }, [clut_ptr, :128]
- ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
+ ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]
vuzp.u8 clut_a, clut_b
- ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
+ ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]
tst dirty_textures_mask, current_texture_mask
bne 1f
uxtah uv_3, texture_ptr, uv_23, ror #16
uxtah uv_4, texture_ptr, uv_45
- ldrb pixel_0, [ uv_0 ]
+ ldrb pixel_0, [uv_0]
uxtah uv_5, texture_ptr, uv_45, ror #16
- ldrb pixel_1, [ uv_1 ]
+ ldrb pixel_1, [uv_1]
uxtah uv_6, texture_ptr, uv_67
- ldrb pixel_2, [ uv_2 ]
+ ldrb pixel_2, [uv_2]
uxtah uv_7, texture_ptr, uv_67, ror #16
- ldrb pixel_3, [ uv_3 ]
+ ldrb pixel_3, [uv_3]
- ldrb pixel_4, [ uv_4 ]
+ ldrb pixel_4, [uv_4]
subs num_blocks, num_blocks, #1
- ldrb pixel_5, [ uv_5 ]
+ ldrb pixel_5, [uv_5]
orr pixels_a, pixel_0, pixel_1, lsl #8
- ldrb pixel_6, [ uv_6 ]
+ ldrb pixel_6, [uv_6]
orr pixels_b, pixel_4, pixel_5, lsl #8
- ldrb pixel_7, [ uv_7 ]
+ ldrb pixel_7, [uv_7]
orr pixels_a, pixels_a, pixel_2, lsl #16
orr pixels_b, pixels_b, pixel_6, lsl #16
orr pixels_a, pixels_a, pixel_3, lsl #24
orr pixels_b, pixels_b, pixel_7, lsl #24
- vmov.u32 texels, pixels_a, pixels_b
+ vmov texels, pixels_a, pixels_b
vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
- vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64
+ vst2.u8 { texels_low, texels_high }, [block_ptr, :128], c_64
bne 0b
ldmia sp!, { r3 - r11, pc }
stmdb sp!, { r3 - r11, r14 }
add block_ptr, psx_gpu, #psx_gpu_blocks_offset
- ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
- ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
- ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
+ ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]
+ ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]
- ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]
+ ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset]
tst dirty_textures_mask, current_texture_mask
bne 1f
uxtah uv_3, texture_ptr, uv_23, ror #16
uxtah uv_4, texture_ptr, uv_45
- ldrb pixel_0, [ uv_0 ]
+ ldrb pixel_0, [uv_0]
uxtah uv_5, texture_ptr, uv_45, ror #16
- ldrb pixel_1, [ uv_1 ]
+ ldrb pixel_1, [uv_1]
uxtah uv_6, texture_ptr, uv_67
- ldrb pixel_2, [ uv_2 ]
+ ldrb pixel_2, [uv_2]
uxtah uv_7, texture_ptr, uv_67, ror #16
- ldrb pixel_3, [ uv_3 ]
+ ldrb pixel_3, [uv_3]
- ldrb pixel_4, [ uv_4 ]
+ ldrb pixel_4, [uv_4]
add pixel_0, pixel_0, pixel_0
- ldrb pixel_5, [ uv_5 ]
+ ldrb pixel_5, [uv_5]
add pixel_1, pixel_1, pixel_1
- ldrb pixel_6, [ uv_6 ]
+ ldrb pixel_6, [uv_6]
add pixel_2, pixel_2, pixel_2
- ldrb pixel_7, [ uv_7 ]
+ ldrb pixel_7, [uv_7]
add pixel_3, pixel_3, pixel_3
- ldrh pixel_0, [ clut_ptr, pixel_0 ]
+ ldrh pixel_0, [clut_ptr, pixel_0]
add pixel_4, pixel_4, pixel_4
- ldrh pixel_1, [ clut_ptr, pixel_1 ]
+ ldrh pixel_1, [clut_ptr, pixel_1]
add pixel_5, pixel_5, pixel_5
- ldrh pixel_2, [ clut_ptr, pixel_2 ]
+ ldrh pixel_2, [clut_ptr, pixel_2]
add pixel_6, pixel_6, pixel_6
- ldrh pixel_3, [ clut_ptr, pixel_3 ]
+ ldrh pixel_3, [clut_ptr, pixel_3]
add pixel_7, pixel_7, pixel_7
- ldrh pixel_4, [ clut_ptr, pixel_4 ]
+ ldrh pixel_4, [clut_ptr, pixel_4]
orr pixels_a, pixel_0, pixel_1, lsl #16
- ldrh pixel_5, [ clut_ptr, pixel_5 ]
+ ldrh pixel_5, [clut_ptr, pixel_5]
orr pixels_c, pixel_2, pixel_3, lsl #16
- ldrh pixel_6, [ clut_ptr, pixel_6 ]
+ ldrh pixel_6, [clut_ptr, pixel_6]
subs num_blocks, num_blocks, #1
- ldrh pixel_7, [ clut_ptr, pixel_7 ]
+ ldrh pixel_7, [clut_ptr, pixel_7]
orr pixels_b, pixel_4, pixel_5, lsl #16
orr pixels_d, pixel_6, pixel_7, lsl #16
ldmia sp!, { r3 - r11, pc }
1:
- stmdb sp!, { r1 - r2, r12 }
+ stmdb sp!, { r1 - r2, EXTRA_UNSAVED_REGS r12 }
bl update_texture_8bpp_cache
- ldmia sp!, { r1 - r2, r12 }
+ ldmia sp!, { r1 - r2, EXTRA_UNSAVED_REGS r12 }
bal 0b
stmdb sp!, { r3 - r11, r14 }
add block_ptr, psx_gpu, #psx_gpu_blocks_offset
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
- ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
+ ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
0:
- ldrh uv_0, [ block_ptr ]
+ ldrh uv_0, [block_ptr]
subs num_blocks, num_blocks, #1
- ldrh uv_1, [ block_ptr, #2 ]
+ ldrh uv_1, [block_ptr, #2]
and v_0, uv_0, #0xFF00
and v_1, uv_1, #0xFF00
and u_1, uv_1, #0xFF
add uv_0, u_0, v_0, lsl #2
- ldrh uv_2, [ block_ptr, #4 ]
+ ldrh uv_2, [block_ptr, #4]
add uv_1, u_1, v_1, lsl #2
- ldrh uv_3, [ block_ptr, #6 ]
+ ldrh uv_3, [block_ptr, #6]
add uv_0, uv_0, uv_0
add uv_1, uv_1, uv_1
and u_3, uv_3, #0xFF
add uv_2, u_2, v_2, lsl #2
- ldrh uv_4, [ block_ptr, #8 ]
+ ldrh uv_4, [block_ptr, #8]
add uv_3, u_3, v_3, lsl #2
- ldrh uv_5, [ block_ptr, #10 ]
+ ldrh uv_5, [block_ptr, #10]
add uv_2, uv_2, uv_2
add uv_3, uv_3, uv_3
and u_5, uv_5, #0xFF
add uv_4, u_4, v_4, lsl #2
- ldrh uv_6, [ block_ptr, #12 ]
+ ldrh uv_6, [block_ptr, #12]
add uv_5, u_5, v_5, lsl #2
- ldrh uv_7, [ block_ptr, #14 ]
+ ldrh uv_7, [block_ptr, #14]
add uv_4, uv_4, uv_4
- ldrh pixel_0, [ texture_ptr, uv_0 ]
+ ldrh pixel_0, [texture_ptr, uv_0]
add uv_5, uv_5, uv_5
- ldrh pixel_1, [ texture_ptr, uv_1 ]
+ ldrh pixel_1, [texture_ptr, uv_1]
and v_6, uv_6, #0xFF00
- ldrh pixel_2, [ texture_ptr, uv_2 ]
+ ldrh pixel_2, [texture_ptr, uv_2]
and v_7, uv_7, #0xFF00
- ldrh pixel_3, [ texture_ptr, uv_3 ]
+ ldrh pixel_3, [texture_ptr, uv_3]
and u_6, uv_6, #0xFF
- ldrh pixel_4, [ texture_ptr, uv_4 ]
+ ldrh pixel_4, [texture_ptr, uv_4]
and u_7, uv_7, #0xFF
- ldrh pixel_5, [ texture_ptr, uv_5 ]
+ ldrh pixel_5, [texture_ptr, uv_5]
add uv_6, u_6, v_6, lsl #2
add uv_7, u_7, v_7, lsl #2
orr pixels_a, pixel_0, pixel_1, lsl #16
orr pixels_b, pixel_2, pixel_3, lsl #16
- ldrh pixel_6, [ texture_ptr, uv_6 ]
+ ldrh pixel_6, [texture_ptr, uv_6]
orr pixels_c, pixel_4, pixel_5, lsl #16
- ldrh pixel_7, [ texture_ptr, uv_7 ]
+ ldrh pixel_7, [texture_ptr, uv_7]
orr pixels_d, pixel_6, pixel_7, lsl #16
stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d }
#define shade_blocks_textured_modulated_prologue_direct() \
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
- vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] \
+ vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16] \
#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 ]; \
+ ldr colors_scalar, [psx_gpu, #psx_gpu_triangle_color_offset]; \
movw colors_scalar_compare, #0x8080; \
\
movt colors_scalar_compare, #0x80; \
#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 ]; \
+ vld1.u32 { colors_r[] }, [color_ptr, :32]; \
vdup.u8 colors_g, colors_r[1]; \
vdup.u8 colors_b, colors_r[2]; \
vdup.u8 colors_r, colors_r[0] \
#define shade_blocks_textured_modulated_load_dithered(target) \
- vld1.u32 { target }, [ block_ptr_load_b, :128 ] \
+ vld1.u32 { target }, [block_ptr_load_b, :128] \
#define shade_blocks_textured_modulated_load_last_dithered(target) \
- vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32 \
+ vld1.u32 { target }, [block_ptr_load_b, :128], c_32 \
#define shade_blocks_textured_modulated_load_undithered(target) \
#define shade_blocks_textured_modulated_store_draw_mask_indirect(offset) \
- vst1.u32 { draw_mask }, [ block_ptr_store, :128 ]! \
+ vst1.u32 { draw_mask }, [block_ptr_store, :128]! \
#define shade_blocks_textured_modulated_store_draw_mask_direct(offset) \
- ldr fb_ptr, [ block_ptr_load_b, #(offset - 64) ]; \
- vld1.u32 { fb_pixels }, [ fb_ptr ]; \
+ ldr fb_ptr, [block_ptr_load_b, #(offset - 64)]; \
+ vld1.u32 { fb_pixels }, [fb_ptr]; \
vbit.u16 pixels, fb_pixels, draw_mask \
#define shade_blocks_textured_modulated_store_pixels_indirect() \
- vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48 \
+ vst1.u32 { pixels }, [block_ptr_store, :128], c_48 \
#define shade_blocks_textured_modulated_store_pixels_direct() \
- vst1.u32 { pixels }, [ fb_ptr ] \
+ vst1.u32 { pixels }, [fb_ptr] \
#define shade_blocks_textured_modulated_load_rg_shaded() \
- vld1.u32 { colors_r, colors_g }, [ block_ptr_load_b, :128 ], c_32 \
+ vld1.u32 { colors_r, colors_g }, [block_ptr_load_b, :128], c_32 \
#define shade_blocks_textured_modulated_load_rg_unshaded() \
add block_ptr_load_b, block_ptr_load_b, #32 \
#define shade_blocks_textured_modulated_load_bdm_shaded() \
- vld1.u32 { colors_b, draw_mask_bits }, [ block_ptr_load_a, :128 ], c_32 \
+ vld1.u32 { colors_b, draw_mask_bits }, [block_ptr_load_a, :128], c_32 \
#define shade_blocks_textured_modulated_load_bdm_unshaded() \
- ldr draw_mask_bits_scalar, [ block_ptr_load_a, #8 ]; \
+ ldr draw_mask_bits_scalar, [block_ptr_load_a, #8]; \
add block_ptr_load_a, block_ptr_load_a, #32 \
#define shade_blocks_textured_modulated_expand_draw_mask_shaded() \
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 ]; \
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
\
- vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
+ vld1.u32 { test_mask }, [psx_gpu, :128]; \
\
shade_blocks_textured_modulated_prologue_##target(); \
\
vmov.u8 d64_4, #4; \
vmov.u8 d64_128, #128; \
\
- vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
+ vld1.u32 { texels }, [block_ptr_load_a, :128], c_32; \
vmov.u8 d128_0x07, #0x07; \
\
shade_blocks_textured_modulated_load_rg_##shading(); \
.align 3; \
\
0: \
- vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
+ vld1.u32 { texels }, [block_ptr_load_a, :128], c_32; \
shade_blocks_textured_modulated_load_rg_##shading(); \
vshrn.u16 texels_g, texels, #5; \
\
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; \
\
.align 3
function(shade_blocks_textured_unmodulated_indirect)
- str r14, [ sp, #-4 ]
+ str r14, [sp, #-4]
add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
- vld1.u32 { test_mask }, [ psx_gpu, :128 ]
+ vld1.u32 { test_mask }, [psx_gpu, :128]
add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset
mov c_64, #64
add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
- vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
+ vld1.u32 { pixels }, [block_ptr_load, :128], c_64
vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
- [ draw_mask_bits_ptr, :16 ], c_64
+ [draw_mask_bits_ptr, :16], c_64
vceq.u16 zero_mask, pixels, #0
vtst.u16 draw_mask, draw_mask, test_mask
- vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
+ vst1.u32 { pixels }, [pixel_store_ptr, :128], c_64
subs num_blocks, num_blocks, #1
beq 1f
0:
- vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
+ vld1.u32 { pixels }, [block_ptr_load, :128], c_64
vorr.u16 draw_mask_combined, draw_mask, zero_mask
vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
- [ draw_mask_bits_ptr, :16 ], c_64
+ [draw_mask_bits_ptr, :16], c_64
vceq.u16 zero_mask, pixels, #0
vtst.u16 draw_mask, draw_mask, test_mask
- vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
+ vst1.u32 { pixels }, [pixel_store_ptr, :128], c_64
- vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
+ vst1.u32 { draw_mask_combined }, [draw_mask_store_ptr, :128], c_64
subs num_blocks, num_blocks, #1
bne 0b
1:
vorr.u16 draw_mask_combined, draw_mask, zero_mask
- vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
+ vst1.u32 { draw_mask_combined }, [draw_mask_store_ptr, :128], c_64
- ldr pc, [ sp, #-4 ]
+ ldr pc, [sp, #-4]
.align 3
stmdb sp!, { r4, r14 }
add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
- vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
+ vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]
mov c_64, #64
- vld1.u32 { test_mask }, [ psx_gpu, :128 ]
+ vld1.u32 { test_mask }, [psx_gpu, :128]
add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
- [ draw_mask_bits_ptr, :16 ], c_64
- ldr fb_ptr_next, [ block_ptr_load, #44 ]
+ [draw_mask_bits_ptr, :16], c_64
+ ldr fb_ptr_next, [block_ptr_load, #44]
- vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
- vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
+ vld1.u32 { pixels }, [block_ptr_load, :128], c_64
+ vld1.u16 { fb_pixels_next }, [fb_ptr_next]
vceq.u16 zero_mask, pixels, #0
vtst.u16 draw_mask, draw_mask, test_mask
0:
mov fb_ptr, fb_ptr_next
- ldr fb_ptr_next, [ block_ptr_load, #44 ]
+ ldr fb_ptr_next, [block_ptr_load, #44]
vorr.u16 pixels, pixels, msb_mask
vmov fb_pixels, fb_pixels_next
vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
- [ draw_mask_bits_ptr, :16 ], c_64
+ [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
- vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
+ vld1.u16 { fb_pixels_next }, [fb_ptr_next]
vceq.u16 zero_mask, pixels, #0
- vst1.u16 { fb_pixels }, [ fb_ptr ]
+ vst1.u16 { fb_pixels }, [fb_ptr]
vtst.u16 draw_mask, draw_mask, test_mask
3:
vorr.u16 draw_mask_combined, draw_mask, zero_mask
vbif.u16 fb_pixels_next, pixels, draw_mask_combined
- vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
+ vst1.u16 { fb_pixels_next }, [fb_ptr_next]
ldmia sp!, { r4, pc }
4:
- vst1.u16 { fb_pixels }, [ fb_ptr ]
+ vst1.u16 { fb_pixels }, [fb_ptr]
vceq.u16 zero_mask, pixels, #0
- vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
+ vld1.u16 { fb_pixels_next }, [fb_ptr_next]
vtst.u16 draw_mask, draw_mask, test_mask
bal 3b
stmdb sp!, { r4, r14 }
add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
- vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
+ vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]
add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
- vld1.u16 { pixels }, [ color_ptr, :128 ]
+ vld1.u16 { pixels }, [color_ptr, :128]
mov c_64, #64
- vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
+ vld1.u16 { draw_mask }, [draw_mask_ptr, :128], c_64
vorr.u16 pixels, pixels, msb_mask
subs num_blocks, num_blocks, #1
- ldr fb_ptr_next, [ block_ptr_load ], #64
+ ldr fb_ptr_next, [block_ptr_load], #64
- vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
+ vld1.u16 { fb_pixels_next }, [fb_ptr_next]
beq 1f
0:
vmov fb_pixels, fb_pixels_next
mov fb_ptr, fb_ptr_next
- ldr fb_ptr_next, [ block_ptr_load ], #64
+ ldr fb_ptr_next, [block_ptr_load], #64
vbif.u16 fb_pixels, pixels, draw_mask
- vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
+ vld1.u16 { draw_mask }, [draw_mask_ptr, :128], c_64
sub fb_ptr_cmp, fb_ptr_next, fb_ptr
add fb_ptr_cmp, fb_ptr_cmp, #14
cmp fb_ptr_cmp, #28
bls 4f
- vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
- vst1.u16 { fb_pixels }, [ fb_ptr ]
+ vld1.u16 { fb_pixels_next }, [fb_ptr_next]
+ vst1.u16 { fb_pixels }, [fb_ptr]
3:
subs num_blocks, num_blocks, #1
1:
vbif.u16 fb_pixels_next, pixels, draw_mask
- vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
+ vst1.u16 { fb_pixels_next }, [fb_ptr_next]
ldmia sp!, { r4, pc }
4:
- vst1.u16 { fb_pixels }, [ fb_ptr ]
- vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
+ vst1.u16 { fb_pixels }, [fb_ptr]
+ vld1.u16 { fb_pixels_next }, [fb_ptr_next]
bal 3b
function(blend_blocks_##texturing##_average_##mask_evaluate) \
stmdb sp!, { r4, r14 }; \
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
- vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
+ vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
\
add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
mov c_64, #64; \
\
vmov.u16 d128_0x8000, #0x8000; \
- vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
- ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
+ vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \
+ ldr fb_ptr_next, [pixel_ptr, #28]; \
\
vmov.u16 d128_0x0421, #0x0400; \
- vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
+ vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \
\
vorr.u16 d128_0x0421, #0x0021; \
- vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
+ vld1.u16 { fb_pixels_next }, [fb_ptr_next]; \
\
veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
\
0: \
mov fb_ptr, fb_ptr_next; \
- ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
+ ldr fb_ptr_next, [pixel_ptr, #28]; \
\
vmov pixels, pixels_next; \
- vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
+ vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \
\
vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
\
blend_blocks_average_mask_copy_##mask_evaluate(); \
- vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
+ vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \
\
blend_blocks_average_set_blend_mask_##texturing(pixels); \
blend_blocks_average_set_stp_bit_##texturing(); \
cmp fb_ptr_cmp, #28; \
bls 2f; \
\
- vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
+ vld1.u16 { fb_pixels_next }, [fb_ptr_next]; \
veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
\
vorr.u16 blend_pixels, blend_pixels, msb_mask; \
vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
blend_blocks_average_mask_set_##mask_evaluate(); \
- vst1.u16 { fb_pixels }, [ fb_ptr ]; \
+ vst1.u16 { fb_pixels }, [fb_ptr]; \
\
3: \
subs num_blocks, num_blocks, #1; \
\
vorr.u16 blend_pixels, blend_pixels, msb_mask; \
vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next; \
- vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
+ vst1.u16 { fb_pixels_next }, [fb_ptr_next]; \
\
ldmia sp!, { r4, pc }; \
\
2: \
vorr.u16 blend_pixels, blend_pixels, msb_mask; \
vbif.u16 fb_pixels, blend_pixels, draw_mask; \
- vst1.u16 { fb_pixels }, [ fb_ptr ]; \
+ vst1.u16 { fb_pixels }, [fb_ptr]; \
\
- vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
+ vld1.u16 { fb_pixels_next }, [fb_ptr_next]; \
veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
function(blend_blocks_textured_add_##mask_evaluate) \
stmdb sp!, { r4, r14 }; \
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
- vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
+ vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
\
add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
mov c_64, #64; \
vorr.u16 d128_0x7C1F, #0x001F; \
vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0; \
\
- vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
- ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
- vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
+ vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
+ ldr fb_ptr_next, [pixel_ptr, #28]; \
+ vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
vclt.s16 blend_mask, pixels, #0; \
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ vld1.u16 { fb_pixels }, [fb_ptr_next]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
vand.u16 pixels_rb, pixels, d128_0x7C1F; \
\
0: \
mov fb_ptr, fb_ptr_next; \
\
- ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
+ ldr fb_ptr_next, [pixel_ptr, #28]; \
\
- vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
+ vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
vclt.s16 blend_mask, pixels, #0; \
\
vorr.u16 pixels, pixels, msb_mask; \
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; \
\
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ 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_rb, pixels, d128_0x7C1F; \
vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
- vst1.u16 { blend_pixels }, [ fb_ptr ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr]; \
\
3: \
vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
1: \
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
vbit.u16 blend_pixels, fb_pixels, draw_mask; \
- vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr_next]; \
\
ldmia sp!, { r4, pc }; \
\
2: \
- vst1.u16 { blend_pixels }, [ fb_ptr ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr]; \
vand.u16 pixels_rb, pixels, d128_0x7C1F; \
\
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ 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(); \
function(blend_blocks_untextured_add_##mask_evaluate) \
stmdb sp!, { r4, r14 }; \
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
- vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
+ vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
\
add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
mov c_64, #64; \
vorr.u16 d128_0x7C1F, #0x001F; \
vorr.u16 d128_0x03E0, #0x00E0; \
\
- vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
- ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
- vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
+ ldr fb_ptr_next, [pixel_ptr, #28]; \
+ vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
+ vld1.u16 { fb_pixels }, [fb_ptr_next]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
vand.u16 pixels_rb, pixels, d128_0x7C1F; \
\
0: \
mov fb_ptr, fb_ptr_next; \
\
- ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
+ ldr fb_ptr_next, [pixel_ptr, #28]; \
\
- vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
+ vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
\
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
vorr.u16 blend_pixels, blend_pixels, msb_mask; \
vand.u16 pixels_g, pixels, d128_0x03E0; \
\
vbit.u16 blend_pixels, fb_pixels, draw_mask; \
- vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
+ vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
\
sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
add fb_ptr_cmp, fb_ptr_cmp, #14; \
cmp fb_ptr_cmp, #28; \
bls 2f; \
\
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ vld1.u16 { fb_pixels }, [fb_ptr_next]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
blend_blocks_add_mask_copy_##mask_evaluate(); \
vand.u16 pixels_rb, pixels, d128_0x7C1F; \
vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
- vst1.u16 { blend_pixels }, [ fb_ptr ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr]; \
\
3: \
vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
vorr.u16 blend_pixels, blend_pixels, msb_mask; \
vbit.u16 blend_pixels, fb_pixels, draw_mask; \
- vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr_next]; \
\
ldmia sp!, { r4, pc }; \
\
2: \
- vst1.u16 { blend_pixels }, [ fb_ptr ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr]; \
vand.u16 pixels_rb, pixels, d128_0x7C1F; \
\
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ vld1.u16 { fb_pixels }, [fb_ptr_next]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
blend_blocks_add_mask_copy_##mask_evaluate(); \
vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
function(blend_blocks_##texturing##_subtract_##mask_evaluate) \
stmdb sp!, { r4, r14 }; \
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
- vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
+ vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
\
add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
mov c_64, #64; \
vorr.u16 d128_0x7C1F, #0x001F; \
vorr.u16 d128_0x03E0, #0x00E0; \
\
- vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
- ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
- vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
+ vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \
+ ldr fb_ptr_next, [pixel_ptr, #28]; \
+ vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \
blend_blocks_subtract_set_blend_mask_##texturing(); \
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ vld1.u16 { fb_pixels }, [fb_ptr_next]; \
blend_blocks_subtract_mask_set_##mask_evaluate(); \
vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
\
0: \
blend_blocks_subtract_mask_copy_##mask_evaluate(); \
mov fb_ptr, fb_ptr_next; \
- ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
+ ldr fb_ptr_next, [pixel_ptr, #28]; \
\
- vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
+ vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \
blend_blocks_subtract_msb_mask_##texturing(); \
\
- vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
+ vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
blend_blocks_subtract_set_stb_##texturing(); \
cmp fb_ptr_cmp, #28; \
bls 2f; \
\
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ vld1.u16 { fb_pixels }, [fb_ptr_next]; \
blend_blocks_subtract_mask_set_##mask_evaluate(); \
vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
- vst1.u16 { blend_pixels }, [ fb_ptr ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr]; \
vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
\
3: \
blend_blocks_subtract_set_stb_##texturing(); \
blend_blocks_subtract_combine_##texturing(); \
vbit.u16 blend_pixels, fb_pixels, draw_mask; \
- vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr_next]; \
\
ldmia sp!, { r4, pc }; \
\
2: \
- vst1.u16 { blend_pixels }, [ fb_ptr ]; \
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr]; \
+ vld1.u16 { fb_pixels }, [fb_ptr_next]; \
blend_blocks_subtract_mask_set_##mask_evaluate(); \
vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
function(blend_blocks_textured_add_fourth_##mask_evaluate) \
stmdb sp!, { r4, r14 }; \
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
- vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
+ vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
\
add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
mov c_64, #64; \
\
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.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
+ vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
+ ldr fb_ptr_next, [pixel_ptr, #28]; \
+ vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
vclt.s16 blend_mask, pixels, #0; \
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ 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]; \
\
- 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; \
+ 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.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
+ vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
\
sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
add fb_ptr_cmp, fb_ptr_cmp, #14; \
cmp fb_ptr_cmp, #28; \
bls 2f; \
\
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ 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; \
- vst1.u16 { blend_pixels }, [ fb_ptr ]; \
+ 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 ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr_next]; \
\
ldmia sp!, { r4, pc }; \
\
2: \
- vst1.u16 { blend_pixels }, [ fb_ptr ]; \
- vand.u16 pixels_mg, pixels_fourth, d128_0x80E0; \
+ vst1.u16 { blend_pixels }, [fb_ptr]; \
+ vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
\
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ 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; \
\
function(blend_blocks_untextured_add_fourth_##mask_evaluate) \
stmdb sp!, { r4, r14 }; \
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
- vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
+ vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
\
add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
mov c_64, #64; \
\
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; \
- ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
- vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
+ ldr fb_ptr_next, [pixel_ptr, #28]; \
+ vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
+ 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; \
\
0: \
mov fb_ptr, fb_ptr_next; \
+ ldr fb_ptr_next, [pixel_ptr, #28]; \
\
- ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
- \
- vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
+ vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
\
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
vshr.s16 pixels_fourth, pixels, #2; \
vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
\
vbit.u16 blend_pixels, fb_pixels, draw_mask; \
- vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
+ vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
\
sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
add fb_ptr_cmp, fb_ptr_cmp, #14; \
cmp fb_ptr_cmp, #28; \
bls 2f; \
\
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ vld1.u16 { fb_pixels }, [fb_ptr_next]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
blend_blocks_add_mask_copy_##mask_evaluate(); \
vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
- vst1.u16 { blend_pixels }, [ fb_ptr ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr]; \
\
3: \
vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
vorr.u16 blend_pixels, blend_pixels, msb_mask; \
vbit.u16 blend_pixels, fb_pixels, draw_mask; \
- vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr_next]; \
\
ldmia sp!, { r4, pc }; \
\
2: \
- vst1.u16 { blend_pixels }, [ fb_ptr ]; \
+ vst1.u16 { blend_pixels }, [fb_ptr]; \
vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
\
- vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
+ vld1.u16 { fb_pixels }, [fb_ptr_next]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
blend_blocks_add_mask_copy_##mask_evaluate(); \
vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
function(blend_blocks_textured_unblended_on)
stmdb sp!, { r4, r14 }
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
- vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
+ vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]
add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
mov c_64, #64
- ldr fb_ptr, [ pixel_ptr, #28 ]
- vld1.u16 { fb_pixels }, [ fb_ptr ]
- vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
+ ldr fb_ptr, [pixel_ptr, #28]
+ vld1.u16 { fb_pixels }, [fb_ptr]
+ vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64
vclt.s16 write_mask, fb_pixels, #0
- vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
+ vld1.u32 { pixels }, [pixel_ptr, :128], c_64
subs num_blocks, num_blocks, #1
beq 1f
0:
+ vorr.u16 pixels, pixels, msb_mask
vorr.u16 draw_mask, draw_mask, write_mask
vbif.u16 fb_pixels, pixels, draw_mask
- vst1.u16 { fb_pixels }, [ fb_ptr ]
+ vst1.u16 { fb_pixels }, [fb_ptr]
- ldr fb_ptr, [ pixel_ptr, #28 ]
- vld1.u16 { fb_pixels }, [ fb_ptr ]
- vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
+ ldr fb_ptr, [pixel_ptr, #28]
+ vld1.u16 { fb_pixels }, [fb_ptr]
+ vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64
vclt.s16 write_mask, fb_pixels, #0
- vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
+ vld1.u32 { pixels }, [pixel_ptr, :128], c_64
subs num_blocks, num_blocks, #1
bne 0b
1:
+ vorr.u16 pixels, pixels, msb_mask
vorr.u16 draw_mask, draw_mask, write_mask
vbif.u16 fb_pixels, pixels, draw_mask
- vst1.u16 { fb_pixels }, [ fb_ptr ]
+ vst1.u16 { fb_pixels }, [fb_ptr]
ldmia sp!, { r4, pc }
bxeq lr
0:
- vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3
+ vld1.u32 { u_whole_8, v_whole_8 }, [r1, :128], r3
subs r0, r0, #1
bne 0b
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_a
#undef colors_b
.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
vdup.u16 colors_a, color
+ mov pitch, #2048
vmov colors_b, colors_a
- mov pitch, #2048
sub pitch, pitch, width, lsl #1
- 0:
- mov num_width, width, lsr #4
+ mov num_width, width
- 1:
- vst1.u32 { colors_a, colors_b }, [ vram_ptr, :128 ]!
+ 0:
+ vst1.u32 { colors_a, colors_b }, [vram_ptr, :256]!
- subs num_width, num_width, #1
- bne 1b
+ subs num_width, num_width, #16
+ bne 0b
add vram_ptr, vram_ptr, pitch
+ mov num_width, width
+
subs height, height, #1
bne 0b
-
- 1:
- ldmia sp!, { r4 - r6, pc }
+ bx lr
+
#undef x
#undef y
#define fb_ptr_advance_column r12
#define texture_block_ptr r14
+#define temp r14
+
#define texture_page_ptr r3
#define left_block_mask r4
#define right_block_mask r5
#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
-
-
-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
+#define texels_low d12
+#define texels_high d13
- mov num_blocks, sub_tile_height
- bx lr
+#define texels_wide_low d14
+#define texels_wide_high d15
+#define texels_wide q7
-setup_sprite_flush_blocks_double:
- vpush { q1 - q4 }
+setup_sprite_flush_blocks:
+ vpush { q1 - q5 }
- stmdb sp!, { r0 - r3, r12, r14 }
+ stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
bl flush_render_block_buffer
- ldmia sp!, { r0 - r3, r12, r14 }
+ ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS 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
setup_sprite_update_texture_8bpp_cache:
- stmdb sp!, { r0 - r3, r14 }
+ stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r14 }
bl update_texture_8bpp_cache
- ldmia sp!, { r0 - r3, pc }
+ ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS pc }
#define setup_sprite_tiled_initialize_4bpp() \
ldr dirty_textures_mask, \
- [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]; \
- ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
+ [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]; \
+ ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]; \
\
- ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
- vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
+ ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]; \
+ vld1.u32 { clut_a, clut_b }, [clut_ptr, :128]; \
\
tst current_texture_mask, dirty_textures_mask; \
vuzp.u8 clut_a, clut_b; \
#define setup_sprite_tiled_initialize_8bpp() \
ldr dirty_textures_mask, \
- [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]; \
- ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
+ [psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset]; \
+ ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]; \
\
tst current_texture_mask, dirty_textures_mask; \
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) \
and texture_block_ptr, texture_offset, texture_mask; \
vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
\
- pld [ fb_ptr ]; \
+ pld [fb_ptr]; \
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
- vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
+ vld1.u32 { texels }, [texture_block_ptr, :64]; \
\
vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
\
- vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
+ vst2.u8 { texels_low, texels_high }, [block, :128]; \
add texture_block_ptr, texture_offset, #8; \
\
and texture_block_ptr, texture_block_ptr, texture_mask; \
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
add fb_ptr, fb_ptr, #16; \
\
- vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
+ vst1.u32 { draw_mask_fb_ptr_left }, [block, :64]; \
add block, block, #24; \
\
- vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
+ vld1.u32 { texels }, [texture_block_ptr, :64]; \
vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
\
- pld [ fb_ptr ]; \
+ pld [fb_ptr]; \
vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
\
- vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
+ vst2.u8 { texels_low, texels_high }, [block, :128]; \
add block, block, #40; \
\
add texture_offset, texture_offset, #0x10; \
add fb_ptr, fb_ptr, #(2048 - 16); \
\
- vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
+ vst1.u32 { draw_mask_fb_ptr_right }, [block, :64]; \
add block, block, #24; \
\
subs sub_tile_height, sub_tile_height, #1; \
bne 4b; \
\
add texture_offset, texture_offset, #0xF00; \
- strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
#define setup_sprite_tile_half_4bpp(edge) \
and texture_block_ptr, texture_offset, texture_mask; \
vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
\
- pld [ fb_ptr ]; \
+ pld [fb_ptr]; \
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
- vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
+ vld1.u32 { texels }, [texture_block_ptr, :64]; \
\
vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
\
- vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
+ vst2.u8 { texels_low, texels_high }, [block, :128]; \
add block, block, #40; \
\
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
- vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
+ vst1.u32 { draw_mask_fb_ptr_##edge }, [block, :64]; \
\
add block, block, #24; \
add texture_offset, texture_offset, #0x10; \
bne 4b; \
\
add texture_offset, texture_offset, #0xF00; \
- strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
#define setup_sprite_tile_full_8bpp(edge) \
and texture_block_ptr, texture_offset, texture_mask; \
vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
\
- pld [ fb_ptr ]; \
+ pld [fb_ptr]; \
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
- vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
+ vld1.u32 { texels }, [texture_block_ptr, :64]; \
\
add texture_block_ptr, texture_offset, #8; \
- vst1.u32 { texels }, [ block, :64 ]; \
+ vst1.u32 { texels }, [block, :64]; \
\
and texture_block_ptr, texture_block_ptr, texture_mask; \
add block, block, #24; \
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
\
add fb_ptr, fb_ptr, #16; \
- vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
+ vst1.u32 { draw_mask_fb_ptr_left }, [block, :64]; \
\
add block, block, #40; \
- vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
- pld [ fb_ptr ]; \
+ vld1.u32 { texels }, [texture_block_ptr, :64]; \
+ pld [fb_ptr]; \
\
vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
- vst1.u32 { texels }, [ block, :64 ]; \
+ vst1.u32 { texels }, [block, :64]; \
add block, block, #24; \
\
add texture_offset, texture_offset, #0x10; \
add fb_ptr, fb_ptr, #(2048 - 16); \
\
- vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
+ vst1.u32 { draw_mask_fb_ptr_right }, [block, :64]; \
add block, block, #40; \
\
subs sub_tile_height, sub_tile_height, #1; \
\
sub block, block, #16; \
add texture_offset, texture_offset, #0xF00; \
- strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
#define setup_sprite_tile_half_8bpp(edge) \
4: \
and texture_block_ptr, texture_offset, texture_mask; \
vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
- pld [ fb_ptr ]; \
+ pld [fb_ptr]; \
\
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
- vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
+ vld1.u32 { texels }, [texture_block_ptr, :64]; \
\
- vst1.u32 { texels }, [ block, :64 ]; \
+ vst1.u32 { texels }, [block, :64]; \
add block, block, #24; \
\
- vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
+ vst1.u32 { draw_mask_fb_ptr_##edge }, [block, :64]; \
add block, block, #40; \
\
add texture_offset, texture_offset, #0x10; \
\
sub block, block, #16; \
add texture_offset, texture_offset, #0xF00; \
- strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
#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() \
mov column_data, height; \
- ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] \
+ ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset] \
#define setup_sprite_column_data_multi() \
and height_rounded, height_rounded, #0xF; \
sub tile_height, tile_height, #1; \
\
orr column_data, column_data, tile_height, lsl #16; \
- ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]; \
+ ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]; \
\
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, 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 } \
+#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_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; \
+ \
+ 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; \
+ \
+ 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; \
+ \
+ write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr); \
+ \
+ write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
+ widen_texels_16bpp(texels_high); \
+ \
+ 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_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; \
+ \
+ 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 fb_ptr_tmp, fb_ptr, #8*2; \
+ write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
+ \
+ 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]; \
+ \
+ 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 */ \
+ \
+ 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; \
+ vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
+ \
+ and texture_block_ptr, texture_block_ptr, texture_mask; \
+ vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
+ \
+ 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); \
+ \
+ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
+ pld [fb_ptr, #2048]; \
+ \
+ vld1.u32 { texels }, [texture_block_ptr, :64]; \
+ add fb_ptr, fb_ptr, #16*2; \
+ \
+ vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
+ vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
+ \
+ 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); \
+ \
+ add texture_offset, texture_offset, #0x10; \
+ add fb_ptr, fb_ptr, #(2048 - 16) * 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_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, 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) \
- \
-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); \
+// [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) \
+function(setup_sprite_##texture_mode##x4mode) \
stmdb sp!, { r4 - r11, r14 }; \
- setup_sprite_tiled_initialize_##texture_mode(); \
+ setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
\
- ldr v, [ sp, #36 ]; \
+ ldr v, [sp, #36]; \
and offset_u, u, #0xF; \
\
- ldr width, [ sp, #40 ]; \
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
+ ldr width, [sp, #40]; \
+ ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \
\
- ldr height, [ sp, #44 ]; \
+ ldr height, [sp, #44]; \
add fb_ptr, fb_ptr, y, lsl #11; \
\
add fb_ptr, fb_ptr, x, lsl #1; \
\
/* texture_offset_base = VH-UH-UL-00 */\
bfi texture_offset_base, u, #4, #8; \
- movw right_block_mask, #0xFFFE; \
+ 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; \
- movw left_block_mask, #0xFFFF; \
+ 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 ]; \
+ 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 */\
\
/* texture_mask = HH-WH-HL-WL */\
bfi texture_mask, texture_mask_rev, #8, #4; \
- and left_block_mask, left_block_mask, #0xFF; \
+ setup_sprite_get_left_block_mask##x4mode(); \
\
mov control_mask, #0; \
- cmp left_block_mask, #0xFF; \
+ setup_sprite_compare_left_block_mask##x4mode(); \
\
- uxtb right_block_mask, right_block_mask, ror #8; \
+ setup_sprite_get_right_block_mask##x4mode(); \
orreq control_mask, control_mask, #0x4; \
\
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
- cmp right_block_mask, #0xFF; \
+ 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, block, num_blocks, lsl #6; \
\
orreq control_mask, control_mask, #0x2; \
- ldr pc, [ pc, control_mask, lsl #2 ]; \
+ JT_OP_REL(9f, control_mask, temp); \
+ JT_OP(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; \
+ 9: \
+ .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_full_full##x4mode); \
+ .word JTE(9b, setup_sprite_##texture_mode##_single_multi_full_none##x4mode); \
+ .word JTE(9b, setup_sprite_##texture_mode##_multi_single_full_full##x4mode); \
+ .word JTE(9b, setup_sprite_##texture_mode##_single_single_full_none##x4mode); \
+ .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_half_full##x4mode); \
+ .word JTE(9b, setup_sprite_##texture_mode##_single_multi_half_right##x4mode); \
+ .word JTE(9b, setup_sprite_##texture_mode##_multi_single_half_full##x4mode); \
+ .word JTE(9b, setup_sprite_##texture_mode##_single_single_half_right##x4mode);\
+ .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_full_half##x4mode); \
+ .word JTE(9b, setup_sprite_##texture_mode##_single_multi_half_left##x4mode); \
+ .word JTE(9b, setup_sprite_##texture_mode##_multi_single_full_half##x4mode); \
+ .word JTE(9b, setup_sprite_##texture_mode##_single_single_half_left##x4mode); \
+ .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_half_half##x4mode); \
.word 0x00000000; \
- .word setup_sprite_##texture_mode##_multi_single_half_half \
+ .word JTE(9b, setup_sprite_##texture_mode##_multi_single_half_half##x4mode); \
+
+setup_sprite_tiled_builder(4bpp,);
+setup_sprite_tiled_builder(8bpp,);
-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, _4x);
+setup_sprite_tiled_builder(8bpp, _4x);
#undef block_ptr
stmdb sp!, { r4 - r11, r14 }
movw texel_shift_mask, #(0xFF << 1)
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
- ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
+ ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]
add block_ptr, psx_gpu, #psx_gpu_blocks_offset
- ldr block_pixels_a, [ block_ptr, #16 ]
+ ldr block_pixels_a, [block_ptr, #16]
0:
and texel_0, texel_shift_mask, block_pixels_a, lsl #1
- ldr block_pixels_b, [ block_ptr, #20 ]
+ ldr block_pixels_b, [block_ptr, #20]
and texel_1, texel_shift_mask, block_pixels_a, lsr #7
- ldrh texel_0, [ clut_ptr, texel_0 ]
+ ldrh texel_0, [clut_ptr, texel_0]
and texel_2, texel_shift_mask, block_pixels_a, lsr #15
- ldrh texel_1, [ clut_ptr, texel_1 ]
+ ldrh texel_1, [clut_ptr, texel_1]
and texel_3, texel_shift_mask, block_pixels_a, lsr #23
- ldr block_pixels_a, [ block_ptr, #(64 + 16) ]
+ ldr block_pixels_a, [block_ptr, #(64 + 16)]
- ldrh texel_2, [ clut_ptr, texel_2 ]
+ ldrh texel_2, [clut_ptr, texel_2]
and texel_4, texel_shift_mask, block_pixels_b, lsl #1
- ldrh texel_3, [ clut_ptr, texel_3 ]
+ ldrh texel_3, [clut_ptr, texel_3]
and texel_5, texel_shift_mask, block_pixels_b, lsr #7
- ldrh texel_4, [ clut_ptr, texel_4 ]
+ ldrh texel_4, [clut_ptr, texel_4]
and texel_6, texel_shift_mask, block_pixels_b, lsr #15
- ldrh texel_5, [ clut_ptr, texel_5 ]
+ ldrh texel_5, [clut_ptr, texel_5]
and texel_7, texel_shift_mask, block_pixels_b, lsr #23
- ldrh texel_6, [ clut_ptr, texel_6 ]
+ ldrh texel_6, [clut_ptr, texel_6]
orr texels_01, texel_0, texel_1, lsl #16
- ldrh texel_7, [ clut_ptr, texel_7 ]
+ ldrh texel_7, [clut_ptr, texel_7]
orr texels_23, texel_2, texel_3, lsl #16
orr texels_45, texel_4, texel_5, lsl #16
- str texels_01, [ block_ptr, #0 ]
+ str texels_01, [block_ptr, #0]
orr texels_67, texel_6, texel_7, lsl #16
- str texels_23, [ block_ptr, #4 ]
+ str texels_23, [block_ptr, #4]
subs num_blocks, num_blocks, #1
- str texels_45, [ block_ptr, #8 ]
+ str texels_45, [block_ptr, #8]
- str texels_67, [ block_ptr, #12 ]
+ str texels_67, [block_ptr, #12]
add block_ptr, block_ptr, #64
bne 0b
#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
+#undef temp
#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 }
+setup_sprites_16bpp_flush:
+ vpush { d0 - d3 }
- add block, psx_gpu, #psx_gpu_blocks_offset
- mov num_blocks, #1
-
- bx lr
-
-setup_sprites_16bpp_flush_row:
- vpush { d0 - d2 }
-
- stmdb sp!, { r0 - r3, r12, r14 }
+ stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
bl flush_render_block_buffer
- ldmia sp!, { r0 - r3, r12, r14 }
+ ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS 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 ]
+ ldr v, [sp, #36]
add fb_ptr, fb_ptr, y, lsl #11
- ldr width, [ sp, #40 ]
+ ldr width, [sp, #40]
add fb_ptr, fb_ptr, x, lsl #1
- ldr height, [ sp, #44 ]
+ 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
+ add texture_offset_base, texture_offset_base, v, lsl #11
mov left_mask_bits, #0xFF
- ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
+ ldrb texture_mask_width, [psx_gpu, #psx_gpu_texture_mask_width_offset]
add width_rounded, width_rounded, left_offset
- ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
+ 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
and right_width, width_rounded, #0x7
mvn left_mask_bits, left_mask_bits, lsl left_offset
- add texture_mask, texture_mask_height, lsl #11
+ add texture_mask, texture_mask, texture_mask_height, lsl #11
mov block_width, width_rounded, lsr #3
mov right_mask_bits, right_mask_bits, lsl right_width
sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
vmov block_masks, left_mask_bits, right_mask_bits
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ 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 ]
+ ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
add block, block, num_blocks, lsl #6
bne 0f
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
add texture_block_ptr, texture_page_ptr, texture_block_ptr
- vld1.u32 { texels }, [ texture_block_ptr, :128 ]
+ vld1.u32 { texels }, [texture_block_ptr, :128]
- vst1.u32 { texels }, [ block, :128 ]
+ vst1.u32 { texels }, [block, :128]
add block, block, #40
vmov.u32 draw_mask_fb_ptr[1], fb_ptr
- pld [ fb_ptr ]
+ pld [fb_ptr]
- vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
+ vst1.u32 { draw_mask_fb_ptr }, [block, :64]
add block, block, #24
add texture_offset_base, texture_offset_base, #2048
add fb_ptr, fb_ptr, #2048
- strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
bne 1b
ldmia sp!, { r4 - r11, pc }
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
add texture_block_ptr, texture_page_ptr, texture_block_ptr
- vld1.u32 { texels }, [ texture_block_ptr, :128 ]
+ vld1.u32 { texels }, [texture_block_ptr, :128]
- vst1.u32 { texels }, [ block, :128 ]
+ vst1.u32 { texels }, [block, :128]
add block, block, #40
vdup.u8 draw_mask_fb_ptr, block_masks[0]
vmov.u32 draw_mask_fb_ptr[1], fb_ptr
- pld [ fb_ptr ]
+ pld [fb_ptr]
- vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
+ vst1.u32 { draw_mask_fb_ptr }, [block, :64]
subs blocks_remaining, block_width, #2
add texture_offset, texture_offset, #16
subs blocks_remaining, blocks_remaining, #1
add texture_block_ptr, texture_page_ptr, texture_block_ptr
- vld1.u32 { texels }, [ texture_block_ptr, :128 ]
+ vld1.u32 { texels }, [texture_block_ptr, :128]
- vst1.u32 { texels }, [ block, :128 ]
+ vst1.u32 { texels }, [block, :128]
add block, block, #40
vmov.u32 draw_mask_fb_ptr[1], fb_ptr
- pld [ fb_ptr ]
+ pld [fb_ptr]
- vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
+ vst1.u32 { draw_mask_fb_ptr }, [block, :64]
add texture_offset, texture_offset, #16
add fb_ptr, fb_ptr, #16
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 ]
+ vld1.u32 { texels }, [texture_block_ptr, :128]
vdup.u8 draw_mask_fb_ptr, block_masks[4]
- vst1.u32 { texels }, [ block, :128 ]
+ vst1.u32 { texels }, [block, :128]
add block, block, #40
vmov.u32 draw_mask_fb_ptr[1], fb_ptr
- vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
+ vst1.u32 { draw_mask_fb_ptr }, [block, :64]
add block, block, #24
subs height, height, #1
add fb_ptr, fb_ptr, fb_ptr_pitch
- strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
+
+ bne 0b
+
+ 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, 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, 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)
+ ldrbeq r12, [psx_gpu, #psx_gpu_render_mode_offset]
+ tsteq r12, #RENDER_INTERLACE_ENABLED
+ 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
stmdb sp!, { r4 - r11, r14 }
vpush { q0 - q3 }
- ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
+ ldrb current_texture_page, [psx_gpu, #psx_gpu_current_texture_page_offset]
- ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
- ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_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
- ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
+ ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]
mov current_texture_page_y, current_texture_page, lsr #4
- ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
+ ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]
add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
mov tile_y, #16
bic dirty_textures_mask, current_texture_mask
mov tile_x, #16
- str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
+ str dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]
mov sub_y, #8
movw c_4096, #4096
add vram_ptr_b, vram_ptr_a, #2048
0:
- vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096
- vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096
+ vld1.u32 { texel_block_a }, [vram_ptr_a, :64], c_4096
+ vld1.u32 { texel_block_b }, [vram_ptr_b, :64], c_4096
vmovl.u8 texel_block_expanded_a, texel_block_a
vshll.u8 texel_block_expanded_b, texel_block_a, #4
texel_block_expanded_d
vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \
- [ texture_page_ptr, :256 ]!
+ [texture_page_ptr, :256]!
subs sub_y, sub_y, #1
bne 0b
stmdb sp!, { r4 - r11, r14 }
vpush { q0 - q3 }
- ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
- ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
+ 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_base_offset ]
+ ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_base_offset]
mov tile_y, #16
and texture_page_x, texture_page, #0xF
add vram_ptr_b, vram_ptr_a, #2048
0:
- vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096
- vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096
- vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096
- vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096
+ vld1.u32 { texels_a }, [vram_ptr_a, :128], c_4096
+ vld1.u32 { texels_b }, [vram_ptr_b, :128], c_4096
+ vld1.u32 { texels_c }, [vram_ptr_a, :128], c_4096
+ vld1.u32 { texels_d }, [vram_ptr_b, :128], c_4096
- vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]!
- vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]!
+ vst1.u32 { texels_a, texels_b }, [texture_page_ptr, :256]!
+ vst1.u32 { texels_c, texels_d }, [texture_page_ptr, :256]!
subs sub_y, sub_y, #1
bne 0b
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, r0, r2, lsl #4+1
+ mov r1, r4
+ add r12, r0, #1024*2
+ bgt 0b
+ nop
+
+ pop { r4, pc }
+
+// vim:filetype=armasm