#define JT_OP_REL(table_label, index_reg, temp) \
adr temp, table_label; \
- ldr temp, [ temp, index_reg, lsl #2 ]; \
+ ldr temp, [temp, index_reg, lsl #2]; \
add pc, pc, temp \
#define JT_OP(x...)
// 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 }
rsbmi ga_bx, ga_bx, #0
@ r12 = psx_gpu->uvrgb_phase
- ldr r12, [ psx_gpu, #psx_gpu_uvrgb_phase_offset ]
+ 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
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
rsb r12, r12, #0 @ r12 = -(triangle->winding)
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 ]; \
- ldr reciprocal_table_ptr, [ psx_gpu, #psx_gpu_reciprocal_table_ptr_offset ]; \
+ 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; \
#define compute_edge_delta_x3(start_c, height_a, height_b) \
vmov heights, height_a, height_b; \
- ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \
+ 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; \
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; \
\
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; \
\
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); \
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
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
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
cmp temp, #MAX_SPANS
beq 5f
- strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
+ strh temp, [psx_gpu, #psx_gpu_num_spans_offset]
2:
setup_spans_set_x4_alternate_no(none, down)
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 ]
+ strh temp, [psx_gpu, #psx_gpu_num_spans_offset]
bne 2b
bal 1b
.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_out_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 }; \
.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_out_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 }; \
.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_out_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 }
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
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_out_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
- strheq 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_out_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 }; \
.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_out_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, b_whole_8, d64_128; \
\
JT_OP_REL(100f, right_mask, temp); \
- JT_OP(ldr pc, [ pc, right_mask, lsl #2 ]); \
+ JT_OP(ldr pc, [pc, right_mask, lsl #2]); \
nop; \
100: \
nop; \
.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
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
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 ]; \
+ 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
sub fb_ptr_cmp, fb_ptr_next, fb_ptr
- pld [ fb_ptr_next, #64 ]
+ pld [fb_ptr_next, #64]
add fb_ptr_cmp, fb_ptr_cmp, #14
- vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
+ 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; \
vand.u16 pixels_mg, pixels, d128_0x83E0; \
\
sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
- pld [ fb_ptr_next, #64 ]; \
+ 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; \
+ 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; \
vorr.u16 d128_0x03E0, #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.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; \
\
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 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(); \
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, 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 ]; \
+ 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_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; \
vorr.u16 d128_0x03E0, #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
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
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
mov num_width, width
0:
- vst1.u32 { colors_a, colors_b }, [ vram_ptr, :256 ]!
+ vst1.u32 { colors_a, colors_b }, [vram_ptr, :256]!
subs num_width, num_width, #16
bne 0b
#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 \
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_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 \
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 ]; \
+ 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 \
/* 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 ]; \
+ 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 ]; \
+ 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_, \
#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 ]; \
+ 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 \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
- 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; \
vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
draw_mask_fb_ptr_left_b); \
\
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
- pld [ fb_ptr, #2048 ]; \
+ pld [fb_ptr, #2048]; \
\
- vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
+ 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; \
\
ldr column_data, [sp], #8; /* fb_ptr2 */ \
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_4x(edge) \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
- 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_page_ptr, texture_block_ptr; \
vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
draw_mask_fb_ptr_##edge##_b); \
\
- pld [ fb_ptr, #2048 ]; \
+ pld [fb_ptr, #2048]; \
add fb_ptr, fb_ptr, #2048 * 2; \
\
subs sub_tile_height, sub_tile_height, #1; \
\
ldr column_data, [sp], #8; /* fb_ptr2 */ \
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_4x(edge) \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
- 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; \
do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
draw_mask_fb_ptr_left_b); \
\
- pld [ fb_ptr, #2048 ]; \
+ 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 ]; \
+ 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); \
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 ] \
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
#define setup_sprite_tile_half_8bpp_4x(edge) \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
- 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]; \
\
- pld [ fb_ptr, #2048 ]; \
+ pld [fb_ptr, #2048]; \
do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
draw_mask_fb_ptr_##edge##_b); \
\
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 ] \
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
// r1: x
// r2: y
// r3: u
-// [ sp ]: v
-// [ sp + 4 ]: width
-// [ sp + 8 ]: height
-// [ sp + 12 ]: color (unused)
+// [sp]: v
+// [sp + 4]: width
+// [sp + 8]: height
+// [sp + 12]: color (unused)
#define setup_sprite_tiled_builder(texture_mode, x4mode) \
\
stmdb sp!, { r4 - r11, r14 }; \
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_out_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; \
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 */\
setup_sprite_get_right_block_mask##x4mode(); \
orreq control_mask, control_mask, #0x4; \
\
- ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
+ ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
setup_sprite_compare_right_block_mask##x4mode(); \
\
orreq control_mask, control_mask, #0x8; \
\
orreq control_mask, control_mask, #0x2; \
JT_OP_REL(9f, control_mask, temp); \
- JT_OP(ldr pc, [ pc, control_mask, lsl #2 ]); \
+ JT_OP(ldr pc, [pc, control_mask, lsl #2]); \
nop; \
\
9: \
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
function(setup_sprite_16bpp)
stmdb sp!, { r4 - r11, r14 }
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_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 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
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
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 }
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
function(setup_sprite_16bpp_4x)
stmdb sp!, { r4 - r11, r14 }
- ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_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 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 ]
+ 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 ]
+ 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
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 ]
+ 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
lsl block_width, #2
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]
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 ]
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
bne 1b
ldmia sp!, { r4 - r11, pc }
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]
do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
subs blocks_remaining, blocks_remaining, #4
add texture_block_ptr, texture_page_ptr, texture_block_ptr
- vld1.u32 { texels }, [ texture_block_ptr, :128 ]
+ 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
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]
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 ]
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
bne 0b
.align 3
function(setup_sprite_untextured)
- ldrh r12, [ psx_gpu, #psx_gpu_render_state_offset ]
+ 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 ]
+ 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 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
sub right_width, width, #1
- ldr color, [ sp, #48 ]
+ ldr color, [sp, #48]
and right_width, #7
add block_width, width, #7
rsb fb_ptr_pitch, #1024*2
ubfx color_g, color, #11, #5
- vld1.u32 { test_mask }, [ psx_gpu, :128 ]
+ 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 ]
+ 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
vmov.u8 draw_mask_bits_fb_ptr, #0
0:
- vst1.u32 { draw_mask }, [ block, :128 ]!
+ vst1.u32 { draw_mask }, [block, :128]!
subs blocks_remaining, #1
- vst1.u32 { colors }, [ block, :128 ]
+ 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 ]
+ 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 ]!
+ vst1.u32 { right_mask }, [block, :128]!
subs height, #1
- vst1.u32 { colors }, [ block, :128 ]
+ 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 ]
+ 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 ]
+ strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
bgt setup_sprite_untextured_height_loop
ldmia sp!, { r4 - r11, pc }
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
mov r14, r2
0:
- vld1.u16 { q0 }, [ r1, :128 ]!
- vld1.u16 { q2 }, [ r1, :128 ]!
+ 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 ]!
+ 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 ]!
+ vst1.u16 { q2, q3 }, [r0, :128]!
+ vst1.u16 { q2, q3 }, [r12, :128]!
bgt 0b
1:
subs r3, #1