#define psx_gpu_dirty_textures_8bpp_mask_offset 172
#define psx_gpu_dirty_textures_8bpp_alternate_mask_offset 176
#define psx_gpu_triangle_color_offset 180
-#define psx_gpu_primitive_color_offset 184
-#define psx_gpu_dither_table_offset 188
-#define psx_gpu_render_block_handler_offset 204
-#define psx_gpu_texture_page_ptr_offset 208
+#define psx_gpu_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
vdup.u16 colors, color
add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
+ orr color, color, lsl #16
+
0:
ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
3:
ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
- eor right_mask, right_mask, #0xFF
- 4:
- strh color, [ fb_ptr ], #2
- movs right_mask, right_mask, lsr #1
- bne 4b
+ cmp right_mask, #0x0
+ beq 5f
+
+ tst right_mask, #0xF
+ streq color, [ fb_ptr ], #4
+ moveq right_mask, right_mask, lsr #4
+ streq color, [ fb_ptr ], #4
+
+ tst right_mask, #0x3
+ streq color, [ fb_ptr ], #4
+ moveq right_mask, right_mask, lsr #2
+
+ tst right_mask, #0x1
+ streqh color, [ fb_ptr ]
1:
add span_edge_data, span_edge_data, #8
ldmia sp!, { r4 - r11, pc }
+ 5:
+ vst1.u32 { colors }, [ fb_ptr ]
+ bal 1b
#undef c_64
#define draw_mask q0
#define pixels_low d16
+#define pixels_high d17
3: \
setup_blocks_shaded_untextured_dither_a_##dithering(); \
\
- ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
+ ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
setup_blocks_shaded_untextured_dither_b_##dithering(); \
\
vshr.u8 r_whole_8, r_whole_8, #3; \
+ rbit right_mask, right_mask; \
vmov pixels, msb_mask; \
vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
- eor right_mask, right_mask, #0xFF; \
+ clz right_mask, right_mask; \
\
vmlal.u8 pixels, r_whole_8, d64_1; \
vmlal.u8 pixels, g_whole_8, d64_4; \
vmlal.u8 pixels, b_whole_8, d64_128; \
\
+ ldr pc, [ pc, right_mask, lsl #2 ]; \
+ nop; \
+ nop; \
+ .word 4f; \
+ .word 5f; \
+ .word 6f; \
+ .word 7f; \
+ .word 8f; \
+ .word 9f; \
+ .word 10f; \
+ .word 11f; \
+ \
4: \
- vst1.u16 { pixels_low[0] }, [ fb_ptr ]!; \
- vext.16 pixels, pixels, #1; \
- movs right_mask, right_mask, lsr #1; \
- bne 4b; \
+ vst1.u16 { pixels_low[0] }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 5: \
+ vst1.u32 { pixels_low[0] }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 6: \
+ vst1.u32 { pixels_low[0] }, [ fb_ptr ]!; \
+ vst1.u16 { pixels_low[2] }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 7: \
+ vst1.u32 { pixels_low }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 8: \
+ vst1.u32 { pixels_low }, [ fb_ptr ]!; \
+ vst1.u16 { pixels_high[0] }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 9: \
+ vst1.u32 { pixels_low }, [ fb_ptr ]!; \
+ vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
+ bal 1f; \
+ \
+ 10: \
+ vst1.u32 { pixels_low }, [ fb_ptr ]!; \
+ vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
+ vst1.u16 { pixels_high[2] }, [ fb_ptr ]; \
+ bal 1f; \
+ \
+ 11: \
+ vst1.u32 { pixels }, [ fb_ptr ]; \
+ bal 1f; \
\
1: \
add span_uvrg_offset, span_uvrg_offset, #16; \
#define psx_gpu r0
#define num_blocks r1
#define color_ptr r2
+#define colors_scalar r2
+#define colors_scalar_compare r3
#define mask_msb_ptr r2
#define block_ptr_load_a r0
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] \
-#define shade_blocks_textured_modulated_prologue_shaded() \
-#define shade_blocks_textured_modulated_prologue_unshaded() \
+#define shade_blocks_textured_modulated_prologue_shaded(dithering, target) \
+
+#define shade_blocks_textured_false_modulation_check_undithered(target) \
+ ldr colors_scalar, [ psx_gpu, #psx_gpu_triangle_color_offset ]; \
+ movw colors_scalar_compare, #0x8080; \
+ \
+ movt colors_scalar_compare, #0x80; \
+ cmp colors_scalar, colors_scalar_compare; \
+ beq shade_blocks_textured_unmodulated_##target \
+
+#define shade_blocks_textured_false_modulation_check_dithered(target) \
+
+#define shade_blocks_textured_modulated_prologue_unshaded(dithering, target) \
+ shade_blocks_textured_false_modulation_check_##dithering(target); \
add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset; \
vld1.u32 { colors_r[] }, [ color_ptr, :32 ]; \
vdup.u8 colors_g, colors_r[1]; \
.align 3; \
\
function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \
+ shade_blocks_textured_modulated_prologue_##shading(dithering, target); \
stmdb sp!, { r4 - r5, lr }; \
ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
\
vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
\
shade_blocks_textured_modulated_prologue_##target(); \
- shade_blocks_textured_modulated_prologue_##shading(); \
\
add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset; \
mov c_32, #32; \
ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
- ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
+ ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
and current_texture_page_x, current_texture_page, #0xF
ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
- ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
+ ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
mov tile_y, #16
and texture_page_x, texture_page, #0xF