psx_gpu: convert to UAL, load everything from context
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_arm_neon.S
CommitLineData
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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
d5c08ed3 23#define RENDER_INTERLACE_ENABLED 0x1
f0931e56 24
cb88320b 25#include "psx_gpu_offsets.h"
75e28f62 26
cb88320b 27#define psx_gpu_b_dx_offset (psx_gpu_b_block_span_offset + 4)
75e28f62 28
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29#define edge_data_left_x_offset 0
30#define edge_data_num_blocks_offset 2
31#define edge_data_right_mask_offset 4
32#define edge_data_y_offset 6
33
ed0fd81d 34.syntax unified
35.text
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36
37#define psx_gpu r0
38#define v_a r1
39#define v_b r2
40#define v_c r3
41
42#define x0 r4
43#define x1 r5
44#define x2 r6
45#define x0_x1 r5
46#define x1_x2 r6
47#define y0 r7
48#define y1 r8
49#define y2 r9
50#define y0_y1 r7
51#define y1_y2 r8
52#define b0 r9
53#define b1 r10
54#define b2 r11
55#define b0_b1 r10
56#define b1_b2 r11
57
58
59#define area_r_s r5
60
61#define g_bx0 r2
62#define g_bx r3
63#define g_bx2 r4
64#define g_bx3 r5
65#define b_base r6
66#define g_by r8
67
68#define gs_bx r7
69#define gs_by r10
70
71#define ga_bx g_bx
72#define ga_by g_by
73
74#define gw_bx_h g_bx
75#define gw_by_h g_by
76
77#define gw_bx_l r11
78#define gw_by_l gw_bx_l
79
80#define store_a r0
81#define store_b r1
82#define store_inc r5
83
84
85#define v0 q0
86#define uvrgb0 d0
87#define x0_y0 d1
88
89#define v1 q1
90#define uvrgb1 d2
91#define x1_y1 d3
92
93#define v2 q2
94#define uvrgb2 d4
95#define x2_y2 d5
96
97#define x0_ab q3
98#define uvrg_xxxx0 q3
99#define uvrg0 d6
100#define xxxx0 d7
101
102#define x1_ab q4
103#define uvrg_xxxx1 q4
104#define uvrg1 d8
105#define xxxx1 d9
106
107#define x2_ab q5
108#define uvrg_xxxx2 q5
109#define uvrg2 d10
110#define xxxx2 d11
111
112#define y0_ab q6
113#define yyyy_uvrg0 q6
114#define yyyy0 d12
115#define uvrg0b d13
116
117#define y1_ab q7
118#define yyyy_uvrg1 q7
119#define yyyy1 d14
120#define uvrg1b d15
121
122#define y2_ab q8
123#define yyyy_uvrg2 q8
124#define yyyy2 d16
125#define uvrg2b d17
126
127#define d0_ab q9
128#define d0_a d18
129#define d0_b d19
130
131#define d1_ab q10
132#define d1_a d20
133#define d1_b d21
134
135#define d2_ab q11
136#define d2_a d22
137#define d2_b d23
138
139#define d3_ab q12
140#define d3_a d24
141#define d3_b d25
142
143#define ga_uvrg_x q1
144#define ga_uvrg_y q4
145
146#define dx x0_x1
147#define dy y0_y1
148#define db b0_b1
149
150#define uvrg_base q11
151
152#define gs_uvrg_x q5
153#define gs_uvrg_y q6
154
155#define g_uvrg_x q1
156#define ga_uv_x d2
157#define g_uv_x d2
158#define ga_rg_x d3
159#define g_rg_x d3
160
161#define g_uvrg_y q4
162#define ga_uv_y d8
163#define g_uv_y d8
164#define ga_rg_y d9
165#define g_rg_y d9
166
167#define gw_uv_x q1
168#define gw_rg_x q2
169#define gw_uv_y q4
170#define gw_rg_y q3
171
172#define w_mask q9
173#define w_mask_l d18
174
175#define r_shift q10
176
177#define uvrg_dx0 q0
178#define uvrg_dx0l d0
179#define uvrg_dx0h d1
180
181#define uvrg_dx1 q1
182#define uvrg_dx1l d2
183#define uvrg_dx1h d3
184
185#define uvrg_dx2 q2
186#define uvrg_dx2l d4
187#define uvrg_dx2h d5
188
189#define uvrg_dx3 q3
190#define uvrg_dx3l d6
191#define uvrg_dx3h d7
192
c6063f89 193#define uvrgb_phase q13
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194
195.align 4
196
197#define function(name) \
198 .global name; \
199 name: \
200
201@ r0: psx_gpu
202@ r1: v_a
203@ r2: v_b
204@ r3: v_c
205
206function(compute_all_gradients)
207 // First compute the triangle area reciprocal and shift. The division will
208 // happen concurrently with much of the work which follows.
209 @ r12 = psx_gpu->triangle_area
210 ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ]
211 stmdb sp!, { r4 - r11, lr }
212
213 @ load exponent of 62 into upper half of double
214 movw r4, #0
215 clz r14, r12 @ r14 = shift
216
217 movt r4, #((62 + 1023) << 4)
218 mov r12, r12, lsl r14 @ r12 = triangle_area_normalized
219
220 @ load area normalized into lower half of double
221 mov r5, r12, lsr #10
222 vmov.f64 d30, r5, r4 @ d30 = (1 << 62) + ta_n
223
224 movt r4, #((1022 + 31) << 4)
225 mov r5, r12, lsl #20
226
227 add r4, r4, r12, lsr #11
228 vmov.f64 d31, r5, r4
229
230 vdiv.f64 d30, d30, d31 @ d30 = ((1 << 62) + ta_n) / ta_n
231
232 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
233 // ( d0 * d1 ) - ( d2 * d3 ) =
234 // ( m0 ) - ( m1 ) = gradient
235
236 // This is split to do 12 elements at a time over three sets: a, b, and c.
237 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
238 // two of the slots are unused.
239
240 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
241 // is g.
242
243 // First type is: uvrg bxxx xxxx
244 // Second type is: yyyy ybyy uvrg
245 // Since x_a and y_c are the same the same variable is used for both.
246
247 vld1.u32 { v0 }, [ v_a, : 128 ] @ v0 = { uvrg0, b0, x0, y0 }
248 ldrsh x0, [ v_a, #8 ] @ load x0
249
250 vld1.u32 { v1 }, [ v_b, : 128 ] @ v1 = { uvrg1, b1, x1, y1}
251 ldrh x1, [ v_b, #8 ] @ load x1
252
253 vld1.u32 { v2 }, [ v_c, : 128 ] @ v2 = { uvrg2, b2, x2, y2 }
254 ldrh x2, [ v_c, #8 ] @ load x2
255
256 vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
257 ldrh y0, [ v_a, #10 ] @ load y0
258
259 vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
260 ldrh y1, [ v_b, #10 ] @ load y1
261
262 vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
263 ldrh y2, [ v_c, #10 ] @ load y2
264
265 vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 }
266 vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 }
267
268 orr x1_x2, x1, x2, lsl #16 @ x1_x2 = { x1, x2 }
269 pkhbt x0_x1, x0, x1, lsl #16 @ x0_x1 = { x0, x1 }
270
271 vmov.u8 uvrg1b, uvrg1 @ uvrg1b = { uv1, rg1 }
272 vdup.u16 xxxx1, x1_y1[0] @ xxxx1 = { xx1, xx1 }
273
274 vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 }
275 vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 }
276
277 ldrb b2, [ v_c, #4 ] @ load b2
278 orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 }
279
280 ldrb b1, [ v_b, #4 ] @ load b1
281 orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 }
282
283 vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 }
284 vsub.s16 d0_ab, x1_ab, x0_ab
285
286 ldrb b0, [ v_a, #4 ] @ load b0
287 orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 }
288
289 vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 }
290 vsub.s16 d2_ab, x2_ab, x1_ab
291
292 vdup.u16 yyyy2, x2_y2[1] @ yyyy2 = { yy2, yy2 }
293 vsub.s16 d1_ab, y2_ab, y1_ab
294
295 orr b0_b1, b0, b1, lsl #16 @ b1_b2 = { b1, b2 }
296 ssub16 dx, x1_x2, x0_x1 @ dx = { x1 - x0, x2 - x1 }
297
298 ssub16 dy, y1_y2, y0_y1 @ dy = { y1 - y0, y2 - y1 }
299 ssub16 db, b1_b2, b0_b1 @ db = { b1 - b0, b2 - b1 }
300
301 vsub.s16 d3_ab, y1_ab, y0_ab
302 smusdx ga_by, dx, db @ ga_by = ((x1 - x0) * (b2 - b1)) -
303 @ ((x2 - X1) * (b1 - b0))
304 vmull.s16 ga_uvrg_x, d0_a, d1_a
305 smusdx ga_bx, db, dy @ ga_bx = ((b1 - b0) * (y2 - y1)) -
306 @ ((b2 - b1) * (y1 - y0))
307 vmlsl.s16 ga_uvrg_x, d2_a, d3_a
308 movs gs_bx, ga_bx, asr #31
309
310 vmull.s16 ga_uvrg_y, d0_b, d1_b
311 rsbmi ga_bx, ga_bx, #0
312
c6063f89 313 @ r12 = psx_gpu->uvrgb_phase
314 ldr r12, [ psx_gpu, #psx_gpu_uvrgb_phase_offset ]
315
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316 vmlsl.s16 ga_uvrg_y, d2_b, d3_b
317 movs gs_by, ga_by, asr #31
318
319 vshr.u64 d0, d30, #22
c6063f89 320 add b_base, r12, b0, lsl #16
321
322 vdup.u32 uvrgb_phase, r12
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323
324 rsbmi ga_by, ga_by, #0
325 vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0
326
327 @ r12 = psx_gpu->triangle_winding_offset
328 ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
329 vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0
330
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331 rsb r12, r12, #0 @ r12 = -(triangle->winding)
332
333 vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w }
334 sub r14, r14, #(62 - 12) @ r14 = shift - (62 - FIXED_BITS)
335
336 vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16
337 vdup.u32 r_shift, r14 @ r_shift = { shift, shift, shift, shift }
338
c6063f89 339 vadd.u32 uvrg_base, uvrgb_phase
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340 vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x)
341
342 vmov area_r_s, s0 @ area_r_s = triangle_reciprocal
343 vabs.s32 ga_uvrg_y, ga_uvrg_y @ ga_uvrg_y = abs(ga_uvrg_y)
344
345 vmull.u32 gw_rg_x, ga_rg_x, d0[0]
346 vmull.u32 gw_uv_x, ga_uv_x, d0[0]
347 vmull.u32 gw_rg_y, ga_rg_y, d0[0]
348 vmull.u32 gw_uv_y, ga_uv_y, d0[0]
349
350 vshl.u64 gw_rg_x, gw_rg_x, r_shift
351 vshl.u64 gw_uv_x, gw_uv_x, r_shift
352 vshl.u64 gw_rg_y, gw_rg_y, r_shift
353 vshl.u64 gw_uv_y, gw_uv_y, r_shift
354
355 veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
356 vmovn.u64 g_uv_x, gw_uv_x
357
358 veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
359 vmovn.u64 g_rg_x, gw_rg_x
360
361 veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
362 vmovn.u64 g_uv_y, gw_uv_y
363
364 vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
365 vmovn.u64 g_rg_y, gw_rg_y
366
367 veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
368 mov ga_bx, ga_bx, lsl #13
369
370 vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
371 mov ga_by, ga_by, lsl #13
372
373 vdup.u32 x0_y0, x0
374 umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
375
376 vshl.u32 g_uvrg_x, g_uvrg_x, #4
377 vshl.u32 g_uvrg_y, g_uvrg_y, #4
378
379 umull gw_by_l, gw_by_h, ga_by, area_r_s
380 vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
381
382 eor gs_bx, gs_bx, r12
383 vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
384
385 veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
386 eor gs_by, gs_by, r12
387
388 rsb r11, r14, #0 @ r11 = negative shift for scalar lsr
389 add store_a, psx_gpu, #psx_gpu_uvrg_offset
390
391 sub r11, r11, #(32 - 13)
392
393 add store_b, store_a, #16
394 mov store_inc, #32
395
396 vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
397 vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc
398
399 vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc
400 mov g_bx, gw_bx_h, lsr r11
401
402 vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc
403 mov g_by, gw_by_h, lsr r11
404
405 vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \
406 [ store_b, : 128 ], store_inc
407 eor g_bx, g_bx, gs_bx
408
409 vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \
410 [ store_b, : 128 ], store_inc
411 sub g_bx, g_bx, gs_bx
412
413 lsl g_bx, g_bx, #4
414 eor g_by, g_by, gs_by
415
416 mls b_base, g_bx, x0, b_base
417 sub g_by, g_by, gs_by
418
419 lsl g_by, g_by, #4
420 mov g_bx0, #0
421
422 add g_bx2, g_bx, g_bx
423 add g_bx3, g_bx, g_bx2
424
425 stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
426
427 ldmia sp!, { r4 - r11, pc }
428
429
430#define psx_gpu r0
431#define v_a r1
432#define v_b r2
433#define v_c r3
434
435#define temp r14
436
437#define x_a r4
438#define x_b r5
439#define x_c r6
440#define y_a r1
441#define y_b r2
442#define y_c r3
443
444#define height_minor_a r7
445#define height_minor_b r8
446#define height_major r9
447#define height r9
448
449#define reciprocal_table_ptr r10
450
451#define edge_alt_low r4
452#define edge_alt_high r5
453#define edge_dx_dy_alt r6
454#define edge_shift_alt r10
455
456#define edge_dx_dy_alt_low r4
457#define edge_dx_dy_alt_high r5
458
459#define span_edge_data r4
460#define span_uvrg_offset r5
461#define span_b_offset r6
462
463#define clip r14
464
465#define b r11
466#define b_dy r12
467
468
469#define alternate_x q0
470#define alternate_dx_dy q1
471#define alternate_x_32 q2
472
473#define alternate_x_low d0
474#define alternate_x_high d1
475#define alternate_dx_dy_low d2
476#define alternate_dx_dy_high d3
477#define alternate_x_32_low d4
478#define alternate_x_32_high d5
479
480#define left_x q3
481#define right_x q4
482#define left_dx_dy q5
483#define right_dx_dy q6
484#define left_edge q7
485#define right_edge q8
486
487#define left_x_low d6
488#define left_x_high d7
489#define right_x_low d8
490#define right_x_high d9
491#define left_dx_dy_low d10
492#define left_dx_dy_high d11
493#define right_dx_dy_low d12
494#define right_dx_dy_high d13
495#define left_edge_low d14
496#define left_edge_high d15
497#define right_edge_low d16
498#define right_edge_high d17
499
500#define y_mid_point d18
501#define c_0x0004 d19
502
503#define left_right_x_16 q11
504#define span_shifts_y q12
505#define c_0x0001 q13
506
507#define span_shifts d24
508#define y_x4 d25
509#define c_0xFFFE d26
510#define c_0x0007 d27
511
512#define left_right_x_16_low d22
513#define left_right_x_16_high d23
514
515#define uvrg q14
516#define uvrg_dy q15
517
518#define alternate_x_16 d4
519
520#define v_clip q3
521#define v_clip_low d6
522
523#define right_x_32 q10
524#define left_x_32 q11
525#define alternate_select d24
526
527#define right_x_32_low d20
528#define right_x_32_high d21
529#define left_x_32_low d22
530#define left_x_32_high d23
531
532#define edges_xy q0
533#define edges_dx_dy d2
534#define edge_shifts d3
535#define edge_shifts_64 q2
536
537#define edges_xy_left d0
538#define edges_xy_right d1
539
540#define height_reciprocals d6
541#define heights d7
542
543#define widths d8
544#define c_0x01 d9
545#define x_starts d10
546#define x_ends d11
547
548#define heights_b d12
549#define edges_dx_dy_64 q10
550
551#define edges_dx_dy_64_left d20
552#define edges_dx_dy_64_right d21
553
554
555#define setup_spans_prologue() \
556 stmdb sp!, { r4 - r11, lr }; \
557 \
558 ldrsh x_a, [ v_a, #8 ]; \
559 ldrsh x_b, [ v_b, #8 ]; \
560 ldrsh x_c, [ v_c, #8 ]; \
561 ldrsh y_a, [ v_a, #10 ]; \
562 ldrsh y_b, [ v_b, #10 ]; \
563 ldrsh y_c, [ v_c, #10 ]; \
564 \
565 add temp, psx_gpu, #psx_gpu_uvrg_offset; \
566 vld1.32 { uvrg }, [ temp ]; \
567 add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \
568 vld1.32 { uvrg_dy }, [ temp ]; \
ed0fd81d 569 ldr reciprocal_table_ptr, [ psx_gpu, #psx_gpu_reciprocal_table_ptr_offset ]; \
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570 \
571 vmov.u32 c_0x01, #0x01 \
572
573#define setup_spans_load_b() \
574 ldr b, [ psx_gpu, #psx_gpu_b_offset ]; \
575 ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ] \
576
577#define setup_spans_prologue_b() \
578 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
579 add temp, psx_gpu, #psx_gpu_viewport_start_x_offset; \
580 \
581 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
582 vmov.u16 c_0x0004, #0x0004; \
583 \
584 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
585 vmov.u16 c_0x0001, #0x0001; \
586 \
587 vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ]; \
588 add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \
589 \
590 vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \
591 vadd.u16 right_edge, right_edge, c_0x0001; \
592 \
593 vmov.u16 c_0x0007, #0x0007; \
594 vmvn.u16 c_0xFFFE, #0x0001 \
595
596
597#define compute_edge_delta_x2() \
598 ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \
599 \
600 vdup.u32 heights, height; \
601 vsub.u32 widths, x_ends, x_starts; \
602 \
603 vdup.u32 edge_shifts, temp; \
604 vsub.u32 heights_b, heights, c_0x01; \
7d5140f5 605 vshr.u32 height_reciprocals, edge_shifts, #10; \
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606 \
607 vmla.s32 heights_b, x_starts, heights; \
608 vbic.u16 edge_shifts, #0xE0; \
609 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
610 vmull.s32 edges_xy, heights_b, height_reciprocals \
611
612#define width_alt r6
613#define height_reciprocal_alt r11
614#define height_b_alt r12
615
616#define compute_edge_delta_x3(start_c, height_a, height_b) \
ed0fd81d 617 vmov heights, height_a, height_b; \
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618 ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \
619 vmov.u32 edge_shifts[0], temp; \
620 ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \
621 vmov.u32 edge_shifts[1], temp; \
622 ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ]; \
623 \
624 vsub.u32 widths, x_ends, x_starts; \
625 sub width_alt, x_c, start_c; \
626 \
627 vsub.u32 heights_b, heights, c_0x01; \
628 sub height_b_alt, height_minor_b, #1; \
629 \
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E
630 vshr.u32 height_reciprocals, edge_shifts, #10; \
631 lsr height_reciprocal_alt, edge_shift_alt, #10; \
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632 \
633 vmla.s32 heights_b, x_starts, heights; \
634 mla height_b_alt, height_minor_b, start_c, height_b_alt; \
635 \
636 vbic.u16 edge_shifts, #0xE0; \
637 and edge_shift_alt, edge_shift_alt, #0x1F; \
638 \
639 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
640 mul edge_dx_dy_alt, width_alt, height_reciprocal_alt; \
641 \
642 vmull.s32 edges_xy, heights_b, height_reciprocals; \
643 smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt \
644
645
646#define setup_spans_adjust_y_up() \
647 vsub.u32 y_x4, y_x4, c_0x0004 \
648
649#define setup_spans_adjust_y_down() \
650 vadd.u32 y_x4, y_x4, c_0x0004 \
651
652#define setup_spans_adjust_interpolants_up() \
653 vsub.u32 uvrg, uvrg, uvrg_dy; \
654 sub b, b, b_dy \
655
656#define setup_spans_adjust_interpolants_down() \
657 vadd.u32 uvrg, uvrg, uvrg_dy; \
658 add b, b, b_dy \
659
660
661#define setup_spans_clip_interpolants_increment() \
662 mla b, b_dy, clip, b; \
663 vmla.s32 uvrg, uvrg_dy, v_clip \
664
665#define setup_spans_clip_interpolants_decrement() \
666 mls b, b_dy, clip, b; \
667 vmls.s32 uvrg, uvrg_dy, v_clip \
668
669#define setup_spans_clip_alternate_yes() \
670 smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip \
671
672#define setup_spans_clip_alternate_no() \
673
674#define setup_spans_clip(direction, alternate_active) \
675 vdup.u32 v_clip, clip; \
676 setup_spans_clip_alternate_##alternate_active(); \
677 setup_spans_clip_interpolants_##direction(); \
678 vmlal.s32 edges_xy, edges_dx_dy, v_clip_low \
679
680
681#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
682 vmovl.s32 edge_shifts_64, edge_shifts; \
683 vmovl.s32 edges_dx_dy_64, edges_dx_dy; \
684 \
685 vshl.s64 edges_xy, edges_xy, edge_shifts_64; \
686 vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64; \
687 \
688 vmov left_x_low, edges_xy_##left_index; \
689 vmov right_x_low, edges_xy_##right_index; \
690 \
691 vmov left_dx_dy_low, edges_dx_dy_64_##left_index; \
692 vmov left_dx_dy_high, edges_dx_dy_64_##left_index; \
693 vmov right_dx_dy_low, edges_dx_dy_64_##right_index; \
694 vmov right_dx_dy_high, edges_dx_dy_64_##right_index; \
695 \
696 vadd.u64 left_x_high, left_x_low, left_dx_dy_low; \
697 vadd.u64 right_x_high, right_x_low, right_dx_dy_low; \
698 \
699 vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy; \
700 vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy \
701
702
703#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
704 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
705 \
706 vdup.u16 y_mid_point, y_b; \
707 rsb temp, edge_shift_alt, #32; \
708 \
709 lsl edge_alt_high, edge_alt_high, edge_shift_alt; \
710 orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp; \
711 lsl edge_alt_low, edge_alt_low, edge_shift_alt; \
712 vmov alternate_x_low, edge_alt_low, edge_alt_high; \
713 \
714 asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp; \
715 lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt; \
716 vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high; \
717 vmov alternate_dx_dy_high, alternate_dx_dy_low; \
718 \
719 vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low; \
720 vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy \
721
722
723#define setup_spans_y_select_up() \
724 vclt.s16 alternate_select, y_x4, y_mid_point \
725
726#define setup_spans_y_select_down() \
727 vcgt.s16 alternate_select, y_x4, y_mid_point \
728
729
730#define setup_spans_alternate_select_left() \
731 vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select \
732
733#define setup_spans_alternate_select_right() \
734 vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select \
735
736
737#define setup_spans_set_x4_alternate_yes(alternate, direction) \
738 vshrn.s64 alternate_x_32_low, alternate_x, #32; \
739 vshrn.s64 left_x_32_low, left_x, #32; \
740 vshrn.s64 right_x_32_low, right_x, #32; \
741 \
742 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
743 vadd.u64 left_x, left_x, left_dx_dy; \
744 vadd.u64 right_x, right_x, right_dx_dy; \
745 \
746 vshrn.s64 alternate_x_32_high, alternate_x, #32; \
747 vshrn.s64 left_x_32_high, left_x, #32; \
748 vshrn.s64 right_x_32_high, right_x, #32; \
749 \
750 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
751 vadd.u64 left_x, left_x, left_dx_dy; \
752 vadd.u64 right_x, right_x, right_dx_dy; \
753 \
754 vmovn.u32 alternate_x_16, alternate_x_32; \
755 setup_spans_y_select_##direction(); \
756 vmovn.u32 left_right_x_16_low, left_x_32; \
757 \
758 vmovn.u32 left_right_x_16_high, right_x_32; \
759 setup_spans_alternate_select_##alternate(); \
760 \
761 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
762 str b, [ span_b_offset ], #4; \
763 setup_spans_adjust_interpolants_##direction(); \
764 \
765 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
766 \
767 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
768 str b, [ span_b_offset ], #4; \
769 setup_spans_adjust_interpolants_##direction(); \
770 \
771 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
772 \
773 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
774 str b, [ span_b_offset ], #4; \
775 setup_spans_adjust_interpolants_##direction(); \
776 \
777 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
778 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
779 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
780 \
781 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
782 str b, [ span_b_offset ], #4; \
783 setup_spans_adjust_interpolants_##direction(); \
784 \
785 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
786 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
787 \
788 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
789 \
790 setup_spans_adjust_y_##direction() \
791
792
793#define setup_spans_set_x4_alternate_no(alternate, direction) \
794 vshrn.s64 left_x_32_low, left_x, #32; \
795 vshrn.s64 right_x_32_low, right_x, #32; \
796 \
797 vadd.u64 left_x, left_x, left_dx_dy; \
798 vadd.u64 right_x, right_x, right_dx_dy; \
799 \
800 vshrn.s64 left_x_32_high, left_x, #32; \
801 vshrn.s64 right_x_32_high, right_x, #32; \
802 \
803 vadd.u64 left_x, left_x, left_dx_dy; \
804 vadd.u64 right_x, right_x, right_dx_dy; \
805 \
806 vmovn.u32 left_right_x_16_low, left_x_32; \
807 vmovn.u32 left_right_x_16_high, right_x_32; \
808 \
809 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
810 str b, [ span_b_offset ], #4; \
811 setup_spans_adjust_interpolants_##direction(); \
812 \
813 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
814 \
815 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
816 str b, [ span_b_offset ], #4; \
817 setup_spans_adjust_interpolants_##direction(); \
818 \
819 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
820 \
821 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
822 str b, [ span_b_offset ], #4; \
823 setup_spans_adjust_interpolants_##direction(); \
824 \
825 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
826 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
827 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
828 \
829 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
830 str b, [ span_b_offset ], #4; \
831 setup_spans_adjust_interpolants_##direction(); \
832 \
833 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
834 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
835 \
836 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
837 \
838 setup_spans_adjust_y_##direction() \
839
840
841#define edge_adjust_low r11
842#define edge_adjust_high r12
843
844#define setup_spans_alternate_adjust_yes() \
845 smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a; \
846 subs edge_alt_low, edge_alt_low, edge_adjust_low; \
847 sbc edge_alt_high, edge_alt_high, edge_adjust_high \
848
849#define setup_spans_alternate_adjust_no() \
850
851
852#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
853 setup_spans_alternate_adjust_##alternate_active(); \
854 setup_spans_load_b(); \
855 \
856 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
857 subs y_c, y_c, temp; \
858 subgt height, height, y_c; \
859 addgt height, height, #1; \
860 \
861 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
862 subs clip, temp, y_a; \
863 ble 0f; \
864 \
865 sub height, height, clip; \
866 add y_a, y_a, clip; \
867 setup_spans_clip(increment, alternate_active); \
868 \
869 0: \
870 cmp height, #0; \
871 ble 1f; \
872 \
873 orr temp, y_a, y_a, lsl #16; \
874 add temp, temp, #(1 << 16); \
875 add y_a, temp, #2; \
876 add y_a, y_a, #(2 << 16); \
ed0fd81d 877 vmov y_x4, temp, y_a; \
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878 \
879 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
880 right_index); \
881 setup_spans_prologue_b(); \
882 \
883 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
884 \
885 2: \
886 setup_spans_set_x4_alternate_##alternate_active(alternate, down); \
887 subs height, height, #4; \
888 bhi 2b; \
889 \
890 1: \
891
892
893#define setup_spans_alternate_pre_increment_yes() \
894 adds edge_alt_low, edge_alt_low, edge_dx_dy_alt; \
895 adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31 \
896
897#define setup_spans_alternate_pre_increment_no() \
898
899
900#define setup_spans_up_decrement_yes() \
901 suble height, height, #1 \
902
903#define setup_spans_up_decrement_no() \
904
905
906#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
907 setup_spans_alternate_adjust_##alternate_active(); \
908 setup_spans_load_b(); \
909 sub y_a, y_a, #1; \
910 \
911 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
912 subs temp, temp, y_c; \
913 subgt height, height, temp; \
914 setup_spans_up_decrement_##alternate_active(); \
915 \
916 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
917 subs clip, y_a, temp; \
918 ble 0f; \
919 \
920 sub height, height, clip; \
921 sub y_a, y_a, clip; \
922 setup_spans_clip(decrement, alternate_active); \
923 \
924 0: \
925 cmp height, #0; \
926 ble 1f; \
927 \
928 orr temp, y_a, y_a, lsl #16; \
929 sub temp, temp, #(1 << 16); \
930 sub y_a, temp, #2; \
931 sub y_a, y_a, #(2 << 16); \
ed0fd81d 932 vmov y_x4, temp, y_a; \
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933 \
934 vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \
935 \
936 setup_spans_alternate_pre_increment_##alternate_active(); \
937 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
938 right_index); \
939 setup_spans_adjust_interpolants_up(); \
940 setup_spans_prologue_b(); \
941 \
942 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
943 \
944 2: \
945 setup_spans_set_x4_alternate_##alternate_active(alternate, up); \
946 subs height, height, #4; \
947 bhi 2b; \
948 \
949 1: \
950
951
952#define setup_spans_epilogue() \
953 ldmia sp!, { r4 - r11, pc } \
954
955
956#define setup_spans_up_up(minor, major) \
957 setup_spans_prologue(); \
958 sub height_minor_a, y_a, y_b; \
959 sub height_minor_b, y_b, y_c; \
960 sub height, y_a, y_c; \
961 \
962 vdup.u32 x_starts, x_a; \
ed0fd81d 963 vmov x_ends, x_c, x_b; \
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964 \
965 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
966 setup_spans_up(major, minor, minor, yes); \
967 setup_spans_epilogue() \
968
969function(setup_spans_up_left)
970 setup_spans_up_up(left, right)
971
972function(setup_spans_up_right)
973 setup_spans_up_up(right, left)
974
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975#define setup_spans_down_down(minor, major) \
976 setup_spans_prologue(); \
977 sub height_minor_a, y_b, y_a; \
978 sub height_minor_b, y_c, y_b; \
979 sub height, y_c, y_a; \
980 \
981 vdup.u32 x_starts, x_a; \
ed0fd81d 982 vmov x_ends, x_c, x_b; \
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983 \
984 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
985 setup_spans_down(major, minor, minor, yes); \
986 setup_spans_epilogue() \
987
988function(setup_spans_down_left)
989 setup_spans_down_down(left, right)
990
991function(setup_spans_down_right)
992 setup_spans_down_down(right, left)
993
994
995#define setup_spans_up_flat() \
996 sub height, y_a, y_c; \
997 \
998 compute_edge_delta_x2(); \
999 setup_spans_up(left, right, none, no); \
1000 setup_spans_epilogue() \
1001
1002function(setup_spans_up_a)
1003 setup_spans_prologue()
1004
ed0fd81d 1005 vmov x_starts, x_a, x_b
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1006 vdup.u32 x_ends, x_c
1007
1008 setup_spans_up_flat()
1009
1010function(setup_spans_up_b)
1011 setup_spans_prologue()
1012
1013 vdup.u32 x_starts, x_a
ed0fd81d 1014 vmov x_ends, x_b, x_c
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1015
1016 setup_spans_up_flat()
1017
1018#define setup_spans_down_flat() \
1019 sub height, y_c, y_a; \
1020 \
1021 compute_edge_delta_x2(); \
1022 setup_spans_down(left, right, none, no); \
1023 setup_spans_epilogue() \
1024
1025function(setup_spans_down_a)
1026 setup_spans_prologue()
1027
ed0fd81d 1028 vmov x_starts, x_a, x_b
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1029 vdup.u32 x_ends, x_c
1030
1031 setup_spans_down_flat()
1032
1033function(setup_spans_down_b)
1034 setup_spans_prologue()
1035
1036 vdup.u32 x_starts, x_a
ed0fd81d 1037 vmov x_ends, x_b, x_c
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E
1038
1039 setup_spans_down_flat()
1040
1041
1042#define middle_y r9
1043
1044#define edges_xy_b q11
1045#define edges_dx_dy_b d26
1046#define edge_shifts_b d27
1047#define edges_dx_dy_and_shifts_b q13
1048#define height_increment d20
1049
1050#define edges_dx_dy_and_shifts q1
1051
1052#define edges_xy_b_left d22
1053#define edges_xy_b_right d23
1054
1055#define setup_spans_up_down_load_edge_set_b() \
1056 vmov edges_xy, edges_xy_b; \
1057 vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b \
1058
1059
1060function(setup_spans_up_down)
1061 setup_spans_prologue()
1062
1063 // s32 middle_y = y_a;
1064 sub height_minor_a, y_a, y_b
1065 sub height_minor_b, y_c, y_a
1066 sub height_major, y_c, y_b
1067
ed0fd81d 1068 vmov x_starts, x_a, x_c
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1069 vdup.u32 x_ends, x_b
1070
1071 compute_edge_delta_x3(x_a, height_minor_a, height_major)
1072
1073 mov temp, #0
ed0fd81d 1074 vmov height_increment, temp, height_minor_b
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E
1075 vmlal.s32 edges_xy, edges_dx_dy, height_increment
1076
1077 vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1078 vmov edges_xy_b_right, edges_xy_right
1079
1080 vmov edge_shifts_b, edge_shifts
1081 vmov.u32 edge_shifts_b[0], edge_shift_alt
1082
1083 vneg.s32 edges_dx_dy_b, edges_dx_dy
1084 vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1085
1086 mov middle_y, y_a
1087
1088 setup_spans_load_b()
1089 sub y_a, y_a, #1
1090
1091 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1092 subs temp, temp, y_b
1093 subgt height_minor_a, height_minor_a, temp
1094
1095 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1096 subs clip, y_a, temp
1097 ble 0f
1098
1099 sub height_minor_a, height_minor_a, clip
1100 sub y_a, y_a, clip
1101 setup_spans_clip(decrement, no)
1102
1103 0:
1104 cmp height_minor_a, #0
1105 ble 3f
1106
1107 orr temp, y_a, y_a, lsl #16
1108 sub temp, temp, #(1 << 16)
1109 sub y_a, temp, #2
1110 sub y_a, y_a, #(2 << 16)
ed0fd81d 1111 vmov y_x4, temp, y_a
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E
1112
1113 vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1114
1115 strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
1116
1117 setup_spans_adjust_edges_alternate_no(left, right);
1118 setup_spans_adjust_interpolants_up()
1119 setup_spans_up_down_load_edge_set_b()
1120
1121 setup_spans_prologue_b()
1122
1123
1124 2:
1125 setup_spans_set_x4_alternate_no(none, up)
1126 subs height_minor_a, height_minor_a, #4
1127 bhi 2b
1128
1129 add span_edge_data, span_edge_data, height_minor_a, lsl #3
1130 add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1131 add span_b_offset, span_b_offset, height_minor_a, lsl #2
1132
1133 4:
1134 add temp, psx_gpu, #psx_gpu_uvrg_offset
1135 vld1.32 { uvrg }, [ temp ]
1136 mov y_a, middle_y
1137
1138 setup_spans_load_b()
1139
1140 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1141 subs y_c, y_c, temp
1142 subgt height_minor_b, height_minor_b, y_c
1143 addgt height_minor_b, height_minor_b, #1
1144
1145 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1146 subs clip, temp, y_a
1147 ble 0f
1148
1149 sub height_minor_b, height_minor_b, clip
1150 add y_a, y_a, clip
1151 setup_spans_clip(increment, no)
1152
1153 0:
1154 cmp height_minor_b, #0
1155 ble 1f
1156
1157 orr temp, y_a, y_a, lsl #16
1158 add temp, temp, #(1 << 16)
1159 add y_a, temp, #2
1160 add y_a, y_a, #(2 << 16)
ed0fd81d 1161 vmov y_x4, temp, y_a
75e28f62
E
1162
1163 setup_spans_adjust_edges_alternate_no(left, right)
1164
1165 ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1166 add temp, temp, height_minor_b
b7569147 1167
1168 cmp temp, #MAX_SPANS
1169 beq 5f
1170
75e28f62
E
1171 strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1172
1173 2:
1174 setup_spans_set_x4_alternate_no(none, down)
1175 subs height_minor_b, height_minor_b, #4
1176 bhi 2b
1177
1178 1:
1179 setup_spans_epilogue()
1180
1181 3:
1182 setup_spans_up_down_load_edge_set_b()
1183 setup_spans_prologue_b()
1184 bal 4b
1185
b7569147 1186 5:
1187 // FIXME: overflow corner case
1188 sub temp, temp, height_minor_b
1189 bics height_minor_b, #3
1190 add temp, temp, height_minor_b
1191 strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1192 bne 2b
1193 bal 1b
1194
75e28f62
E
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
ed0fd81d 1925 orr color, color, color, lsl #16
3867c6ef 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
ed0fd81d 1967 strheq 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
ed0fd81d 2679 vmov texels, pixels_a, pixels_b
75e28f62
E
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
75e28f62 3395 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
8438c3c7 3396 pld [ fb_ptr_next, #64 ]
3397
75e28f62 3398 add fb_ptr_cmp, fb_ptr_cmp, #14
8438c3c7 3399 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3400
75e28f62
E
3401 cmp fb_ptr_cmp, #28
3402 bls 4f
3403
3404 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3405 vceq.u16 zero_mask, pixels, #0
3406
3407 vst1.u16 { fb_pixels }, [ fb_ptr ]
3408 vtst.u16 draw_mask, draw_mask, test_mask
3409
3410 3:
3411 subs num_blocks, num_blocks, #1
3412 bne 0b
3413
3414 1:
3415 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3416 vbif.u16 fb_pixels_next, pixels, draw_mask_combined
3417
3418 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3419
3420 ldmia sp!, { r4, pc }
3421
3422 4:
3423 vst1.u16 { fb_pixels }, [ fb_ptr ]
3424 vceq.u16 zero_mask, pixels, #0
3425
3426 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3427 vtst.u16 draw_mask, draw_mask, test_mask
3428
3429 bal 3b
3430
3431
3432function(shade_blocks_unshaded_untextured_indirect)
3433 bx lr
3434
3435.align 3
3436
3437function(shade_blocks_unshaded_untextured_direct)
3438 stmdb sp!, { r4, r14 }
3439 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
3440
3441 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3442 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3443
3444 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3445 add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3446
3447 add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
3448 vld1.u16 { pixels }, [ color_ptr, :128 ]
3449
3450 mov c_64, #64
3451 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3452
3453 vorr.u16 pixels, pixels, msb_mask
3454 subs num_blocks, num_blocks, #1
3455
3456 ldr fb_ptr_next, [ block_ptr_load ], #64
3457
3458 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3459 beq 1f
3460
3461 0:
3462 vmov fb_pixels, fb_pixels_next
3463 mov fb_ptr, fb_ptr_next
3464 ldr fb_ptr_next, [ block_ptr_load ], #64
3465
3466 vbif.u16 fb_pixels, pixels, draw_mask
3467 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3468
3469 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3470 add fb_ptr_cmp, fb_ptr_cmp, #14
3471 cmp fb_ptr_cmp, #28
3472 bls 4f
3473
3474 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3475 vst1.u16 { fb_pixels }, [ fb_ptr ]
3476
3477 3:
3478 subs num_blocks, num_blocks, #1
3479 bne 0b
3480
3481 1:
3482 vbif.u16 fb_pixels_next, pixels, draw_mask
3483 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3484
3485 ldmia sp!, { r4, pc }
3486
3487 4:
3488 vst1.u16 { fb_pixels }, [ fb_ptr ]
3489 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3490 bal 3b
3491
3492
3493#undef draw_mask_ptr
3494#undef c_64
3495#undef fb_ptr
3496#undef fb_ptr_next
3497#undef fb_ptr_cmp
3498
3499#define psx_gpu r0
3500#define num_blocks r1
3501#define msb_mask_ptr r2
3502#define pixel_ptr r3
3503#define draw_mask_ptr r0
3504#define c_64 r2
3505#define fb_ptr r12
3506#define fb_ptr_next r14
3507#define fb_ptr_cmp r4
3508
3509#undef msb_mask
3510#undef draw_mask
3511#undef pixels
3512#undef fb_pixels
3513#undef d128_0x8000
3514#undef msb_mask_low
3515#undef msb_mask_high
3516#undef draw_mask_next
3517#undef pixels_g
3518#undef blend_pixels
3519#undef fb_pixels_next
3520
3521#define msb_mask q0
3522#define draw_mask q1
3523#define pixels q2
3524#define fb_pixels q3
3525#define blend_pixels q4
3526#define pixels_no_msb q5
3527#define blend_mask q6
3528#define fb_pixels_no_msb q7
3529#define d128_0x8000 q8
3530#define d128_0x0421 q9
3531#define fb_pixels_next q10
3532#define blend_pixels_next q11
3533#define pixels_next q12
3534#define draw_mask_next q13
3535#define write_mask q14
3536
3537#define pixels_rb q5
3538#define pixels_mg q7
3539#define pixels_g q7
3540#define d128_0x7C1F q8
3541#define d128_0x03E0 q9
3542#define fb_pixels_rb q10
3543#define fb_pixels_g q11
3544#define fb_pixels_masked q11
3545#define d128_0x83E0 q15
3546#define pixels_fourth q7
3547#define d128_0x1C07 q12
3548#define d128_0x00E0 q13
3549#define d128_0x80E0 q13
3550
3551#define msb_mask_low d0
3552#define msb_mask_high d1
3553
3554#define blend_blocks_average_set_blend_mask_textured(source) \
3555 vclt.s16 blend_mask, source, #0 \
3556
3557#define blend_blocks_average_set_stp_bit_textured() \
3558 vorr.u16 blend_pixels, #0x8000 \
3559
3560#define blend_blocks_average_combine_textured(source) \
3561 vbif.u16 blend_pixels, source, blend_mask \
3562
3563#define blend_blocks_average_set_blend_mask_untextured(source) \
3564
3565#define blend_blocks_average_set_stp_bit_untextured() \
3566
3567#define blend_blocks_average_combine_untextured(source) \
3568
3569#define blend_blocks_average_mask_set_on() \
3570 vclt.s16 write_mask, fb_pixels_next, #0 \
3571
3572#define blend_blocks_average_mask_copy_on() \
3573 vorr.u16 draw_mask, draw_mask_next, write_mask \
3574
3575#define blend_blocks_average_mask_copy_b_on() \
3576 vorr.u16 draw_mask_next, draw_mask_next, write_mask \
3577
3578#define blend_blocks_average_mask_set_off() \
3579
3580#define blend_blocks_average_mask_copy_off() \
3581 vmov draw_mask, draw_mask_next \
3582
3583#define blend_blocks_average_mask_copy_b_off() \
3584
3585#define blend_blocks_average_builder(texturing, mask_evaluate) \
3586.align 3; \
3587 \
3588function(blend_blocks_##texturing##_average_##mask_evaluate) \
3589 stmdb sp!, { r4, r14 }; \
3590 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3591 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3592 \
3593 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3594 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3595 \
3596 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3597 mov c_64, #64; \
3598 \
3599 vmov.u16 d128_0x8000, #0x8000; \
3600 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3601 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3602 \
3603 vmov.u16 d128_0x0421, #0x0400; \
3604 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3605 \
3606 vorr.u16 d128_0x0421, #0x0021; \
3607 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3608 \
3609 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3610 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3611 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3612 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3613 blend_blocks_average_mask_set_##mask_evaluate(); \
3614 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3615 \
3616 subs num_blocks, num_blocks, #1; \
3617 beq 1f; \
3618 \
3619 0: \
3620 mov fb_ptr, fb_ptr_next; \
3621 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3622 \
3623 vmov pixels, pixels_next; \
3624 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3625 \
3626 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3627 \
3628 blend_blocks_average_mask_copy_##mask_evaluate(); \
3629 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3630 \
3631 blend_blocks_average_set_blend_mask_##texturing(pixels); \
3632 blend_blocks_average_set_stp_bit_##texturing(); \
3633 vmov fb_pixels, fb_pixels_next; \
3634 blend_blocks_average_combine_##texturing(pixels); \
3635 \
3636 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3637 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3638 cmp fb_ptr_cmp, #28; \
3639 bls 2f; \
3640 \
3641 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3642 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3643 \
3644 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3645 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3646 \
3647 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3648 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3649 \
3650 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3651 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3652 blend_blocks_average_mask_set_##mask_evaluate(); \
3653 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3654 \
3655 3: \
3656 subs num_blocks, num_blocks, #1; \
3657 bne 0b; \
3658 \
3659 1: \
3660 blend_blocks_average_mask_copy_b_##mask_evaluate(); \
3661 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3662 \
3663 blend_blocks_average_set_blend_mask_##texturing(pixels_next); \
3664 blend_blocks_average_set_stp_bit_##texturing(); \
3665 blend_blocks_average_combine_##texturing(pixels_next); \
3666 \
3667 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3668 vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next; \
3669 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3670 \
3671 ldmia sp!, { r4, pc }; \
3672 \
3673 2: \
3674 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3675 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3676 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3677 \
3678 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3679 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3680 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3681 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3682 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3683 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3684 \
3685 bal 3b \
3686
3687blend_blocks_average_builder(textured, off)
3688blend_blocks_average_builder(untextured, off)
3689blend_blocks_average_builder(textured, on)
3690blend_blocks_average_builder(untextured, on)
3691
3692
3693#define blend_blocks_add_mask_set_on() \
3694 vclt.s16 write_mask, fb_pixels, #0 \
3695
3696#define blend_blocks_add_mask_copy_on() \
3697 vorr.u16 draw_mask, draw_mask, write_mask \
3698
3699#define blend_blocks_add_mask_set_off() \
3700
3701#define blend_blocks_add_mask_copy_off() \
3702
3703
3704#define blend_blocks_add_textured_builder(mask_evaluate) \
3705.align 3; \
3706 \
3707function(blend_blocks_textured_add_##mask_evaluate) \
3708 stmdb sp!, { r4, r14 }; \
3709 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3710 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3711 \
3712 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3713 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3714 \
3715 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3716 mov c_64, #64; \
3717 \
3718 vmov.u16 d128_0x7C1F, #0x7C00; \
3719 vmov.u16 d128_0x03E0, #0x0300; \
3720 vmov.u16 d128_0x83E0, #0x8000; \
3721 vorr.u16 d128_0x03E0, #0x00E0; \
3722 vorr.u16 d128_0x7C1F, #0x001F; \
3723 vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0; \
3724 \
3725 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3726 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3727 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3728 vclt.s16 blend_mask, pixels, #0; \
3729 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3730 blend_blocks_add_mask_set_##mask_evaluate(); \
3731 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3732 \
3733 blend_blocks_add_mask_copy_##mask_evaluate(); \
3734 vorr.u16 pixels, pixels, msb_mask; \
3735 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3736 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3737 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3738 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3739 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3740 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3741 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3742 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3743 \
3744 subs num_blocks, num_blocks, #1; \
3745 beq 1f; \
3746 \
3747 0: \
3748 mov fb_ptr, fb_ptr_next; \
3749 \
3750 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3751 \
3752 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3753 vclt.s16 blend_mask, pixels, #0; \
3754 \
3755 vorr.u16 pixels, pixels, msb_mask; \
3756 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3757 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3758 \
8438c3c7 3759 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3760 pld [ fb_ptr_next, #64 ]; \
75e28f62
E
3761 \
3762 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
8438c3c7 3763 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3764 \
75e28f62 3765 add fb_ptr_cmp, fb_ptr_cmp, #14; \
8438c3c7 3766 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3767 \
75e28f62
E
3768 cmp fb_ptr_cmp, #28; \
3769 bls 2f; \
3770 \
3771 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3772 blend_blocks_add_mask_set_##mask_evaluate(); \
3773 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3774 blend_blocks_add_mask_copy_##mask_evaluate(); \
3775 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3776 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3777 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3778 \
3779 3: \
3780 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3781 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3782 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3783 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3784 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3785 \
3786 subs num_blocks, num_blocks, #1; \
3787 bne 0b; \
3788 \
3789 1: \
3790 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3791 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3792 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3793 \
3794 ldmia sp!, { r4, pc }; \
3795 \
3796 2: \
3797 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3798 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3799 \
3800 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3801 blend_blocks_add_mask_set_##mask_evaluate(); \
3802 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3803 blend_blocks_add_mask_copy_##mask_evaluate(); \
3804 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3805 bal 3b \
3806
3807
3808#define blend_blocks_add_untextured_builder(mask_evaluate) \
3809.align 3; \
3810 \
3811function(blend_blocks_untextured_add_##mask_evaluate) \
3812 stmdb sp!, { r4, r14 }; \
3813 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3814 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3815 \
3816 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3817 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3818 \
3819 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3820 mov c_64, #64; \
3821 \
3822 vmov.u16 d128_0x7C1F, #0x7C00; \
3823 vmov.u16 d128_0x03E0, #0x0300; \
3824 vorr.u16 d128_0x7C1F, #0x001F; \
3825 vorr.u16 d128_0x03E0, #0x00E0; \
3826 \
3827 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3828 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3829 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3830 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3831 blend_blocks_add_mask_set_##mask_evaluate(); \
3832 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3833 \
3834 blend_blocks_add_mask_copy_##mask_evaluate(); \
3835 vand.u16 pixels_g, pixels, d128_0x03E0; \
3836 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3837 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3838 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3839 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3840 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3841 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3842 \
3843 subs num_blocks, num_blocks, #1; \
3844 beq 1f; \
3845 \
3846 0: \
3847 mov fb_ptr, fb_ptr_next; \
3848 \
3849 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3850 \
3851 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3852 \
3853 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3854 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3855 vand.u16 pixels_g, pixels, d128_0x03E0; \
3856 \
3857 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3858 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3859 \
3860 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3861 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3862 cmp fb_ptr_cmp, #28; \
3863 bls 2f; \
3864 \
3865 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3866 blend_blocks_add_mask_set_##mask_evaluate(); \
3867 blend_blocks_add_mask_copy_##mask_evaluate(); \
3868 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3869 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3870 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3871 \
3872 3: \
3873 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3874 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3875 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3876 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3877 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3878 \
3879 subs num_blocks, num_blocks, #1; \
3880 bne 0b; \
3881 \
3882 1: \
3883 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3884 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3885 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3886 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3887 \
3888 ldmia sp!, { r4, pc }; \
3889 \
3890 2: \
3891 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3892 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3893 \
3894 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3895 blend_blocks_add_mask_set_##mask_evaluate(); \
3896 blend_blocks_add_mask_copy_##mask_evaluate(); \
3897 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3898 bal 3b \
3899
3900
3901blend_blocks_add_textured_builder(off)
3902blend_blocks_add_textured_builder(on)
3903blend_blocks_add_untextured_builder(off)
3904blend_blocks_add_untextured_builder(on)
3905
3906#define blend_blocks_subtract_set_blend_mask_textured() \
3907 vclt.s16 blend_mask, pixels_next, #0 \
3908
3909#define blend_blocks_subtract_combine_textured() \
3910 vbif.u16 blend_pixels, pixels, blend_mask \
3911
3912#define blend_blocks_subtract_set_stb_textured() \
3913 vorr.u16 blend_pixels, #0x8000 \
3914
3915#define blend_blocks_subtract_msb_mask_textured() \
3916 vorr.u16 pixels, pixels_next, msb_mask \
3917
3918#define blend_blocks_subtract_set_blend_mask_untextured() \
3919
3920#define blend_blocks_subtract_combine_untextured() \
3921
3922#define blend_blocks_subtract_set_stb_untextured() \
3923 vorr.u16 blend_pixels, blend_pixels, msb_mask \
3924
3925#define blend_blocks_subtract_msb_mask_untextured() \
3926
3927
3928#define blend_blocks_subtract_mask_set_on() \
3929 vclt.s16 write_mask, fb_pixels, #0 \
3930
3931#define blend_blocks_subtract_mask_copy_on() \
3932 vorr.u16 draw_mask, draw_mask_next, write_mask \
3933
3934#define blend_blocks_subtract_mask_set_off() \
3935
3936#define blend_blocks_subtract_mask_copy_off() \
3937 vmov draw_mask, draw_mask_next \
3938
3939
3940#define blend_blocks_subtract_builder(texturing, mask_evaluate) \
3941.align 3; \
3942 \
3943function(blend_blocks_##texturing##_subtract_##mask_evaluate) \
3944 stmdb sp!, { r4, r14 }; \
3945 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3946 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3947 \
3948 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3949 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3950 \
3951 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3952 mov c_64, #64; \
3953 \
3954 vmov.u16 d128_0x7C1F, #0x7C00; \
3955 vmov.u16 d128_0x03E0, #0x0300; \
3956 vorr.u16 d128_0x7C1F, #0x001F; \
3957 vorr.u16 d128_0x03E0, #0x00E0; \
3958 \
3959 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3960 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3961 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3962 blend_blocks_subtract_set_blend_mask_##texturing(); \
3963 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3964 blend_blocks_subtract_mask_set_##mask_evaluate(); \
3965 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
3966 \
3967 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
3968 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3969 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3970 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3971 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3972 \
3973 subs num_blocks, num_blocks, #1; \
3974 beq 1f; \
3975 \
3976 0: \
3977 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
3978 mov fb_ptr, fb_ptr_next; \
3979 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3980 \
3981 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3982 blend_blocks_subtract_msb_mask_##texturing(); \
3983 \
3984 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3985 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3986 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
3987 blend_blocks_subtract_set_stb_##texturing(); \
3988 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
3989 blend_blocks_subtract_combine_##texturing(); \
3990 blend_blocks_subtract_set_blend_mask_##texturing(); \
3991 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3992 \
3993 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3994 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3995 cmp fb_ptr_cmp, #28; \
3996 bls 2f; \
3997 \
3998 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3999 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4000 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4001 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4002 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4003 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4004 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4005 \
4006 3: \
4007 subs num_blocks, num_blocks, #1; \
4008 bne 0b; \
4009 \
4010 1: \
4011 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
4012 \
4013 blend_blocks_subtract_msb_mask_##texturing(); \
4014 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4015 blend_blocks_subtract_set_stb_##texturing(); \
4016 blend_blocks_subtract_combine_##texturing(); \
4017 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4018 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4019 \
4020 ldmia sp!, { r4, pc }; \
4021 \
4022 2: \
4023 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4024 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4025 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4026 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4027 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4028 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4029 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4030 bal 3b \
4031
4032
4033blend_blocks_subtract_builder(textured, off)
4034blend_blocks_subtract_builder(textured, on)
4035blend_blocks_subtract_builder(untextured, off)
4036blend_blocks_subtract_builder(untextured, on)
4037
4038
4039#define blend_blocks_add_fourth_textured_builder(mask_evaluate) \
4040.align 3; \
4041 \
4042function(blend_blocks_textured_add_fourth_##mask_evaluate) \
4043 stmdb sp!, { r4, r14 }; \
4044 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4045 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4046 \
4047 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4048 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4049 \
4050 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4051 mov c_64, #64; \
4052 \
4053 vmov.u16 d128_0x7C1F, #0x7C00; \
4054 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62 4055 vmov.u16 d128_0x1C07, #0x1C00; \
d1c75d1e 4056 vmov.u16 d128_0x00E0, #0x00E0; \
75e28f62
E
4057 vorr.u16 d128_0x7C1F, #0x001F; \
4058 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62 4059 vorr.u16 d128_0x1C07, #0x0007; \
75e28f62
E
4060 \
4061 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4062 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4063 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4064 vclt.s16 blend_mask, pixels, #0; \
4065 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4066 blend_blocks_add_mask_set_##mask_evaluate(); \
4067 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4068 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
75e28f62
E
4069 \
4070 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4071 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4072 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4073 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4074 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4075 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4076 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4077 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4078 \
4079 subs num_blocks, num_blocks, #1; \
4080 beq 1f; \
4081 \
4082 0: \
4083 mov fb_ptr, fb_ptr_next; \
75e28f62
E
4084 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4085 \
d1c75d1e
E
4086 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4087 vbif.u16 blend_pixels, pixels, blend_mask; \
4088 \
75e28f62
E
4089 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4090 vclt.s16 blend_mask, pixels, #0; \
75e28f62 4091 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4092 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
75e28f62
E
4093 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4094 \
4095 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4096 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4097 \
4098 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4099 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4100 cmp fb_ptr_cmp, #28; \
4101 bls 2f; \
4102 \
4103 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4104 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4105 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4106 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4107 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
75e28f62
E
4108 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4109 \
4110 3: \
d1c75d1e 4111 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4112 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4113 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4114 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4115 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4116 \
4117 subs num_blocks, num_blocks, #1; \
4118 bne 0b; \
4119 \
4120 1: \
4121 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
d1c75d1e
E
4122 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4123 vbif.u16 blend_pixels, pixels, blend_mask; \
75e28f62
E
4124 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4125 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4126 \
4127 ldmia sp!, { r4, pc }; \
4128 \
4129 2: \
4130 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
d1c75d1e 4131 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
75e28f62
E
4132 \
4133 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4134 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4135 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e 4136 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
75e28f62
E
4137 bal 3b \
4138
4139
d1c75d1e 4140
75e28f62
E
4141#define blend_blocks_add_fourth_untextured_builder(mask_evaluate) \
4142.align 3; \
4143 \
4144function(blend_blocks_untextured_add_fourth_##mask_evaluate) \
4145 stmdb sp!, { r4, r14 }; \
4146 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4147 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4148 \
4149 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4150 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4151 \
4152 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4153 mov c_64, #64; \
4154 \
4155 vmov.u16 d128_0x7C1F, #0x7C00; \
4156 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62
E
4157 vmov.u16 d128_0x1C07, #0x1C00; \
4158 vmov.u16 d128_0x00E0, #0x00E0; \
4159 vorr.u16 d128_0x7C1F, #0x001F; \
4160 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62
E
4161 vorr.u16 d128_0x1C07, #0x0007; \
4162 \
4163 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4164 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4165 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4166 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4167 blend_blocks_add_mask_set_##mask_evaluate(); \
4168 vshr.s16 pixels_fourth, pixels, #2; \
4169 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4170 \
4171 blend_blocks_add_mask_copy_##mask_evaluate(); \
4172 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4173 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4174 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4175 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4176 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4177 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4178 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4179 \
4180 subs num_blocks, num_blocks, #1; \
4181 beq 1f; \
4182 \
4183 0: \
4184 mov fb_ptr, fb_ptr_next; \
75e28f62
E
4185 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4186 \
4187 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4188 \
4189 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4190 vshr.s16 pixels_fourth, pixels, #2; \
4191 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4192 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4193 \
4194 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4195 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4196 \
4197 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4198 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4199 cmp fb_ptr_cmp, #28; \
4200 bls 2f; \
4201 \
4202 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4203 blend_blocks_add_mask_set_##mask_evaluate(); \
4204 blend_blocks_add_mask_copy_##mask_evaluate(); \
4205 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4206 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4207 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4208 \
4209 3: \
4210 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4211 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4212 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4213 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4214 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4215 \
4216 subs num_blocks, num_blocks, #1; \
4217 bne 0b; \
4218 \
4219 1: \
4220 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4221 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4222 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4223 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4224 \
4225 ldmia sp!, { r4, pc }; \
4226 \
4227 2: \
4228 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4229 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4230 \
4231 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4232 blend_blocks_add_mask_set_##mask_evaluate(); \
4233 blend_blocks_add_mask_copy_##mask_evaluate(); \
4234 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4235 bal 3b \
4236
4237
4238blend_blocks_add_fourth_textured_builder(off)
4239blend_blocks_add_fourth_textured_builder(on)
4240blend_blocks_add_fourth_untextured_builder(off)
4241blend_blocks_add_fourth_untextured_builder(on)
4242
4243// TODO: Optimize this more. Need a scene that actually uses it for
4244// confirmation..
4245
4246.align 3
4247
4248function(blend_blocks_textured_unblended_on)
4249 stmdb sp!, { r4, r14 }
4250 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
4251 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4252
4253 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
4254 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
4255
4256 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
4257 mov c_64, #64
4258
4259 ldr fb_ptr, [ pixel_ptr, #28 ]
4260 vld1.u16 { fb_pixels }, [ fb_ptr ]
4261 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4262 vclt.s16 write_mask, fb_pixels, #0
4263 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4264
4265 subs num_blocks, num_blocks, #1
4266 beq 1f
4267
4268 0:
134f81ec 4269 vorr.u16 pixels, pixels, msb_mask
75e28f62
E
4270 vorr.u16 draw_mask, draw_mask, write_mask
4271 vbif.u16 fb_pixels, pixels, draw_mask
4272 vst1.u16 { fb_pixels }, [ fb_ptr ]
4273
4274 ldr fb_ptr, [ pixel_ptr, #28 ]
4275 vld1.u16 { fb_pixels }, [ fb_ptr ]
4276 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4277 vclt.s16 write_mask, fb_pixels, #0
4278 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4279
4280 subs num_blocks, num_blocks, #1
4281 bne 0b
4282
4283 1:
134f81ec 4284 vorr.u16 pixels, pixels, msb_mask
75e28f62
E
4285 vorr.u16 draw_mask, draw_mask, write_mask
4286 vbif.u16 fb_pixels, pixels, draw_mask
4287 vst1.u16 { fb_pixels }, [ fb_ptr ]
4288
4289 ldmia sp!, { r4, pc }
4290
4291
4292function(blend_blocks_textured_unblended_off)
4293 bx lr
4294
4295
4296function(warmup)
4297 mov r3, #64
4298 cmp r0, #0
4299 bxeq lr
4300
4301 0:
4302 vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3
4303
4304 subs r0, r0, #1
4305 bne 0b
4306
4307 bx lr
4308
6c4a10c4 4309#undef vram_ptr
75e28f62 4310#undef color
6c4a10c4 4311#undef width
75e28f62 4312#undef height
6c4a10c4 4313#undef pitch
75e28f62
E
4314
4315#define vram_ptr r0
6c4a10c4
E
4316#define color r1
4317#define width r2
4318#define height r3
75e28f62 4319
6c4a10c4 4320#define pitch r1
75e28f62 4321
6c4a10c4 4322#define num_width r12
75e28f62 4323
87c45ad1
E
4324#undef colors_a
4325#undef colors_b
75e28f62 4326
87c45ad1
E
4327#define colors_a q0
4328#define colors_b q1
75e28f62
E
4329
4330.align 3
4331
4332function(render_block_fill_body)
87c45ad1 4333 vdup.u16 colors_a, color
6c4a10c4 4334 mov pitch, #2048
75e28f62 4335
87c45ad1 4336 vmov colors_b, colors_a
75e28f62 4337 sub pitch, pitch, width, lsl #1
75e28f62 4338
6c4a10c4 4339 mov num_width, width
75e28f62 4340
6c4a10c4
E
4341 0:
4342 vst1.u32 { colors_a, colors_b }, [ vram_ptr, :256 ]!
75e28f62 4343
d1c75d1e 4344 subs num_width, num_width, #16
6c4a10c4 4345 bne 0b
75e28f62 4346
75e28f62 4347 add vram_ptr, vram_ptr, pitch
6c4a10c4
E
4348 mov num_width, width
4349
75e28f62
E
4350 subs height, height, #1
4351 bne 0b
75e28f62 4352
6c4a10c4
E
4353 bx lr
4354
75e28f62
E
4355
4356#undef x
4357#undef y
4358#undef width
4359#undef height
4360#undef fb_ptr
4361#undef texture_mask
4362#undef num_blocks
4363#undef temp
4364#undef dirty_textures_mask
4365#undef clut_ptr
4366#undef current_texture_mask
4367
4368#define psx_gpu r0
4369#define x r1
4370#define y r2
4371#define u r3
4372#define v r4
4373#define width r5
4374#define height r6
4375#define offset_u r8
4376#define offset_v r9
4377#define offset_u_right r10
4378#define width_rounded r11
4379#define height_rounded r12
4380
4381#define texture_offset_base r1
4382#define tile_width r2
4383#define tile_height r3
4384#define num_blocks r4
4385#define block r5
4386#define sub_tile_height r6
4387#define fb_ptr r7
4388#define texture_mask r8
4389#define column_data r9
4390#define texture_offset r10
4391#define tiles_remaining r11
4392#define fb_ptr_advance_column r12
4393#define texture_block_ptr r14
4394
4395#define texture_page_ptr r3
4396#define left_block_mask r4
4397#define right_block_mask r5
4398#define texture_mask_rev r10
4399#define control_mask r11
4400
4401#define dirty_textures_mask r4
4402#define clut_ptr r5
4403#define current_texture_mask r6
4404
4405
4406#undef texels
4407#undef clut_low_a
4408#undef clut_low_b
4409#undef clut_high_a
4410#undef clut_high_b
4411#undef clut_a
4412#undef clut_b
4413#undef texels_low
4414#undef texels_high
4415
4416#define texels d0
4417#define draw_masks_fb_ptrs q1
4418
4419#define draw_mask_fb_ptr_left d2
4420#define draw_mask_fb_ptr_right d3
4421
59d15d23 4422#define draw_mask_fb_ptr_left_a d2
4423#define draw_mask_fb_ptr_left_b d3
4424#define draw_mask_fb_ptr_right_a d10
4425#define draw_mask_fb_ptr_right_b d11
4426#define draw_masks_fb_ptrs2 q5
4427
75e28f62
E
4428#define clut_low_a d4
4429#define clut_low_b d5
4430#define clut_high_a d6
4431#define clut_high_b d7
4432
4433#define block_masks d8
4434#define block_masks_shifted d9
4435
4436#define clut_a q2
4437#define clut_b q3
4438
59d15d23 4439#define texels_low d12
4440#define texels_high d13
75e28f62 4441
59d15d23 4442#define texels_wide_low d14
4443#define texels_wide_high d15
4444#define texels_wide q7
75e28f62
E
4445
4446
59d15d23 4447setup_sprite_flush_blocks:
4448 vpush { q1 - q5 }
75e28f62
E
4449
4450 stmdb sp!, { r0 - r3, r12, r14 }
4451 bl flush_render_block_buffer
4452 ldmia sp!, { r0 - r3, r12, r14 }
4453
59d15d23 4454 vpop { q1 - q5 }
75e28f62
E
4455
4456 add block, psx_gpu, #psx_gpu_blocks_offset
75e28f62
E
4457 bx lr
4458
4459
4460setup_sprite_update_texture_4bpp_cache:
4461 stmdb sp!, { r0 - r3, r14 }
4462 bl update_texture_4bpp_cache
4463 ldmia sp!, { r0 - r3, pc }
4464
4465
4466setup_sprite_update_texture_8bpp_cache:
4467 stmdb sp!, { r0 - r3, r14 }
4468 bl update_texture_8bpp_cache
4469 ldmia sp!, { r0 - r3, pc }
4470
4471
4472#define setup_sprite_tiled_initialize_4bpp() \
4473 ldr dirty_textures_mask, \
4474 [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]; \
4475 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
4476 \
4477 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4478 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
4479 \
4480 tst current_texture_mask, dirty_textures_mask; \
4481 vuzp.u8 clut_a, clut_b; \
4482 \
4483 blne setup_sprite_update_texture_4bpp_cache \
4484
4485#define setup_sprite_tiled_initialize_8bpp() \
4486 ldr dirty_textures_mask, \
4487 [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]; \
4488 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4489 \
4490 tst current_texture_mask, dirty_textures_mask; \
4491 blne setup_sprite_update_texture_8bpp_cache \
4492
4493
75e28f62
E
4494#define setup_sprite_block_count_single() \
4495 sub_tile_height \
4496
4497#define setup_sprite_block_count_double() \
4498 sub_tile_height, lsl #1 \
4499
4500#define setup_sprite_tile_add_blocks(type) \
4501 add num_blocks, num_blocks, setup_sprite_block_count_##type(); \
4502 cmp num_blocks, #MAX_BLOCKS; \
4503 \
59d15d23 4504 movgt num_blocks, setup_sprite_block_count_##type(); \
4505 blgt setup_sprite_flush_blocks \
75e28f62
E
4506
4507
4508#define setup_sprite_tile_full_4bpp(edge) \
4509 setup_sprite_tile_add_blocks(double); \
4510 \
4511 4: \
4512 and texture_block_ptr, texture_offset, texture_mask; \
4513 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4514 \
4515 pld [ fb_ptr ]; \
4516 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4517 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4518 \
4519 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4520 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4521 \
4522 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4523 add texture_block_ptr, texture_offset, #8; \
4524 \
4525 and texture_block_ptr, texture_block_ptr, texture_mask; \
4526 add block, block, #40; \
4527 \
4528 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4529 add fb_ptr, fb_ptr, #16; \
4530 \
4531 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4532 add block, block, #24; \
4533 \
4534 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4535 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4536 \
4537 pld [ fb_ptr ]; \
4538 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4539 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4540 \
4541 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4542 add block, block, #40; \
4543 \
4544 add texture_offset, texture_offset, #0x10; \
4545 add fb_ptr, fb_ptr, #(2048 - 16); \
4546 \
4547 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4548 add block, block, #24; \
4549 \
4550 subs sub_tile_height, sub_tile_height, #1; \
4551 bne 4b; \
4552 \
4553 add texture_offset, texture_offset, #0xF00; \
4554 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4555
4556
4557#define setup_sprite_tile_half_4bpp(edge) \
4558 setup_sprite_tile_add_blocks(single); \
4559 \
4560 4: \
4561 and texture_block_ptr, texture_offset, texture_mask; \
4562 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4563 \
4564 pld [ fb_ptr ]; \
4565 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4566 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4567 \
4568 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4569 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4570 \
4571 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4572 add block, block, #40; \
4573 \
4574 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4575 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4576 \
4577 add block, block, #24; \
4578 add texture_offset, texture_offset, #0x10; \
4579 \
4580 add fb_ptr, fb_ptr, #2048; \
4581 subs sub_tile_height, sub_tile_height, #1; \
4582 \
4583 bne 4b; \
4584 \
4585 add texture_offset, texture_offset, #0xF00; \
4586 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4587
4588
4589#define setup_sprite_tile_full_8bpp(edge) \
4590 setup_sprite_tile_add_blocks(double); \
4591 add block, block, #16; \
4592 \
4593 4: \
4594 and texture_block_ptr, texture_offset, texture_mask; \
4595 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4596 \
4597 pld [ fb_ptr ]; \
4598 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4599 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4600 \
4601 add texture_block_ptr, texture_offset, #8; \
4602 vst1.u32 { texels }, [ block, :64 ]; \
4603 \
4604 and texture_block_ptr, texture_block_ptr, texture_mask; \
4605 add block, block, #24; \
4606 \
4607 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4608 \
4609 add fb_ptr, fb_ptr, #16; \
4610 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4611 \
4612 add block, block, #40; \
4613 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4614 pld [ fb_ptr ]; \
4615 \
4616 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4617 vst1.u32 { texels }, [ block, :64 ]; \
4618 add block, block, #24; \
4619 \
4620 add texture_offset, texture_offset, #0x10; \
4621 add fb_ptr, fb_ptr, #(2048 - 16); \
4622 \
4623 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4624 add block, block, #40; \
4625 \
4626 subs sub_tile_height, sub_tile_height, #1; \
4627 bne 4b; \
4628 \
4629 sub block, block, #16; \
4630 add texture_offset, texture_offset, #0xF00; \
4631 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4632
4633
4634#define setup_sprite_tile_half_8bpp(edge) \
4635 setup_sprite_tile_add_blocks(single); \
4636 add block, block, #16; \
4637 \
4638 4: \
4639 and texture_block_ptr, texture_offset, texture_mask; \
4640 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4641 pld [ fb_ptr ]; \
4642 \
4643 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4644 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4645 \
4646 vst1.u32 { texels }, [ block, :64 ]; \
4647 add block, block, #24; \
4648 \
4649 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4650 add block, block, #40; \
4651 \
4652 add texture_offset, texture_offset, #0x10; \
4653 add fb_ptr, fb_ptr, #2048; \
4654 \
4655 subs sub_tile_height, sub_tile_height, #1; \
4656 bne 4b; \
4657 \
4658 sub block, block, #16; \
4659 add texture_offset, texture_offset, #0xF00; \
4660 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4661
4662
4663#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
4664 add texture_offset, texture_offset_base, #8; \
4665 add fb_ptr, fb_ptr, #16 \
4666
4667#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
4668 mov texture_offset, texture_offset_base \
4669
4670#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
4671 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
4672
4673#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
4674 mov texture_offset, texture_offset_base \
4675
4676#define setup_sprite_tile_column_edge_post_adjust_half_right() \
4677 sub fb_ptr, fb_ptr, #16 \
4678
4679#define setup_sprite_tile_column_edge_post_adjust_half_left() \
4680
4681#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
4682 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
4683
4684#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
4685
4686
59d15d23 4687#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
4688 x4mode) \
75e28f62 4689 mov sub_tile_height, column_data; \
59d15d23 4690 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
4691 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
4692 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
75e28f62 4693
59d15d23 4694#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
4695 x4mode) \
75e28f62
E
4696 and sub_tile_height, column_data, #0xFF; \
4697 mov tiles_remaining, column_data, lsr #16; \
59d15d23 4698 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
4699 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
4700 \
4701 subs tiles_remaining, tiles_remaining, #1; \
4702 beq 2f; \
4703 \
4704 3: \
4705 mov sub_tile_height, #16; \
59d15d23 4706 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
4707 subs tiles_remaining, tiles_remaining, #1; \
4708 bne 3b; \
4709 \
4710 2: \
4711 uxtb sub_tile_height, column_data, ror #8; \
59d15d23 4712 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
4713 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
75e28f62
E
4714
4715
4716#define setup_sprite_column_data_single() \
4717 mov column_data, height; \
4718 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] \
4719
4720#define setup_sprite_column_data_multi() \
4721 and height_rounded, height_rounded, #0xF; \
4722 rsb column_data, offset_v, #16; \
4723 \
4724 add height_rounded, height_rounded, #1; \
4725 sub tile_height, tile_height, #1; \
4726 \
4727 orr column_data, column_data, tile_height, lsl #16; \
4728 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]; \
4729 \
4730 orr column_data, column_data, height_rounded, lsl #8 \
4731
59d15d23 4732#define setup_sprite_setup_left_draw_mask_fb_ptr() \
4733 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4734 vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
4735
4736#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column() \
4737 mov fb_ptr_advance_column, #32; \
4738 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4739 \
ed0fd81d 4740 sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11; \
59d15d23 4741 vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
4742
4743#define setup_sprite_setup_right_draw_mask_fb_ptr() \
4744 vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \
4745 vdup.u8 draw_mask_fb_ptr_right, block_masks[5] \
4746
4747#define setup_sprite_tile_column_width_single(tm, multi_height, edge_mode, \
4748 edge, x4mode) \
4749 setup_sprite_##tm##_single_##multi_height##_##edge_mode##_##edge##x4mode: \
75e28f62
E
4750 setup_sprite_column_data_##multi_height(); \
4751 vext.32 block_masks_shifted, block_masks, block_masks, #1; \
4752 vorr.u32 block_masks, block_masks, block_masks_shifted; \
59d15d23 4753 setup_sprite_setup_left_draw_mask_fb_ptr##x4mode(); \
75e28f62 4754 \
59d15d23 4755 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, tm, x4mode); \
75e28f62
E
4756 ldmia sp!, { r4 - r11, pc } \
4757
4758#define setup_sprite_tiled_advance_column() \
4759 add texture_offset_base, texture_offset_base, #0x100; \
4760 tst texture_offset_base, #0xF00; \
4761 subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00) \
4762
4763#define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode, \
59d15d23 4764 right_mode, x4mode) \
4765 setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode##x4mode:\
75e28f62 4766 setup_sprite_column_data_##multi_height(); \
75e28f62 4767 \
59d15d23 4768 setup_sprite_setup_left_draw_mask_fb_ptr_advance_column##x4mode(); \
75e28f62 4769 \
59d15d23 4770 setup_sprite_tile_column_height_##multi_height(left_mode, right, tm, x4mode);\
75e28f62
E
4771 \
4772 subs tile_width, tile_width, #2; \
4773 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4774 \
75e28f62
E
4775 beq 1f; \
4776 \
59d15d23 4777 vmov.u8 draw_masks_fb_ptrs, #0; \
4778 vmov.u8 draw_masks_fb_ptrs2, #0; \
4779 \
75e28f62
E
4780 0: \
4781 setup_sprite_tiled_advance_column(); \
59d15d23 4782 setup_sprite_tile_column_height_##multi_height(full, none, tm, x4mode); \
75e28f62
E
4783 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4784 subs tile_width, tile_width, #1; \
4785 bne 0b; \
4786 \
4787 1: \
59d15d23 4788 setup_sprite_setup_right_draw_mask_fb_ptr##x4mode(); \
75e28f62
E
4789 \
4790 setup_sprite_tiled_advance_column(); \
59d15d23 4791 setup_sprite_tile_column_height_##multi_height(right_mode, left, tm, x4mode);\
75e28f62
E
4792 ldmia sp!, { r4 - r11, pc } \
4793
4794
59d15d23 4795#define setup_sprite_offset_u_adjust() \
4796
4797#define setup_sprite_get_left_block_mask() \
4798 and left_block_mask, left_block_mask, #0xFF \
4799
4800#define setup_sprite_compare_left_block_mask() \
4801 cmp left_block_mask, #0xFF \
4802
4803#define setup_sprite_get_right_block_mask() \
4804 uxtb right_block_mask, right_block_mask, ror #8 \
4805
4806#define setup_sprite_compare_right_block_mask() \
4807 cmp right_block_mask, #0xFF \
4808
4809
4810
4811/* 4x stuff */
4812#define fb_ptr2 column_data
4813
4814#define setup_sprite_offset_u_adjust_4x() \
4815 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
4816 lsl offset_u_right, #1; \
4817 lsl offset_u, #1; \
4818 add offset_u_right, #1 \
4819
4820#define setup_sprite_get_left_block_mask_4x() \
4821 sxth left_block_mask, left_block_mask \
4822
4823#define setup_sprite_compare_left_block_mask_4x() \
4824 cmp left_block_mask, #0xFFFFFFFF \
4825
4826#define setup_sprite_get_right_block_mask_4x() \
4827 sxth right_block_mask, right_block_mask, ror #16 \
4828
4829#define setup_sprite_compare_right_block_mask_4x() \
4830 cmp right_block_mask, #0xFFFFFFFF \
4831
4832
4833#define widen_texels_16bpp(texels_) \
4834 vmov texels_wide_low, texels_; \
4835 vmov texels_wide_high, texels_; \
4836 vzip.16 texels_wide_low, texels_wide_high \
4837
4838#define widen_texels_8bpp(texels_) \
4839 vmov texels_wide_low, texels_; \
4840 vmov texels_wide_high, texels_; \
4841 vzip.8 texels_wide_low, texels_wide_high \
4842
4843#define write_block_16bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
4844 vst1.u32 { texels_ }, [ block_, :128 ]; \
4845 add block_, block_, #40; \
4846 \
4847 vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
4848 vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \
4849 add block_, block_, #24 \
4850
4851/* assumes 16-byte offset already added to block_ */
4852#define write_block_8bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
4853 vst1.u32 { texels_ }, [ block_, :64 ]; \
4854 add block_, block_, #24; \
4855 \
4856 vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
4857 vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \
4858 add block_, block_, #40 \
4859
4860#define do_texture_block_16bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
4861 draw_mask_fb_ptr_b_) \
4862 widen_texels_16bpp(texels_low); \
4863 add fb_ptr_tmp, fb_ptr, #1024*2; \
4864 \
4865 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr); \
4866 \
4867 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
4868 widen_texels_16bpp(texels_high); \
4869 \
4870 add fb_ptr_tmp, fb_ptr, #8*2; \
4871 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
4872 \
4873 add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
4874 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
4875
4876#define do_texture_block_8bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
4877 draw_mask_fb_ptr_b_) \
4878 widen_texels_8bpp(texels); \
4879 add fb_ptr_tmp, fb_ptr, #1024*2; \
4880 \
4881 write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr); \
4882 write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
4883 \
4884 add fb_ptr_tmp, fb_ptr, #8*2; \
4885 write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
4886 \
4887 add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
4888 write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
4889
4890
4891#define setup_sprite_tiled_initialize_4bpp_4x() \
4892 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
4893 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
4894 \
4895 vuzp.u8 clut_a, clut_b \
4896
4897#define setup_sprite_tiled_initialize_8bpp_4x() \
4898
4899
4900#define setup_sprite_block_count_single_4x() \
4901 sub_tile_height, lsl #2 \
4902
4903#define setup_sprite_block_count_double_4x() \
4904 sub_tile_height, lsl #(1+2) \
4905
4906#define setup_sprite_tile_full_4bpp_4x(edge) \
4907 setup_sprite_tile_add_blocks(double_4x); \
4908 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4909 \
4910 4: \
4911 and texture_block_ptr, texture_offset, texture_mask; \
4912 pld [ fb_ptr ]; \
4913 \
4914 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4915 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4916 \
4917 add texture_block_ptr, texture_offset, #8; \
4918 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4919 \
4920 and texture_block_ptr, texture_block_ptr, texture_mask; \
4921 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4922 \
4923 vzip.8 texels_low, texels_high; \
4924 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
4925 draw_mask_fb_ptr_left_b); \
4926 \
4927 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
8438c3c7 4928 pld [ fb_ptr, #2048 ]; \
59d15d23 4929 \
4930 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
8438c3c7 4931 add fb_ptr, fb_ptr, #16*2; \
59d15d23 4932 \
8438c3c7 4933 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
59d15d23 4934 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4935 \
4936 vzip.8 texels_low, texels_high; \
4937 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
4938 draw_mask_fb_ptr_right_b); \
4939 \
4940 add texture_offset, texture_offset, #0x10; \
4941 add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
4942 \
4943 subs sub_tile_height, sub_tile_height, #1; \
4944 bne 4b; \
4945 \
4946 ldr column_data, [sp], #8; /* fb_ptr2 */ \
4947 add texture_offset, texture_offset, #0xF00; \
4948 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4949
4950
4951#define setup_sprite_tile_half_4bpp_4x(edge) \
4952 setup_sprite_tile_add_blocks(single_4x); \
4953 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4954 \
4955 4: \
4956 and texture_block_ptr, texture_offset, texture_mask; \
4957 pld [ fb_ptr ]; \
4958 \
4959 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4960 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4961 \
4962 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4963 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4964 \
4965 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4966 add texture_offset, texture_offset, #0x10; \
4967 \
4968 vzip.8 texels_low, texels_high; \
4969 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
4970 draw_mask_fb_ptr_##edge##_b); \
4971 \
8438c3c7 4972 pld [ fb_ptr, #2048 ]; \
59d15d23 4973 add fb_ptr, fb_ptr, #2048 * 2; \
59d15d23 4974 \
8438c3c7 4975 subs sub_tile_height, sub_tile_height, #1; \
59d15d23 4976 bne 4b; \
4977 \
4978 ldr column_data, [sp], #8; /* fb_ptr2 */ \
4979 add texture_offset, texture_offset, #0xF00; \
4980 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4981
4982
4983#define setup_sprite_tile_full_8bpp_4x(edge) \
4984 setup_sprite_tile_add_blocks(double_4x); \
4985 add block, block, #16; \
4986 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4987 \
4988 4: \
4989 and texture_block_ptr, texture_offset, texture_mask; \
4990 pld [ fb_ptr ]; \
4991 \
4992 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4993 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4994 \
4995 add texture_block_ptr, texture_offset, #8; \
4996 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
4997 draw_mask_fb_ptr_left_b); \
4998 \
8438c3c7 4999 pld [ fb_ptr, #2048 ]; \
59d15d23 5000 and texture_block_ptr, texture_block_ptr, texture_mask; \
5001 \
5002 add fb_ptr, fb_ptr, #16*2; \
5003 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
5004 \
5005 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
59d15d23 5006 \
5007 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
5008 draw_mask_fb_ptr_right_b); \
5009 \
5010 add texture_offset, texture_offset, #0x10; \
5011 add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
5012 \
5013 subs sub_tile_height, sub_tile_height, #1; \
5014 bne 4b; \
5015 \
5016 sub block, block, #16; \
5017 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5018 add texture_offset, texture_offset, #0xF00; \
5019 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
5020
5021
5022#define setup_sprite_tile_half_8bpp_4x(edge) \
5023 setup_sprite_tile_add_blocks(single_4x); \
5024 add block, block, #16; \
5025 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
5026 \
5027 4: \
5028 and texture_block_ptr, texture_offset, texture_mask; \
5029 pld [ fb_ptr ]; \
5030 \
5031 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
5032 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
5033 \
8438c3c7 5034 pld [ fb_ptr, #2048 ]; \
59d15d23 5035 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
5036 draw_mask_fb_ptr_##edge##_b); \
5037 \
5038 add texture_offset, texture_offset, #0x10; \
5039 add fb_ptr, fb_ptr, #2048 * 2; \
5040 \
5041 subs sub_tile_height, sub_tile_height, #1; \
5042 bne 4b; \
5043 \
5044 sub block, block, #16; \
5045 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5046 add texture_offset, texture_offset, #0xF00; \
5047 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
5048
5049
5050#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
5051 add texture_offset, texture_offset_base, #8; \
5052 add fb_ptr, fb_ptr, #16 * 2 \
5053
5054#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
5055 mov texture_offset, texture_offset_base \
5056
5057#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
5058 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
5059
5060#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
5061 mov texture_offset, texture_offset_base \
5062
5063#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
5064 sub fb_ptr, fb_ptr, #16 * 2 \
5065
5066#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
5067
5068#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
5069 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
5070
5071#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
5072
5073
5074#define setup_sprite_setup_left_draw_mask_fb_ptr_4x() \
5075 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
5076 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
5077 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
5078 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
5079
5080#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column_4x() \
5081 mov fb_ptr_advance_column, #32 * 2; \
5082 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
5083 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
ed0fd81d 5084 sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11 + 1; \
59d15d23 5085 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
5086 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
5087
5088#define setup_sprite_setup_right_draw_mask_fb_ptr_4x() \
5089 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[4]; \
5090 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[5]; \
5091 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[6]; \
5092 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[7] \
5093
5094
75e28f62
E
5095// r0: psx_gpu
5096// r1: x
5097// r2: y
5098// r3: u
5099// [ sp ]: v
5100// [ sp + 4 ]: width
5101// [ sp + 8 ]: height
5102// [ sp + 12 ]: color (unused)
5103
59d15d23 5104#define setup_sprite_tiled_builder(texture_mode, x4mode) \
5105 \
5106setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
5107 x4mode); \
5108setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
5109 x4mode); \
5110setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
5111 x4mode); \
5112setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
5113 x4mode); \
5114setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
5115 x4mode); \
5116setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
5117 x4mode); \
5118setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
5119 x4mode); \
5120setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
5121 x4mode); \
5122setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
5123 x4mode); \
5124setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
5125 x4mode); \
5126setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
5127 x4mode); \
5128setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
5129 x4mode); \
5130setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
5131 x4mode); \
5132setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
5133 x4mode); \
75e28f62
E
5134 \
5135.align 4; \
5136 \
59d15d23 5137function(setup_sprite_##texture_mode##x4mode) \
75e28f62 5138 stmdb sp!, { r4 - r11, r14 }; \
59d15d23 5139 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62
E
5140 \
5141 ldr v, [ sp, #36 ]; \
5142 and offset_u, u, #0xF; \
5143 \
5144 ldr width, [ sp, #40 ]; \
c1817bd9 5145 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
5146 \
5147 ldr height, [ sp, #44 ]; \
5148 add fb_ptr, fb_ptr, y, lsl #11; \
5149 \
5150 add fb_ptr, fb_ptr, x, lsl #1; \
5151 and offset_v, v, #0xF; \
5152 \
5153 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
5154 add width_rounded, offset_u, width; \
5155 \
5156 add height_rounded, offset_v, height; \
5157 add width_rounded, width_rounded, #15; \
5158 \
5159 add height_rounded, height_rounded, #15; \
5160 mov tile_width, width_rounded, lsr #4; \
5161 \
5162 /* texture_offset_base = VH-VL-00-00 */\
5163 mov texture_offset_base, v, lsl #8; \
5164 and offset_u_right, width_rounded, #0xF; \
5165 \
5166 /* texture_offset_base = VH-UH-UL-00 */\
5167 bfi texture_offset_base, u, #4, #8; \
59d15d23 5168 mov right_block_mask, #0xFFFFFFFE; \
5169 \
5170 setup_sprite_offset_u_adjust##x4mode(); \
75e28f62
E
5171 \
5172 /* texture_offset_base = VH-UH-VL-00 */\
5173 bfi texture_offset_base, v, #4, #4; \
59d15d23 5174 mov left_block_mask, #0xFFFFFFFF; \
75e28f62
E
5175 \
5176 mov tile_height, height_rounded, lsr #4; \
5177 mvn left_block_mask, left_block_mask, lsl offset_u; \
5178 \
5179 /* texture_mask = HH-HL-WH-WL */\
5180 ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]; \
5181 mov right_block_mask, right_block_mask, lsl offset_u_right; \
5182 \
5183 /* texture_mask_rev = WH-WL-HH-HL */\
5184 rev16 texture_mask_rev, texture_mask; \
5185 vmov block_masks, left_block_mask, right_block_mask; \
5186 \
5187 /* texture_mask = HH-HL-HL-WL */\
5188 bfi texture_mask, texture_mask_rev, #4, #4; \
5189 /* texture_mask_rev = 00-00-00-WH */\
5190 mov texture_mask_rev, texture_mask_rev, lsr #12; \
5191 \
5192 /* texture_mask = HH-WH-HL-WL */\
5193 bfi texture_mask, texture_mask_rev, #8, #4; \
59d15d23 5194 setup_sprite_get_left_block_mask##x4mode(); \
75e28f62
E
5195 \
5196 mov control_mask, #0; \
59d15d23 5197 setup_sprite_compare_left_block_mask##x4mode(); \
75e28f62 5198 \
59d15d23 5199 setup_sprite_get_right_block_mask##x4mode(); \
75e28f62
E
5200 orreq control_mask, control_mask, #0x4; \
5201 \
5202 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
59d15d23 5203 setup_sprite_compare_right_block_mask##x4mode(); \
75e28f62
E
5204 \
5205 orreq control_mask, control_mask, #0x8; \
5206 cmp tile_width, #1; \
5207 \
5208 add block, psx_gpu, #psx_gpu_blocks_offset; \
5209 orreq control_mask, control_mask, #0x1; \
5210 \
5211 cmp tile_height, #1; \
5212 add block, block, num_blocks, lsl #6; \
5213 \
5214 orreq control_mask, control_mask, #0x2; \
5215 ldr pc, [ pc, control_mask, lsl #2 ]; \
5216 nop; \
5217 \
59d15d23 5218 .word setup_sprite_##texture_mode##_multi_multi_full_full##x4mode; \
5219 .word setup_sprite_##texture_mode##_single_multi_full_none##x4mode; \
5220 .word setup_sprite_##texture_mode##_multi_single_full_full##x4mode; \
5221 .word setup_sprite_##texture_mode##_single_single_full_none##x4mode; \
5222 .word setup_sprite_##texture_mode##_multi_multi_half_full##x4mode; \
5223 .word setup_sprite_##texture_mode##_single_multi_half_right##x4mode; \
5224 .word setup_sprite_##texture_mode##_multi_single_half_full##x4mode; \
5225 .word setup_sprite_##texture_mode##_single_single_half_right##x4mode; \
5226 .word setup_sprite_##texture_mode##_multi_multi_full_half##x4mode; \
5227 .word setup_sprite_##texture_mode##_single_multi_half_left##x4mode; \
5228 .word setup_sprite_##texture_mode##_multi_single_full_half##x4mode; \
5229 .word setup_sprite_##texture_mode##_single_single_half_left##x4mode; \
5230 .word setup_sprite_##texture_mode##_multi_multi_half_half##x4mode; \
75e28f62 5231 .word 0x00000000; \
59d15d23 5232 .word setup_sprite_##texture_mode##_multi_single_half_half##x4mode; \
5233
5234
5235setup_sprite_tiled_builder(4bpp,);
5236setup_sprite_tiled_builder(8bpp,);
75e28f62 5237
59d15d23 5238#undef draw_mask_fb_ptr_left
5239#undef draw_mask_fb_ptr_right
75e28f62 5240
59d15d23 5241setup_sprite_tiled_builder(4bpp, _4x);
5242setup_sprite_tiled_builder(8bpp, _4x);
75e28f62
E
5243
5244
5245#undef block_ptr
5246#undef num_blocks
5247#undef clut_ptr
5248
5249#define psx_gpu r0
5250#define block_ptr r0
5251#define num_blocks r1
5252#define clut_ptr r2
5253#define texel_shift_mask r3
5254#define block_pixels_a r4
5255#define block_pixels_b r5
5256#define texel_0 r6
5257#define texel_2 r7
5258#define texel_4 r8
5259#define texel_6 r9
5260#define texel_1 r10
5261#define texel_3 r11
5262#define texel_5 r12
5263#define texel_7 r14
5264#define texels_01 r6
5265#define texels_23 r7
5266#define texels_45 r8
5267#define texels_67 r9
5268
5269function(texture_sprite_blocks_8bpp)
5270 stmdb sp!, { r4 - r11, r14 }
5271 movw texel_shift_mask, #(0xFF << 1)
5272
5273 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5274 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
5275
5276 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
5277 ldr block_pixels_a, [ block_ptr, #16 ]
5278
5279 0:
5280 and texel_0, texel_shift_mask, block_pixels_a, lsl #1
5281 ldr block_pixels_b, [ block_ptr, #20 ]
5282
5283 and texel_1, texel_shift_mask, block_pixels_a, lsr #7
5284 ldrh texel_0, [ clut_ptr, texel_0 ]
5285
5286 and texel_2, texel_shift_mask, block_pixels_a, lsr #15
5287 ldrh texel_1, [ clut_ptr, texel_1 ]
5288
5289 and texel_3, texel_shift_mask, block_pixels_a, lsr #23
5290 ldr block_pixels_a, [ block_ptr, #(64 + 16) ]
5291
5292 ldrh texel_2, [ clut_ptr, texel_2 ]
5293 and texel_4, texel_shift_mask, block_pixels_b, lsl #1
5294
5295 ldrh texel_3, [ clut_ptr, texel_3 ]
5296 and texel_5, texel_shift_mask, block_pixels_b, lsr #7
5297
5298 ldrh texel_4, [ clut_ptr, texel_4 ]
5299 and texel_6, texel_shift_mask, block_pixels_b, lsr #15
5300
5301 ldrh texel_5, [ clut_ptr, texel_5 ]
5302 and texel_7, texel_shift_mask, block_pixels_b, lsr #23
5303
5304 ldrh texel_6, [ clut_ptr, texel_6 ]
5305 orr texels_01, texel_0, texel_1, lsl #16
5306
5307 ldrh texel_7, [ clut_ptr, texel_7 ]
5308 orr texels_23, texel_2, texel_3, lsl #16
5309
5310 orr texels_45, texel_4, texel_5, lsl #16
5311 str texels_01, [ block_ptr, #0 ]
5312
5313 orr texels_67, texel_6, texel_7, lsl #16
5314 str texels_23, [ block_ptr, #4 ]
5315
5316 subs num_blocks, num_blocks, #1
5317 str texels_45, [ block_ptr, #8 ]
5318
5319 str texels_67, [ block_ptr, #12 ]
5320 add block_ptr, block_ptr, #64
5321
5322 bne 0b
5323
5324 ldmia sp!, { r4 - r11, pc }
5325
5326
5327#undef width_rounded
5328#undef texture_mask
5329#undef num_blocks
5330#undef texture_offset
59d15d23 5331#undef texels_low
5332#undef texels_high
5333#undef texels_wide_low
5334#undef texels_wide_high
5335#undef texels_wide
5336#undef fb_ptr2
75e28f62
E
5337
5338#define psx_gpu r0
5339#define x r1
5340#define y r2
5341#define u r3
5342#define v r4
5343#define width r5
5344#define height r6
5345#define left_offset r8
5346#define width_rounded r9
5347#define right_width r10
59d15d23 5348
75e28f62
E
5349#define block_width r11
5350
5351#define texture_offset_base r1
5352#define texture_mask r2
5353#define texture_page_ptr r3
5354#define num_blocks r4
5355#define block r5
5356#define fb_ptr r7
5357#define texture_offset r8
5358#define blocks_remaining r9
59d15d23 5359#define fb_ptr2 r10
75e28f62
E
5360#define fb_ptr_pitch r12
5361#define texture_block_ptr r14
5362
5363#define texture_mask_width r2
5364#define texture_mask_height r3
5365#define left_mask_bits r4
5366#define right_mask_bits r5
5367
5368
5369#undef block_masks
5370#undef block_masks_shifted
5371#undef texels
5372
5373#define block_masks d0
5374#define block_masks_shifted d1
5375#define draw_mask_fb_ptr d2
5376#define texels q2
5377
59d15d23 5378#define draw_mask_fb_ptr_a d2
5379#define draw_mask_fb_ptr_b d3
5380#define texels_low d4
5381#define texels_high d5
5382#define texels_wide_low d6
5383#define texels_wide_high d7
5384#define texels_wide q3
75e28f62 5385
75e28f62 5386
59d15d23 5387setup_sprites_16bpp_flush:
5388 vpush { d0 - d3 }
75e28f62
E
5389
5390 stmdb sp!, { r0 - r3, r12, r14 }
5391 bl flush_render_block_buffer
5392 ldmia sp!, { r0 - r3, r12, r14 }
5393
59d15d23 5394 vpop { d0 - d3 }
75e28f62
E
5395
5396 add block, psx_gpu, #psx_gpu_blocks_offset
5397 mov num_blocks, block_width
5398
5399 bx lr
5400
5401function(setup_sprite_16bpp)
5402 stmdb sp!, { r4 - r11, r14 }
c1817bd9 5403 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
5404
5405 ldr v, [ sp, #36 ]
5406 add fb_ptr, fb_ptr, y, lsl #11
5407
5408 ldr width, [ sp, #40 ]
5409 add fb_ptr, fb_ptr, x, lsl #1
5410
5411 ldr height, [ sp, #44 ]
5412 and left_offset, u, #0x7
5413
5414 add texture_offset_base, u, u
5415 add width_rounded, width, #7
5416
ed0fd81d 5417 add texture_offset_base, texture_offset_base, v, lsl #11
75e28f62
E
5418 mov left_mask_bits, #0xFF
5419
5420 ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5421 add width_rounded, width_rounded, left_offset
5422
5423 ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5424 sub fb_ptr, fb_ptr, left_offset, lsl #1
5425
5426 add texture_mask, texture_mask_width, texture_mask_width
5427 mov right_mask_bits, #0xFE
5428
5429 and right_width, width_rounded, #0x7
5430 mvn left_mask_bits, left_mask_bits, lsl left_offset
5431
ed0fd81d 5432 add texture_mask, texture_mask, texture_mask_height, lsl #11
75e28f62
E
5433 mov block_width, width_rounded, lsr #3
5434
5435 mov right_mask_bits, right_mask_bits, lsl right_width
5436 movw fb_ptr_pitch, #(2048 + 16)
5437
5438 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
5439 vmov block_masks, left_mask_bits, right_mask_bits
5440
5441 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5442 add block, psx_gpu, #psx_gpu_blocks_offset
5443
6ea0f7bf 5444 bic texture_offset_base, texture_offset_base, #0xF
75e28f62
E
5445 cmp block_width, #1
5446
5447 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5448 add block, block, num_blocks, lsl #6
5449
5450 bne 0f
5451
5452 vext.32 block_masks_shifted, block_masks, block_masks, #1
5453 vorr.u32 block_masks, block_masks, block_masks_shifted
5454 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5455
5456 1:
5457 add num_blocks, num_blocks, #1
5458 cmp num_blocks, #MAX_BLOCKS
59d15d23 5459 blgt setup_sprites_16bpp_flush
75e28f62
E
5460
5461 and texture_block_ptr, texture_offset_base, texture_mask
5462 subs height, height, #1
5463
5464 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5465 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5466
5467 vst1.u32 { texels }, [ block, :128 ]
5468 add block, block, #40
5469
5470 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5471 pld [ fb_ptr ]
5472
5473 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5474
5475 add block, block, #24
5476 add texture_offset_base, texture_offset_base, #2048
5477 add fb_ptr, fb_ptr, #2048
5478 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5479 bne 1b
5480
5481 ldmia sp!, { r4 - r11, pc }
5482
5483 0:
5484 add num_blocks, num_blocks, block_width
5485 mov texture_offset, texture_offset_base
5486
5487 cmp num_blocks, #MAX_BLOCKS
59d15d23 5488 blgt setup_sprites_16bpp_flush
75e28f62
E
5489
5490 add texture_offset_base, texture_offset_base, #2048
5491 and texture_block_ptr, texture_offset, texture_mask
5492
5493 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5494 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5495
5496 vst1.u32 { texels }, [ block, :128 ]
5497 add block, block, #40
5498
5499 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5500 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5501 pld [ fb_ptr ]
5502
5503 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5504 subs blocks_remaining, block_width, #2
5505
5506 add texture_offset, texture_offset, #16
5507 add fb_ptr, fb_ptr, #16
5508
5509 vmov.u8 draw_mask_fb_ptr, #0
5510
5511 add block, block, #24
5512 beq 2f
5513
5514 1:
5515 and texture_block_ptr, texture_offset, texture_mask
5516 subs blocks_remaining, blocks_remaining, #1
5517
5518 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5519 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5520
5521 vst1.u32 { texels }, [ block, :128 ]
5522 add block, block, #40
5523
5524 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5525 pld [ fb_ptr ]
5526
5527 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5528
5529 add texture_offset, texture_offset, #16
5530 add fb_ptr, fb_ptr, #16
5531
5532 add block, block, #24
5533 bne 1b
5534
5535 2:
5536 and texture_block_ptr, texture_offset, texture_mask
5537 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5538
5539 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5540 vdup.u8 draw_mask_fb_ptr, block_masks[4]
5541
5542 vst1.u32 { texels }, [ block, :128 ]
5543 add block, block, #40
5544
5545 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5546 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5547
5548 add block, block, #24
5549 subs height, height, #1
5550
5551 add fb_ptr, fb_ptr, fb_ptr_pitch
5552 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5553
5554 bne 0b
5555
5556 ldmia sp!, { r4 - r11, pc }
5557
5558
59d15d23 5559// 4x version
5560// FIXME: duplicate code with normal version :(
5561#undef draw_mask_fb_ptr
5562
5563function(setup_sprite_16bpp_4x)
5564 stmdb sp!, { r4 - r11, r14 }
5565 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5566
5567 ldr v, [ sp, #36 ]
5568 add fb_ptr, fb_ptr, y, lsl #11
5569
5570 ldr width, [ sp, #40 ]
5571 add fb_ptr, fb_ptr, x, lsl #1
5572
5573 ldr height, [ sp, #44 ]
5574 and left_offset, u, #0x7
5575
5576 add texture_offset_base, u, u
5577 add width_rounded, width, #7
5578
ed0fd81d 5579 add texture_offset_base, texture_offset_base, v, lsl #11
59d15d23 5580 movw left_mask_bits, #0xFFFF
5581
5582 ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5583 add width_rounded, width_rounded, left_offset
5584
5585 lsl left_offset, #1
5586
5587 ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5588 sub fb_ptr, fb_ptr, left_offset, lsl #1
5589
5590 add texture_mask, texture_mask_width, texture_mask_width
5591 movw right_mask_bits, #0xFFFC
5592
5593 and right_width, width_rounded, #0x7
5594 mvn left_mask_bits, left_mask_bits, lsl left_offset
5595
5596 lsl right_width, #1
5597
ed0fd81d 5598 add texture_mask, texture_mask, texture_mask_height, lsl #11
59d15d23 5599 mov block_width, width_rounded, lsr #3
5600
5601 mov right_mask_bits, right_mask_bits, lsl right_width
5602 movw fb_ptr_pitch, #(2048 + 16) * 2
5603
5604 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4+1
5605 vmov block_masks, left_mask_bits, right_mask_bits
5606
5607 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5608 add block, psx_gpu, #psx_gpu_blocks_offset
5609
5610 bic texture_offset_base, texture_offset_base, #0xF
5611 cmp block_width, #1
5612
5613 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5614 add block, block, num_blocks, lsl #6
5615
5616 lsl block_width, #2
5617 bne 0f
5618
5619 vext.32 block_masks_shifted, block_masks, block_masks, #1
5620 vorr.u32 block_masks, block_masks, block_masks_shifted
5621 vdup.u8 draw_mask_fb_ptr_a, block_masks[0]
5622 vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5623
5624 1:
5625 add num_blocks, num_blocks, block_width
5626 cmp num_blocks, #MAX_BLOCKS
5627 blgt setup_sprites_16bpp_flush
5628
5629 and texture_block_ptr, texture_offset_base, texture_mask
5630 subs height, height, #1
5631
5632 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5633 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5634
5635 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5636
5637 add texture_offset_base, texture_offset_base, #2048
5638 add fb_ptr, fb_ptr, #2048*2
5639 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5640 bne 1b
5641
5642 ldmia sp!, { r4 - r11, pc }
5643
5644 0:
5645 add num_blocks, num_blocks, block_width
5646 mov texture_offset, texture_offset_base
5647
5648 vdup.u8 draw_mask_fb_ptr_a, block_masks[0] // left_mask_bits
5649 vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5650
5651 cmp num_blocks, #MAX_BLOCKS
5652 blgt setup_sprites_16bpp_flush
5653
5654 add texture_offset_base, texture_offset_base, #2048
5655 and texture_block_ptr, texture_offset, texture_mask
5656
5657 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5658 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5659
5660 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5661
5662 subs blocks_remaining, block_width, #2*4
5663 add texture_offset, texture_offset, #16
5664
5665 vmov.u8 draw_mask_fb_ptr_a, #0
5666 vmov.u8 draw_mask_fb_ptr_b, #0
5667
5668 add fb_ptr, fb_ptr, #16*2
5669 beq 2f
5670
5671 1:
5672 and texture_block_ptr, texture_offset, texture_mask
5673 subs blocks_remaining, blocks_remaining, #4
5674
5675 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5676 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5677
5678 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5679 add texture_offset, texture_offset, #16
5680
5681 add fb_ptr, fb_ptr, #16*2
5682 bgt 1b
5683
5684 2:
5685 vdup.u8 draw_mask_fb_ptr_a, block_masks[4] // right_mask_bits
5686 vdup.u8 draw_mask_fb_ptr_b, block_masks[5]
5687
5688 and texture_block_ptr, texture_offset, texture_mask
5689 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5690
5691 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5692
5693 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5694 subs height, height, #1
5695
5696 add fb_ptr, fb_ptr, fb_ptr_pitch
5697 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5698
5699 bne 0b
5700
5701 ldmia sp!, { r4 - r11, pc }
5702
5703
f0931e56 5704#undef width
5705#undef right_width
5706#undef right_mask_bits
5707#undef color
5708#undef height
5709#undef blocks_remaining
5710#undef colors
5711#undef right_mask
5712#undef test_mask
5713#undef draw_mask
5714
5715#define psx_gpu r0
5716#define x r1
5717#define y r2
5718#define width r3
5719#define right_width r5
5720#define right_mask_bits r6
5721#define fb_ptr r7
5722#define color r8
5723#define height r9
5724#define fb_ptr_pitch r12
5725
5726// referenced by setup_sprites_16bpp_flush
5727#define num_blocks r4
5728#define block r5
5729#define block_width r11
5730
5731#define color_r r1
5732#define color_g r2
5733#define color_b r8
5734#define blocks_remaining r6
5735
5736#define colors q0
5737#define right_mask q1
5738#define test_mask q2
5739#define draw_mask q2
5740#define draw_mask_bits_fb_ptr d6
5741
5742
5743.align 3
5744
5745function(setup_sprite_untextured)
5746 ldrh r12, [ psx_gpu, #psx_gpu_render_state_offset ]
5747 tst r12, #(RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS \
5748 | RENDER_FLAGS_BLEND)
ed0fd81d 5749 ldrbeq r12, [ psx_gpu, #psx_gpu_render_mode_offset ]
d5c08ed3 5750 tsteq r12, #RENDER_INTERLACE_ENABLED
f0931e56 5751 beq setup_sprite_untextured_simple
5752
5753 stmdb sp!, { r4 - r11, r14 }
5754
5755 ldr width, [ sp, #40 ]
5756 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5757
5758 ldr height, [ sp, #44 ]
5759 add fb_ptr, fb_ptr, y, lsl #11
5760
5761 add fb_ptr, fb_ptr, x, lsl #1
5762 sub right_width, width, #1
5763
5764 ldr color, [ sp, #48 ]
5765 and right_width, #7
5766
5767 add block_width, width, #7
5768 add right_width, #1
5769
5770 lsr block_width, #3
5771 mov right_mask_bits, #0xff
5772
5773 sub fb_ptr_pitch, block_width, #1
5774 lsl right_mask_bits, right_width
5775
5776 lsl fb_ptr_pitch, #3+1
5777 ubfx color_r, color, #3, #5
5778
5779 rsb fb_ptr_pitch, #1024*2
5780 ubfx color_g, color, #11, #5
5781
5782 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
5783 ubfx color_b, color, #19, #5
5784
5785 vdup.u16 right_mask, right_mask_bits
5786 orr color, color_r, color_b, lsl #10
5787
5788 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5789 orr color, color, color_g, lsl #5
5790
5791 vtst.u16 right_mask, right_mask, test_mask
5792 add block, psx_gpu, #psx_gpu_blocks_offset
5793
5794 vdup.u16 colors, color
5795 add block, block, num_blocks, lsl #6
5796
5797
5798setup_sprite_untextured_height_loop:
5799 add num_blocks, block_width
5800 sub blocks_remaining, block_width, #1
5801
5802 cmp num_blocks, #MAX_BLOCKS
5803 blgt setup_sprites_16bpp_flush
5804
5805 cmp blocks_remaining, #0
5806 ble 1f
5807
5808 vmov.u8 draw_mask, #0 /* zero_mask */
5809 vmov.u8 draw_mask_bits_fb_ptr, #0
5810
5811 0:
5812 vst1.u32 { draw_mask }, [ block, :128 ]!
5813 subs blocks_remaining, #1
5814
5815 vst1.u32 { colors }, [ block, :128 ]
5816 add block, block, #24
5817
5818 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5819 vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
5820
5821 add block, block, #24
5822 add fb_ptr, #8*2
5823 bgt 0b
5824
5825 1:
5826 vst1.u32 { right_mask }, [ block, :128 ]!
5827 subs height, #1
5828
5829 vst1.u32 { colors }, [ block, :128 ]
5830 add block, block, #24
5831
5832 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5833 vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
5834
5835 add block, block, #24
5836 add fb_ptr, fb_ptr_pitch
5837
5838 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5839 bgt setup_sprite_untextured_height_loop
5840
5841 ldmia sp!, { r4 - r11, pc }
5842
5843
5844
75e28f62
E
5845#undef texture_page_ptr
5846#undef vram_ptr
5847#undef dirty_textures_mask
5848#undef current_texture_mask
5849
5850#define psx_gpu r0
5851#define current_texture_page r1
5852#define texture_page_ptr r2
5853#define vram_ptr_a r3
5854#define current_texture_page_x r12
5855#define current_texture_page_y r4
5856#define dirty_textures_mask r5
5857#define tile_y r6
5858#define tile_x r7
5859#define sub_y r8
5860#define current_texture_mask r9
5861#define c_4096 r10
5862#define vram_ptr_b r11
5863
5864#define texel_block_a d0
5865#define texel_block_b d1
5866#define texel_block_expanded_a q1
5867#define texel_block_expanded_b q2
5868#define texel_block_expanded_ab q2
5869#define texel_block_expanded_c q3
5870#define texel_block_expanded_d q4
5871#define texel_block_expanded_cd q3
5872
5873function(update_texture_4bpp_cache)
5874 stmdb sp!, { r4 - r11, r14 }
5875 vpush { q0 - q3 }
5876
5877 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5878
3867c6ef 5879 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
5880 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5881
5882 and current_texture_page_x, current_texture_page, #0xF
5883 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
5884
5885 mov current_texture_page_y, current_texture_page, lsr #4
5886 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5887
5888 add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
5889 mov tile_y, #16
5890
5891 add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7
5892 bic dirty_textures_mask, current_texture_mask
5893
5894 mov tile_x, #16
5895 str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5896
5897 mov sub_y, #8
5898 movw c_4096, #4096
5899
5900 add vram_ptr_b, vram_ptr_a, #2048
5901
5902 0:
5903 vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096
5904 vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096
5905
5906 vmovl.u8 texel_block_expanded_a, texel_block_a
5907 vshll.u8 texel_block_expanded_b, texel_block_a, #4
5908 vmovl.u8 texel_block_expanded_c, texel_block_b
5909 vshll.u8 texel_block_expanded_d, texel_block_b, #4
5910
5911 vbic.u16 texel_block_expanded_a, #0x00F0
5912 vbic.u16 texel_block_expanded_b, #0x00F0
5913 vbic.u16 texel_block_expanded_c, #0x00F0
5914 vbic.u16 texel_block_expanded_d, #0x00F0
5915
5916 vorr.u16 texel_block_expanded_ab, texel_block_expanded_a, \
5917 texel_block_expanded_b
5918 vorr.u16 texel_block_expanded_cd, texel_block_expanded_c, \
5919 texel_block_expanded_d
5920
5921 vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \
5922 [ texture_page_ptr, :256 ]!
5923
5924 subs sub_y, sub_y, #1
5925 bne 0b
5926
5927 mov sub_y, #8
5928 add vram_ptr_a, vram_ptr_a, #8
5929 add vram_ptr_b, vram_ptr_b, #8
5930
5931 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5932 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5933
5934 subs tile_x, tile_x, #1
5935 bne 0b
5936
5937 mov tile_x, #16
5938 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5939 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5940
5941 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5942 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5943
5944 subs tile_y, tile_y, #1
5945 bne 0b
5946
5947 vpop { q0 - q3 }
5948 ldmia sp!, { r4 - r11, pc }
5949
5950
5951#undef current_texture_page
5952
5953#define psx_gpu r0
5954#define texture_page r1
5955#define texture_page_ptr r2
5956#define vram_ptr_a r3
5957#define texture_page_x r12
5958#define texture_page_y r4
5959#define current_texture_page r5
5960#define tile_y r6
5961#define tile_x r7
5962#define sub_y r8
5963#define c_4096 r10
5964#define vram_ptr_b r11
5965
5966
5967#undef texels_a
5968#undef texels_b
5969
5970#define texels_a q0
5971#define texels_b q1
5972#define texels_c q2
5973#define texels_d q3
5974
5975
5976function(update_texture_8bpp_cache_slice)
5977 stmdb sp!, { r4 - r11, r14 }
5978 vpush { q0 - q3 }
5979
5980 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5981 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5982
3867c6ef 5983 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
5984 mov tile_y, #16
5985
5986 and texture_page_x, texture_page, #0xF
5987 mov texture_page_y, texture_page, lsr #4
5988
5989 add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7
5990 mov tile_x, #8
5991
5992 add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
5993 eor current_texture_page, current_texture_page, texture_page
5994
5995 ands current_texture_page, current_texture_page, #0x1
5996 mov sub_y, #4
5997
5998 addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
5999 movw c_4096, #4096
6000
6001 add vram_ptr_b, vram_ptr_a, #2048
6002
6003 0:
6004 vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096
6005 vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096
6006 vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096
6007 vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096
6008
6009 vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]!
6010 vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]!
6011
6012 subs sub_y, sub_y, #1
6013 bne 0b
6014
6015 mov sub_y, #4
6016
6017 add vram_ptr_a, vram_ptr_a, #16
6018 add vram_ptr_b, vram_ptr_b, #16
6019
6020 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
6021 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
6022
6023 subs tile_x, tile_x, #1
6024 bne 0b
6025
6026 mov tile_x, #8
6027
6028 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
6029 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
6030
6031 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
6032 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
6033
6034 subs tile_y, tile_y, #1
6035 add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6036
6037 bne 0b
6038
6039 vpop { q0 - q3 }
6040 ldmia sp!, { r4 - r11, pc }
6041
50f9355a 6042
6043/* void scale2x_tiles8(void *dst, const void *src, int w8, int h) */
6044function(scale2x_tiles8)
6045 push { r4, r14 }
6046
6047 mov r4, r1
6048 add r12, r0, #1024*2
6049 mov r14, r2
6050
60510:
6052 vld1.u16 { q0 }, [ r1, :128 ]!
6053 vld1.u16 { q2 }, [ r1, :128 ]!
6054 vmov q1, q0
6055 vmov q3, q2
6056 vzip.16 q0, q1
6057 vzip.16 q2, q3
6058 subs r14, #2
6059 vst1.u16 { q0, q1 }, [ r0, :128 ]!
6060 vst1.u16 { q0, q1 }, [ r12, :128 ]!
6061 blt 1f
6062 vst1.u16 { q2, q3 }, [ r0, :128 ]!
6063 vst1.u16 { q2, q3 }, [ r12, :128 ]!
6064 bgt 0b
60651:
6066 subs r3, #1
6067 mov r14, r2
6068 add r0, #1024*2*2
6069 add r4, #1024*2
ed0fd81d 6070 sub r0, r0, r2, lsl #4+1
50f9355a 6071 mov r1, r4
6072 add r12, r0, #1024*2
6073 bgt 0b
6074 nop
6075
6076 pop { r4, pc }
59d15d23 6077
6078// vim:filetype=armasm