.align 3; \
\
function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \
+ save_abi_regs(); \
shade_blocks_textured_modulated_prologue_##shading(dithering, target); \
stmdb sp!, { r4 - r5, lr }; \
- save_abi_regs(); \
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(); \
\
+ ldmia sp!, { r4 - r5, lr }; \
restore_abi_regs(); \
- ldmia sp!, { r4 - r5, pc } \
+ bx lr \
shade_blocks_textured_modulated_builder(shaded, dithered, direct);
#define texel_block_expanded_b q2
#define texel_block_expanded_ab q2
#define texel_block_expanded_c q3
-#define texel_block_expanded_d q4
+#define texel_block_expanded_d q0
#define texel_block_expanded_cd q3
function(update_texture_4bpp_cache)