#define blend_blocks_subtract_combine_textured() \
vbif.u16 blend_pixels, pixels, blend_mask \
-#define blend_blocks_subtract_set_stb_textured() \
+#define blend_blocks_subtract_set_stp_textured() \
vorr.u16 blend_pixels, #0x8000 \
#define blend_blocks_subtract_msb_mask_textured() \
#define blend_blocks_subtract_combine_untextured() \
-#define blend_blocks_subtract_set_stb_untextured() \
+#define blend_blocks_subtract_set_stp_untextured() \
vorr.u16 blend_pixels, blend_pixels, msb_mask \
#define blend_blocks_subtract_msb_mask_untextured() \
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(); \
+ blend_blocks_subtract_set_stp_##texturing(); \
vand.u16 pixels_g, pixels_next, d128_0x03E0; \
blend_blocks_subtract_combine_##texturing(); \
blend_blocks_subtract_set_blend_mask_##texturing(); \
\
blend_blocks_subtract_msb_mask_##texturing(); \
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
- blend_blocks_subtract_set_stb_##texturing(); \
+ blend_blocks_subtract_set_stp_##texturing(); \
blend_blocks_subtract_combine_##texturing(); \
vbit.u16 blend_pixels, fb_pixels, draw_mask; \
vst1.u16 { blend_pixels }, [fb_ptr_next]; \
ldr fb_ptr_next, [pixel_ptr, #28]; \
\
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
+ vorr.u16 blend_pixels, #0x8000; /* stp */ \
vbif.u16 blend_pixels, pixels, blend_mask; \
\
vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
\
1: \
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
- vorr.u16 blend_pixels, blend_pixels, msb_mask; \
+ vorr.u16 blend_pixels, #0x8000; /* stp */ \
vbif.u16 blend_pixels, pixels, blend_mask; \
+ vorr.u16 blend_pixels, blend_pixels, msb_mask; \
vbit.u16 blend_pixels, fb_pixels, draw_mask; \
vst1.u16 { blend_pixels }, [fb_ptr_next]; \
\