shade_blocks_textured_modulated_prologue_##shading(dithering, target); \
stmdb sp!, { r4 - r5, lr }; \
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]; \
ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
\
vld1.u32 { test_mask }, [psx_gpu, :128]; \
shade_blocks_textured_modulated_store_draw_mask_##target(28); \
shade_blocks_textured_modulated_store_pixels_##target(); \
\
shade_blocks_textured_modulated_store_draw_mask_##target(28); \
shade_blocks_textured_modulated_store_pixels_##target(); \
\
#define texel_block_expanded_b q2
#define texel_block_expanded_ab q2
#define texel_block_expanded_c q3
#define texel_block_expanded_b q2
#define texel_block_expanded_ab q2
#define texel_block_expanded_c q3