psx_gpu: implement setup_sprite_untextured in asm
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_arm_neon.S
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1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
59d15d23 3 * Copyright (C) 2012 GraÅžvydas Ignotas "notaz" <notasas@gmail.com>
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4 *
5 * This program is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU General Public License as
7 * published by the Free Software Foundation; either version 2 of
8 * the License, or (at your option) any later version.
9 *
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * General Public License for more details.
14 */
15
16#define MAX_SPANS 512
17#define MAX_BLOCKS 64
18#define MAX_BLOCKS_PER_ROW 128
19
f0931e56 20#define RENDER_STATE_MASK_EVALUATE 0x20
21#define RENDER_FLAGS_MODULATE_TEXELS 0x1
22#define RENDER_FLAGS_BLEND 0x2
23
cb88320b 24#include "psx_gpu_offsets.h"
75e28f62 25
cb88320b 26#define psx_gpu_b_dx_offset (psx_gpu_b_block_span_offset + 4)
75e28f62 27
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28#define edge_data_left_x_offset 0
29#define edge_data_num_blocks_offset 2
30#define edge_data_right_mask_offset 4
31#define edge_data_y_offset 6
32
33
34#define psx_gpu r0
35#define v_a r1
36#define v_b r2
37#define v_c r3
38
39#define x0 r4
40#define x1 r5
41#define x2 r6
42#define x0_x1 r5
43#define x1_x2 r6
44#define y0 r7
45#define y1 r8
46#define y2 r9
47#define y0_y1 r7
48#define y1_y2 r8
49#define b0 r9
50#define b1 r10
51#define b2 r11
52#define b0_b1 r10
53#define b1_b2 r11
54
55
56#define area_r_s r5
57
58#define g_bx0 r2
59#define g_bx r3
60#define g_bx2 r4
61#define g_bx3 r5
62#define b_base r6
63#define g_by r8
64
65#define gs_bx r7
66#define gs_by r10
67
68#define ga_bx g_bx
69#define ga_by g_by
70
71#define gw_bx_h g_bx
72#define gw_by_h g_by
73
74#define gw_bx_l r11
75#define gw_by_l gw_bx_l
76
77#define store_a r0
78#define store_b r1
79#define store_inc r5
80
81
82#define v0 q0
83#define uvrgb0 d0
84#define x0_y0 d1
85
86#define v1 q1
87#define uvrgb1 d2
88#define x1_y1 d3
89
90#define v2 q2
91#define uvrgb2 d4
92#define x2_y2 d5
93
94#define x0_ab q3
95#define uvrg_xxxx0 q3
96#define uvrg0 d6
97#define xxxx0 d7
98
99#define x1_ab q4
100#define uvrg_xxxx1 q4
101#define uvrg1 d8
102#define xxxx1 d9
103
104#define x2_ab q5
105#define uvrg_xxxx2 q5
106#define uvrg2 d10
107#define xxxx2 d11
108
109#define y0_ab q6
110#define yyyy_uvrg0 q6
111#define yyyy0 d12
112#define uvrg0b d13
113
114#define y1_ab q7
115#define yyyy_uvrg1 q7
116#define yyyy1 d14
117#define uvrg1b d15
118
119#define y2_ab q8
120#define yyyy_uvrg2 q8
121#define yyyy2 d16
122#define uvrg2b d17
123
124#define d0_ab q9
125#define d0_a d18
126#define d0_b d19
127
128#define d1_ab q10
129#define d1_a d20
130#define d1_b d21
131
132#define d2_ab q11
133#define d2_a d22
134#define d2_b d23
135
136#define d3_ab q12
137#define d3_a d24
138#define d3_b d25
139
140#define ga_uvrg_x q1
141#define ga_uvrg_y q4
142
143#define dx x0_x1
144#define dy y0_y1
145#define db b0_b1
146
147#define uvrg_base q11
148
149#define gs_uvrg_x q5
150#define gs_uvrg_y q6
151
152#define g_uvrg_x q1
153#define ga_uv_x d2
154#define g_uv_x d2
155#define ga_rg_x d3
156#define g_rg_x d3
157
158#define g_uvrg_y q4
159#define ga_uv_y d8
160#define g_uv_y d8
161#define ga_rg_y d9
162#define g_rg_y d9
163
164#define gw_uv_x q1
165#define gw_rg_x q2
166#define gw_uv_y q4
167#define gw_rg_y q3
168
169#define w_mask q9
170#define w_mask_l d18
171
172#define r_shift q10
173
174#define uvrg_dx0 q0
175#define uvrg_dx0l d0
176#define uvrg_dx0h d1
177
178#define uvrg_dx1 q1
179#define uvrg_dx1l d2
180#define uvrg_dx1h d3
181
182#define uvrg_dx2 q2
183#define uvrg_dx2l d4
184#define uvrg_dx2h d5
185
186#define uvrg_dx3 q3
187#define uvrg_dx3l d6
188#define uvrg_dx3h d7
189
c6063f89 190#define uvrgb_phase q13
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191
192.align 4
193
5d834c08 194/* FIXME: users of this should be in psx_gpu instead */
195#ifndef __PIC__
196#define load_pointer(register, pointer) \
197 movw register, :lower16:pointer; \
198 movt register, :upper16:pointer; \
199
200#else
201#define load_pointer(register, pointer) \
202 ldr register, =pointer \
203
204#endif
205
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206#define function(name) \
207 .global name; \
208 name: \
209
210@ r0: psx_gpu
211@ r1: v_a
212@ r2: v_b
213@ r3: v_c
214
215function(compute_all_gradients)
216 // First compute the triangle area reciprocal and shift. The division will
217 // happen concurrently with much of the work which follows.
218 @ r12 = psx_gpu->triangle_area
219 ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ]
220 stmdb sp!, { r4 - r11, lr }
221
222 @ load exponent of 62 into upper half of double
223 movw r4, #0
224 clz r14, r12 @ r14 = shift
225
226 movt r4, #((62 + 1023) << 4)
227 mov r12, r12, lsl r14 @ r12 = triangle_area_normalized
228
229 @ load area normalized into lower half of double
230 mov r5, r12, lsr #10
231 vmov.f64 d30, r5, r4 @ d30 = (1 << 62) + ta_n
232
233 movt r4, #((1022 + 31) << 4)
234 mov r5, r12, lsl #20
235
236 add r4, r4, r12, lsr #11
237 vmov.f64 d31, r5, r4
238
239 vdiv.f64 d30, d30, d31 @ d30 = ((1 << 62) + ta_n) / ta_n
240
241 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
242 // ( d0 * d1 ) - ( d2 * d3 ) =
243 // ( m0 ) - ( m1 ) = gradient
244
245 // This is split to do 12 elements at a time over three sets: a, b, and c.
246 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
247 // two of the slots are unused.
248
249 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
250 // is g.
251
252 // First type is: uvrg bxxx xxxx
253 // Second type is: yyyy ybyy uvrg
254 // Since x_a and y_c are the same the same variable is used for both.
255
256 vld1.u32 { v0 }, [ v_a, : 128 ] @ v0 = { uvrg0, b0, x0, y0 }
257 ldrsh x0, [ v_a, #8 ] @ load x0
258
259 vld1.u32 { v1 }, [ v_b, : 128 ] @ v1 = { uvrg1, b1, x1, y1}
260 ldrh x1, [ v_b, #8 ] @ load x1
261
262 vld1.u32 { v2 }, [ v_c, : 128 ] @ v2 = { uvrg2, b2, x2, y2 }
263 ldrh x2, [ v_c, #8 ] @ load x2
264
265 vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
266 ldrh y0, [ v_a, #10 ] @ load y0
267
268 vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
269 ldrh y1, [ v_b, #10 ] @ load y1
270
271 vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
272 ldrh y2, [ v_c, #10 ] @ load y2
273
274 vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 }
275 vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 }
276
277 orr x1_x2, x1, x2, lsl #16 @ x1_x2 = { x1, x2 }
278 pkhbt x0_x1, x0, x1, lsl #16 @ x0_x1 = { x0, x1 }
279
280 vmov.u8 uvrg1b, uvrg1 @ uvrg1b = { uv1, rg1 }
281 vdup.u16 xxxx1, x1_y1[0] @ xxxx1 = { xx1, xx1 }
282
283 vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 }
284 vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 }
285
286 ldrb b2, [ v_c, #4 ] @ load b2
287 orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 }
288
289 ldrb b1, [ v_b, #4 ] @ load b1
290 orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 }
291
292 vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 }
293 vsub.s16 d0_ab, x1_ab, x0_ab
294
295 ldrb b0, [ v_a, #4 ] @ load b0
296 orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 }
297
298 vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 }
299 vsub.s16 d2_ab, x2_ab, x1_ab
300
301 vdup.u16 yyyy2, x2_y2[1] @ yyyy2 = { yy2, yy2 }
302 vsub.s16 d1_ab, y2_ab, y1_ab
303
304 orr b0_b1, b0, b1, lsl #16 @ b1_b2 = { b1, b2 }
305 ssub16 dx, x1_x2, x0_x1 @ dx = { x1 - x0, x2 - x1 }
306
307 ssub16 dy, y1_y2, y0_y1 @ dy = { y1 - y0, y2 - y1 }
308 ssub16 db, b1_b2, b0_b1 @ db = { b1 - b0, b2 - b1 }
309
310 vsub.s16 d3_ab, y1_ab, y0_ab
311 smusdx ga_by, dx, db @ ga_by = ((x1 - x0) * (b2 - b1)) -
312 @ ((x2 - X1) * (b1 - b0))
313 vmull.s16 ga_uvrg_x, d0_a, d1_a
314 smusdx ga_bx, db, dy @ ga_bx = ((b1 - b0) * (y2 - y1)) -
315 @ ((b2 - b1) * (y1 - y0))
316 vmlsl.s16 ga_uvrg_x, d2_a, d3_a
317 movs gs_bx, ga_bx, asr #31
318
319 vmull.s16 ga_uvrg_y, d0_b, d1_b
320 rsbmi ga_bx, ga_bx, #0
321
c6063f89 322 @ r12 = psx_gpu->uvrgb_phase
323 ldr r12, [ psx_gpu, #psx_gpu_uvrgb_phase_offset ]
324
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325 vmlsl.s16 ga_uvrg_y, d2_b, d3_b
326 movs gs_by, ga_by, asr #31
327
328 vshr.u64 d0, d30, #22
c6063f89 329 add b_base, r12, b0, lsl #16
330
331 vdup.u32 uvrgb_phase, r12
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332
333 rsbmi ga_by, ga_by, #0
334 vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0
335
336 @ r12 = psx_gpu->triangle_winding_offset
337 ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
338 vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0
339
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340 rsb r12, r12, #0 @ r12 = -(triangle->winding)
341
342 vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w }
343 sub r14, r14, #(62 - 12) @ r14 = shift - (62 - FIXED_BITS)
344
345 vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16
346 vdup.u32 r_shift, r14 @ r_shift = { shift, shift, shift, shift }
347
c6063f89 348 vadd.u32 uvrg_base, uvrgb_phase
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349 vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x)
350
351 vmov area_r_s, s0 @ area_r_s = triangle_reciprocal
352 vabs.s32 ga_uvrg_y, ga_uvrg_y @ ga_uvrg_y = abs(ga_uvrg_y)
353
354 vmull.u32 gw_rg_x, ga_rg_x, d0[0]
355 vmull.u32 gw_uv_x, ga_uv_x, d0[0]
356 vmull.u32 gw_rg_y, ga_rg_y, d0[0]
357 vmull.u32 gw_uv_y, ga_uv_y, d0[0]
358
359 vshl.u64 gw_rg_x, gw_rg_x, r_shift
360 vshl.u64 gw_uv_x, gw_uv_x, r_shift
361 vshl.u64 gw_rg_y, gw_rg_y, r_shift
362 vshl.u64 gw_uv_y, gw_uv_y, r_shift
363
364 veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
365 vmovn.u64 g_uv_x, gw_uv_x
366
367 veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
368 vmovn.u64 g_rg_x, gw_rg_x
369
370 veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
371 vmovn.u64 g_uv_y, gw_uv_y
372
373 vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
374 vmovn.u64 g_rg_y, gw_rg_y
375
376 veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
377 mov ga_bx, ga_bx, lsl #13
378
379 vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
380 mov ga_by, ga_by, lsl #13
381
382 vdup.u32 x0_y0, x0
383 umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
384
385 vshl.u32 g_uvrg_x, g_uvrg_x, #4
386 vshl.u32 g_uvrg_y, g_uvrg_y, #4
387
388 umull gw_by_l, gw_by_h, ga_by, area_r_s
389 vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
390
391 eor gs_bx, gs_bx, r12
392 vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
393
394 veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
395 eor gs_by, gs_by, r12
396
397 rsb r11, r14, #0 @ r11 = negative shift for scalar lsr
398 add store_a, psx_gpu, #psx_gpu_uvrg_offset
399
400 sub r11, r11, #(32 - 13)
401
402 add store_b, store_a, #16
403 mov store_inc, #32
404
405 vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
406 vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc
407
408 vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc
409 mov g_bx, gw_bx_h, lsr r11
410
411 vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc
412 mov g_by, gw_by_h, lsr r11
413
414 vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \
415 [ store_b, : 128 ], store_inc
416 eor g_bx, g_bx, gs_bx
417
418 vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \
419 [ store_b, : 128 ], store_inc
420 sub g_bx, g_bx, gs_bx
421
422 lsl g_bx, g_bx, #4
423 eor g_by, g_by, gs_by
424
425 mls b_base, g_bx, x0, b_base
426 sub g_by, g_by, gs_by
427
428 lsl g_by, g_by, #4
429 mov g_bx0, #0
430
431 add g_bx2, g_bx, g_bx
432 add g_bx3, g_bx, g_bx2
433
434 stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
435
436 ldmia sp!, { r4 - r11, pc }
437
438
439#define psx_gpu r0
440#define v_a r1
441#define v_b r2
442#define v_c r3
443
444#define temp r14
445
446#define x_a r4
447#define x_b r5
448#define x_c r6
449#define y_a r1
450#define y_b r2
451#define y_c r3
452
453#define height_minor_a r7
454#define height_minor_b r8
455#define height_major r9
456#define height r9
457
458#define reciprocal_table_ptr r10
459
460#define edge_alt_low r4
461#define edge_alt_high r5
462#define edge_dx_dy_alt r6
463#define edge_shift_alt r10
464
465#define edge_dx_dy_alt_low r4
466#define edge_dx_dy_alt_high r5
467
468#define span_edge_data r4
469#define span_uvrg_offset r5
470#define span_b_offset r6
471
472#define clip r14
473
474#define b r11
475#define b_dy r12
476
477
478#define alternate_x q0
479#define alternate_dx_dy q1
480#define alternate_x_32 q2
481
482#define alternate_x_low d0
483#define alternate_x_high d1
484#define alternate_dx_dy_low d2
485#define alternate_dx_dy_high d3
486#define alternate_x_32_low d4
487#define alternate_x_32_high d5
488
489#define left_x q3
490#define right_x q4
491#define left_dx_dy q5
492#define right_dx_dy q6
493#define left_edge q7
494#define right_edge q8
495
496#define left_x_low d6
497#define left_x_high d7
498#define right_x_low d8
499#define right_x_high d9
500#define left_dx_dy_low d10
501#define left_dx_dy_high d11
502#define right_dx_dy_low d12
503#define right_dx_dy_high d13
504#define left_edge_low d14
505#define left_edge_high d15
506#define right_edge_low d16
507#define right_edge_high d17
508
509#define y_mid_point d18
510#define c_0x0004 d19
511
512#define left_right_x_16 q11
513#define span_shifts_y q12
514#define c_0x0001 q13
515
516#define span_shifts d24
517#define y_x4 d25
518#define c_0xFFFE d26
519#define c_0x0007 d27
520
521#define left_right_x_16_low d22
522#define left_right_x_16_high d23
523
524#define uvrg q14
525#define uvrg_dy q15
526
527#define alternate_x_16 d4
528
529#define v_clip q3
530#define v_clip_low d6
531
532#define right_x_32 q10
533#define left_x_32 q11
534#define alternate_select d24
535
536#define right_x_32_low d20
537#define right_x_32_high d21
538#define left_x_32_low d22
539#define left_x_32_high d23
540
541#define edges_xy q0
542#define edges_dx_dy d2
543#define edge_shifts d3
544#define edge_shifts_64 q2
545
546#define edges_xy_left d0
547#define edges_xy_right d1
548
549#define height_reciprocals d6
550#define heights d7
551
552#define widths d8
553#define c_0x01 d9
554#define x_starts d10
555#define x_ends d11
556
557#define heights_b d12
558#define edges_dx_dy_64 q10
559
560#define edges_dx_dy_64_left d20
561#define edges_dx_dy_64_right d21
562
563
564#define setup_spans_prologue() \
565 stmdb sp!, { r4 - r11, lr }; \
566 \
567 ldrsh x_a, [ v_a, #8 ]; \
568 ldrsh x_b, [ v_b, #8 ]; \
569 ldrsh x_c, [ v_c, #8 ]; \
570 ldrsh y_a, [ v_a, #10 ]; \
571 ldrsh y_b, [ v_b, #10 ]; \
572 ldrsh y_c, [ v_c, #10 ]; \
573 \
574 add temp, psx_gpu, #psx_gpu_uvrg_offset; \
575 vld1.32 { uvrg }, [ temp ]; \
576 add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \
577 vld1.32 { uvrg_dy }, [ temp ]; \
5d834c08 578 load_pointer(reciprocal_table_ptr, reciprocal_table); \
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579 \
580 vmov.u32 c_0x01, #0x01 \
581
582#define setup_spans_load_b() \
583 ldr b, [ psx_gpu, #psx_gpu_b_offset ]; \
584 ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ] \
585
586#define setup_spans_prologue_b() \
587 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
588 add temp, psx_gpu, #psx_gpu_viewport_start_x_offset; \
589 \
590 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
591 vmov.u16 c_0x0004, #0x0004; \
592 \
593 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
594 vmov.u16 c_0x0001, #0x0001; \
595 \
596 vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ]; \
597 add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \
598 \
599 vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \
600 vadd.u16 right_edge, right_edge, c_0x0001; \
601 \
602 vmov.u16 c_0x0007, #0x0007; \
603 vmvn.u16 c_0xFFFE, #0x0001 \
604
605
606#define compute_edge_delta_x2() \
607 ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \
608 \
609 vdup.u32 heights, height; \
610 vsub.u32 widths, x_ends, x_starts; \
611 \
612 vdup.u32 edge_shifts, temp; \
613 vsub.u32 heights_b, heights, c_0x01; \
7d5140f5 614 vshr.u32 height_reciprocals, edge_shifts, #10; \
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615 \
616 vmla.s32 heights_b, x_starts, heights; \
617 vbic.u16 edge_shifts, #0xE0; \
618 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
619 vmull.s32 edges_xy, heights_b, height_reciprocals \
620
621#define width_alt r6
622#define height_reciprocal_alt r11
623#define height_b_alt r12
624
625#define compute_edge_delta_x3(start_c, height_a, height_b) \
626 vmov.u32 heights, height_a, height_b; \
627 ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \
628 vmov.u32 edge_shifts[0], temp; \
629 ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \
630 vmov.u32 edge_shifts[1], temp; \
631 ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ]; \
632 \
633 vsub.u32 widths, x_ends, x_starts; \
634 sub width_alt, x_c, start_c; \
635 \
636 vsub.u32 heights_b, heights, c_0x01; \
637 sub height_b_alt, height_minor_b, #1; \
638 \
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639 vshr.u32 height_reciprocals, edge_shifts, #10; \
640 lsr height_reciprocal_alt, edge_shift_alt, #10; \
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641 \
642 vmla.s32 heights_b, x_starts, heights; \
643 mla height_b_alt, height_minor_b, start_c, height_b_alt; \
644 \
645 vbic.u16 edge_shifts, #0xE0; \
646 and edge_shift_alt, edge_shift_alt, #0x1F; \
647 \
648 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
649 mul edge_dx_dy_alt, width_alt, height_reciprocal_alt; \
650 \
651 vmull.s32 edges_xy, heights_b, height_reciprocals; \
652 smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt \
653
654
655#define setup_spans_adjust_y_up() \
656 vsub.u32 y_x4, y_x4, c_0x0004 \
657
658#define setup_spans_adjust_y_down() \
659 vadd.u32 y_x4, y_x4, c_0x0004 \
660
661#define setup_spans_adjust_interpolants_up() \
662 vsub.u32 uvrg, uvrg, uvrg_dy; \
663 sub b, b, b_dy \
664
665#define setup_spans_adjust_interpolants_down() \
666 vadd.u32 uvrg, uvrg, uvrg_dy; \
667 add b, b, b_dy \
668
669
670#define setup_spans_clip_interpolants_increment() \
671 mla b, b_dy, clip, b; \
672 vmla.s32 uvrg, uvrg_dy, v_clip \
673
674#define setup_spans_clip_interpolants_decrement() \
675 mls b, b_dy, clip, b; \
676 vmls.s32 uvrg, uvrg_dy, v_clip \
677
678#define setup_spans_clip_alternate_yes() \
679 smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip \
680
681#define setup_spans_clip_alternate_no() \
682
683#define setup_spans_clip(direction, alternate_active) \
684 vdup.u32 v_clip, clip; \
685 setup_spans_clip_alternate_##alternate_active(); \
686 setup_spans_clip_interpolants_##direction(); \
687 vmlal.s32 edges_xy, edges_dx_dy, v_clip_low \
688
689
690#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
691 vmovl.s32 edge_shifts_64, edge_shifts; \
692 vmovl.s32 edges_dx_dy_64, edges_dx_dy; \
693 \
694 vshl.s64 edges_xy, edges_xy, edge_shifts_64; \
695 vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64; \
696 \
697 vmov left_x_low, edges_xy_##left_index; \
698 vmov right_x_low, edges_xy_##right_index; \
699 \
700 vmov left_dx_dy_low, edges_dx_dy_64_##left_index; \
701 vmov left_dx_dy_high, edges_dx_dy_64_##left_index; \
702 vmov right_dx_dy_low, edges_dx_dy_64_##right_index; \
703 vmov right_dx_dy_high, edges_dx_dy_64_##right_index; \
704 \
705 vadd.u64 left_x_high, left_x_low, left_dx_dy_low; \
706 vadd.u64 right_x_high, right_x_low, right_dx_dy_low; \
707 \
708 vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy; \
709 vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy \
710
711
712#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
713 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
714 \
715 vdup.u16 y_mid_point, y_b; \
716 rsb temp, edge_shift_alt, #32; \
717 \
718 lsl edge_alt_high, edge_alt_high, edge_shift_alt; \
719 orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp; \
720 lsl edge_alt_low, edge_alt_low, edge_shift_alt; \
721 vmov alternate_x_low, edge_alt_low, edge_alt_high; \
722 \
723 asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp; \
724 lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt; \
725 vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high; \
726 vmov alternate_dx_dy_high, alternate_dx_dy_low; \
727 \
728 vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low; \
729 vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy \
730
731
732#define setup_spans_y_select_up() \
733 vclt.s16 alternate_select, y_x4, y_mid_point \
734
735#define setup_spans_y_select_down() \
736 vcgt.s16 alternate_select, y_x4, y_mid_point \
737
738
739#define setup_spans_alternate_select_left() \
740 vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select \
741
742#define setup_spans_alternate_select_right() \
743 vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select \
744
745
746#define setup_spans_set_x4_alternate_yes(alternate, direction) \
747 vshrn.s64 alternate_x_32_low, alternate_x, #32; \
748 vshrn.s64 left_x_32_low, left_x, #32; \
749 vshrn.s64 right_x_32_low, right_x, #32; \
750 \
751 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
752 vadd.u64 left_x, left_x, left_dx_dy; \
753 vadd.u64 right_x, right_x, right_dx_dy; \
754 \
755 vshrn.s64 alternate_x_32_high, alternate_x, #32; \
756 vshrn.s64 left_x_32_high, left_x, #32; \
757 vshrn.s64 right_x_32_high, right_x, #32; \
758 \
759 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
760 vadd.u64 left_x, left_x, left_dx_dy; \
761 vadd.u64 right_x, right_x, right_dx_dy; \
762 \
763 vmovn.u32 alternate_x_16, alternate_x_32; \
764 setup_spans_y_select_##direction(); \
765 vmovn.u32 left_right_x_16_low, left_x_32; \
766 \
767 vmovn.u32 left_right_x_16_high, right_x_32; \
768 setup_spans_alternate_select_##alternate(); \
769 \
770 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
771 str b, [ span_b_offset ], #4; \
772 setup_spans_adjust_interpolants_##direction(); \
773 \
774 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
775 \
776 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
777 str b, [ span_b_offset ], #4; \
778 setup_spans_adjust_interpolants_##direction(); \
779 \
780 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
781 \
782 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
783 str b, [ span_b_offset ], #4; \
784 setup_spans_adjust_interpolants_##direction(); \
785 \
786 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
787 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
788 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
789 \
790 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
791 str b, [ span_b_offset ], #4; \
792 setup_spans_adjust_interpolants_##direction(); \
793 \
794 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
795 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
796 \
797 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
798 \
799 setup_spans_adjust_y_##direction() \
800
801
802#define setup_spans_set_x4_alternate_no(alternate, direction) \
803 vshrn.s64 left_x_32_low, left_x, #32; \
804 vshrn.s64 right_x_32_low, right_x, #32; \
805 \
806 vadd.u64 left_x, left_x, left_dx_dy; \
807 vadd.u64 right_x, right_x, right_dx_dy; \
808 \
809 vshrn.s64 left_x_32_high, left_x, #32; \
810 vshrn.s64 right_x_32_high, right_x, #32; \
811 \
812 vadd.u64 left_x, left_x, left_dx_dy; \
813 vadd.u64 right_x, right_x, right_dx_dy; \
814 \
815 vmovn.u32 left_right_x_16_low, left_x_32; \
816 vmovn.u32 left_right_x_16_high, right_x_32; \
817 \
818 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
819 str b, [ span_b_offset ], #4; \
820 setup_spans_adjust_interpolants_##direction(); \
821 \
822 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
823 \
824 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
825 str b, [ span_b_offset ], #4; \
826 setup_spans_adjust_interpolants_##direction(); \
827 \
828 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
829 \
830 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
831 str b, [ span_b_offset ], #4; \
832 setup_spans_adjust_interpolants_##direction(); \
833 \
834 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
835 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
836 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
837 \
838 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
839 str b, [ span_b_offset ], #4; \
840 setup_spans_adjust_interpolants_##direction(); \
841 \
842 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
843 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
844 \
845 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
846 \
847 setup_spans_adjust_y_##direction() \
848
849
850#define edge_adjust_low r11
851#define edge_adjust_high r12
852
853#define setup_spans_alternate_adjust_yes() \
854 smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a; \
855 subs edge_alt_low, edge_alt_low, edge_adjust_low; \
856 sbc edge_alt_high, edge_alt_high, edge_adjust_high \
857
858#define setup_spans_alternate_adjust_no() \
859
860
861#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
862 setup_spans_alternate_adjust_##alternate_active(); \
863 setup_spans_load_b(); \
864 \
865 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
866 subs y_c, y_c, temp; \
867 subgt height, height, y_c; \
868 addgt height, height, #1; \
869 \
870 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
871 subs clip, temp, y_a; \
872 ble 0f; \
873 \
874 sub height, height, clip; \
875 add y_a, y_a, clip; \
876 setup_spans_clip(increment, alternate_active); \
877 \
878 0: \
879 cmp height, #0; \
880 ble 1f; \
881 \
882 orr temp, y_a, y_a, lsl #16; \
883 add temp, temp, #(1 << 16); \
884 add y_a, temp, #2; \
885 add y_a, y_a, #(2 << 16); \
886 vmov.u32 y_x4, temp, y_a; \
887 \
888 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
889 right_index); \
890 setup_spans_prologue_b(); \
891 \
892 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
893 \
894 2: \
895 setup_spans_set_x4_alternate_##alternate_active(alternate, down); \
896 subs height, height, #4; \
897 bhi 2b; \
898 \
899 1: \
900
901
902#define setup_spans_alternate_pre_increment_yes() \
903 adds edge_alt_low, edge_alt_low, edge_dx_dy_alt; \
904 adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31 \
905
906#define setup_spans_alternate_pre_increment_no() \
907
908
909#define setup_spans_up_decrement_yes() \
910 suble height, height, #1 \
911
912#define setup_spans_up_decrement_no() \
913
914
915#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
916 setup_spans_alternate_adjust_##alternate_active(); \
917 setup_spans_load_b(); \
918 sub y_a, y_a, #1; \
919 \
920 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
921 subs temp, temp, y_c; \
922 subgt height, height, temp; \
923 setup_spans_up_decrement_##alternate_active(); \
924 \
925 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
926 subs clip, y_a, temp; \
927 ble 0f; \
928 \
929 sub height, height, clip; \
930 sub y_a, y_a, clip; \
931 setup_spans_clip(decrement, alternate_active); \
932 \
933 0: \
934 cmp height, #0; \
935 ble 1f; \
936 \
937 orr temp, y_a, y_a, lsl #16; \
938 sub temp, temp, #(1 << 16); \
939 sub y_a, temp, #2; \
940 sub y_a, y_a, #(2 << 16); \
941 vmov.u32 y_x4, temp, y_a; \
942 \
943 vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \
944 \
945 setup_spans_alternate_pre_increment_##alternate_active(); \
946 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
947 right_index); \
948 setup_spans_adjust_interpolants_up(); \
949 setup_spans_prologue_b(); \
950 \
951 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
952 \
953 2: \
954 setup_spans_set_x4_alternate_##alternate_active(alternate, up); \
955 subs height, height, #4; \
956 bhi 2b; \
957 \
958 1: \
959
960
961#define setup_spans_epilogue() \
962 ldmia sp!, { r4 - r11, pc } \
963
964
965#define setup_spans_up_up(minor, major) \
966 setup_spans_prologue(); \
967 sub height_minor_a, y_a, y_b; \
968 sub height_minor_b, y_b, y_c; \
969 sub height, y_a, y_c; \
970 \
971 vdup.u32 x_starts, x_a; \
972 vmov.u32 x_ends, x_c, x_b; \
973 \
974 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
975 setup_spans_up(major, minor, minor, yes); \
976 setup_spans_epilogue() \
977
978function(setup_spans_up_left)
979 setup_spans_up_up(left, right)
980
981function(setup_spans_up_right)
982 setup_spans_up_up(right, left)
983
5d834c08 984.pool
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985
986#define setup_spans_down_down(minor, major) \
987 setup_spans_prologue(); \
988 sub height_minor_a, y_b, y_a; \
989 sub height_minor_b, y_c, y_b; \
990 sub height, y_c, y_a; \
991 \
992 vdup.u32 x_starts, x_a; \
993 vmov.u32 x_ends, x_c, x_b; \
994 \
995 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
996 setup_spans_down(major, minor, minor, yes); \
997 setup_spans_epilogue() \
998
999function(setup_spans_down_left)
1000 setup_spans_down_down(left, right)
1001
1002function(setup_spans_down_right)
1003 setup_spans_down_down(right, left)
1004
1005
1006#define setup_spans_up_flat() \
1007 sub height, y_a, y_c; \
1008 \
1009 compute_edge_delta_x2(); \
1010 setup_spans_up(left, right, none, no); \
1011 setup_spans_epilogue() \
1012
1013function(setup_spans_up_a)
1014 setup_spans_prologue()
1015
1016 vmov.u32 x_starts, x_a, x_b
1017 vdup.u32 x_ends, x_c
1018
1019 setup_spans_up_flat()
1020
1021function(setup_spans_up_b)
1022 setup_spans_prologue()
1023
1024 vdup.u32 x_starts, x_a
1025 vmov.u32 x_ends, x_b, x_c
1026
1027 setup_spans_up_flat()
1028
1029#define setup_spans_down_flat() \
1030 sub height, y_c, y_a; \
1031 \
1032 compute_edge_delta_x2(); \
1033 setup_spans_down(left, right, none, no); \
1034 setup_spans_epilogue() \
1035
1036function(setup_spans_down_a)
1037 setup_spans_prologue()
1038
1039 vmov.u32 x_starts, x_a, x_b
1040 vdup.u32 x_ends, x_c
1041
1042 setup_spans_down_flat()
1043
1044function(setup_spans_down_b)
1045 setup_spans_prologue()
1046
1047 vdup.u32 x_starts, x_a
1048 vmov.u32 x_ends, x_b, x_c
1049
1050 setup_spans_down_flat()
1051
1052
1053#define middle_y r9
1054
1055#define edges_xy_b q11
1056#define edges_dx_dy_b d26
1057#define edge_shifts_b d27
1058#define edges_dx_dy_and_shifts_b q13
1059#define height_increment d20
1060
1061#define edges_dx_dy_and_shifts q1
1062
1063#define edges_xy_b_left d22
1064#define edges_xy_b_right d23
1065
1066#define setup_spans_up_down_load_edge_set_b() \
1067 vmov edges_xy, edges_xy_b; \
1068 vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b \
1069
1070
1071function(setup_spans_up_down)
1072 setup_spans_prologue()
1073
1074 // s32 middle_y = y_a;
1075 sub height_minor_a, y_a, y_b
1076 sub height_minor_b, y_c, y_a
1077 sub height_major, y_c, y_b
1078
1079 vmov.u32 x_starts, x_a, x_c
1080 vdup.u32 x_ends, x_b
1081
1082 compute_edge_delta_x3(x_a, height_minor_a, height_major)
1083
1084 mov temp, #0
1085 vmov.u32 height_increment, temp, height_minor_b
1086 vmlal.s32 edges_xy, edges_dx_dy, height_increment
1087
1088 vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1089 vmov edges_xy_b_right, edges_xy_right
1090
1091 vmov edge_shifts_b, edge_shifts
1092 vmov.u32 edge_shifts_b[0], edge_shift_alt
1093
1094 vneg.s32 edges_dx_dy_b, edges_dx_dy
1095 vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1096
1097 mov middle_y, y_a
1098
1099 setup_spans_load_b()
1100 sub y_a, y_a, #1
1101
1102 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1103 subs temp, temp, y_b
1104 subgt height_minor_a, height_minor_a, temp
1105
1106 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1107 subs clip, y_a, temp
1108 ble 0f
1109
1110 sub height_minor_a, height_minor_a, clip
1111 sub y_a, y_a, clip
1112 setup_spans_clip(decrement, no)
1113
1114 0:
1115 cmp height_minor_a, #0
1116 ble 3f
1117
1118 orr temp, y_a, y_a, lsl #16
1119 sub temp, temp, #(1 << 16)
1120 sub y_a, temp, #2
1121 sub y_a, y_a, #(2 << 16)
1122 vmov.u32 y_x4, temp, y_a
1123
1124 vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1125
1126 strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
1127
1128 setup_spans_adjust_edges_alternate_no(left, right);
1129 setup_spans_adjust_interpolants_up()
1130 setup_spans_up_down_load_edge_set_b()
1131
1132 setup_spans_prologue_b()
1133
1134
1135 2:
1136 setup_spans_set_x4_alternate_no(none, up)
1137 subs height_minor_a, height_minor_a, #4
1138 bhi 2b
1139
1140 add span_edge_data, span_edge_data, height_minor_a, lsl #3
1141 add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1142 add span_b_offset, span_b_offset, height_minor_a, lsl #2
1143
1144 4:
1145 add temp, psx_gpu, #psx_gpu_uvrg_offset
1146 vld1.32 { uvrg }, [ temp ]
1147 mov y_a, middle_y
1148
1149 setup_spans_load_b()
1150
1151 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1152 subs y_c, y_c, temp
1153 subgt height_minor_b, height_minor_b, y_c
1154 addgt height_minor_b, height_minor_b, #1
1155
1156 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1157 subs clip, temp, y_a
1158 ble 0f
1159
1160 sub height_minor_b, height_minor_b, clip
1161 add y_a, y_a, clip
1162 setup_spans_clip(increment, no)
1163
1164 0:
1165 cmp height_minor_b, #0
1166 ble 1f
1167
1168 orr temp, y_a, y_a, lsl #16
1169 add temp, temp, #(1 << 16)
1170 add y_a, temp, #2
1171 add y_a, y_a, #(2 << 16)
1172 vmov.u32 y_x4, temp, y_a
1173
1174 setup_spans_adjust_edges_alternate_no(left, right)
1175
1176 ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1177 add temp, temp, height_minor_b
1178 strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1179
1180 2:
1181 setup_spans_set_x4_alternate_no(none, down)
1182 subs height_minor_b, height_minor_b, #4
1183 bhi 2b
1184
1185 1:
1186 setup_spans_epilogue()
1187
1188 3:
1189 setup_spans_up_down_load_edge_set_b()
1190 setup_spans_prologue_b()
1191 bal 4b
1192
5d834c08 1193.pool
75e28f62
E
1194
1195#undef span_uvrg_offset
1196#undef span_edge_data
1197#undef span_b_offset
1198#undef left_x
1199#undef b
1200
1201#define psx_gpu r0
1202#define num_spans r1
1203#define span_uvrg_offset r2
1204#define span_edge_data r3
1205#define span_b_offset r4
1206#define b_dx r5
1207#define span_num_blocks r6
1208#define y r7
1209#define left_x r8
1210#define b r9
1211#define dither_offset_ptr r10
1212#define block_ptr_a r11
1213#define fb_ptr r12
1214#define num_blocks r14
1215
1216#define uvrg_dx_ptr r2
1217#define texture_mask_ptr r3
1218#define dither_shift r8
1219#define dither_row r10
1220
1221#define c_32 r7
1222#define b_dx4 r8
1223#define b_dx8 r9
1224#define block_ptr_b r10
1225
1226#define block_span_ptr r10
1227#define right_mask r8
1228
1229#define color r2
1230#define color_r r3
1231#define color_g r4
1232#define color_b r5
1233
1234#undef uvrg
1235
1236#define u_block q0
1237#define v_block q1
1238#define r_block q2
1239#define g_block q3
1240#define b_block q4
1241
1242#define uv_dx4 d10
1243#define rg_dx4 d11
1244#define uv_dx8 d12
1245#define rg_dx8 d13
1246#define b_whole_8 d14
1247#define fb_mask_ptrs d15
1248
1249#define uvrg_dx4 q5
1250#define uvrg_dx8 q6
1251#define uv_dx8 d12
1252#define rg_dx8 d13
1253
1254#define u_whole q8
1255#define v_whole q9
1256#define r_whole q10
1257#define g_whole q11
1258#define b_whole q12
1259
1260#define u_whole_low d16
1261#define u_whole_high d17
1262#define v_whole_low d18
1263#define v_whole_high d19
1264#define r_whole_low d20
1265#define r_whole_high d21
1266#define g_whole_low d22
1267#define g_whole_high d23
1268#define b_whole_low d24
1269#define b_whole_high d25
1270
1271#define dx4 q13
1272#define dx8 q13
1273
1274#define u_whole_8 d26
1275#define v_whole_8 d27
1276#define u_whole_8b d24
1277#define r_whole_8 d24
1278#define g_whole_8 d25
1279
1280#define uv_whole_8 q13
1281#define uv_whole_8b q14
1282
1283#define dither_offsets q14
1284#define texture_mask q15
1285#define texture_mask_u d30
1286#define texture_mask_v d31
1287
1288#define dither_offsets_short d28
1289
1290#define v_left_x q8
1291#define uvrg q9
1292#define block_span q10
1293
1294#define uv d18
1295#define rg d19
1296
1297#define draw_mask q1
1298#define draw_mask_edge q13
1299#define test_mask q0
1300
1301#define uvrg_dx q3
1302
1303#define colors q2
1304
1305#define setup_blocks_texture_swizzled() \
1306 vand.u8 u_whole_8b, u_whole_8, texture_mask_u; \
1307 vsli.u8 u_whole_8, v_whole_8, #4; \
1308 vsri.u8 v_whole_8, u_whole_8b, #4 \
1309
1310#define setup_blocks_texture_unswizzled() \
1311
1312
1313#define setup_blocks_shaded_textured_builder(swizzling) \
1314.align 3; \
1315 \
1316function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \
1317 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1318 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1319 \
1320 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1321 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1322 \
1323 cmp num_spans, #0; \
1324 bxeq lr; \
1325 \
1326 stmdb sp!, { r4 - r11, r14 }; \
1327 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1328 \
1329 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
1330 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1331 \
1332 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1333 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1334 \
1335 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1336 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1337 \
1338 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
1339 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1340 \
1341 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1342 \
1343 0: \
1344 vmov.u8 fb_mask_ptrs, #0; \
1345 \
1346 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1347 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1348 \
1349 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 1350 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
1351 \
1352 cmp span_num_blocks, #0; \
1353 beq 1f; \
1354 \
1355 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1356 add num_blocks, span_num_blocks, num_blocks; \
1357 \
1358 cmp num_blocks, #MAX_BLOCKS; \
1359 bgt 2f; \
1360 \
1361 3: \
1362 ldr b, [ span_b_offset ]; \
1363 add fb_ptr, fb_ptr, y, lsl #11; \
1364 \
1365 vdup.u32 v_left_x, left_x; \
1366 and y, y, #0x3; \
1367 \
1368 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1369 add fb_ptr, fb_ptr, left_x, lsl #1; \
1370 \
1371 mla b, b_dx, left_x, b; \
1372 and dither_shift, left_x, #0x03; \
1373 \
1374 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1375 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1376 \
1377 mov dither_shift, dither_shift, lsl #3; \
1378 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1379 \
1380 mov c_32, #32; \
1381 subs span_num_blocks, span_num_blocks, #1; \
1382 \
1383 mov dither_row, dither_row, ror dither_shift; \
1384 mov b_dx4, b_dx, lsl #2; \
1385 \
1386 vdup.u32 dither_offsets_short, dither_row; \
1387 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1388 \
1389 vdup.u32 b_block, b; \
1390 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1391 \
1392 vdup.u32 u_block, uv[0]; \
1393 mov b_dx8, b_dx, lsl #3; \
1394 \
1395 vdup.u32 v_block, uv[1]; \
1396 vdup.u32 r_block, rg[0]; \
1397 vdup.u32 g_block, rg[1]; \
1398 \
1399 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1400 \
1401 vadd.u32 u_block, u_block, block_span; \
1402 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1403 \
1404 vadd.u32 v_block, v_block, block_span; \
1405 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1406 \
1407 vadd.u32 r_block, r_block, block_span; \
1408 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1409 \
1410 vadd.u32 g_block, g_block, block_span; \
1411 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
1412 \
1413 vadd.u32 b_block, b_block, block_span; \
1414 add block_ptr_b, block_ptr_a, #16; \
1415 \
1416 vshrn.u32 u_whole_low, u_block, #16; \
1417 vshrn.u32 v_whole_low, v_block, #16; \
1418 vshrn.u32 r_whole_low, r_block, #16; \
1419 vshrn.u32 g_whole_low, g_block, #16; \
1420 \
1421 vdup.u32 dx4, uv_dx4[0]; \
1422 vshrn.u32 b_whole_low, b_block, #16; \
1423 \
1424 vaddhn.u32 u_whole_high, u_block, dx4; \
1425 vdup.u32 dx4, uv_dx4[1]; \
1426 \
1427 vaddhn.u32 v_whole_high, v_block, dx4; \
1428 vdup.u32 dx4, rg_dx4[0]; \
1429 \
1430 vaddhn.u32 r_whole_high, r_block, dx4; \
1431 vdup.u32 dx4, rg_dx4[1]; \
1432 \
1433 vaddhn.u32 g_whole_high, g_block, dx4; \
1434 vdup.u32 dx4, b_dx4; \
1435 \
1436 vaddhn.u32 b_whole_high, b_block, dx4; \
1437 vdup.u32 dx8, uv_dx8[0]; \
1438 \
1439 vadd.u32 u_block, u_block, dx8; \
1440 vdup.u32 dx8, uv_dx8[1]; \
1441 \
1442 vadd.u32 v_block, v_block, dx8; \
1443 vdup.u32 dx8, rg_dx8[0]; \
1444 \
1445 vadd.u32 r_block, r_block, dx8; \
1446 vdup.u32 dx8, rg_dx8[1]; \
1447 \
1448 vadd.u32 g_block, g_block, dx8; \
1449 vdup.u32 dx8, b_dx8; \
1450 \
1451 vadd.u32 b_block, b_block, dx8; \
1452 vmovn.u16 u_whole_8, u_whole; \
1453 \
1454 vmovn.u16 v_whole_8, v_whole; \
1455 \
1456 vmovn.u16 b_whole_8, b_whole; \
1457 pld [ fb_ptr ]; \
1458 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1459 \
1460 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1461 setup_blocks_texture_##swizzling(); \
1462 \
1463 vmovn.u16 r_whole_8, r_whole; \
1464 beq 5f; \
1465 \
1466 4: \
1467 vmovn.u16 g_whole_8, g_whole; \
1468 vshrn.u32 u_whole_low, u_block, #16; \
1469 \
1470 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1471 vshrn.u32 v_whole_low, v_block, #16; \
1472 \
1473 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1474 vshrn.u32 r_whole_low, r_block, #16; \
1475 \
1476 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1477 vshrn.u32 g_whole_low, g_block, #16; \
1478 \
1479 vdup.u32 dx4, uv_dx4[0]; \
1480 vshrn.u32 b_whole_low, b_block, #16; \
1481 \
1482 vaddhn.u32 u_whole_high, u_block, dx4; \
1483 vdup.u32 dx4, uv_dx4[1]; \
1484 \
1485 vaddhn.u32 v_whole_high, v_block, dx4; \
1486 vdup.u32 dx4, rg_dx4[0]; \
1487 \
1488 vaddhn.u32 r_whole_high, r_block, dx4; \
1489 vdup.u32 dx4, rg_dx4[1]; \
1490 \
1491 vaddhn.u32 g_whole_high, g_block, dx4; \
1492 vdup.u32 dx4, b_dx4; \
1493 \
1494 vaddhn.u32 b_whole_high, b_block, dx4; \
1495 vdup.u32 dx8, uv_dx8[0]; \
1496 \
1497 vadd.u32 u_block, u_block, dx8; \
1498 vdup.u32 dx8, uv_dx8[1]; \
1499 \
1500 vadd.u32 v_block, v_block, dx8; \
1501 vdup.u32 dx8, rg_dx8[0]; \
1502 \
1503 vadd.u32 r_block, r_block, dx8; \
1504 vdup.u32 dx8, rg_dx8[1]; \
1505 \
1506 vadd.u32 g_block, g_block, dx8; \
1507 vdup.u32 dx8, b_dx8; \
1508 \
1509 vadd.u32 b_block, b_block, dx8; \
1510 vmovn.u16 u_whole_8, u_whole; \
1511 \
1512 add fb_ptr, fb_ptr, #16; \
1513 vmovn.u16 v_whole_8, v_whole; \
1514 \
1515 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1516 vmovn.u16 b_whole_8, b_whole; \
1517 \
1518 pld [ fb_ptr ]; \
1519 \
1520 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1521 subs span_num_blocks, span_num_blocks, #1; \
1522 \
1523 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1524 setup_blocks_texture_##swizzling(); \
1525 \
1526 vmovn.u16 r_whole_8, r_whole; \
1527 bne 4b; \
1528 \
1529 5: \
1530 vmovn.u16 g_whole_8, g_whole; \
1531 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1532 \
1533 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1534 vdup.u8 draw_mask, right_mask; \
1535 \
1536 vmov.u32 fb_mask_ptrs[0], right_mask; \
1537 vtst.u16 draw_mask, draw_mask, test_mask; \
1538 vzip.u8 u_whole_8, v_whole_8; \
1539 \
1540 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1541 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1542 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1543 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1544 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1545 \
1546 1: \
1547 add span_uvrg_offset, span_uvrg_offset, #16; \
1548 add span_b_offset, span_b_offset, #4; \
1549 \
1550 add span_edge_data, span_edge_data, #8; \
1551 subs num_spans, num_spans, #1; \
1552 \
1553 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1554 bne 0b; \
1555 \
1556 ldmia sp!, { r4 - r11, pc }; \
1557 \
1558 2: \
1559 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1560 vpush { texture_mask }; \
1561 vpush { uvrg_dx4 }; \
1562 \
1563 stmdb sp!, { r0 - r3, r12, r14 }; \
1564 bl flush_render_block_buffer; \
1565 ldmia sp!, { r0 - r3, r12, r14 }; \
1566 \
1567 vpop { uvrg_dx4 }; \
1568 vpop { texture_mask }; \
1569 \
1570 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1571 vmov.u8 fb_mask_ptrs, #0; \
1572 \
1573 mov num_blocks, span_num_blocks; \
1574 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1575 bal 3b \
1576
1577
1578setup_blocks_shaded_textured_builder(swizzled)
1579setup_blocks_shaded_textured_builder(unswizzled)
1580
1581
1582#define setup_blocks_unshaded_textured_builder(swizzling) \
1583.align 3; \
1584 \
1585function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \
1586 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1587 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1588 \
1589 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1590 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1591 \
1592 cmp num_spans, #0; \
1593 bxeq lr; \
1594 \
1595 stmdb sp!, { r4 - r11, r14 }; \
1596 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1597 \
1598 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1599 \
1600 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1601 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1602 \
1603 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1604 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1605 \
1606 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1607 \
1608 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1609 \
1610 0: \
1611 vmov.u8 fb_mask_ptrs, #0; \
1612 \
1613 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1614 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1615 \
1616 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 1617 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
1618 \
1619 cmp span_num_blocks, #0; \
1620 beq 1f; \
1621 \
1622 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1623 add num_blocks, span_num_blocks, num_blocks; \
1624 \
1625 cmp num_blocks, #MAX_BLOCKS; \
1626 bgt 2f; \
1627 \
1628 3: \
1629 add fb_ptr, fb_ptr, y, lsl #11; \
1630 \
1631 vdup.u32 v_left_x, left_x; \
1632 and y, y, #0x3; \
1633 \
1634 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1635 add fb_ptr, fb_ptr, left_x, lsl #1; \
1636 \
1637 and dither_shift, left_x, #0x03; \
1638 \
1639 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1640 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1641 \
1642 mov dither_shift, dither_shift, lsl #3; \
1643 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1644 \
1645 mov c_32, #32; \
1646 subs span_num_blocks, span_num_blocks, #1; \
1647 \
1648 mov dither_row, dither_row, ror dither_shift; \
1649 \
1650 vdup.u32 dither_offsets_short, dither_row; \
1651 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1652 \
1653 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1654 \
1655 vdup.u32 u_block, uv[0]; \
1656 \
1657 vdup.u32 v_block, uv[1]; \
1658 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1659 \
1660 vadd.u32 u_block, u_block, block_span; \
1661 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1662 \
1663 vadd.u32 v_block, v_block, block_span; \
1664 add block_ptr_b, block_ptr_a, #16; \
1665 \
1666 vshrn.u32 u_whole_low, u_block, #16; \
1667 vshrn.u32 v_whole_low, v_block, #16; \
1668 \
1669 vdup.u32 dx4, uv_dx4[0]; \
1670 \
1671 vaddhn.u32 u_whole_high, u_block, dx4; \
1672 vdup.u32 dx4, uv_dx4[1]; \
1673 \
1674 vaddhn.u32 v_whole_high, v_block, dx4; \
1675 vdup.u32 dx8, uv_dx8[0]; \
1676 \
1677 vadd.u32 u_block, u_block, dx8; \
1678 vdup.u32 dx8, uv_dx8[1]; \
1679 \
1680 vadd.u32 v_block, v_block, dx8; \
1681 vmovn.u16 u_whole_8, u_whole; \
1682 \
1683 vmovn.u16 v_whole_8, v_whole; \
1684 \
1685 pld [ fb_ptr ]; \
1686 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1687 \
1688 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1689 setup_blocks_texture_##swizzling(); \
1690 \
1691 beq 5f; \
1692 \
1693 4: \
1694 vshrn.u32 u_whole_low, u_block, #16; \
1695 \
1696 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1697 vshrn.u32 v_whole_low, v_block, #16; \
1698 \
1699 add block_ptr_b, block_ptr_b, #32; \
1700 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1701 \
1702 vdup.u32 dx4, uv_dx4[0]; \
1703 vaddhn.u32 u_whole_high, u_block, dx4; \
1704 vdup.u32 dx4, uv_dx4[1]; \
1705 \
1706 vaddhn.u32 v_whole_high, v_block, dx4; \
1707 vdup.u32 dx8, uv_dx8[0]; \
1708 \
1709 vadd.u32 u_block, u_block, dx8; \
1710 vdup.u32 dx8, uv_dx8[1]; \
1711 \
1712 vadd.u32 v_block, v_block, dx8; \
1713 vmovn.u16 u_whole_8, u_whole; \
1714 \
1715 add fb_ptr, fb_ptr, #16; \
1716 vmovn.u16 v_whole_8, v_whole; \
1717 \
1718 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1719 pld [ fb_ptr ]; \
1720 \
1721 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1722 subs span_num_blocks, span_num_blocks, #1; \
1723 \
1724 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1725 setup_blocks_texture_##swizzling(); \
1726 \
1727 bne 4b; \
1728 \
1729 5: \
1730 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1731 \
1732 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1733 vdup.u8 draw_mask, right_mask; \
1734 \
1735 vmov.u32 fb_mask_ptrs[0], right_mask; \
1736 vtst.u16 draw_mask, draw_mask, test_mask; \
1737 vzip.u8 u_whole_8, v_whole_8; \
1738 \
1739 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1740 add block_ptr_b, block_ptr_b, #32; \
1741 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1742 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1743 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1744 \
1745 1: \
1746 add span_uvrg_offset, span_uvrg_offset, #16; \
1747 add span_edge_data, span_edge_data, #8; \
1748 subs num_spans, num_spans, #1; \
1749 \
1750 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1751 bne 0b; \
1752 \
1753 ldmia sp!, { r4 - r11, pc }; \
1754 \
1755 2: \
1756 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1757 vpush { texture_mask }; \
1758 vpush { uvrg_dx4 }; \
1759 \
1760 stmdb sp!, { r0 - r3, r12, r14 }; \
1761 bl flush_render_block_buffer; \
1762 ldmia sp!, { r0 - r3, r12, r14 }; \
1763 \
1764 vpop { uvrg_dx4 }; \
1765 vpop { texture_mask }; \
1766 \
1767 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1768 vmov.u8 fb_mask_ptrs, #0; \
1769 \
1770 mov num_blocks, span_num_blocks; \
1771 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1772 bal 3b \
1773
1774
1775setup_blocks_unshaded_textured_builder(swizzled)
1776setup_blocks_unshaded_textured_builder(unswizzled)
1777
1778
1779.align 3
1780
1781function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect)
1782 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1783 veor.u32 draw_mask, draw_mask, draw_mask
1784
1785 cmp num_spans, #0
1786 bxeq lr
1787
1788 stmdb sp!, { r4 - r11, r14 }
1789 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1790
1791 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1792
1793 ubfx color_r, color, #3, #5
1794 ubfx color_g, color, #11, #5
1795 ubfx color_b, color, #19, #5
1796
1797 orr color, color_r, color_b, lsl #10
1798 orr color, color, color_g, lsl #5
1799
1800 vdup.u16 colors, color
1801
1802 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1803 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1804
1805 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1806 add block_ptr_a, block_ptr_a, num_blocks, lsl #6
1807
1808 0:
1809 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1810 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1811
c1817bd9 1812 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
1813
1814 cmp span_num_blocks, #0
1815 beq 1f
1816
1817 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1818 add num_blocks, span_num_blocks, num_blocks
1819
1820 cmp num_blocks, #MAX_BLOCKS
1821 bgt 2f
1822
1823 3:
1824 add fb_ptr, fb_ptr, y, lsl #11
1825 and y, y, #0x3
1826
1827 add fb_ptr, fb_ptr, left_x, lsl #1
1828 mov c_32, #32
1829
1830 subs span_num_blocks, span_num_blocks, #1
1831
1832 add block_ptr_b, block_ptr_a, #16
1833 pld [ fb_ptr ]
1834
1835 vmov.u32 fb_mask_ptrs[1], fb_ptr
1836 beq 5f
1837
1838 4:
1839 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32
1840 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1841 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1842
1843 add fb_ptr, fb_ptr, #16
1844 add block_ptr_b, block_ptr_b, #32
1845
1846 pld [ fb_ptr ]
1847
1848 vmov.u32 fb_mask_ptrs[1], fb_ptr
1849 subs span_num_blocks, span_num_blocks, #1
1850
1851 bne 4b
1852
1853 5:
1854 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1855
1856 vdup.u8 draw_mask_edge, right_mask
1857 vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
1858
1859 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1860 vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32
1861 add block_ptr_b, block_ptr_b, #32
1862 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1863
1864 1:
1865 add span_edge_data, span_edge_data, #8
1866 subs num_spans, num_spans, #1
1867
1868 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1869 bne 0b
1870
1871 ldmia sp!, { r4 - r11, pc }
1872
1873 2:
1874 vpush { colors }
1875
1876 stmdb sp!, { r0 - r3, r12, r14 }
1877 bl flush_render_block_buffer
1878 ldmia sp!, { r0 - r3, r12, r14 }
1879
1880 vpop { colors }
1881
1882 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1883 veor.u32 draw_mask, draw_mask, draw_mask
1884
1885 mov num_blocks, span_num_blocks
1886 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1887 bal 3b
1888
1889
1890#define mask_msb_scalar r14
1891
1892#define msb_mask q15
1893
1894#define pixels_low d16
1895
1896#define msb_mask_low d30
1897#define msb_mask_high d31
1898
1899
1900.align 3
1901
1902function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
1903 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1904
1905 cmp num_spans, #0
1906 bxeq lr
1907
1908 stmdb sp!, { r4 - r11, r14 }
1909
1910 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1911
1912 ubfx color_r, color, #3, #5
1913 ubfx color_g, color, #11, #5
1914
1915 ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ]
1916 ubfx color_b, color, #19, #5
1917
1918 orr color, color_r, color_b, lsl #10
1919 orr color, color, color_g, lsl #5
1920 orr color, color, mask_msb_scalar
1921
1922 vdup.u16 colors, color
1923
1924 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
3867c6ef
E
1925 orr color, color, lsl #16
1926
75e28f62
E
1927
1928 0:
1929 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1930 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1931
c1817bd9 1932 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
1933
1934 cmp span_num_blocks, #0
1935 beq 1f
1936
1937 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1938
1939 add fb_ptr, fb_ptr, y, lsl #11
1940 subs span_num_blocks, span_num_blocks, #1
1941
1942 add fb_ptr, fb_ptr, left_x, lsl #1
1943 beq 3f
1944
1945 2:
1946 vst1.u32 { colors }, [ fb_ptr ]!
1947 subs span_num_blocks, span_num_blocks, #1
1948
1949 bne 2b
1950
1951 3:
1952 ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
75e28f62 1953
3867c6ef
E
1954 cmp right_mask, #0x0
1955 beq 5f
1956
1957 tst right_mask, #0xF
1958 streq color, [ fb_ptr ], #4
1959 moveq right_mask, right_mask, lsr #4
1960 streq color, [ fb_ptr ], #4
1961
1962 tst right_mask, #0x3
1963 streq color, [ fb_ptr ], #4
1964 moveq right_mask, right_mask, lsr #2
1965
1966 tst right_mask, #0x1
1967 streqh color, [ fb_ptr ]
75e28f62
E
1968
1969 1:
1970 add span_edge_data, span_edge_data, #8
1971 subs num_spans, num_spans, #1
75e28f62
E
1972 bne 0b
1973
1974 ldmia sp!, { r4 - r11, pc }
1975
3867c6ef
E
1976 5:
1977 vst1.u32 { colors }, [ fb_ptr ]
1978 bal 1b
75e28f62
E
1979
1980
1981#undef c_64
1982
1983#define c_64 r7
1984#define rg_dx_ptr r2
1985
1986
1987#undef r_block
1988#undef g_block
1989#undef b_block
1990#undef r_whole
1991#undef g_whole
1992#undef b_whole
1993#undef r_whole_low
1994#undef r_whole_high
1995#undef g_whole_low
1996#undef g_whole_high
1997#undef b_whole_low
1998#undef b_whole_high
1999#undef r_whole_8
2000#undef g_whole_8
2001#undef b_whole_8
2002#undef dither_offsets
2003#undef rg_dx4
2004#undef rg_dx8
2005#undef dx4
2006#undef dx8
2007#undef v_left_x
2008#undef uvrg
2009#undef block_span
2010#undef rg
2011#undef draw_mask
2012#undef test_mask
2013
2014#define r_block q0
2015#define g_block q1
2016#define b_block q2
2017
2018#define r_whole q3
2019#define g_whole q4
2020#define b_whole q5
2021
2022#define r_whole_low d6
2023#define r_whole_high d7
2024#define g_whole_low d8
2025#define g_whole_high d9
2026#define b_whole_low d10
2027#define b_whole_high d11
2028
2029#define gb_whole_8 q6
2030
2031#define g_whole_8 d12
2032#define b_whole_8 d13
2033
2034#define r_whole_8 d14
2035
2036#define pixels q8
2037
2038#define rg_dx4 d18
2039#define rg_dx8 d19
2040
2041#define dx4 q10
2042#define dx8 q10
2043
2044#define v_left_x d6
2045#define uvrg q4
2046#define block_span q5
2047
2048#define rg d9
2049
2050#define d64_1 d22
2051#define d64_128 d23
2052
2053#define d128_4 q12
2054#define d128_0x7 q13
2055
2056#define d64_4 d24
2057
2058#define dither_offsets q14
2059#define draw_mask q15
2060
2061#define dither_offsets_low d28
2062
2063#define rg_dx d0
2064#define test_mask q10
2065
2066
2067#define setup_blocks_shaded_untextured_dither_a_dithered() \
2068 vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low; \
2069 vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets; \
2070
2071#define setup_blocks_shaded_untextured_dither_b_dithered() \
2072 vqsub.u8 r_whole_8, r_whole_8, d64_4; \
2073 vqsub.u8 gb_whole_8, gb_whole_8, d128_4 \
2074
2075#define setup_blocks_shaded_untextured_dither_a_undithered() \
2076
2077#define setup_blocks_shaded_untextured_dither_b_undithered() \
2078
2079
2080#define setup_blocks_shaded_untextured_indirect_builder(dithering) \
2081.align 3; \
2082 \
2083function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \
2084 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2085 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2086 \
2087 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2088 \
2089 cmp num_spans, #0; \
2090 bxeq lr; \
2091 \
2092 stmdb sp!, { r4 - r11, r14 }; \
2093 vshl.u32 rg_dx4, rg_dx, #2; \
2094 \
2095 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2096 vshl.u32 rg_dx8, rg_dx, #3; \
2097 \
2098 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2099 \
2100 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2101 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2102 \
2103 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2104 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2105 \
2106 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
2107 vmov.u8 d64_1, #1; \
2108 \
2109 vmov.u8 d128_4, #4; \
2110 vmov.u8 d64_128, #128; \
2111 \
2112 vmov.u8 d128_0x7, #0x7; \
2113 \
2114 0: \
2115 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2116 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2117 \
2118 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 2119 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
2120 \
2121 cmp span_num_blocks, #0; \
2122 beq 1f; \
2123 \
2124 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2125 add num_blocks, span_num_blocks, num_blocks; \
2126 \
2127 cmp num_blocks, #MAX_BLOCKS; \
2128 bgt 2f; \
2129 \
2130 3: \
2131 ldr b, [ span_b_offset ]; \
2132 add fb_ptr, fb_ptr, y, lsl #11; \
2133 \
2134 vdup.u32 v_left_x, left_x; \
2135 and y, y, #0x3; \
2136 \
2137 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2138 add fb_ptr, fb_ptr, left_x, lsl #1; \
2139 \
2140 mla b, b_dx, left_x, b; \
2141 and dither_shift, left_x, #0x03; \
2142 \
2143 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2144 vshr.u32 rg_dx, rg_dx4, #2; \
2145 \
2146 mov dither_shift, dither_shift, lsl #3; \
2147 vmla.u32 rg, rg_dx, v_left_x; \
2148 \
2149 mov c_64, #64; \
2150 subs span_num_blocks, span_num_blocks, #1; \
2151 \
2152 mov dither_row, dither_row, ror dither_shift; \
2153 mov b_dx4, b_dx, lsl #2; \
2154 \
2155 vdup.u32 dither_offsets, dither_row; \
2156 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2157 \
2158 vdup.u32 b_block, b; \
2159 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2160 \
2161 mov b_dx8, b_dx, lsl #3; \
2162 vdup.u32 r_block, rg[0]; \
2163 vdup.u32 g_block, rg[1]; \
2164 \
2165 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2166 \
2167 vadd.u32 r_block, r_block, block_span; \
2168 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2169 \
2170 vadd.u32 g_block, g_block, block_span; \
2171 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2172 \
2173 vadd.u32 b_block, b_block, block_span; \
2174 add block_ptr_b, block_ptr_a, #16; \
2175 \
2176 vshrn.u32 r_whole_low, r_block, #16; \
2177 vshrn.u32 g_whole_low, g_block, #16; \
2178 vshrn.u32 b_whole_low, b_block, #16; \
2179 vdup.u32 dx4, rg_dx4[0]; \
2180 \
2181 vaddhn.u32 r_whole_high, r_block, dx4; \
2182 vdup.u32 dx4, rg_dx4[1]; \
2183 \
2184 vaddhn.u32 g_whole_high, g_block, dx4; \
2185 vdup.u32 dx4, b_dx4; \
2186 \
2187 vaddhn.u32 b_whole_high, b_block, dx4; \
2188 vdup.u32 dx8, rg_dx8[0]; \
2189 \
2190 vadd.u32 r_block, r_block, dx8; \
2191 vdup.u32 dx8, rg_dx8[1]; \
2192 \
2193 vadd.u32 g_block, g_block, dx8; \
2194 vdup.u32 dx8, b_dx8; \
2195 \
2196 vadd.u32 b_block, b_block, dx8; \
2197 \
2198 vmovn.u16 r_whole_8, r_whole; \
2199 vmovn.u16 g_whole_8, g_whole; \
2200 vmovn.u16 b_whole_8, b_whole; \
2201 \
2202 beq 5f; \
2203 veor.u32 draw_mask, draw_mask, draw_mask; \
2204 \
2205 4: \
2206 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2207 vshrn.u32 r_whole_low, r_block, #16; \
2208 \
2209 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2210 vshrn.u32 g_whole_low, g_block, #16; \
2211 \
2212 vshrn.u32 b_whole_low, b_block, #16; \
2213 str fb_ptr, [ block_ptr_a, #44 ]; \
2214 \
2215 vdup.u32 dx4, rg_dx4[0]; \
2216 vshr.u8 r_whole_8, r_whole_8, #3; \
2217 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2218 \
2219 vaddhn.u32 r_whole_high, r_block, dx4; \
2220 vdup.u32 dx4, rg_dx4[1]; \
2221 \
2222 vaddhn.u32 g_whole_high, g_block, dx4; \
2223 vdup.u32 dx4, b_dx4; \
2224 \
2225 vaddhn.u32 b_whole_high, b_block, dx4; \
2226 vdup.u32 dx8, rg_dx8[0]; \
2227 \
2228 vmull.u8 pixels, r_whole_8, d64_1; \
2229 vmlal.u8 pixels, g_whole_8, d64_4; \
2230 vmlal.u8 pixels, b_whole_8, d64_128; \
2231 \
2232 vadd.u32 r_block, r_block, dx8; \
2233 vdup.u32 dx8, rg_dx8[1]; \
2234 \
2235 vadd.u32 g_block, g_block, dx8; \
2236 vdup.u32 dx8, b_dx8; \
2237 \
2238 vadd.u32 b_block, b_block, dx8; \
2239 add fb_ptr, fb_ptr, #16; \
2240 \
2241 vmovn.u16 r_whole_8, r_whole; \
2242 vmovn.u16 g_whole_8, g_whole; \
2243 vmovn.u16 b_whole_8, b_whole; \
2244 \
2245 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2246 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2247 \
2248 pld [ fb_ptr ]; \
2249 \
2250 subs span_num_blocks, span_num_blocks, #1; \
2251 bne 4b; \
2252 \
2253 5: \
2254 str fb_ptr, [ block_ptr_a, #44 ]; \
2255 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2256 \
2257 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
2258 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2259 \
2260 vshr.u8 r_whole_8, r_whole_8, #3; \
2261 vdup.u8 draw_mask, right_mask; \
2262 \
2263 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2264 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
2265 \
2266 vtst.u16 draw_mask, draw_mask, test_mask; \
2267 \
2268 vmull.u8 pixels, r_whole_8, d64_1; \
2269 vmlal.u8 pixels, g_whole_8, d64_4; \
2270 vmlal.u8 pixels, b_whole_8, d64_128; \
2271 \
2272 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2273 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2274 \
2275 1: \
2276 add span_uvrg_offset, span_uvrg_offset, #16; \
2277 add span_b_offset, span_b_offset, #4; \
2278 \
2279 add span_edge_data, span_edge_data, #8; \
2280 subs num_spans, num_spans, #1; \
2281 \
2282 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2283 bne 0b; \
2284 \
2285 ldmia sp!, { r4 - r11, pc }; \
2286 \
2287 2: \
2288 /* TODO: Load from psx_gpu instead of saving/restoring these */\
2289 vpush { rg_dx4 }; \
2290 \
2291 stmdb sp!, { r0 - r3, r12, r14 }; \
2292 bl flush_render_block_buffer; \
2293 ldmia sp!, { r0 - r3, r12, r14 }; \
2294 \
2295 vpop { rg_dx4 }; \
2296 \
2297 vmov.u8 d64_1, #1; \
2298 vmov.u8 d128_4, #4; \
2299 vmov.u8 d64_128, #128; \
2300 vmov.u8 d128_0x7, #0x7; \
2301 \
2302 vadd.u32 rg_dx8, rg_dx4, rg_dx4; \
2303 \
2304 mov num_blocks, span_num_blocks; \
2305 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2306 bal 3b \
2307
2308
2309setup_blocks_shaded_untextured_indirect_builder(undithered)
2310setup_blocks_shaded_untextured_indirect_builder(dithered)
2311
2312
2313#undef draw_mask
2314
2315#define mask_msb_ptr r14
2316
2317#define draw_mask q0
2318#define pixels_low d16
3867c6ef 2319#define pixels_high d17
75e28f62
E
2320
2321
2322
2323#define setup_blocks_shaded_untextured_direct_builder(dithering) \
2324.align 3; \
2325 \
2326function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \
2327 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2328 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2329 \
2330 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2331 \
2332 cmp num_spans, #0; \
2333 bxeq lr; \
2334 \
2335 stmdb sp!, { r4 - r11, r14 }; \
2336 vshl.u32 rg_dx4, rg_dx, #2; \
2337 \
2338 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2339 vshl.u32 rg_dx8, rg_dx, #3; \
2340 \
2341 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2342 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2343 \
2344 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2345 vmov.u8 d64_1, #1; \
2346 \
2347 vmov.u8 d128_4, #4; \
2348 vmov.u8 d64_128, #128; \
2349 \
2350 vmov.u8 d128_0x7, #0x7; \
2351 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
2352 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
2353 \
2354 0: \
2355 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2356 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2357 \
2358 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 2359 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
2360 \
2361 cmp span_num_blocks, #0; \
2362 beq 1f; \
2363 \
2364 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2365 add fb_ptr, fb_ptr, y, lsl #11; \
2366 \
2367 ldr b, [ span_b_offset ]; \
2368 vdup.u32 v_left_x, left_x; \
2369 and y, y, #0x3; \
2370 \
2371 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2372 add fb_ptr, fb_ptr, left_x, lsl #1; \
2373 \
2374 mla b, b_dx, left_x, b; \
2375 and dither_shift, left_x, #0x03; \
2376 \
2377 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2378 vshr.u32 rg_dx, rg_dx4, #2; \
2379 \
2380 mov dither_shift, dither_shift, lsl #3; \
2381 vmla.u32 rg, rg_dx, v_left_x; \
2382 \
2383 subs span_num_blocks, span_num_blocks, #1; \
2384 \
2385 mov dither_row, dither_row, ror dither_shift; \
2386 mov b_dx4, b_dx, lsl #2; \
2387 \
2388 vdup.u32 dither_offsets, dither_row; \
2389 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2390 \
2391 vdup.u32 b_block, b; \
2392 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2393 \
2394 mov b_dx8, b_dx, lsl #3; \
2395 vdup.u32 r_block, rg[0]; \
2396 vdup.u32 g_block, rg[1]; \
2397 \
2398 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2399 \
2400 vadd.u32 r_block, r_block, block_span; \
2401 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2402 \
2403 vadd.u32 g_block, g_block, block_span; \
2404 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2405 \
2406 vadd.u32 b_block, b_block, block_span; \
2407 add block_ptr_b, block_ptr_a, #16; \
2408 \
2409 vshrn.u32 r_whole_low, r_block, #16; \
2410 vshrn.u32 g_whole_low, g_block, #16; \
2411 vshrn.u32 b_whole_low, b_block, #16; \
2412 vdup.u32 dx4, rg_dx4[0]; \
2413 \
2414 vaddhn.u32 r_whole_high, r_block, dx4; \
2415 vdup.u32 dx4, rg_dx4[1]; \
2416 \
2417 vaddhn.u32 g_whole_high, g_block, dx4; \
2418 vdup.u32 dx4, b_dx4; \
2419 \
2420 vaddhn.u32 b_whole_high, b_block, dx4; \
2421 vdup.u32 dx8, rg_dx8[0]; \
2422 \
2423 vadd.u32 r_block, r_block, dx8; \
2424 vdup.u32 dx8, rg_dx8[1]; \
2425 \
2426 vadd.u32 g_block, g_block, dx8; \
2427 vdup.u32 dx8, b_dx8; \
2428 \
2429 vadd.u32 b_block, b_block, dx8; \
2430 \
2431 vmovn.u16 r_whole_8, r_whole; \
2432 vmovn.u16 g_whole_8, g_whole; \
2433 vmovn.u16 b_whole_8, b_whole; \
2434 \
2435 beq 3f; \
2436 \
2437 2: \
2438 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2439 vshrn.u32 r_whole_low, r_block, #16; \
2440 \
2441 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2442 vshrn.u32 g_whole_low, g_block, #16; \
2443 \
2444 vshrn.u32 b_whole_low, b_block, #16; \
2445 \
2446 vdup.u32 dx4, rg_dx4[0]; \
2447 vshr.u8 r_whole_8, r_whole_8, #3; \
2448 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2449 \
2450 vaddhn.u32 r_whole_high, r_block, dx4; \
2451 vdup.u32 dx4, rg_dx4[1]; \
2452 \
2453 vmov pixels, msb_mask; \
2454 vaddhn.u32 g_whole_high, g_block, dx4; \
2455 vdup.u32 dx4, b_dx4; \
2456 \
2457 vaddhn.u32 b_whole_high, b_block, dx4; \
2458 vdup.u32 dx8, rg_dx8[0]; \
2459 \
2460 vmlal.u8 pixels, r_whole_8, d64_1; \
2461 vmlal.u8 pixels, g_whole_8, d64_4; \
2462 vmlal.u8 pixels, b_whole_8, d64_128; \
2463 \
2464 vadd.u32 r_block, r_block, dx8; \
2465 vdup.u32 dx8, rg_dx8[1]; \
2466 \
2467 vadd.u32 g_block, g_block, dx8; \
2468 vdup.u32 dx8, b_dx8; \
2469 \
2470 vadd.u32 b_block, b_block, dx8; \
2471 \
2472 vmovn.u16 r_whole_8, r_whole; \
2473 vmovn.u16 g_whole_8, g_whole; \
2474 vmovn.u16 b_whole_8, b_whole; \
2475 \
2476 vst1.u32 { pixels }, [ fb_ptr ]!; \
2477 subs span_num_blocks, span_num_blocks, #1; \
2478 bne 2b; \
2479 \
2480 3: \
2481 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2482 \
3867c6ef 2483 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
75e28f62
E
2484 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2485 \
2486 vshr.u8 r_whole_8, r_whole_8, #3; \
3867c6ef 2487 rbit right_mask, right_mask; \
75e28f62
E
2488 vmov pixels, msb_mask; \
2489 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
3867c6ef 2490 clz right_mask, right_mask; \
75e28f62
E
2491 \
2492 vmlal.u8 pixels, r_whole_8, d64_1; \
2493 vmlal.u8 pixels, g_whole_8, d64_4; \
2494 vmlal.u8 pixels, b_whole_8, d64_128; \
2495 \
3867c6ef
E
2496 ldr pc, [ pc, right_mask, lsl #2 ]; \
2497 nop; \
2498 nop; \
2499 .word 4f; \
2500 .word 5f; \
2501 .word 6f; \
2502 .word 7f; \
2503 .word 8f; \
2504 .word 9f; \
2505 .word 10f; \
2506 .word 11f; \
2507 \
75e28f62 2508 4: \
3867c6ef
E
2509 vst1.u16 { pixels_low[0] }, [ fb_ptr ]; \
2510 bal 1f; \
2511 \
2512 5: \
2513 vst1.u32 { pixels_low[0] }, [ fb_ptr ]; \
2514 bal 1f; \
2515 \
2516 6: \
2517 vst1.u32 { pixels_low[0] }, [ fb_ptr ]!; \
2518 vst1.u16 { pixels_low[2] }, [ fb_ptr ]; \
2519 bal 1f; \
2520 \
2521 7: \
2522 vst1.u32 { pixels_low }, [ fb_ptr ]; \
2523 bal 1f; \
2524 \
2525 8: \
2526 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2527 vst1.u16 { pixels_high[0] }, [ fb_ptr ]; \
2528 bal 1f; \
2529 \
2530 9: \
2531 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2532 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2533 bal 1f; \
2534 \
2535 10: \
2536 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2537 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2538 vst1.u16 { pixels_high[2] }, [ fb_ptr ]; \
2539 bal 1f; \
2540 \
2541 11: \
2542 vst1.u32 { pixels }, [ fb_ptr ]; \
2543 bal 1f; \
75e28f62
E
2544 \
2545 1: \
2546 add span_uvrg_offset, span_uvrg_offset, #16; \
2547 add span_b_offset, span_b_offset, #4; \
2548 \
2549 add span_edge_data, span_edge_data, #8; \
2550 subs num_spans, num_spans, #1; \
2551 \
2552 bne 0b; \
2553 \
2554 ldmia sp!, { r4 - r11, pc } \
2555
2556setup_blocks_shaded_untextured_direct_builder(undithered)
2557setup_blocks_shaded_untextured_direct_builder(dithered)
2558
2559
2560#undef psx_gpu
2561#undef num_blocks
2562#undef triangle
2563#undef c_64
2564
2565#define psx_gpu r0
2566#define block_ptr r1
2567#define num_blocks r2
2568#define uv_01 r3
2569#define uv_23 r4
2570#define uv_45 r5
2571#define uv_67 r6
2572#define uv_0 r7
2573#define uv_1 r3
2574#define uv_2 r8
2575#define uv_3 r4
2576#define uv_4 r9
2577#define uv_5 r5
2578#define uv_6 r10
2579#define uv_7 r6
2580#define texture_ptr r11
2581
2582#define pixel_0 r7
2583#define pixel_1 r3
2584#define pixel_2 r8
2585#define pixel_3 r4
2586#define pixel_4 r9
2587#define pixel_5 r5
2588#define pixel_6 r10
2589#define pixel_7 r6
2590
2591#define pixels_a r7
2592#define pixels_b r9
2593#define pixels_c r8
2594#define pixels_d r10
2595
2596#define c_64 r0
2597
2598#define clut_ptr r12
2599#define current_texture_mask r5
2600#define dirty_textures_mask r6
2601
2602#define texels d0
2603
2604#define clut_low_a d2
2605#define clut_low_b d3
2606#define clut_high_a d4
2607#define clut_high_b d5
2608
2609#define clut_a q1
2610#define clut_b q2
2611
2612#define texels_low d6
2613#define texels_high d7
2614
2615.align 3
2616
2617function(texture_blocks_untextured)
2618 bx lr
2619
2620
2621.align 3
2622
2623function(texture_blocks_4bpp)
2624 stmdb sp!, { r3 - r11, r14 }
2625 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2626
2627 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2628 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2629
2630 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2631 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]
2632
2633 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2634 vuzp.u8 clut_a, clut_b
2635
2636 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
2637 tst dirty_textures_mask, current_texture_mask
2638
2639 bne 1f
2640 mov c_64, #64
2641
26420:
2643 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2644
2645 uxtah uv_0, texture_ptr, uv_01
2646 uxtah uv_1, texture_ptr, uv_01, ror #16
2647
2648 uxtah uv_2, texture_ptr, uv_23
2649 uxtah uv_3, texture_ptr, uv_23, ror #16
2650
2651 uxtah uv_4, texture_ptr, uv_45
2652 ldrb pixel_0, [ uv_0 ]
2653
2654 uxtah uv_5, texture_ptr, uv_45, ror #16
2655 ldrb pixel_1, [ uv_1 ]
2656
2657 uxtah uv_6, texture_ptr, uv_67
2658 ldrb pixel_2, [ uv_2 ]
2659
2660 uxtah uv_7, texture_ptr, uv_67, ror #16
2661 ldrb pixel_3, [ uv_3 ]
2662
2663 ldrb pixel_4, [ uv_4 ]
2664 subs num_blocks, num_blocks, #1
2665
2666 ldrb pixel_5, [ uv_5 ]
2667 orr pixels_a, pixel_0, pixel_1, lsl #8
2668
2669 ldrb pixel_6, [ uv_6 ]
2670 orr pixels_b, pixel_4, pixel_5, lsl #8
2671
2672 ldrb pixel_7, [ uv_7 ]
2673 orr pixels_a, pixels_a, pixel_2, lsl #16
2674
2675 orr pixels_b, pixels_b, pixel_6, lsl #16
2676 orr pixels_a, pixels_a, pixel_3, lsl #24
2677
2678 orr pixels_b, pixels_b, pixel_7, lsl #24
2679 vmov.u32 texels, pixels_a, pixels_b
2680
2681 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
2682 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
2683
2684 vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64
2685 bne 0b
2686
2687 ldmia sp!, { r3 - r11, pc }
2688
26891:
2690 stmdb sp!, { r1 - r2 }
2691 bl update_texture_4bpp_cache
2692
2693 mov c_64, #64
2694 ldmia sp!, { r1 - r2 }
2695 bal 0b
2696
2697
2698.align 3
2699
2700function(texture_blocks_8bpp)
2701 stmdb sp!, { r3 - r11, r14 }
2702 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2703
2704 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2705 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2706
2707 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2708 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2709
2710 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]
2711 tst dirty_textures_mask, current_texture_mask
2712
2713 bne 1f
2714 nop
2715
27160:
2717 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2718
2719 uxtah uv_0, texture_ptr, uv_01
2720 uxtah uv_1, texture_ptr, uv_01, ror #16
2721
2722 uxtah uv_2, texture_ptr, uv_23
2723 uxtah uv_3, texture_ptr, uv_23, ror #16
2724
2725 uxtah uv_4, texture_ptr, uv_45
2726 ldrb pixel_0, [ uv_0 ]
2727
2728 uxtah uv_5, texture_ptr, uv_45, ror #16
2729 ldrb pixel_1, [ uv_1 ]
2730
2731 uxtah uv_6, texture_ptr, uv_67
2732 ldrb pixel_2, [ uv_2 ]
2733
2734 uxtah uv_7, texture_ptr, uv_67, ror #16
2735 ldrb pixel_3, [ uv_3 ]
2736
2737 ldrb pixel_4, [ uv_4 ]
2738 add pixel_0, pixel_0, pixel_0
2739
2740 ldrb pixel_5, [ uv_5 ]
2741 add pixel_1, pixel_1, pixel_1
2742
2743 ldrb pixel_6, [ uv_6 ]
2744 add pixel_2, pixel_2, pixel_2
2745
2746 ldrb pixel_7, [ uv_7 ]
2747 add pixel_3, pixel_3, pixel_3
2748
2749 ldrh pixel_0, [ clut_ptr, pixel_0 ]
2750 add pixel_4, pixel_4, pixel_4
2751
2752 ldrh pixel_1, [ clut_ptr, pixel_1 ]
2753 add pixel_5, pixel_5, pixel_5
2754
2755 ldrh pixel_2, [ clut_ptr, pixel_2 ]
2756 add pixel_6, pixel_6, pixel_6
2757
2758 ldrh pixel_3, [ clut_ptr, pixel_3 ]
2759 add pixel_7, pixel_7, pixel_7
2760
2761 ldrh pixel_4, [ clut_ptr, pixel_4 ]
2762 orr pixels_a, pixel_0, pixel_1, lsl #16
2763
2764 ldrh pixel_5, [ clut_ptr, pixel_5 ]
2765 orr pixels_c, pixel_2, pixel_3, lsl #16
2766
2767 ldrh pixel_6, [ clut_ptr, pixel_6 ]
2768 subs num_blocks, num_blocks, #1
2769
2770 ldrh pixel_7, [ clut_ptr, pixel_7 ]
2771 orr pixels_b, pixel_4, pixel_5, lsl #16
2772
2773 orr pixels_d, pixel_6, pixel_7, lsl #16
2774 stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d }
2775
2776 add block_ptr, block_ptr, #64
2777 bne 0b
2778
2779 ldmia sp!, { r3 - r11, pc }
2780
27811:
2782 stmdb sp!, { r1 - r2, r12 }
2783
2784 bl update_texture_8bpp_cache
2785
2786 ldmia sp!, { r1 - r2, r12 }
2787 bal 0b
2788
2789
2790#undef uv_0
2791#undef uv_1
2792#undef uv_2
2793#undef uv_3
2794#undef uv_4
2795#undef uv_5
2796#undef uv_6
2797#undef uv_7
2798
2799#undef pixel_0
2800#undef pixel_1
2801#undef pixel_2
2802#undef pixel_3
2803#undef pixel_4
2804#undef pixel_5
2805#undef pixel_6
2806#undef pixel_7
2807
2808#undef texture_ptr
2809
2810#undef pixels_a
2811#undef pixels_b
2812#undef pixels_c
2813#undef pixels_d
2814
2815#define psx_gpu r0
2816#define block_ptr r1
2817#define num_blocks r2
2818
2819#define uv_0 r3
2820#define uv_1 r4
2821#define u_0 r3
2822#define u_1 r4
2823#define v_0 r5
2824#define v_1 r6
2825
2826#define uv_2 r5
2827#define uv_3 r6
2828#define u_2 r5
2829#define u_3 r6
2830#define v_2 r7
2831#define v_3 r8
2832
2833#define uv_4 r7
2834#define uv_5 r8
2835#define u_4 r7
2836#define u_5 r8
2837#define v_4 r9
2838#define v_5 r10
2839
2840#define uv_6 r9
2841#define uv_7 r10
2842#define u_6 r9
2843#define u_7 r10
2844#define v_6 r11
2845#define v_7 r0
2846
2847#define pixel_0 r3
2848#define pixel_1 r4
2849#define pixel_2 r5
2850#define pixel_3 r6
2851#define pixel_4 r7
2852#define pixel_5 r8
2853#define pixel_6 r9
2854#define pixel_7 r10
2855
2856#define pixels_a r3
2857#define pixels_b r5
2858#define pixels_c r7
2859#define pixels_d r9
2860
2861#define texture_ptr r12
2862
2863
2864.align 3
2865
2866function(texture_blocks_16bpp)
2867 stmdb sp!, { r3 - r11, r14 }
2868 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2869
2870 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2871 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2872
28730:
2874 ldrh uv_0, [ block_ptr ]
2875 subs num_blocks, num_blocks, #1
2876
2877 ldrh uv_1, [ block_ptr, #2 ]
2878
2879 and v_0, uv_0, #0xFF00
2880 and v_1, uv_1, #0xFF00
2881
2882 and u_0, uv_0, #0xFF
2883 and u_1, uv_1, #0xFF
2884
2885 add uv_0, u_0, v_0, lsl #2
2886 ldrh uv_2, [ block_ptr, #4 ]
2887
2888 add uv_1, u_1, v_1, lsl #2
2889 ldrh uv_3, [ block_ptr, #6 ]
2890
2891 add uv_0, uv_0, uv_0
2892 add uv_1, uv_1, uv_1
2893
2894 and v_2, uv_2, #0xFF00
2895 and v_3, uv_3, #0xFF00
2896
2897 and u_2, uv_2, #0xFF
2898 and u_3, uv_3, #0xFF
2899
2900 add uv_2, u_2, v_2, lsl #2
2901 ldrh uv_4, [ block_ptr, #8 ]
2902
2903 add uv_3, u_3, v_3, lsl #2
2904 ldrh uv_5, [ block_ptr, #10 ]
2905
2906 add uv_2, uv_2, uv_2
2907 add uv_3, uv_3, uv_3
2908
2909 and v_4, uv_4, #0xFF00
2910 and v_5, uv_5, #0xFF00
2911
2912 and u_4, uv_4, #0xFF
2913 and u_5, uv_5, #0xFF
2914
2915 add uv_4, u_4, v_4, lsl #2
2916 ldrh uv_6, [ block_ptr, #12 ]
2917
2918 add uv_5, u_5, v_5, lsl #2
2919 ldrh uv_7, [ block_ptr, #14 ]
2920
2921 add uv_4, uv_4, uv_4
2922 ldrh pixel_0, [ texture_ptr, uv_0 ]
2923
2924 add uv_5, uv_5, uv_5
2925 ldrh pixel_1, [ texture_ptr, uv_1 ]
2926
2927 and v_6, uv_6, #0xFF00
2928 ldrh pixel_2, [ texture_ptr, uv_2 ]
2929
2930 and v_7, uv_7, #0xFF00
2931 ldrh pixel_3, [ texture_ptr, uv_3 ]
2932
2933 and u_6, uv_6, #0xFF
2934 ldrh pixel_4, [ texture_ptr, uv_4 ]
2935
2936 and u_7, uv_7, #0xFF
2937 ldrh pixel_5, [ texture_ptr, uv_5 ]
2938
2939 add uv_6, u_6, v_6, lsl #2
2940 add uv_7, u_7, v_7, lsl #2
2941
2942 add uv_6, uv_6, uv_6
2943 add uv_7, uv_7, uv_7
2944
2945 orr pixels_a, pixel_0, pixel_1, lsl #16
2946 orr pixels_b, pixel_2, pixel_3, lsl #16
2947
2948 ldrh pixel_6, [ texture_ptr, uv_6 ]
2949 orr pixels_c, pixel_4, pixel_5, lsl #16
2950
2951 ldrh pixel_7, [ texture_ptr, uv_7 ]
2952 orr pixels_d, pixel_6, pixel_7, lsl #16
2953
2954 stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d }
2955 add block_ptr, block_ptr, #64
2956
2957 bne 0b
2958
2959 ldmia sp!, { r3 - r11, pc }
2960
2961
2962#undef num_blocks
2963
2964#undef test_mask
2965#undef texels
2966#undef pixels_b
2967#undef pixels
2968#undef d64_1
2969#undef d64_4
2970#undef d64_128
2971#undef draw_mask
2972#undef msb_mask
2973#undef msb_mask_low
2974#undef msb_mask_high
2975#undef fb_pixels
2976
2977#undef c_32
2978#undef fb_ptr
2979#undef mask_msb_ptr
2980
2981#define psx_gpu r0
2982#define num_blocks r1
2983#define color_ptr r2
3867c6ef
E
2984#define colors_scalar r2
2985#define colors_scalar_compare r3
75e28f62
E
2986#define mask_msb_ptr r2
2987
2988#define block_ptr_load_a r0
2989#define block_ptr_store r3
2990#define block_ptr_load_b r12
2991#define c_32 r2
2992
2993#define c_48 r4
2994#define fb_ptr r14
2995#define draw_mask_bits_scalar r5
2996
2997#define d128_0x07 q0
2998#define d128_0x1F q1
2999#define d128_0x8000 q2
3000#define test_mask q3
3001#define texels q4
3002#define colors_rg q5
3003#define colors_b_dm_bits q6
3004#define texels_rg q7
3005#define pixels_r q8
3006#define pixels_g q9
3007#define pixels_b q10
3008#define pixels q11
3009#define zero_mask q4
3010#define draw_mask q12
3011#define msb_mask q13
3012
3013#define fb_pixels q8
3014
3015#define pixels_gb_low q9
3016
3017#define colors_r d10
3018#define colors_g d11
3019#define colors_b d12
3020#define draw_mask_bits d13
3021#define texels_r d14
3022#define texels_g d15
3023#define pixels_r_low d16
3024#define pixels_g_low d18
3025#define pixels_b_low d19
3026#define msb_mask_low d26
3027#define msb_mask_high d27
3028
3029#define d64_1 d28
3030#define d64_4 d29
3031#define d64_128 d30
3032#define texels_b d31
3033
3034#define shade_blocks_textured_modulated_prologue_indirect() \
3035 mov c_48, #48; \
3036 add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset \
3037
3038#define shade_blocks_textured_modulated_prologue_direct() \
3039 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3040 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] \
3041
75e28f62 3042
3867c6ef
E
3043#define shade_blocks_textured_modulated_prologue_shaded(dithering, target) \
3044
3045#define shade_blocks_textured_false_modulation_check_undithered(target) \
3046 ldr colors_scalar, [ psx_gpu, #psx_gpu_triangle_color_offset ]; \
3047 movw colors_scalar_compare, #0x8080; \
3048 \
3049 movt colors_scalar_compare, #0x80; \
3050 cmp colors_scalar, colors_scalar_compare; \
3051 beq shade_blocks_textured_unmodulated_##target \
3052
3053#define shade_blocks_textured_false_modulation_check_dithered(target) \
3054
3055#define shade_blocks_textured_modulated_prologue_unshaded(dithering, target) \
3056 shade_blocks_textured_false_modulation_check_##dithering(target); \
75e28f62
E
3057 add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset; \
3058 vld1.u32 { colors_r[] }, [ color_ptr, :32 ]; \
3059 vdup.u8 colors_g, colors_r[1]; \
3060 vdup.u8 colors_b, colors_r[2]; \
3061 vdup.u8 colors_r, colors_r[0] \
3062
3063
3064#define shade_blocks_textured_modulated_load_dithered(target) \
3065 vld1.u32 { target }, [ block_ptr_load_b, :128 ] \
3066
3067#define shade_blocks_textured_modulated_load_last_dithered(target) \
3068 vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32 \
3069
3070#define shade_blocks_textured_modulated_load_undithered(target) \
3071
3072#define shade_blocks_textured_modulated_load_last_undithered(target) \
3073 add block_ptr_load_b, block_ptr_load_b, #32 \
3074
3075#define shade_blocks_textured_modulate_dithered(channel) \
3076 vmlal.u8 pixels_##channel, texels_##channel, colors_##channel \
3077
3078#define shade_blocks_textured_modulate_undithered(channel) \
3079 vmull.u8 pixels_##channel, texels_##channel, colors_##channel \
3080
3081
3082#define shade_blocks_textured_modulated_store_draw_mask_indirect(offset) \
3083 vst1.u32 { draw_mask }, [ block_ptr_store, :128 ]! \
3084
3085#define shade_blocks_textured_modulated_store_draw_mask_direct(offset) \
3086 ldr fb_ptr, [ block_ptr_load_b, #(offset - 64) ]; \
3087 vld1.u32 { fb_pixels }, [ fb_ptr ]; \
3088 vbit.u16 pixels, fb_pixels, draw_mask \
3089
3090#define shade_blocks_textured_modulated_store_pixels_indirect() \
3091 vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48 \
3092
3093#define shade_blocks_textured_modulated_store_pixels_direct() \
3094 vst1.u32 { pixels }, [ fb_ptr ] \
3095
3096
3097#define shade_blocks_textured_modulated_load_rg_shaded() \
3098 vld1.u32 { colors_r, colors_g }, [ block_ptr_load_b, :128 ], c_32 \
3099
3100#define shade_blocks_textured_modulated_load_rg_unshaded() \
3101 add block_ptr_load_b, block_ptr_load_b, #32 \
3102
3103#define shade_blocks_textured_modulated_load_bdm_shaded() \
3104 vld1.u32 { colors_b, draw_mask_bits }, [ block_ptr_load_a, :128 ], c_32 \
3105
3106#define shade_blocks_textured_modulated_load_bdm_unshaded() \
3107 ldr draw_mask_bits_scalar, [ block_ptr_load_a, #8 ]; \
3108 add block_ptr_load_a, block_ptr_load_a, #32 \
3109
3110#define shade_blocks_textured_modulated_expand_draw_mask_shaded() \
3111 vdup.u16 draw_mask, draw_mask_bits[0] \
3112
3113#define shade_blocks_textured_modulated_expand_draw_mask_unshaded() \
3114 vdup.u16 draw_mask, draw_mask_bits_scalar \
3115
3116
3117#define shade_blocks_textured_modulated_apply_msb_mask_indirect() \
3118
3119#define shade_blocks_textured_modulated_apply_msb_mask_direct() \
3120 vorr.u16 pixels, pixels, msb_mask \
3121
3122
3123#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
3124.align 3; \
3125 \
3126function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \
3867c6ef 3127 shade_blocks_textured_modulated_prologue_##shading(dithering, target); \
75e28f62
E
3128 stmdb sp!, { r4 - r5, lr }; \
3129 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3130 \
3131 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
3132 \
3133 shade_blocks_textured_modulated_prologue_##target(); \
75e28f62
E
3134 \
3135 add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset; \
3136 mov c_32, #32; \
3137 \
3138 add block_ptr_load_b, block_ptr_load_a, #16; \
3139 vmov.u8 d64_1, #1; \
3140 vmov.u8 d64_4, #4; \
3141 vmov.u8 d64_128, #128; \
3142 \
3143 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3144 vmov.u8 d128_0x07, #0x07; \
3145 \
3146 shade_blocks_textured_modulated_load_rg_##shading(); \
3147 vmov.u8 d128_0x1F, #0x1F; \
3148 \
3149 shade_blocks_textured_modulated_load_bdm_##shading(); \
3150 vmov.u16 d128_0x8000, #0x8000; \
3151 \
3152 vmovn.u16 texels_r, texels; \
3153 vshrn.u16 texels_g, texels, #5; \
3154 \
3155 vshrn.u16 texels_b, texels, #7; \
3156 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3157 \
3158 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3159 vtst.u16 draw_mask, draw_mask, test_mask; \
3160 \
3161 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3162 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3163 \
3164 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3165 vshr.u8 texels_b, texels_b, #3; \
3166 \
3167 shade_blocks_textured_modulate_##dithering(r); \
3168 shade_blocks_textured_modulate_##dithering(g); \
3169 shade_blocks_textured_modulate_##dithering(b); \
3170 \
3171 vand.u16 pixels, texels, d128_0x8000; \
3172 vceq.u16 zero_mask, texels, #0; \
3173 \
3174 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3175 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3176 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3177 \
3178 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3179 vorr.u16 draw_mask, draw_mask, zero_mask; \
3180 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3181 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3182 \
3183 subs num_blocks, num_blocks, #1; \
3184 beq 1f; \
3185 \
3186 .align 3; \
3187 \
3188 0: \
3189 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3190 shade_blocks_textured_modulated_load_rg_##shading(); \
3191 vshrn.u16 texels_g, texels, #5; \
3192 \
3193 shade_blocks_textured_modulated_load_bdm_##shading(); \
3194 vshrn.u16 texels_b, texels, #7; \
3195 \
59d15d23 3196 pld [ block_ptr_load_a ]; \
75e28f62
E
3197 vmovn.u16 texels_r, texels; \
3198 vmlal.u8 pixels, pixels_r_low, d64_1; \
3199 \
3200 vmlal.u8 pixels, pixels_g_low, d64_4; \
3201 vmlal.u8 pixels, pixels_b_low, d64_128; \
3202 shade_blocks_textured_modulated_store_draw_mask_##target(-4); \
3203 \
3204 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3205 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3206 \
3207 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3208 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3209 \
3210 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3211 vtst.u16 draw_mask, draw_mask, test_mask; \
3212 \
3213 shade_blocks_textured_modulated_store_pixels_##target(); \
3214 vshr.u8 texels_b, texels_b, #3; \
3215 \
3216 shade_blocks_textured_modulate_##dithering(r); \
3217 shade_blocks_textured_modulate_##dithering(g); \
3218 shade_blocks_textured_modulate_##dithering(b); \
3219 \
3220 vand.u16 pixels, texels, d128_0x8000; \
3221 vceq.u16 zero_mask, texels, #0; \
3222 \
3223 subs num_blocks, num_blocks, #1; \
3224 \
3225 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3226 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3227 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3228 \
3229 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3230 vorr.u16 draw_mask, draw_mask, zero_mask; \
3231 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3232 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3233 \
3234 bne 0b; \
3235 \
3236 1: \
3237 vmlal.u8 pixels, pixels_r_low, d64_1; \
3238 vmlal.u8 pixels, pixels_g_low, d64_4; \
3239 vmlal.u8 pixels, pixels_b_low, d64_128; \
3240 \
3241 shade_blocks_textured_modulated_store_draw_mask_##target(28); \
3242 shade_blocks_textured_modulated_store_pixels_##target(); \
3243 \
3244 ldmia sp!, { r4 - r5, pc } \
3245
3246
3247shade_blocks_textured_modulated_builder(shaded, dithered, direct);
3248shade_blocks_textured_modulated_builder(shaded, undithered, direct);
3249shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
3250shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
3251
3252shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
3253shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
3254shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
3255shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
3256
3257
3258#undef c_64
3259#undef fb_ptr
3260#undef color_ptr
3261
3262#undef color_r
3263#undef color_g
3264#undef color_b
3265
3266#undef test_mask
3267#undef pixels
3268#undef draw_mask
3269#undef zero_mask
3270#undef fb_pixels
3271#undef msb_mask
3272#undef msb_mask_low
3273#undef msb_mask_high
3274
3275#define psx_gpu r0
3276#define num_blocks r1
3277#define mask_msb_ptr r2
3278#define color_ptr r3
3279
3280#define block_ptr_load r0
3281#define draw_mask_store_ptr r3
3282#define draw_mask_bits_ptr r12
3283#define draw_mask_ptr r12
3284#define pixel_store_ptr r14
3285
3286#define fb_ptr_cmp r4
3287
3288#define fb_ptr r3
3289#define fb_ptr_next r14
3290
3291#define c_64 r2
3292
3293#define test_mask q0
3294#define pixels q1
3295#define draw_mask q2
3296#define zero_mask q3
3297#define draw_mask_combined q4
3298#define fb_pixels q5
3299#define fb_pixels_next q6
3300#define msb_mask q7
3301
3302#define draw_mask_low d4
3303#define draw_mask_high d5
3304#define msb_mask_low d14
3305#define msb_mask_high d15
3306
3307.align 3
3308function(shade_blocks_textured_unmodulated_indirect)
3309 str r14, [ sp, #-4 ]
3310 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3311
3312 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3313 add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3314
3315 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3316 add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset
3317
3318 mov c_64, #64
3319 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3320
3321 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3322 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3323 [ draw_mask_bits_ptr, :16 ], c_64
3324 vceq.u16 zero_mask, pixels, #0
3325
3326 vtst.u16 draw_mask, draw_mask, test_mask
3327 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3328
3329 subs num_blocks, num_blocks, #1
3330 beq 1f
3331
3332 0:
3333 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3334 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3335
3336 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3337 [ draw_mask_bits_ptr, :16 ], c_64
3338 vceq.u16 zero_mask, pixels, #0
3339
3340 vtst.u16 draw_mask, draw_mask, test_mask
3341 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3342
3343 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3344 subs num_blocks, num_blocks, #1
3345
3346 bne 0b
3347
3348 1:
3349 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3350 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3351
3352 ldr pc, [ sp, #-4 ]
3353
3354
3355.align 3
3356
3357function(shade_blocks_textured_unmodulated_direct)
3358 stmdb sp!, { r4, r14 }
3359 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3360
3361 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3362 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3363
3364 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3365 mov c_64, #64
3366
3367 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3368 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3369
3370 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3371 [ draw_mask_bits_ptr, :16 ], c_64
3372 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3373
3374 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3375 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3376 vceq.u16 zero_mask, pixels, #0
3377 vtst.u16 draw_mask, draw_mask, test_mask
3378
3379 subs num_blocks, num_blocks, #1
3380 beq 1f
3381
3382 0:
3383 mov fb_ptr, fb_ptr_next
3384 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3385
3386 vorr.u16 pixels, pixels, msb_mask
3387
3388 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3389 vmov fb_pixels, fb_pixels_next
3390
3391 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3392 [ draw_mask_bits_ptr, :16 ], c_64
3393 vbif.u16 fb_pixels, pixels, draw_mask_combined
3394
3395 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3396
3397 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3398 add fb_ptr_cmp, fb_ptr_cmp, #14
3399 cmp fb_ptr_cmp, #28
3400 bls 4f
3401
3402 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3403 vceq.u16 zero_mask, pixels, #0
3404
3405 vst1.u16 { fb_pixels }, [ fb_ptr ]
3406 vtst.u16 draw_mask, draw_mask, test_mask
3407
3408 3:
3409 subs num_blocks, num_blocks, #1
3410 bne 0b
3411
3412 1:
3413 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3414 vbif.u16 fb_pixels_next, pixels, draw_mask_combined
3415
3416 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3417
3418 ldmia sp!, { r4, pc }
3419
3420 4:
3421 vst1.u16 { fb_pixels }, [ fb_ptr ]
3422 vceq.u16 zero_mask, pixels, #0
3423
3424 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3425 vtst.u16 draw_mask, draw_mask, test_mask
3426
3427 bal 3b
3428
3429
3430function(shade_blocks_unshaded_untextured_indirect)
3431 bx lr
3432
3433.align 3
3434
3435function(shade_blocks_unshaded_untextured_direct)
3436 stmdb sp!, { r4, r14 }
3437 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
3438
3439 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3440 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3441
3442 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3443 add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3444
3445 add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
3446 vld1.u16 { pixels }, [ color_ptr, :128 ]
3447
3448 mov c_64, #64
3449 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3450
3451 vorr.u16 pixels, pixels, msb_mask
3452 subs num_blocks, num_blocks, #1
3453
3454 ldr fb_ptr_next, [ block_ptr_load ], #64
3455
3456 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3457 beq 1f
3458
3459 0:
3460 vmov fb_pixels, fb_pixels_next
3461 mov fb_ptr, fb_ptr_next
3462 ldr fb_ptr_next, [ block_ptr_load ], #64
3463
3464 vbif.u16 fb_pixels, pixels, draw_mask
3465 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3466
3467 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3468 add fb_ptr_cmp, fb_ptr_cmp, #14
3469 cmp fb_ptr_cmp, #28
3470 bls 4f
3471
3472 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3473 vst1.u16 { fb_pixels }, [ fb_ptr ]
3474
3475 3:
3476 subs num_blocks, num_blocks, #1
3477 bne 0b
3478
3479 1:
3480 vbif.u16 fb_pixels_next, pixels, draw_mask
3481 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3482
3483 ldmia sp!, { r4, pc }
3484
3485 4:
3486 vst1.u16 { fb_pixels }, [ fb_ptr ]
3487 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3488 bal 3b
3489
3490
3491#undef draw_mask_ptr
3492#undef c_64
3493#undef fb_ptr
3494#undef fb_ptr_next
3495#undef fb_ptr_cmp
3496
3497#define psx_gpu r0
3498#define num_blocks r1
3499#define msb_mask_ptr r2
3500#define pixel_ptr r3
3501#define draw_mask_ptr r0
3502#define c_64 r2
3503#define fb_ptr r12
3504#define fb_ptr_next r14
3505#define fb_ptr_cmp r4
3506
3507#undef msb_mask
3508#undef draw_mask
3509#undef pixels
3510#undef fb_pixels
3511#undef d128_0x8000
3512#undef msb_mask_low
3513#undef msb_mask_high
3514#undef draw_mask_next
3515#undef pixels_g
3516#undef blend_pixels
3517#undef fb_pixels_next
3518
3519#define msb_mask q0
3520#define draw_mask q1
3521#define pixels q2
3522#define fb_pixels q3
3523#define blend_pixels q4
3524#define pixels_no_msb q5
3525#define blend_mask q6
3526#define fb_pixels_no_msb q7
3527#define d128_0x8000 q8
3528#define d128_0x0421 q9
3529#define fb_pixels_next q10
3530#define blend_pixels_next q11
3531#define pixels_next q12
3532#define draw_mask_next q13
3533#define write_mask q14
3534
3535#define pixels_rb q5
3536#define pixels_mg q7
3537#define pixels_g q7
3538#define d128_0x7C1F q8
3539#define d128_0x03E0 q9
3540#define fb_pixels_rb q10
3541#define fb_pixels_g q11
3542#define fb_pixels_masked q11
3543#define d128_0x83E0 q15
3544#define pixels_fourth q7
3545#define d128_0x1C07 q12
3546#define d128_0x00E0 q13
3547#define d128_0x80E0 q13
3548
3549#define msb_mask_low d0
3550#define msb_mask_high d1
3551
3552#define blend_blocks_average_set_blend_mask_textured(source) \
3553 vclt.s16 blend_mask, source, #0 \
3554
3555#define blend_blocks_average_set_stp_bit_textured() \
3556 vorr.u16 blend_pixels, #0x8000 \
3557
3558#define blend_blocks_average_combine_textured(source) \
3559 vbif.u16 blend_pixels, source, blend_mask \
3560
3561#define blend_blocks_average_set_blend_mask_untextured(source) \
3562
3563#define blend_blocks_average_set_stp_bit_untextured() \
3564
3565#define blend_blocks_average_combine_untextured(source) \
3566
3567#define blend_blocks_average_mask_set_on() \
3568 vclt.s16 write_mask, fb_pixels_next, #0 \
3569
3570#define blend_blocks_average_mask_copy_on() \
3571 vorr.u16 draw_mask, draw_mask_next, write_mask \
3572
3573#define blend_blocks_average_mask_copy_b_on() \
3574 vorr.u16 draw_mask_next, draw_mask_next, write_mask \
3575
3576#define blend_blocks_average_mask_set_off() \
3577
3578#define blend_blocks_average_mask_copy_off() \
3579 vmov draw_mask, draw_mask_next \
3580
3581#define blend_blocks_average_mask_copy_b_off() \
3582
3583#define blend_blocks_average_builder(texturing, mask_evaluate) \
3584.align 3; \
3585 \
3586function(blend_blocks_##texturing##_average_##mask_evaluate) \
3587 stmdb sp!, { r4, r14 }; \
3588 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3589 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3590 \
3591 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3592 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3593 \
3594 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3595 mov c_64, #64; \
3596 \
3597 vmov.u16 d128_0x8000, #0x8000; \
3598 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3599 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3600 \
3601 vmov.u16 d128_0x0421, #0x0400; \
3602 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3603 \
3604 vorr.u16 d128_0x0421, #0x0021; \
3605 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3606 \
3607 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3608 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3609 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3610 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3611 blend_blocks_average_mask_set_##mask_evaluate(); \
3612 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3613 \
3614 subs num_blocks, num_blocks, #1; \
3615 beq 1f; \
3616 \
3617 0: \
3618 mov fb_ptr, fb_ptr_next; \
3619 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3620 \
3621 vmov pixels, pixels_next; \
3622 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3623 \
3624 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3625 \
3626 blend_blocks_average_mask_copy_##mask_evaluate(); \
3627 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3628 \
3629 blend_blocks_average_set_blend_mask_##texturing(pixels); \
3630 blend_blocks_average_set_stp_bit_##texturing(); \
3631 vmov fb_pixels, fb_pixels_next; \
3632 blend_blocks_average_combine_##texturing(pixels); \
3633 \
3634 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3635 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3636 cmp fb_ptr_cmp, #28; \
3637 bls 2f; \
3638 \
3639 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3640 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3641 \
3642 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3643 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3644 \
3645 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3646 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3647 \
3648 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3649 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3650 blend_blocks_average_mask_set_##mask_evaluate(); \
3651 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3652 \
3653 3: \
3654 subs num_blocks, num_blocks, #1; \
3655 bne 0b; \
3656 \
3657 1: \
3658 blend_blocks_average_mask_copy_b_##mask_evaluate(); \
3659 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3660 \
3661 blend_blocks_average_set_blend_mask_##texturing(pixels_next); \
3662 blend_blocks_average_set_stp_bit_##texturing(); \
3663 blend_blocks_average_combine_##texturing(pixels_next); \
3664 \
3665 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3666 vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next; \
3667 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3668 \
3669 ldmia sp!, { r4, pc }; \
3670 \
3671 2: \
3672 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3673 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3674 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3675 \
3676 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3677 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3678 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3679 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3680 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3681 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3682 \
3683 bal 3b \
3684
3685blend_blocks_average_builder(textured, off)
3686blend_blocks_average_builder(untextured, off)
3687blend_blocks_average_builder(textured, on)
3688blend_blocks_average_builder(untextured, on)
3689
3690
3691#define blend_blocks_add_mask_set_on() \
3692 vclt.s16 write_mask, fb_pixels, #0 \
3693
3694#define blend_blocks_add_mask_copy_on() \
3695 vorr.u16 draw_mask, draw_mask, write_mask \
3696
3697#define blend_blocks_add_mask_set_off() \
3698
3699#define blend_blocks_add_mask_copy_off() \
3700
3701
3702#define blend_blocks_add_textured_builder(mask_evaluate) \
3703.align 3; \
3704 \
3705function(blend_blocks_textured_add_##mask_evaluate) \
3706 stmdb sp!, { r4, r14 }; \
3707 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3708 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3709 \
3710 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3711 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3712 \
3713 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3714 mov c_64, #64; \
3715 \
3716 vmov.u16 d128_0x7C1F, #0x7C00; \
3717 vmov.u16 d128_0x03E0, #0x0300; \
3718 vmov.u16 d128_0x83E0, #0x8000; \
3719 vorr.u16 d128_0x03E0, #0x00E0; \
3720 vorr.u16 d128_0x7C1F, #0x001F; \
3721 vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0; \
3722 \
3723 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3724 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3725 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3726 vclt.s16 blend_mask, pixels, #0; \
3727 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3728 blend_blocks_add_mask_set_##mask_evaluate(); \
3729 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3730 \
3731 blend_blocks_add_mask_copy_##mask_evaluate(); \
3732 vorr.u16 pixels, pixels, msb_mask; \
3733 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3734 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3735 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3736 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3737 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3738 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3739 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3740 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3741 \
3742 subs num_blocks, num_blocks, #1; \
3743 beq 1f; \
3744 \
3745 0: \
3746 mov fb_ptr, fb_ptr_next; \
3747 \
3748 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3749 \
3750 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3751 vclt.s16 blend_mask, pixels, #0; \
3752 \
3753 vorr.u16 pixels, pixels, msb_mask; \
3754 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3755 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3756 \
3757 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3758 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3759 \
3760 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3761 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3762 cmp fb_ptr_cmp, #28; \
3763 bls 2f; \
3764 \
3765 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3766 blend_blocks_add_mask_set_##mask_evaluate(); \
3767 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3768 blend_blocks_add_mask_copy_##mask_evaluate(); \
3769 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3770 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3771 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3772 \
3773 3: \
3774 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3775 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3776 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3777 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3778 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3779 \
3780 subs num_blocks, num_blocks, #1; \
3781 bne 0b; \
3782 \
3783 1: \
3784 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3785 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3786 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3787 \
3788 ldmia sp!, { r4, pc }; \
3789 \
3790 2: \
3791 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3792 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3793 \
3794 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3795 blend_blocks_add_mask_set_##mask_evaluate(); \
3796 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3797 blend_blocks_add_mask_copy_##mask_evaluate(); \
3798 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3799 bal 3b \
3800
3801
3802#define blend_blocks_add_untextured_builder(mask_evaluate) \
3803.align 3; \
3804 \
3805function(blend_blocks_untextured_add_##mask_evaluate) \
3806 stmdb sp!, { r4, r14 }; \
3807 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3808 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3809 \
3810 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3811 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3812 \
3813 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3814 mov c_64, #64; \
3815 \
3816 vmov.u16 d128_0x7C1F, #0x7C00; \
3817 vmov.u16 d128_0x03E0, #0x0300; \
3818 vorr.u16 d128_0x7C1F, #0x001F; \
3819 vorr.u16 d128_0x03E0, #0x00E0; \
3820 \
3821 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3822 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3823 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3824 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3825 blend_blocks_add_mask_set_##mask_evaluate(); \
3826 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3827 \
3828 blend_blocks_add_mask_copy_##mask_evaluate(); \
3829 vand.u16 pixels_g, pixels, d128_0x03E0; \
3830 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3831 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3832 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3833 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3834 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3835 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3836 \
3837 subs num_blocks, num_blocks, #1; \
3838 beq 1f; \
3839 \
3840 0: \
3841 mov fb_ptr, fb_ptr_next; \
3842 \
3843 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3844 \
3845 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3846 \
3847 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3848 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3849 vand.u16 pixels_g, pixels, d128_0x03E0; \
3850 \
3851 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3852 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3853 \
3854 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3855 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3856 cmp fb_ptr_cmp, #28; \
3857 bls 2f; \
3858 \
3859 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3860 blend_blocks_add_mask_set_##mask_evaluate(); \
3861 blend_blocks_add_mask_copy_##mask_evaluate(); \
3862 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3863 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3864 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3865 \
3866 3: \
3867 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3868 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3869 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3870 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3871 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3872 \
3873 subs num_blocks, num_blocks, #1; \
3874 bne 0b; \
3875 \
3876 1: \
3877 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3878 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3879 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3880 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3881 \
3882 ldmia sp!, { r4, pc }; \
3883 \
3884 2: \
3885 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3886 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3887 \
3888 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3889 blend_blocks_add_mask_set_##mask_evaluate(); \
3890 blend_blocks_add_mask_copy_##mask_evaluate(); \
3891 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3892 bal 3b \
3893
3894
3895blend_blocks_add_textured_builder(off)
3896blend_blocks_add_textured_builder(on)
3897blend_blocks_add_untextured_builder(off)
3898blend_blocks_add_untextured_builder(on)
3899
3900#define blend_blocks_subtract_set_blend_mask_textured() \
3901 vclt.s16 blend_mask, pixels_next, #0 \
3902
3903#define blend_blocks_subtract_combine_textured() \
3904 vbif.u16 blend_pixels, pixels, blend_mask \
3905
3906#define blend_blocks_subtract_set_stb_textured() \
3907 vorr.u16 blend_pixels, #0x8000 \
3908
3909#define blend_blocks_subtract_msb_mask_textured() \
3910 vorr.u16 pixels, pixels_next, msb_mask \
3911
3912#define blend_blocks_subtract_set_blend_mask_untextured() \
3913
3914#define blend_blocks_subtract_combine_untextured() \
3915
3916#define blend_blocks_subtract_set_stb_untextured() \
3917 vorr.u16 blend_pixels, blend_pixels, msb_mask \
3918
3919#define blend_blocks_subtract_msb_mask_untextured() \
3920
3921
3922#define blend_blocks_subtract_mask_set_on() \
3923 vclt.s16 write_mask, fb_pixels, #0 \
3924
3925#define blend_blocks_subtract_mask_copy_on() \
3926 vorr.u16 draw_mask, draw_mask_next, write_mask \
3927
3928#define blend_blocks_subtract_mask_set_off() \
3929
3930#define blend_blocks_subtract_mask_copy_off() \
3931 vmov draw_mask, draw_mask_next \
3932
3933
3934#define blend_blocks_subtract_builder(texturing, mask_evaluate) \
3935.align 3; \
3936 \
3937function(blend_blocks_##texturing##_subtract_##mask_evaluate) \
3938 stmdb sp!, { r4, r14 }; \
3939 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3940 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3941 \
3942 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3943 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3944 \
3945 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3946 mov c_64, #64; \
3947 \
3948 vmov.u16 d128_0x7C1F, #0x7C00; \
3949 vmov.u16 d128_0x03E0, #0x0300; \
3950 vorr.u16 d128_0x7C1F, #0x001F; \
3951 vorr.u16 d128_0x03E0, #0x00E0; \
3952 \
3953 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3954 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3955 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3956 blend_blocks_subtract_set_blend_mask_##texturing(); \
3957 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3958 blend_blocks_subtract_mask_set_##mask_evaluate(); \
3959 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
3960 \
3961 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
3962 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3963 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3964 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3965 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3966 \
3967 subs num_blocks, num_blocks, #1; \
3968 beq 1f; \
3969 \
3970 0: \
3971 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
3972 mov fb_ptr, fb_ptr_next; \
3973 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3974 \
3975 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3976 blend_blocks_subtract_msb_mask_##texturing(); \
3977 \
3978 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3979 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3980 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
3981 blend_blocks_subtract_set_stb_##texturing(); \
3982 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
3983 blend_blocks_subtract_combine_##texturing(); \
3984 blend_blocks_subtract_set_blend_mask_##texturing(); \
3985 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3986 \
3987 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3988 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3989 cmp fb_ptr_cmp, #28; \
3990 bls 2f; \
3991 \
3992 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3993 blend_blocks_subtract_mask_set_##mask_evaluate(); \
3994 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3995 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3996 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3997 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3998 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3999 \
4000 3: \
4001 subs num_blocks, num_blocks, #1; \
4002 bne 0b; \
4003 \
4004 1: \
4005 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
4006 \
4007 blend_blocks_subtract_msb_mask_##texturing(); \
4008 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4009 blend_blocks_subtract_set_stb_##texturing(); \
4010 blend_blocks_subtract_combine_##texturing(); \
4011 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4012 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4013 \
4014 ldmia sp!, { r4, pc }; \
4015 \
4016 2: \
4017 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4018 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4019 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4020 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4021 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4022 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4023 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4024 bal 3b \
4025
4026
4027blend_blocks_subtract_builder(textured, off)
4028blend_blocks_subtract_builder(textured, on)
4029blend_blocks_subtract_builder(untextured, off)
4030blend_blocks_subtract_builder(untextured, on)
4031
4032
4033#define blend_blocks_add_fourth_textured_builder(mask_evaluate) \
4034.align 3; \
4035 \
4036function(blend_blocks_textured_add_fourth_##mask_evaluate) \
4037 stmdb sp!, { r4, r14 }; \
4038 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4039 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4040 \
4041 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4042 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4043 \
4044 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4045 mov c_64, #64; \
4046 \
4047 vmov.u16 d128_0x7C1F, #0x7C00; \
4048 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62 4049 vmov.u16 d128_0x1C07, #0x1C00; \
d1c75d1e 4050 vmov.u16 d128_0x00E0, #0x00E0; \
75e28f62
E
4051 vorr.u16 d128_0x7C1F, #0x001F; \
4052 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62 4053 vorr.u16 d128_0x1C07, #0x0007; \
75e28f62
E
4054 \
4055 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4056 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4057 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4058 vclt.s16 blend_mask, pixels, #0; \
4059 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4060 blend_blocks_add_mask_set_##mask_evaluate(); \
4061 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4062 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
75e28f62
E
4063 \
4064 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4065 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4066 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4067 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4068 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4069 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4070 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4071 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4072 \
4073 subs num_blocks, num_blocks, #1; \
4074 beq 1f; \
4075 \
4076 0: \
4077 mov fb_ptr, fb_ptr_next; \
75e28f62
E
4078 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4079 \
d1c75d1e
E
4080 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4081 vbif.u16 blend_pixels, pixels, blend_mask; \
4082 \
75e28f62
E
4083 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4084 vclt.s16 blend_mask, pixels, #0; \
75e28f62 4085 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4086 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
75e28f62
E
4087 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4088 \
4089 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4090 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4091 \
4092 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4093 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4094 cmp fb_ptr_cmp, #28; \
4095 bls 2f; \
4096 \
4097 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4098 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4099 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4100 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4101 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
75e28f62
E
4102 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4103 \
4104 3: \
d1c75d1e 4105 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4106 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4107 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4108 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4109 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4110 \
4111 subs num_blocks, num_blocks, #1; \
4112 bne 0b; \
4113 \
4114 1: \
4115 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
d1c75d1e
E
4116 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4117 vbif.u16 blend_pixels, pixels, blend_mask; \
75e28f62
E
4118 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4119 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4120 \
4121 ldmia sp!, { r4, pc }; \
4122 \
4123 2: \
4124 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
d1c75d1e 4125 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
75e28f62
E
4126 \
4127 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4128 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4129 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e 4130 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
75e28f62
E
4131 bal 3b \
4132
4133
d1c75d1e 4134
75e28f62
E
4135#define blend_blocks_add_fourth_untextured_builder(mask_evaluate) \
4136.align 3; \
4137 \
4138function(blend_blocks_untextured_add_fourth_##mask_evaluate) \
4139 stmdb sp!, { r4, r14 }; \
4140 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4141 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4142 \
4143 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4144 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4145 \
4146 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4147 mov c_64, #64; \
4148 \
4149 vmov.u16 d128_0x7C1F, #0x7C00; \
4150 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62
E
4151 vmov.u16 d128_0x1C07, #0x1C00; \
4152 vmov.u16 d128_0x00E0, #0x00E0; \
4153 vorr.u16 d128_0x7C1F, #0x001F; \
4154 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62
E
4155 vorr.u16 d128_0x1C07, #0x0007; \
4156 \
4157 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4158 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4159 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4160 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4161 blend_blocks_add_mask_set_##mask_evaluate(); \
4162 vshr.s16 pixels_fourth, pixels, #2; \
4163 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4164 \
4165 blend_blocks_add_mask_copy_##mask_evaluate(); \
4166 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4167 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4168 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4169 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4170 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4171 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4172 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4173 \
4174 subs num_blocks, num_blocks, #1; \
4175 beq 1f; \
4176 \
4177 0: \
4178 mov fb_ptr, fb_ptr_next; \
75e28f62
E
4179 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4180 \
4181 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4182 \
4183 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4184 vshr.s16 pixels_fourth, pixels, #2; \
4185 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4186 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4187 \
4188 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4189 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4190 \
4191 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4192 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4193 cmp fb_ptr_cmp, #28; \
4194 bls 2f; \
4195 \
4196 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4197 blend_blocks_add_mask_set_##mask_evaluate(); \
4198 blend_blocks_add_mask_copy_##mask_evaluate(); \
4199 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4200 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4201 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4202 \
4203 3: \
4204 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4205 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4206 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4207 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4208 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4209 \
4210 subs num_blocks, num_blocks, #1; \
4211 bne 0b; \
4212 \
4213 1: \
4214 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4215 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4216 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4217 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4218 \
4219 ldmia sp!, { r4, pc }; \
4220 \
4221 2: \
4222 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4223 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4224 \
4225 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4226 blend_blocks_add_mask_set_##mask_evaluate(); \
4227 blend_blocks_add_mask_copy_##mask_evaluate(); \
4228 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4229 bal 3b \
4230
4231
4232blend_blocks_add_fourth_textured_builder(off)
4233blend_blocks_add_fourth_textured_builder(on)
4234blend_blocks_add_fourth_untextured_builder(off)
4235blend_blocks_add_fourth_untextured_builder(on)
4236
4237// TODO: Optimize this more. Need a scene that actually uses it for
4238// confirmation..
4239
4240.align 3
4241
4242function(blend_blocks_textured_unblended_on)
4243 stmdb sp!, { r4, r14 }
4244 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
4245 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4246
4247 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
4248 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
4249
4250 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
4251 mov c_64, #64
4252
4253 ldr fb_ptr, [ pixel_ptr, #28 ]
4254 vld1.u16 { fb_pixels }, [ fb_ptr ]
4255 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4256 vclt.s16 write_mask, fb_pixels, #0
4257 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4258
4259 subs num_blocks, num_blocks, #1
4260 beq 1f
4261
4262 0:
4263 vorr.u16 draw_mask, draw_mask, write_mask
4264 vbif.u16 fb_pixels, pixels, draw_mask
4265 vst1.u16 { fb_pixels }, [ fb_ptr ]
4266
4267 ldr fb_ptr, [ pixel_ptr, #28 ]
4268 vld1.u16 { fb_pixels }, [ fb_ptr ]
4269 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4270 vclt.s16 write_mask, fb_pixels, #0
4271 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4272
4273 subs num_blocks, num_blocks, #1
4274 bne 0b
4275
4276 1:
4277 vorr.u16 draw_mask, draw_mask, write_mask
4278 vbif.u16 fb_pixels, pixels, draw_mask
4279 vst1.u16 { fb_pixels }, [ fb_ptr ]
4280
4281 ldmia sp!, { r4, pc }
4282
4283
4284function(blend_blocks_textured_unblended_off)
4285 bx lr
4286
4287
4288function(warmup)
4289 mov r3, #64
4290 cmp r0, #0
4291 bxeq lr
4292
4293 0:
4294 vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3
4295
4296 subs r0, r0, #1
4297 bne 0b
4298
4299 bx lr
4300
6c4a10c4 4301#undef vram_ptr
75e28f62 4302#undef color
6c4a10c4 4303#undef width
75e28f62 4304#undef height
6c4a10c4 4305#undef pitch
75e28f62
E
4306
4307#define vram_ptr r0
6c4a10c4
E
4308#define color r1
4309#define width r2
4310#define height r3
75e28f62 4311
6c4a10c4 4312#define pitch r1
75e28f62 4313
6c4a10c4 4314#define num_width r12
75e28f62 4315
87c45ad1
E
4316#undef colors_a
4317#undef colors_b
75e28f62 4318
87c45ad1
E
4319#define colors_a q0
4320#define colors_b q1
75e28f62
E
4321
4322.align 3
4323
4324function(render_block_fill_body)
87c45ad1 4325 vdup.u16 colors_a, color
6c4a10c4 4326 mov pitch, #2048
75e28f62 4327
87c45ad1 4328 vmov colors_b, colors_a
75e28f62 4329 sub pitch, pitch, width, lsl #1
75e28f62 4330
6c4a10c4 4331 mov num_width, width
75e28f62 4332
6c4a10c4
E
4333 0:
4334 vst1.u32 { colors_a, colors_b }, [ vram_ptr, :256 ]!
75e28f62 4335
d1c75d1e 4336 subs num_width, num_width, #16
6c4a10c4 4337 bne 0b
75e28f62 4338
75e28f62 4339 add vram_ptr, vram_ptr, pitch
6c4a10c4
E
4340 mov num_width, width
4341
75e28f62
E
4342 subs height, height, #1
4343 bne 0b
75e28f62 4344
6c4a10c4
E
4345 bx lr
4346
75e28f62
E
4347
4348#undef x
4349#undef y
4350#undef width
4351#undef height
4352#undef fb_ptr
4353#undef texture_mask
4354#undef num_blocks
4355#undef temp
4356#undef dirty_textures_mask
4357#undef clut_ptr
4358#undef current_texture_mask
4359
4360#define psx_gpu r0
4361#define x r1
4362#define y r2
4363#define u r3
4364#define v r4
4365#define width r5
4366#define height r6
4367#define offset_u r8
4368#define offset_v r9
4369#define offset_u_right r10
4370#define width_rounded r11
4371#define height_rounded r12
4372
4373#define texture_offset_base r1
4374#define tile_width r2
4375#define tile_height r3
4376#define num_blocks r4
4377#define block r5
4378#define sub_tile_height r6
4379#define fb_ptr r7
4380#define texture_mask r8
4381#define column_data r9
4382#define texture_offset r10
4383#define tiles_remaining r11
4384#define fb_ptr_advance_column r12
4385#define texture_block_ptr r14
4386
4387#define texture_page_ptr r3
4388#define left_block_mask r4
4389#define right_block_mask r5
4390#define texture_mask_rev r10
4391#define control_mask r11
4392
4393#define dirty_textures_mask r4
4394#define clut_ptr r5
4395#define current_texture_mask r6
4396
4397
4398#undef texels
4399#undef clut_low_a
4400#undef clut_low_b
4401#undef clut_high_a
4402#undef clut_high_b
4403#undef clut_a
4404#undef clut_b
4405#undef texels_low
4406#undef texels_high
4407
4408#define texels d0
4409#define draw_masks_fb_ptrs q1
4410
4411#define draw_mask_fb_ptr_left d2
4412#define draw_mask_fb_ptr_right d3
4413
59d15d23 4414#define draw_mask_fb_ptr_left_a d2
4415#define draw_mask_fb_ptr_left_b d3
4416#define draw_mask_fb_ptr_right_a d10
4417#define draw_mask_fb_ptr_right_b d11
4418#define draw_masks_fb_ptrs2 q5
4419
75e28f62
E
4420#define clut_low_a d4
4421#define clut_low_b d5
4422#define clut_high_a d6
4423#define clut_high_b d7
4424
4425#define block_masks d8
4426#define block_masks_shifted d9
4427
4428#define clut_a q2
4429#define clut_b q3
4430
59d15d23 4431#define texels_low d12
4432#define texels_high d13
75e28f62 4433
59d15d23 4434#define texels_wide_low d14
4435#define texels_wide_high d15
4436#define texels_wide q7
75e28f62
E
4437
4438
59d15d23 4439setup_sprite_flush_blocks:
4440 vpush { q1 - q5 }
75e28f62
E
4441
4442 stmdb sp!, { r0 - r3, r12, r14 }
4443 bl flush_render_block_buffer
4444 ldmia sp!, { r0 - r3, r12, r14 }
4445
59d15d23 4446 vpop { q1 - q5 }
75e28f62
E
4447
4448 add block, psx_gpu, #psx_gpu_blocks_offset
75e28f62
E
4449 bx lr
4450
4451
4452setup_sprite_update_texture_4bpp_cache:
4453 stmdb sp!, { r0 - r3, r14 }
4454 bl update_texture_4bpp_cache
4455 ldmia sp!, { r0 - r3, pc }
4456
4457
4458setup_sprite_update_texture_8bpp_cache:
4459 stmdb sp!, { r0 - r3, r14 }
4460 bl update_texture_8bpp_cache
4461 ldmia sp!, { r0 - r3, pc }
4462
4463
4464#define setup_sprite_tiled_initialize_4bpp() \
4465 ldr dirty_textures_mask, \
4466 [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]; \
4467 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
4468 \
4469 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4470 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
4471 \
4472 tst current_texture_mask, dirty_textures_mask; \
4473 vuzp.u8 clut_a, clut_b; \
4474 \
4475 blne setup_sprite_update_texture_4bpp_cache \
4476
4477#define setup_sprite_tiled_initialize_8bpp() \
4478 ldr dirty_textures_mask, \
4479 [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]; \
4480 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4481 \
4482 tst current_texture_mask, dirty_textures_mask; \
4483 blne setup_sprite_update_texture_8bpp_cache \
4484
4485
75e28f62
E
4486#define setup_sprite_block_count_single() \
4487 sub_tile_height \
4488
4489#define setup_sprite_block_count_double() \
4490 sub_tile_height, lsl #1 \
4491
4492#define setup_sprite_tile_add_blocks(type) \
4493 add num_blocks, num_blocks, setup_sprite_block_count_##type(); \
4494 cmp num_blocks, #MAX_BLOCKS; \
4495 \
59d15d23 4496 movgt num_blocks, setup_sprite_block_count_##type(); \
4497 blgt setup_sprite_flush_blocks \
75e28f62
E
4498
4499
4500#define setup_sprite_tile_full_4bpp(edge) \
4501 setup_sprite_tile_add_blocks(double); \
4502 \
4503 4: \
4504 and texture_block_ptr, texture_offset, texture_mask; \
4505 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4506 \
4507 pld [ fb_ptr ]; \
4508 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4509 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4510 \
4511 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4512 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4513 \
4514 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4515 add texture_block_ptr, texture_offset, #8; \
4516 \
4517 and texture_block_ptr, texture_block_ptr, texture_mask; \
4518 add block, block, #40; \
4519 \
4520 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4521 add fb_ptr, fb_ptr, #16; \
4522 \
4523 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4524 add block, block, #24; \
4525 \
4526 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4527 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4528 \
4529 pld [ fb_ptr ]; \
4530 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4531 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4532 \
4533 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4534 add block, block, #40; \
4535 \
4536 add texture_offset, texture_offset, #0x10; \
4537 add fb_ptr, fb_ptr, #(2048 - 16); \
4538 \
4539 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4540 add block, block, #24; \
4541 \
4542 subs sub_tile_height, sub_tile_height, #1; \
4543 bne 4b; \
4544 \
4545 add texture_offset, texture_offset, #0xF00; \
4546 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4547
4548
4549#define setup_sprite_tile_half_4bpp(edge) \
4550 setup_sprite_tile_add_blocks(single); \
4551 \
4552 4: \
4553 and texture_block_ptr, texture_offset, texture_mask; \
4554 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4555 \
4556 pld [ fb_ptr ]; \
4557 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4558 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4559 \
4560 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4561 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4562 \
4563 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4564 add block, block, #40; \
4565 \
4566 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4567 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4568 \
4569 add block, block, #24; \
4570 add texture_offset, texture_offset, #0x10; \
4571 \
4572 add fb_ptr, fb_ptr, #2048; \
4573 subs sub_tile_height, sub_tile_height, #1; \
4574 \
4575 bne 4b; \
4576 \
4577 add texture_offset, texture_offset, #0xF00; \
4578 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4579
4580
4581#define setup_sprite_tile_full_8bpp(edge) \
4582 setup_sprite_tile_add_blocks(double); \
4583 add block, block, #16; \
4584 \
4585 4: \
4586 and texture_block_ptr, texture_offset, texture_mask; \
4587 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4588 \
4589 pld [ fb_ptr ]; \
4590 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4591 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4592 \
4593 add texture_block_ptr, texture_offset, #8; \
4594 vst1.u32 { texels }, [ block, :64 ]; \
4595 \
4596 and texture_block_ptr, texture_block_ptr, texture_mask; \
4597 add block, block, #24; \
4598 \
4599 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4600 \
4601 add fb_ptr, fb_ptr, #16; \
4602 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4603 \
4604 add block, block, #40; \
4605 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4606 pld [ fb_ptr ]; \
4607 \
4608 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4609 vst1.u32 { texels }, [ block, :64 ]; \
4610 add block, block, #24; \
4611 \
4612 add texture_offset, texture_offset, #0x10; \
4613 add fb_ptr, fb_ptr, #(2048 - 16); \
4614 \
4615 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4616 add block, block, #40; \
4617 \
4618 subs sub_tile_height, sub_tile_height, #1; \
4619 bne 4b; \
4620 \
4621 sub block, block, #16; \
4622 add texture_offset, texture_offset, #0xF00; \
4623 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4624
4625
4626#define setup_sprite_tile_half_8bpp(edge) \
4627 setup_sprite_tile_add_blocks(single); \
4628 add block, block, #16; \
4629 \
4630 4: \
4631 and texture_block_ptr, texture_offset, texture_mask; \
4632 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4633 pld [ fb_ptr ]; \
4634 \
4635 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4636 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4637 \
4638 vst1.u32 { texels }, [ block, :64 ]; \
4639 add block, block, #24; \
4640 \
4641 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4642 add block, block, #40; \
4643 \
4644 add texture_offset, texture_offset, #0x10; \
4645 add fb_ptr, fb_ptr, #2048; \
4646 \
4647 subs sub_tile_height, sub_tile_height, #1; \
4648 bne 4b; \
4649 \
4650 sub block, block, #16; \
4651 add texture_offset, texture_offset, #0xF00; \
4652 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4653
4654
4655#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
4656 add texture_offset, texture_offset_base, #8; \
4657 add fb_ptr, fb_ptr, #16 \
4658
4659#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
4660 mov texture_offset, texture_offset_base \
4661
4662#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
4663 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
4664
4665#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
4666 mov texture_offset, texture_offset_base \
4667
4668#define setup_sprite_tile_column_edge_post_adjust_half_right() \
4669 sub fb_ptr, fb_ptr, #16 \
4670
4671#define setup_sprite_tile_column_edge_post_adjust_half_left() \
4672
4673#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
4674 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
4675
4676#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
4677
4678
59d15d23 4679#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
4680 x4mode) \
75e28f62 4681 mov sub_tile_height, column_data; \
59d15d23 4682 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
4683 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
4684 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
75e28f62 4685
59d15d23 4686#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
4687 x4mode) \
75e28f62
E
4688 and sub_tile_height, column_data, #0xFF; \
4689 mov tiles_remaining, column_data, lsr #16; \
59d15d23 4690 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
4691 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
4692 \
4693 subs tiles_remaining, tiles_remaining, #1; \
4694 beq 2f; \
4695 \
4696 3: \
4697 mov sub_tile_height, #16; \
59d15d23 4698 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
4699 subs tiles_remaining, tiles_remaining, #1; \
4700 bne 3b; \
4701 \
4702 2: \
4703 uxtb sub_tile_height, column_data, ror #8; \
59d15d23 4704 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
4705 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
75e28f62
E
4706
4707
4708#define setup_sprite_column_data_single() \
4709 mov column_data, height; \
4710 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] \
4711
4712#define setup_sprite_column_data_multi() \
4713 and height_rounded, height_rounded, #0xF; \
4714 rsb column_data, offset_v, #16; \
4715 \
4716 add height_rounded, height_rounded, #1; \
4717 sub tile_height, tile_height, #1; \
4718 \
4719 orr column_data, column_data, tile_height, lsl #16; \
4720 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]; \
4721 \
4722 orr column_data, column_data, height_rounded, lsl #8 \
4723
59d15d23 4724#define setup_sprite_setup_left_draw_mask_fb_ptr() \
4725 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4726 vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
4727
4728#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column() \
4729 mov fb_ptr_advance_column, #32; \
4730 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4731 \
4732 sub fb_ptr_advance_column, height, lsl #11; \
4733 vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
4734
4735#define setup_sprite_setup_right_draw_mask_fb_ptr() \
4736 vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \
4737 vdup.u8 draw_mask_fb_ptr_right, block_masks[5] \
4738
4739#define setup_sprite_tile_column_width_single(tm, multi_height, edge_mode, \
4740 edge, x4mode) \
4741 setup_sprite_##tm##_single_##multi_height##_##edge_mode##_##edge##x4mode: \
75e28f62
E
4742 setup_sprite_column_data_##multi_height(); \
4743 vext.32 block_masks_shifted, block_masks, block_masks, #1; \
4744 vorr.u32 block_masks, block_masks, block_masks_shifted; \
59d15d23 4745 setup_sprite_setup_left_draw_mask_fb_ptr##x4mode(); \
75e28f62 4746 \
59d15d23 4747 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, tm, x4mode); \
75e28f62
E
4748 ldmia sp!, { r4 - r11, pc } \
4749
4750#define setup_sprite_tiled_advance_column() \
4751 add texture_offset_base, texture_offset_base, #0x100; \
4752 tst texture_offset_base, #0xF00; \
4753 subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00) \
4754
4755#define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode, \
59d15d23 4756 right_mode, x4mode) \
4757 setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode##x4mode:\
75e28f62 4758 setup_sprite_column_data_##multi_height(); \
75e28f62 4759 \
59d15d23 4760 setup_sprite_setup_left_draw_mask_fb_ptr_advance_column##x4mode(); \
75e28f62 4761 \
59d15d23 4762 setup_sprite_tile_column_height_##multi_height(left_mode, right, tm, x4mode);\
75e28f62
E
4763 \
4764 subs tile_width, tile_width, #2; \
4765 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4766 \
75e28f62
E
4767 beq 1f; \
4768 \
59d15d23 4769 vmov.u8 draw_masks_fb_ptrs, #0; \
4770 vmov.u8 draw_masks_fb_ptrs2, #0; \
4771 \
75e28f62
E
4772 0: \
4773 setup_sprite_tiled_advance_column(); \
59d15d23 4774 setup_sprite_tile_column_height_##multi_height(full, none, tm, x4mode); \
75e28f62
E
4775 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4776 subs tile_width, tile_width, #1; \
4777 bne 0b; \
4778 \
4779 1: \
59d15d23 4780 setup_sprite_setup_right_draw_mask_fb_ptr##x4mode(); \
75e28f62
E
4781 \
4782 setup_sprite_tiled_advance_column(); \
59d15d23 4783 setup_sprite_tile_column_height_##multi_height(right_mode, left, tm, x4mode);\
75e28f62
E
4784 ldmia sp!, { r4 - r11, pc } \
4785
4786
59d15d23 4787#define setup_sprite_offset_u_adjust() \
4788
4789#define setup_sprite_get_left_block_mask() \
4790 and left_block_mask, left_block_mask, #0xFF \
4791
4792#define setup_sprite_compare_left_block_mask() \
4793 cmp left_block_mask, #0xFF \
4794
4795#define setup_sprite_get_right_block_mask() \
4796 uxtb right_block_mask, right_block_mask, ror #8 \
4797
4798#define setup_sprite_compare_right_block_mask() \
4799 cmp right_block_mask, #0xFF \
4800
4801
4802
4803/* 4x stuff */
4804#define fb_ptr2 column_data
4805
4806#define setup_sprite_offset_u_adjust_4x() \
4807 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
4808 lsl offset_u_right, #1; \
4809 lsl offset_u, #1; \
4810 add offset_u_right, #1 \
4811
4812#define setup_sprite_get_left_block_mask_4x() \
4813 sxth left_block_mask, left_block_mask \
4814
4815#define setup_sprite_compare_left_block_mask_4x() \
4816 cmp left_block_mask, #0xFFFFFFFF \
4817
4818#define setup_sprite_get_right_block_mask_4x() \
4819 sxth right_block_mask, right_block_mask, ror #16 \
4820
4821#define setup_sprite_compare_right_block_mask_4x() \
4822 cmp right_block_mask, #0xFFFFFFFF \
4823
4824
4825#define widen_texels_16bpp(texels_) \
4826 vmov texels_wide_low, texels_; \
4827 vmov texels_wide_high, texels_; \
4828 vzip.16 texels_wide_low, texels_wide_high \
4829
4830#define widen_texels_8bpp(texels_) \
4831 vmov texels_wide_low, texels_; \
4832 vmov texels_wide_high, texels_; \
4833 vzip.8 texels_wide_low, texels_wide_high \
4834
4835#define write_block_16bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
4836 vst1.u32 { texels_ }, [ block_, :128 ]; \
4837 add block_, block_, #40; \
4838 \
4839 vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
4840 vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \
4841 add block_, block_, #24 \
4842
4843/* assumes 16-byte offset already added to block_ */
4844#define write_block_8bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
4845 vst1.u32 { texels_ }, [ block_, :64 ]; \
4846 add block_, block_, #24; \
4847 \
4848 vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
4849 vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \
4850 add block_, block_, #40 \
4851
4852#define do_texture_block_16bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
4853 draw_mask_fb_ptr_b_) \
4854 widen_texels_16bpp(texels_low); \
4855 add fb_ptr_tmp, fb_ptr, #1024*2; \
4856 \
4857 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr); \
4858 \
4859 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
4860 widen_texels_16bpp(texels_high); \
4861 \
4862 add fb_ptr_tmp, fb_ptr, #8*2; \
4863 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
4864 \
4865 add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
4866 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
4867
4868#define do_texture_block_8bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
4869 draw_mask_fb_ptr_b_) \
4870 widen_texels_8bpp(texels); \
4871 add fb_ptr_tmp, fb_ptr, #1024*2; \
4872 \
4873 write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr); \
4874 write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
4875 \
4876 add fb_ptr_tmp, fb_ptr, #8*2; \
4877 write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
4878 \
4879 add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
4880 write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
4881
4882
4883#define setup_sprite_tiled_initialize_4bpp_4x() \
4884 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
4885 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
4886 \
4887 vuzp.u8 clut_a, clut_b \
4888
4889#define setup_sprite_tiled_initialize_8bpp_4x() \
4890
4891
4892#define setup_sprite_block_count_single_4x() \
4893 sub_tile_height, lsl #2 \
4894
4895#define setup_sprite_block_count_double_4x() \
4896 sub_tile_height, lsl #(1+2) \
4897
4898#define setup_sprite_tile_full_4bpp_4x(edge) \
4899 setup_sprite_tile_add_blocks(double_4x); \
4900 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4901 \
4902 4: \
4903 and texture_block_ptr, texture_offset, texture_mask; \
4904 pld [ fb_ptr ]; \
4905 \
4906 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4907 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4908 \
4909 add texture_block_ptr, texture_offset, #8; \
4910 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4911 \
4912 and texture_block_ptr, texture_block_ptr, texture_mask; \
4913 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4914 \
4915 vzip.8 texels_low, texels_high; \
4916 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
4917 draw_mask_fb_ptr_left_b); \
4918 \
4919 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4920 add fb_ptr, fb_ptr, #16*2; \
4921 \
4922 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4923 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4924 \
4925 pld [ fb_ptr ]; \
4926 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4927 \
4928 vzip.8 texels_low, texels_high; \
4929 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
4930 draw_mask_fb_ptr_right_b); \
4931 \
4932 add texture_offset, texture_offset, #0x10; \
4933 add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
4934 \
4935 subs sub_tile_height, sub_tile_height, #1; \
4936 bne 4b; \
4937 \
4938 ldr column_data, [sp], #8; /* fb_ptr2 */ \
4939 add texture_offset, texture_offset, #0xF00; \
4940 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4941
4942
4943#define setup_sprite_tile_half_4bpp_4x(edge) \
4944 setup_sprite_tile_add_blocks(single_4x); \
4945 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4946 \
4947 4: \
4948 and texture_block_ptr, texture_offset, texture_mask; \
4949 pld [ fb_ptr ]; \
4950 \
4951 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4952 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4953 \
4954 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4955 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4956 \
4957 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4958 add texture_offset, texture_offset, #0x10; \
4959 \
4960 vzip.8 texels_low, texels_high; \
4961 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
4962 draw_mask_fb_ptr_##edge##_b); \
4963 \
4964 add fb_ptr, fb_ptr, #2048 * 2; \
4965 subs sub_tile_height, sub_tile_height, #1; \
4966 \
4967 bne 4b; \
4968 \
4969 ldr column_data, [sp], #8; /* fb_ptr2 */ \
4970 add texture_offset, texture_offset, #0xF00; \
4971 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4972
4973
4974#define setup_sprite_tile_full_8bpp_4x(edge) \
4975 setup_sprite_tile_add_blocks(double_4x); \
4976 add block, block, #16; \
4977 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4978 \
4979 4: \
4980 and texture_block_ptr, texture_offset, texture_mask; \
4981 pld [ fb_ptr ]; \
4982 \
4983 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4984 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4985 \
4986 add texture_block_ptr, texture_offset, #8; \
4987 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
4988 draw_mask_fb_ptr_left_b); \
4989 \
4990 and texture_block_ptr, texture_block_ptr, texture_mask; \
4991 \
4992 add fb_ptr, fb_ptr, #16*2; \
4993 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4994 \
4995 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4996 pld [ fb_ptr ]; \
4997 \
4998 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
4999 draw_mask_fb_ptr_right_b); \
5000 \
5001 add texture_offset, texture_offset, #0x10; \
5002 add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
5003 \
5004 subs sub_tile_height, sub_tile_height, #1; \
5005 bne 4b; \
5006 \
5007 sub block, block, #16; \
5008 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5009 add texture_offset, texture_offset, #0xF00; \
5010 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
5011
5012
5013#define setup_sprite_tile_half_8bpp_4x(edge) \
5014 setup_sprite_tile_add_blocks(single_4x); \
5015 add block, block, #16; \
5016 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
5017 \
5018 4: \
5019 and texture_block_ptr, texture_offset, texture_mask; \
5020 pld [ fb_ptr ]; \
5021 \
5022 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
5023 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
5024 \
5025 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
5026 draw_mask_fb_ptr_##edge##_b); \
5027 \
5028 add texture_offset, texture_offset, #0x10; \
5029 add fb_ptr, fb_ptr, #2048 * 2; \
5030 \
5031 subs sub_tile_height, sub_tile_height, #1; \
5032 bne 4b; \
5033 \
5034 sub block, block, #16; \
5035 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5036 add texture_offset, texture_offset, #0xF00; \
5037 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
5038
5039
5040#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
5041 add texture_offset, texture_offset_base, #8; \
5042 add fb_ptr, fb_ptr, #16 * 2 \
5043
5044#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
5045 mov texture_offset, texture_offset_base \
5046
5047#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
5048 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
5049
5050#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
5051 mov texture_offset, texture_offset_base \
5052
5053#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
5054 sub fb_ptr, fb_ptr, #16 * 2 \
5055
5056#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
5057
5058#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
5059 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
5060
5061#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
5062
5063
5064#define setup_sprite_setup_left_draw_mask_fb_ptr_4x() \
5065 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
5066 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
5067 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
5068 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
5069
5070#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column_4x() \
5071 mov fb_ptr_advance_column, #32 * 2; \
5072 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
5073 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
5074 sub fb_ptr_advance_column, height, lsl #11 + 1; \
5075 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
5076 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
5077
5078#define setup_sprite_setup_right_draw_mask_fb_ptr_4x() \
5079 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[4]; \
5080 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[5]; \
5081 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[6]; \
5082 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[7] \
5083
5084
75e28f62
E
5085// r0: psx_gpu
5086// r1: x
5087// r2: y
5088// r3: u
5089// [ sp ]: v
5090// [ sp + 4 ]: width
5091// [ sp + 8 ]: height
5092// [ sp + 12 ]: color (unused)
5093
59d15d23 5094#define setup_sprite_tiled_builder(texture_mode, x4mode) \
5095 \
5096setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
5097 x4mode); \
5098setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
5099 x4mode); \
5100setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
5101 x4mode); \
5102setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
5103 x4mode); \
5104setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
5105 x4mode); \
5106setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
5107 x4mode); \
5108setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
5109 x4mode); \
5110setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
5111 x4mode); \
5112setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
5113 x4mode); \
5114setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
5115 x4mode); \
5116setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
5117 x4mode); \
5118setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
5119 x4mode); \
5120setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
5121 x4mode); \
5122setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
5123 x4mode); \
75e28f62
E
5124 \
5125.align 4; \
5126 \
59d15d23 5127function(setup_sprite_##texture_mode##x4mode) \
75e28f62 5128 stmdb sp!, { r4 - r11, r14 }; \
59d15d23 5129 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62
E
5130 \
5131 ldr v, [ sp, #36 ]; \
5132 and offset_u, u, #0xF; \
5133 \
5134 ldr width, [ sp, #40 ]; \
c1817bd9 5135 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
5136 \
5137 ldr height, [ sp, #44 ]; \
5138 add fb_ptr, fb_ptr, y, lsl #11; \
5139 \
5140 add fb_ptr, fb_ptr, x, lsl #1; \
5141 and offset_v, v, #0xF; \
5142 \
5143 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
5144 add width_rounded, offset_u, width; \
5145 \
5146 add height_rounded, offset_v, height; \
5147 add width_rounded, width_rounded, #15; \
5148 \
5149 add height_rounded, height_rounded, #15; \
5150 mov tile_width, width_rounded, lsr #4; \
5151 \
5152 /* texture_offset_base = VH-VL-00-00 */\
5153 mov texture_offset_base, v, lsl #8; \
5154 and offset_u_right, width_rounded, #0xF; \
5155 \
5156 /* texture_offset_base = VH-UH-UL-00 */\
5157 bfi texture_offset_base, u, #4, #8; \
59d15d23 5158 mov right_block_mask, #0xFFFFFFFE; \
5159 \
5160 setup_sprite_offset_u_adjust##x4mode(); \
75e28f62
E
5161 \
5162 /* texture_offset_base = VH-UH-VL-00 */\
5163 bfi texture_offset_base, v, #4, #4; \
59d15d23 5164 mov left_block_mask, #0xFFFFFFFF; \
75e28f62
E
5165 \
5166 mov tile_height, height_rounded, lsr #4; \
5167 mvn left_block_mask, left_block_mask, lsl offset_u; \
5168 \
5169 /* texture_mask = HH-HL-WH-WL */\
5170 ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]; \
5171 mov right_block_mask, right_block_mask, lsl offset_u_right; \
5172 \
5173 /* texture_mask_rev = WH-WL-HH-HL */\
5174 rev16 texture_mask_rev, texture_mask; \
5175 vmov block_masks, left_block_mask, right_block_mask; \
5176 \
5177 /* texture_mask = HH-HL-HL-WL */\
5178 bfi texture_mask, texture_mask_rev, #4, #4; \
5179 /* texture_mask_rev = 00-00-00-WH */\
5180 mov texture_mask_rev, texture_mask_rev, lsr #12; \
5181 \
5182 /* texture_mask = HH-WH-HL-WL */\
5183 bfi texture_mask, texture_mask_rev, #8, #4; \
59d15d23 5184 setup_sprite_get_left_block_mask##x4mode(); \
75e28f62
E
5185 \
5186 mov control_mask, #0; \
59d15d23 5187 setup_sprite_compare_left_block_mask##x4mode(); \
75e28f62 5188 \
59d15d23 5189 setup_sprite_get_right_block_mask##x4mode(); \
75e28f62
E
5190 orreq control_mask, control_mask, #0x4; \
5191 \
5192 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
59d15d23 5193 setup_sprite_compare_right_block_mask##x4mode(); \
75e28f62
E
5194 \
5195 orreq control_mask, control_mask, #0x8; \
5196 cmp tile_width, #1; \
5197 \
5198 add block, psx_gpu, #psx_gpu_blocks_offset; \
5199 orreq control_mask, control_mask, #0x1; \
5200 \
5201 cmp tile_height, #1; \
5202 add block, block, num_blocks, lsl #6; \
5203 \
5204 orreq control_mask, control_mask, #0x2; \
5205 ldr pc, [ pc, control_mask, lsl #2 ]; \
5206 nop; \
5207 \
59d15d23 5208 .word setup_sprite_##texture_mode##_multi_multi_full_full##x4mode; \
5209 .word setup_sprite_##texture_mode##_single_multi_full_none##x4mode; \
5210 .word setup_sprite_##texture_mode##_multi_single_full_full##x4mode; \
5211 .word setup_sprite_##texture_mode##_single_single_full_none##x4mode; \
5212 .word setup_sprite_##texture_mode##_multi_multi_half_full##x4mode; \
5213 .word setup_sprite_##texture_mode##_single_multi_half_right##x4mode; \
5214 .word setup_sprite_##texture_mode##_multi_single_half_full##x4mode; \
5215 .word setup_sprite_##texture_mode##_single_single_half_right##x4mode; \
5216 .word setup_sprite_##texture_mode##_multi_multi_full_half##x4mode; \
5217 .word setup_sprite_##texture_mode##_single_multi_half_left##x4mode; \
5218 .word setup_sprite_##texture_mode##_multi_single_full_half##x4mode; \
5219 .word setup_sprite_##texture_mode##_single_single_half_left##x4mode; \
5220 .word setup_sprite_##texture_mode##_multi_multi_half_half##x4mode; \
75e28f62 5221 .word 0x00000000; \
59d15d23 5222 .word setup_sprite_##texture_mode##_multi_single_half_half##x4mode; \
5223
5224
5225setup_sprite_tiled_builder(4bpp,);
5226setup_sprite_tiled_builder(8bpp,);
75e28f62 5227
59d15d23 5228#undef draw_mask_fb_ptr_left
5229#undef draw_mask_fb_ptr_right
75e28f62 5230
59d15d23 5231setup_sprite_tiled_builder(4bpp, _4x);
5232setup_sprite_tiled_builder(8bpp, _4x);
75e28f62
E
5233
5234
5235#undef block_ptr
5236#undef num_blocks
5237#undef clut_ptr
5238
5239#define psx_gpu r0
5240#define block_ptr r0
5241#define num_blocks r1
5242#define clut_ptr r2
5243#define texel_shift_mask r3
5244#define block_pixels_a r4
5245#define block_pixels_b r5
5246#define texel_0 r6
5247#define texel_2 r7
5248#define texel_4 r8
5249#define texel_6 r9
5250#define texel_1 r10
5251#define texel_3 r11
5252#define texel_5 r12
5253#define texel_7 r14
5254#define texels_01 r6
5255#define texels_23 r7
5256#define texels_45 r8
5257#define texels_67 r9
5258
5259function(texture_sprite_blocks_8bpp)
5260 stmdb sp!, { r4 - r11, r14 }
5261 movw texel_shift_mask, #(0xFF << 1)
5262
5263 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5264 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
5265
5266 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
5267 ldr block_pixels_a, [ block_ptr, #16 ]
5268
5269 0:
5270 and texel_0, texel_shift_mask, block_pixels_a, lsl #1
5271 ldr block_pixels_b, [ block_ptr, #20 ]
5272
5273 and texel_1, texel_shift_mask, block_pixels_a, lsr #7
5274 ldrh texel_0, [ clut_ptr, texel_0 ]
5275
5276 and texel_2, texel_shift_mask, block_pixels_a, lsr #15
5277 ldrh texel_1, [ clut_ptr, texel_1 ]
5278
5279 and texel_3, texel_shift_mask, block_pixels_a, lsr #23
5280 ldr block_pixels_a, [ block_ptr, #(64 + 16) ]
5281
5282 ldrh texel_2, [ clut_ptr, texel_2 ]
5283 and texel_4, texel_shift_mask, block_pixels_b, lsl #1
5284
5285 ldrh texel_3, [ clut_ptr, texel_3 ]
5286 and texel_5, texel_shift_mask, block_pixels_b, lsr #7
5287
5288 ldrh texel_4, [ clut_ptr, texel_4 ]
5289 and texel_6, texel_shift_mask, block_pixels_b, lsr #15
5290
5291 ldrh texel_5, [ clut_ptr, texel_5 ]
5292 and texel_7, texel_shift_mask, block_pixels_b, lsr #23
5293
5294 ldrh texel_6, [ clut_ptr, texel_6 ]
5295 orr texels_01, texel_0, texel_1, lsl #16
5296
5297 ldrh texel_7, [ clut_ptr, texel_7 ]
5298 orr texels_23, texel_2, texel_3, lsl #16
5299
5300 orr texels_45, texel_4, texel_5, lsl #16
5301 str texels_01, [ block_ptr, #0 ]
5302
5303 orr texels_67, texel_6, texel_7, lsl #16
5304 str texels_23, [ block_ptr, #4 ]
5305
5306 subs num_blocks, num_blocks, #1
5307 str texels_45, [ block_ptr, #8 ]
5308
5309 str texels_67, [ block_ptr, #12 ]
5310 add block_ptr, block_ptr, #64
5311
5312 bne 0b
5313
5314 ldmia sp!, { r4 - r11, pc }
5315
5316
5317#undef width_rounded
5318#undef texture_mask
5319#undef num_blocks
5320#undef texture_offset
59d15d23 5321#undef texels_low
5322#undef texels_high
5323#undef texels_wide_low
5324#undef texels_wide_high
5325#undef texels_wide
5326#undef fb_ptr2
75e28f62
E
5327
5328#define psx_gpu r0
5329#define x r1
5330#define y r2
5331#define u r3
5332#define v r4
5333#define width r5
5334#define height r6
5335#define left_offset r8
5336#define width_rounded r9
5337#define right_width r10
59d15d23 5338
75e28f62
E
5339#define block_width r11
5340
5341#define texture_offset_base r1
5342#define texture_mask r2
5343#define texture_page_ptr r3
5344#define num_blocks r4
5345#define block r5
5346#define fb_ptr r7
5347#define texture_offset r8
5348#define blocks_remaining r9
59d15d23 5349#define fb_ptr2 r10
75e28f62
E
5350#define fb_ptr_pitch r12
5351#define texture_block_ptr r14
5352
5353#define texture_mask_width r2
5354#define texture_mask_height r3
5355#define left_mask_bits r4
5356#define right_mask_bits r5
5357
5358
5359#undef block_masks
5360#undef block_masks_shifted
5361#undef texels
5362
5363#define block_masks d0
5364#define block_masks_shifted d1
5365#define draw_mask_fb_ptr d2
5366#define texels q2
5367
59d15d23 5368#define draw_mask_fb_ptr_a d2
5369#define draw_mask_fb_ptr_b d3
5370#define texels_low d4
5371#define texels_high d5
5372#define texels_wide_low d6
5373#define texels_wide_high d7
5374#define texels_wide q3
75e28f62 5375
75e28f62 5376
59d15d23 5377setup_sprites_16bpp_flush:
5378 vpush { d0 - d3 }
75e28f62
E
5379
5380 stmdb sp!, { r0 - r3, r12, r14 }
5381 bl flush_render_block_buffer
5382 ldmia sp!, { r0 - r3, r12, r14 }
5383
59d15d23 5384 vpop { d0 - d3 }
75e28f62
E
5385
5386 add block, psx_gpu, #psx_gpu_blocks_offset
5387 mov num_blocks, block_width
5388
5389 bx lr
5390
5391function(setup_sprite_16bpp)
5392 stmdb sp!, { r4 - r11, r14 }
c1817bd9 5393 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
5394
5395 ldr v, [ sp, #36 ]
5396 add fb_ptr, fb_ptr, y, lsl #11
5397
5398 ldr width, [ sp, #40 ]
5399 add fb_ptr, fb_ptr, x, lsl #1
5400
5401 ldr height, [ sp, #44 ]
5402 and left_offset, u, #0x7
5403
5404 add texture_offset_base, u, u
5405 add width_rounded, width, #7
5406
5407 add texture_offset_base, v, lsl #11
5408 mov left_mask_bits, #0xFF
5409
5410 ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5411 add width_rounded, width_rounded, left_offset
5412
5413 ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5414 sub fb_ptr, fb_ptr, left_offset, lsl #1
5415
5416 add texture_mask, texture_mask_width, texture_mask_width
5417 mov right_mask_bits, #0xFE
5418
5419 and right_width, width_rounded, #0x7
5420 mvn left_mask_bits, left_mask_bits, lsl left_offset
5421
5422 add texture_mask, texture_mask_height, lsl #11
5423 mov block_width, width_rounded, lsr #3
5424
5425 mov right_mask_bits, right_mask_bits, lsl right_width
5426 movw fb_ptr_pitch, #(2048 + 16)
5427
5428 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
5429 vmov block_masks, left_mask_bits, right_mask_bits
5430
5431 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5432 add block, psx_gpu, #psx_gpu_blocks_offset
5433
6ea0f7bf 5434 bic texture_offset_base, texture_offset_base, #0xF
75e28f62
E
5435 cmp block_width, #1
5436
5437 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5438 add block, block, num_blocks, lsl #6
5439
5440 bne 0f
5441
5442 vext.32 block_masks_shifted, block_masks, block_masks, #1
5443 vorr.u32 block_masks, block_masks, block_masks_shifted
5444 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5445
5446 1:
5447 add num_blocks, num_blocks, #1
5448 cmp num_blocks, #MAX_BLOCKS
59d15d23 5449 blgt setup_sprites_16bpp_flush
75e28f62
E
5450
5451 and texture_block_ptr, texture_offset_base, texture_mask
5452 subs height, height, #1
5453
5454 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5455 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5456
5457 vst1.u32 { texels }, [ block, :128 ]
5458 add block, block, #40
5459
5460 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5461 pld [ fb_ptr ]
5462
5463 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5464
5465 add block, block, #24
5466 add texture_offset_base, texture_offset_base, #2048
5467 add fb_ptr, fb_ptr, #2048
5468 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5469 bne 1b
5470
5471 ldmia sp!, { r4 - r11, pc }
5472
5473 0:
5474 add num_blocks, num_blocks, block_width
5475 mov texture_offset, texture_offset_base
5476
5477 cmp num_blocks, #MAX_BLOCKS
59d15d23 5478 blgt setup_sprites_16bpp_flush
75e28f62
E
5479
5480 add texture_offset_base, texture_offset_base, #2048
5481 and texture_block_ptr, texture_offset, texture_mask
5482
5483 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5484 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5485
5486 vst1.u32 { texels }, [ block, :128 ]
5487 add block, block, #40
5488
5489 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5490 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5491 pld [ fb_ptr ]
5492
5493 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5494 subs blocks_remaining, block_width, #2
5495
5496 add texture_offset, texture_offset, #16
5497 add fb_ptr, fb_ptr, #16
5498
5499 vmov.u8 draw_mask_fb_ptr, #0
5500
5501 add block, block, #24
5502 beq 2f
5503
5504 1:
5505 and texture_block_ptr, texture_offset, texture_mask
5506 subs blocks_remaining, blocks_remaining, #1
5507
5508 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5509 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5510
5511 vst1.u32 { texels }, [ block, :128 ]
5512 add block, block, #40
5513
5514 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5515 pld [ fb_ptr ]
5516
5517 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5518
5519 add texture_offset, texture_offset, #16
5520 add fb_ptr, fb_ptr, #16
5521
5522 add block, block, #24
5523 bne 1b
5524
5525 2:
5526 and texture_block_ptr, texture_offset, texture_mask
5527 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5528
5529 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5530 vdup.u8 draw_mask_fb_ptr, block_masks[4]
5531
5532 vst1.u32 { texels }, [ block, :128 ]
5533 add block, block, #40
5534
5535 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5536 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5537
5538 add block, block, #24
5539 subs height, height, #1
5540
5541 add fb_ptr, fb_ptr, fb_ptr_pitch
5542 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5543
5544 bne 0b
5545
5546 ldmia sp!, { r4 - r11, pc }
5547
5548
59d15d23 5549// 4x version
5550// FIXME: duplicate code with normal version :(
5551#undef draw_mask_fb_ptr
5552
5553function(setup_sprite_16bpp_4x)
5554 stmdb sp!, { r4 - r11, r14 }
5555 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5556
5557 ldr v, [ sp, #36 ]
5558 add fb_ptr, fb_ptr, y, lsl #11
5559
5560 ldr width, [ sp, #40 ]
5561 add fb_ptr, fb_ptr, x, lsl #1
5562
5563 ldr height, [ sp, #44 ]
5564 and left_offset, u, #0x7
5565
5566 add texture_offset_base, u, u
5567 add width_rounded, width, #7
5568
5569 add texture_offset_base, v, lsl #11
5570 movw left_mask_bits, #0xFFFF
5571
5572 ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5573 add width_rounded, width_rounded, left_offset
5574
5575 lsl left_offset, #1
5576
5577 ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5578 sub fb_ptr, fb_ptr, left_offset, lsl #1
5579
5580 add texture_mask, texture_mask_width, texture_mask_width
5581 movw right_mask_bits, #0xFFFC
5582
5583 and right_width, width_rounded, #0x7
5584 mvn left_mask_bits, left_mask_bits, lsl left_offset
5585
5586 lsl right_width, #1
5587
5588 add texture_mask, texture_mask_height, lsl #11
5589 mov block_width, width_rounded, lsr #3
5590
5591 mov right_mask_bits, right_mask_bits, lsl right_width
5592 movw fb_ptr_pitch, #(2048 + 16) * 2
5593
5594 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4+1
5595 vmov block_masks, left_mask_bits, right_mask_bits
5596
5597 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5598 add block, psx_gpu, #psx_gpu_blocks_offset
5599
5600 bic texture_offset_base, texture_offset_base, #0xF
5601 cmp block_width, #1
5602
5603 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5604 add block, block, num_blocks, lsl #6
5605
5606 lsl block_width, #2
5607 bne 0f
5608
5609 vext.32 block_masks_shifted, block_masks, block_masks, #1
5610 vorr.u32 block_masks, block_masks, block_masks_shifted
5611 vdup.u8 draw_mask_fb_ptr_a, block_masks[0]
5612 vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5613
5614 1:
5615 add num_blocks, num_blocks, block_width
5616 cmp num_blocks, #MAX_BLOCKS
5617 blgt setup_sprites_16bpp_flush
5618
5619 and texture_block_ptr, texture_offset_base, texture_mask
5620 subs height, height, #1
5621
5622 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5623 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5624
5625 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5626
5627 add texture_offset_base, texture_offset_base, #2048
5628 add fb_ptr, fb_ptr, #2048*2
5629 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5630 bne 1b
5631
5632 ldmia sp!, { r4 - r11, pc }
5633
5634 0:
5635 add num_blocks, num_blocks, block_width
5636 mov texture_offset, texture_offset_base
5637
5638 vdup.u8 draw_mask_fb_ptr_a, block_masks[0] // left_mask_bits
5639 vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5640
5641 cmp num_blocks, #MAX_BLOCKS
5642 blgt setup_sprites_16bpp_flush
5643
5644 add texture_offset_base, texture_offset_base, #2048
5645 and texture_block_ptr, texture_offset, texture_mask
5646
5647 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5648 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5649
5650 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5651
5652 subs blocks_remaining, block_width, #2*4
5653 add texture_offset, texture_offset, #16
5654
5655 vmov.u8 draw_mask_fb_ptr_a, #0
5656 vmov.u8 draw_mask_fb_ptr_b, #0
5657
5658 add fb_ptr, fb_ptr, #16*2
5659 beq 2f
5660
5661 1:
5662 and texture_block_ptr, texture_offset, texture_mask
5663 subs blocks_remaining, blocks_remaining, #4
5664
5665 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5666 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5667
5668 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5669 add texture_offset, texture_offset, #16
5670
5671 add fb_ptr, fb_ptr, #16*2
5672 bgt 1b
5673
5674 2:
5675 vdup.u8 draw_mask_fb_ptr_a, block_masks[4] // right_mask_bits
5676 vdup.u8 draw_mask_fb_ptr_b, block_masks[5]
5677
5678 and texture_block_ptr, texture_offset, texture_mask
5679 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5680
5681 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5682
5683 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5684 subs height, height, #1
5685
5686 add fb_ptr, fb_ptr, fb_ptr_pitch
5687 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5688
5689 bne 0b
5690
5691 ldmia sp!, { r4 - r11, pc }
5692
5693
f0931e56 5694#undef width
5695#undef right_width
5696#undef right_mask_bits
5697#undef color
5698#undef height
5699#undef blocks_remaining
5700#undef colors
5701#undef right_mask
5702#undef test_mask
5703#undef draw_mask
5704
5705#define psx_gpu r0
5706#define x r1
5707#define y r2
5708#define width r3
5709#define right_width r5
5710#define right_mask_bits r6
5711#define fb_ptr r7
5712#define color r8
5713#define height r9
5714#define fb_ptr_pitch r12
5715
5716// referenced by setup_sprites_16bpp_flush
5717#define num_blocks r4
5718#define block r5
5719#define block_width r11
5720
5721#define color_r r1
5722#define color_g r2
5723#define color_b r8
5724#define blocks_remaining r6
5725
5726#define colors q0
5727#define right_mask q1
5728#define test_mask q2
5729#define draw_mask q2
5730#define draw_mask_bits_fb_ptr d6
5731
5732
5733.align 3
5734
5735function(setup_sprite_untextured)
5736 ldrh r12, [ psx_gpu, #psx_gpu_render_state_offset ]
5737 tst r12, #(RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS \
5738 | RENDER_FLAGS_BLEND)
5739 beq setup_sprite_untextured_simple
5740
5741 stmdb sp!, { r4 - r11, r14 }
5742
5743 ldr width, [ sp, #40 ]
5744 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5745
5746 ldr height, [ sp, #44 ]
5747 add fb_ptr, fb_ptr, y, lsl #11
5748
5749 add fb_ptr, fb_ptr, x, lsl #1
5750 sub right_width, width, #1
5751
5752 ldr color, [ sp, #48 ]
5753 and right_width, #7
5754
5755 add block_width, width, #7
5756 add right_width, #1
5757
5758 lsr block_width, #3
5759 mov right_mask_bits, #0xff
5760
5761 sub fb_ptr_pitch, block_width, #1
5762 lsl right_mask_bits, right_width
5763
5764 lsl fb_ptr_pitch, #3+1
5765 ubfx color_r, color, #3, #5
5766
5767 rsb fb_ptr_pitch, #1024*2
5768 ubfx color_g, color, #11, #5
5769
5770 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
5771 ubfx color_b, color, #19, #5
5772
5773 vdup.u16 right_mask, right_mask_bits
5774 orr color, color_r, color_b, lsl #10
5775
5776 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5777 orr color, color, color_g, lsl #5
5778
5779 vtst.u16 right_mask, right_mask, test_mask
5780 add block, psx_gpu, #psx_gpu_blocks_offset
5781
5782 vdup.u16 colors, color
5783 add block, block, num_blocks, lsl #6
5784
5785
5786setup_sprite_untextured_height_loop:
5787 add num_blocks, block_width
5788 sub blocks_remaining, block_width, #1
5789
5790 cmp num_blocks, #MAX_BLOCKS
5791 blgt setup_sprites_16bpp_flush
5792
5793 cmp blocks_remaining, #0
5794 ble 1f
5795
5796 vmov.u8 draw_mask, #0 /* zero_mask */
5797 vmov.u8 draw_mask_bits_fb_ptr, #0
5798
5799 0:
5800 vst1.u32 { draw_mask }, [ block, :128 ]!
5801 subs blocks_remaining, #1
5802
5803 vst1.u32 { colors }, [ block, :128 ]
5804 add block, block, #24
5805
5806 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5807 vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
5808
5809 add block, block, #24
5810 add fb_ptr, #8*2
5811 bgt 0b
5812
5813 1:
5814 vst1.u32 { right_mask }, [ block, :128 ]!
5815 subs height, #1
5816
5817 vst1.u32 { colors }, [ block, :128 ]
5818 add block, block, #24
5819
5820 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5821 vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
5822
5823 add block, block, #24
5824 add fb_ptr, fb_ptr_pitch
5825
5826 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5827 bgt setup_sprite_untextured_height_loop
5828
5829 ldmia sp!, { r4 - r11, pc }
5830
5831
5832
75e28f62
E
5833#undef texture_page_ptr
5834#undef vram_ptr
5835#undef dirty_textures_mask
5836#undef current_texture_mask
5837
5838#define psx_gpu r0
5839#define current_texture_page r1
5840#define texture_page_ptr r2
5841#define vram_ptr_a r3
5842#define current_texture_page_x r12
5843#define current_texture_page_y r4
5844#define dirty_textures_mask r5
5845#define tile_y r6
5846#define tile_x r7
5847#define sub_y r8
5848#define current_texture_mask r9
5849#define c_4096 r10
5850#define vram_ptr_b r11
5851
5852#define texel_block_a d0
5853#define texel_block_b d1
5854#define texel_block_expanded_a q1
5855#define texel_block_expanded_b q2
5856#define texel_block_expanded_ab q2
5857#define texel_block_expanded_c q3
5858#define texel_block_expanded_d q4
5859#define texel_block_expanded_cd q3
5860
5861function(update_texture_4bpp_cache)
5862 stmdb sp!, { r4 - r11, r14 }
5863 vpush { q0 - q3 }
5864
5865 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5866
3867c6ef 5867 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
5868 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5869
5870 and current_texture_page_x, current_texture_page, #0xF
5871 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
5872
5873 mov current_texture_page_y, current_texture_page, lsr #4
5874 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5875
5876 add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
5877 mov tile_y, #16
5878
5879 add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7
5880 bic dirty_textures_mask, current_texture_mask
5881
5882 mov tile_x, #16
5883 str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5884
5885 mov sub_y, #8
5886 movw c_4096, #4096
5887
5888 add vram_ptr_b, vram_ptr_a, #2048
5889
5890 0:
5891 vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096
5892 vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096
5893
5894 vmovl.u8 texel_block_expanded_a, texel_block_a
5895 vshll.u8 texel_block_expanded_b, texel_block_a, #4
5896 vmovl.u8 texel_block_expanded_c, texel_block_b
5897 vshll.u8 texel_block_expanded_d, texel_block_b, #4
5898
5899 vbic.u16 texel_block_expanded_a, #0x00F0
5900 vbic.u16 texel_block_expanded_b, #0x00F0
5901 vbic.u16 texel_block_expanded_c, #0x00F0
5902 vbic.u16 texel_block_expanded_d, #0x00F0
5903
5904 vorr.u16 texel_block_expanded_ab, texel_block_expanded_a, \
5905 texel_block_expanded_b
5906 vorr.u16 texel_block_expanded_cd, texel_block_expanded_c, \
5907 texel_block_expanded_d
5908
5909 vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \
5910 [ texture_page_ptr, :256 ]!
5911
5912 subs sub_y, sub_y, #1
5913 bne 0b
5914
5915 mov sub_y, #8
5916 add vram_ptr_a, vram_ptr_a, #8
5917 add vram_ptr_b, vram_ptr_b, #8
5918
5919 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5920 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5921
5922 subs tile_x, tile_x, #1
5923 bne 0b
5924
5925 mov tile_x, #16
5926 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5927 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5928
5929 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5930 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5931
5932 subs tile_y, tile_y, #1
5933 bne 0b
5934
5935 vpop { q0 - q3 }
5936 ldmia sp!, { r4 - r11, pc }
5937
5938
5939#undef current_texture_page
5940
5941#define psx_gpu r0
5942#define texture_page r1
5943#define texture_page_ptr r2
5944#define vram_ptr_a r3
5945#define texture_page_x r12
5946#define texture_page_y r4
5947#define current_texture_page r5
5948#define tile_y r6
5949#define tile_x r7
5950#define sub_y r8
5951#define c_4096 r10
5952#define vram_ptr_b r11
5953
5954
5955#undef texels_a
5956#undef texels_b
5957
5958#define texels_a q0
5959#define texels_b q1
5960#define texels_c q2
5961#define texels_d q3
5962
5963
5964function(update_texture_8bpp_cache_slice)
5965 stmdb sp!, { r4 - r11, r14 }
5966 vpush { q0 - q3 }
5967
5968 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5969 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5970
3867c6ef 5971 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
5972 mov tile_y, #16
5973
5974 and texture_page_x, texture_page, #0xF
5975 mov texture_page_y, texture_page, lsr #4
5976
5977 add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7
5978 mov tile_x, #8
5979
5980 add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
5981 eor current_texture_page, current_texture_page, texture_page
5982
5983 ands current_texture_page, current_texture_page, #0x1
5984 mov sub_y, #4
5985
5986 addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
5987 movw c_4096, #4096
5988
5989 add vram_ptr_b, vram_ptr_a, #2048
5990
5991 0:
5992 vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096
5993 vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096
5994 vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096
5995 vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096
5996
5997 vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]!
5998 vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]!
5999
6000 subs sub_y, sub_y, #1
6001 bne 0b
6002
6003 mov sub_y, #4
6004
6005 add vram_ptr_a, vram_ptr_a, #16
6006 add vram_ptr_b, vram_ptr_b, #16
6007
6008 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
6009 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
6010
6011 subs tile_x, tile_x, #1
6012 bne 0b
6013
6014 mov tile_x, #8
6015
6016 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
6017 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
6018
6019 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
6020 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
6021
6022 subs tile_y, tile_y, #1
6023 add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6024
6025 bne 0b
6026
6027 vpop { q0 - q3 }
6028 ldmia sp!, { r4 - r11, pc }
6029
50f9355a 6030
6031/* void scale2x_tiles8(void *dst, const void *src, int w8, int h) */
6032function(scale2x_tiles8)
6033 push { r4, r14 }
6034
6035 mov r4, r1
6036 add r12, r0, #1024*2
6037 mov r14, r2
6038
60390:
6040 vld1.u16 { q0 }, [ r1, :128 ]!
6041 vld1.u16 { q2 }, [ r1, :128 ]!
6042 vmov q1, q0
6043 vmov q3, q2
6044 vzip.16 q0, q1
6045 vzip.16 q2, q3
6046 subs r14, #2
6047 vst1.u16 { q0, q1 }, [ r0, :128 ]!
6048 vst1.u16 { q0, q1 }, [ r12, :128 ]!
6049 blt 1f
6050 vst1.u16 { q2, q3 }, [ r0, :128 ]!
6051 vst1.u16 { q2, q3 }, [ r12, :128 ]!
6052 bgt 0b
60531:
6054 subs r3, #1
6055 mov r14, r2
6056 add r0, #1024*2*2
6057 add r4, #1024*2
6058 sub r0, r2, lsl #4+1
6059 mov r1, r4
6060 add r12, r0, #1024*2
6061 bgt 0b
6062 nop
6063
6064 pop { r4, pc }
59d15d23 6065
6066// vim:filetype=armasm