gpu_neon: rework buffer selection
[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
75e28f62 36
3f0189c6 37#if 0
38#define save_abi_regs() \
39 vpush {q4-q7}
40#define restore_abi_regs() \
41 vpop {q4-q7}
42#else
43#define save_abi_regs()
44#define restore_abi_regs()
45#endif
46
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47#define psx_gpu r0
48#define v_a r1
49#define v_b r2
50#define v_c r3
51
52#define x0 r4
53#define x1 r5
54#define x2 r6
55#define x0_x1 r5
56#define x1_x2 r6
57#define y0 r7
58#define y1 r8
59#define y2 r9
60#define y0_y1 r7
61#define y1_y2 r8
62#define b0 r9
63#define b1 r10
64#define b2 r11
65#define b0_b1 r10
66#define b1_b2 r11
67
68
69#define area_r_s r5
70
71#define g_bx0 r2
72#define g_bx r3
73#define g_bx2 r4
74#define g_bx3 r5
75#define b_base r6
76#define g_by r8
77
78#define gs_bx r7
79#define gs_by r10
80
81#define ga_bx g_bx
82#define ga_by g_by
83
84#define gw_bx_h g_bx
85#define gw_by_h g_by
86
87#define gw_bx_l r11
88#define gw_by_l gw_bx_l
89
90#define store_a r0
91#define store_b r1
92#define store_inc r5
93
94
95#define v0 q0
96#define uvrgb0 d0
97#define x0_y0 d1
98
99#define v1 q1
100#define uvrgb1 d2
101#define x1_y1 d3
102
103#define v2 q2
104#define uvrgb2 d4
105#define x2_y2 d5
106
107#define x0_ab q3
108#define uvrg_xxxx0 q3
109#define uvrg0 d6
110#define xxxx0 d7
111
112#define x1_ab q4
113#define uvrg_xxxx1 q4
114#define uvrg1 d8
115#define xxxx1 d9
116
117#define x2_ab q5
118#define uvrg_xxxx2 q5
119#define uvrg2 d10
120#define xxxx2 d11
121
122#define y0_ab q6
123#define yyyy_uvrg0 q6
124#define yyyy0 d12
125#define uvrg0b d13
126
127#define y1_ab q7
128#define yyyy_uvrg1 q7
129#define yyyy1 d14
130#define uvrg1b d15
131
132#define y2_ab q8
133#define yyyy_uvrg2 q8
134#define yyyy2 d16
135#define uvrg2b d17
136
137#define d0_ab q9
138#define d0_a d18
139#define d0_b d19
140
141#define d1_ab q10
142#define d1_a d20
143#define d1_b d21
144
145#define d2_ab q11
146#define d2_a d22
147#define d2_b d23
148
149#define d3_ab q12
150#define d3_a d24
151#define d3_b d25
152
153#define ga_uvrg_x q1
154#define ga_uvrg_y q4
155
156#define dx x0_x1
157#define dy y0_y1
158#define db b0_b1
159
160#define uvrg_base q11
161
162#define gs_uvrg_x q5
163#define gs_uvrg_y q6
164
165#define g_uvrg_x q1
166#define ga_uv_x d2
167#define g_uv_x d2
168#define ga_rg_x d3
169#define g_rg_x d3
170
171#define g_uvrg_y q4
172#define ga_uv_y d8
173#define g_uv_y d8
174#define ga_rg_y d9
175#define g_rg_y d9
176
177#define gw_uv_x q1
178#define gw_rg_x q2
179#define gw_uv_y q4
180#define gw_rg_y q3
181
182#define w_mask q9
183#define w_mask_l d18
184
185#define r_shift q10
186
187#define uvrg_dx0 q0
188#define uvrg_dx0l d0
189#define uvrg_dx0h d1
190
191#define uvrg_dx1 q1
192#define uvrg_dx1l d2
193#define uvrg_dx1h d3
194
195#define uvrg_dx2 q2
196#define uvrg_dx2l d4
197#define uvrg_dx2h d5
198
199#define uvrg_dx3 q3
200#define uvrg_dx3l d6
201#define uvrg_dx3h d7
202
c6063f89 203#define uvrgb_phase q13
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204
205.align 4
206
0e4ad319 207#include "arm_features.h"
8184d7c5 208
0e4ad319 209#define function(name) FUNCTION(name):
210
211#ifndef TEXRELS_FORBIDDEN
75e28f62 212
8184d7c5 213#define JT_OP_REL(table_label, index_reg, temp)
214#define JT_OP(x...) x
215#define JTE(start, target) target
216
217#else
218
8184d7c5 219#define JT_OP_REL(table_label, index_reg, temp) \
220 adr temp, table_label; \
e1f6de8f 221 ldr temp, [temp, index_reg, lsl #2]; \
8184d7c5 222 add pc, pc, temp \
223
224#define JT_OP(x...)
225#define JTE(start, target) (target - start)
226
0e4ad319 227#endif
4d646738 228
0e4ad319 229#ifdef __MACH__
8184d7c5 230#define flush_render_block_buffer _flush_render_block_buffer
231#define setup_sprite_untextured_simple _setup_sprite_untextured_simple
232#define update_texture_8bpp_cache _update_texture_8bpp_cache
8184d7c5 233#endif
234
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235@ r0: psx_gpu
236@ r1: v_a
237@ r2: v_b
238@ r3: v_c
239
240function(compute_all_gradients)
241 // First compute the triangle area reciprocal and shift. The division will
242 // happen concurrently with much of the work which follows.
243 @ r12 = psx_gpu->triangle_area
e1f6de8f 244 ldr r12, [psx_gpu, #psx_gpu_triangle_area_offset]
75e28f62 245 stmdb sp!, { r4 - r11, lr }
3f0189c6 246 save_abi_regs()
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247
248 @ load exponent of 62 into upper half of double
249 movw r4, #0
250 clz r14, r12 @ r14 = shift
251
252 movt r4, #((62 + 1023) << 4)
253 mov r12, r12, lsl r14 @ r12 = triangle_area_normalized
254
255 @ load area normalized into lower half of double
256 mov r5, r12, lsr #10
257 vmov.f64 d30, r5, r4 @ d30 = (1 << 62) + ta_n
258
259 movt r4, #((1022 + 31) << 4)
260 mov r5, r12, lsl #20
261
262 add r4, r4, r12, lsr #11
263 vmov.f64 d31, r5, r4
264
265 vdiv.f64 d30, d30, d31 @ d30 = ((1 << 62) + ta_n) / ta_n
266
267 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
268 // ( d0 * d1 ) - ( d2 * d3 ) =
269 // ( m0 ) - ( m1 ) = gradient
270
271 // This is split to do 12 elements at a time over three sets: a, b, and c.
272 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
273 // two of the slots are unused.
274
275 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
276 // is g.
277
278 // First type is: uvrg bxxx xxxx
279 // Second type is: yyyy ybyy uvrg
280 // Since x_a and y_c are the same the same variable is used for both.
281
e1f6de8f 282 vld1.u32 { v0 }, [v_a, :128] @ v0 = { uvrg0, b0, x0, y0 }
283 ldrsh x0, [v_a, #8] @ load x0
75e28f62 284
e1f6de8f 285 vld1.u32 { v1 }, [v_b, :128] @ v1 = { uvrg1, b1, x1, y1}
286 ldrh x1, [v_b, #8] @ load x1
75e28f62 287
e1f6de8f 288 vld1.u32 { v2 }, [v_c, :128] @ v2 = { uvrg2, b2, x2, y2 }
289 ldrh x2, [v_c, #8] @ load x2
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290
291 vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
e1f6de8f 292 ldrh y0, [v_a, #10] @ load y0
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293
294 vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
e1f6de8f 295 ldrh y1, [v_b, #10] @ load y1
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296
297 vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
e1f6de8f 298 ldrh y2, [v_c, #10] @ load y2
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299
300 vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 }
301 vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 }
302
303 orr x1_x2, x1, x2, lsl #16 @ x1_x2 = { x1, x2 }
304 pkhbt x0_x1, x0, x1, lsl #16 @ x0_x1 = { x0, x1 }
305
306 vmov.u8 uvrg1b, uvrg1 @ uvrg1b = { uv1, rg1 }
307 vdup.u16 xxxx1, x1_y1[0] @ xxxx1 = { xx1, xx1 }
308
309 vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 }
310 vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 }
311
e1f6de8f 312 ldrb b2, [v_c, #4] @ load b2
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313 orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 }
314
e1f6de8f 315 ldrb b1, [v_b, #4] @ load b1
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316 orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 }
317
318 vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 }
319 vsub.s16 d0_ab, x1_ab, x0_ab
320
e1f6de8f 321 ldrb b0, [v_a, #4] @ load b0
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322 orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 }
323
324 vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 }
325 vsub.s16 d2_ab, x2_ab, x1_ab
326
327 vdup.u16 yyyy2, x2_y2[1] @ yyyy2 = { yy2, yy2 }
328 vsub.s16 d1_ab, y2_ab, y1_ab
329
330 orr b0_b1, b0, b1, lsl #16 @ b1_b2 = { b1, b2 }
331 ssub16 dx, x1_x2, x0_x1 @ dx = { x1 - x0, x2 - x1 }
332
333 ssub16 dy, y1_y2, y0_y1 @ dy = { y1 - y0, y2 - y1 }
334 ssub16 db, b1_b2, b0_b1 @ db = { b1 - b0, b2 - b1 }
335
336 vsub.s16 d3_ab, y1_ab, y0_ab
337 smusdx ga_by, dx, db @ ga_by = ((x1 - x0) * (b2 - b1)) -
338 @ ((x2 - X1) * (b1 - b0))
339 vmull.s16 ga_uvrg_x, d0_a, d1_a
340 smusdx ga_bx, db, dy @ ga_bx = ((b1 - b0) * (y2 - y1)) -
341 @ ((b2 - b1) * (y1 - y0))
342 vmlsl.s16 ga_uvrg_x, d2_a, d3_a
343 movs gs_bx, ga_bx, asr #31
344
345 vmull.s16 ga_uvrg_y, d0_b, d1_b
346 rsbmi ga_bx, ga_bx, #0
347
c6063f89 348 @ r12 = psx_gpu->uvrgb_phase
e1f6de8f 349 ldr r12, [psx_gpu, #psx_gpu_uvrgb_phase_offset]
c6063f89 350
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351 vmlsl.s16 ga_uvrg_y, d2_b, d3_b
352 movs gs_by, ga_by, asr #31
353
354 vshr.u64 d0, d30, #22
c6063f89 355 add b_base, r12, b0, lsl #16
356
357 vdup.u32 uvrgb_phase, r12
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358
359 rsbmi ga_by, ga_by, #0
360 vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0
361
362 @ r12 = psx_gpu->triangle_winding_offset
e1f6de8f 363 ldrb r12, [psx_gpu, #psx_gpu_triangle_winding_offset]
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364 vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0
365
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366 rsb r12, r12, #0 @ r12 = -(triangle->winding)
367
368 vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w }
369 sub r14, r14, #(62 - 12) @ r14 = shift - (62 - FIXED_BITS)
370
371 vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16
aafce833 372 vdup.u32 r_shift, r14 @ r_shift = { shift, shift*, shift, shift* }
373 @ * - vshl.u64: ignored by hw
c6063f89 374 vadd.u32 uvrg_base, uvrgb_phase
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375 vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x)
376
377 vmov area_r_s, s0 @ area_r_s = triangle_reciprocal
378 vabs.s32 ga_uvrg_y, ga_uvrg_y @ ga_uvrg_y = abs(ga_uvrg_y)
379
380 vmull.u32 gw_rg_x, ga_rg_x, d0[0]
381 vmull.u32 gw_uv_x, ga_uv_x, d0[0]
382 vmull.u32 gw_rg_y, ga_rg_y, d0[0]
383 vmull.u32 gw_uv_y, ga_uv_y, d0[0]
384
385 vshl.u64 gw_rg_x, gw_rg_x, r_shift
386 vshl.u64 gw_uv_x, gw_uv_x, r_shift
387 vshl.u64 gw_rg_y, gw_rg_y, r_shift
388 vshl.u64 gw_uv_y, gw_uv_y, r_shift
389
390 veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
391 vmovn.u64 g_uv_x, gw_uv_x
392
393 veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
394 vmovn.u64 g_rg_x, gw_rg_x
395
396 veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
397 vmovn.u64 g_uv_y, gw_uv_y
398
399 vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
400 vmovn.u64 g_rg_y, gw_rg_y
401
402 veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
403 mov ga_bx, ga_bx, lsl #13
404
405 vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
406 mov ga_by, ga_by, lsl #13
407
408 vdup.u32 x0_y0, x0
409 umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
410
411 vshl.u32 g_uvrg_x, g_uvrg_x, #4
412 vshl.u32 g_uvrg_y, g_uvrg_y, #4
413
414 umull gw_by_l, gw_by_h, ga_by, area_r_s
415 vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
416
417 eor gs_bx, gs_bx, r12
418 vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
419
420 veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
421 eor gs_by, gs_by, r12
422
423 rsb r11, r14, #0 @ r11 = negative shift for scalar lsr
424 add store_a, psx_gpu, #psx_gpu_uvrg_offset
425
426 sub r11, r11, #(32 - 13)
427
428 add store_b, store_a, #16
429 mov store_inc, #32
430
431 vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
e1f6de8f 432 vst1.u32 { uvrg_base }, [store_a, :128], store_inc
75e28f62 433
e1f6de8f 434 vst1.u32 { uvrg_dx1 }, [store_b, :128], store_inc
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435 mov g_bx, gw_bx_h, lsr r11
436
e1f6de8f 437 vst1.u32 { g_uvrg_y }, [store_a, :128], store_inc
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438 mov g_by, gw_by_h, lsr r11
439
440 vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \
e1f6de8f 441 [store_b, :128], store_inc
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442 eor g_bx, g_bx, gs_bx
443
444 vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \
e1f6de8f 445 [store_b, :128], store_inc
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446 sub g_bx, g_bx, gs_bx
447
448 lsl g_bx, g_bx, #4
449 eor g_by, g_by, gs_by
450
451 mls b_base, g_bx, x0, b_base
452 sub g_by, g_by, gs_by
453
454 lsl g_by, g_by, #4
455 mov g_bx0, #0
456
457 add g_bx2, g_bx, g_bx
458 add g_bx3, g_bx, g_bx2
459
460 stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
461
3f0189c6 462 restore_abi_regs()
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463 ldmia sp!, { r4 - r11, pc }
464
465
466#define psx_gpu r0
467#define v_a r1
468#define v_b r2
469#define v_c r3
470
471#define temp r14
472
473#define x_a r4
474#define x_b r5
475#define x_c r6
476#define y_a r1
477#define y_b r2
478#define y_c r3
479
480#define height_minor_a r7
481#define height_minor_b r8
482#define height_major r9
483#define height r9
484
485#define reciprocal_table_ptr r10
486
487#define edge_alt_low r4
488#define edge_alt_high r5
489#define edge_dx_dy_alt r6
490#define edge_shift_alt r10
491
492#define edge_dx_dy_alt_low r4
493#define edge_dx_dy_alt_high r5
494
495#define span_edge_data r4
496#define span_uvrg_offset r5
497#define span_b_offset r6
498
499#define clip r14
500
501#define b r11
502#define b_dy r12
503
504
505#define alternate_x q0
506#define alternate_dx_dy q1
507#define alternate_x_32 q2
508
509#define alternate_x_low d0
510#define alternate_x_high d1
511#define alternate_dx_dy_low d2
512#define alternate_dx_dy_high d3
513#define alternate_x_32_low d4
514#define alternate_x_32_high d5
515
516#define left_x q3
517#define right_x q4
518#define left_dx_dy q5
519#define right_dx_dy q6
520#define left_edge q7
521#define right_edge q8
522
523#define left_x_low d6
524#define left_x_high d7
525#define right_x_low d8
526#define right_x_high d9
527#define left_dx_dy_low d10
528#define left_dx_dy_high d11
529#define right_dx_dy_low d12
530#define right_dx_dy_high d13
531#define left_edge_low d14
532#define left_edge_high d15
533#define right_edge_low d16
534#define right_edge_high d17
535
536#define y_mid_point d18
537#define c_0x0004 d19
538
539#define left_right_x_16 q11
540#define span_shifts_y q12
541#define c_0x0001 q13
542
543#define span_shifts d24
544#define y_x4 d25
545#define c_0xFFFE d26
546#define c_0x0007 d27
547
548#define left_right_x_16_low d22
549#define left_right_x_16_high d23
550
551#define uvrg q14
552#define uvrg_dy q15
553
554#define alternate_x_16 d4
555
556#define v_clip q3
557#define v_clip_low d6
558
559#define right_x_32 q10
560#define left_x_32 q11
561#define alternate_select d24
562
563#define right_x_32_low d20
564#define right_x_32_high d21
565#define left_x_32_low d22
566#define left_x_32_high d23
567
568#define edges_xy q0
569#define edges_dx_dy d2
570#define edge_shifts d3
571#define edge_shifts_64 q2
572
573#define edges_xy_left d0
574#define edges_xy_right d1
575
576#define height_reciprocals d6
577#define heights d7
578
579#define widths d8
580#define c_0x01 d9
581#define x_starts d10
582#define x_ends d11
583
584#define heights_b d12
585#define edges_dx_dy_64 q10
586
587#define edges_dx_dy_64_left d20
588#define edges_dx_dy_64_right d21
589
590
591#define setup_spans_prologue() \
592 stmdb sp!, { r4 - r11, lr }; \
3f0189c6 593 save_abi_regs(); \
75e28f62 594 \
e1f6de8f 595 ldrsh x_a, [v_a, #8]; \
596 ldrsh x_b, [v_b, #8]; \
597 ldrsh x_c, [v_c, #8]; \
598 ldrsh y_a, [v_a, #10]; \
599 ldrsh y_b, [v_b, #10]; \
600 ldrsh y_c, [v_c, #10]; \
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E
601 \
602 add temp, psx_gpu, #psx_gpu_uvrg_offset; \
e1f6de8f 603 vld1.32 { uvrg }, [temp]; \
75e28f62 604 add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \
e1f6de8f 605 vld1.32 { uvrg_dy }, [temp]; \
606 ldr reciprocal_table_ptr, [psx_gpu, #psx_gpu_reciprocal_table_ptr_offset]; \
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E
607 \
608 vmov.u32 c_0x01, #0x01 \
609
610#define setup_spans_load_b() \
e1f6de8f 611 ldr b, [psx_gpu, #psx_gpu_b_offset]; \
612 ldr b_dy, [psx_gpu, #psx_gpu_b_dy_offset] \
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613
614#define setup_spans_prologue_b() \
615 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
616 add temp, psx_gpu, #psx_gpu_viewport_start_x_offset; \
617 \
618 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
619 vmov.u16 c_0x0004, #0x0004; \
620 \
621 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
622 vmov.u16 c_0x0001, #0x0001; \
623 \
e1f6de8f 624 vld1.u16 { left_edge_low[], left_edge_high[] }, [temp]; \
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E
625 add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \
626 \
e1f6de8f 627 vld1.u16 { right_edge_low[], right_edge_high[] }, [temp]; \
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628 vadd.u16 right_edge, right_edge, c_0x0001; \
629 \
630 vmov.u16 c_0x0007, #0x0007; \
631 vmvn.u16 c_0xFFFE, #0x0001 \
632
633
634#define compute_edge_delta_x2() \
e1f6de8f 635 ldr temp, [reciprocal_table_ptr, height, lsl #2]; \
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E
636 \
637 vdup.u32 heights, height; \
638 vsub.u32 widths, x_ends, x_starts; \
639 \
640 vdup.u32 edge_shifts, temp; \
641 vsub.u32 heights_b, heights, c_0x01; \
7d5140f5 642 vshr.u32 height_reciprocals, edge_shifts, #10; \
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E
643 \
644 vmla.s32 heights_b, x_starts, heights; \
645 vbic.u16 edge_shifts, #0xE0; \
646 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
647 vmull.s32 edges_xy, heights_b, height_reciprocals \
648
649#define width_alt r6
650#define height_reciprocal_alt r11
651#define height_b_alt r12
652
653#define compute_edge_delta_x3(start_c, height_a, height_b) \
ed0fd81d 654 vmov heights, height_a, height_b; \
e1f6de8f 655 ldr temp, [reciprocal_table_ptr, height_a, lsl #2]; \
75e28f62 656 vmov.u32 edge_shifts[0], temp; \
e1f6de8f 657 ldr temp, [reciprocal_table_ptr, height_b, lsl #2]; \
75e28f62 658 vmov.u32 edge_shifts[1], temp; \
e1f6de8f 659 ldr edge_shift_alt, [reciprocal_table_ptr, height_minor_b, lsl #2]; \
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E
660 \
661 vsub.u32 widths, x_ends, x_starts; \
662 sub width_alt, x_c, start_c; \
663 \
664 vsub.u32 heights_b, heights, c_0x01; \
665 sub height_b_alt, height_minor_b, #1; \
666 \
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E
667 vshr.u32 height_reciprocals, edge_shifts, #10; \
668 lsr height_reciprocal_alt, edge_shift_alt, #10; \
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E
669 \
670 vmla.s32 heights_b, x_starts, heights; \
671 mla height_b_alt, height_minor_b, start_c, height_b_alt; \
672 \
673 vbic.u16 edge_shifts, #0xE0; \
674 and edge_shift_alt, edge_shift_alt, #0x1F; \
675 \
676 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
677 mul edge_dx_dy_alt, width_alt, height_reciprocal_alt; \
678 \
679 vmull.s32 edges_xy, heights_b, height_reciprocals; \
680 smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt \
681
682
683#define setup_spans_adjust_y_up() \
684 vsub.u32 y_x4, y_x4, c_0x0004 \
685
686#define setup_spans_adjust_y_down() \
687 vadd.u32 y_x4, y_x4, c_0x0004 \
688
689#define setup_spans_adjust_interpolants_up() \
690 vsub.u32 uvrg, uvrg, uvrg_dy; \
691 sub b, b, b_dy \
692
693#define setup_spans_adjust_interpolants_down() \
694 vadd.u32 uvrg, uvrg, uvrg_dy; \
695 add b, b, b_dy \
696
697
698#define setup_spans_clip_interpolants_increment() \
699 mla b, b_dy, clip, b; \
700 vmla.s32 uvrg, uvrg_dy, v_clip \
701
702#define setup_spans_clip_interpolants_decrement() \
703 mls b, b_dy, clip, b; \
704 vmls.s32 uvrg, uvrg_dy, v_clip \
705
706#define setup_spans_clip_alternate_yes() \
707 smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip \
708
709#define setup_spans_clip_alternate_no() \
710
711#define setup_spans_clip(direction, alternate_active) \
712 vdup.u32 v_clip, clip; \
713 setup_spans_clip_alternate_##alternate_active(); \
714 setup_spans_clip_interpolants_##direction(); \
715 vmlal.s32 edges_xy, edges_dx_dy, v_clip_low \
716
717
718#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
719 vmovl.s32 edge_shifts_64, edge_shifts; \
720 vmovl.s32 edges_dx_dy_64, edges_dx_dy; \
721 \
722 vshl.s64 edges_xy, edges_xy, edge_shifts_64; \
723 vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64; \
724 \
725 vmov left_x_low, edges_xy_##left_index; \
726 vmov right_x_low, edges_xy_##right_index; \
727 \
728 vmov left_dx_dy_low, edges_dx_dy_64_##left_index; \
729 vmov left_dx_dy_high, edges_dx_dy_64_##left_index; \
730 vmov right_dx_dy_low, edges_dx_dy_64_##right_index; \
731 vmov right_dx_dy_high, edges_dx_dy_64_##right_index; \
732 \
733 vadd.u64 left_x_high, left_x_low, left_dx_dy_low; \
734 vadd.u64 right_x_high, right_x_low, right_dx_dy_low; \
735 \
736 vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy; \
737 vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy \
738
739
740#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
741 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
742 \
743 vdup.u16 y_mid_point, y_b; \
744 rsb temp, edge_shift_alt, #32; \
745 \
746 lsl edge_alt_high, edge_alt_high, edge_shift_alt; \
747 orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp; \
748 lsl edge_alt_low, edge_alt_low, edge_shift_alt; \
749 vmov alternate_x_low, edge_alt_low, edge_alt_high; \
750 \
751 asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp; \
752 lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt; \
753 vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high; \
754 vmov alternate_dx_dy_high, alternate_dx_dy_low; \
755 \
756 vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low; \
757 vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy \
758
759
760#define setup_spans_y_select_up() \
761 vclt.s16 alternate_select, y_x4, y_mid_point \
762
763#define setup_spans_y_select_down() \
764 vcgt.s16 alternate_select, y_x4, y_mid_point \
765
766
767#define setup_spans_alternate_select_left() \
768 vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select \
769
770#define setup_spans_alternate_select_right() \
771 vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select \
772
773
774#define setup_spans_set_x4_alternate_yes(alternate, direction) \
775 vshrn.s64 alternate_x_32_low, alternate_x, #32; \
776 vshrn.s64 left_x_32_low, left_x, #32; \
777 vshrn.s64 right_x_32_low, right_x, #32; \
778 \
779 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
780 vadd.u64 left_x, left_x, left_dx_dy; \
781 vadd.u64 right_x, right_x, right_dx_dy; \
782 \
783 vshrn.s64 alternate_x_32_high, alternate_x, #32; \
784 vshrn.s64 left_x_32_high, left_x, #32; \
785 vshrn.s64 right_x_32_high, right_x, #32; \
786 \
787 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
788 vadd.u64 left_x, left_x, left_dx_dy; \
789 vadd.u64 right_x, right_x, right_dx_dy; \
790 \
791 vmovn.u32 alternate_x_16, alternate_x_32; \
792 setup_spans_y_select_##direction(); \
793 vmovn.u32 left_right_x_16_low, left_x_32; \
794 \
795 vmovn.u32 left_right_x_16_high, right_x_32; \
796 setup_spans_alternate_select_##alternate(); \
797 \
e1f6de8f 798 vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
799 str b, [span_b_offset], #4; \
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800 setup_spans_adjust_interpolants_##direction(); \
801 \
802 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
803 \
e1f6de8f 804 vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
805 str b, [span_b_offset], #4; \
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806 setup_spans_adjust_interpolants_##direction(); \
807 \
808 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
809 \
e1f6de8f 810 vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
811 str b, [span_b_offset], #4; \
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812 setup_spans_adjust_interpolants_##direction(); \
813 \
814 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
815 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
816 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
817 \
e1f6de8f 818 vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
819 str b, [span_b_offset], #4; \
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E
820 setup_spans_adjust_interpolants_##direction(); \
821 \
822 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
823 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
824 \
e1f6de8f 825 vst4.u16 { left_right_x_16, span_shifts_y }, [span_edge_data]!; \
75e28f62
E
826 \
827 setup_spans_adjust_y_##direction() \
828
829
830#define setup_spans_set_x4_alternate_no(alternate, direction) \
831 vshrn.s64 left_x_32_low, left_x, #32; \
832 vshrn.s64 right_x_32_low, right_x, #32; \
833 \
834 vadd.u64 left_x, left_x, left_dx_dy; \
835 vadd.u64 right_x, right_x, right_dx_dy; \
836 \
837 vshrn.s64 left_x_32_high, left_x, #32; \
838 vshrn.s64 right_x_32_high, right_x, #32; \
839 \
840 vadd.u64 left_x, left_x, left_dx_dy; \
841 vadd.u64 right_x, right_x, right_dx_dy; \
842 \
843 vmovn.u32 left_right_x_16_low, left_x_32; \
844 vmovn.u32 left_right_x_16_high, right_x_32; \
845 \
e1f6de8f 846 vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
847 str b, [span_b_offset], #4; \
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E
848 setup_spans_adjust_interpolants_##direction(); \
849 \
850 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
851 \
e1f6de8f 852 vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
853 str b, [span_b_offset], #4; \
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E
854 setup_spans_adjust_interpolants_##direction(); \
855 \
856 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
857 \
e1f6de8f 858 vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
859 str b, [span_b_offset], #4; \
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E
860 setup_spans_adjust_interpolants_##direction(); \
861 \
862 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
863 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
864 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
865 \
e1f6de8f 866 vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \
867 str b, [span_b_offset], #4; \
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E
868 setup_spans_adjust_interpolants_##direction(); \
869 \
870 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
871 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
872 \
e1f6de8f 873 vst4.u16 { left_right_x_16, span_shifts_y }, [span_edge_data]!; \
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E
874 \
875 setup_spans_adjust_y_##direction() \
876
877
878#define edge_adjust_low r11
879#define edge_adjust_high r12
880
881#define setup_spans_alternate_adjust_yes() \
882 smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a; \
883 subs edge_alt_low, edge_alt_low, edge_adjust_low; \
884 sbc edge_alt_high, edge_alt_high, edge_adjust_high \
885
886#define setup_spans_alternate_adjust_no() \
887
888
889#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
890 setup_spans_alternate_adjust_##alternate_active(); \
891 setup_spans_load_b(); \
892 \
e1f6de8f 893 ldrsh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]; \
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E
894 subs y_c, y_c, temp; \
895 subgt height, height, y_c; \
896 addgt height, height, #1; \
897 \
e1f6de8f 898 ldrsh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]; \
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E
899 subs clip, temp, y_a; \
900 ble 0f; \
901 \
902 sub height, height, clip; \
903 add y_a, y_a, clip; \
904 setup_spans_clip(increment, alternate_active); \
905 \
906 0: \
907 cmp height, #0; \
908 ble 1f; \
909 \
910 orr temp, y_a, y_a, lsl #16; \
911 add temp, temp, #(1 << 16); \
912 add y_a, temp, #2; \
913 add y_a, y_a, #(2 << 16); \
ed0fd81d 914 vmov y_x4, temp, y_a; \
75e28f62
E
915 \
916 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
917 right_index); \
918 setup_spans_prologue_b(); \
919 \
e1f6de8f 920 strh height, [psx_gpu, #psx_gpu_num_spans_offset]; \
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E
921 \
922 2: \
923 setup_spans_set_x4_alternate_##alternate_active(alternate, down); \
924 subs height, height, #4; \
925 bhi 2b; \
926 \
927 1: \
928
929
930#define setup_spans_alternate_pre_increment_yes() \
931 adds edge_alt_low, edge_alt_low, edge_dx_dy_alt; \
932 adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31 \
933
934#define setup_spans_alternate_pre_increment_no() \
935
936
937#define setup_spans_up_decrement_yes() \
938 suble height, height, #1 \
939
940#define setup_spans_up_decrement_no() \
941
942
943#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
944 setup_spans_alternate_adjust_##alternate_active(); \
945 setup_spans_load_b(); \
946 sub y_a, y_a, #1; \
947 \
e1f6de8f 948 ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]; \
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E
949 subs temp, temp, y_c; \
950 subgt height, height, temp; \
951 setup_spans_up_decrement_##alternate_active(); \
952 \
e1f6de8f 953 ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]; \
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E
954 subs clip, y_a, temp; \
955 ble 0f; \
956 \
957 sub height, height, clip; \
958 sub y_a, y_a, clip; \
959 setup_spans_clip(decrement, alternate_active); \
960 \
961 0: \
962 cmp height, #0; \
963 ble 1f; \
964 \
965 orr temp, y_a, y_a, lsl #16; \
966 sub temp, temp, #(1 << 16); \
967 sub y_a, temp, #2; \
968 sub y_a, y_a, #(2 << 16); \
ed0fd81d 969 vmov y_x4, temp, y_a; \
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E
970 \
971 vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \
972 \
973 setup_spans_alternate_pre_increment_##alternate_active(); \
974 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
975 right_index); \
976 setup_spans_adjust_interpolants_up(); \
977 setup_spans_prologue_b(); \
978 \
e1f6de8f 979 strh height, [psx_gpu, #psx_gpu_num_spans_offset]; \
75e28f62
E
980 \
981 2: \
982 setup_spans_set_x4_alternate_##alternate_active(alternate, up); \
983 subs height, height, #4; \
984 bhi 2b; \
985 \
986 1: \
987
988
989#define setup_spans_epilogue() \
3f0189c6 990 restore_abi_regs(); \
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E
991 ldmia sp!, { r4 - r11, pc } \
992
993
994#define setup_spans_up_up(minor, major) \
995 setup_spans_prologue(); \
996 sub height_minor_a, y_a, y_b; \
997 sub height_minor_b, y_b, y_c; \
998 sub height, y_a, y_c; \
999 \
1000 vdup.u32 x_starts, x_a; \
ed0fd81d 1001 vmov x_ends, x_c, x_b; \
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E
1002 \
1003 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
1004 setup_spans_up(major, minor, minor, yes); \
1005 setup_spans_epilogue() \
1006
1007function(setup_spans_up_left)
1008 setup_spans_up_up(left, right)
1009
1010function(setup_spans_up_right)
1011 setup_spans_up_up(right, left)
1012
75e28f62
E
1013#define setup_spans_down_down(minor, major) \
1014 setup_spans_prologue(); \
1015 sub height_minor_a, y_b, y_a; \
1016 sub height_minor_b, y_c, y_b; \
1017 sub height, y_c, y_a; \
1018 \
1019 vdup.u32 x_starts, x_a; \
ed0fd81d 1020 vmov x_ends, x_c, x_b; \
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E
1021 \
1022 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
1023 setup_spans_down(major, minor, minor, yes); \
1024 setup_spans_epilogue() \
1025
1026function(setup_spans_down_left)
1027 setup_spans_down_down(left, right)
1028
1029function(setup_spans_down_right)
1030 setup_spans_down_down(right, left)
1031
1032
1033#define setup_spans_up_flat() \
1034 sub height, y_a, y_c; \
1035 \
1036 compute_edge_delta_x2(); \
1037 setup_spans_up(left, right, none, no); \
1038 setup_spans_epilogue() \
1039
1040function(setup_spans_up_a)
1041 setup_spans_prologue()
1042
ed0fd81d 1043 vmov x_starts, x_a, x_b
75e28f62
E
1044 vdup.u32 x_ends, x_c
1045
1046 setup_spans_up_flat()
1047
1048function(setup_spans_up_b)
1049 setup_spans_prologue()
1050
1051 vdup.u32 x_starts, x_a
ed0fd81d 1052 vmov x_ends, x_b, x_c
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E
1053
1054 setup_spans_up_flat()
1055
1056#define setup_spans_down_flat() \
1057 sub height, y_c, y_a; \
1058 \
1059 compute_edge_delta_x2(); \
1060 setup_spans_down(left, right, none, no); \
1061 setup_spans_epilogue() \
1062
1063function(setup_spans_down_a)
1064 setup_spans_prologue()
1065
ed0fd81d 1066 vmov x_starts, x_a, x_b
75e28f62
E
1067 vdup.u32 x_ends, x_c
1068
1069 setup_spans_down_flat()
1070
1071function(setup_spans_down_b)
1072 setup_spans_prologue()
1073
1074 vdup.u32 x_starts, x_a
ed0fd81d 1075 vmov x_ends, x_b, x_c
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E
1076
1077 setup_spans_down_flat()
1078
1079
1080#define middle_y r9
1081
1082#define edges_xy_b q11
1083#define edges_dx_dy_b d26
1084#define edge_shifts_b d27
1085#define edges_dx_dy_and_shifts_b q13
1086#define height_increment d20
1087
1088#define edges_dx_dy_and_shifts q1
1089
1090#define edges_xy_b_left d22
1091#define edges_xy_b_right d23
1092
1093#define setup_spans_up_down_load_edge_set_b() \
1094 vmov edges_xy, edges_xy_b; \
1095 vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b \
1096
1097
1098function(setup_spans_up_down)
1099 setup_spans_prologue()
1100
1101 // s32 middle_y = y_a;
1102 sub height_minor_a, y_a, y_b
1103 sub height_minor_b, y_c, y_a
1104 sub height_major, y_c, y_b
1105
ed0fd81d 1106 vmov x_starts, x_a, x_c
75e28f62
E
1107 vdup.u32 x_ends, x_b
1108
1109 compute_edge_delta_x3(x_a, height_minor_a, height_major)
1110
1111 mov temp, #0
ed0fd81d 1112 vmov height_increment, temp, height_minor_b
75e28f62
E
1113 vmlal.s32 edges_xy, edges_dx_dy, height_increment
1114
1115 vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1116 vmov edges_xy_b_right, edges_xy_right
1117
1118 vmov edge_shifts_b, edge_shifts
1119 vmov.u32 edge_shifts_b[0], edge_shift_alt
1120
1121 vneg.s32 edges_dx_dy_b, edges_dx_dy
1122 vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1123
1124 mov middle_y, y_a
1125
1126 setup_spans_load_b()
1127 sub y_a, y_a, #1
1128
e1f6de8f 1129 ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]
75e28f62
E
1130 subs temp, temp, y_b
1131 subgt height_minor_a, height_minor_a, temp
1132
e1f6de8f 1133 ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]
75e28f62
E
1134 subs clip, y_a, temp
1135 ble 0f
1136
1137 sub height_minor_a, height_minor_a, clip
1138 sub y_a, y_a, clip
1139 setup_spans_clip(decrement, no)
1140
1141 0:
1142 cmp height_minor_a, #0
1143 ble 3f
1144
1145 orr temp, y_a, y_a, lsl #16
1146 sub temp, temp, #(1 << 16)
1147 sub y_a, temp, #2
1148 sub y_a, y_a, #(2 << 16)
ed0fd81d 1149 vmov y_x4, temp, y_a
75e28f62
E
1150
1151 vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1152
e1f6de8f 1153 strh height_minor_a, [psx_gpu, #psx_gpu_num_spans_offset]
75e28f62
E
1154
1155 setup_spans_adjust_edges_alternate_no(left, right);
1156 setup_spans_adjust_interpolants_up()
1157 setup_spans_up_down_load_edge_set_b()
1158
1159 setup_spans_prologue_b()
1160
1161
1162 2:
1163 setup_spans_set_x4_alternate_no(none, up)
1164 subs height_minor_a, height_minor_a, #4
1165 bhi 2b
1166
1167 add span_edge_data, span_edge_data, height_minor_a, lsl #3
1168 add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1169 add span_b_offset, span_b_offset, height_minor_a, lsl #2
1170
1171 4:
1172 add temp, psx_gpu, #psx_gpu_uvrg_offset
e1f6de8f 1173 vld1.32 { uvrg }, [temp]
75e28f62
E
1174 mov y_a, middle_y
1175
1176 setup_spans_load_b()
1177
e1f6de8f 1178 ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]
75e28f62
E
1179 subs y_c, y_c, temp
1180 subgt height_minor_b, height_minor_b, y_c
1181 addgt height_minor_b, height_minor_b, #1
1182
e1f6de8f 1183 ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]
75e28f62
E
1184 subs clip, temp, y_a
1185 ble 0f
1186
1187 sub height_minor_b, height_minor_b, clip
1188 add y_a, y_a, clip
1189 setup_spans_clip(increment, no)
1190
1191 0:
1192 cmp height_minor_b, #0
1193 ble 1f
1194
1195 orr temp, y_a, y_a, lsl #16
1196 add temp, temp, #(1 << 16)
1197 add y_a, temp, #2
1198 add y_a, y_a, #(2 << 16)
ed0fd81d 1199 vmov y_x4, temp, y_a
75e28f62
E
1200
1201 setup_spans_adjust_edges_alternate_no(left, right)
1202
e1f6de8f 1203 ldrh temp, [psx_gpu, #psx_gpu_num_spans_offset]
75e28f62 1204 add temp, temp, height_minor_b
b7569147 1205
1206 cmp temp, #MAX_SPANS
1207 beq 5f
1208
e1f6de8f 1209 strh temp, [psx_gpu, #psx_gpu_num_spans_offset]
75e28f62
E
1210
1211 2:
1212 setup_spans_set_x4_alternate_no(none, down)
1213 subs height_minor_b, height_minor_b, #4
1214 bhi 2b
1215
1216 1:
1217 setup_spans_epilogue()
1218
1219 3:
1220 setup_spans_up_down_load_edge_set_b()
1221 setup_spans_prologue_b()
1222 bal 4b
1223
b7569147 1224 5:
1225 // FIXME: overflow corner case
1226 sub temp, temp, height_minor_b
1227 bics height_minor_b, #3
1228 add temp, temp, height_minor_b
e1f6de8f 1229 strh temp, [psx_gpu, #psx_gpu_num_spans_offset]
b7569147 1230 bne 2b
1231 bal 1b
1232
75e28f62
E
1233#undef span_uvrg_offset
1234#undef span_edge_data
1235#undef span_b_offset
1236#undef left_x
1237#undef b
1238
1239#define psx_gpu r0
1240#define num_spans r1
1241#define span_uvrg_offset r2
1242#define span_edge_data r3
1243#define span_b_offset r4
1244#define b_dx r5
1245#define span_num_blocks r6
1246#define y r7
1247#define left_x r8
1248#define b r9
1249#define dither_offset_ptr r10
1250#define block_ptr_a r11
1251#define fb_ptr r12
1252#define num_blocks r14
1253
1254#define uvrg_dx_ptr r2
1255#define texture_mask_ptr r3
1256#define dither_shift r8
1257#define dither_row r10
1258
1259#define c_32 r7
1260#define b_dx4 r8
1261#define b_dx8 r9
1262#define block_ptr_b r10
1263
1264#define block_span_ptr r10
1265#define right_mask r8
1266
1267#define color r2
1268#define color_r r3
1269#define color_g r4
1270#define color_b r5
1271
1272#undef uvrg
1273
1274#define u_block q0
1275#define v_block q1
1276#define r_block q2
1277#define g_block q3
1278#define b_block q4
1279
1280#define uv_dx4 d10
1281#define rg_dx4 d11
1282#define uv_dx8 d12
1283#define rg_dx8 d13
1284#define b_whole_8 d14
1285#define fb_mask_ptrs d15
1286
1287#define uvrg_dx4 q5
1288#define uvrg_dx8 q6
1289#define uv_dx8 d12
1290#define rg_dx8 d13
1291
1292#define u_whole q8
1293#define v_whole q9
1294#define r_whole q10
1295#define g_whole q11
1296#define b_whole q12
1297
1298#define u_whole_low d16
1299#define u_whole_high d17
1300#define v_whole_low d18
1301#define v_whole_high d19
1302#define r_whole_low d20
1303#define r_whole_high d21
1304#define g_whole_low d22
1305#define g_whole_high d23
1306#define b_whole_low d24
1307#define b_whole_high d25
1308
1309#define dx4 q13
1310#define dx8 q13
1311
1312#define u_whole_8 d26
1313#define v_whole_8 d27
1314#define u_whole_8b d24
1315#define r_whole_8 d24
1316#define g_whole_8 d25
1317
1318#define uv_whole_8 q13
1319#define uv_whole_8b q14
1320
1321#define dither_offsets q14
1322#define texture_mask q15
1323#define texture_mask_u d30
1324#define texture_mask_v d31
1325
1326#define dither_offsets_short d28
1327
1328#define v_left_x q8
1329#define uvrg q9
1330#define block_span q10
1331
1332#define uv d18
1333#define rg d19
1334
1335#define draw_mask q1
1336#define draw_mask_edge q13
1337#define test_mask q0
1338
1339#define uvrg_dx q3
1340
1341#define colors q2
1342
1343#define setup_blocks_texture_swizzled() \
1344 vand.u8 u_whole_8b, u_whole_8, texture_mask_u; \
1345 vsli.u8 u_whole_8, v_whole_8, #4; \
1346 vsri.u8 v_whole_8, u_whole_8b, #4 \
1347
1348#define setup_blocks_texture_unswizzled() \
1349
1350
1351#define setup_blocks_shaded_textured_builder(swizzling) \
1352.align 3; \
1353 \
1354function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \
e1f6de8f 1355 ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \
75e28f62
E
1356 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1357 \
e1f6de8f 1358 vld1.u32 { uvrg_dx }, [uvrg_dx_ptr, :128]; \
75e28f62
E
1359 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1360 \
1361 cmp num_spans, #0; \
1362 bxeq lr; \
1363 \
1364 stmdb sp!, { r4 - r11, r14 }; \
3f0189c6 1365 save_abi_regs(); \
75e28f62
E
1366 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1367 \
e1f6de8f 1368 ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset]; \
75e28f62
E
1369 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1370 \
e1f6de8f 1371 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [texture_mask_ptr, :16]; \
75e28f62
E
1372 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1373 \
e1f6de8f 1374 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
1375 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1376 \
1377 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
1378 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1379 \
1380 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1381 \
1382 0: \
1383 vmov.u8 fb_mask_ptrs, #0; \
1384 \
e1f6de8f 1385 ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \
75e28f62
E
1386 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1387 \
e1f6de8f 1388 ldrh y, [span_edge_data, #edge_data_y_offset]; \
1389 ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \
75e28f62
E
1390 \
1391 cmp span_num_blocks, #0; \
1392 beq 1f; \
1393 \
e1f6de8f 1394 ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \
75e28f62
E
1395 add num_blocks, span_num_blocks, num_blocks; \
1396 \
1397 cmp num_blocks, #MAX_BLOCKS; \
1398 bgt 2f; \
1399 \
1400 3: \
e1f6de8f 1401 ldr b, [span_b_offset]; \
75e28f62
E
1402 add fb_ptr, fb_ptr, y, lsl #11; \
1403 \
1404 vdup.u32 v_left_x, left_x; \
1405 and y, y, #0x3; \
1406 \
e1f6de8f 1407 ldr dither_row, [dither_offset_ptr, y, lsl #2]; \
75e28f62
E
1408 add fb_ptr, fb_ptr, left_x, lsl #1; \
1409 \
1410 mla b, b_dx, left_x, b; \
1411 and dither_shift, left_x, #0x03; \
1412 \
e1f6de8f 1413 vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \
75e28f62
E
1414 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1415 \
1416 mov dither_shift, dither_shift, lsl #3; \
1417 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1418 \
1419 mov c_32, #32; \
1420 subs span_num_blocks, span_num_blocks, #1; \
1421 \
1422 mov dither_row, dither_row, ror dither_shift; \
1423 mov b_dx4, b_dx, lsl #2; \
1424 \
1425 vdup.u32 dither_offsets_short, dither_row; \
1426 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1427 \
1428 vdup.u32 b_block, b; \
1429 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1430 \
1431 vdup.u32 u_block, uv[0]; \
1432 mov b_dx8, b_dx, lsl #3; \
1433 \
1434 vdup.u32 v_block, uv[1]; \
1435 vdup.u32 r_block, rg[0]; \
1436 vdup.u32 g_block, rg[1]; \
1437 \
e1f6de8f 1438 vld1.u32 { block_span }, [block_span_ptr, :128]!; \
75e28f62
E
1439 \
1440 vadd.u32 u_block, u_block, block_span; \
e1f6de8f 1441 vld1.u32 { block_span }, [block_span_ptr, :128]!; \
75e28f62
E
1442 \
1443 vadd.u32 v_block, v_block, block_span; \
e1f6de8f 1444 vld1.u32 { block_span }, [block_span_ptr, :128]!; \
75e28f62
E
1445 \
1446 vadd.u32 r_block, r_block, block_span; \
e1f6de8f 1447 vld1.u32 { block_span }, [block_span_ptr, :128]!; \
75e28f62
E
1448 \
1449 vadd.u32 g_block, g_block, block_span; \
e1f6de8f 1450 vld1.u32 { block_span }, [block_span_ptr, :128]; \
75e28f62
E
1451 \
1452 vadd.u32 b_block, b_block, block_span; \
1453 add block_ptr_b, block_ptr_a, #16; \
1454 \
1455 vshrn.u32 u_whole_low, u_block, #16; \
1456 vshrn.u32 v_whole_low, v_block, #16; \
1457 vshrn.u32 r_whole_low, r_block, #16; \
1458 vshrn.u32 g_whole_low, g_block, #16; \
1459 \
1460 vdup.u32 dx4, uv_dx4[0]; \
1461 vshrn.u32 b_whole_low, b_block, #16; \
1462 \
1463 vaddhn.u32 u_whole_high, u_block, dx4; \
1464 vdup.u32 dx4, uv_dx4[1]; \
1465 \
1466 vaddhn.u32 v_whole_high, v_block, dx4; \
1467 vdup.u32 dx4, rg_dx4[0]; \
1468 \
1469 vaddhn.u32 r_whole_high, r_block, dx4; \
1470 vdup.u32 dx4, rg_dx4[1]; \
1471 \
1472 vaddhn.u32 g_whole_high, g_block, dx4; \
1473 vdup.u32 dx4, b_dx4; \
1474 \
1475 vaddhn.u32 b_whole_high, b_block, dx4; \
1476 vdup.u32 dx8, uv_dx8[0]; \
1477 \
1478 vadd.u32 u_block, u_block, dx8; \
1479 vdup.u32 dx8, uv_dx8[1]; \
1480 \
1481 vadd.u32 v_block, v_block, dx8; \
1482 vdup.u32 dx8, rg_dx8[0]; \
1483 \
1484 vadd.u32 r_block, r_block, dx8; \
1485 vdup.u32 dx8, rg_dx8[1]; \
1486 \
1487 vadd.u32 g_block, g_block, dx8; \
1488 vdup.u32 dx8, b_dx8; \
1489 \
1490 vadd.u32 b_block, b_block, dx8; \
1491 vmovn.u16 u_whole_8, u_whole; \
1492 \
1493 vmovn.u16 v_whole_8, v_whole; \
1494 \
1495 vmovn.u16 b_whole_8, b_whole; \
e1f6de8f 1496 pld [fb_ptr]; \
75e28f62
E
1497 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1498 \
1499 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1500 setup_blocks_texture_##swizzling(); \
1501 \
1502 vmovn.u16 r_whole_8, r_whole; \
1503 beq 5f; \
1504 \
1505 4: \
1506 vmovn.u16 g_whole_8, g_whole; \
1507 vshrn.u32 u_whole_low, u_block, #16; \
1508 \
e1f6de8f 1509 vst2.u8 { u_whole_8, v_whole_8 }, [block_ptr_a, :128], c_32; \
75e28f62
E
1510 vshrn.u32 v_whole_low, v_block, #16; \
1511 \
e1f6de8f 1512 vst1.u32 { r_whole_8, g_whole_8 }, [block_ptr_b, :128], c_32; \
75e28f62
E
1513 vshrn.u32 r_whole_low, r_block, #16; \
1514 \
e1f6de8f 1515 vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \
75e28f62
E
1516 vshrn.u32 g_whole_low, g_block, #16; \
1517 \
1518 vdup.u32 dx4, uv_dx4[0]; \
1519 vshrn.u32 b_whole_low, b_block, #16; \
1520 \
1521 vaddhn.u32 u_whole_high, u_block, dx4; \
1522 vdup.u32 dx4, uv_dx4[1]; \
1523 \
1524 vaddhn.u32 v_whole_high, v_block, dx4; \
1525 vdup.u32 dx4, rg_dx4[0]; \
1526 \
1527 vaddhn.u32 r_whole_high, r_block, dx4; \
1528 vdup.u32 dx4, rg_dx4[1]; \
1529 \
1530 vaddhn.u32 g_whole_high, g_block, dx4; \
1531 vdup.u32 dx4, b_dx4; \
1532 \
1533 vaddhn.u32 b_whole_high, b_block, dx4; \
1534 vdup.u32 dx8, uv_dx8[0]; \
1535 \
1536 vadd.u32 u_block, u_block, dx8; \
1537 vdup.u32 dx8, uv_dx8[1]; \
1538 \
1539 vadd.u32 v_block, v_block, dx8; \
1540 vdup.u32 dx8, rg_dx8[0]; \
1541 \
1542 vadd.u32 r_block, r_block, dx8; \
1543 vdup.u32 dx8, rg_dx8[1]; \
1544 \
1545 vadd.u32 g_block, g_block, dx8; \
1546 vdup.u32 dx8, b_dx8; \
1547 \
1548 vadd.u32 b_block, b_block, dx8; \
1549 vmovn.u16 u_whole_8, u_whole; \
1550 \
1551 add fb_ptr, fb_ptr, #16; \
1552 vmovn.u16 v_whole_8, v_whole; \
1553 \
e1f6de8f 1554 vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \
75e28f62
E
1555 vmovn.u16 b_whole_8, b_whole; \
1556 \
e1f6de8f 1557 pld [fb_ptr]; \
75e28f62
E
1558 \
1559 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1560 subs span_num_blocks, span_num_blocks, #1; \
1561 \
1562 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1563 setup_blocks_texture_##swizzling(); \
1564 \
1565 vmovn.u16 r_whole_8, r_whole; \
1566 bne 4b; \
1567 \
1568 5: \
1569 vmovn.u16 g_whole_8, g_whole; \
e1f6de8f 1570 ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]; \
75e28f62 1571 \
e1f6de8f 1572 vld1.u32 { test_mask }, [psx_gpu, :128]; \
75e28f62
E
1573 vdup.u8 draw_mask, right_mask; \
1574 \
1575 vmov.u32 fb_mask_ptrs[0], right_mask; \
1576 vtst.u16 draw_mask, draw_mask, test_mask; \
1577 vzip.u8 u_whole_8, v_whole_8; \
1578 \
1579 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
e1f6de8f 1580 vst1.u32 { r_whole_8, g_whole_8 }, [block_ptr_b, :128], c_32; \
1581 vst1.u32 { uv_whole_8 }, [block_ptr_a, :128], c_32; \
1582 vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \
1583 vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \
75e28f62
E
1584 \
1585 1: \
1586 add span_uvrg_offset, span_uvrg_offset, #16; \
1587 add span_b_offset, span_b_offset, #4; \
1588 \
1589 add span_edge_data, span_edge_data, #8; \
1590 subs num_spans, num_spans, #1; \
1591 \
e1f6de8f 1592 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
1593 bne 0b; \
1594 \
3f0189c6 1595 restore_abi_regs(); \
75e28f62
E
1596 ldmia sp!, { r4 - r11, pc }; \
1597 \
1598 2: \
1599 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1600 vpush { texture_mask }; \
1601 vpush { uvrg_dx4 }; \
1602 \
26e3e2aa 1603 stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12 }; /* r14=num_blocks */ \
75e28f62 1604 bl flush_render_block_buffer; \
26e3e2aa 1605 ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12 }; \
75e28f62
E
1606 \
1607 vpop { uvrg_dx4 }; \
1608 vpop { texture_mask }; \
1609 \
1610 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1611 vmov.u8 fb_mask_ptrs, #0; \
1612 \
1613 mov num_blocks, span_num_blocks; \
1614 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1615 bal 3b \
1616
1617
1618setup_blocks_shaded_textured_builder(swizzled)
1619setup_blocks_shaded_textured_builder(unswizzled)
1620
1621
1622#define setup_blocks_unshaded_textured_builder(swizzling) \
1623.align 3; \
1624 \
1625function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \
e1f6de8f 1626 ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \
75e28f62
E
1627 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1628 \
e1f6de8f 1629 vld1.u32 { uvrg_dx }, [uvrg_dx_ptr, :128]; \
75e28f62
E
1630 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1631 \
1632 cmp num_spans, #0; \
1633 bxeq lr; \
1634 \
1635 stmdb sp!, { r4 - r11, r14 }; \
3f0189c6 1636 save_abi_regs(); \
75e28f62
E
1637 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1638 \
1639 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1640 \
e1f6de8f 1641 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [texture_mask_ptr, :16]; \
75e28f62
E
1642 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1643 \
e1f6de8f 1644 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
1645 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1646 \
1647 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1648 \
1649 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1650 \
1651 0: \
1652 vmov.u8 fb_mask_ptrs, #0; \
1653 \
e1f6de8f 1654 ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \
75e28f62
E
1655 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1656 \
e1f6de8f 1657 ldrh y, [span_edge_data, #edge_data_y_offset]; \
1658 ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \
75e28f62
E
1659 \
1660 cmp span_num_blocks, #0; \
1661 beq 1f; \
1662 \
e1f6de8f 1663 ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \
75e28f62
E
1664 add num_blocks, span_num_blocks, num_blocks; \
1665 \
1666 cmp num_blocks, #MAX_BLOCKS; \
1667 bgt 2f; \
1668 \
1669 3: \
1670 add fb_ptr, fb_ptr, y, lsl #11; \
1671 \
1672 vdup.u32 v_left_x, left_x; \
1673 and y, y, #0x3; \
1674 \
e1f6de8f 1675 ldr dither_row, [dither_offset_ptr, y, lsl #2]; \
75e28f62
E
1676 add fb_ptr, fb_ptr, left_x, lsl #1; \
1677 \
1678 and dither_shift, left_x, #0x03; \
1679 \
e1f6de8f 1680 vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \
75e28f62
E
1681 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1682 \
1683 mov dither_shift, dither_shift, lsl #3; \
1684 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1685 \
1686 mov c_32, #32; \
1687 subs span_num_blocks, span_num_blocks, #1; \
1688 \
1689 mov dither_row, dither_row, ror dither_shift; \
1690 \
1691 vdup.u32 dither_offsets_short, dither_row; \
1692 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1693 \
1694 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1695 \
1696 vdup.u32 u_block, uv[0]; \
1697 \
1698 vdup.u32 v_block, uv[1]; \
e1f6de8f 1699 vld1.u32 { block_span }, [block_span_ptr, :128]!; \
75e28f62
E
1700 \
1701 vadd.u32 u_block, u_block, block_span; \
e1f6de8f 1702 vld1.u32 { block_span }, [block_span_ptr, :128]!; \
75e28f62
E
1703 \
1704 vadd.u32 v_block, v_block, block_span; \
1705 add block_ptr_b, block_ptr_a, #16; \
1706 \
1707 vshrn.u32 u_whole_low, u_block, #16; \
1708 vshrn.u32 v_whole_low, v_block, #16; \
1709 \
1710 vdup.u32 dx4, uv_dx4[0]; \
1711 \
1712 vaddhn.u32 u_whole_high, u_block, dx4; \
1713 vdup.u32 dx4, uv_dx4[1]; \
1714 \
1715 vaddhn.u32 v_whole_high, v_block, dx4; \
1716 vdup.u32 dx8, uv_dx8[0]; \
1717 \
1718 vadd.u32 u_block, u_block, dx8; \
1719 vdup.u32 dx8, uv_dx8[1]; \
1720 \
1721 vadd.u32 v_block, v_block, dx8; \
1722 vmovn.u16 u_whole_8, u_whole; \
1723 \
1724 vmovn.u16 v_whole_8, v_whole; \
1725 \
e1f6de8f 1726 pld [fb_ptr]; \
75e28f62
E
1727 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1728 \
1729 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1730 setup_blocks_texture_##swizzling(); \
1731 \
1732 beq 5f; \
1733 \
1734 4: \
1735 vshrn.u32 u_whole_low, u_block, #16; \
1736 \
e1f6de8f 1737 vst2.u8 { u_whole_8, v_whole_8 }, [block_ptr_a, :128], c_32; \
75e28f62
E
1738 vshrn.u32 v_whole_low, v_block, #16; \
1739 \
1740 add block_ptr_b, block_ptr_b, #32; \
e1f6de8f 1741 vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \
75e28f62
E
1742 \
1743 vdup.u32 dx4, uv_dx4[0]; \
1744 vaddhn.u32 u_whole_high, u_block, dx4; \
1745 vdup.u32 dx4, uv_dx4[1]; \
1746 \
1747 vaddhn.u32 v_whole_high, v_block, dx4; \
1748 vdup.u32 dx8, uv_dx8[0]; \
1749 \
1750 vadd.u32 u_block, u_block, dx8; \
1751 vdup.u32 dx8, uv_dx8[1]; \
1752 \
1753 vadd.u32 v_block, v_block, dx8; \
1754 vmovn.u16 u_whole_8, u_whole; \
1755 \
1756 add fb_ptr, fb_ptr, #16; \
1757 vmovn.u16 v_whole_8, v_whole; \
1758 \
e1f6de8f 1759 vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \
1760 pld [fb_ptr]; \
75e28f62
E
1761 \
1762 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1763 subs span_num_blocks, span_num_blocks, #1; \
1764 \
1765 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1766 setup_blocks_texture_##swizzling(); \
1767 \
1768 bne 4b; \
1769 \
1770 5: \
e1f6de8f 1771 ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]; \
75e28f62 1772 \
e1f6de8f 1773 vld1.u32 { test_mask }, [psx_gpu, :128]; \
75e28f62
E
1774 vdup.u8 draw_mask, right_mask; \
1775 \
1776 vmov.u32 fb_mask_ptrs[0], right_mask; \
1777 vtst.u16 draw_mask, draw_mask, test_mask; \
1778 vzip.u8 u_whole_8, v_whole_8; \
1779 \
1780 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1781 add block_ptr_b, block_ptr_b, #32; \
e1f6de8f 1782 vst1.u32 { uv_whole_8 }, [block_ptr_a, :128], c_32; \
1783 vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \
1784 vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \
75e28f62
E
1785 \
1786 1: \
1787 add span_uvrg_offset, span_uvrg_offset, #16; \
1788 add span_edge_data, span_edge_data, #8; \
1789 subs num_spans, num_spans, #1; \
1790 \
e1f6de8f 1791 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
1792 bne 0b; \
1793 \
3f0189c6 1794 restore_abi_regs(); \
75e28f62
E
1795 ldmia sp!, { r4 - r11, pc }; \
1796 \
1797 2: \
1798 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1799 vpush { texture_mask }; \
1800 vpush { uvrg_dx4 }; \
1801 \
26e3e2aa 1802 stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12 }; /* r14=num_blocks */ \
75e28f62 1803 bl flush_render_block_buffer; \
26e3e2aa 1804 ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12 }; \
75e28f62
E
1805 \
1806 vpop { uvrg_dx4 }; \
1807 vpop { texture_mask }; \
1808 \
1809 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1810 vmov.u8 fb_mask_ptrs, #0; \
1811 \
1812 mov num_blocks, span_num_blocks; \
1813 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1814 bal 3b \
1815
1816
1817setup_blocks_unshaded_textured_builder(swizzled)
1818setup_blocks_unshaded_textured_builder(unswizzled)
1819
1820
1821.align 3
1822
1823function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect)
e1f6de8f 1824 ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]
75e28f62
E
1825 veor.u32 draw_mask, draw_mask, draw_mask
1826
1827 cmp num_spans, #0
1828 bxeq lr
1829
1830 stmdb sp!, { r4 - r11, r14 }
3f0189c6 1831 save_abi_regs()
e1f6de8f 1832 vld1.u32 { test_mask }, [psx_gpu, :128]
75e28f62 1833
e1f6de8f 1834 ldr color, [psx_gpu, #psx_gpu_triangle_color_offset]
75e28f62
E
1835
1836 ubfx color_r, color, #3, #5
1837 ubfx color_g, color, #11, #5
1838 ubfx color_b, color, #19, #5
1839
1840 orr color, color_r, color_b, lsl #10
1841 orr color, color, color_g, lsl #5
1842
1843 vdup.u16 colors, color
1844
e1f6de8f 1845 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
75e28f62
E
1846 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1847
1848 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1849 add block_ptr_a, block_ptr_a, num_blocks, lsl #6
1850
1851 0:
e1f6de8f 1852 ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]
1853 ldrh y, [span_edge_data, #edge_data_y_offset]
75e28f62 1854
e1f6de8f 1855 ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]
75e28f62
E
1856
1857 cmp span_num_blocks, #0
1858 beq 1f
1859
e1f6de8f 1860 ldrh left_x, [span_edge_data, #edge_data_left_x_offset]
75e28f62
E
1861 add num_blocks, span_num_blocks, num_blocks
1862
1863 cmp num_blocks, #MAX_BLOCKS
1864 bgt 2f
1865
1866 3:
1867 add fb_ptr, fb_ptr, y, lsl #11
1868 and y, y, #0x3
1869
1870 add fb_ptr, fb_ptr, left_x, lsl #1
1871 mov c_32, #32
1872
1873 subs span_num_blocks, span_num_blocks, #1
1874
1875 add block_ptr_b, block_ptr_a, #16
e1f6de8f 1876 pld [fb_ptr]
75e28f62
E
1877
1878 vmov.u32 fb_mask_ptrs[1], fb_ptr
1879 beq 5f
1880
1881 4:
e1f6de8f 1882 vst1.u32 { draw_mask }, [block_ptr_a, :128], c_32
1883 vst1.u32 { colors }, [block_ptr_b, :128], c_32
1884 vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32
75e28f62
E
1885
1886 add fb_ptr, fb_ptr, #16
1887 add block_ptr_b, block_ptr_b, #32
1888
e1f6de8f 1889 pld [fb_ptr]
75e28f62
E
1890
1891 vmov.u32 fb_mask_ptrs[1], fb_ptr
1892 subs span_num_blocks, span_num_blocks, #1
1893
1894 bne 4b
1895
1896 5:
e1f6de8f 1897 ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]
75e28f62
E
1898
1899 vdup.u8 draw_mask_edge, right_mask
1900 vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
1901
e1f6de8f 1902 vst1.u32 { colors }, [block_ptr_b, :128], c_32
1903 vst1.u32 { draw_mask_edge }, [block_ptr_a, :128], c_32
75e28f62 1904 add block_ptr_b, block_ptr_b, #32
e1f6de8f 1905 vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32
75e28f62
E
1906
1907 1:
1908 add span_edge_data, span_edge_data, #8
1909 subs num_spans, num_spans, #1
1910
e1f6de8f 1911 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
75e28f62
E
1912 bne 0b
1913
3f0189c6 1914 restore_abi_regs()
75e28f62
E
1915 ldmia sp!, { r4 - r11, pc }
1916
1917 2:
1918 vpush { colors }
1919
4d646738 1920 stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
75e28f62 1921 bl flush_render_block_buffer
4d646738 1922 ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
75e28f62
E
1923
1924 vpop { colors }
1925
e1f6de8f 1926 vld1.u32 { test_mask }, [psx_gpu, :128]
75e28f62
E
1927 veor.u32 draw_mask, draw_mask, draw_mask
1928
1929 mov num_blocks, span_num_blocks
1930 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1931 bal 3b
1932
1933
1934#define mask_msb_scalar r14
1935
1936#define msb_mask q15
1937
1938#define pixels_low d16
1939
1940#define msb_mask_low d30
1941#define msb_mask_high d31
1942
1943
1944.align 3
1945
1946function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
e1f6de8f 1947 ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]
75e28f62
E
1948
1949 cmp num_spans, #0
1950 bxeq lr
1951
1952 stmdb sp!, { r4 - r11, r14 }
1953
e1f6de8f 1954 ldr color, [psx_gpu, #psx_gpu_triangle_color_offset]
75e28f62
E
1955
1956 ubfx color_r, color, #3, #5
1957 ubfx color_g, color, #11, #5
1958
e1f6de8f 1959 ldrh mask_msb_scalar, [psx_gpu, #psx_gpu_mask_msb_offset]
75e28f62
E
1960 ubfx color_b, color, #19, #5
1961
1962 orr color, color_r, color_b, lsl #10
1963 orr color, color, color_g, lsl #5
1964 orr color, color, mask_msb_scalar
1965
1966 vdup.u16 colors, color
1967
1968 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
ed0fd81d 1969 orr color, color, color, lsl #16
3867c6ef 1970
75e28f62
E
1971
1972 0:
e1f6de8f 1973 ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]
1974 ldrh y, [span_edge_data, #edge_data_y_offset]
75e28f62 1975
e1f6de8f 1976 ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]
75e28f62
E
1977
1978 cmp span_num_blocks, #0
1979 beq 1f
1980
e1f6de8f 1981 ldrh left_x, [span_edge_data, #edge_data_left_x_offset]
75e28f62
E
1982
1983 add fb_ptr, fb_ptr, y, lsl #11
1984 subs span_num_blocks, span_num_blocks, #1
1985
1986 add fb_ptr, fb_ptr, left_x, lsl #1
1987 beq 3f
1988
1989 2:
e1f6de8f 1990 vst1.u32 { colors }, [fb_ptr]!
75e28f62
E
1991 subs span_num_blocks, span_num_blocks, #1
1992
1993 bne 2b
1994
1995 3:
e1f6de8f 1996 ldrb right_mask, [span_edge_data, #edge_data_right_mask_offset]
75e28f62 1997
3867c6ef
E
1998 cmp right_mask, #0x0
1999 beq 5f
2000
2001 tst right_mask, #0xF
e1f6de8f 2002 streq color, [fb_ptr], #4
3867c6ef 2003 moveq right_mask, right_mask, lsr #4
e1f6de8f 2004 streq color, [fb_ptr], #4
3867c6ef
E
2005
2006 tst right_mask, #0x3
e1f6de8f 2007 streq color, [fb_ptr], #4
3867c6ef
E
2008 moveq right_mask, right_mask, lsr #2
2009
2010 tst right_mask, #0x1
e1f6de8f 2011 strheq color, [fb_ptr]
75e28f62
E
2012
2013 1:
2014 add span_edge_data, span_edge_data, #8
2015 subs num_spans, num_spans, #1
75e28f62
E
2016 bne 0b
2017
2018 ldmia sp!, { r4 - r11, pc }
2019
3867c6ef 2020 5:
e1f6de8f 2021 vst1.u32 { colors }, [fb_ptr]
3867c6ef 2022 bal 1b
75e28f62
E
2023
2024
2025#undef c_64
2026
2027#define c_64 r7
2028#define rg_dx_ptr r2
2029
2030
2031#undef r_block
2032#undef g_block
2033#undef b_block
2034#undef r_whole
2035#undef g_whole
2036#undef b_whole
2037#undef r_whole_low
2038#undef r_whole_high
2039#undef g_whole_low
2040#undef g_whole_high
2041#undef b_whole_low
2042#undef b_whole_high
2043#undef r_whole_8
2044#undef g_whole_8
2045#undef b_whole_8
2046#undef dither_offsets
2047#undef rg_dx4
2048#undef rg_dx8
2049#undef dx4
2050#undef dx8
2051#undef v_left_x
2052#undef uvrg
2053#undef block_span
2054#undef rg
2055#undef draw_mask
2056#undef test_mask
2057
2058#define r_block q0
2059#define g_block q1
2060#define b_block q2
2061
2062#define r_whole q3
2063#define g_whole q4
2064#define b_whole q5
2065
2066#define r_whole_low d6
2067#define r_whole_high d7
2068#define g_whole_low d8
2069#define g_whole_high d9
2070#define b_whole_low d10
2071#define b_whole_high d11
2072
2073#define gb_whole_8 q6
2074
2075#define g_whole_8 d12
2076#define b_whole_8 d13
2077
2078#define r_whole_8 d14
2079
2080#define pixels q8
2081
2082#define rg_dx4 d18
2083#define rg_dx8 d19
2084
2085#define dx4 q10
2086#define dx8 q10
2087
2088#define v_left_x d6
2089#define uvrg q4
2090#define block_span q5
2091
2092#define rg d9
2093
2094#define d64_1 d22
2095#define d64_128 d23
2096
2097#define d128_4 q12
2098#define d128_0x7 q13
2099
2100#define d64_4 d24
2101
2102#define dither_offsets q14
2103#define draw_mask q15
2104
2105#define dither_offsets_low d28
2106
2107#define rg_dx d0
2108#define test_mask q10
2109
2110
2111#define setup_blocks_shaded_untextured_dither_a_dithered() \
2112 vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low; \
2113 vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets; \
2114
2115#define setup_blocks_shaded_untextured_dither_b_dithered() \
2116 vqsub.u8 r_whole_8, r_whole_8, d64_4; \
2117 vqsub.u8 gb_whole_8, gb_whole_8, d128_4 \
2118
2119#define setup_blocks_shaded_untextured_dither_a_undithered() \
2120
2121#define setup_blocks_shaded_untextured_dither_b_undithered() \
2122
2123
2124#define setup_blocks_shaded_untextured_indirect_builder(dithering) \
2125.align 3; \
2126 \
2127function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \
e1f6de8f 2128 ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \
75e28f62
E
2129 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2130 \
e1f6de8f 2131 vld1.u32 { rg_dx }, [rg_dx_ptr, :64]; \
75e28f62
E
2132 \
2133 cmp num_spans, #0; \
2134 bxeq lr; \
2135 \
2136 stmdb sp!, { r4 - r11, r14 }; \
3f0189c6 2137 save_abi_regs(); \
75e28f62
E
2138 vshl.u32 rg_dx4, rg_dx, #2; \
2139 \
e1f6de8f 2140 ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset]; \
75e28f62
E
2141 vshl.u32 rg_dx8, rg_dx, #3; \
2142 \
2143 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2144 \
e1f6de8f 2145 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
2146 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2147 \
2148 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2149 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2150 \
2151 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
2152 vmov.u8 d64_1, #1; \
2153 \
2154 vmov.u8 d128_4, #4; \
2155 vmov.u8 d64_128, #128; \
2156 \
2157 vmov.u8 d128_0x7, #0x7; \
2158 \
2159 0: \
e1f6de8f 2160 ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \
75e28f62
E
2161 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2162 \
e1f6de8f 2163 ldrh y, [span_edge_data, #edge_data_y_offset]; \
2164 ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \
75e28f62
E
2165 \
2166 cmp span_num_blocks, #0; \
2167 beq 1f; \
2168 \
e1f6de8f 2169 ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \
75e28f62
E
2170 add num_blocks, span_num_blocks, num_blocks; \
2171 \
2172 cmp num_blocks, #MAX_BLOCKS; \
2173 bgt 2f; \
2174 \
2175 3: \
e1f6de8f 2176 ldr b, [span_b_offset]; \
75e28f62
E
2177 add fb_ptr, fb_ptr, y, lsl #11; \
2178 \
2179 vdup.u32 v_left_x, left_x; \
2180 and y, y, #0x3; \
2181 \
e1f6de8f 2182 ldr dither_row, [dither_offset_ptr, y, lsl #2]; \
75e28f62
E
2183 add fb_ptr, fb_ptr, left_x, lsl #1; \
2184 \
2185 mla b, b_dx, left_x, b; \
2186 and dither_shift, left_x, #0x03; \
2187 \
e1f6de8f 2188 vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \
75e28f62
E
2189 vshr.u32 rg_dx, rg_dx4, #2; \
2190 \
2191 mov dither_shift, dither_shift, lsl #3; \
2192 vmla.u32 rg, rg_dx, v_left_x; \
2193 \
2194 mov c_64, #64; \
2195 subs span_num_blocks, span_num_blocks, #1; \
2196 \
2197 mov dither_row, dither_row, ror dither_shift; \
2198 mov b_dx4, b_dx, lsl #2; \
2199 \
2200 vdup.u32 dither_offsets, dither_row; \
2201 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2202 \
2203 vdup.u32 b_block, b; \
2204 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2205 \
2206 mov b_dx8, b_dx, lsl #3; \
2207 vdup.u32 r_block, rg[0]; \
2208 vdup.u32 g_block, rg[1]; \
2209 \
e1f6de8f 2210 vld1.u32 { block_span }, [block_span_ptr, :128]!; \
75e28f62
E
2211 \
2212 vadd.u32 r_block, r_block, block_span; \
e1f6de8f 2213 vld1.u32 { block_span }, [block_span_ptr, :128]!; \
75e28f62
E
2214 \
2215 vadd.u32 g_block, g_block, block_span; \
e1f6de8f 2216 vld1.u32 { block_span }, [block_span_ptr, :128]; \
75e28f62
E
2217 \
2218 vadd.u32 b_block, b_block, block_span; \
2219 add block_ptr_b, block_ptr_a, #16; \
2220 \
2221 vshrn.u32 r_whole_low, r_block, #16; \
2222 vshrn.u32 g_whole_low, g_block, #16; \
2223 vshrn.u32 b_whole_low, b_block, #16; \
2224 vdup.u32 dx4, rg_dx4[0]; \
2225 \
2226 vaddhn.u32 r_whole_high, r_block, dx4; \
2227 vdup.u32 dx4, rg_dx4[1]; \
2228 \
2229 vaddhn.u32 g_whole_high, g_block, dx4; \
2230 vdup.u32 dx4, b_dx4; \
2231 \
2232 vaddhn.u32 b_whole_high, b_block, dx4; \
2233 vdup.u32 dx8, rg_dx8[0]; \
2234 \
2235 vadd.u32 r_block, r_block, dx8; \
2236 vdup.u32 dx8, rg_dx8[1]; \
2237 \
2238 vadd.u32 g_block, g_block, dx8; \
2239 vdup.u32 dx8, b_dx8; \
2240 \
2241 vadd.u32 b_block, b_block, dx8; \
2242 \
2243 vmovn.u16 r_whole_8, r_whole; \
2244 vmovn.u16 g_whole_8, g_whole; \
2245 vmovn.u16 b_whole_8, b_whole; \
2246 \
2247 beq 5f; \
2248 veor.u32 draw_mask, draw_mask, draw_mask; \
2249 \
2250 4: \
2251 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2252 vshrn.u32 r_whole_low, r_block, #16; \
2253 \
2254 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2255 vshrn.u32 g_whole_low, g_block, #16; \
2256 \
2257 vshrn.u32 b_whole_low, b_block, #16; \
e1f6de8f 2258 str fb_ptr, [block_ptr_a, #44]; \
75e28f62
E
2259 \
2260 vdup.u32 dx4, rg_dx4[0]; \
2261 vshr.u8 r_whole_8, r_whole_8, #3; \
2262 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2263 \
2264 vaddhn.u32 r_whole_high, r_block, dx4; \
2265 vdup.u32 dx4, rg_dx4[1]; \
2266 \
2267 vaddhn.u32 g_whole_high, g_block, dx4; \
2268 vdup.u32 dx4, b_dx4; \
2269 \
2270 vaddhn.u32 b_whole_high, b_block, dx4; \
2271 vdup.u32 dx8, rg_dx8[0]; \
2272 \
2273 vmull.u8 pixels, r_whole_8, d64_1; \
2274 vmlal.u8 pixels, g_whole_8, d64_4; \
2275 vmlal.u8 pixels, b_whole_8, d64_128; \
2276 \
2277 vadd.u32 r_block, r_block, dx8; \
2278 vdup.u32 dx8, rg_dx8[1]; \
2279 \
2280 vadd.u32 g_block, g_block, dx8; \
2281 vdup.u32 dx8, b_dx8; \
2282 \
2283 vadd.u32 b_block, b_block, dx8; \
2284 add fb_ptr, fb_ptr, #16; \
2285 \
2286 vmovn.u16 r_whole_8, r_whole; \
2287 vmovn.u16 g_whole_8, g_whole; \
2288 vmovn.u16 b_whole_8, b_whole; \
2289 \
e1f6de8f 2290 vst1.u32 { draw_mask }, [block_ptr_a, :128], c_64; \
2291 vst1.u32 { pixels }, [block_ptr_b, :128], c_64; \
75e28f62 2292 \
e1f6de8f 2293 pld [fb_ptr]; \
75e28f62
E
2294 \
2295 subs span_num_blocks, span_num_blocks, #1; \
2296 bne 4b; \
2297 \
2298 5: \
e1f6de8f 2299 str fb_ptr, [block_ptr_a, #44]; \
75e28f62
E
2300 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2301 \
e1f6de8f 2302 ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]; \
75e28f62
E
2303 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2304 \
2305 vshr.u8 r_whole_8, r_whole_8, #3; \
2306 vdup.u8 draw_mask, right_mask; \
2307 \
2308 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
e1f6de8f 2309 vld1.u32 { test_mask }, [psx_gpu, :128]; \
75e28f62
E
2310 \
2311 vtst.u16 draw_mask, draw_mask, test_mask; \
2312 \
2313 vmull.u8 pixels, r_whole_8, d64_1; \
2314 vmlal.u8 pixels, g_whole_8, d64_4; \
2315 vmlal.u8 pixels, b_whole_8, d64_128; \
2316 \
e1f6de8f 2317 vst1.u32 { draw_mask }, [block_ptr_a, :128], c_64; \
2318 vst1.u32 { pixels }, [block_ptr_b, :128], c_64; \
75e28f62
E
2319 \
2320 1: \
2321 add span_uvrg_offset, span_uvrg_offset, #16; \
2322 add span_b_offset, span_b_offset, #4; \
2323 \
2324 add span_edge_data, span_edge_data, #8; \
2325 subs num_spans, num_spans, #1; \
2326 \
e1f6de8f 2327 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
2328 bne 0b; \
2329 \
3f0189c6 2330 restore_abi_regs(); \
75e28f62
E
2331 ldmia sp!, { r4 - r11, pc }; \
2332 \
2333 2: \
2334 /* TODO: Load from psx_gpu instead of saving/restoring these */\
2335 vpush { rg_dx4 }; \
2336 \
4d646738 2337 stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }; \
75e28f62 2338 bl flush_render_block_buffer; \
4d646738 2339 ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }; \
75e28f62
E
2340 \
2341 vpop { rg_dx4 }; \
2342 \
2343 vmov.u8 d64_1, #1; \
2344 vmov.u8 d128_4, #4; \
2345 vmov.u8 d64_128, #128; \
2346 vmov.u8 d128_0x7, #0x7; \
2347 \
2348 vadd.u32 rg_dx8, rg_dx4, rg_dx4; \
2349 \
2350 mov num_blocks, span_num_blocks; \
2351 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2352 bal 3b \
2353
2354
2355setup_blocks_shaded_untextured_indirect_builder(undithered)
2356setup_blocks_shaded_untextured_indirect_builder(dithered)
2357
2358
2359#undef draw_mask
2360
2361#define mask_msb_ptr r14
2362
2363#define draw_mask q0
2364#define pixels_low d16
3867c6ef 2365#define pixels_high d17
75e28f62
E
2366
2367
2368
2369#define setup_blocks_shaded_untextured_direct_builder(dithering) \
2370.align 3; \
2371 \
2372function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \
e1f6de8f 2373 ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \
75e28f62
E
2374 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2375 \
e1f6de8f 2376 vld1.u32 { rg_dx }, [rg_dx_ptr, :64]; \
75e28f62
E
2377 \
2378 cmp num_spans, #0; \
2379 bxeq lr; \
2380 \
2381 stmdb sp!, { r4 - r11, r14 }; \
3f0189c6 2382 save_abi_regs(); \
75e28f62
E
2383 vshl.u32 rg_dx4, rg_dx, #2; \
2384 \
e1f6de8f 2385 ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset]; \
75e28f62
E
2386 vshl.u32 rg_dx8, rg_dx, #3; \
2387 \
2388 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2389 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2390 \
2391 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2392 vmov.u8 d64_1, #1; \
2393 \
2394 vmov.u8 d128_4, #4; \
2395 vmov.u8 d64_128, #128; \
2396 \
2397 vmov.u8 d128_0x7, #0x7; \
2398 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
e1f6de8f 2399 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
75e28f62
E
2400 \
2401 0: \
e1f6de8f 2402 ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \
75e28f62
E
2403 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2404 \
e1f6de8f 2405 ldrh y, [span_edge_data, #edge_data_y_offset]; \
2406 ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \
75e28f62
E
2407 \
2408 cmp span_num_blocks, #0; \
2409 beq 1f; \
2410 \
e1f6de8f 2411 ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \
75e28f62
E
2412 add fb_ptr, fb_ptr, y, lsl #11; \
2413 \
e1f6de8f 2414 ldr b, [span_b_offset]; \
75e28f62
E
2415 vdup.u32 v_left_x, left_x; \
2416 and y, y, #0x3; \
2417 \
e1f6de8f 2418 ldr dither_row, [dither_offset_ptr, y, lsl #2]; \
75e28f62
E
2419 add fb_ptr, fb_ptr, left_x, lsl #1; \
2420 \
2421 mla b, b_dx, left_x, b; \
2422 and dither_shift, left_x, #0x03; \
2423 \
e1f6de8f 2424 vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \
75e28f62
E
2425 vshr.u32 rg_dx, rg_dx4, #2; \
2426 \
2427 mov dither_shift, dither_shift, lsl #3; \
2428 vmla.u32 rg, rg_dx, v_left_x; \
2429 \
2430 subs span_num_blocks, span_num_blocks, #1; \
2431 \
2432 mov dither_row, dither_row, ror dither_shift; \
2433 mov b_dx4, b_dx, lsl #2; \
2434 \
2435 vdup.u32 dither_offsets, dither_row; \
2436 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2437 \
2438 vdup.u32 b_block, b; \
2439 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2440 \
2441 mov b_dx8, b_dx, lsl #3; \
2442 vdup.u32 r_block, rg[0]; \
2443 vdup.u32 g_block, rg[1]; \
2444 \
e1f6de8f 2445 vld1.u32 { block_span }, [block_span_ptr, :128]!; \
75e28f62
E
2446 \
2447 vadd.u32 r_block, r_block, block_span; \
e1f6de8f 2448 vld1.u32 { block_span }, [block_span_ptr, :128]!; \
75e28f62
E
2449 \
2450 vadd.u32 g_block, g_block, block_span; \
e1f6de8f 2451 vld1.u32 { block_span }, [block_span_ptr, :128]; \
75e28f62
E
2452 \
2453 vadd.u32 b_block, b_block, block_span; \
2454 add block_ptr_b, block_ptr_a, #16; \
2455 \
2456 vshrn.u32 r_whole_low, r_block, #16; \
2457 vshrn.u32 g_whole_low, g_block, #16; \
2458 vshrn.u32 b_whole_low, b_block, #16; \
2459 vdup.u32 dx4, rg_dx4[0]; \
2460 \
2461 vaddhn.u32 r_whole_high, r_block, dx4; \
2462 vdup.u32 dx4, rg_dx4[1]; \
2463 \
2464 vaddhn.u32 g_whole_high, g_block, dx4; \
2465 vdup.u32 dx4, b_dx4; \
2466 \
2467 vaddhn.u32 b_whole_high, b_block, dx4; \
2468 vdup.u32 dx8, rg_dx8[0]; \
2469 \
2470 vadd.u32 r_block, r_block, dx8; \
2471 vdup.u32 dx8, rg_dx8[1]; \
2472 \
2473 vadd.u32 g_block, g_block, dx8; \
2474 vdup.u32 dx8, b_dx8; \
2475 \
2476 vadd.u32 b_block, b_block, dx8; \
2477 \
2478 vmovn.u16 r_whole_8, r_whole; \
2479 vmovn.u16 g_whole_8, g_whole; \
2480 vmovn.u16 b_whole_8, b_whole; \
2481 \
2482 beq 3f; \
2483 \
2484 2: \
2485 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2486 vshrn.u32 r_whole_low, r_block, #16; \
2487 \
2488 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2489 vshrn.u32 g_whole_low, g_block, #16; \
2490 \
2491 vshrn.u32 b_whole_low, b_block, #16; \
2492 \
2493 vdup.u32 dx4, rg_dx4[0]; \
2494 vshr.u8 r_whole_8, r_whole_8, #3; \
2495 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2496 \
2497 vaddhn.u32 r_whole_high, r_block, dx4; \
2498 vdup.u32 dx4, rg_dx4[1]; \
2499 \
2500 vmov pixels, msb_mask; \
2501 vaddhn.u32 g_whole_high, g_block, dx4; \
2502 vdup.u32 dx4, b_dx4; \
2503 \
2504 vaddhn.u32 b_whole_high, b_block, dx4; \
2505 vdup.u32 dx8, rg_dx8[0]; \
2506 \
2507 vmlal.u8 pixels, r_whole_8, d64_1; \
2508 vmlal.u8 pixels, g_whole_8, d64_4; \
2509 vmlal.u8 pixels, b_whole_8, d64_128; \
2510 \
2511 vadd.u32 r_block, r_block, dx8; \
2512 vdup.u32 dx8, rg_dx8[1]; \
2513 \
2514 vadd.u32 g_block, g_block, dx8; \
2515 vdup.u32 dx8, b_dx8; \
2516 \
2517 vadd.u32 b_block, b_block, dx8; \
2518 \
2519 vmovn.u16 r_whole_8, r_whole; \
2520 vmovn.u16 g_whole_8, g_whole; \
2521 vmovn.u16 b_whole_8, b_whole; \
2522 \
e1f6de8f 2523 vst1.u32 { pixels }, [fb_ptr]!; \
75e28f62
E
2524 subs span_num_blocks, span_num_blocks, #1; \
2525 bne 2b; \
2526 \
2527 3: \
2528 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2529 \
e1f6de8f 2530 ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]; \
75e28f62
E
2531 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2532 \
2533 vshr.u8 r_whole_8, r_whole_8, #3; \
3867c6ef 2534 rbit right_mask, right_mask; \
75e28f62
E
2535 vmov pixels, msb_mask; \
2536 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
3867c6ef 2537 clz right_mask, right_mask; \
75e28f62
E
2538 \
2539 vmlal.u8 pixels, r_whole_8, d64_1; \
2540 vmlal.u8 pixels, g_whole_8, d64_4; \
2541 vmlal.u8 pixels, b_whole_8, d64_128; \
2542 \
8184d7c5 2543 JT_OP_REL(100f, right_mask, temp); \
e1f6de8f 2544 JT_OP(ldr pc, [pc, right_mask, lsl #2]); \
3867c6ef 2545 nop; \
8184d7c5 2546 100: \
3867c6ef 2547 nop; \
8184d7c5 2548 .word JTE(100b, 4f); \
2549 .word JTE(100b, 5f); \
2550 .word JTE(100b, 6f); \
2551 .word JTE(100b, 7f); \
2552 .word JTE(100b, 8f); \
2553 .word JTE(100b, 9f); \
2554 .word JTE(100b, 10f); \
2555 .word JTE(100b, 11f); \
3867c6ef 2556 \
75e28f62 2557 4: \
e1f6de8f 2558 vst1.u16 { pixels_low[0] }, [fb_ptr]; \
3867c6ef
E
2559 bal 1f; \
2560 \
2561 5: \
e1f6de8f 2562 vst1.u32 { pixels_low[0] }, [fb_ptr]; \
3867c6ef
E
2563 bal 1f; \
2564 \
2565 6: \
e1f6de8f 2566 vst1.u32 { pixels_low[0] }, [fb_ptr]!; \
2567 vst1.u16 { pixels_low[2] }, [fb_ptr]; \
3867c6ef
E
2568 bal 1f; \
2569 \
2570 7: \
e1f6de8f 2571 vst1.u32 { pixels_low }, [fb_ptr]; \
3867c6ef
E
2572 bal 1f; \
2573 \
2574 8: \
e1f6de8f 2575 vst1.u32 { pixels_low }, [fb_ptr]!; \
2576 vst1.u16 { pixels_high[0] }, [fb_ptr]; \
3867c6ef
E
2577 bal 1f; \
2578 \
2579 9: \
e1f6de8f 2580 vst1.u32 { pixels_low }, [fb_ptr]!; \
2581 vst1.u32 { pixels_high[0] }, [fb_ptr]!; \
3867c6ef
E
2582 bal 1f; \
2583 \
2584 10: \
e1f6de8f 2585 vst1.u32 { pixels_low }, [fb_ptr]!; \
2586 vst1.u32 { pixels_high[0] }, [fb_ptr]!; \
2587 vst1.u16 { pixels_high[2] }, [fb_ptr]; \
3867c6ef
E
2588 bal 1f; \
2589 \
2590 11: \
e1f6de8f 2591 vst1.u32 { pixels }, [fb_ptr]; \
3867c6ef 2592 bal 1f; \
75e28f62
E
2593 \
2594 1: \
2595 add span_uvrg_offset, span_uvrg_offset, #16; \
2596 add span_b_offset, span_b_offset, #4; \
2597 \
2598 add span_edge_data, span_edge_data, #8; \
2599 subs num_spans, num_spans, #1; \
2600 \
2601 bne 0b; \
2602 \
3f0189c6 2603 restore_abi_regs(); \
75e28f62
E
2604 ldmia sp!, { r4 - r11, pc } \
2605
2606setup_blocks_shaded_untextured_direct_builder(undithered)
2607setup_blocks_shaded_untextured_direct_builder(dithered)
2608
2609
2610#undef psx_gpu
2611#undef num_blocks
2612#undef triangle
2613#undef c_64
2614
2615#define psx_gpu r0
2616#define block_ptr r1
2617#define num_blocks r2
2618#define uv_01 r3
2619#define uv_23 r4
2620#define uv_45 r5
2621#define uv_67 r6
2622#define uv_0 r7
2623#define uv_1 r3
2624#define uv_2 r8
2625#define uv_3 r4
2626#define uv_4 r9
2627#define uv_5 r5
2628#define uv_6 r10
2629#define uv_7 r6
2630#define texture_ptr r11
2631
2632#define pixel_0 r7
2633#define pixel_1 r3
2634#define pixel_2 r8
2635#define pixel_3 r4
2636#define pixel_4 r9
2637#define pixel_5 r5
2638#define pixel_6 r10
2639#define pixel_7 r6
2640
2641#define pixels_a r7
2642#define pixels_b r9
2643#define pixels_c r8
2644#define pixels_d r10
2645
2646#define c_64 r0
2647
2648#define clut_ptr r12
2649#define current_texture_mask r5
2650#define dirty_textures_mask r6
2651
2652#define texels d0
2653
2654#define clut_low_a d2
2655#define clut_low_b d3
2656#define clut_high_a d4
2657#define clut_high_b d5
2658
2659#define clut_a q1
2660#define clut_b q2
2661
2662#define texels_low d6
2663#define texels_high d7
2664
2665.align 3
2666
2667function(texture_blocks_untextured)
2668 bx lr
2669
2670
2671.align 3
2672
2673function(texture_blocks_4bpp)
2674 stmdb sp!, { r3 - r11, r14 }
2675 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2676
e1f6de8f 2677 ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
2678 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
75e28f62 2679
e1f6de8f 2680 ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]
2681 vld1.u32 { clut_a, clut_b }, [clut_ptr, :128]
75e28f62 2682
e1f6de8f 2683 ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]
75e28f62
E
2684 vuzp.u8 clut_a, clut_b
2685
e1f6de8f 2686 ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]
75e28f62
E
2687 tst dirty_textures_mask, current_texture_mask
2688
2689 bne 1f
2690 mov c_64, #64
2691
26920:
2693 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2694
2695 uxtah uv_0, texture_ptr, uv_01
2696 uxtah uv_1, texture_ptr, uv_01, ror #16
2697
2698 uxtah uv_2, texture_ptr, uv_23
2699 uxtah uv_3, texture_ptr, uv_23, ror #16
2700
2701 uxtah uv_4, texture_ptr, uv_45
e1f6de8f 2702 ldrb pixel_0, [uv_0]
75e28f62
E
2703
2704 uxtah uv_5, texture_ptr, uv_45, ror #16
e1f6de8f 2705 ldrb pixel_1, [uv_1]
75e28f62
E
2706
2707 uxtah uv_6, texture_ptr, uv_67
e1f6de8f 2708 ldrb pixel_2, [uv_2]
75e28f62
E
2709
2710 uxtah uv_7, texture_ptr, uv_67, ror #16
e1f6de8f 2711 ldrb pixel_3, [uv_3]
75e28f62 2712
e1f6de8f 2713 ldrb pixel_4, [uv_4]
75e28f62
E
2714 subs num_blocks, num_blocks, #1
2715
e1f6de8f 2716 ldrb pixel_5, [uv_5]
75e28f62
E
2717 orr pixels_a, pixel_0, pixel_1, lsl #8
2718
e1f6de8f 2719 ldrb pixel_6, [uv_6]
75e28f62
E
2720 orr pixels_b, pixel_4, pixel_5, lsl #8
2721
e1f6de8f 2722 ldrb pixel_7, [uv_7]
75e28f62
E
2723 orr pixels_a, pixels_a, pixel_2, lsl #16
2724
2725 orr pixels_b, pixels_b, pixel_6, lsl #16
2726 orr pixels_a, pixels_a, pixel_3, lsl #24
2727
2728 orr pixels_b, pixels_b, pixel_7, lsl #24
ed0fd81d 2729 vmov texels, pixels_a, pixels_b
75e28f62
E
2730
2731 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
2732 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
2733
e1f6de8f 2734 vst2.u8 { texels_low, texels_high }, [block_ptr, :128], c_64
75e28f62
E
2735 bne 0b
2736
2737 ldmia sp!, { r3 - r11, pc }
2738
27391:
2740 stmdb sp!, { r1 - r2 }
2741 bl update_texture_4bpp_cache
2742
2743 mov c_64, #64
2744 ldmia sp!, { r1 - r2 }
2745 bal 0b
2746
2747
2748.align 3
2749
2750function(texture_blocks_8bpp)
2751 stmdb sp!, { r3 - r11, r14 }
2752 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2753
e1f6de8f 2754 ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
2755 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
75e28f62 2756
e1f6de8f 2757 ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]
2758 ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]
75e28f62 2759
e1f6de8f 2760 ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset]
75e28f62
E
2761 tst dirty_textures_mask, current_texture_mask
2762
2763 bne 1f
2764 nop
2765
27660:
2767 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2768
2769 uxtah uv_0, texture_ptr, uv_01
2770 uxtah uv_1, texture_ptr, uv_01, ror #16
2771
2772 uxtah uv_2, texture_ptr, uv_23
2773 uxtah uv_3, texture_ptr, uv_23, ror #16
2774
2775 uxtah uv_4, texture_ptr, uv_45
e1f6de8f 2776 ldrb pixel_0, [uv_0]
75e28f62
E
2777
2778 uxtah uv_5, texture_ptr, uv_45, ror #16
e1f6de8f 2779 ldrb pixel_1, [uv_1]
75e28f62
E
2780
2781 uxtah uv_6, texture_ptr, uv_67
e1f6de8f 2782 ldrb pixel_2, [uv_2]
75e28f62
E
2783
2784 uxtah uv_7, texture_ptr, uv_67, ror #16
e1f6de8f 2785 ldrb pixel_3, [uv_3]
75e28f62 2786
e1f6de8f 2787 ldrb pixel_4, [uv_4]
75e28f62
E
2788 add pixel_0, pixel_0, pixel_0
2789
e1f6de8f 2790 ldrb pixel_5, [uv_5]
75e28f62
E
2791 add pixel_1, pixel_1, pixel_1
2792
e1f6de8f 2793 ldrb pixel_6, [uv_6]
75e28f62
E
2794 add pixel_2, pixel_2, pixel_2
2795
e1f6de8f 2796 ldrb pixel_7, [uv_7]
75e28f62
E
2797 add pixel_3, pixel_3, pixel_3
2798
e1f6de8f 2799 ldrh pixel_0, [clut_ptr, pixel_0]
75e28f62
E
2800 add pixel_4, pixel_4, pixel_4
2801
e1f6de8f 2802 ldrh pixel_1, [clut_ptr, pixel_1]
75e28f62
E
2803 add pixel_5, pixel_5, pixel_5
2804
e1f6de8f 2805 ldrh pixel_2, [clut_ptr, pixel_2]
75e28f62
E
2806 add pixel_6, pixel_6, pixel_6
2807
e1f6de8f 2808 ldrh pixel_3, [clut_ptr, pixel_3]
75e28f62
E
2809 add pixel_7, pixel_7, pixel_7
2810
e1f6de8f 2811 ldrh pixel_4, [clut_ptr, pixel_4]
75e28f62
E
2812 orr pixels_a, pixel_0, pixel_1, lsl #16
2813
e1f6de8f 2814 ldrh pixel_5, [clut_ptr, pixel_5]
75e28f62
E
2815 orr pixels_c, pixel_2, pixel_3, lsl #16
2816
e1f6de8f 2817 ldrh pixel_6, [clut_ptr, pixel_6]
75e28f62
E
2818 subs num_blocks, num_blocks, #1
2819
e1f6de8f 2820 ldrh pixel_7, [clut_ptr, pixel_7]
75e28f62
E
2821 orr pixels_b, pixel_4, pixel_5, lsl #16
2822
2823 orr pixels_d, pixel_6, pixel_7, lsl #16
2824 stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d }
2825
2826 add block_ptr, block_ptr, #64
2827 bne 0b
2828
2829 ldmia sp!, { r3 - r11, pc }
2830
28311:
4d646738 2832 stmdb sp!, { r1 - r2, EXTRA_UNSAVED_REGS r12 }
75e28f62
E
2833
2834 bl update_texture_8bpp_cache
2835
4d646738 2836 ldmia sp!, { r1 - r2, EXTRA_UNSAVED_REGS r12 }
75e28f62
E
2837 bal 0b
2838
2839
2840#undef uv_0
2841#undef uv_1
2842#undef uv_2
2843#undef uv_3
2844#undef uv_4
2845#undef uv_5
2846#undef uv_6
2847#undef uv_7
2848
2849#undef pixel_0
2850#undef pixel_1
2851#undef pixel_2
2852#undef pixel_3
2853#undef pixel_4
2854#undef pixel_5
2855#undef pixel_6
2856#undef pixel_7
2857
2858#undef texture_ptr
2859
2860#undef pixels_a
2861#undef pixels_b
2862#undef pixels_c
2863#undef pixels_d
2864
2865#define psx_gpu r0
2866#define block_ptr r1
2867#define num_blocks r2
2868
2869#define uv_0 r3
2870#define uv_1 r4
2871#define u_0 r3
2872#define u_1 r4
2873#define v_0 r5
2874#define v_1 r6
2875
2876#define uv_2 r5
2877#define uv_3 r6
2878#define u_2 r5
2879#define u_3 r6
2880#define v_2 r7
2881#define v_3 r8
2882
2883#define uv_4 r7
2884#define uv_5 r8
2885#define u_4 r7
2886#define u_5 r8
2887#define v_4 r9
2888#define v_5 r10
2889
2890#define uv_6 r9
2891#define uv_7 r10
2892#define u_6 r9
2893#define u_7 r10
2894#define v_6 r11
2895#define v_7 r0
2896
2897#define pixel_0 r3
2898#define pixel_1 r4
2899#define pixel_2 r5
2900#define pixel_3 r6
2901#define pixel_4 r7
2902#define pixel_5 r8
2903#define pixel_6 r9
2904#define pixel_7 r10
2905
2906#define pixels_a r3
2907#define pixels_b r5
2908#define pixels_c r7
2909#define pixels_d r9
2910
2911#define texture_ptr r12
2912
2913
2914.align 3
2915
2916function(texture_blocks_16bpp)
2917 stmdb sp!, { r3 - r11, r14 }
2918 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2919
e1f6de8f 2920 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
2921 ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
75e28f62
E
2922
29230:
e1f6de8f 2924 ldrh uv_0, [block_ptr]
75e28f62
E
2925 subs num_blocks, num_blocks, #1
2926
e1f6de8f 2927 ldrh uv_1, [block_ptr, #2]
75e28f62
E
2928
2929 and v_0, uv_0, #0xFF00
2930 and v_1, uv_1, #0xFF00
2931
2932 and u_0, uv_0, #0xFF
2933 and u_1, uv_1, #0xFF
2934
2935 add uv_0, u_0, v_0, lsl #2
e1f6de8f 2936 ldrh uv_2, [block_ptr, #4]
75e28f62
E
2937
2938 add uv_1, u_1, v_1, lsl #2
e1f6de8f 2939 ldrh uv_3, [block_ptr, #6]
75e28f62
E
2940
2941 add uv_0, uv_0, uv_0
2942 add uv_1, uv_1, uv_1
2943
2944 and v_2, uv_2, #0xFF00
2945 and v_3, uv_3, #0xFF00
2946
2947 and u_2, uv_2, #0xFF
2948 and u_3, uv_3, #0xFF
2949
2950 add uv_2, u_2, v_2, lsl #2
e1f6de8f 2951 ldrh uv_4, [block_ptr, #8]
75e28f62
E
2952
2953 add uv_3, u_3, v_3, lsl #2
e1f6de8f 2954 ldrh uv_5, [block_ptr, #10]
75e28f62
E
2955
2956 add uv_2, uv_2, uv_2
2957 add uv_3, uv_3, uv_3
2958
2959 and v_4, uv_4, #0xFF00
2960 and v_5, uv_5, #0xFF00
2961
2962 and u_4, uv_4, #0xFF
2963 and u_5, uv_5, #0xFF
2964
2965 add uv_4, u_4, v_4, lsl #2
e1f6de8f 2966 ldrh uv_6, [block_ptr, #12]
75e28f62
E
2967
2968 add uv_5, u_5, v_5, lsl #2
e1f6de8f 2969 ldrh uv_7, [block_ptr, #14]
75e28f62
E
2970
2971 add uv_4, uv_4, uv_4
e1f6de8f 2972 ldrh pixel_0, [texture_ptr, uv_0]
75e28f62
E
2973
2974 add uv_5, uv_5, uv_5
e1f6de8f 2975 ldrh pixel_1, [texture_ptr, uv_1]
75e28f62
E
2976
2977 and v_6, uv_6, #0xFF00
e1f6de8f 2978 ldrh pixel_2, [texture_ptr, uv_2]
75e28f62
E
2979
2980 and v_7, uv_7, #0xFF00
e1f6de8f 2981 ldrh pixel_3, [texture_ptr, uv_3]
75e28f62
E
2982
2983 and u_6, uv_6, #0xFF
e1f6de8f 2984 ldrh pixel_4, [texture_ptr, uv_4]
75e28f62
E
2985
2986 and u_7, uv_7, #0xFF
e1f6de8f 2987 ldrh pixel_5, [texture_ptr, uv_5]
75e28f62
E
2988
2989 add uv_6, u_6, v_6, lsl #2
2990 add uv_7, u_7, v_7, lsl #2
2991
2992 add uv_6, uv_6, uv_6
2993 add uv_7, uv_7, uv_7
2994
2995 orr pixels_a, pixel_0, pixel_1, lsl #16
2996 orr pixels_b, pixel_2, pixel_3, lsl #16
2997
e1f6de8f 2998 ldrh pixel_6, [texture_ptr, uv_6]
75e28f62
E
2999 orr pixels_c, pixel_4, pixel_5, lsl #16
3000
e1f6de8f 3001 ldrh pixel_7, [texture_ptr, uv_7]
75e28f62
E
3002 orr pixels_d, pixel_6, pixel_7, lsl #16
3003
3004 stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d }
3005 add block_ptr, block_ptr, #64
3006
3007 bne 0b
3008
3009 ldmia sp!, { r3 - r11, pc }
3010
3011
3012#undef num_blocks
3013
3014#undef test_mask
3015#undef texels
3016#undef pixels_b
3017#undef pixels
3018#undef d64_1
3019#undef d64_4
3020#undef d64_128
3021#undef draw_mask
3022#undef msb_mask
3023#undef msb_mask_low
3024#undef msb_mask_high
3025#undef fb_pixels
3026
3027#undef c_32
3028#undef fb_ptr
3029#undef mask_msb_ptr
3030
3031#define psx_gpu r0
3032#define num_blocks r1
3033#define color_ptr r2
3867c6ef
E
3034#define colors_scalar r2
3035#define colors_scalar_compare r3
75e28f62
E
3036#define mask_msb_ptr r2
3037
3038#define block_ptr_load_a r0
3039#define block_ptr_store r3
3040#define block_ptr_load_b r12
3041#define c_32 r2
3042
3043#define c_48 r4
3044#define fb_ptr r14
3045#define draw_mask_bits_scalar r5
3046
3047#define d128_0x07 q0
3048#define d128_0x1F q1
3049#define d128_0x8000 q2
3050#define test_mask q3
3051#define texels q4
3052#define colors_rg q5
3053#define colors_b_dm_bits q6
3054#define texels_rg q7
3055#define pixels_r q8
3056#define pixels_g q9
3057#define pixels_b q10
3058#define pixels q11
3059#define zero_mask q4
3060#define draw_mask q12
3061#define msb_mask q13
3062
3063#define fb_pixels q8
3064
3065#define pixels_gb_low q9
3066
3067#define colors_r d10
3068#define colors_g d11
3069#define colors_b d12
3070#define draw_mask_bits d13
3071#define texels_r d14
3072#define texels_g d15
3073#define pixels_r_low d16
3074#define pixels_g_low d18
3075#define pixels_b_low d19
3076#define msb_mask_low d26
3077#define msb_mask_high d27
3078
3079#define d64_1 d28
3080#define d64_4 d29
3081#define d64_128 d30
3082#define texels_b d31
3083
3084#define shade_blocks_textured_modulated_prologue_indirect() \
3085 mov c_48, #48; \
3086 add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset \
3087
3088#define shade_blocks_textured_modulated_prologue_direct() \
3089 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
e1f6de8f 3090 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16] \
75e28f62 3091
75e28f62 3092
3867c6ef
E
3093#define shade_blocks_textured_modulated_prologue_shaded(dithering, target) \
3094
3095#define shade_blocks_textured_false_modulation_check_undithered(target) \
e1f6de8f 3096 ldr colors_scalar, [psx_gpu, #psx_gpu_triangle_color_offset]; \
3867c6ef
E
3097 movw colors_scalar_compare, #0x8080; \
3098 \
3099 movt colors_scalar_compare, #0x80; \
3100 cmp colors_scalar, colors_scalar_compare; \
3101 beq shade_blocks_textured_unmodulated_##target \
3102
3103#define shade_blocks_textured_false_modulation_check_dithered(target) \
3104
3105#define shade_blocks_textured_modulated_prologue_unshaded(dithering, target) \
3106 shade_blocks_textured_false_modulation_check_##dithering(target); \
75e28f62 3107 add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset; \
e1f6de8f 3108 vld1.u32 { colors_r[] }, [color_ptr, :32]; \
75e28f62
E
3109 vdup.u8 colors_g, colors_r[1]; \
3110 vdup.u8 colors_b, colors_r[2]; \
3111 vdup.u8 colors_r, colors_r[0] \
3112
3113
3114#define shade_blocks_textured_modulated_load_dithered(target) \
e1f6de8f 3115 vld1.u32 { target }, [block_ptr_load_b, :128] \
75e28f62
E
3116
3117#define shade_blocks_textured_modulated_load_last_dithered(target) \
e1f6de8f 3118 vld1.u32 { target }, [block_ptr_load_b, :128], c_32 \
75e28f62
E
3119
3120#define shade_blocks_textured_modulated_load_undithered(target) \
3121
3122#define shade_blocks_textured_modulated_load_last_undithered(target) \
3123 add block_ptr_load_b, block_ptr_load_b, #32 \
3124
3125#define shade_blocks_textured_modulate_dithered(channel) \
3126 vmlal.u8 pixels_##channel, texels_##channel, colors_##channel \
3127
3128#define shade_blocks_textured_modulate_undithered(channel) \
3129 vmull.u8 pixels_##channel, texels_##channel, colors_##channel \
3130
3131
3132#define shade_blocks_textured_modulated_store_draw_mask_indirect(offset) \
e1f6de8f 3133 vst1.u32 { draw_mask }, [block_ptr_store, :128]! \
75e28f62
E
3134
3135#define shade_blocks_textured_modulated_store_draw_mask_direct(offset) \
e1f6de8f 3136 ldr fb_ptr, [block_ptr_load_b, #(offset - 64)]; \
3137 vld1.u32 { fb_pixels }, [fb_ptr]; \
75e28f62
E
3138 vbit.u16 pixels, fb_pixels, draw_mask \
3139
3140#define shade_blocks_textured_modulated_store_pixels_indirect() \
e1f6de8f 3141 vst1.u32 { pixels }, [block_ptr_store, :128], c_48 \
75e28f62
E
3142
3143#define shade_blocks_textured_modulated_store_pixels_direct() \
e1f6de8f 3144 vst1.u32 { pixels }, [fb_ptr] \
75e28f62
E
3145
3146
3147#define shade_blocks_textured_modulated_load_rg_shaded() \
e1f6de8f 3148 vld1.u32 { colors_r, colors_g }, [block_ptr_load_b, :128], c_32 \
75e28f62
E
3149
3150#define shade_blocks_textured_modulated_load_rg_unshaded() \
3151 add block_ptr_load_b, block_ptr_load_b, #32 \
3152
3153#define shade_blocks_textured_modulated_load_bdm_shaded() \
e1f6de8f 3154 vld1.u32 { colors_b, draw_mask_bits }, [block_ptr_load_a, :128], c_32 \
75e28f62
E
3155
3156#define shade_blocks_textured_modulated_load_bdm_unshaded() \
e1f6de8f 3157 ldr draw_mask_bits_scalar, [block_ptr_load_a, #8]; \
75e28f62
E
3158 add block_ptr_load_a, block_ptr_load_a, #32 \
3159
3160#define shade_blocks_textured_modulated_expand_draw_mask_shaded() \
3161 vdup.u16 draw_mask, draw_mask_bits[0] \
3162
3163#define shade_blocks_textured_modulated_expand_draw_mask_unshaded() \
3164 vdup.u16 draw_mask, draw_mask_bits_scalar \
3165
3166
3167#define shade_blocks_textured_modulated_apply_msb_mask_indirect() \
3168
3169#define shade_blocks_textured_modulated_apply_msb_mask_direct() \
3170 vorr.u16 pixels, pixels, msb_mask \
3171
3172
3173#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
3174.align 3; \
3175 \
3176function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \
fab27ba2 3177 save_abi_regs(); \
3867c6ef 3178 shade_blocks_textured_modulated_prologue_##shading(dithering, target); \
75e28f62 3179 stmdb sp!, { r4 - r5, lr }; \
e1f6de8f 3180 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62 3181 \
e1f6de8f 3182 vld1.u32 { test_mask }, [psx_gpu, :128]; \
75e28f62
E
3183 \
3184 shade_blocks_textured_modulated_prologue_##target(); \
75e28f62
E
3185 \
3186 add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset; \
3187 mov c_32, #32; \
3188 \
3189 add block_ptr_load_b, block_ptr_load_a, #16; \
3190 vmov.u8 d64_1, #1; \
3191 vmov.u8 d64_4, #4; \
3192 vmov.u8 d64_128, #128; \
3193 \
e1f6de8f 3194 vld1.u32 { texels }, [block_ptr_load_a, :128], c_32; \
75e28f62
E
3195 vmov.u8 d128_0x07, #0x07; \
3196 \
3197 shade_blocks_textured_modulated_load_rg_##shading(); \
3198 vmov.u8 d128_0x1F, #0x1F; \
3199 \
3200 shade_blocks_textured_modulated_load_bdm_##shading(); \
3201 vmov.u16 d128_0x8000, #0x8000; \
3202 \
3203 vmovn.u16 texels_r, texels; \
3204 vshrn.u16 texels_g, texels, #5; \
3205 \
3206 vshrn.u16 texels_b, texels, #7; \
3207 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3208 \
3209 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3210 vtst.u16 draw_mask, draw_mask, test_mask; \
3211 \
3212 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3213 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3214 \
3215 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3216 vshr.u8 texels_b, texels_b, #3; \
3217 \
3218 shade_blocks_textured_modulate_##dithering(r); \
3219 shade_blocks_textured_modulate_##dithering(g); \
3220 shade_blocks_textured_modulate_##dithering(b); \
3221 \
3222 vand.u16 pixels, texels, d128_0x8000; \
3223 vceq.u16 zero_mask, texels, #0; \
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 subs num_blocks, num_blocks, #1; \
3235 beq 1f; \
3236 \
3237 .align 3; \
3238 \
3239 0: \
e1f6de8f 3240 vld1.u32 { texels }, [block_ptr_load_a, :128], c_32; \
75e28f62
E
3241 shade_blocks_textured_modulated_load_rg_##shading(); \
3242 vshrn.u16 texels_g, texels, #5; \
3243 \
3244 shade_blocks_textured_modulated_load_bdm_##shading(); \
3245 vshrn.u16 texels_b, texels, #7; \
3246 \
e1f6de8f 3247 pld [block_ptr_load_a]; \
75e28f62
E
3248 vmovn.u16 texels_r, texels; \
3249 vmlal.u8 pixels, pixels_r_low, d64_1; \
3250 \
3251 vmlal.u8 pixels, pixels_g_low, d64_4; \
3252 vmlal.u8 pixels, pixels_b_low, d64_128; \
3253 shade_blocks_textured_modulated_store_draw_mask_##target(-4); \
3254 \
3255 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3256 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3257 \
3258 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3259 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3260 \
3261 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3262 vtst.u16 draw_mask, draw_mask, test_mask; \
3263 \
3264 shade_blocks_textured_modulated_store_pixels_##target(); \
3265 vshr.u8 texels_b, texels_b, #3; \
3266 \
3267 shade_blocks_textured_modulate_##dithering(r); \
3268 shade_blocks_textured_modulate_##dithering(g); \
3269 shade_blocks_textured_modulate_##dithering(b); \
3270 \
3271 vand.u16 pixels, texels, d128_0x8000; \
3272 vceq.u16 zero_mask, texels, #0; \
3273 \
3274 subs num_blocks, num_blocks, #1; \
3275 \
3276 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3277 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3278 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3279 \
3280 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3281 vorr.u16 draw_mask, draw_mask, zero_mask; \
3282 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3283 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3284 \
3285 bne 0b; \
3286 \
3287 1: \
3288 vmlal.u8 pixels, pixels_r_low, d64_1; \
3289 vmlal.u8 pixels, pixels_g_low, d64_4; \
3290 vmlal.u8 pixels, pixels_b_low, d64_128; \
3291 \
3292 shade_blocks_textured_modulated_store_draw_mask_##target(28); \
3293 shade_blocks_textured_modulated_store_pixels_##target(); \
3294 \
fab27ba2 3295 ldmia sp!, { r4 - r5, lr }; \
3f0189c6 3296 restore_abi_regs(); \
fab27ba2 3297 bx lr \
75e28f62
E
3298
3299
3300shade_blocks_textured_modulated_builder(shaded, dithered, direct);
3301shade_blocks_textured_modulated_builder(shaded, undithered, direct);
3302shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
3303shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
3304
3305shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
3306shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
3307shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
3308shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
3309
3310
3311#undef c_64
3312#undef fb_ptr
3313#undef color_ptr
3314
3315#undef color_r
3316#undef color_g
3317#undef color_b
3318
3319#undef test_mask
3320#undef pixels
3321#undef draw_mask
3322#undef zero_mask
3323#undef fb_pixels
3324#undef msb_mask
3325#undef msb_mask_low
3326#undef msb_mask_high
3327
3328#define psx_gpu r0
3329#define num_blocks r1
3330#define mask_msb_ptr r2
3331#define color_ptr r3
3332
3333#define block_ptr_load r0
3334#define draw_mask_store_ptr r3
3335#define draw_mask_bits_ptr r12
3336#define draw_mask_ptr r12
3337#define pixel_store_ptr r14
3338
3339#define fb_ptr_cmp r4
3340
3341#define fb_ptr r3
3342#define fb_ptr_next r14
3343
3344#define c_64 r2
3345
3346#define test_mask q0
3347#define pixels q1
3348#define draw_mask q2
3349#define zero_mask q3
3350#define draw_mask_combined q4
3351#define fb_pixels q5
3352#define fb_pixels_next q6
3353#define msb_mask q7
3354
3355#define draw_mask_low d4
3356#define draw_mask_high d5
3357#define msb_mask_low d14
3358#define msb_mask_high d15
3359
3360.align 3
3361function(shade_blocks_textured_unmodulated_indirect)
3f0189c6 3362 stmdb sp!, { r4, r14 }
3363 save_abi_regs()
75e28f62
E
3364 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3365
e1f6de8f 3366 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
75e28f62
E
3367 add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3368
e1f6de8f 3369 vld1.u32 { test_mask }, [psx_gpu, :128]
75e28f62
E
3370 add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset
3371
3372 mov c_64, #64
3373 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3374
e1f6de8f 3375 vld1.u32 { pixels }, [block_ptr_load, :128], c_64
75e28f62 3376 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
e1f6de8f 3377 [draw_mask_bits_ptr, :16], c_64
75e28f62
E
3378 vceq.u16 zero_mask, pixels, #0
3379
3380 vtst.u16 draw_mask, draw_mask, test_mask
e1f6de8f 3381 vst1.u32 { pixels }, [pixel_store_ptr, :128], c_64
75e28f62
E
3382
3383 subs num_blocks, num_blocks, #1
3384 beq 1f
3385
3386 0:
e1f6de8f 3387 vld1.u32 { pixels }, [block_ptr_load, :128], c_64
75e28f62
E
3388 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3389
3390 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
e1f6de8f 3391 [draw_mask_bits_ptr, :16], c_64
75e28f62
E
3392 vceq.u16 zero_mask, pixels, #0
3393
3394 vtst.u16 draw_mask, draw_mask, test_mask
e1f6de8f 3395 vst1.u32 { pixels }, [pixel_store_ptr, :128], c_64
75e28f62 3396
e1f6de8f 3397 vst1.u32 { draw_mask_combined }, [draw_mask_store_ptr, :128], c_64
75e28f62
E
3398 subs num_blocks, num_blocks, #1
3399
3400 bne 0b
3401
3402 1:
3403 vorr.u16 draw_mask_combined, draw_mask, zero_mask
e1f6de8f 3404 vst1.u32 { draw_mask_combined }, [draw_mask_store_ptr, :128], c_64
75e28f62 3405
3f0189c6 3406 restore_abi_regs()
3407 ldmia sp!, { r4, pc }
75e28f62
E
3408
3409
3410.align 3
3411
3412function(shade_blocks_textured_unmodulated_direct)
3413 stmdb sp!, { r4, r14 }
3f0189c6 3414 save_abi_regs()
75e28f62
E
3415 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3416
e1f6de8f 3417 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
75e28f62
E
3418 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3419
e1f6de8f 3420 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]
75e28f62
E
3421 mov c_64, #64
3422
e1f6de8f 3423 vld1.u32 { test_mask }, [psx_gpu, :128]
75e28f62
E
3424 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3425
3426 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
e1f6de8f 3427 [draw_mask_bits_ptr, :16], c_64
3428 ldr fb_ptr_next, [block_ptr_load, #44]
75e28f62 3429
e1f6de8f 3430 vld1.u32 { pixels }, [block_ptr_load, :128], c_64
3431 vld1.u16 { fb_pixels_next }, [fb_ptr_next]
75e28f62
E
3432 vceq.u16 zero_mask, pixels, #0
3433 vtst.u16 draw_mask, draw_mask, test_mask
3434
3435 subs num_blocks, num_blocks, #1
3436 beq 1f
3437
3438 0:
3439 mov fb_ptr, fb_ptr_next
e1f6de8f 3440 ldr fb_ptr_next, [block_ptr_load, #44]
75e28f62
E
3441
3442 vorr.u16 pixels, pixels, msb_mask
3443
3444 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3445 vmov fb_pixels, fb_pixels_next
3446
3447 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
e1f6de8f 3448 [draw_mask_bits_ptr, :16], c_64
75e28f62
E
3449 vbif.u16 fb_pixels, pixels, draw_mask_combined
3450
75e28f62 3451 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
e1f6de8f 3452 pld [fb_ptr_next, #64]
8438c3c7 3453
75e28f62 3454 add fb_ptr_cmp, fb_ptr_cmp, #14
e1f6de8f 3455 vld1.u32 { pixels }, [block_ptr_load, :128], c_64
8438c3c7 3456
75e28f62
E
3457 cmp fb_ptr_cmp, #28
3458 bls 4f
3459
e1f6de8f 3460 vld1.u16 { fb_pixels_next }, [fb_ptr_next]
75e28f62
E
3461 vceq.u16 zero_mask, pixels, #0
3462
e1f6de8f 3463 vst1.u16 { fb_pixels }, [fb_ptr]
75e28f62
E
3464 vtst.u16 draw_mask, draw_mask, test_mask
3465
3466 3:
3467 subs num_blocks, num_blocks, #1
3468 bne 0b
3469
3470 1:
3471 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3472 vbif.u16 fb_pixels_next, pixels, draw_mask_combined
3473
e1f6de8f 3474 vst1.u16 { fb_pixels_next }, [fb_ptr_next]
75e28f62 3475
3f0189c6 3476 restore_abi_regs()
75e28f62
E
3477 ldmia sp!, { r4, pc }
3478
3479 4:
e1f6de8f 3480 vst1.u16 { fb_pixels }, [fb_ptr]
75e28f62
E
3481 vceq.u16 zero_mask, pixels, #0
3482
e1f6de8f 3483 vld1.u16 { fb_pixels_next }, [fb_ptr_next]
75e28f62
E
3484 vtst.u16 draw_mask, draw_mask, test_mask
3485
3486 bal 3b
3487
3488
3489function(shade_blocks_unshaded_untextured_indirect)
3490 bx lr
3491
3492.align 3
3493
3494function(shade_blocks_unshaded_untextured_direct)
3495 stmdb sp!, { r4, r14 }
3f0189c6 3496 save_abi_regs()
75e28f62
E
3497 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
3498
e1f6de8f 3499 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
75e28f62
E
3500 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3501
e1f6de8f 3502 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]
75e28f62
E
3503 add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3504
3505 add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
e1f6de8f 3506 vld1.u16 { pixels }, [color_ptr, :128]
75e28f62
E
3507
3508 mov c_64, #64
e1f6de8f 3509 vld1.u16 { draw_mask }, [draw_mask_ptr, :128], c_64
75e28f62
E
3510
3511 vorr.u16 pixels, pixels, msb_mask
3512 subs num_blocks, num_blocks, #1
3513
e1f6de8f 3514 ldr fb_ptr_next, [block_ptr_load], #64
75e28f62 3515
e1f6de8f 3516 vld1.u16 { fb_pixels_next }, [fb_ptr_next]
75e28f62
E
3517 beq 1f
3518
3519 0:
3520 vmov fb_pixels, fb_pixels_next
3521 mov fb_ptr, fb_ptr_next
e1f6de8f 3522 ldr fb_ptr_next, [block_ptr_load], #64
75e28f62
E
3523
3524 vbif.u16 fb_pixels, pixels, draw_mask
e1f6de8f 3525 vld1.u16 { draw_mask }, [draw_mask_ptr, :128], c_64
75e28f62
E
3526
3527 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3528 add fb_ptr_cmp, fb_ptr_cmp, #14
3529 cmp fb_ptr_cmp, #28
3530 bls 4f
3531
e1f6de8f 3532 vld1.u16 { fb_pixels_next }, [fb_ptr_next]
3533 vst1.u16 { fb_pixels }, [fb_ptr]
75e28f62
E
3534
3535 3:
3536 subs num_blocks, num_blocks, #1
3537 bne 0b
3538
3539 1:
3540 vbif.u16 fb_pixels_next, pixels, draw_mask
e1f6de8f 3541 vst1.u16 { fb_pixels_next }, [fb_ptr_next]
75e28f62 3542
3f0189c6 3543 restore_abi_regs()
75e28f62
E
3544 ldmia sp!, { r4, pc }
3545
3546 4:
e1f6de8f 3547 vst1.u16 { fb_pixels }, [fb_ptr]
3548 vld1.u16 { fb_pixels_next }, [fb_ptr_next]
75e28f62
E
3549 bal 3b
3550
3551
3552#undef draw_mask_ptr
3553#undef c_64
3554#undef fb_ptr
3555#undef fb_ptr_next
3556#undef fb_ptr_cmp
3557
3558#define psx_gpu r0
3559#define num_blocks r1
3560#define msb_mask_ptr r2
3561#define pixel_ptr r3
3562#define draw_mask_ptr r0
3563#define c_64 r2
3564#define fb_ptr r12
3565#define fb_ptr_next r14
3566#define fb_ptr_cmp r4
3567
3568#undef msb_mask
3569#undef draw_mask
3570#undef pixels
3571#undef fb_pixels
3572#undef d128_0x8000
3573#undef msb_mask_low
3574#undef msb_mask_high
3575#undef draw_mask_next
3576#undef pixels_g
3577#undef blend_pixels
3578#undef fb_pixels_next
3579
3580#define msb_mask q0
3581#define draw_mask q1
3582#define pixels q2
3583#define fb_pixels q3
3584#define blend_pixels q4
3585#define pixels_no_msb q5
3586#define blend_mask q6
3587#define fb_pixels_no_msb q7
3588#define d128_0x8000 q8
3589#define d128_0x0421 q9
3590#define fb_pixels_next q10
3591#define blend_pixels_next q11
3592#define pixels_next q12
3593#define draw_mask_next q13
3594#define write_mask q14
3595
3596#define pixels_rb q5
3597#define pixels_mg q7
3598#define pixels_g q7
3599#define d128_0x7C1F q8
3600#define d128_0x03E0 q9
3601#define fb_pixels_rb q10
3602#define fb_pixels_g q11
3603#define fb_pixels_masked q11
3604#define d128_0x83E0 q15
3605#define pixels_fourth q7
3606#define d128_0x1C07 q12
3607#define d128_0x00E0 q13
3608#define d128_0x80E0 q13
3609
3610#define msb_mask_low d0
3611#define msb_mask_high d1
3612
3613#define blend_blocks_average_set_blend_mask_textured(source) \
3614 vclt.s16 blend_mask, source, #0 \
3615
3616#define blend_blocks_average_set_stp_bit_textured() \
3617 vorr.u16 blend_pixels, #0x8000 \
3618
3619#define blend_blocks_average_combine_textured(source) \
3620 vbif.u16 blend_pixels, source, blend_mask \
3621
3622#define blend_blocks_average_set_blend_mask_untextured(source) \
3623
3624#define blend_blocks_average_set_stp_bit_untextured() \
3625
3626#define blend_blocks_average_combine_untextured(source) \
3627
3628#define blend_blocks_average_mask_set_on() \
3629 vclt.s16 write_mask, fb_pixels_next, #0 \
3630
3631#define blend_blocks_average_mask_copy_on() \
3632 vorr.u16 draw_mask, draw_mask_next, write_mask \
3633
3634#define blend_blocks_average_mask_copy_b_on() \
3635 vorr.u16 draw_mask_next, draw_mask_next, write_mask \
3636
3637#define blend_blocks_average_mask_set_off() \
3638
3639#define blend_blocks_average_mask_copy_off() \
3640 vmov draw_mask, draw_mask_next \
3641
3642#define blend_blocks_average_mask_copy_b_off() \
3643
3644#define blend_blocks_average_builder(texturing, mask_evaluate) \
3645.align 3; \
3646 \
3647function(blend_blocks_##texturing##_average_##mask_evaluate) \
3648 stmdb sp!, { r4, r14 }; \
3f0189c6 3649 save_abi_regs(); \
75e28f62 3650 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
e1f6de8f 3651 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
3652 \
3653 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
e1f6de8f 3654 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
75e28f62
E
3655 \
3656 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3657 mov c_64, #64; \
3658 \
3659 vmov.u16 d128_0x8000, #0x8000; \
e1f6de8f 3660 vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \
3661 ldr fb_ptr_next, [pixel_ptr, #28]; \
75e28f62
E
3662 \
3663 vmov.u16 d128_0x0421, #0x0400; \
e1f6de8f 3664 vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \
75e28f62
E
3665 \
3666 vorr.u16 d128_0x0421, #0x0021; \
e1f6de8f 3667 vld1.u16 { fb_pixels_next }, [fb_ptr_next]; \
75e28f62
E
3668 \
3669 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3670 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3671 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3672 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3673 blend_blocks_average_mask_set_##mask_evaluate(); \
3674 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3675 \
3676 subs num_blocks, num_blocks, #1; \
3677 beq 1f; \
3678 \
3679 0: \
3680 mov fb_ptr, fb_ptr_next; \
e1f6de8f 3681 ldr fb_ptr_next, [pixel_ptr, #28]; \
75e28f62
E
3682 \
3683 vmov pixels, pixels_next; \
e1f6de8f 3684 vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \
75e28f62
E
3685 \
3686 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3687 \
3688 blend_blocks_average_mask_copy_##mask_evaluate(); \
e1f6de8f 3689 vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \
75e28f62
E
3690 \
3691 blend_blocks_average_set_blend_mask_##texturing(pixels); \
3692 blend_blocks_average_set_stp_bit_##texturing(); \
3693 vmov fb_pixels, fb_pixels_next; \
3694 blend_blocks_average_combine_##texturing(pixels); \
3695 \
3696 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3697 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3698 cmp fb_ptr_cmp, #28; \
3699 bls 2f; \
3700 \
e1f6de8f 3701 vld1.u16 { fb_pixels_next }, [fb_ptr_next]; \
75e28f62
E
3702 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3703 \
3704 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3705 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3706 \
3707 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3708 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3709 \
3710 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3711 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3712 blend_blocks_average_mask_set_##mask_evaluate(); \
e1f6de8f 3713 vst1.u16 { fb_pixels }, [fb_ptr]; \
75e28f62
E
3714 \
3715 3: \
3716 subs num_blocks, num_blocks, #1; \
3717 bne 0b; \
3718 \
3719 1: \
3720 blend_blocks_average_mask_copy_b_##mask_evaluate(); \
3721 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3722 \
3723 blend_blocks_average_set_blend_mask_##texturing(pixels_next); \
3724 blend_blocks_average_set_stp_bit_##texturing(); \
3725 blend_blocks_average_combine_##texturing(pixels_next); \
3726 \
3727 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3728 vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next; \
e1f6de8f 3729 vst1.u16 { fb_pixels_next }, [fb_ptr_next]; \
75e28f62 3730 \
3f0189c6 3731 restore_abi_regs(); \
75e28f62
E
3732 ldmia sp!, { r4, pc }; \
3733 \
3734 2: \
3735 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3736 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
e1f6de8f 3737 vst1.u16 { fb_pixels }, [fb_ptr]; \
75e28f62 3738 \
e1f6de8f 3739 vld1.u16 { fb_pixels_next }, [fb_ptr_next]; \
75e28f62
E
3740 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3741 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3742 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3743 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3744 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3745 \
3746 bal 3b \
3747
3748blend_blocks_average_builder(textured, off)
3749blend_blocks_average_builder(untextured, off)
3750blend_blocks_average_builder(textured, on)
3751blend_blocks_average_builder(untextured, on)
3752
3753
3754#define blend_blocks_add_mask_set_on() \
3755 vclt.s16 write_mask, fb_pixels, #0 \
3756
3757#define blend_blocks_add_mask_copy_on() \
3758 vorr.u16 draw_mask, draw_mask, write_mask \
3759
3760#define blend_blocks_add_mask_set_off() \
3761
3762#define blend_blocks_add_mask_copy_off() \
3763
3764
3765#define blend_blocks_add_textured_builder(mask_evaluate) \
3766.align 3; \
3767 \
3768function(blend_blocks_textured_add_##mask_evaluate) \
3769 stmdb sp!, { r4, r14 }; \
3f0189c6 3770 save_abi_regs(); \
75e28f62 3771 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
e1f6de8f 3772 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
3773 \
3774 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
e1f6de8f 3775 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
75e28f62
E
3776 \
3777 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3778 mov c_64, #64; \
3779 \
3780 vmov.u16 d128_0x7C1F, #0x7C00; \
3781 vmov.u16 d128_0x03E0, #0x0300; \
3782 vmov.u16 d128_0x83E0, #0x8000; \
3783 vorr.u16 d128_0x03E0, #0x00E0; \
3784 vorr.u16 d128_0x7C1F, #0x001F; \
3785 vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0; \
3786 \
e1f6de8f 3787 vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
3788 ldr fb_ptr_next, [pixel_ptr, #28]; \
3789 vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
75e28f62 3790 vclt.s16 blend_mask, pixels, #0; \
e1f6de8f 3791 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
3792 blend_blocks_add_mask_set_##mask_evaluate(); \
3793 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3794 \
3795 blend_blocks_add_mask_copy_##mask_evaluate(); \
3796 vorr.u16 pixels, pixels, msb_mask; \
3797 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3798 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3799 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3800 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3801 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3802 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3803 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3804 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3805 \
3806 subs num_blocks, num_blocks, #1; \
3807 beq 1f; \
3808 \
3809 0: \
3810 mov fb_ptr, fb_ptr_next; \
3811 \
e1f6de8f 3812 ldr fb_ptr_next, [pixel_ptr, #28]; \
75e28f62 3813 \
e1f6de8f 3814 vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
75e28f62
E
3815 vclt.s16 blend_mask, pixels, #0; \
3816 \
3817 vorr.u16 pixels, pixels, msb_mask; \
3818 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3819 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3820 \
8438c3c7 3821 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
e1f6de8f 3822 pld [fb_ptr_next, #64]; \
75e28f62
E
3823 \
3824 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
8438c3c7 3825 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3826 \
75e28f62 3827 add fb_ptr_cmp, fb_ptr_cmp, #14; \
e1f6de8f 3828 vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
8438c3c7 3829 \
75e28f62
E
3830 cmp fb_ptr_cmp, #28; \
3831 bls 2f; \
3832 \
e1f6de8f 3833 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
3834 blend_blocks_add_mask_set_##mask_evaluate(); \
3835 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3836 blend_blocks_add_mask_copy_##mask_evaluate(); \
3837 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3838 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
e1f6de8f 3839 vst1.u16 { blend_pixels }, [fb_ptr]; \
75e28f62
E
3840 \
3841 3: \
3842 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3843 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3844 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3845 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3846 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3847 \
3848 subs num_blocks, num_blocks, #1; \
3849 bne 0b; \
3850 \
3851 1: \
3852 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3853 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
e1f6de8f 3854 vst1.u16 { blend_pixels }, [fb_ptr_next]; \
75e28f62 3855 \
3f0189c6 3856 restore_abi_regs(); \
75e28f62
E
3857 ldmia sp!, { r4, pc }; \
3858 \
3859 2: \
e1f6de8f 3860 vst1.u16 { blend_pixels }, [fb_ptr]; \
75e28f62
E
3861 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3862 \
e1f6de8f 3863 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
3864 blend_blocks_add_mask_set_##mask_evaluate(); \
3865 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3866 blend_blocks_add_mask_copy_##mask_evaluate(); \
3867 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3868 bal 3b \
3869
3870
3871#define blend_blocks_add_untextured_builder(mask_evaluate) \
3872.align 3; \
3873 \
3874function(blend_blocks_untextured_add_##mask_evaluate) \
3875 stmdb sp!, { r4, r14 }; \
3f0189c6 3876 save_abi_regs(); \
75e28f62 3877 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
e1f6de8f 3878 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
3879 \
3880 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
e1f6de8f 3881 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
75e28f62
E
3882 \
3883 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3884 mov c_64, #64; \
3885 \
3886 vmov.u16 d128_0x7C1F, #0x7C00; \
3887 vmov.u16 d128_0x03E0, #0x0300; \
3888 vorr.u16 d128_0x7C1F, #0x001F; \
3889 vorr.u16 d128_0x03E0, #0x00E0; \
3890 \
e1f6de8f 3891 vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
3892 ldr fb_ptr_next, [pixel_ptr, #28]; \
3893 vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
3894 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
3895 blend_blocks_add_mask_set_##mask_evaluate(); \
3896 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3897 \
3898 blend_blocks_add_mask_copy_##mask_evaluate(); \
3899 vand.u16 pixels_g, pixels, d128_0x03E0; \
3900 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3901 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3902 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3903 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3904 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3905 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3906 \
3907 subs num_blocks, num_blocks, #1; \
3908 beq 1f; \
3909 \
3910 0: \
3911 mov fb_ptr, fb_ptr_next; \
3912 \
e1f6de8f 3913 ldr fb_ptr_next, [pixel_ptr, #28]; \
75e28f62 3914 \
e1f6de8f 3915 vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
75e28f62
E
3916 \
3917 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3918 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3919 vand.u16 pixels_g, pixels, d128_0x03E0; \
3920 \
3921 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
e1f6de8f 3922 vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
75e28f62
E
3923 \
3924 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3925 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3926 cmp fb_ptr_cmp, #28; \
3927 bls 2f; \
3928 \
e1f6de8f 3929 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
3930 blend_blocks_add_mask_set_##mask_evaluate(); \
3931 blend_blocks_add_mask_copy_##mask_evaluate(); \
3932 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3933 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
e1f6de8f 3934 vst1.u16 { blend_pixels }, [fb_ptr]; \
75e28f62
E
3935 \
3936 3: \
3937 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3938 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3939 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3940 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3941 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3942 \
3943 subs num_blocks, num_blocks, #1; \
3944 bne 0b; \
3945 \
3946 1: \
3947 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3948 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3949 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
e1f6de8f 3950 vst1.u16 { blend_pixels }, [fb_ptr_next]; \
75e28f62 3951 \
3f0189c6 3952 restore_abi_regs(); \
75e28f62
E
3953 ldmia sp!, { r4, pc }; \
3954 \
3955 2: \
e1f6de8f 3956 vst1.u16 { blend_pixels }, [fb_ptr]; \
75e28f62
E
3957 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3958 \
e1f6de8f 3959 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
3960 blend_blocks_add_mask_set_##mask_evaluate(); \
3961 blend_blocks_add_mask_copy_##mask_evaluate(); \
3962 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3963 bal 3b \
3964
3965
3966blend_blocks_add_textured_builder(off)
3967blend_blocks_add_textured_builder(on)
3968blend_blocks_add_untextured_builder(off)
3969blend_blocks_add_untextured_builder(on)
3970
3971#define blend_blocks_subtract_set_blend_mask_textured() \
3972 vclt.s16 blend_mask, pixels_next, #0 \
3973
3974#define blend_blocks_subtract_combine_textured() \
3975 vbif.u16 blend_pixels, pixels, blend_mask \
3976
718a9e58 3977#define blend_blocks_subtract_set_stp_textured() \
75e28f62
E
3978 vorr.u16 blend_pixels, #0x8000 \
3979
3980#define blend_blocks_subtract_msb_mask_textured() \
3981 vorr.u16 pixels, pixels_next, msb_mask \
3982
3983#define blend_blocks_subtract_set_blend_mask_untextured() \
3984
3985#define blend_blocks_subtract_combine_untextured() \
3986
718a9e58 3987#define blend_blocks_subtract_set_stp_untextured() \
75e28f62
E
3988 vorr.u16 blend_pixels, blend_pixels, msb_mask \
3989
3990#define blend_blocks_subtract_msb_mask_untextured() \
3991
3992
3993#define blend_blocks_subtract_mask_set_on() \
3994 vclt.s16 write_mask, fb_pixels, #0 \
3995
3996#define blend_blocks_subtract_mask_copy_on() \
3997 vorr.u16 draw_mask, draw_mask_next, write_mask \
3998
3999#define blend_blocks_subtract_mask_set_off() \
4000
4001#define blend_blocks_subtract_mask_copy_off() \
4002 vmov draw_mask, draw_mask_next \
4003
4004
4005#define blend_blocks_subtract_builder(texturing, mask_evaluate) \
4006.align 3; \
4007 \
4008function(blend_blocks_##texturing##_subtract_##mask_evaluate) \
4009 stmdb sp!, { r4, r14 }; \
3f0189c6 4010 save_abi_regs(); \
75e28f62 4011 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
e1f6de8f 4012 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
4013 \
4014 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
e1f6de8f 4015 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
75e28f62
E
4016 \
4017 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4018 mov c_64, #64; \
4019 \
4020 vmov.u16 d128_0x7C1F, #0x7C00; \
4021 vmov.u16 d128_0x03E0, #0x0300; \
4022 vorr.u16 d128_0x7C1F, #0x001F; \
4023 vorr.u16 d128_0x03E0, #0x00E0; \
4024 \
e1f6de8f 4025 vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \
4026 ldr fb_ptr_next, [pixel_ptr, #28]; \
4027 vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \
75e28f62 4028 blend_blocks_subtract_set_blend_mask_##texturing(); \
e1f6de8f 4029 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
4030 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4031 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
4032 \
4033 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
4034 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4035 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4036 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4037 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4038 \
4039 subs num_blocks, num_blocks, #1; \
4040 beq 1f; \
4041 \
4042 0: \
4043 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
4044 mov fb_ptr, fb_ptr_next; \
e1f6de8f 4045 ldr fb_ptr_next, [pixel_ptr, #28]; \
75e28f62 4046 \
e1f6de8f 4047 vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \
75e28f62
E
4048 blend_blocks_subtract_msb_mask_##texturing(); \
4049 \
e1f6de8f 4050 vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \
75e28f62
E
4051 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4052 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
718a9e58 4053 blend_blocks_subtract_set_stp_##texturing(); \
75e28f62
E
4054 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
4055 blend_blocks_subtract_combine_##texturing(); \
4056 blend_blocks_subtract_set_blend_mask_##texturing(); \
4057 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4058 \
4059 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4060 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4061 cmp fb_ptr_cmp, #28; \
4062 bls 2f; \
4063 \
e1f6de8f 4064 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
4065 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4066 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4067 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4068 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
e1f6de8f 4069 vst1.u16 { blend_pixels }, [fb_ptr]; \
75e28f62
E
4070 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4071 \
4072 3: \
4073 subs num_blocks, num_blocks, #1; \
4074 bne 0b; \
4075 \
4076 1: \
4077 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
4078 \
4079 blend_blocks_subtract_msb_mask_##texturing(); \
4080 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
718a9e58 4081 blend_blocks_subtract_set_stp_##texturing(); \
75e28f62
E
4082 blend_blocks_subtract_combine_##texturing(); \
4083 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
e1f6de8f 4084 vst1.u16 { blend_pixels }, [fb_ptr_next]; \
75e28f62 4085 \
3f0189c6 4086 restore_abi_regs(); \
75e28f62
E
4087 ldmia sp!, { r4, pc }; \
4088 \
4089 2: \
e1f6de8f 4090 vst1.u16 { blend_pixels }, [fb_ptr]; \
4091 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
4092 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4093 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4094 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4095 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4096 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4097 bal 3b \
4098
4099
4100blend_blocks_subtract_builder(textured, off)
4101blend_blocks_subtract_builder(textured, on)
4102blend_blocks_subtract_builder(untextured, off)
4103blend_blocks_subtract_builder(untextured, on)
4104
4105
4106#define blend_blocks_add_fourth_textured_builder(mask_evaluate) \
4107.align 3; \
4108 \
4109function(blend_blocks_textured_add_fourth_##mask_evaluate) \
4110 stmdb sp!, { r4, r14 }; \
3f0189c6 4111 save_abi_regs(); \
75e28f62 4112 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
e1f6de8f 4113 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
4114 \
4115 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
e1f6de8f 4116 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
75e28f62
E
4117 \
4118 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4119 mov c_64, #64; \
4120 \
4121 vmov.u16 d128_0x7C1F, #0x7C00; \
4122 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62 4123 vmov.u16 d128_0x1C07, #0x1C00; \
d1c75d1e 4124 vmov.u16 d128_0x00E0, #0x00E0; \
75e28f62
E
4125 vorr.u16 d128_0x7C1F, #0x001F; \
4126 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62 4127 vorr.u16 d128_0x1C07, #0x0007; \
75e28f62 4128 \
e1f6de8f 4129 vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
4130 ldr fb_ptr_next, [pixel_ptr, #28]; \
4131 vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
75e28f62 4132 vclt.s16 blend_mask, pixels, #0; \
e1f6de8f 4133 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
4134 blend_blocks_add_mask_set_##mask_evaluate(); \
4135 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4136 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
75e28f62
E
4137 \
4138 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4139 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4140 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4141 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4142 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4143 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4144 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4145 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4146 \
4147 subs num_blocks, num_blocks, #1; \
4148 beq 1f; \
4149 \
4150 0: \
4151 mov fb_ptr, fb_ptr_next; \
e1f6de8f 4152 ldr fb_ptr_next, [pixel_ptr, #28]; \
75e28f62 4153 \
d1c75d1e 4154 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
718a9e58 4155 vorr.u16 blend_pixels, #0x8000; /* stp */ \
d1c75d1e
E
4156 vbif.u16 blend_pixels, pixels, blend_mask; \
4157 \
e1f6de8f 4158 vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
75e28f62 4159 vclt.s16 blend_mask, pixels, #0; \
75e28f62 4160 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4161 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
75e28f62
E
4162 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4163 \
4164 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
e1f6de8f 4165 vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
75e28f62
E
4166 \
4167 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4168 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4169 cmp fb_ptr_cmp, #28; \
4170 bls 2f; \
4171 \
e1f6de8f 4172 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62 4173 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4174 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4175 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4176 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
e1f6de8f 4177 vst1.u16 { blend_pixels }, [fb_ptr]; \
75e28f62
E
4178 \
4179 3: \
d1c75d1e 4180 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4181 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4182 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4183 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4184 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4185 \
4186 subs num_blocks, num_blocks, #1; \
4187 bne 0b; \
4188 \
4189 1: \
4190 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
718a9e58 4191 vorr.u16 blend_pixels, #0x8000; /* stp */ \
d1c75d1e 4192 vbif.u16 blend_pixels, pixels, blend_mask; \
718a9e58 4193 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
75e28f62 4194 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
e1f6de8f 4195 vst1.u16 { blend_pixels }, [fb_ptr_next]; \
75e28f62 4196 \
3f0189c6 4197 restore_abi_regs(); \
75e28f62
E
4198 ldmia sp!, { r4, pc }; \
4199 \
4200 2: \
e1f6de8f 4201 vst1.u16 { blend_pixels }, [fb_ptr]; \
d1c75d1e 4202 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
75e28f62 4203 \
e1f6de8f 4204 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62 4205 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4206 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e 4207 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
75e28f62
E
4208 bal 3b \
4209
4210
d1c75d1e 4211
75e28f62
E
4212#define blend_blocks_add_fourth_untextured_builder(mask_evaluate) \
4213.align 3; \
4214 \
4215function(blend_blocks_untextured_add_fourth_##mask_evaluate) \
4216 stmdb sp!, { r4, r14 }; \
3f0189c6 4217 save_abi_regs(); \
75e28f62 4218 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
e1f6de8f 4219 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
75e28f62
E
4220 \
4221 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
e1f6de8f 4222 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \
75e28f62
E
4223 \
4224 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4225 mov c_64, #64; \
4226 \
4227 vmov.u16 d128_0x7C1F, #0x7C00; \
4228 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62
E
4229 vmov.u16 d128_0x1C07, #0x1C00; \
4230 vmov.u16 d128_0x00E0, #0x00E0; \
4231 vorr.u16 d128_0x7C1F, #0x001F; \
4232 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62
E
4233 vorr.u16 d128_0x1C07, #0x0007; \
4234 \
e1f6de8f 4235 vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
4236 ldr fb_ptr_next, [pixel_ptr, #28]; \
4237 vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
4238 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
4239 blend_blocks_add_mask_set_##mask_evaluate(); \
4240 vshr.s16 pixels_fourth, pixels, #2; \
4241 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4242 \
4243 blend_blocks_add_mask_copy_##mask_evaluate(); \
4244 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4245 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4246 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4247 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4248 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4249 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4250 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4251 \
4252 subs num_blocks, num_blocks, #1; \
4253 beq 1f; \
4254 \
4255 0: \
4256 mov fb_ptr, fb_ptr_next; \
e1f6de8f 4257 ldr fb_ptr_next, [pixel_ptr, #28]; \
75e28f62 4258 \
e1f6de8f 4259 vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \
75e28f62
E
4260 \
4261 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4262 vshr.s16 pixels_fourth, pixels, #2; \
4263 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4264 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4265 \
4266 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
e1f6de8f 4267 vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \
75e28f62
E
4268 \
4269 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4270 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4271 cmp fb_ptr_cmp, #28; \
4272 bls 2f; \
4273 \
e1f6de8f 4274 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
4275 blend_blocks_add_mask_set_##mask_evaluate(); \
4276 blend_blocks_add_mask_copy_##mask_evaluate(); \
4277 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4278 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
e1f6de8f 4279 vst1.u16 { blend_pixels }, [fb_ptr]; \
75e28f62
E
4280 \
4281 3: \
4282 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4283 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4284 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4285 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4286 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4287 \
4288 subs num_blocks, num_blocks, #1; \
4289 bne 0b; \
4290 \
4291 1: \
4292 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4293 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4294 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
e1f6de8f 4295 vst1.u16 { blend_pixels }, [fb_ptr_next]; \
75e28f62 4296 \
3f0189c6 4297 restore_abi_regs(); \
75e28f62
E
4298 ldmia sp!, { r4, pc }; \
4299 \
4300 2: \
e1f6de8f 4301 vst1.u16 { blend_pixels }, [fb_ptr]; \
75e28f62
E
4302 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4303 \
e1f6de8f 4304 vld1.u16 { fb_pixels }, [fb_ptr_next]; \
75e28f62
E
4305 blend_blocks_add_mask_set_##mask_evaluate(); \
4306 blend_blocks_add_mask_copy_##mask_evaluate(); \
4307 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4308 bal 3b \
4309
4310
4311blend_blocks_add_fourth_textured_builder(off)
4312blend_blocks_add_fourth_textured_builder(on)
4313blend_blocks_add_fourth_untextured_builder(off)
4314blend_blocks_add_fourth_untextured_builder(on)
4315
4316// TODO: Optimize this more. Need a scene that actually uses it for
4317// confirmation..
4318
4319.align 3
4320
4321function(blend_blocks_textured_unblended_on)
4322 stmdb sp!, { r4, r14 }
3f0189c6 4323 save_abi_regs()
75e28f62 4324 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
e1f6de8f 4325 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
75e28f62
E
4326
4327 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
e1f6de8f 4328 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]
75e28f62
E
4329
4330 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
4331 mov c_64, #64
4332
e1f6de8f 4333 ldr fb_ptr, [pixel_ptr, #28]
4334 vld1.u16 { fb_pixels }, [fb_ptr]
4335 vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64
75e28f62 4336 vclt.s16 write_mask, fb_pixels, #0
e1f6de8f 4337 vld1.u32 { pixels }, [pixel_ptr, :128], c_64
75e28f62
E
4338
4339 subs num_blocks, num_blocks, #1
4340 beq 1f
4341
4342 0:
134f81ec 4343 vorr.u16 pixels, pixels, msb_mask
75e28f62
E
4344 vorr.u16 draw_mask, draw_mask, write_mask
4345 vbif.u16 fb_pixels, pixels, draw_mask
e1f6de8f 4346 vst1.u16 { fb_pixels }, [fb_ptr]
75e28f62 4347
e1f6de8f 4348 ldr fb_ptr, [pixel_ptr, #28]
4349 vld1.u16 { fb_pixels }, [fb_ptr]
4350 vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64
75e28f62 4351 vclt.s16 write_mask, fb_pixels, #0
e1f6de8f 4352 vld1.u32 { pixels }, [pixel_ptr, :128], c_64
75e28f62
E
4353
4354 subs num_blocks, num_blocks, #1
4355 bne 0b
4356
4357 1:
134f81ec 4358 vorr.u16 pixels, pixels, msb_mask
75e28f62
E
4359 vorr.u16 draw_mask, draw_mask, write_mask
4360 vbif.u16 fb_pixels, pixels, draw_mask
e1f6de8f 4361 vst1.u16 { fb_pixels }, [fb_ptr]
75e28f62 4362
3f0189c6 4363 restore_abi_regs()
75e28f62
E
4364 ldmia sp!, { r4, pc }
4365
4366
4367function(blend_blocks_textured_unblended_off)
4368 bx lr
4369
4370
4371function(warmup)
4372 mov r3, #64
4373 cmp r0, #0
4374 bxeq lr
4375
4376 0:
e1f6de8f 4377 vld1.u32 { u_whole_8, v_whole_8 }, [r1, :128], r3
75e28f62
E
4378
4379 subs r0, r0, #1
4380 bne 0b
4381
4382 bx lr
4383
6c4a10c4 4384#undef vram_ptr
75e28f62 4385#undef color
6c4a10c4 4386#undef width
75e28f62 4387#undef height
6c4a10c4 4388#undef pitch
75e28f62
E
4389
4390#define vram_ptr r0
6c4a10c4
E
4391#define color r1
4392#define width r2
4393#define height r3
75e28f62 4394
6c4a10c4 4395#define pitch r1
75e28f62 4396
6c4a10c4 4397#define num_width r12
75e28f62 4398
87c45ad1
E
4399#undef colors_a
4400#undef colors_b
75e28f62 4401
87c45ad1
E
4402#define colors_a q0
4403#define colors_b q1
75e28f62
E
4404
4405.align 3
4406
4407function(render_block_fill_body)
87c45ad1 4408 vdup.u16 colors_a, color
6c4a10c4 4409 mov pitch, #2048
75e28f62 4410
87c45ad1 4411 vmov colors_b, colors_a
75e28f62 4412 sub pitch, pitch, width, lsl #1
75e28f62 4413
6c4a10c4 4414 mov num_width, width
75e28f62 4415
6c4a10c4 4416 0:
e1f6de8f 4417 vst1.u32 { colors_a, colors_b }, [vram_ptr, :256]!
75e28f62 4418
d1c75d1e 4419 subs num_width, num_width, #16
6c4a10c4 4420 bne 0b
75e28f62 4421
75e28f62 4422 add vram_ptr, vram_ptr, pitch
6c4a10c4
E
4423 mov num_width, width
4424
75e28f62
E
4425 subs height, height, #1
4426 bne 0b
75e28f62 4427
6c4a10c4
E
4428 bx lr
4429
75e28f62
E
4430
4431#undef x
4432#undef y
4433#undef width
4434#undef height
4435#undef fb_ptr
4436#undef texture_mask
4437#undef num_blocks
4438#undef temp
4439#undef dirty_textures_mask
4440#undef clut_ptr
4441#undef current_texture_mask
4442
4443#define psx_gpu r0
4444#define x r1
4445#define y r2
4446#define u r3
4447#define v r4
4448#define width r5
4449#define height r6
4450#define offset_u r8
4451#define offset_v r9
4452#define offset_u_right r10
4453#define width_rounded r11
4454#define height_rounded r12
4455
4456#define texture_offset_base r1
4457#define tile_width r2
4458#define tile_height r3
4459#define num_blocks r4
4460#define block r5
4461#define sub_tile_height r6
4462#define fb_ptr r7
4463#define texture_mask r8
4464#define column_data r9
4465#define texture_offset r10
4466#define tiles_remaining r11
4467#define fb_ptr_advance_column r12
4468#define texture_block_ptr r14
4469
8184d7c5 4470#define temp r14
4471
75e28f62
E
4472#define texture_page_ptr r3
4473#define left_block_mask r4
4474#define right_block_mask r5
4475#define texture_mask_rev r10
4476#define control_mask r11
4477
4478#define dirty_textures_mask r4
4479#define clut_ptr r5
4480#define current_texture_mask r6
4481
4482
4483#undef texels
4484#undef clut_low_a
4485#undef clut_low_b
4486#undef clut_high_a
4487#undef clut_high_b
4488#undef clut_a
4489#undef clut_b
4490#undef texels_low
4491#undef texels_high
4492
4493#define texels d0
4494#define draw_masks_fb_ptrs q1
4495
4496#define draw_mask_fb_ptr_left d2
4497#define draw_mask_fb_ptr_right d3
4498
59d15d23 4499#define draw_mask_fb_ptr_left_a d2
4500#define draw_mask_fb_ptr_left_b d3
4501#define draw_mask_fb_ptr_right_a d10
4502#define draw_mask_fb_ptr_right_b d11
4503#define draw_masks_fb_ptrs2 q5
4504
75e28f62
E
4505#define clut_low_a d4
4506#define clut_low_b d5
4507#define clut_high_a d6
4508#define clut_high_b d7
4509
4510#define block_masks d8
4511#define block_masks_shifted d9
4512
4513#define clut_a q2
4514#define clut_b q3
4515
59d15d23 4516#define texels_low d12
4517#define texels_high d13
75e28f62 4518
59d15d23 4519#define texels_wide_low d14
4520#define texels_wide_high d15
4521#define texels_wide q7
75e28f62
E
4522
4523
59d15d23 4524setup_sprite_flush_blocks:
4525 vpush { q1 - q5 }
75e28f62 4526
4d646738 4527 stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
75e28f62 4528 bl flush_render_block_buffer
4d646738 4529 ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
75e28f62 4530
59d15d23 4531 vpop { q1 - q5 }
75e28f62
E
4532
4533 add block, psx_gpu, #psx_gpu_blocks_offset
75e28f62
E
4534 bx lr
4535
4536
4537setup_sprite_update_texture_4bpp_cache:
4538 stmdb sp!, { r0 - r3, r14 }
4539 bl update_texture_4bpp_cache
4540 ldmia sp!, { r0 - r3, pc }
4541
4542
4543setup_sprite_update_texture_8bpp_cache:
4d646738 4544 stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r14 }
75e28f62 4545 bl update_texture_8bpp_cache
4d646738 4546 ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS pc }
75e28f62
E
4547
4548
4549#define setup_sprite_tiled_initialize_4bpp() \
4550 ldr dirty_textures_mask, \
e1f6de8f 4551 [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]; \
4552 ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]; \
75e28f62 4553 \
e1f6de8f 4554 ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]; \
4555 vld1.u32 { clut_a, clut_b }, [clut_ptr, :128]; \
75e28f62
E
4556 \
4557 tst current_texture_mask, dirty_textures_mask; \
4558 vuzp.u8 clut_a, clut_b; \
4559 \
4560 blne setup_sprite_update_texture_4bpp_cache \
4561
4562#define setup_sprite_tiled_initialize_8bpp() \
4563 ldr dirty_textures_mask, \
e1f6de8f 4564 [psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset]; \
4565 ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]; \
75e28f62
E
4566 \
4567 tst current_texture_mask, dirty_textures_mask; \
4568 blne setup_sprite_update_texture_8bpp_cache \
4569
4570
75e28f62
E
4571#define setup_sprite_block_count_single() \
4572 sub_tile_height \
4573
4574#define setup_sprite_block_count_double() \
4575 sub_tile_height, lsl #1 \
4576
4577#define setup_sprite_tile_add_blocks(type) \
4578 add num_blocks, num_blocks, setup_sprite_block_count_##type(); \
4579 cmp num_blocks, #MAX_BLOCKS; \
4580 \
59d15d23 4581 movgt num_blocks, setup_sprite_block_count_##type(); \
4582 blgt setup_sprite_flush_blocks \
75e28f62
E
4583
4584
4585#define setup_sprite_tile_full_4bpp(edge) \
4586 setup_sprite_tile_add_blocks(double); \
4587 \
4588 4: \
4589 and texture_block_ptr, texture_offset, texture_mask; \
4590 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4591 \
e1f6de8f 4592 pld [fb_ptr]; \
75e28f62 4593 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
e1f6de8f 4594 vld1.u32 { texels }, [texture_block_ptr, :64]; \
75e28f62
E
4595 \
4596 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4597 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4598 \
e1f6de8f 4599 vst2.u8 { texels_low, texels_high }, [block, :128]; \
75e28f62
E
4600 add texture_block_ptr, texture_offset, #8; \
4601 \
4602 and texture_block_ptr, texture_block_ptr, texture_mask; \
4603 add block, block, #40; \
4604 \
4605 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4606 add fb_ptr, fb_ptr, #16; \
4607 \
e1f6de8f 4608 vst1.u32 { draw_mask_fb_ptr_left }, [block, :64]; \
75e28f62
E
4609 add block, block, #24; \
4610 \
e1f6de8f 4611 vld1.u32 { texels }, [texture_block_ptr, :64]; \
75e28f62
E
4612 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4613 \
e1f6de8f 4614 pld [fb_ptr]; \
75e28f62
E
4615 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4616 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4617 \
e1f6de8f 4618 vst2.u8 { texels_low, texels_high }, [block, :128]; \
75e28f62
E
4619 add block, block, #40; \
4620 \
4621 add texture_offset, texture_offset, #0x10; \
4622 add fb_ptr, fb_ptr, #(2048 - 16); \
4623 \
e1f6de8f 4624 vst1.u32 { draw_mask_fb_ptr_right }, [block, :64]; \
75e28f62
E
4625 add block, block, #24; \
4626 \
4627 subs sub_tile_height, sub_tile_height, #1; \
4628 bne 4b; \
4629 \
4630 add texture_offset, texture_offset, #0xF00; \
e1f6de8f 4631 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
75e28f62
E
4632
4633
4634#define setup_sprite_tile_half_4bpp(edge) \
4635 setup_sprite_tile_add_blocks(single); \
4636 \
4637 4: \
4638 and texture_block_ptr, texture_offset, texture_mask; \
4639 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4640 \
e1f6de8f 4641 pld [fb_ptr]; \
75e28f62 4642 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
e1f6de8f 4643 vld1.u32 { texels }, [texture_block_ptr, :64]; \
75e28f62
E
4644 \
4645 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4646 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4647 \
e1f6de8f 4648 vst2.u8 { texels_low, texels_high }, [block, :128]; \
75e28f62
E
4649 add block, block, #40; \
4650 \
4651 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
e1f6de8f 4652 vst1.u32 { draw_mask_fb_ptr_##edge }, [block, :64]; \
75e28f62
E
4653 \
4654 add block, block, #24; \
4655 add texture_offset, texture_offset, #0x10; \
4656 \
4657 add fb_ptr, fb_ptr, #2048; \
4658 subs sub_tile_height, sub_tile_height, #1; \
4659 \
4660 bne 4b; \
4661 \
4662 add texture_offset, texture_offset, #0xF00; \
e1f6de8f 4663 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
75e28f62
E
4664
4665
4666#define setup_sprite_tile_full_8bpp(edge) \
4667 setup_sprite_tile_add_blocks(double); \
4668 add block, block, #16; \
4669 \
4670 4: \
4671 and texture_block_ptr, texture_offset, texture_mask; \
4672 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4673 \
e1f6de8f 4674 pld [fb_ptr]; \
75e28f62 4675 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
e1f6de8f 4676 vld1.u32 { texels }, [texture_block_ptr, :64]; \
75e28f62
E
4677 \
4678 add texture_block_ptr, texture_offset, #8; \
e1f6de8f 4679 vst1.u32 { texels }, [block, :64]; \
75e28f62
E
4680 \
4681 and texture_block_ptr, texture_block_ptr, texture_mask; \
4682 add block, block, #24; \
4683 \
4684 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4685 \
4686 add fb_ptr, fb_ptr, #16; \
e1f6de8f 4687 vst1.u32 { draw_mask_fb_ptr_left }, [block, :64]; \
75e28f62
E
4688 \
4689 add block, block, #40; \
e1f6de8f 4690 vld1.u32 { texels }, [texture_block_ptr, :64]; \
4691 pld [fb_ptr]; \
75e28f62
E
4692 \
4693 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
e1f6de8f 4694 vst1.u32 { texels }, [block, :64]; \
75e28f62
E
4695 add block, block, #24; \
4696 \
4697 add texture_offset, texture_offset, #0x10; \
4698 add fb_ptr, fb_ptr, #(2048 - 16); \
4699 \
e1f6de8f 4700 vst1.u32 { draw_mask_fb_ptr_right }, [block, :64]; \
75e28f62
E
4701 add block, block, #40; \
4702 \
4703 subs sub_tile_height, sub_tile_height, #1; \
4704 bne 4b; \
4705 \
4706 sub block, block, #16; \
4707 add texture_offset, texture_offset, #0xF00; \
e1f6de8f 4708 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
75e28f62
E
4709
4710
4711#define setup_sprite_tile_half_8bpp(edge) \
4712 setup_sprite_tile_add_blocks(single); \
4713 add block, block, #16; \
4714 \
4715 4: \
4716 and texture_block_ptr, texture_offset, texture_mask; \
4717 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
e1f6de8f 4718 pld [fb_ptr]; \
75e28f62
E
4719 \
4720 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
e1f6de8f 4721 vld1.u32 { texels }, [texture_block_ptr, :64]; \
75e28f62 4722 \
e1f6de8f 4723 vst1.u32 { texels }, [block, :64]; \
75e28f62
E
4724 add block, block, #24; \
4725 \
e1f6de8f 4726 vst1.u32 { draw_mask_fb_ptr_##edge }, [block, :64]; \
75e28f62
E
4727 add block, block, #40; \
4728 \
4729 add texture_offset, texture_offset, #0x10; \
4730 add fb_ptr, fb_ptr, #2048; \
4731 \
4732 subs sub_tile_height, sub_tile_height, #1; \
4733 bne 4b; \
4734 \
4735 sub block, block, #16; \
4736 add texture_offset, texture_offset, #0xF00; \
e1f6de8f 4737 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
75e28f62
E
4738
4739
4740#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
4741 add texture_offset, texture_offset_base, #8; \
4742 add fb_ptr, fb_ptr, #16 \
4743
4744#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
4745 mov texture_offset, texture_offset_base \
4746
4747#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
4748 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
4749
4750#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
4751 mov texture_offset, texture_offset_base \
4752
4753#define setup_sprite_tile_column_edge_post_adjust_half_right() \
4754 sub fb_ptr, fb_ptr, #16 \
4755
4756#define setup_sprite_tile_column_edge_post_adjust_half_left() \
4757
4758#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
4759 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
4760
4761#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
4762
4763
59d15d23 4764#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
4765 x4mode) \
75e28f62 4766 mov sub_tile_height, column_data; \
59d15d23 4767 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
4768 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
4769 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
75e28f62 4770
59d15d23 4771#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
4772 x4mode) \
75e28f62
E
4773 and sub_tile_height, column_data, #0xFF; \
4774 mov tiles_remaining, column_data, lsr #16; \
59d15d23 4775 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
4776 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
4777 \
4778 subs tiles_remaining, tiles_remaining, #1; \
4779 beq 2f; \
4780 \
4781 3: \
4782 mov sub_tile_height, #16; \
59d15d23 4783 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
4784 subs tiles_remaining, tiles_remaining, #1; \
4785 bne 3b; \
4786 \
4787 2: \
4788 uxtb sub_tile_height, column_data, ror #8; \
59d15d23 4789 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
4790 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
75e28f62
E
4791
4792
4793#define setup_sprite_column_data_single() \
4794 mov column_data, height; \
e1f6de8f 4795 ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset] \
75e28f62
E
4796
4797#define setup_sprite_column_data_multi() \
4798 and height_rounded, height_rounded, #0xF; \
4799 rsb column_data, offset_v, #16; \
4800 \
4801 add height_rounded, height_rounded, #1; \
4802 sub tile_height, tile_height, #1; \
4803 \
4804 orr column_data, column_data, tile_height, lsl #16; \
e1f6de8f 4805 ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]; \
75e28f62
E
4806 \
4807 orr column_data, column_data, height_rounded, lsl #8 \
4808
59d15d23 4809#define setup_sprite_setup_left_draw_mask_fb_ptr() \
4810 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4811 vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
4812
4813#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column() \
4814 mov fb_ptr_advance_column, #32; \
4815 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4816 \
ed0fd81d 4817 sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11; \
59d15d23 4818 vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
4819
4820#define setup_sprite_setup_right_draw_mask_fb_ptr() \
4821 vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \
4822 vdup.u8 draw_mask_fb_ptr_right, block_masks[5] \
4823
4824#define setup_sprite_tile_column_width_single(tm, multi_height, edge_mode, \
4825 edge, x4mode) \
4826 setup_sprite_##tm##_single_##multi_height##_##edge_mode##_##edge##x4mode: \
75e28f62
E
4827 setup_sprite_column_data_##multi_height(); \
4828 vext.32 block_masks_shifted, block_masks, block_masks, #1; \
4829 vorr.u32 block_masks, block_masks, block_masks_shifted; \
59d15d23 4830 setup_sprite_setup_left_draw_mask_fb_ptr##x4mode(); \
75e28f62 4831 \
59d15d23 4832 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, tm, x4mode); \
3f0189c6 4833 restore_abi_regs(); \
75e28f62
E
4834 ldmia sp!, { r4 - r11, pc } \
4835
4836#define setup_sprite_tiled_advance_column() \
4837 add texture_offset_base, texture_offset_base, #0x100; \
4838 tst texture_offset_base, #0xF00; \
4839 subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00) \
4840
4841#define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode, \
59d15d23 4842 right_mode, x4mode) \
4843 setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode##x4mode:\
75e28f62 4844 setup_sprite_column_data_##multi_height(); \
75e28f62 4845 \
59d15d23 4846 setup_sprite_setup_left_draw_mask_fb_ptr_advance_column##x4mode(); \
75e28f62 4847 \
59d15d23 4848 setup_sprite_tile_column_height_##multi_height(left_mode, right, tm, x4mode);\
75e28f62
E
4849 \
4850 subs tile_width, tile_width, #2; \
4851 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4852 \
75e28f62
E
4853 beq 1f; \
4854 \
59d15d23 4855 vmov.u8 draw_masks_fb_ptrs, #0; \
4856 vmov.u8 draw_masks_fb_ptrs2, #0; \
4857 \
75e28f62
E
4858 0: \
4859 setup_sprite_tiled_advance_column(); \
59d15d23 4860 setup_sprite_tile_column_height_##multi_height(full, none, tm, x4mode); \
75e28f62
E
4861 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4862 subs tile_width, tile_width, #1; \
4863 bne 0b; \
4864 \
4865 1: \
59d15d23 4866 setup_sprite_setup_right_draw_mask_fb_ptr##x4mode(); \
75e28f62
E
4867 \
4868 setup_sprite_tiled_advance_column(); \
59d15d23 4869 setup_sprite_tile_column_height_##multi_height(right_mode, left, tm, x4mode);\
3f0189c6 4870 restore_abi_regs(); \
75e28f62
E
4871 ldmia sp!, { r4 - r11, pc } \
4872
4873
59d15d23 4874#define setup_sprite_offset_u_adjust() \
4875
4876#define setup_sprite_get_left_block_mask() \
4877 and left_block_mask, left_block_mask, #0xFF \
4878
4879#define setup_sprite_compare_left_block_mask() \
4880 cmp left_block_mask, #0xFF \
4881
4882#define setup_sprite_get_right_block_mask() \
4883 uxtb right_block_mask, right_block_mask, ror #8 \
4884
4885#define setup_sprite_compare_right_block_mask() \
4886 cmp right_block_mask, #0xFF \
4887
4888
4889
4890/* 4x stuff */
4891#define fb_ptr2 column_data
4892
4893#define setup_sprite_offset_u_adjust_4x() \
4894 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
4895 lsl offset_u_right, #1; \
4896 lsl offset_u, #1; \
4897 add offset_u_right, #1 \
4898
4899#define setup_sprite_get_left_block_mask_4x() \
4900 sxth left_block_mask, left_block_mask \
4901
4902#define setup_sprite_compare_left_block_mask_4x() \
4903 cmp left_block_mask, #0xFFFFFFFF \
4904
4905#define setup_sprite_get_right_block_mask_4x() \
4906 sxth right_block_mask, right_block_mask, ror #16 \
4907
4908#define setup_sprite_compare_right_block_mask_4x() \
4909 cmp right_block_mask, #0xFFFFFFFF \
4910
4911
4912#define widen_texels_16bpp(texels_) \
4913 vmov texels_wide_low, texels_; \
4914 vmov texels_wide_high, texels_; \
4915 vzip.16 texels_wide_low, texels_wide_high \
4916
4917#define widen_texels_8bpp(texels_) \
4918 vmov texels_wide_low, texels_; \
4919 vmov texels_wide_high, texels_; \
4920 vzip.8 texels_wide_low, texels_wide_high \
4921
4922#define write_block_16bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
e1f6de8f 4923 vst1.u32 { texels_ }, [block_, :128]; \
59d15d23 4924 add block_, block_, #40; \
4925 \
4926 vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
e1f6de8f 4927 vst1.u32 { draw_mask_fb_ptr_ }, [block_, :64]; \
59d15d23 4928 add block_, block_, #24 \
4929
4930/* assumes 16-byte offset already added to block_ */
4931#define write_block_8bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
e1f6de8f 4932 vst1.u32 { texels_ }, [block_, :64]; \
59d15d23 4933 add block_, block_, #24; \
4934 \
4935 vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
e1f6de8f 4936 vst1.u32 { draw_mask_fb_ptr_ }, [block_, :64]; \
59d15d23 4937 add block_, block_, #40 \
4938
4939#define do_texture_block_16bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
4940 draw_mask_fb_ptr_b_) \
4941 widen_texels_16bpp(texels_low); \
4942 add fb_ptr_tmp, fb_ptr, #1024*2; \
4943 \
4944 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr); \
4945 \
4946 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
4947 widen_texels_16bpp(texels_high); \
4948 \
4949 add fb_ptr_tmp, fb_ptr, #8*2; \
4950 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
4951 \
4952 add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
4953 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
4954
4955#define do_texture_block_8bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
4956 draw_mask_fb_ptr_b_) \
4957 widen_texels_8bpp(texels); \
4958 add fb_ptr_tmp, fb_ptr, #1024*2; \
4959 \
4960 write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr); \
4961 write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
4962 \
4963 add fb_ptr_tmp, fb_ptr, #8*2; \
4964 write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
4965 \
4966 add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
4967 write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
4968
4969
4970#define setup_sprite_tiled_initialize_4bpp_4x() \
e1f6de8f 4971 ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]; \
4972 vld1.u32 { clut_a, clut_b }, [clut_ptr, :128]; \
59d15d23 4973 \
4974 vuzp.u8 clut_a, clut_b \
4975
4976#define setup_sprite_tiled_initialize_8bpp_4x() \
4977
4978
4979#define setup_sprite_block_count_single_4x() \
4980 sub_tile_height, lsl #2 \
4981
4982#define setup_sprite_block_count_double_4x() \
4983 sub_tile_height, lsl #(1+2) \
4984
4985#define setup_sprite_tile_full_4bpp_4x(edge) \
4986 setup_sprite_tile_add_blocks(double_4x); \
4987 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4988 \
4989 4: \
4990 and texture_block_ptr, texture_offset, texture_mask; \
e1f6de8f 4991 pld [fb_ptr]; \
59d15d23 4992 \
4993 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
e1f6de8f 4994 vld1.u32 { texels }, [texture_block_ptr, :64]; \
59d15d23 4995 \
4996 add texture_block_ptr, texture_offset, #8; \
4997 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4998 \
4999 and texture_block_ptr, texture_block_ptr, texture_mask; \
5000 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
5001 \
5002 vzip.8 texels_low, texels_high; \
5003 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
5004 draw_mask_fb_ptr_left_b); \
5005 \
5006 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
e1f6de8f 5007 pld [fb_ptr, #2048]; \
59d15d23 5008 \
e1f6de8f 5009 vld1.u32 { texels }, [texture_block_ptr, :64]; \
8438c3c7 5010 add fb_ptr, fb_ptr, #16*2; \
59d15d23 5011 \
8438c3c7 5012 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
59d15d23 5013 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
5014 \
5015 vzip.8 texels_low, texels_high; \
5016 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
5017 draw_mask_fb_ptr_right_b); \
5018 \
5019 add texture_offset, texture_offset, #0x10; \
5020 add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
5021 \
5022 subs sub_tile_height, sub_tile_height, #1; \
5023 bne 4b; \
5024 \
5025 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5026 add texture_offset, texture_offset, #0xF00; \
e1f6de8f 5027 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
59d15d23 5028
5029
5030#define setup_sprite_tile_half_4bpp_4x(edge) \
5031 setup_sprite_tile_add_blocks(single_4x); \
5032 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
5033 \
5034 4: \
5035 and texture_block_ptr, texture_offset, texture_mask; \
e1f6de8f 5036 pld [fb_ptr]; \
59d15d23 5037 \
5038 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
e1f6de8f 5039 vld1.u32 { texels }, [texture_block_ptr, :64]; \
59d15d23 5040 \
5041 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
5042 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
5043 \
5044 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
5045 add texture_offset, texture_offset, #0x10; \
5046 \
5047 vzip.8 texels_low, texels_high; \
5048 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
5049 draw_mask_fb_ptr_##edge##_b); \
5050 \
e1f6de8f 5051 pld [fb_ptr, #2048]; \
59d15d23 5052 add fb_ptr, fb_ptr, #2048 * 2; \
59d15d23 5053 \
8438c3c7 5054 subs sub_tile_height, sub_tile_height, #1; \
59d15d23 5055 bne 4b; \
5056 \
5057 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5058 add texture_offset, texture_offset, #0xF00; \
e1f6de8f 5059 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
59d15d23 5060
5061
5062#define setup_sprite_tile_full_8bpp_4x(edge) \
5063 setup_sprite_tile_add_blocks(double_4x); \
5064 add block, block, #16; \
5065 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
5066 \
5067 4: \
5068 and texture_block_ptr, texture_offset, texture_mask; \
e1f6de8f 5069 pld [fb_ptr]; \
59d15d23 5070 \
5071 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
e1f6de8f 5072 vld1.u32 { texels }, [texture_block_ptr, :64]; \
59d15d23 5073 \
5074 add texture_block_ptr, texture_offset, #8; \
5075 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
5076 draw_mask_fb_ptr_left_b); \
5077 \
e1f6de8f 5078 pld [fb_ptr, #2048]; \
59d15d23 5079 and texture_block_ptr, texture_block_ptr, texture_mask; \
5080 \
5081 add fb_ptr, fb_ptr, #16*2; \
5082 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
5083 \
e1f6de8f 5084 vld1.u32 { texels }, [texture_block_ptr, :64]; \
59d15d23 5085 \
5086 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
5087 draw_mask_fb_ptr_right_b); \
5088 \
5089 add texture_offset, texture_offset, #0x10; \
5090 add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
5091 \
5092 subs sub_tile_height, sub_tile_height, #1; \
5093 bne 4b; \
5094 \
5095 sub block, block, #16; \
5096 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5097 add texture_offset, texture_offset, #0xF00; \
e1f6de8f 5098 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
59d15d23 5099
5100
5101#define setup_sprite_tile_half_8bpp_4x(edge) \
5102 setup_sprite_tile_add_blocks(single_4x); \
5103 add block, block, #16; \
5104 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
5105 \
5106 4: \
5107 and texture_block_ptr, texture_offset, texture_mask; \
e1f6de8f 5108 pld [fb_ptr]; \
59d15d23 5109 \
5110 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
e1f6de8f 5111 vld1.u32 { texels }, [texture_block_ptr, :64]; \
59d15d23 5112 \
e1f6de8f 5113 pld [fb_ptr, #2048]; \
59d15d23 5114 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
5115 draw_mask_fb_ptr_##edge##_b); \
5116 \
5117 add texture_offset, texture_offset, #0x10; \
5118 add fb_ptr, fb_ptr, #2048 * 2; \
5119 \
5120 subs sub_tile_height, sub_tile_height, #1; \
5121 bne 4b; \
5122 \
5123 sub block, block, #16; \
5124 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5125 add texture_offset, texture_offset, #0xF00; \
e1f6de8f 5126 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \
59d15d23 5127
5128
5129#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
5130 add texture_offset, texture_offset_base, #8; \
5131 add fb_ptr, fb_ptr, #16 * 2 \
5132
5133#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
5134 mov texture_offset, texture_offset_base \
5135
5136#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
5137 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
5138
5139#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
5140 mov texture_offset, texture_offset_base \
5141
5142#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
5143 sub fb_ptr, fb_ptr, #16 * 2 \
5144
5145#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
5146
5147#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
5148 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
5149
5150#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
5151
5152
5153#define setup_sprite_setup_left_draw_mask_fb_ptr_4x() \
5154 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
5155 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
5156 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
5157 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
5158
5159#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column_4x() \
5160 mov fb_ptr_advance_column, #32 * 2; \
5161 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
5162 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
ed0fd81d 5163 sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11 + 1; \
59d15d23 5164 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
5165 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
5166
5167#define setup_sprite_setup_right_draw_mask_fb_ptr_4x() \
5168 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[4]; \
5169 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[5]; \
5170 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[6]; \
5171 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[7] \
5172
5173
75e28f62
E
5174// r0: psx_gpu
5175// r1: x
5176// r2: y
5177// r3: u
e1f6de8f 5178// [sp]: v
5179// [sp + 4]: width
5180// [sp + 8]: height
5181// [sp + 12]: color (unused)
75e28f62 5182
59d15d23 5183#define setup_sprite_tiled_builder(texture_mode, x4mode) \
5184 \
5185setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
5186 x4mode); \
5187setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
5188 x4mode); \
5189setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
5190 x4mode); \
5191setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
5192 x4mode); \
5193setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
5194 x4mode); \
5195setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
5196 x4mode); \
5197setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
5198 x4mode); \
5199setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
5200 x4mode); \
5201setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
5202 x4mode); \
5203setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
5204 x4mode); \
5205setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
5206 x4mode); \
5207setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
5208 x4mode); \
5209setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
5210 x4mode); \
5211setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
5212 x4mode); \
75e28f62
E
5213 \
5214.align 4; \
5215 \
59d15d23 5216function(setup_sprite_##texture_mode##x4mode) \
75e28f62 5217 stmdb sp!, { r4 - r11, r14 }; \
59d15d23 5218 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62 5219 \
e1f6de8f 5220 ldr v, [sp, #36]; \
75e28f62
E
5221 and offset_u, u, #0xF; \
5222 \
e1f6de8f 5223 ldr width, [sp, #40]; \
5224 ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \
75e28f62 5225 \
e1f6de8f 5226 ldr height, [sp, #44]; \
75e28f62
E
5227 add fb_ptr, fb_ptr, y, lsl #11; \
5228 \
3f0189c6 5229 save_abi_regs(); \
5230 \
75e28f62
E
5231 add fb_ptr, fb_ptr, x, lsl #1; \
5232 and offset_v, v, #0xF; \
5233 \
5234 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
5235 add width_rounded, offset_u, width; \
5236 \
5237 add height_rounded, offset_v, height; \
5238 add width_rounded, width_rounded, #15; \
5239 \
5240 add height_rounded, height_rounded, #15; \
5241 mov tile_width, width_rounded, lsr #4; \
5242 \
5243 /* texture_offset_base = VH-VL-00-00 */\
5244 mov texture_offset_base, v, lsl #8; \
5245 and offset_u_right, width_rounded, #0xF; \
5246 \
5247 /* texture_offset_base = VH-UH-UL-00 */\
5248 bfi texture_offset_base, u, #4, #8; \
59d15d23 5249 mov right_block_mask, #0xFFFFFFFE; \
5250 \
5251 setup_sprite_offset_u_adjust##x4mode(); \
75e28f62
E
5252 \
5253 /* texture_offset_base = VH-UH-VL-00 */\
5254 bfi texture_offset_base, v, #4, #4; \
59d15d23 5255 mov left_block_mask, #0xFFFFFFFF; \
75e28f62
E
5256 \
5257 mov tile_height, height_rounded, lsr #4; \
5258 mvn left_block_mask, left_block_mask, lsl offset_u; \
5259 \
5260 /* texture_mask = HH-HL-WH-WL */\
e1f6de8f 5261 ldrh texture_mask, [psx_gpu, #psx_gpu_texture_mask_width_offset]; \
75e28f62
E
5262 mov right_block_mask, right_block_mask, lsl offset_u_right; \
5263 \
5264 /* texture_mask_rev = WH-WL-HH-HL */\
5265 rev16 texture_mask_rev, texture_mask; \
5266 vmov block_masks, left_block_mask, right_block_mask; \
5267 \
5268 /* texture_mask = HH-HL-HL-WL */\
5269 bfi texture_mask, texture_mask_rev, #4, #4; \
5270 /* texture_mask_rev = 00-00-00-WH */\
5271 mov texture_mask_rev, texture_mask_rev, lsr #12; \
5272 \
5273 /* texture_mask = HH-WH-HL-WL */\
5274 bfi texture_mask, texture_mask_rev, #8, #4; \
59d15d23 5275 setup_sprite_get_left_block_mask##x4mode(); \
75e28f62
E
5276 \
5277 mov control_mask, #0; \
59d15d23 5278 setup_sprite_compare_left_block_mask##x4mode(); \
75e28f62 5279 \
59d15d23 5280 setup_sprite_get_right_block_mask##x4mode(); \
75e28f62
E
5281 orreq control_mask, control_mask, #0x4; \
5282 \
e1f6de8f 5283 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \
59d15d23 5284 setup_sprite_compare_right_block_mask##x4mode(); \
75e28f62
E
5285 \
5286 orreq control_mask, control_mask, #0x8; \
5287 cmp tile_width, #1; \
5288 \
5289 add block, psx_gpu, #psx_gpu_blocks_offset; \
5290 orreq control_mask, control_mask, #0x1; \
5291 \
5292 cmp tile_height, #1; \
5293 add block, block, num_blocks, lsl #6; \
5294 \
5295 orreq control_mask, control_mask, #0x2; \
8184d7c5 5296 JT_OP_REL(9f, control_mask, temp); \
e1f6de8f 5297 JT_OP(ldr pc, [pc, control_mask, lsl #2]); \
75e28f62
E
5298 nop; \
5299 \
8184d7c5 5300 9: \
5301 .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_full_full##x4mode); \
5302 .word JTE(9b, setup_sprite_##texture_mode##_single_multi_full_none##x4mode); \
5303 .word JTE(9b, setup_sprite_##texture_mode##_multi_single_full_full##x4mode); \
5304 .word JTE(9b, setup_sprite_##texture_mode##_single_single_full_none##x4mode); \
5305 .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_half_full##x4mode); \
5306 .word JTE(9b, setup_sprite_##texture_mode##_single_multi_half_right##x4mode); \
5307 .word JTE(9b, setup_sprite_##texture_mode##_multi_single_half_full##x4mode); \
5308 .word JTE(9b, setup_sprite_##texture_mode##_single_single_half_right##x4mode);\
5309 .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_full_half##x4mode); \
5310 .word JTE(9b, setup_sprite_##texture_mode##_single_multi_half_left##x4mode); \
5311 .word JTE(9b, setup_sprite_##texture_mode##_multi_single_full_half##x4mode); \
5312 .word JTE(9b, setup_sprite_##texture_mode##_single_single_half_left##x4mode); \
5313 .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_half_half##x4mode); \
75e28f62 5314 .word 0x00000000; \
8184d7c5 5315 .word JTE(9b, setup_sprite_##texture_mode##_multi_single_half_half##x4mode); \
59d15d23 5316
5317
5318setup_sprite_tiled_builder(4bpp,);
5319setup_sprite_tiled_builder(8bpp,);
75e28f62 5320
59d15d23 5321#undef draw_mask_fb_ptr_left
5322#undef draw_mask_fb_ptr_right
75e28f62 5323
59d15d23 5324setup_sprite_tiled_builder(4bpp, _4x);
5325setup_sprite_tiled_builder(8bpp, _4x);
75e28f62
E
5326
5327
5328#undef block_ptr
5329#undef num_blocks
5330#undef clut_ptr
5331
5332#define psx_gpu r0
5333#define block_ptr r0
5334#define num_blocks r1
5335#define clut_ptr r2
5336#define texel_shift_mask r3
5337#define block_pixels_a r4
5338#define block_pixels_b r5
5339#define texel_0 r6
5340#define texel_2 r7
5341#define texel_4 r8
5342#define texel_6 r9
5343#define texel_1 r10
5344#define texel_3 r11
5345#define texel_5 r12
5346#define texel_7 r14
5347#define texels_01 r6
5348#define texels_23 r7
5349#define texels_45 r8
5350#define texels_67 r9
5351
5352function(texture_sprite_blocks_8bpp)
5353 stmdb sp!, { r4 - r11, r14 }
5354 movw texel_shift_mask, #(0xFF << 1)
5355
e1f6de8f 5356 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
5357 ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]
75e28f62
E
5358
5359 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
e1f6de8f 5360 ldr block_pixels_a, [block_ptr, #16]
75e28f62
E
5361
5362 0:
5363 and texel_0, texel_shift_mask, block_pixels_a, lsl #1
e1f6de8f 5364 ldr block_pixels_b, [block_ptr, #20]
75e28f62
E
5365
5366 and texel_1, texel_shift_mask, block_pixels_a, lsr #7
e1f6de8f 5367 ldrh texel_0, [clut_ptr, texel_0]
75e28f62
E
5368
5369 and texel_2, texel_shift_mask, block_pixels_a, lsr #15
e1f6de8f 5370 ldrh texel_1, [clut_ptr, texel_1]
75e28f62
E
5371
5372 and texel_3, texel_shift_mask, block_pixels_a, lsr #23
e1f6de8f 5373 ldr block_pixels_a, [block_ptr, #(64 + 16)]
75e28f62 5374
e1f6de8f 5375 ldrh texel_2, [clut_ptr, texel_2]
75e28f62
E
5376 and texel_4, texel_shift_mask, block_pixels_b, lsl #1
5377
e1f6de8f 5378 ldrh texel_3, [clut_ptr, texel_3]
75e28f62
E
5379 and texel_5, texel_shift_mask, block_pixels_b, lsr #7
5380
e1f6de8f 5381 ldrh texel_4, [clut_ptr, texel_4]
75e28f62
E
5382 and texel_6, texel_shift_mask, block_pixels_b, lsr #15
5383
e1f6de8f 5384 ldrh texel_5, [clut_ptr, texel_5]
75e28f62
E
5385 and texel_7, texel_shift_mask, block_pixels_b, lsr #23
5386
e1f6de8f 5387 ldrh texel_6, [clut_ptr, texel_6]
75e28f62
E
5388 orr texels_01, texel_0, texel_1, lsl #16
5389
e1f6de8f 5390 ldrh texel_7, [clut_ptr, texel_7]
75e28f62
E
5391 orr texels_23, texel_2, texel_3, lsl #16
5392
5393 orr texels_45, texel_4, texel_5, lsl #16
e1f6de8f 5394 str texels_01, [block_ptr, #0]
75e28f62
E
5395
5396 orr texels_67, texel_6, texel_7, lsl #16
e1f6de8f 5397 str texels_23, [block_ptr, #4]
75e28f62
E
5398
5399 subs num_blocks, num_blocks, #1
e1f6de8f 5400 str texels_45, [block_ptr, #8]
75e28f62 5401
e1f6de8f 5402 str texels_67, [block_ptr, #12]
75e28f62
E
5403 add block_ptr, block_ptr, #64
5404
5405 bne 0b
5406
5407 ldmia sp!, { r4 - r11, pc }
5408
5409
5410#undef width_rounded
5411#undef texture_mask
5412#undef num_blocks
5413#undef texture_offset
59d15d23 5414#undef texels_low
5415#undef texels_high
5416#undef texels_wide_low
5417#undef texels_wide_high
5418#undef texels_wide
5419#undef fb_ptr2
8184d7c5 5420#undef temp
75e28f62
E
5421
5422#define psx_gpu r0
5423#define x r1
5424#define y r2
5425#define u r3
5426#define v r4
5427#define width r5
5428#define height r6
5429#define left_offset r8
5430#define width_rounded r9
5431#define right_width r10
59d15d23 5432
75e28f62
E
5433#define block_width r11
5434
5435#define texture_offset_base r1
5436#define texture_mask r2
5437#define texture_page_ptr r3
5438#define num_blocks r4
5439#define block r5
5440#define fb_ptr r7
5441#define texture_offset r8
5442#define blocks_remaining r9
59d15d23 5443#define fb_ptr2 r10
75e28f62
E
5444#define fb_ptr_pitch r12
5445#define texture_block_ptr r14
5446
5447#define texture_mask_width r2
5448#define texture_mask_height r3
5449#define left_mask_bits r4
5450#define right_mask_bits r5
5451
5452
5453#undef block_masks
5454#undef block_masks_shifted
5455#undef texels
5456
5457#define block_masks d0
5458#define block_masks_shifted d1
5459#define draw_mask_fb_ptr d2
5460#define texels q2
5461
59d15d23 5462#define draw_mask_fb_ptr_a d2
5463#define draw_mask_fb_ptr_b d3
5464#define texels_low d4
5465#define texels_high d5
5466#define texels_wide_low d6
5467#define texels_wide_high d7
5468#define texels_wide q3
75e28f62 5469
75e28f62 5470
59d15d23 5471setup_sprites_16bpp_flush:
5472 vpush { d0 - d3 }
75e28f62 5473
4d646738 5474 stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
75e28f62 5475 bl flush_render_block_buffer
4d646738 5476 ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
75e28f62 5477
59d15d23 5478 vpop { d0 - d3 }
75e28f62
E
5479
5480 add block, psx_gpu, #psx_gpu_blocks_offset
5481 mov num_blocks, block_width
5482
5483 bx lr
5484
5485function(setup_sprite_16bpp)
5486 stmdb sp!, { r4 - r11, r14 }
e1f6de8f 5487 ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]
75e28f62 5488
e1f6de8f 5489 ldr v, [sp, #36]
75e28f62
E
5490 add fb_ptr, fb_ptr, y, lsl #11
5491
e1f6de8f 5492 ldr width, [sp, #40]
75e28f62
E
5493 add fb_ptr, fb_ptr, x, lsl #1
5494
e1f6de8f 5495 ldr height, [sp, #44]
75e28f62
E
5496 and left_offset, u, #0x7
5497
5498 add texture_offset_base, u, u
5499 add width_rounded, width, #7
5500
ed0fd81d 5501 add texture_offset_base, texture_offset_base, v, lsl #11
75e28f62
E
5502 mov left_mask_bits, #0xFF
5503
e1f6de8f 5504 ldrb texture_mask_width, [psx_gpu, #psx_gpu_texture_mask_width_offset]
75e28f62
E
5505 add width_rounded, width_rounded, left_offset
5506
e1f6de8f 5507 ldrb texture_mask_height, [psx_gpu, #psx_gpu_texture_mask_height_offset]
75e28f62
E
5508 sub fb_ptr, fb_ptr, left_offset, lsl #1
5509
5510 add texture_mask, texture_mask_width, texture_mask_width
5511 mov right_mask_bits, #0xFE
5512
5513 and right_width, width_rounded, #0x7
5514 mvn left_mask_bits, left_mask_bits, lsl left_offset
5515
ed0fd81d 5516 add texture_mask, texture_mask, texture_mask_height, lsl #11
75e28f62
E
5517 mov block_width, width_rounded, lsr #3
5518
5519 mov right_mask_bits, right_mask_bits, lsl right_width
5520 movw fb_ptr_pitch, #(2048 + 16)
5521
5522 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
5523 vmov block_masks, left_mask_bits, right_mask_bits
5524
e1f6de8f 5525 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
75e28f62
E
5526 add block, psx_gpu, #psx_gpu_blocks_offset
5527
6ea0f7bf 5528 bic texture_offset_base, texture_offset_base, #0xF
75e28f62
E
5529 cmp block_width, #1
5530
e1f6de8f 5531 ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
75e28f62
E
5532 add block, block, num_blocks, lsl #6
5533
5534 bne 0f
5535
5536 vext.32 block_masks_shifted, block_masks, block_masks, #1
5537 vorr.u32 block_masks, block_masks, block_masks_shifted
5538 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5539
5540 1:
5541 add num_blocks, num_blocks, #1
5542 cmp num_blocks, #MAX_BLOCKS
59d15d23 5543 blgt setup_sprites_16bpp_flush
75e28f62
E
5544
5545 and texture_block_ptr, texture_offset_base, texture_mask
5546 subs height, height, #1
5547
5548 add texture_block_ptr, texture_page_ptr, texture_block_ptr
e1f6de8f 5549 vld1.u32 { texels }, [texture_block_ptr, :128]
75e28f62 5550
e1f6de8f 5551 vst1.u32 { texels }, [block, :128]
75e28f62
E
5552 add block, block, #40
5553
5554 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
e1f6de8f 5555 pld [fb_ptr]
75e28f62 5556
e1f6de8f 5557 vst1.u32 { draw_mask_fb_ptr }, [block, :64]
75e28f62
E
5558
5559 add block, block, #24
5560 add texture_offset_base, texture_offset_base, #2048
5561 add fb_ptr, fb_ptr, #2048
e1f6de8f 5562 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
75e28f62
E
5563 bne 1b
5564
5565 ldmia sp!, { r4 - r11, pc }
5566
5567 0:
5568 add num_blocks, num_blocks, block_width
5569 mov texture_offset, texture_offset_base
5570
5571 cmp num_blocks, #MAX_BLOCKS
59d15d23 5572 blgt setup_sprites_16bpp_flush
75e28f62
E
5573
5574 add texture_offset_base, texture_offset_base, #2048
5575 and texture_block_ptr, texture_offset, texture_mask
5576
5577 add texture_block_ptr, texture_page_ptr, texture_block_ptr
e1f6de8f 5578 vld1.u32 { texels }, [texture_block_ptr, :128]
75e28f62 5579
e1f6de8f 5580 vst1.u32 { texels }, [block, :128]
75e28f62
E
5581 add block, block, #40
5582
5583 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5584 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
e1f6de8f 5585 pld [fb_ptr]
75e28f62 5586
e1f6de8f 5587 vst1.u32 { draw_mask_fb_ptr }, [block, :64]
75e28f62
E
5588 subs blocks_remaining, block_width, #2
5589
5590 add texture_offset, texture_offset, #16
5591 add fb_ptr, fb_ptr, #16
5592
5593 vmov.u8 draw_mask_fb_ptr, #0
5594
5595 add block, block, #24
5596 beq 2f
5597
5598 1:
5599 and texture_block_ptr, texture_offset, texture_mask
5600 subs blocks_remaining, blocks_remaining, #1
5601
5602 add texture_block_ptr, texture_page_ptr, texture_block_ptr
e1f6de8f 5603 vld1.u32 { texels }, [texture_block_ptr, :128]
75e28f62 5604
e1f6de8f 5605 vst1.u32 { texels }, [block, :128]
75e28f62
E
5606 add block, block, #40
5607
5608 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
e1f6de8f 5609 pld [fb_ptr]
75e28f62 5610
e1f6de8f 5611 vst1.u32 { draw_mask_fb_ptr }, [block, :64]
75e28f62
E
5612
5613 add texture_offset, texture_offset, #16
5614 add fb_ptr, fb_ptr, #16
5615
5616 add block, block, #24
5617 bne 1b
5618
5619 2:
5620 and texture_block_ptr, texture_offset, texture_mask
5621 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5622
e1f6de8f 5623 vld1.u32 { texels }, [texture_block_ptr, :128]
75e28f62
E
5624 vdup.u8 draw_mask_fb_ptr, block_masks[4]
5625
e1f6de8f 5626 vst1.u32 { texels }, [block, :128]
75e28f62
E
5627 add block, block, #40
5628
5629 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
e1f6de8f 5630 vst1.u32 { draw_mask_fb_ptr }, [block, :64]
75e28f62
E
5631
5632 add block, block, #24
5633 subs height, height, #1
5634
5635 add fb_ptr, fb_ptr, fb_ptr_pitch
e1f6de8f 5636 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
75e28f62
E
5637
5638 bne 0b
5639
5640 ldmia sp!, { r4 - r11, pc }
5641
5642
59d15d23 5643// 4x version
5644// FIXME: duplicate code with normal version :(
5645#undef draw_mask_fb_ptr
5646
5647function(setup_sprite_16bpp_4x)
5648 stmdb sp!, { r4 - r11, r14 }
e1f6de8f 5649 ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]
59d15d23 5650
e1f6de8f 5651 ldr v, [sp, #36]
59d15d23 5652 add fb_ptr, fb_ptr, y, lsl #11
5653
e1f6de8f 5654 ldr width, [sp, #40]
59d15d23 5655 add fb_ptr, fb_ptr, x, lsl #1
5656
e1f6de8f 5657 ldr height, [sp, #44]
59d15d23 5658 and left_offset, u, #0x7
5659
5660 add texture_offset_base, u, u
5661 add width_rounded, width, #7
5662
ed0fd81d 5663 add texture_offset_base, texture_offset_base, v, lsl #11
59d15d23 5664 movw left_mask_bits, #0xFFFF
5665
e1f6de8f 5666 ldrb texture_mask_width, [psx_gpu, #psx_gpu_texture_mask_width_offset]
59d15d23 5667 add width_rounded, width_rounded, left_offset
5668
5669 lsl left_offset, #1
5670
e1f6de8f 5671 ldrb texture_mask_height, [psx_gpu, #psx_gpu_texture_mask_height_offset]
59d15d23 5672 sub fb_ptr, fb_ptr, left_offset, lsl #1
5673
5674 add texture_mask, texture_mask_width, texture_mask_width
5675 movw right_mask_bits, #0xFFFC
5676
5677 and right_width, width_rounded, #0x7
5678 mvn left_mask_bits, left_mask_bits, lsl left_offset
5679
5680 lsl right_width, #1
5681
ed0fd81d 5682 add texture_mask, texture_mask, texture_mask_height, lsl #11
59d15d23 5683 mov block_width, width_rounded, lsr #3
5684
5685 mov right_mask_bits, right_mask_bits, lsl right_width
5686 movw fb_ptr_pitch, #(2048 + 16) * 2
5687
5688 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4+1
5689 vmov block_masks, left_mask_bits, right_mask_bits
5690
e1f6de8f 5691 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
59d15d23 5692 add block, psx_gpu, #psx_gpu_blocks_offset
5693
5694 bic texture_offset_base, texture_offset_base, #0xF
5695 cmp block_width, #1
5696
e1f6de8f 5697 ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
59d15d23 5698 add block, block, num_blocks, lsl #6
5699
5700 lsl block_width, #2
5701 bne 0f
5702
5703 vext.32 block_masks_shifted, block_masks, block_masks, #1
5704 vorr.u32 block_masks, block_masks, block_masks_shifted
5705 vdup.u8 draw_mask_fb_ptr_a, block_masks[0]
5706 vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5707
5708 1:
5709 add num_blocks, num_blocks, block_width
5710 cmp num_blocks, #MAX_BLOCKS
5711 blgt setup_sprites_16bpp_flush
5712
5713 and texture_block_ptr, texture_offset_base, texture_mask
5714 subs height, height, #1
5715
5716 add texture_block_ptr, texture_page_ptr, texture_block_ptr
e1f6de8f 5717 vld1.u32 { texels }, [texture_block_ptr, :128]
59d15d23 5718
5719 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5720
5721 add texture_offset_base, texture_offset_base, #2048
5722 add fb_ptr, fb_ptr, #2048*2
e1f6de8f 5723 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
59d15d23 5724 bne 1b
5725
5726 ldmia sp!, { r4 - r11, pc }
5727
5728 0:
5729 add num_blocks, num_blocks, block_width
5730 mov texture_offset, texture_offset_base
5731
5732 vdup.u8 draw_mask_fb_ptr_a, block_masks[0] // left_mask_bits
5733 vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5734
5735 cmp num_blocks, #MAX_BLOCKS
5736 blgt setup_sprites_16bpp_flush
5737
5738 add texture_offset_base, texture_offset_base, #2048
5739 and texture_block_ptr, texture_offset, texture_mask
5740
5741 add texture_block_ptr, texture_page_ptr, texture_block_ptr
e1f6de8f 5742 vld1.u32 { texels }, [texture_block_ptr, :128]
59d15d23 5743
5744 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5745
5746 subs blocks_remaining, block_width, #2*4
5747 add texture_offset, texture_offset, #16
5748
5749 vmov.u8 draw_mask_fb_ptr_a, #0
5750 vmov.u8 draw_mask_fb_ptr_b, #0
5751
5752 add fb_ptr, fb_ptr, #16*2
5753 beq 2f
5754
5755 1:
5756 and texture_block_ptr, texture_offset, texture_mask
5757 subs blocks_remaining, blocks_remaining, #4
5758
5759 add texture_block_ptr, texture_page_ptr, texture_block_ptr
e1f6de8f 5760 vld1.u32 { texels }, [texture_block_ptr, :128]
59d15d23 5761
5762 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5763 add texture_offset, texture_offset, #16
5764
5765 add fb_ptr, fb_ptr, #16*2
5766 bgt 1b
5767
5768 2:
5769 vdup.u8 draw_mask_fb_ptr_a, block_masks[4] // right_mask_bits
5770 vdup.u8 draw_mask_fb_ptr_b, block_masks[5]
5771
5772 and texture_block_ptr, texture_offset, texture_mask
5773 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5774
e1f6de8f 5775 vld1.u32 { texels }, [texture_block_ptr, :128]
59d15d23 5776
5777 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5778 subs height, height, #1
5779
5780 add fb_ptr, fb_ptr, fb_ptr_pitch
e1f6de8f 5781 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
59d15d23 5782
5783 bne 0b
5784
5785 ldmia sp!, { r4 - r11, pc }
5786
5787
f0931e56 5788#undef width
5789#undef right_width
5790#undef right_mask_bits
5791#undef color
5792#undef height
5793#undef blocks_remaining
5794#undef colors
5795#undef right_mask
5796#undef test_mask
5797#undef draw_mask
5798
5799#define psx_gpu r0
5800#define x r1
5801#define y r2
5802#define width r3
5803#define right_width r5
5804#define right_mask_bits r6
5805#define fb_ptr r7
5806#define color r8
5807#define height r9
5808#define fb_ptr_pitch r12
5809
5810// referenced by setup_sprites_16bpp_flush
5811#define num_blocks r4
5812#define block r5
5813#define block_width r11
5814
5815#define color_r r1
5816#define color_g r2
5817#define color_b r8
5818#define blocks_remaining r6
5819
5820#define colors q0
5821#define right_mask q1
5822#define test_mask q2
5823#define draw_mask q2
5824#define draw_mask_bits_fb_ptr d6
5825
5826
5827.align 3
5828
5829function(setup_sprite_untextured)
e1f6de8f 5830 ldrh r12, [psx_gpu, #psx_gpu_render_state_offset]
f0931e56 5831 tst r12, #(RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS \
5832 | RENDER_FLAGS_BLEND)
e1f6de8f 5833 ldrbeq r12, [psx_gpu, #psx_gpu_render_mode_offset]
d5c08ed3 5834 tsteq r12, #RENDER_INTERLACE_ENABLED
f0931e56 5835 beq setup_sprite_untextured_simple
5836
5837 stmdb sp!, { r4 - r11, r14 }
5838
e1f6de8f 5839 ldr width, [sp, #40]
5840 ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]
f0931e56 5841
e1f6de8f 5842 ldr height, [sp, #44]
f0931e56 5843 add fb_ptr, fb_ptr, y, lsl #11
5844
5845 add fb_ptr, fb_ptr, x, lsl #1
5846 sub right_width, width, #1
5847
e1f6de8f 5848 ldr color, [sp, #48]
f0931e56 5849 and right_width, #7
5850
5851 add block_width, width, #7
5852 add right_width, #1
5853
5854 lsr block_width, #3
5855 mov right_mask_bits, #0xff
5856
5857 sub fb_ptr_pitch, block_width, #1
5858 lsl right_mask_bits, right_width
5859
5860 lsl fb_ptr_pitch, #3+1
5861 ubfx color_r, color, #3, #5
5862
5863 rsb fb_ptr_pitch, #1024*2
5864 ubfx color_g, color, #11, #5
5865
e1f6de8f 5866 vld1.u32 { test_mask }, [psx_gpu, :128]
f0931e56 5867 ubfx color_b, color, #19, #5
5868
5869 vdup.u16 right_mask, right_mask_bits
5870 orr color, color_r, color_b, lsl #10
5871
e1f6de8f 5872 ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
f0931e56 5873 orr color, color, color_g, lsl #5
5874
5875 vtst.u16 right_mask, right_mask, test_mask
5876 add block, psx_gpu, #psx_gpu_blocks_offset
5877
5878 vdup.u16 colors, color
5879 add block, block, num_blocks, lsl #6
5880
5881
5882setup_sprite_untextured_height_loop:
5883 add num_blocks, block_width
5884 sub blocks_remaining, block_width, #1
5885
5886 cmp num_blocks, #MAX_BLOCKS
5887 blgt setup_sprites_16bpp_flush
5888
5889 cmp blocks_remaining, #0
5890 ble 1f
5891
5892 vmov.u8 draw_mask, #0 /* zero_mask */
5893 vmov.u8 draw_mask_bits_fb_ptr, #0
5894
5895 0:
e1f6de8f 5896 vst1.u32 { draw_mask }, [block, :128]!
f0931e56 5897 subs blocks_remaining, #1
5898
e1f6de8f 5899 vst1.u32 { colors }, [block, :128]
f0931e56 5900 add block, block, #24
5901
5902 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
e1f6de8f 5903 vst1.u32 { draw_mask_bits_fb_ptr }, [block, :64]
f0931e56 5904
5905 add block, block, #24
5906 add fb_ptr, #8*2
5907 bgt 0b
5908
5909 1:
e1f6de8f 5910 vst1.u32 { right_mask }, [block, :128]!
f0931e56 5911 subs height, #1
5912
e1f6de8f 5913 vst1.u32 { colors }, [block, :128]
f0931e56 5914 add block, block, #24
5915
5916 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
e1f6de8f 5917 vst1.u32 { draw_mask_bits_fb_ptr }, [block, :64]
f0931e56 5918
5919 add block, block, #24
5920 add fb_ptr, fb_ptr_pitch
5921
e1f6de8f 5922 strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
f0931e56 5923 bgt setup_sprite_untextured_height_loop
5924
5925 ldmia sp!, { r4 - r11, pc }
5926
5927
5928
75e28f62
E
5929#undef texture_page_ptr
5930#undef vram_ptr
5931#undef dirty_textures_mask
5932#undef current_texture_mask
5933
5934#define psx_gpu r0
5935#define current_texture_page r1
5936#define texture_page_ptr r2
5937#define vram_ptr_a r3
5938#define current_texture_page_x r12
5939#define current_texture_page_y r4
5940#define dirty_textures_mask r5
5941#define tile_y r6
5942#define tile_x r7
5943#define sub_y r8
5944#define current_texture_mask r9
5945#define c_4096 r10
5946#define vram_ptr_b r11
5947
5948#define texel_block_a d0
5949#define texel_block_b d1
5950#define texel_block_expanded_a q1
5951#define texel_block_expanded_b q2
5952#define texel_block_expanded_ab q2
5953#define texel_block_expanded_c q3
fab27ba2 5954#define texel_block_expanded_d q0
75e28f62
E
5955#define texel_block_expanded_cd q3
5956
5957function(update_texture_4bpp_cache)
5958 stmdb sp!, { r4 - r11, r14 }
5959 vpush { q0 - q3 }
5960
e1f6de8f 5961 ldrb current_texture_page, [psx_gpu, #psx_gpu_current_texture_page_offset]
75e28f62 5962
e1f6de8f 5963 ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_base_offset]
5964 ldr vram_ptr_a, [psx_gpu, #psx_gpu_vram_ptr_offset]
75e28f62
E
5965
5966 and current_texture_page_x, current_texture_page, #0xF
e1f6de8f 5967 ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]
75e28f62
E
5968
5969 mov current_texture_page_y, current_texture_page, lsr #4
e1f6de8f 5970 ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]
75e28f62
E
5971
5972 add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
5973 mov tile_y, #16
5974
5975 add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7
5976 bic dirty_textures_mask, current_texture_mask
5977
5978 mov tile_x, #16
e1f6de8f 5979 str dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]
75e28f62
E
5980
5981 mov sub_y, #8
5982 movw c_4096, #4096
5983
5984 add vram_ptr_b, vram_ptr_a, #2048
5985
5986 0:
e1f6de8f 5987 vld1.u32 { texel_block_a }, [vram_ptr_a, :64], c_4096
5988 vld1.u32 { texel_block_b }, [vram_ptr_b, :64], c_4096
75e28f62
E
5989
5990 vmovl.u8 texel_block_expanded_a, texel_block_a
5991 vshll.u8 texel_block_expanded_b, texel_block_a, #4
5992 vmovl.u8 texel_block_expanded_c, texel_block_b
5993 vshll.u8 texel_block_expanded_d, texel_block_b, #4
5994
5995 vbic.u16 texel_block_expanded_a, #0x00F0
5996 vbic.u16 texel_block_expanded_b, #0x00F0
5997 vbic.u16 texel_block_expanded_c, #0x00F0
5998 vbic.u16 texel_block_expanded_d, #0x00F0
5999
6000 vorr.u16 texel_block_expanded_ab, texel_block_expanded_a, \
6001 texel_block_expanded_b
6002 vorr.u16 texel_block_expanded_cd, texel_block_expanded_c, \
6003 texel_block_expanded_d
6004
6005 vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \
e1f6de8f 6006 [texture_page_ptr, :256]!
75e28f62
E
6007
6008 subs sub_y, sub_y, #1
6009 bne 0b
6010
6011 mov sub_y, #8
6012 add vram_ptr_a, vram_ptr_a, #8
6013 add vram_ptr_b, vram_ptr_b, #8
6014
6015 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
6016 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
6017
6018 subs tile_x, tile_x, #1
6019 bne 0b
6020
6021 mov tile_x, #16
6022 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
6023 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
6024
6025 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
6026 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
6027
6028 subs tile_y, tile_y, #1
6029 bne 0b
6030
6031 vpop { q0 - q3 }
6032 ldmia sp!, { r4 - r11, pc }
6033
6034
6035#undef current_texture_page
6036
6037#define psx_gpu r0
6038#define texture_page r1
6039#define texture_page_ptr r2
6040#define vram_ptr_a r3
6041#define texture_page_x r12
6042#define texture_page_y r4
6043#define current_texture_page r5
6044#define tile_y r6
6045#define tile_x r7
6046#define sub_y r8
6047#define c_4096 r10
6048#define vram_ptr_b r11
6049
6050
6051#undef texels_a
6052#undef texels_b
6053
6054#define texels_a q0
6055#define texels_b q1
6056#define texels_c q2
6057#define texels_d q3
6058
6059
6060function(update_texture_8bpp_cache_slice)
6061 stmdb sp!, { r4 - r11, r14 }
6062 vpush { q0 - q3 }
6063
e1f6de8f 6064 ldrb current_texture_page, [psx_gpu, #psx_gpu_current_texture_page_offset]
6065 ldr vram_ptr_a, [psx_gpu, #psx_gpu_vram_ptr_offset]
75e28f62 6066
e1f6de8f 6067 ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_base_offset]
75e28f62
E
6068 mov tile_y, #16
6069
6070 and texture_page_x, texture_page, #0xF
6071 mov texture_page_y, texture_page, lsr #4
6072
6073 add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7
6074 mov tile_x, #8
6075
6076 add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
6077 eor current_texture_page, current_texture_page, texture_page
6078
6079 ands current_texture_page, current_texture_page, #0x1
6080 mov sub_y, #4
6081
6082 addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6083 movw c_4096, #4096
6084
6085 add vram_ptr_b, vram_ptr_a, #2048
6086
6087 0:
e1f6de8f 6088 vld1.u32 { texels_a }, [vram_ptr_a, :128], c_4096
6089 vld1.u32 { texels_b }, [vram_ptr_b, :128], c_4096
6090 vld1.u32 { texels_c }, [vram_ptr_a, :128], c_4096
6091 vld1.u32 { texels_d }, [vram_ptr_b, :128], c_4096
75e28f62 6092
e1f6de8f 6093 vst1.u32 { texels_a, texels_b }, [texture_page_ptr, :256]!
6094 vst1.u32 { texels_c, texels_d }, [texture_page_ptr, :256]!
75e28f62
E
6095
6096 subs sub_y, sub_y, #1
6097 bne 0b
6098
6099 mov sub_y, #4
6100
6101 add vram_ptr_a, vram_ptr_a, #16
6102 add vram_ptr_b, vram_ptr_b, #16
6103
6104 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
6105 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
6106
6107 subs tile_x, tile_x, #1
6108 bne 0b
6109
6110 mov tile_x, #8
6111
6112 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
6113 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
6114
6115 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
6116 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
6117
6118 subs tile_y, tile_y, #1
6119 add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6120
6121 bne 0b
6122
6123 vpop { q0 - q3 }
6124 ldmia sp!, { r4 - r11, pc }
6125
50f9355a 6126
6127/* void scale2x_tiles8(void *dst, const void *src, int w8, int h) */
6128function(scale2x_tiles8)
6129 push { r4, r14 }
6130
6131 mov r4, r1
6132 add r12, r0, #1024*2
6133 mov r14, r2
6134
61350:
e1f6de8f 6136 vld1.u16 { q0 }, [r1, :128]!
6137 vld1.u16 { q2 }, [r1, :128]!
50f9355a 6138 vmov q1, q0
6139 vmov q3, q2
6140 vzip.16 q0, q1
6141 vzip.16 q2, q3
6142 subs r14, #2
e1f6de8f 6143 vst1.u16 { q0, q1 }, [r0, :128]!
6144 vst1.u16 { q0, q1 }, [r12, :128]!
50f9355a 6145 blt 1f
e1f6de8f 6146 vst1.u16 { q2, q3 }, [r0, :128]!
6147 vst1.u16 { q2, q3 }, [r12, :128]!
50f9355a 6148 bgt 0b
61491:
6150 subs r3, #1
6151 mov r14, r2
6152 add r0, #1024*2*2
6153 add r4, #1024*2
ed0fd81d 6154 sub r0, r0, r2, lsl #4+1
50f9355a 6155 mov r1, r4
6156 add r12, r0, #1024*2
6157 bgt 0b
6158 nop
6159
6160 pop { r4, pc }
59d15d23 6161
6162// vim:filetype=armasm