psx_gpu: texture cache fix, updates
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_arm_neon.S
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1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3 *
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
13 */
14
15#define MAX_SPANS 512
16#define MAX_BLOCKS 64
17#define MAX_BLOCKS_PER_ROW 128
18
19#define psx_gpu_test_mask_offset 0
20#define psx_gpu_uvrg_offset 16
21#define psx_gpu_uvrg_dx_offset 32
22#define psx_gpu_uvrg_dy_offset 48
23#define psx_gpu_u_block_span_offset 64
24#define psx_gpu_v_block_span_offset 80
25#define psx_gpu_r_block_span_offset 96
26#define psx_gpu_g_block_span_offset 112
27#define psx_gpu_b_block_span_offset 128
28
29#define psx_gpu_b_dx_offset 132
30
31#define psx_gpu_b_offset 144
32#define psx_gpu_b_dy_offset 148
33#define psx_gpu_triangle_area_offset 152
34#define psx_gpu_texture_window_settings_offset 156
35#define psx_gpu_current_texture_mask_offset 160
36#define psx_gpu_viewport_mask_offset 164
37#define psx_gpu_dirty_textures_4bpp_mask_offset 168
38#define psx_gpu_dirty_textures_8bpp_mask_offset 172
39#define psx_gpu_dirty_textures_8bpp_alternate_mask_offset 176
40#define psx_gpu_triangle_color_offset 180
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41#define psx_gpu_dither_table_offset 184
42#define psx_gpu_render_block_handler_offset 200
43#define psx_gpu_texture_page_ptr_offset 204
44#define psx_gpu_texture_page_base_offset 208
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45#define psx_gpu_clut_ptr_offset 212
46#define psx_gpu_vram_ptr_offset 216
47
48#define psx_gpu_render_state_base_offset 220
49#define psx_gpu_render_state_offset 222
50#define psx_gpu_num_spans_offset 224
51#define psx_gpu_num_blocks_offset 226
52#define psx_gpu_offset_x_offset 228
53#define psx_gpu_offset_y_offset 230
54#define psx_gpu_clut_settings_offset 232
55#define psx_gpu_texture_settings_offset 234
56#define psx_gpu_viewport_start_x_offset 236
57#define psx_gpu_viewport_start_y_offset 238
58#define psx_gpu_viewport_end_x_offset 240
59#define psx_gpu_viewport_end_y_offset 242
60#define psx_gpu_mask_msb_offset 244
61
62#define psx_gpu_triangle_winding_offset 246
63#define psx_gpu_display_area_draw_enable_offset 247
64#define psx_gpu_current_texture_page_offset 248
65#define psx_gpu_last_8bpp_texture_page_offset 249
66#define psx_gpu_texture_mask_width_offset 250
67#define psx_gpu_texture_mask_height_offset 251
68#define psx_gpu_texture_window_x_offset 252
69#define psx_gpu_texture_window_y_offset 253
70#define psx_gpu_primitive_type_offset 254
71
72#define psx_gpu_reserved_a_offset 255
73
74#define psx_gpu_blocks_offset 0x0100
75#define psx_gpu_span_uvrg_offset_offset 0x2100
76#define psx_gpu_span_edge_data_offset 0x4100
77#define psx_gpu_span_b_offset_offset 0x5100
78
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79#define edge_data_left_x_offset 0
80#define edge_data_num_blocks_offset 2
81#define edge_data_right_mask_offset 4
82#define edge_data_y_offset 6
83
84
85#define psx_gpu r0
86#define v_a r1
87#define v_b r2
88#define v_c r3
89
90#define x0 r4
91#define x1 r5
92#define x2 r6
93#define x0_x1 r5
94#define x1_x2 r6
95#define y0 r7
96#define y1 r8
97#define y2 r9
98#define y0_y1 r7
99#define y1_y2 r8
100#define b0 r9
101#define b1 r10
102#define b2 r11
103#define b0_b1 r10
104#define b1_b2 r11
105
106
107#define area_r_s r5
108
109#define g_bx0 r2
110#define g_bx r3
111#define g_bx2 r4
112#define g_bx3 r5
113#define b_base r6
114#define g_by r8
115
116#define gs_bx r7
117#define gs_by r10
118
119#define ga_bx g_bx
120#define ga_by g_by
121
122#define gw_bx_h g_bx
123#define gw_by_h g_by
124
125#define gw_bx_l r11
126#define gw_by_l gw_bx_l
127
128#define store_a r0
129#define store_b r1
130#define store_inc r5
131
132
133#define v0 q0
134#define uvrgb0 d0
135#define x0_y0 d1
136
137#define v1 q1
138#define uvrgb1 d2
139#define x1_y1 d3
140
141#define v2 q2
142#define uvrgb2 d4
143#define x2_y2 d5
144
145#define x0_ab q3
146#define uvrg_xxxx0 q3
147#define uvrg0 d6
148#define xxxx0 d7
149
150#define x1_ab q4
151#define uvrg_xxxx1 q4
152#define uvrg1 d8
153#define xxxx1 d9
154
155#define x2_ab q5
156#define uvrg_xxxx2 q5
157#define uvrg2 d10
158#define xxxx2 d11
159
160#define y0_ab q6
161#define yyyy_uvrg0 q6
162#define yyyy0 d12
163#define uvrg0b d13
164
165#define y1_ab q7
166#define yyyy_uvrg1 q7
167#define yyyy1 d14
168#define uvrg1b d15
169
170#define y2_ab q8
171#define yyyy_uvrg2 q8
172#define yyyy2 d16
173#define uvrg2b d17
174
175#define d0_ab q9
176#define d0_a d18
177#define d0_b d19
178
179#define d1_ab q10
180#define d1_a d20
181#define d1_b d21
182
183#define d2_ab q11
184#define d2_a d22
185#define d2_b d23
186
187#define d3_ab q12
188#define d3_a d24
189#define d3_b d25
190
191#define ga_uvrg_x q1
192#define ga_uvrg_y q4
193
194#define dx x0_x1
195#define dy y0_y1
196#define db b0_b1
197
198#define uvrg_base q11
199
200#define gs_uvrg_x q5
201#define gs_uvrg_y q6
202
203#define g_uvrg_x q1
204#define ga_uv_x d2
205#define g_uv_x d2
206#define ga_rg_x d3
207#define g_rg_x d3
208
209#define g_uvrg_y q4
210#define ga_uv_y d8
211#define g_uv_y d8
212#define ga_rg_y d9
213#define g_rg_y d9
214
215#define gw_uv_x q1
216#define gw_rg_x q2
217#define gw_uv_y q4
218#define gw_rg_y q3
219
220#define w_mask q9
221#define w_mask_l d18
222
223#define r_shift q10
224
225#define uvrg_dx0 q0
226#define uvrg_dx0l d0
227#define uvrg_dx0h d1
228
229#define uvrg_dx1 q1
230#define uvrg_dx1l d2
231#define uvrg_dx1h d3
232
233#define uvrg_dx2 q2
234#define uvrg_dx2l d4
235#define uvrg_dx2h d5
236
237#define uvrg_dx3 q3
238#define uvrg_dx3l d6
239#define uvrg_dx3h d7
240
241
242.align 4
243
244#define function(name) \
245 .global name; \
246 name: \
247
248@ r0: psx_gpu
249@ r1: v_a
250@ r2: v_b
251@ r3: v_c
252
253function(compute_all_gradients)
254 // First compute the triangle area reciprocal and shift. The division will
255 // happen concurrently with much of the work which follows.
256 @ r12 = psx_gpu->triangle_area
257 ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ]
258 stmdb sp!, { r4 - r11, lr }
259
260 @ load exponent of 62 into upper half of double
261 movw r4, #0
262 clz r14, r12 @ r14 = shift
263
264 movt r4, #((62 + 1023) << 4)
265 mov r12, r12, lsl r14 @ r12 = triangle_area_normalized
266
267 @ load area normalized into lower half of double
268 mov r5, r12, lsr #10
269 vmov.f64 d30, r5, r4 @ d30 = (1 << 62) + ta_n
270
271 movt r4, #((1022 + 31) << 4)
272 mov r5, r12, lsl #20
273
274 add r4, r4, r12, lsr #11
275 vmov.f64 d31, r5, r4
276
277 vdiv.f64 d30, d30, d31 @ d30 = ((1 << 62) + ta_n) / ta_n
278
279 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
280 // ( d0 * d1 ) - ( d2 * d3 ) =
281 // ( m0 ) - ( m1 ) = gradient
282
283 // This is split to do 12 elements at a time over three sets: a, b, and c.
284 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
285 // two of the slots are unused.
286
287 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
288 // is g.
289
290 // First type is: uvrg bxxx xxxx
291 // Second type is: yyyy ybyy uvrg
292 // Since x_a and y_c are the same the same variable is used for both.
293
294 vld1.u32 { v0 }, [ v_a, : 128 ] @ v0 = { uvrg0, b0, x0, y0 }
295 ldrsh x0, [ v_a, #8 ] @ load x0
296
297 vld1.u32 { v1 }, [ v_b, : 128 ] @ v1 = { uvrg1, b1, x1, y1}
298 ldrh x1, [ v_b, #8 ] @ load x1
299
300 vld1.u32 { v2 }, [ v_c, : 128 ] @ v2 = { uvrg2, b2, x2, y2 }
301 ldrh x2, [ v_c, #8 ] @ load x2
302
303 vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
304 ldrh y0, [ v_a, #10 ] @ load y0
305
306 vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
307 ldrh y1, [ v_b, #10 ] @ load y1
308
309 vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
310 ldrh y2, [ v_c, #10 ] @ load y2
311
312 vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 }
313 vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 }
314
315 orr x1_x2, x1, x2, lsl #16 @ x1_x2 = { x1, x2 }
316 pkhbt x0_x1, x0, x1, lsl #16 @ x0_x1 = { x0, x1 }
317
318 vmov.u8 uvrg1b, uvrg1 @ uvrg1b = { uv1, rg1 }
319 vdup.u16 xxxx1, x1_y1[0] @ xxxx1 = { xx1, xx1 }
320
321 vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 }
322 vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 }
323
324 ldrb b2, [ v_c, #4 ] @ load b2
325 orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 }
326
327 ldrb b1, [ v_b, #4 ] @ load b1
328 orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 }
329
330 vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 }
331 vsub.s16 d0_ab, x1_ab, x0_ab
332
333 ldrb b0, [ v_a, #4 ] @ load b0
334 orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 }
335
336 vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 }
337 vsub.s16 d2_ab, x2_ab, x1_ab
338
339 vdup.u16 yyyy2, x2_y2[1] @ yyyy2 = { yy2, yy2 }
340 vsub.s16 d1_ab, y2_ab, y1_ab
341
342 orr b0_b1, b0, b1, lsl #16 @ b1_b2 = { b1, b2 }
343 ssub16 dx, x1_x2, x0_x1 @ dx = { x1 - x0, x2 - x1 }
344
345 ssub16 dy, y1_y2, y0_y1 @ dy = { y1 - y0, y2 - y1 }
346 ssub16 db, b1_b2, b0_b1 @ db = { b1 - b0, b2 - b1 }
347
348 vsub.s16 d3_ab, y1_ab, y0_ab
349 smusdx ga_by, dx, db @ ga_by = ((x1 - x0) * (b2 - b1)) -
350 @ ((x2 - X1) * (b1 - b0))
351 vmull.s16 ga_uvrg_x, d0_a, d1_a
352 smusdx ga_bx, db, dy @ ga_bx = ((b1 - b0) * (y2 - y1)) -
353 @ ((b2 - b1) * (y1 - y0))
354 vmlsl.s16 ga_uvrg_x, d2_a, d3_a
355 movs gs_bx, ga_bx, asr #31
356
357 vmull.s16 ga_uvrg_y, d0_b, d1_b
358 rsbmi ga_bx, ga_bx, #0
359
360 vmlsl.s16 ga_uvrg_y, d2_b, d3_b
361 movs gs_by, ga_by, asr #31
362
363 vshr.u64 d0, d30, #22
364 mov b_base, b0, lsl #16
365
366 rsbmi ga_by, ga_by, #0
367 vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0
368
369 @ r12 = psx_gpu->triangle_winding_offset
370 ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
371 vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0
372
373 add b_base, b_base, #0x8000
374 rsb r12, r12, #0 @ r12 = -(triangle->winding)
375
376 vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w }
377 sub r14, r14, #(62 - 12) @ r14 = shift - (62 - FIXED_BITS)
378
379 vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16
380 vdup.u32 r_shift, r14 @ r_shift = { shift, shift, shift, shift }
381
382 vorr.u32 uvrg_base, #0x8000
383 vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x)
384
385 vmov area_r_s, s0 @ area_r_s = triangle_reciprocal
386 vabs.s32 ga_uvrg_y, ga_uvrg_y @ ga_uvrg_y = abs(ga_uvrg_y)
387
388 vmull.u32 gw_rg_x, ga_rg_x, d0[0]
389 vmull.u32 gw_uv_x, ga_uv_x, d0[0]
390 vmull.u32 gw_rg_y, ga_rg_y, d0[0]
391 vmull.u32 gw_uv_y, ga_uv_y, d0[0]
392
393 vshl.u64 gw_rg_x, gw_rg_x, r_shift
394 vshl.u64 gw_uv_x, gw_uv_x, r_shift
395 vshl.u64 gw_rg_y, gw_rg_y, r_shift
396 vshl.u64 gw_uv_y, gw_uv_y, r_shift
397
398 veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
399 vmovn.u64 g_uv_x, gw_uv_x
400
401 veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
402 vmovn.u64 g_rg_x, gw_rg_x
403
404 veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
405 vmovn.u64 g_uv_y, gw_uv_y
406
407 vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
408 vmovn.u64 g_rg_y, gw_rg_y
409
410 veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
411 mov ga_bx, ga_bx, lsl #13
412
413 vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
414 mov ga_by, ga_by, lsl #13
415
416 vdup.u32 x0_y0, x0
417 umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
418
419 vshl.u32 g_uvrg_x, g_uvrg_x, #4
420 vshl.u32 g_uvrg_y, g_uvrg_y, #4
421
422 umull gw_by_l, gw_by_h, ga_by, area_r_s
423 vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
424
425 eor gs_bx, gs_bx, r12
426 vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
427
428 veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
429 eor gs_by, gs_by, r12
430
431 rsb r11, r14, #0 @ r11 = negative shift for scalar lsr
432 add store_a, psx_gpu, #psx_gpu_uvrg_offset
433
434 sub r11, r11, #(32 - 13)
435
436 add store_b, store_a, #16
437 mov store_inc, #32
438
439 vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
440 vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc
441
442 vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc
443 mov g_bx, gw_bx_h, lsr r11
444
445 vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc
446 mov g_by, gw_by_h, lsr r11
447
448 vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \
449 [ store_b, : 128 ], store_inc
450 eor g_bx, g_bx, gs_bx
451
452 vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \
453 [ store_b, : 128 ], store_inc
454 sub g_bx, g_bx, gs_bx
455
456 lsl g_bx, g_bx, #4
457 eor g_by, g_by, gs_by
458
459 mls b_base, g_bx, x0, b_base
460 sub g_by, g_by, gs_by
461
462 lsl g_by, g_by, #4
463 mov g_bx0, #0
464
465 add g_bx2, g_bx, g_bx
466 add g_bx3, g_bx, g_bx2
467
468 stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
469
470 ldmia sp!, { r4 - r11, pc }
471
472
473#define psx_gpu r0
474#define v_a r1
475#define v_b r2
476#define v_c r3
477
478#define temp r14
479
480#define x_a r4
481#define x_b r5
482#define x_c r6
483#define y_a r1
484#define y_b r2
485#define y_c r3
486
487#define height_minor_a r7
488#define height_minor_b r8
489#define height_major r9
490#define height r9
491
492#define reciprocal_table_ptr r10
493
494#define edge_alt_low r4
495#define edge_alt_high r5
496#define edge_dx_dy_alt r6
497#define edge_shift_alt r10
498
499#define edge_dx_dy_alt_low r4
500#define edge_dx_dy_alt_high r5
501
502#define span_edge_data r4
503#define span_uvrg_offset r5
504#define span_b_offset r6
505
506#define clip r14
507
508#define b r11
509#define b_dy r12
510
511
512#define alternate_x q0
513#define alternate_dx_dy q1
514#define alternate_x_32 q2
515
516#define alternate_x_low d0
517#define alternate_x_high d1
518#define alternate_dx_dy_low d2
519#define alternate_dx_dy_high d3
520#define alternate_x_32_low d4
521#define alternate_x_32_high d5
522
523#define left_x q3
524#define right_x q4
525#define left_dx_dy q5
526#define right_dx_dy q6
527#define left_edge q7
528#define right_edge q8
529
530#define left_x_low d6
531#define left_x_high d7
532#define right_x_low d8
533#define right_x_high d9
534#define left_dx_dy_low d10
535#define left_dx_dy_high d11
536#define right_dx_dy_low d12
537#define right_dx_dy_high d13
538#define left_edge_low d14
539#define left_edge_high d15
540#define right_edge_low d16
541#define right_edge_high d17
542
543#define y_mid_point d18
544#define c_0x0004 d19
545
546#define left_right_x_16 q11
547#define span_shifts_y q12
548#define c_0x0001 q13
549
550#define span_shifts d24
551#define y_x4 d25
552#define c_0xFFFE d26
553#define c_0x0007 d27
554
555#define left_right_x_16_low d22
556#define left_right_x_16_high d23
557
558#define uvrg q14
559#define uvrg_dy q15
560
561#define alternate_x_16 d4
562
563#define v_clip q3
564#define v_clip_low d6
565
566#define right_x_32 q10
567#define left_x_32 q11
568#define alternate_select d24
569
570#define right_x_32_low d20
571#define right_x_32_high d21
572#define left_x_32_low d22
573#define left_x_32_high d23
574
575#define edges_xy q0
576#define edges_dx_dy d2
577#define edge_shifts d3
578#define edge_shifts_64 q2
579
580#define edges_xy_left d0
581#define edges_xy_right d1
582
583#define height_reciprocals d6
584#define heights d7
585
586#define widths d8
587#define c_0x01 d9
588#define x_starts d10
589#define x_ends d11
590
591#define heights_b d12
592#define edges_dx_dy_64 q10
593
594#define edges_dx_dy_64_left d20
595#define edges_dx_dy_64_right d21
596
597
598#define setup_spans_prologue() \
599 stmdb sp!, { r4 - r11, lr }; \
600 \
601 ldrsh x_a, [ v_a, #8 ]; \
602 ldrsh x_b, [ v_b, #8 ]; \
603 ldrsh x_c, [ v_c, #8 ]; \
604 ldrsh y_a, [ v_a, #10 ]; \
605 ldrsh y_b, [ v_b, #10 ]; \
606 ldrsh y_c, [ v_c, #10 ]; \
607 \
608 add temp, psx_gpu, #psx_gpu_uvrg_offset; \
609 vld1.32 { uvrg }, [ temp ]; \
610 add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \
611 vld1.32 { uvrg_dy }, [ temp ]; \
612 movw reciprocal_table_ptr, :lower16:reciprocal_table; \
613 movt reciprocal_table_ptr, :upper16:reciprocal_table; \
614 \
615 vmov.u32 c_0x01, #0x01 \
616
617#define setup_spans_load_b() \
618 ldr b, [ psx_gpu, #psx_gpu_b_offset ]; \
619 ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ] \
620
621#define setup_spans_prologue_b() \
622 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
623 add temp, psx_gpu, #psx_gpu_viewport_start_x_offset; \
624 \
625 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
626 vmov.u16 c_0x0004, #0x0004; \
627 \
628 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
629 vmov.u16 c_0x0001, #0x0001; \
630 \
631 vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ]; \
632 add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \
633 \
634 vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \
635 vadd.u16 right_edge, right_edge, c_0x0001; \
636 \
637 vmov.u16 c_0x0007, #0x0007; \
638 vmvn.u16 c_0xFFFE, #0x0001 \
639
640
641#define compute_edge_delta_x2() \
642 ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \
643 \
644 vdup.u32 heights, height; \
645 vsub.u32 widths, x_ends, x_starts; \
646 \
647 vdup.u32 edge_shifts, temp; \
648 vsub.u32 heights_b, heights, c_0x01; \
649 vshr.u32 height_reciprocals, edge_shifts, #12; \
650 \
651 vmla.s32 heights_b, x_starts, heights; \
652 vbic.u16 edge_shifts, #0xE0; \
653 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
654 vmull.s32 edges_xy, heights_b, height_reciprocals \
655
656#define width_alt r6
657#define height_reciprocal_alt r11
658#define height_b_alt r12
659
660#define compute_edge_delta_x3(start_c, height_a, height_b) \
661 vmov.u32 heights, height_a, height_b; \
662 ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \
663 vmov.u32 edge_shifts[0], temp; \
664 ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \
665 vmov.u32 edge_shifts[1], temp; \
666 ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ]; \
667 \
668 vsub.u32 widths, x_ends, x_starts; \
669 sub width_alt, x_c, start_c; \
670 \
671 vsub.u32 heights_b, heights, c_0x01; \
672 sub height_b_alt, height_minor_b, #1; \
673 \
674 vshr.u32 height_reciprocals, edge_shifts, #12; \
675 lsr height_reciprocal_alt, edge_shift_alt, #12; \
676 \
677 vmla.s32 heights_b, x_starts, heights; \
678 mla height_b_alt, height_minor_b, start_c, height_b_alt; \
679 \
680 vbic.u16 edge_shifts, #0xE0; \
681 and edge_shift_alt, edge_shift_alt, #0x1F; \
682 \
683 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
684 mul edge_dx_dy_alt, width_alt, height_reciprocal_alt; \
685 \
686 vmull.s32 edges_xy, heights_b, height_reciprocals; \
687 smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt \
688
689
690#define setup_spans_adjust_y_up() \
691 vsub.u32 y_x4, y_x4, c_0x0004 \
692
693#define setup_spans_adjust_y_down() \
694 vadd.u32 y_x4, y_x4, c_0x0004 \
695
696#define setup_spans_adjust_interpolants_up() \
697 vsub.u32 uvrg, uvrg, uvrg_dy; \
698 sub b, b, b_dy \
699
700#define setup_spans_adjust_interpolants_down() \
701 vadd.u32 uvrg, uvrg, uvrg_dy; \
702 add b, b, b_dy \
703
704
705#define setup_spans_clip_interpolants_increment() \
706 mla b, b_dy, clip, b; \
707 vmla.s32 uvrg, uvrg_dy, v_clip \
708
709#define setup_spans_clip_interpolants_decrement() \
710 mls b, b_dy, clip, b; \
711 vmls.s32 uvrg, uvrg_dy, v_clip \
712
713#define setup_spans_clip_alternate_yes() \
714 smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip \
715
716#define setup_spans_clip_alternate_no() \
717
718#define setup_spans_clip(direction, alternate_active) \
719 vdup.u32 v_clip, clip; \
720 setup_spans_clip_alternate_##alternate_active(); \
721 setup_spans_clip_interpolants_##direction(); \
722 vmlal.s32 edges_xy, edges_dx_dy, v_clip_low \
723
724
725#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
726 vmovl.s32 edge_shifts_64, edge_shifts; \
727 vmovl.s32 edges_dx_dy_64, edges_dx_dy; \
728 \
729 vshl.s64 edges_xy, edges_xy, edge_shifts_64; \
730 vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64; \
731 \
732 vmov left_x_low, edges_xy_##left_index; \
733 vmov right_x_low, edges_xy_##right_index; \
734 \
735 vmov left_dx_dy_low, edges_dx_dy_64_##left_index; \
736 vmov left_dx_dy_high, edges_dx_dy_64_##left_index; \
737 vmov right_dx_dy_low, edges_dx_dy_64_##right_index; \
738 vmov right_dx_dy_high, edges_dx_dy_64_##right_index; \
739 \
740 vadd.u64 left_x_high, left_x_low, left_dx_dy_low; \
741 vadd.u64 right_x_high, right_x_low, right_dx_dy_low; \
742 \
743 vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy; \
744 vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy \
745
746
747#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
748 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
749 \
750 vdup.u16 y_mid_point, y_b; \
751 rsb temp, edge_shift_alt, #32; \
752 \
753 lsl edge_alt_high, edge_alt_high, edge_shift_alt; \
754 orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp; \
755 lsl edge_alt_low, edge_alt_low, edge_shift_alt; \
756 vmov alternate_x_low, edge_alt_low, edge_alt_high; \
757 \
758 asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp; \
759 lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt; \
760 vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high; \
761 vmov alternate_dx_dy_high, alternate_dx_dy_low; \
762 \
763 vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low; \
764 vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy \
765
766
767#define setup_spans_y_select_up() \
768 vclt.s16 alternate_select, y_x4, y_mid_point \
769
770#define setup_spans_y_select_down() \
771 vcgt.s16 alternate_select, y_x4, y_mid_point \
772
773
774#define setup_spans_alternate_select_left() \
775 vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select \
776
777#define setup_spans_alternate_select_right() \
778 vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select \
779
780
781#define setup_spans_set_x4_alternate_yes(alternate, direction) \
782 vshrn.s64 alternate_x_32_low, alternate_x, #32; \
783 vshrn.s64 left_x_32_low, left_x, #32; \
784 vshrn.s64 right_x_32_low, right_x, #32; \
785 \
786 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
787 vadd.u64 left_x, left_x, left_dx_dy; \
788 vadd.u64 right_x, right_x, right_dx_dy; \
789 \
790 vshrn.s64 alternate_x_32_high, alternate_x, #32; \
791 vshrn.s64 left_x_32_high, left_x, #32; \
792 vshrn.s64 right_x_32_high, right_x, #32; \
793 \
794 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
795 vadd.u64 left_x, left_x, left_dx_dy; \
796 vadd.u64 right_x, right_x, right_dx_dy; \
797 \
798 vmovn.u32 alternate_x_16, alternate_x_32; \
799 setup_spans_y_select_##direction(); \
800 vmovn.u32 left_right_x_16_low, left_x_32; \
801 \
802 vmovn.u32 left_right_x_16_high, right_x_32; \
803 setup_spans_alternate_select_##alternate(); \
804 \
805 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
806 str b, [ span_b_offset ], #4; \
807 setup_spans_adjust_interpolants_##direction(); \
808 \
809 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
810 \
811 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
812 str b, [ span_b_offset ], #4; \
813 setup_spans_adjust_interpolants_##direction(); \
814 \
815 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
816 \
817 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
818 str b, [ span_b_offset ], #4; \
819 setup_spans_adjust_interpolants_##direction(); \
820 \
821 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
822 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
823 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
824 \
825 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
826 str b, [ span_b_offset ], #4; \
827 setup_spans_adjust_interpolants_##direction(); \
828 \
829 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
830 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
831 \
832 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
833 \
834 setup_spans_adjust_y_##direction() \
835
836
837#define setup_spans_set_x4_alternate_no(alternate, direction) \
838 vshrn.s64 left_x_32_low, left_x, #32; \
839 vshrn.s64 right_x_32_low, right_x, #32; \
840 \
841 vadd.u64 left_x, left_x, left_dx_dy; \
842 vadd.u64 right_x, right_x, right_dx_dy; \
843 \
844 vshrn.s64 left_x_32_high, left_x, #32; \
845 vshrn.s64 right_x_32_high, right_x, #32; \
846 \
847 vadd.u64 left_x, left_x, left_dx_dy; \
848 vadd.u64 right_x, right_x, right_dx_dy; \
849 \
850 vmovn.u32 left_right_x_16_low, left_x_32; \
851 vmovn.u32 left_right_x_16_high, right_x_32; \
852 \
853 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
854 str b, [ span_b_offset ], #4; \
855 setup_spans_adjust_interpolants_##direction(); \
856 \
857 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
858 \
859 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
860 str b, [ span_b_offset ], #4; \
861 setup_spans_adjust_interpolants_##direction(); \
862 \
863 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
864 \
865 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
866 str b, [ span_b_offset ], #4; \
867 setup_spans_adjust_interpolants_##direction(); \
868 \
869 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
870 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
871 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
872 \
873 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
874 str b, [ span_b_offset ], #4; \
875 setup_spans_adjust_interpolants_##direction(); \
876 \
877 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
878 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
879 \
880 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
881 \
882 setup_spans_adjust_y_##direction() \
883
884
885#define edge_adjust_low r11
886#define edge_adjust_high r12
887
888#define setup_spans_alternate_adjust_yes() \
889 smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a; \
890 subs edge_alt_low, edge_alt_low, edge_adjust_low; \
891 sbc edge_alt_high, edge_alt_high, edge_adjust_high \
892
893#define setup_spans_alternate_adjust_no() \
894
895
896#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
897 setup_spans_alternate_adjust_##alternate_active(); \
898 setup_spans_load_b(); \
899 \
900 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
901 subs y_c, y_c, temp; \
902 subgt height, height, y_c; \
903 addgt height, height, #1; \
904 \
905 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
906 subs clip, temp, y_a; \
907 ble 0f; \
908 \
909 sub height, height, clip; \
910 add y_a, y_a, clip; \
911 setup_spans_clip(increment, alternate_active); \
912 \
913 0: \
914 cmp height, #0; \
915 ble 1f; \
916 \
917 orr temp, y_a, y_a, lsl #16; \
918 add temp, temp, #(1 << 16); \
919 add y_a, temp, #2; \
920 add y_a, y_a, #(2 << 16); \
921 vmov.u32 y_x4, temp, y_a; \
922 \
923 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
924 right_index); \
925 setup_spans_prologue_b(); \
926 \
927 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
928 \
929 2: \
930 setup_spans_set_x4_alternate_##alternate_active(alternate, down); \
931 subs height, height, #4; \
932 bhi 2b; \
933 \
934 1: \
935
936
937#define setup_spans_alternate_pre_increment_yes() \
938 adds edge_alt_low, edge_alt_low, edge_dx_dy_alt; \
939 adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31 \
940
941#define setup_spans_alternate_pre_increment_no() \
942
943
944#define setup_spans_up_decrement_yes() \
945 suble height, height, #1 \
946
947#define setup_spans_up_decrement_no() \
948
949
950#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
951 setup_spans_alternate_adjust_##alternate_active(); \
952 setup_spans_load_b(); \
953 sub y_a, y_a, #1; \
954 \
955 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
956 subs temp, temp, y_c; \
957 subgt height, height, temp; \
958 setup_spans_up_decrement_##alternate_active(); \
959 \
960 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
961 subs clip, y_a, temp; \
962 ble 0f; \
963 \
964 sub height, height, clip; \
965 sub y_a, y_a, clip; \
966 setup_spans_clip(decrement, alternate_active); \
967 \
968 0: \
969 cmp height, #0; \
970 ble 1f; \
971 \
972 orr temp, y_a, y_a, lsl #16; \
973 sub temp, temp, #(1 << 16); \
974 sub y_a, temp, #2; \
975 sub y_a, y_a, #(2 << 16); \
976 vmov.u32 y_x4, temp, y_a; \
977 \
978 vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \
979 \
980 setup_spans_alternate_pre_increment_##alternate_active(); \
981 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
982 right_index); \
983 setup_spans_adjust_interpolants_up(); \
984 setup_spans_prologue_b(); \
985 \
986 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
987 \
988 2: \
989 setup_spans_set_x4_alternate_##alternate_active(alternate, up); \
990 subs height, height, #4; \
991 bhi 2b; \
992 \
993 1: \
994
995
996#define setup_spans_epilogue() \
997 ldmia sp!, { r4 - r11, pc } \
998
999
1000#define setup_spans_up_up(minor, major) \
1001 setup_spans_prologue(); \
1002 sub height_minor_a, y_a, y_b; \
1003 sub height_minor_b, y_b, y_c; \
1004 sub height, y_a, y_c; \
1005 \
1006 vdup.u32 x_starts, x_a; \
1007 vmov.u32 x_ends, x_c, x_b; \
1008 \
1009 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
1010 setup_spans_up(major, minor, minor, yes); \
1011 setup_spans_epilogue() \
1012
1013function(setup_spans_up_left)
1014 setup_spans_up_up(left, right)
1015
1016function(setup_spans_up_right)
1017 setup_spans_up_up(right, left)
1018
1019
1020#define setup_spans_down_down(minor, major) \
1021 setup_spans_prologue(); \
1022 sub height_minor_a, y_b, y_a; \
1023 sub height_minor_b, y_c, y_b; \
1024 sub height, y_c, y_a; \
1025 \
1026 vdup.u32 x_starts, x_a; \
1027 vmov.u32 x_ends, x_c, x_b; \
1028 \
1029 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
1030 setup_spans_down(major, minor, minor, yes); \
1031 setup_spans_epilogue() \
1032
1033function(setup_spans_down_left)
1034 setup_spans_down_down(left, right)
1035
1036function(setup_spans_down_right)
1037 setup_spans_down_down(right, left)
1038
1039
1040#define setup_spans_up_flat() \
1041 sub height, y_a, y_c; \
1042 \
1043 compute_edge_delta_x2(); \
1044 setup_spans_up(left, right, none, no); \
1045 setup_spans_epilogue() \
1046
1047function(setup_spans_up_a)
1048 setup_spans_prologue()
1049
1050 vmov.u32 x_starts, x_a, x_b
1051 vdup.u32 x_ends, x_c
1052
1053 setup_spans_up_flat()
1054
1055function(setup_spans_up_b)
1056 setup_spans_prologue()
1057
1058 vdup.u32 x_starts, x_a
1059 vmov.u32 x_ends, x_b, x_c
1060
1061 setup_spans_up_flat()
1062
1063#define setup_spans_down_flat() \
1064 sub height, y_c, y_a; \
1065 \
1066 compute_edge_delta_x2(); \
1067 setup_spans_down(left, right, none, no); \
1068 setup_spans_epilogue() \
1069
1070function(setup_spans_down_a)
1071 setup_spans_prologue()
1072
1073 vmov.u32 x_starts, x_a, x_b
1074 vdup.u32 x_ends, x_c
1075
1076 setup_spans_down_flat()
1077
1078function(setup_spans_down_b)
1079 setup_spans_prologue()
1080
1081 vdup.u32 x_starts, x_a
1082 vmov.u32 x_ends, x_b, x_c
1083
1084 setup_spans_down_flat()
1085
1086
1087#define middle_y r9
1088
1089#define edges_xy_b q11
1090#define edges_dx_dy_b d26
1091#define edge_shifts_b d27
1092#define edges_dx_dy_and_shifts_b q13
1093#define height_increment d20
1094
1095#define edges_dx_dy_and_shifts q1
1096
1097#define edges_xy_b_left d22
1098#define edges_xy_b_right d23
1099
1100#define setup_spans_up_down_load_edge_set_b() \
1101 vmov edges_xy, edges_xy_b; \
1102 vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b \
1103
1104
1105function(setup_spans_up_down)
1106 setup_spans_prologue()
1107
1108 // s32 middle_y = y_a;
1109 sub height_minor_a, y_a, y_b
1110 sub height_minor_b, y_c, y_a
1111 sub height_major, y_c, y_b
1112
1113 vmov.u32 x_starts, x_a, x_c
1114 vdup.u32 x_ends, x_b
1115
1116 compute_edge_delta_x3(x_a, height_minor_a, height_major)
1117
1118 mov temp, #0
1119 vmov.u32 height_increment, temp, height_minor_b
1120 vmlal.s32 edges_xy, edges_dx_dy, height_increment
1121
1122 vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1123 vmov edges_xy_b_right, edges_xy_right
1124
1125 vmov edge_shifts_b, edge_shifts
1126 vmov.u32 edge_shifts_b[0], edge_shift_alt
1127
1128 vneg.s32 edges_dx_dy_b, edges_dx_dy
1129 vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1130
1131 mov middle_y, y_a
1132
1133 setup_spans_load_b()
1134 sub y_a, y_a, #1
1135
1136 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1137 subs temp, temp, y_b
1138 subgt height_minor_a, height_minor_a, temp
1139
1140 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1141 subs clip, y_a, temp
1142 ble 0f
1143
1144 sub height_minor_a, height_minor_a, clip
1145 sub y_a, y_a, clip
1146 setup_spans_clip(decrement, no)
1147
1148 0:
1149 cmp height_minor_a, #0
1150 ble 3f
1151
1152 orr temp, y_a, y_a, lsl #16
1153 sub temp, temp, #(1 << 16)
1154 sub y_a, temp, #2
1155 sub y_a, y_a, #(2 << 16)
1156 vmov.u32 y_x4, temp, y_a
1157
1158 vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1159
1160 strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
1161
1162 setup_spans_adjust_edges_alternate_no(left, right);
1163 setup_spans_adjust_interpolants_up()
1164 setup_spans_up_down_load_edge_set_b()
1165
1166 setup_spans_prologue_b()
1167
1168
1169 2:
1170 setup_spans_set_x4_alternate_no(none, up)
1171 subs height_minor_a, height_minor_a, #4
1172 bhi 2b
1173
1174 add span_edge_data, span_edge_data, height_minor_a, lsl #3
1175 add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1176 add span_b_offset, span_b_offset, height_minor_a, lsl #2
1177
1178 4:
1179 add temp, psx_gpu, #psx_gpu_uvrg_offset
1180 vld1.32 { uvrg }, [ temp ]
1181 mov y_a, middle_y
1182
1183 setup_spans_load_b()
1184
1185 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1186 subs y_c, y_c, temp
1187 subgt height_minor_b, height_minor_b, y_c
1188 addgt height_minor_b, height_minor_b, #1
1189
1190 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1191 subs clip, temp, y_a
1192 ble 0f
1193
1194 sub height_minor_b, height_minor_b, clip
1195 add y_a, y_a, clip
1196 setup_spans_clip(increment, no)
1197
1198 0:
1199 cmp height_minor_b, #0
1200 ble 1f
1201
1202 orr temp, y_a, y_a, lsl #16
1203 add temp, temp, #(1 << 16)
1204 add y_a, temp, #2
1205 add y_a, y_a, #(2 << 16)
1206 vmov.u32 y_x4, temp, y_a
1207
1208 setup_spans_adjust_edges_alternate_no(left, right)
1209
1210 ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1211 add temp, temp, height_minor_b
1212 strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1213
1214 2:
1215 setup_spans_set_x4_alternate_no(none, down)
1216 subs height_minor_b, height_minor_b, #4
1217 bhi 2b
1218
1219 1:
1220 setup_spans_epilogue()
1221
1222 3:
1223 setup_spans_up_down_load_edge_set_b()
1224 setup_spans_prologue_b()
1225 bal 4b
1226
1227
1228#undef span_uvrg_offset
1229#undef span_edge_data
1230#undef span_b_offset
1231#undef left_x
1232#undef b
1233
1234#define psx_gpu r0
1235#define num_spans r1
1236#define span_uvrg_offset r2
1237#define span_edge_data r3
1238#define span_b_offset r4
1239#define b_dx r5
1240#define span_num_blocks r6
1241#define y r7
1242#define left_x r8
1243#define b r9
1244#define dither_offset_ptr r10
1245#define block_ptr_a r11
1246#define fb_ptr r12
1247#define num_blocks r14
1248
1249#define uvrg_dx_ptr r2
1250#define texture_mask_ptr r3
1251#define dither_shift r8
1252#define dither_row r10
1253
1254#define c_32 r7
1255#define b_dx4 r8
1256#define b_dx8 r9
1257#define block_ptr_b r10
1258
1259#define block_span_ptr r10
1260#define right_mask r8
1261
1262#define color r2
1263#define color_r r3
1264#define color_g r4
1265#define color_b r5
1266
1267#undef uvrg
1268
1269#define u_block q0
1270#define v_block q1
1271#define r_block q2
1272#define g_block q3
1273#define b_block q4
1274
1275#define uv_dx4 d10
1276#define rg_dx4 d11
1277#define uv_dx8 d12
1278#define rg_dx8 d13
1279#define b_whole_8 d14
1280#define fb_mask_ptrs d15
1281
1282#define uvrg_dx4 q5
1283#define uvrg_dx8 q6
1284#define uv_dx8 d12
1285#define rg_dx8 d13
1286
1287#define u_whole q8
1288#define v_whole q9
1289#define r_whole q10
1290#define g_whole q11
1291#define b_whole q12
1292
1293#define u_whole_low d16
1294#define u_whole_high d17
1295#define v_whole_low d18
1296#define v_whole_high d19
1297#define r_whole_low d20
1298#define r_whole_high d21
1299#define g_whole_low d22
1300#define g_whole_high d23
1301#define b_whole_low d24
1302#define b_whole_high d25
1303
1304#define dx4 q13
1305#define dx8 q13
1306
1307#define u_whole_8 d26
1308#define v_whole_8 d27
1309#define u_whole_8b d24
1310#define r_whole_8 d24
1311#define g_whole_8 d25
1312
1313#define uv_whole_8 q13
1314#define uv_whole_8b q14
1315
1316#define dither_offsets q14
1317#define texture_mask q15
1318#define texture_mask_u d30
1319#define texture_mask_v d31
1320
1321#define dither_offsets_short d28
1322
1323#define v_left_x q8
1324#define uvrg q9
1325#define block_span q10
1326
1327#define uv d18
1328#define rg d19
1329
1330#define draw_mask q1
1331#define draw_mask_edge q13
1332#define test_mask q0
1333
1334#define uvrg_dx q3
1335
1336#define colors q2
1337
1338#define setup_blocks_texture_swizzled() \
1339 vand.u8 u_whole_8b, u_whole_8, texture_mask_u; \
1340 vsli.u8 u_whole_8, v_whole_8, #4; \
1341 vsri.u8 v_whole_8, u_whole_8b, #4 \
1342
1343#define setup_blocks_texture_unswizzled() \
1344
1345
1346#define setup_blocks_shaded_textured_builder(swizzling) \
1347.align 3; \
1348 \
1349function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \
1350 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1351 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1352 \
1353 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1354 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1355 \
1356 cmp num_spans, #0; \
1357 bxeq lr; \
1358 \
1359 stmdb sp!, { r4 - r11, r14 }; \
1360 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1361 \
1362 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
1363 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1364 \
1365 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1366 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1367 \
1368 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1369 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1370 \
1371 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
1372 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1373 \
1374 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1375 \
1376 0: \
1377 vmov.u8 fb_mask_ptrs, #0; \
1378 \
1379 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1380 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1381 \
1382 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
1383 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
1384 \
1385 cmp span_num_blocks, #0; \
1386 beq 1f; \
1387 \
1388 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1389 add num_blocks, span_num_blocks, num_blocks; \
1390 \
1391 cmp num_blocks, #MAX_BLOCKS; \
1392 bgt 2f; \
1393 \
1394 3: \
1395 ldr b, [ span_b_offset ]; \
1396 add fb_ptr, fb_ptr, y, lsl #11; \
1397 \
1398 vdup.u32 v_left_x, left_x; \
1399 and y, y, #0x3; \
1400 \
1401 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1402 add fb_ptr, fb_ptr, left_x, lsl #1; \
1403 \
1404 mla b, b_dx, left_x, b; \
1405 and dither_shift, left_x, #0x03; \
1406 \
1407 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1408 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1409 \
1410 mov dither_shift, dither_shift, lsl #3; \
1411 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1412 \
1413 mov c_32, #32; \
1414 subs span_num_blocks, span_num_blocks, #1; \
1415 \
1416 mov dither_row, dither_row, ror dither_shift; \
1417 mov b_dx4, b_dx, lsl #2; \
1418 \
1419 vdup.u32 dither_offsets_short, dither_row; \
1420 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1421 \
1422 vdup.u32 b_block, b; \
1423 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1424 \
1425 vdup.u32 u_block, uv[0]; \
1426 mov b_dx8, b_dx, lsl #3; \
1427 \
1428 vdup.u32 v_block, uv[1]; \
1429 vdup.u32 r_block, rg[0]; \
1430 vdup.u32 g_block, rg[1]; \
1431 \
1432 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1433 \
1434 vadd.u32 u_block, u_block, block_span; \
1435 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1436 \
1437 vadd.u32 v_block, v_block, block_span; \
1438 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1439 \
1440 vadd.u32 r_block, r_block, block_span; \
1441 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1442 \
1443 vadd.u32 g_block, g_block, block_span; \
1444 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
1445 \
1446 vadd.u32 b_block, b_block, block_span; \
1447 add block_ptr_b, block_ptr_a, #16; \
1448 \
1449 vshrn.u32 u_whole_low, u_block, #16; \
1450 vshrn.u32 v_whole_low, v_block, #16; \
1451 vshrn.u32 r_whole_low, r_block, #16; \
1452 vshrn.u32 g_whole_low, g_block, #16; \
1453 \
1454 vdup.u32 dx4, uv_dx4[0]; \
1455 vshrn.u32 b_whole_low, b_block, #16; \
1456 \
1457 vaddhn.u32 u_whole_high, u_block, dx4; \
1458 vdup.u32 dx4, uv_dx4[1]; \
1459 \
1460 vaddhn.u32 v_whole_high, v_block, dx4; \
1461 vdup.u32 dx4, rg_dx4[0]; \
1462 \
1463 vaddhn.u32 r_whole_high, r_block, dx4; \
1464 vdup.u32 dx4, rg_dx4[1]; \
1465 \
1466 vaddhn.u32 g_whole_high, g_block, dx4; \
1467 vdup.u32 dx4, b_dx4; \
1468 \
1469 vaddhn.u32 b_whole_high, b_block, dx4; \
1470 vdup.u32 dx8, uv_dx8[0]; \
1471 \
1472 vadd.u32 u_block, u_block, dx8; \
1473 vdup.u32 dx8, uv_dx8[1]; \
1474 \
1475 vadd.u32 v_block, v_block, dx8; \
1476 vdup.u32 dx8, rg_dx8[0]; \
1477 \
1478 vadd.u32 r_block, r_block, dx8; \
1479 vdup.u32 dx8, rg_dx8[1]; \
1480 \
1481 vadd.u32 g_block, g_block, dx8; \
1482 vdup.u32 dx8, b_dx8; \
1483 \
1484 vadd.u32 b_block, b_block, dx8; \
1485 vmovn.u16 u_whole_8, u_whole; \
1486 \
1487 vmovn.u16 v_whole_8, v_whole; \
1488 \
1489 vmovn.u16 b_whole_8, b_whole; \
1490 pld [ fb_ptr ]; \
1491 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1492 \
1493 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1494 setup_blocks_texture_##swizzling(); \
1495 \
1496 vmovn.u16 r_whole_8, r_whole; \
1497 beq 5f; \
1498 \
1499 4: \
1500 vmovn.u16 g_whole_8, g_whole; \
1501 vshrn.u32 u_whole_low, u_block, #16; \
1502 \
1503 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1504 vshrn.u32 v_whole_low, v_block, #16; \
1505 \
1506 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1507 vshrn.u32 r_whole_low, r_block, #16; \
1508 \
1509 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1510 vshrn.u32 g_whole_low, g_block, #16; \
1511 \
1512 vdup.u32 dx4, uv_dx4[0]; \
1513 vshrn.u32 b_whole_low, b_block, #16; \
1514 \
1515 vaddhn.u32 u_whole_high, u_block, dx4; \
1516 vdup.u32 dx4, uv_dx4[1]; \
1517 \
1518 vaddhn.u32 v_whole_high, v_block, dx4; \
1519 vdup.u32 dx4, rg_dx4[0]; \
1520 \
1521 vaddhn.u32 r_whole_high, r_block, dx4; \
1522 vdup.u32 dx4, rg_dx4[1]; \
1523 \
1524 vaddhn.u32 g_whole_high, g_block, dx4; \
1525 vdup.u32 dx4, b_dx4; \
1526 \
1527 vaddhn.u32 b_whole_high, b_block, dx4; \
1528 vdup.u32 dx8, uv_dx8[0]; \
1529 \
1530 vadd.u32 u_block, u_block, dx8; \
1531 vdup.u32 dx8, uv_dx8[1]; \
1532 \
1533 vadd.u32 v_block, v_block, dx8; \
1534 vdup.u32 dx8, rg_dx8[0]; \
1535 \
1536 vadd.u32 r_block, r_block, dx8; \
1537 vdup.u32 dx8, rg_dx8[1]; \
1538 \
1539 vadd.u32 g_block, g_block, dx8; \
1540 vdup.u32 dx8, b_dx8; \
1541 \
1542 vadd.u32 b_block, b_block, dx8; \
1543 vmovn.u16 u_whole_8, u_whole; \
1544 \
1545 add fb_ptr, fb_ptr, #16; \
1546 vmovn.u16 v_whole_8, v_whole; \
1547 \
1548 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1549 vmovn.u16 b_whole_8, b_whole; \
1550 \
1551 pld [ fb_ptr ]; \
1552 \
1553 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1554 subs span_num_blocks, span_num_blocks, #1; \
1555 \
1556 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1557 setup_blocks_texture_##swizzling(); \
1558 \
1559 vmovn.u16 r_whole_8, r_whole; \
1560 bne 4b; \
1561 \
1562 5: \
1563 vmovn.u16 g_whole_8, g_whole; \
1564 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1565 \
1566 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1567 vdup.u8 draw_mask, right_mask; \
1568 \
1569 vmov.u32 fb_mask_ptrs[0], right_mask; \
1570 vtst.u16 draw_mask, draw_mask, test_mask; \
1571 vzip.u8 u_whole_8, v_whole_8; \
1572 \
1573 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1574 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1575 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1576 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1577 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1578 \
1579 1: \
1580 add span_uvrg_offset, span_uvrg_offset, #16; \
1581 add span_b_offset, span_b_offset, #4; \
1582 \
1583 add span_edge_data, span_edge_data, #8; \
1584 subs num_spans, num_spans, #1; \
1585 \
1586 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1587 bne 0b; \
1588 \
1589 ldmia sp!, { r4 - r11, pc }; \
1590 \
1591 2: \
1592 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1593 vpush { texture_mask }; \
1594 vpush { uvrg_dx4 }; \
1595 \
1596 stmdb sp!, { r0 - r3, r12, r14 }; \
1597 bl flush_render_block_buffer; \
1598 ldmia sp!, { r0 - r3, r12, r14 }; \
1599 \
1600 vpop { uvrg_dx4 }; \
1601 vpop { texture_mask }; \
1602 \
1603 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1604 vmov.u8 fb_mask_ptrs, #0; \
1605 \
1606 mov num_blocks, span_num_blocks; \
1607 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1608 bal 3b \
1609
1610
1611setup_blocks_shaded_textured_builder(swizzled)
1612setup_blocks_shaded_textured_builder(unswizzled)
1613
1614
1615#define setup_blocks_unshaded_textured_builder(swizzling) \
1616.align 3; \
1617 \
1618function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \
1619 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1620 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1621 \
1622 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1623 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1624 \
1625 cmp num_spans, #0; \
1626 bxeq lr; \
1627 \
1628 stmdb sp!, { r4 - r11, r14 }; \
1629 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1630 \
1631 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1632 \
1633 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1634 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1635 \
1636 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1637 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1638 \
1639 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1640 \
1641 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1642 \
1643 0: \
1644 vmov.u8 fb_mask_ptrs, #0; \
1645 \
1646 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1647 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1648 \
1649 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
1650 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
1651 \
1652 cmp span_num_blocks, #0; \
1653 beq 1f; \
1654 \
1655 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1656 add num_blocks, span_num_blocks, num_blocks; \
1657 \
1658 cmp num_blocks, #MAX_BLOCKS; \
1659 bgt 2f; \
1660 \
1661 3: \
1662 add fb_ptr, fb_ptr, y, lsl #11; \
1663 \
1664 vdup.u32 v_left_x, left_x; \
1665 and y, y, #0x3; \
1666 \
1667 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1668 add fb_ptr, fb_ptr, left_x, lsl #1; \
1669 \
1670 and dither_shift, left_x, #0x03; \
1671 \
1672 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1673 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1674 \
1675 mov dither_shift, dither_shift, lsl #3; \
1676 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1677 \
1678 mov c_32, #32; \
1679 subs span_num_blocks, span_num_blocks, #1; \
1680 \
1681 mov dither_row, dither_row, ror dither_shift; \
1682 \
1683 vdup.u32 dither_offsets_short, dither_row; \
1684 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1685 \
1686 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1687 \
1688 vdup.u32 u_block, uv[0]; \
1689 \
1690 vdup.u32 v_block, uv[1]; \
1691 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1692 \
1693 vadd.u32 u_block, u_block, block_span; \
1694 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1695 \
1696 vadd.u32 v_block, v_block, block_span; \
1697 add block_ptr_b, block_ptr_a, #16; \
1698 \
1699 vshrn.u32 u_whole_low, u_block, #16; \
1700 vshrn.u32 v_whole_low, v_block, #16; \
1701 \
1702 vdup.u32 dx4, uv_dx4[0]; \
1703 \
1704 vaddhn.u32 u_whole_high, u_block, dx4; \
1705 vdup.u32 dx4, uv_dx4[1]; \
1706 \
1707 vaddhn.u32 v_whole_high, v_block, dx4; \
1708 vdup.u32 dx8, uv_dx8[0]; \
1709 \
1710 vadd.u32 u_block, u_block, dx8; \
1711 vdup.u32 dx8, uv_dx8[1]; \
1712 \
1713 vadd.u32 v_block, v_block, dx8; \
1714 vmovn.u16 u_whole_8, u_whole; \
1715 \
1716 vmovn.u16 v_whole_8, v_whole; \
1717 \
1718 pld [ fb_ptr ]; \
1719 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1720 \
1721 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1722 setup_blocks_texture_##swizzling(); \
1723 \
1724 beq 5f; \
1725 \
1726 4: \
1727 vshrn.u32 u_whole_low, u_block, #16; \
1728 \
1729 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1730 vshrn.u32 v_whole_low, v_block, #16; \
1731 \
1732 add block_ptr_b, block_ptr_b, #32; \
1733 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1734 \
1735 vdup.u32 dx4, uv_dx4[0]; \
1736 vaddhn.u32 u_whole_high, u_block, dx4; \
1737 vdup.u32 dx4, uv_dx4[1]; \
1738 \
1739 vaddhn.u32 v_whole_high, v_block, dx4; \
1740 vdup.u32 dx8, uv_dx8[0]; \
1741 \
1742 vadd.u32 u_block, u_block, dx8; \
1743 vdup.u32 dx8, uv_dx8[1]; \
1744 \
1745 vadd.u32 v_block, v_block, dx8; \
1746 vmovn.u16 u_whole_8, u_whole; \
1747 \
1748 add fb_ptr, fb_ptr, #16; \
1749 vmovn.u16 v_whole_8, v_whole; \
1750 \
1751 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1752 pld [ fb_ptr ]; \
1753 \
1754 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1755 subs span_num_blocks, span_num_blocks, #1; \
1756 \
1757 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1758 setup_blocks_texture_##swizzling(); \
1759 \
1760 bne 4b; \
1761 \
1762 5: \
1763 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1764 \
1765 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1766 vdup.u8 draw_mask, right_mask; \
1767 \
1768 vmov.u32 fb_mask_ptrs[0], right_mask; \
1769 vtst.u16 draw_mask, draw_mask, test_mask; \
1770 vzip.u8 u_whole_8, v_whole_8; \
1771 \
1772 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1773 add block_ptr_b, block_ptr_b, #32; \
1774 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1775 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1776 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1777 \
1778 1: \
1779 add span_uvrg_offset, span_uvrg_offset, #16; \
1780 add span_edge_data, span_edge_data, #8; \
1781 subs num_spans, num_spans, #1; \
1782 \
1783 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1784 bne 0b; \
1785 \
1786 ldmia sp!, { r4 - r11, pc }; \
1787 \
1788 2: \
1789 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1790 vpush { texture_mask }; \
1791 vpush { uvrg_dx4 }; \
1792 \
1793 stmdb sp!, { r0 - r3, r12, r14 }; \
1794 bl flush_render_block_buffer; \
1795 ldmia sp!, { r0 - r3, r12, r14 }; \
1796 \
1797 vpop { uvrg_dx4 }; \
1798 vpop { texture_mask }; \
1799 \
1800 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1801 vmov.u8 fb_mask_ptrs, #0; \
1802 \
1803 mov num_blocks, span_num_blocks; \
1804 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1805 bal 3b \
1806
1807
1808setup_blocks_unshaded_textured_builder(swizzled)
1809setup_blocks_unshaded_textured_builder(unswizzled)
1810
1811
1812.align 3
1813
1814function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect)
1815 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1816 veor.u32 draw_mask, draw_mask, draw_mask
1817
1818 cmp num_spans, #0
1819 bxeq lr
1820
1821 stmdb sp!, { r4 - r11, r14 }
1822 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1823
1824 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1825
1826 ubfx color_r, color, #3, #5
1827 ubfx color_g, color, #11, #5
1828 ubfx color_b, color, #19, #5
1829
1830 orr color, color_r, color_b, lsl #10
1831 orr color, color, color_g, lsl #5
1832
1833 vdup.u16 colors, color
1834
1835 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1836 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1837
1838 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1839 add block_ptr_a, block_ptr_a, num_blocks, lsl #6
1840
1841 0:
1842 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1843 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1844
1845 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
1846
1847 cmp span_num_blocks, #0
1848 beq 1f
1849
1850 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1851 add num_blocks, span_num_blocks, num_blocks
1852
1853 cmp num_blocks, #MAX_BLOCKS
1854 bgt 2f
1855
1856 3:
1857 add fb_ptr, fb_ptr, y, lsl #11
1858 and y, y, #0x3
1859
1860 add fb_ptr, fb_ptr, left_x, lsl #1
1861 mov c_32, #32
1862
1863 subs span_num_blocks, span_num_blocks, #1
1864
1865 add block_ptr_b, block_ptr_a, #16
1866 pld [ fb_ptr ]
1867
1868 vmov.u32 fb_mask_ptrs[1], fb_ptr
1869 beq 5f
1870
1871 4:
1872 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32
1873 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1874 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1875
1876 add fb_ptr, fb_ptr, #16
1877 add block_ptr_b, block_ptr_b, #32
1878
1879 pld [ fb_ptr ]
1880
1881 vmov.u32 fb_mask_ptrs[1], fb_ptr
1882 subs span_num_blocks, span_num_blocks, #1
1883
1884 bne 4b
1885
1886 5:
1887 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1888
1889 vdup.u8 draw_mask_edge, right_mask
1890 vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
1891
1892 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1893 vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32
1894 add block_ptr_b, block_ptr_b, #32
1895 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1896
1897 1:
1898 add span_edge_data, span_edge_data, #8
1899 subs num_spans, num_spans, #1
1900
1901 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1902 bne 0b
1903
1904 ldmia sp!, { r4 - r11, pc }
1905
1906 2:
1907 vpush { colors }
1908
1909 stmdb sp!, { r0 - r3, r12, r14 }
1910 bl flush_render_block_buffer
1911 ldmia sp!, { r0 - r3, r12, r14 }
1912
1913 vpop { colors }
1914
1915 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1916 veor.u32 draw_mask, draw_mask, draw_mask
1917
1918 mov num_blocks, span_num_blocks
1919 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1920 bal 3b
1921
1922
1923#define mask_msb_scalar r14
1924
1925#define msb_mask q15
1926
1927#define pixels_low d16
1928
1929#define msb_mask_low d30
1930#define msb_mask_high d31
1931
1932
1933.align 3
1934
1935function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
1936 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1937
1938 cmp num_spans, #0
1939 bxeq lr
1940
1941 stmdb sp!, { r4 - r11, r14 }
1942
1943 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1944
1945 ubfx color_r, color, #3, #5
1946 ubfx color_g, color, #11, #5
1947
1948 ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ]
1949 ubfx color_b, color, #19, #5
1950
1951 orr color, color_r, color_b, lsl #10
1952 orr color, color, color_g, lsl #5
1953 orr color, color, mask_msb_scalar
1954
1955 vdup.u16 colors, color
1956
1957 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
3867c6ef
E
1958 orr color, color, lsl #16
1959
75e28f62
E
1960
1961 0:
1962 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1963 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1964
1965 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
1966
1967 cmp span_num_blocks, #0
1968 beq 1f
1969
1970 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1971
1972 add fb_ptr, fb_ptr, y, lsl #11
1973 subs span_num_blocks, span_num_blocks, #1
1974
1975 add fb_ptr, fb_ptr, left_x, lsl #1
1976 beq 3f
1977
1978 2:
1979 vst1.u32 { colors }, [ fb_ptr ]!
1980 subs span_num_blocks, span_num_blocks, #1
1981
1982 bne 2b
1983
1984 3:
1985 ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
75e28f62 1986
3867c6ef
E
1987 cmp right_mask, #0x0
1988 beq 5f
1989
1990 tst right_mask, #0xF
1991 streq color, [ fb_ptr ], #4
1992 moveq right_mask, right_mask, lsr #4
1993 streq color, [ fb_ptr ], #4
1994
1995 tst right_mask, #0x3
1996 streq color, [ fb_ptr ], #4
1997 moveq right_mask, right_mask, lsr #2
1998
1999 tst right_mask, #0x1
2000 streqh color, [ fb_ptr ]
75e28f62
E
2001
2002 1:
2003 add span_edge_data, span_edge_data, #8
2004 subs num_spans, num_spans, #1
2005
2006 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2007 bne 0b
2008
2009 ldmia sp!, { r4 - r11, pc }
2010
3867c6ef
E
2011 5:
2012 vst1.u32 { colors }, [ fb_ptr ]
2013 bal 1b
75e28f62
E
2014
2015
2016#undef c_64
2017
2018#define c_64 r7
2019#define rg_dx_ptr r2
2020
2021
2022#undef r_block
2023#undef g_block
2024#undef b_block
2025#undef r_whole
2026#undef g_whole
2027#undef b_whole
2028#undef r_whole_low
2029#undef r_whole_high
2030#undef g_whole_low
2031#undef g_whole_high
2032#undef b_whole_low
2033#undef b_whole_high
2034#undef r_whole_8
2035#undef g_whole_8
2036#undef b_whole_8
2037#undef dither_offsets
2038#undef rg_dx4
2039#undef rg_dx8
2040#undef dx4
2041#undef dx8
2042#undef v_left_x
2043#undef uvrg
2044#undef block_span
2045#undef rg
2046#undef draw_mask
2047#undef test_mask
2048
2049#define r_block q0
2050#define g_block q1
2051#define b_block q2
2052
2053#define r_whole q3
2054#define g_whole q4
2055#define b_whole q5
2056
2057#define r_whole_low d6
2058#define r_whole_high d7
2059#define g_whole_low d8
2060#define g_whole_high d9
2061#define b_whole_low d10
2062#define b_whole_high d11
2063
2064#define gb_whole_8 q6
2065
2066#define g_whole_8 d12
2067#define b_whole_8 d13
2068
2069#define r_whole_8 d14
2070
2071#define pixels q8
2072
2073#define rg_dx4 d18
2074#define rg_dx8 d19
2075
2076#define dx4 q10
2077#define dx8 q10
2078
2079#define v_left_x d6
2080#define uvrg q4
2081#define block_span q5
2082
2083#define rg d9
2084
2085#define d64_1 d22
2086#define d64_128 d23
2087
2088#define d128_4 q12
2089#define d128_0x7 q13
2090
2091#define d64_4 d24
2092
2093#define dither_offsets q14
2094#define draw_mask q15
2095
2096#define dither_offsets_low d28
2097
2098#define rg_dx d0
2099#define test_mask q10
2100
2101
2102#define setup_blocks_shaded_untextured_dither_a_dithered() \
2103 vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low; \
2104 vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets; \
2105
2106#define setup_blocks_shaded_untextured_dither_b_dithered() \
2107 vqsub.u8 r_whole_8, r_whole_8, d64_4; \
2108 vqsub.u8 gb_whole_8, gb_whole_8, d128_4 \
2109
2110#define setup_blocks_shaded_untextured_dither_a_undithered() \
2111
2112#define setup_blocks_shaded_untextured_dither_b_undithered() \
2113
2114
2115#define setup_blocks_shaded_untextured_indirect_builder(dithering) \
2116.align 3; \
2117 \
2118function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \
2119 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2120 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2121 \
2122 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2123 \
2124 cmp num_spans, #0; \
2125 bxeq lr; \
2126 \
2127 stmdb sp!, { r4 - r11, r14 }; \
2128 vshl.u32 rg_dx4, rg_dx, #2; \
2129 \
2130 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2131 vshl.u32 rg_dx8, rg_dx, #3; \
2132 \
2133 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2134 \
2135 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2136 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2137 \
2138 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2139 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2140 \
2141 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
2142 vmov.u8 d64_1, #1; \
2143 \
2144 vmov.u8 d128_4, #4; \
2145 vmov.u8 d64_128, #128; \
2146 \
2147 vmov.u8 d128_0x7, #0x7; \
2148 \
2149 0: \
2150 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2151 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2152 \
2153 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
2154 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
2155 \
2156 cmp span_num_blocks, #0; \
2157 beq 1f; \
2158 \
2159 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2160 add num_blocks, span_num_blocks, num_blocks; \
2161 \
2162 cmp num_blocks, #MAX_BLOCKS; \
2163 bgt 2f; \
2164 \
2165 3: \
2166 ldr b, [ span_b_offset ]; \
2167 add fb_ptr, fb_ptr, y, lsl #11; \
2168 \
2169 vdup.u32 v_left_x, left_x; \
2170 and y, y, #0x3; \
2171 \
2172 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2173 add fb_ptr, fb_ptr, left_x, lsl #1; \
2174 \
2175 mla b, b_dx, left_x, b; \
2176 and dither_shift, left_x, #0x03; \
2177 \
2178 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2179 vshr.u32 rg_dx, rg_dx4, #2; \
2180 \
2181 mov dither_shift, dither_shift, lsl #3; \
2182 vmla.u32 rg, rg_dx, v_left_x; \
2183 \
2184 mov c_64, #64; \
2185 subs span_num_blocks, span_num_blocks, #1; \
2186 \
2187 mov dither_row, dither_row, ror dither_shift; \
2188 mov b_dx4, b_dx, lsl #2; \
2189 \
2190 vdup.u32 dither_offsets, dither_row; \
2191 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2192 \
2193 vdup.u32 b_block, b; \
2194 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2195 \
2196 mov b_dx8, b_dx, lsl #3; \
2197 vdup.u32 r_block, rg[0]; \
2198 vdup.u32 g_block, rg[1]; \
2199 \
2200 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2201 \
2202 vadd.u32 r_block, r_block, block_span; \
2203 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2204 \
2205 vadd.u32 g_block, g_block, block_span; \
2206 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2207 \
2208 vadd.u32 b_block, b_block, block_span; \
2209 add block_ptr_b, block_ptr_a, #16; \
2210 \
2211 vshrn.u32 r_whole_low, r_block, #16; \
2212 vshrn.u32 g_whole_low, g_block, #16; \
2213 vshrn.u32 b_whole_low, b_block, #16; \
2214 vdup.u32 dx4, rg_dx4[0]; \
2215 \
2216 vaddhn.u32 r_whole_high, r_block, dx4; \
2217 vdup.u32 dx4, rg_dx4[1]; \
2218 \
2219 vaddhn.u32 g_whole_high, g_block, dx4; \
2220 vdup.u32 dx4, b_dx4; \
2221 \
2222 vaddhn.u32 b_whole_high, b_block, dx4; \
2223 vdup.u32 dx8, rg_dx8[0]; \
2224 \
2225 vadd.u32 r_block, r_block, dx8; \
2226 vdup.u32 dx8, rg_dx8[1]; \
2227 \
2228 vadd.u32 g_block, g_block, dx8; \
2229 vdup.u32 dx8, b_dx8; \
2230 \
2231 vadd.u32 b_block, b_block, dx8; \
2232 \
2233 vmovn.u16 r_whole_8, r_whole; \
2234 vmovn.u16 g_whole_8, g_whole; \
2235 vmovn.u16 b_whole_8, b_whole; \
2236 \
2237 beq 5f; \
2238 veor.u32 draw_mask, draw_mask, draw_mask; \
2239 \
2240 4: \
2241 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2242 vshrn.u32 r_whole_low, r_block, #16; \
2243 \
2244 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2245 vshrn.u32 g_whole_low, g_block, #16; \
2246 \
2247 vshrn.u32 b_whole_low, b_block, #16; \
2248 str fb_ptr, [ block_ptr_a, #44 ]; \
2249 \
2250 vdup.u32 dx4, rg_dx4[0]; \
2251 vshr.u8 r_whole_8, r_whole_8, #3; \
2252 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2253 \
2254 vaddhn.u32 r_whole_high, r_block, dx4; \
2255 vdup.u32 dx4, rg_dx4[1]; \
2256 \
2257 vaddhn.u32 g_whole_high, g_block, dx4; \
2258 vdup.u32 dx4, b_dx4; \
2259 \
2260 vaddhn.u32 b_whole_high, b_block, dx4; \
2261 vdup.u32 dx8, rg_dx8[0]; \
2262 \
2263 vmull.u8 pixels, r_whole_8, d64_1; \
2264 vmlal.u8 pixels, g_whole_8, d64_4; \
2265 vmlal.u8 pixels, b_whole_8, d64_128; \
2266 \
2267 vadd.u32 r_block, r_block, dx8; \
2268 vdup.u32 dx8, rg_dx8[1]; \
2269 \
2270 vadd.u32 g_block, g_block, dx8; \
2271 vdup.u32 dx8, b_dx8; \
2272 \
2273 vadd.u32 b_block, b_block, dx8; \
2274 add fb_ptr, fb_ptr, #16; \
2275 \
2276 vmovn.u16 r_whole_8, r_whole; \
2277 vmovn.u16 g_whole_8, g_whole; \
2278 vmovn.u16 b_whole_8, b_whole; \
2279 \
2280 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2281 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2282 \
2283 pld [ fb_ptr ]; \
2284 \
2285 subs span_num_blocks, span_num_blocks, #1; \
2286 bne 4b; \
2287 \
2288 5: \
2289 str fb_ptr, [ block_ptr_a, #44 ]; \
2290 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2291 \
2292 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
2293 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2294 \
2295 vshr.u8 r_whole_8, r_whole_8, #3; \
2296 vdup.u8 draw_mask, right_mask; \
2297 \
2298 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2299 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
2300 \
2301 vtst.u16 draw_mask, draw_mask, test_mask; \
2302 \
2303 vmull.u8 pixels, r_whole_8, d64_1; \
2304 vmlal.u8 pixels, g_whole_8, d64_4; \
2305 vmlal.u8 pixels, b_whole_8, d64_128; \
2306 \
2307 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2308 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2309 \
2310 1: \
2311 add span_uvrg_offset, span_uvrg_offset, #16; \
2312 add span_b_offset, span_b_offset, #4; \
2313 \
2314 add span_edge_data, span_edge_data, #8; \
2315 subs num_spans, num_spans, #1; \
2316 \
2317 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2318 bne 0b; \
2319 \
2320 ldmia sp!, { r4 - r11, pc }; \
2321 \
2322 2: \
2323 /* TODO: Load from psx_gpu instead of saving/restoring these */\
2324 vpush { rg_dx4 }; \
2325 \
2326 stmdb sp!, { r0 - r3, r12, r14 }; \
2327 bl flush_render_block_buffer; \
2328 ldmia sp!, { r0 - r3, r12, r14 }; \
2329 \
2330 vpop { rg_dx4 }; \
2331 \
2332 vmov.u8 d64_1, #1; \
2333 vmov.u8 d128_4, #4; \
2334 vmov.u8 d64_128, #128; \
2335 vmov.u8 d128_0x7, #0x7; \
2336 \
2337 vadd.u32 rg_dx8, rg_dx4, rg_dx4; \
2338 \
2339 mov num_blocks, span_num_blocks; \
2340 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2341 bal 3b \
2342
2343
2344setup_blocks_shaded_untextured_indirect_builder(undithered)
2345setup_blocks_shaded_untextured_indirect_builder(dithered)
2346
2347
2348#undef draw_mask
2349
2350#define mask_msb_ptr r14
2351
2352#define draw_mask q0
2353#define pixels_low d16
3867c6ef 2354#define pixels_high d17
75e28f62
E
2355
2356
2357
2358#define setup_blocks_shaded_untextured_direct_builder(dithering) \
2359.align 3; \
2360 \
2361function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \
2362 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2363 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2364 \
2365 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2366 \
2367 cmp num_spans, #0; \
2368 bxeq lr; \
2369 \
2370 stmdb sp!, { r4 - r11, r14 }; \
2371 vshl.u32 rg_dx4, rg_dx, #2; \
2372 \
2373 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2374 vshl.u32 rg_dx8, rg_dx, #3; \
2375 \
2376 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2377 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2378 \
2379 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2380 vmov.u8 d64_1, #1; \
2381 \
2382 vmov.u8 d128_4, #4; \
2383 vmov.u8 d64_128, #128; \
2384 \
2385 vmov.u8 d128_0x7, #0x7; \
2386 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
2387 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
2388 \
2389 0: \
2390 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2391 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2392 \
2393 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
2394 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
2395 \
2396 cmp span_num_blocks, #0; \
2397 beq 1f; \
2398 \
2399 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2400 add fb_ptr, fb_ptr, y, lsl #11; \
2401 \
2402 ldr b, [ span_b_offset ]; \
2403 vdup.u32 v_left_x, left_x; \
2404 and y, y, #0x3; \
2405 \
2406 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2407 add fb_ptr, fb_ptr, left_x, lsl #1; \
2408 \
2409 mla b, b_dx, left_x, b; \
2410 and dither_shift, left_x, #0x03; \
2411 \
2412 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2413 vshr.u32 rg_dx, rg_dx4, #2; \
2414 \
2415 mov dither_shift, dither_shift, lsl #3; \
2416 vmla.u32 rg, rg_dx, v_left_x; \
2417 \
2418 subs span_num_blocks, span_num_blocks, #1; \
2419 \
2420 mov dither_row, dither_row, ror dither_shift; \
2421 mov b_dx4, b_dx, lsl #2; \
2422 \
2423 vdup.u32 dither_offsets, dither_row; \
2424 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2425 \
2426 vdup.u32 b_block, b; \
2427 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2428 \
2429 mov b_dx8, b_dx, lsl #3; \
2430 vdup.u32 r_block, rg[0]; \
2431 vdup.u32 g_block, rg[1]; \
2432 \
2433 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2434 \
2435 vadd.u32 r_block, r_block, block_span; \
2436 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2437 \
2438 vadd.u32 g_block, g_block, block_span; \
2439 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2440 \
2441 vadd.u32 b_block, b_block, block_span; \
2442 add block_ptr_b, block_ptr_a, #16; \
2443 \
2444 vshrn.u32 r_whole_low, r_block, #16; \
2445 vshrn.u32 g_whole_low, g_block, #16; \
2446 vshrn.u32 b_whole_low, b_block, #16; \
2447 vdup.u32 dx4, rg_dx4[0]; \
2448 \
2449 vaddhn.u32 r_whole_high, r_block, dx4; \
2450 vdup.u32 dx4, rg_dx4[1]; \
2451 \
2452 vaddhn.u32 g_whole_high, g_block, dx4; \
2453 vdup.u32 dx4, b_dx4; \
2454 \
2455 vaddhn.u32 b_whole_high, b_block, dx4; \
2456 vdup.u32 dx8, rg_dx8[0]; \
2457 \
2458 vadd.u32 r_block, r_block, dx8; \
2459 vdup.u32 dx8, rg_dx8[1]; \
2460 \
2461 vadd.u32 g_block, g_block, dx8; \
2462 vdup.u32 dx8, b_dx8; \
2463 \
2464 vadd.u32 b_block, b_block, dx8; \
2465 \
2466 vmovn.u16 r_whole_8, r_whole; \
2467 vmovn.u16 g_whole_8, g_whole; \
2468 vmovn.u16 b_whole_8, b_whole; \
2469 \
2470 beq 3f; \
2471 \
2472 2: \
2473 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2474 vshrn.u32 r_whole_low, r_block, #16; \
2475 \
2476 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2477 vshrn.u32 g_whole_low, g_block, #16; \
2478 \
2479 vshrn.u32 b_whole_low, b_block, #16; \
2480 \
2481 vdup.u32 dx4, rg_dx4[0]; \
2482 vshr.u8 r_whole_8, r_whole_8, #3; \
2483 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2484 \
2485 vaddhn.u32 r_whole_high, r_block, dx4; \
2486 vdup.u32 dx4, rg_dx4[1]; \
2487 \
2488 vmov pixels, msb_mask; \
2489 vaddhn.u32 g_whole_high, g_block, dx4; \
2490 vdup.u32 dx4, b_dx4; \
2491 \
2492 vaddhn.u32 b_whole_high, b_block, dx4; \
2493 vdup.u32 dx8, rg_dx8[0]; \
2494 \
2495 vmlal.u8 pixels, r_whole_8, d64_1; \
2496 vmlal.u8 pixels, g_whole_8, d64_4; \
2497 vmlal.u8 pixels, b_whole_8, d64_128; \
2498 \
2499 vadd.u32 r_block, r_block, dx8; \
2500 vdup.u32 dx8, rg_dx8[1]; \
2501 \
2502 vadd.u32 g_block, g_block, dx8; \
2503 vdup.u32 dx8, b_dx8; \
2504 \
2505 vadd.u32 b_block, b_block, dx8; \
2506 \
2507 vmovn.u16 r_whole_8, r_whole; \
2508 vmovn.u16 g_whole_8, g_whole; \
2509 vmovn.u16 b_whole_8, b_whole; \
2510 \
2511 vst1.u32 { pixels }, [ fb_ptr ]!; \
2512 subs span_num_blocks, span_num_blocks, #1; \
2513 bne 2b; \
2514 \
2515 3: \
2516 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2517 \
3867c6ef 2518 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
75e28f62
E
2519 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2520 \
2521 vshr.u8 r_whole_8, r_whole_8, #3; \
3867c6ef 2522 rbit right_mask, right_mask; \
75e28f62
E
2523 vmov pixels, msb_mask; \
2524 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
3867c6ef 2525 clz right_mask, right_mask; \
75e28f62
E
2526 \
2527 vmlal.u8 pixels, r_whole_8, d64_1; \
2528 vmlal.u8 pixels, g_whole_8, d64_4; \
2529 vmlal.u8 pixels, b_whole_8, d64_128; \
2530 \
3867c6ef
E
2531 ldr pc, [ pc, right_mask, lsl #2 ]; \
2532 nop; \
2533 nop; \
2534 .word 4f; \
2535 .word 5f; \
2536 .word 6f; \
2537 .word 7f; \
2538 .word 8f; \
2539 .word 9f; \
2540 .word 10f; \
2541 .word 11f; \
2542 \
75e28f62 2543 4: \
3867c6ef
E
2544 vst1.u16 { pixels_low[0] }, [ fb_ptr ]; \
2545 bal 1f; \
2546 \
2547 5: \
2548 vst1.u32 { pixels_low[0] }, [ fb_ptr ]; \
2549 bal 1f; \
2550 \
2551 6: \
2552 vst1.u32 { pixels_low[0] }, [ fb_ptr ]!; \
2553 vst1.u16 { pixels_low[2] }, [ fb_ptr ]; \
2554 bal 1f; \
2555 \
2556 7: \
2557 vst1.u32 { pixels_low }, [ fb_ptr ]; \
2558 bal 1f; \
2559 \
2560 8: \
2561 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2562 vst1.u16 { pixels_high[0] }, [ fb_ptr ]; \
2563 bal 1f; \
2564 \
2565 9: \
2566 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2567 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2568 bal 1f; \
2569 \
2570 10: \
2571 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2572 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2573 vst1.u16 { pixels_high[2] }, [ fb_ptr ]; \
2574 bal 1f; \
2575 \
2576 11: \
2577 vst1.u32 { pixels }, [ fb_ptr ]; \
2578 bal 1f; \
75e28f62
E
2579 \
2580 1: \
2581 add span_uvrg_offset, span_uvrg_offset, #16; \
2582 add span_b_offset, span_b_offset, #4; \
2583 \
2584 add span_edge_data, span_edge_data, #8; \
2585 subs num_spans, num_spans, #1; \
2586 \
2587 bne 0b; \
2588 \
2589 ldmia sp!, { r4 - r11, pc } \
2590
2591setup_blocks_shaded_untextured_direct_builder(undithered)
2592setup_blocks_shaded_untextured_direct_builder(dithered)
2593
2594
2595#undef psx_gpu
2596#undef num_blocks
2597#undef triangle
2598#undef c_64
2599
2600#define psx_gpu r0
2601#define block_ptr r1
2602#define num_blocks r2
2603#define uv_01 r3
2604#define uv_23 r4
2605#define uv_45 r5
2606#define uv_67 r6
2607#define uv_0 r7
2608#define uv_1 r3
2609#define uv_2 r8
2610#define uv_3 r4
2611#define uv_4 r9
2612#define uv_5 r5
2613#define uv_6 r10
2614#define uv_7 r6
2615#define texture_ptr r11
2616
2617#define pixel_0 r7
2618#define pixel_1 r3
2619#define pixel_2 r8
2620#define pixel_3 r4
2621#define pixel_4 r9
2622#define pixel_5 r5
2623#define pixel_6 r10
2624#define pixel_7 r6
2625
2626#define pixels_a r7
2627#define pixels_b r9
2628#define pixels_c r8
2629#define pixels_d r10
2630
2631#define c_64 r0
2632
2633#define clut_ptr r12
2634#define current_texture_mask r5
2635#define dirty_textures_mask r6
2636
2637#define texels d0
2638
2639#define clut_low_a d2
2640#define clut_low_b d3
2641#define clut_high_a d4
2642#define clut_high_b d5
2643
2644#define clut_a q1
2645#define clut_b q2
2646
2647#define texels_low d6
2648#define texels_high d7
2649
2650.align 3
2651
2652function(texture_blocks_untextured)
2653 bx lr
2654
2655
2656.align 3
2657
2658function(texture_blocks_4bpp)
2659 stmdb sp!, { r3 - r11, r14 }
2660 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2661
2662 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2663 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2664
2665 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2666 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]
2667
2668 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2669 vuzp.u8 clut_a, clut_b
2670
2671 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
2672 tst dirty_textures_mask, current_texture_mask
2673
2674 bne 1f
2675 mov c_64, #64
2676
26770:
2678 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2679
2680 uxtah uv_0, texture_ptr, uv_01
2681 uxtah uv_1, texture_ptr, uv_01, ror #16
2682
2683 uxtah uv_2, texture_ptr, uv_23
2684 uxtah uv_3, texture_ptr, uv_23, ror #16
2685
2686 uxtah uv_4, texture_ptr, uv_45
2687 ldrb pixel_0, [ uv_0 ]
2688
2689 uxtah uv_5, texture_ptr, uv_45, ror #16
2690 ldrb pixel_1, [ uv_1 ]
2691
2692 uxtah uv_6, texture_ptr, uv_67
2693 ldrb pixel_2, [ uv_2 ]
2694
2695 uxtah uv_7, texture_ptr, uv_67, ror #16
2696 ldrb pixel_3, [ uv_3 ]
2697
2698 ldrb pixel_4, [ uv_4 ]
2699 subs num_blocks, num_blocks, #1
2700
2701 ldrb pixel_5, [ uv_5 ]
2702 orr pixels_a, pixel_0, pixel_1, lsl #8
2703
2704 ldrb pixel_6, [ uv_6 ]
2705 orr pixels_b, pixel_4, pixel_5, lsl #8
2706
2707 ldrb pixel_7, [ uv_7 ]
2708 orr pixels_a, pixels_a, pixel_2, lsl #16
2709
2710 orr pixels_b, pixels_b, pixel_6, lsl #16
2711 orr pixels_a, pixels_a, pixel_3, lsl #24
2712
2713 orr pixels_b, pixels_b, pixel_7, lsl #24
2714 vmov.u32 texels, pixels_a, pixels_b
2715
2716 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
2717 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
2718
2719 vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64
2720 bne 0b
2721
2722 ldmia sp!, { r3 - r11, pc }
2723
27241:
2725 stmdb sp!, { r1 - r2 }
2726 bl update_texture_4bpp_cache
2727
2728 mov c_64, #64
2729 ldmia sp!, { r1 - r2 }
2730 bal 0b
2731
2732
2733.align 3
2734
2735function(texture_blocks_8bpp)
2736 stmdb sp!, { r3 - r11, r14 }
2737 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2738
2739 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2740 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2741
2742 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2743 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2744
2745 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]
2746 tst dirty_textures_mask, current_texture_mask
2747
2748 bne 1f
2749 nop
2750
27510:
2752 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2753
2754 uxtah uv_0, texture_ptr, uv_01
2755 uxtah uv_1, texture_ptr, uv_01, ror #16
2756
2757 uxtah uv_2, texture_ptr, uv_23
2758 uxtah uv_3, texture_ptr, uv_23, ror #16
2759
2760 uxtah uv_4, texture_ptr, uv_45
2761 ldrb pixel_0, [ uv_0 ]
2762
2763 uxtah uv_5, texture_ptr, uv_45, ror #16
2764 ldrb pixel_1, [ uv_1 ]
2765
2766 uxtah uv_6, texture_ptr, uv_67
2767 ldrb pixel_2, [ uv_2 ]
2768
2769 uxtah uv_7, texture_ptr, uv_67, ror #16
2770 ldrb pixel_3, [ uv_3 ]
2771
2772 ldrb pixel_4, [ uv_4 ]
2773 add pixel_0, pixel_0, pixel_0
2774
2775 ldrb pixel_5, [ uv_5 ]
2776 add pixel_1, pixel_1, pixel_1
2777
2778 ldrb pixel_6, [ uv_6 ]
2779 add pixel_2, pixel_2, pixel_2
2780
2781 ldrb pixel_7, [ uv_7 ]
2782 add pixel_3, pixel_3, pixel_3
2783
2784 ldrh pixel_0, [ clut_ptr, pixel_0 ]
2785 add pixel_4, pixel_4, pixel_4
2786
2787 ldrh pixel_1, [ clut_ptr, pixel_1 ]
2788 add pixel_5, pixel_5, pixel_5
2789
2790 ldrh pixel_2, [ clut_ptr, pixel_2 ]
2791 add pixel_6, pixel_6, pixel_6
2792
2793 ldrh pixel_3, [ clut_ptr, pixel_3 ]
2794 add pixel_7, pixel_7, pixel_7
2795
2796 ldrh pixel_4, [ clut_ptr, pixel_4 ]
2797 orr pixels_a, pixel_0, pixel_1, lsl #16
2798
2799 ldrh pixel_5, [ clut_ptr, pixel_5 ]
2800 orr pixels_c, pixel_2, pixel_3, lsl #16
2801
2802 ldrh pixel_6, [ clut_ptr, pixel_6 ]
2803 subs num_blocks, num_blocks, #1
2804
2805 ldrh pixel_7, [ clut_ptr, pixel_7 ]
2806 orr pixels_b, pixel_4, pixel_5, lsl #16
2807
2808 orr pixels_d, pixel_6, pixel_7, lsl #16
2809 stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d }
2810
2811 add block_ptr, block_ptr, #64
2812 bne 0b
2813
2814 ldmia sp!, { r3 - r11, pc }
2815
28161:
2817 stmdb sp!, { r1 - r2, r12 }
2818
2819 bl update_texture_8bpp_cache
2820
2821 ldmia sp!, { r1 - r2, r12 }
2822 bal 0b
2823
2824
2825#undef uv_0
2826#undef uv_1
2827#undef uv_2
2828#undef uv_3
2829#undef uv_4
2830#undef uv_5
2831#undef uv_6
2832#undef uv_7
2833
2834#undef pixel_0
2835#undef pixel_1
2836#undef pixel_2
2837#undef pixel_3
2838#undef pixel_4
2839#undef pixel_5
2840#undef pixel_6
2841#undef pixel_7
2842
2843#undef texture_ptr
2844
2845#undef pixels_a
2846#undef pixels_b
2847#undef pixels_c
2848#undef pixels_d
2849
2850#define psx_gpu r0
2851#define block_ptr r1
2852#define num_blocks r2
2853
2854#define uv_0 r3
2855#define uv_1 r4
2856#define u_0 r3
2857#define u_1 r4
2858#define v_0 r5
2859#define v_1 r6
2860
2861#define uv_2 r5
2862#define uv_3 r6
2863#define u_2 r5
2864#define u_3 r6
2865#define v_2 r7
2866#define v_3 r8
2867
2868#define uv_4 r7
2869#define uv_5 r8
2870#define u_4 r7
2871#define u_5 r8
2872#define v_4 r9
2873#define v_5 r10
2874
2875#define uv_6 r9
2876#define uv_7 r10
2877#define u_6 r9
2878#define u_7 r10
2879#define v_6 r11
2880#define v_7 r0
2881
2882#define pixel_0 r3
2883#define pixel_1 r4
2884#define pixel_2 r5
2885#define pixel_3 r6
2886#define pixel_4 r7
2887#define pixel_5 r8
2888#define pixel_6 r9
2889#define pixel_7 r10
2890
2891#define pixels_a r3
2892#define pixels_b r5
2893#define pixels_c r7
2894#define pixels_d r9
2895
2896#define texture_ptr r12
2897
2898
2899.align 3
2900
2901function(texture_blocks_16bpp)
2902 stmdb sp!, { r3 - r11, r14 }
2903 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2904
2905 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2906 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2907
29080:
2909 ldrh uv_0, [ block_ptr ]
2910 subs num_blocks, num_blocks, #1
2911
2912 ldrh uv_1, [ block_ptr, #2 ]
2913
2914 and v_0, uv_0, #0xFF00
2915 and v_1, uv_1, #0xFF00
2916
2917 and u_0, uv_0, #0xFF
2918 and u_1, uv_1, #0xFF
2919
2920 add uv_0, u_0, v_0, lsl #2
2921 ldrh uv_2, [ block_ptr, #4 ]
2922
2923 add uv_1, u_1, v_1, lsl #2
2924 ldrh uv_3, [ block_ptr, #6 ]
2925
2926 add uv_0, uv_0, uv_0
2927 add uv_1, uv_1, uv_1
2928
2929 and v_2, uv_2, #0xFF00
2930 and v_3, uv_3, #0xFF00
2931
2932 and u_2, uv_2, #0xFF
2933 and u_3, uv_3, #0xFF
2934
2935 add uv_2, u_2, v_2, lsl #2
2936 ldrh uv_4, [ block_ptr, #8 ]
2937
2938 add uv_3, u_3, v_3, lsl #2
2939 ldrh uv_5, [ block_ptr, #10 ]
2940
2941 add uv_2, uv_2, uv_2
2942 add uv_3, uv_3, uv_3
2943
2944 and v_4, uv_4, #0xFF00
2945 and v_5, uv_5, #0xFF00
2946
2947 and u_4, uv_4, #0xFF
2948 and u_5, uv_5, #0xFF
2949
2950 add uv_4, u_4, v_4, lsl #2
2951 ldrh uv_6, [ block_ptr, #12 ]
2952
2953 add uv_5, u_5, v_5, lsl #2
2954 ldrh uv_7, [ block_ptr, #14 ]
2955
2956 add uv_4, uv_4, uv_4
2957 ldrh pixel_0, [ texture_ptr, uv_0 ]
2958
2959 add uv_5, uv_5, uv_5
2960 ldrh pixel_1, [ texture_ptr, uv_1 ]
2961
2962 and v_6, uv_6, #0xFF00
2963 ldrh pixel_2, [ texture_ptr, uv_2 ]
2964
2965 and v_7, uv_7, #0xFF00
2966 ldrh pixel_3, [ texture_ptr, uv_3 ]
2967
2968 and u_6, uv_6, #0xFF
2969 ldrh pixel_4, [ texture_ptr, uv_4 ]
2970
2971 and u_7, uv_7, #0xFF
2972 ldrh pixel_5, [ texture_ptr, uv_5 ]
2973
2974 add uv_6, u_6, v_6, lsl #2
2975 add uv_7, u_7, v_7, lsl #2
2976
2977 add uv_6, uv_6, uv_6
2978 add uv_7, uv_7, uv_7
2979
2980 orr pixels_a, pixel_0, pixel_1, lsl #16
2981 orr pixels_b, pixel_2, pixel_3, lsl #16
2982
2983 ldrh pixel_6, [ texture_ptr, uv_6 ]
2984 orr pixels_c, pixel_4, pixel_5, lsl #16
2985
2986 ldrh pixel_7, [ texture_ptr, uv_7 ]
2987 orr pixels_d, pixel_6, pixel_7, lsl #16
2988
2989 stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d }
2990 add block_ptr, block_ptr, #64
2991
2992 bne 0b
2993
2994 ldmia sp!, { r3 - r11, pc }
2995
2996
2997#undef num_blocks
2998
2999#undef test_mask
3000#undef texels
3001#undef pixels_b
3002#undef pixels
3003#undef d64_1
3004#undef d64_4
3005#undef d64_128
3006#undef draw_mask
3007#undef msb_mask
3008#undef msb_mask_low
3009#undef msb_mask_high
3010#undef fb_pixels
3011
3012#undef c_32
3013#undef fb_ptr
3014#undef mask_msb_ptr
3015
3016#define psx_gpu r0
3017#define num_blocks r1
3018#define color_ptr r2
3867c6ef
E
3019#define colors_scalar r2
3020#define colors_scalar_compare r3
75e28f62
E
3021#define mask_msb_ptr r2
3022
3023#define block_ptr_load_a r0
3024#define block_ptr_store r3
3025#define block_ptr_load_b r12
3026#define c_32 r2
3027
3028#define c_48 r4
3029#define fb_ptr r14
3030#define draw_mask_bits_scalar r5
3031
3032#define d128_0x07 q0
3033#define d128_0x1F q1
3034#define d128_0x8000 q2
3035#define test_mask q3
3036#define texels q4
3037#define colors_rg q5
3038#define colors_b_dm_bits q6
3039#define texels_rg q7
3040#define pixels_r q8
3041#define pixels_g q9
3042#define pixels_b q10
3043#define pixels q11
3044#define zero_mask q4
3045#define draw_mask q12
3046#define msb_mask q13
3047
3048#define fb_pixels q8
3049
3050#define pixels_gb_low q9
3051
3052#define colors_r d10
3053#define colors_g d11
3054#define colors_b d12
3055#define draw_mask_bits d13
3056#define texels_r d14
3057#define texels_g d15
3058#define pixels_r_low d16
3059#define pixels_g_low d18
3060#define pixels_b_low d19
3061#define msb_mask_low d26
3062#define msb_mask_high d27
3063
3064#define d64_1 d28
3065#define d64_4 d29
3066#define d64_128 d30
3067#define texels_b d31
3068
3069#define shade_blocks_textured_modulated_prologue_indirect() \
3070 mov c_48, #48; \
3071 add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset \
3072
3073#define shade_blocks_textured_modulated_prologue_direct() \
3074 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3075 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] \
3076
75e28f62 3077
3867c6ef
E
3078#define shade_blocks_textured_modulated_prologue_shaded(dithering, target) \
3079
3080#define shade_blocks_textured_false_modulation_check_undithered(target) \
3081 ldr colors_scalar, [ psx_gpu, #psx_gpu_triangle_color_offset ]; \
3082 movw colors_scalar_compare, #0x8080; \
3083 \
3084 movt colors_scalar_compare, #0x80; \
3085 cmp colors_scalar, colors_scalar_compare; \
3086 beq shade_blocks_textured_unmodulated_##target \
3087
3088#define shade_blocks_textured_false_modulation_check_dithered(target) \
3089
3090#define shade_blocks_textured_modulated_prologue_unshaded(dithering, target) \
3091 shade_blocks_textured_false_modulation_check_##dithering(target); \
75e28f62
E
3092 add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset; \
3093 vld1.u32 { colors_r[] }, [ color_ptr, :32 ]; \
3094 vdup.u8 colors_g, colors_r[1]; \
3095 vdup.u8 colors_b, colors_r[2]; \
3096 vdup.u8 colors_r, colors_r[0] \
3097
3098
3099#define shade_blocks_textured_modulated_load_dithered(target) \
3100 vld1.u32 { target }, [ block_ptr_load_b, :128 ] \
3101
3102#define shade_blocks_textured_modulated_load_last_dithered(target) \
3103 vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32 \
3104
3105#define shade_blocks_textured_modulated_load_undithered(target) \
3106
3107#define shade_blocks_textured_modulated_load_last_undithered(target) \
3108 add block_ptr_load_b, block_ptr_load_b, #32 \
3109
3110#define shade_blocks_textured_modulate_dithered(channel) \
3111 vmlal.u8 pixels_##channel, texels_##channel, colors_##channel \
3112
3113#define shade_blocks_textured_modulate_undithered(channel) \
3114 vmull.u8 pixels_##channel, texels_##channel, colors_##channel \
3115
3116
3117#define shade_blocks_textured_modulated_store_draw_mask_indirect(offset) \
3118 vst1.u32 { draw_mask }, [ block_ptr_store, :128 ]! \
3119
3120#define shade_blocks_textured_modulated_store_draw_mask_direct(offset) \
3121 ldr fb_ptr, [ block_ptr_load_b, #(offset - 64) ]; \
3122 vld1.u32 { fb_pixels }, [ fb_ptr ]; \
3123 vbit.u16 pixels, fb_pixels, draw_mask \
3124
3125#define shade_blocks_textured_modulated_store_pixels_indirect() \
3126 vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48 \
3127
3128#define shade_blocks_textured_modulated_store_pixels_direct() \
3129 vst1.u32 { pixels }, [ fb_ptr ] \
3130
3131
3132#define shade_blocks_textured_modulated_load_rg_shaded() \
3133 vld1.u32 { colors_r, colors_g }, [ block_ptr_load_b, :128 ], c_32 \
3134
3135#define shade_blocks_textured_modulated_load_rg_unshaded() \
3136 add block_ptr_load_b, block_ptr_load_b, #32 \
3137
3138#define shade_blocks_textured_modulated_load_bdm_shaded() \
3139 vld1.u32 { colors_b, draw_mask_bits }, [ block_ptr_load_a, :128 ], c_32 \
3140
3141#define shade_blocks_textured_modulated_load_bdm_unshaded() \
3142 ldr draw_mask_bits_scalar, [ block_ptr_load_a, #8 ]; \
3143 add block_ptr_load_a, block_ptr_load_a, #32 \
3144
3145#define shade_blocks_textured_modulated_expand_draw_mask_shaded() \
3146 vdup.u16 draw_mask, draw_mask_bits[0] \
3147
3148#define shade_blocks_textured_modulated_expand_draw_mask_unshaded() \
3149 vdup.u16 draw_mask, draw_mask_bits_scalar \
3150
3151
3152#define shade_blocks_textured_modulated_apply_msb_mask_indirect() \
3153
3154#define shade_blocks_textured_modulated_apply_msb_mask_direct() \
3155 vorr.u16 pixels, pixels, msb_mask \
3156
3157
3158#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
3159.align 3; \
3160 \
3161function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \
3867c6ef 3162 shade_blocks_textured_modulated_prologue_##shading(dithering, target); \
75e28f62
E
3163 stmdb sp!, { r4 - r5, lr }; \
3164 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3165 \
3166 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
3167 \
3168 shade_blocks_textured_modulated_prologue_##target(); \
75e28f62
E
3169 \
3170 add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset; \
3171 mov c_32, #32; \
3172 \
3173 add block_ptr_load_b, block_ptr_load_a, #16; \
3174 vmov.u8 d64_1, #1; \
3175 vmov.u8 d64_4, #4; \
3176 vmov.u8 d64_128, #128; \
3177 \
3178 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3179 vmov.u8 d128_0x07, #0x07; \
3180 \
3181 shade_blocks_textured_modulated_load_rg_##shading(); \
3182 vmov.u8 d128_0x1F, #0x1F; \
3183 \
3184 shade_blocks_textured_modulated_load_bdm_##shading(); \
3185 vmov.u16 d128_0x8000, #0x8000; \
3186 \
3187 vmovn.u16 texels_r, texels; \
3188 vshrn.u16 texels_g, texels, #5; \
3189 \
3190 vshrn.u16 texels_b, texels, #7; \
3191 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3192 \
3193 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3194 vtst.u16 draw_mask, draw_mask, test_mask; \
3195 \
3196 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3197 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3198 \
3199 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3200 vshr.u8 texels_b, texels_b, #3; \
3201 \
3202 shade_blocks_textured_modulate_##dithering(r); \
3203 shade_blocks_textured_modulate_##dithering(g); \
3204 shade_blocks_textured_modulate_##dithering(b); \
3205 \
3206 vand.u16 pixels, texels, d128_0x8000; \
3207 vceq.u16 zero_mask, texels, #0; \
3208 \
3209 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3210 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3211 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3212 \
3213 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3214 vorr.u16 draw_mask, draw_mask, zero_mask; \
3215 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3216 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3217 \
3218 subs num_blocks, num_blocks, #1; \
3219 beq 1f; \
3220 \
3221 .align 3; \
3222 \
3223 0: \
3224 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3225 shade_blocks_textured_modulated_load_rg_##shading(); \
3226 vshrn.u16 texels_g, texels, #5; \
3227 \
3228 shade_blocks_textured_modulated_load_bdm_##shading(); \
3229 vshrn.u16 texels_b, texels, #7; \
3230 \
3231 vmovn.u16 texels_r, texels; \
3232 vmlal.u8 pixels, pixels_r_low, d64_1; \
3233 \
3234 vmlal.u8 pixels, pixels_g_low, d64_4; \
3235 vmlal.u8 pixels, pixels_b_low, d64_128; \
3236 shade_blocks_textured_modulated_store_draw_mask_##target(-4); \
3237 \
3238 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3239 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3240 \
3241 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3242 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3243 \
3244 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3245 vtst.u16 draw_mask, draw_mask, test_mask; \
3246 \
3247 shade_blocks_textured_modulated_store_pixels_##target(); \
3248 vshr.u8 texels_b, texels_b, #3; \
3249 \
3250 shade_blocks_textured_modulate_##dithering(r); \
3251 shade_blocks_textured_modulate_##dithering(g); \
3252 shade_blocks_textured_modulate_##dithering(b); \
3253 \
3254 vand.u16 pixels, texels, d128_0x8000; \
3255 vceq.u16 zero_mask, texels, #0; \
3256 \
3257 subs num_blocks, num_blocks, #1; \
3258 \
3259 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3260 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3261 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3262 \
3263 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3264 vorr.u16 draw_mask, draw_mask, zero_mask; \
3265 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3266 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3267 \
3268 bne 0b; \
3269 \
3270 1: \
3271 vmlal.u8 pixels, pixels_r_low, d64_1; \
3272 vmlal.u8 pixels, pixels_g_low, d64_4; \
3273 vmlal.u8 pixels, pixels_b_low, d64_128; \
3274 \
3275 shade_blocks_textured_modulated_store_draw_mask_##target(28); \
3276 shade_blocks_textured_modulated_store_pixels_##target(); \
3277 \
3278 ldmia sp!, { r4 - r5, pc } \
3279
3280
3281shade_blocks_textured_modulated_builder(shaded, dithered, direct);
3282shade_blocks_textured_modulated_builder(shaded, undithered, direct);
3283shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
3284shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
3285
3286shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
3287shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
3288shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
3289shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
3290
3291
3292#undef c_64
3293#undef fb_ptr
3294#undef color_ptr
3295
3296#undef color_r
3297#undef color_g
3298#undef color_b
3299
3300#undef test_mask
3301#undef pixels
3302#undef draw_mask
3303#undef zero_mask
3304#undef fb_pixels
3305#undef msb_mask
3306#undef msb_mask_low
3307#undef msb_mask_high
3308
3309#define psx_gpu r0
3310#define num_blocks r1
3311#define mask_msb_ptr r2
3312#define color_ptr r3
3313
3314#define block_ptr_load r0
3315#define draw_mask_store_ptr r3
3316#define draw_mask_bits_ptr r12
3317#define draw_mask_ptr r12
3318#define pixel_store_ptr r14
3319
3320#define fb_ptr_cmp r4
3321
3322#define fb_ptr r3
3323#define fb_ptr_next r14
3324
3325#define c_64 r2
3326
3327#define test_mask q0
3328#define pixels q1
3329#define draw_mask q2
3330#define zero_mask q3
3331#define draw_mask_combined q4
3332#define fb_pixels q5
3333#define fb_pixels_next q6
3334#define msb_mask q7
3335
3336#define draw_mask_low d4
3337#define draw_mask_high d5
3338#define msb_mask_low d14
3339#define msb_mask_high d15
3340
3341.align 3
3342function(shade_blocks_textured_unmodulated_indirect)
3343 str r14, [ sp, #-4 ]
3344 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3345
3346 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3347 add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3348
3349 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3350 add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset
3351
3352 mov c_64, #64
3353 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3354
3355 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3356 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3357 [ draw_mask_bits_ptr, :16 ], c_64
3358 vceq.u16 zero_mask, pixels, #0
3359
3360 vtst.u16 draw_mask, draw_mask, test_mask
3361 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3362
3363 subs num_blocks, num_blocks, #1
3364 beq 1f
3365
3366 0:
3367 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3368 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3369
3370 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3371 [ draw_mask_bits_ptr, :16 ], c_64
3372 vceq.u16 zero_mask, pixels, #0
3373
3374 vtst.u16 draw_mask, draw_mask, test_mask
3375 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3376
3377 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3378 subs num_blocks, num_blocks, #1
3379
3380 bne 0b
3381
3382 1:
3383 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3384 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3385
3386 ldr pc, [ sp, #-4 ]
3387
3388
3389.align 3
3390
3391function(shade_blocks_textured_unmodulated_direct)
3392 stmdb sp!, { r4, r14 }
3393 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3394
3395 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3396 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3397
3398 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3399 mov c_64, #64
3400
3401 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3402 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3403
3404 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3405 [ draw_mask_bits_ptr, :16 ], c_64
3406 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3407
3408 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3409 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3410 vceq.u16 zero_mask, pixels, #0
3411 vtst.u16 draw_mask, draw_mask, test_mask
3412
3413 subs num_blocks, num_blocks, #1
3414 beq 1f
3415
3416 0:
3417 mov fb_ptr, fb_ptr_next
3418 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3419
3420 vorr.u16 pixels, pixels, msb_mask
3421
3422 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3423 vmov fb_pixels, fb_pixels_next
3424
3425 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3426 [ draw_mask_bits_ptr, :16 ], c_64
3427 vbif.u16 fb_pixels, pixels, draw_mask_combined
3428
3429 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3430
3431 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3432 add fb_ptr_cmp, fb_ptr_cmp, #14
3433 cmp fb_ptr_cmp, #28
3434 bls 4f
3435
3436 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3437 vceq.u16 zero_mask, pixels, #0
3438
3439 vst1.u16 { fb_pixels }, [ fb_ptr ]
3440 vtst.u16 draw_mask, draw_mask, test_mask
3441
3442 3:
3443 subs num_blocks, num_blocks, #1
3444 bne 0b
3445
3446 1:
3447 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3448 vbif.u16 fb_pixels_next, pixels, draw_mask_combined
3449
3450 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3451
3452 ldmia sp!, { r4, pc }
3453
3454 4:
3455 vst1.u16 { fb_pixels }, [ fb_ptr ]
3456 vceq.u16 zero_mask, pixels, #0
3457
3458 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3459 vtst.u16 draw_mask, draw_mask, test_mask
3460
3461 bal 3b
3462
3463
3464function(shade_blocks_unshaded_untextured_indirect)
3465 bx lr
3466
3467.align 3
3468
3469function(shade_blocks_unshaded_untextured_direct)
3470 stmdb sp!, { r4, r14 }
3471 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
3472
3473 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3474 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3475
3476 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3477 add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3478
3479 add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
3480 vld1.u16 { pixels }, [ color_ptr, :128 ]
3481
3482 mov c_64, #64
3483 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3484
3485 vorr.u16 pixels, pixels, msb_mask
3486 subs num_blocks, num_blocks, #1
3487
3488 ldr fb_ptr_next, [ block_ptr_load ], #64
3489
3490 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3491 beq 1f
3492
3493 0:
3494 vmov fb_pixels, fb_pixels_next
3495 mov fb_ptr, fb_ptr_next
3496 ldr fb_ptr_next, [ block_ptr_load ], #64
3497
3498 vbif.u16 fb_pixels, pixels, draw_mask
3499 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3500
3501 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3502 add fb_ptr_cmp, fb_ptr_cmp, #14
3503 cmp fb_ptr_cmp, #28
3504 bls 4f
3505
3506 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3507 vst1.u16 { fb_pixels }, [ fb_ptr ]
3508
3509 3:
3510 subs num_blocks, num_blocks, #1
3511 bne 0b
3512
3513 1:
3514 vbif.u16 fb_pixels_next, pixels, draw_mask
3515 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3516
3517 ldmia sp!, { r4, pc }
3518
3519 4:
3520 vst1.u16 { fb_pixels }, [ fb_ptr ]
3521 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3522 bal 3b
3523
3524
3525#undef draw_mask_ptr
3526#undef c_64
3527#undef fb_ptr
3528#undef fb_ptr_next
3529#undef fb_ptr_cmp
3530
3531#define psx_gpu r0
3532#define num_blocks r1
3533#define msb_mask_ptr r2
3534#define pixel_ptr r3
3535#define draw_mask_ptr r0
3536#define c_64 r2
3537#define fb_ptr r12
3538#define fb_ptr_next r14
3539#define fb_ptr_cmp r4
3540
3541#undef msb_mask
3542#undef draw_mask
3543#undef pixels
3544#undef fb_pixels
3545#undef d128_0x8000
3546#undef msb_mask_low
3547#undef msb_mask_high
3548#undef draw_mask_next
3549#undef pixels_g
3550#undef blend_pixels
3551#undef fb_pixels_next
3552
3553#define msb_mask q0
3554#define draw_mask q1
3555#define pixels q2
3556#define fb_pixels q3
3557#define blend_pixels q4
3558#define pixels_no_msb q5
3559#define blend_mask q6
3560#define fb_pixels_no_msb q7
3561#define d128_0x8000 q8
3562#define d128_0x0421 q9
3563#define fb_pixels_next q10
3564#define blend_pixels_next q11
3565#define pixels_next q12
3566#define draw_mask_next q13
3567#define write_mask q14
3568
3569#define pixels_rb q5
3570#define pixels_mg q7
3571#define pixels_g q7
3572#define d128_0x7C1F q8
3573#define d128_0x03E0 q9
3574#define fb_pixels_rb q10
3575#define fb_pixels_g q11
3576#define fb_pixels_masked q11
3577#define d128_0x83E0 q15
3578#define pixels_fourth q7
3579#define d128_0x1C07 q12
3580#define d128_0x00E0 q13
3581#define d128_0x80E0 q13
3582
3583#define msb_mask_low d0
3584#define msb_mask_high d1
3585
3586#define blend_blocks_average_set_blend_mask_textured(source) \
3587 vclt.s16 blend_mask, source, #0 \
3588
3589#define blend_blocks_average_set_stp_bit_textured() \
3590 vorr.u16 blend_pixels, #0x8000 \
3591
3592#define blend_blocks_average_combine_textured(source) \
3593 vbif.u16 blend_pixels, source, blend_mask \
3594
3595#define blend_blocks_average_set_blend_mask_untextured(source) \
3596
3597#define blend_blocks_average_set_stp_bit_untextured() \
3598
3599#define blend_blocks_average_combine_untextured(source) \
3600
3601#define blend_blocks_average_mask_set_on() \
3602 vclt.s16 write_mask, fb_pixels_next, #0 \
3603
3604#define blend_blocks_average_mask_copy_on() \
3605 vorr.u16 draw_mask, draw_mask_next, write_mask \
3606
3607#define blend_blocks_average_mask_copy_b_on() \
3608 vorr.u16 draw_mask_next, draw_mask_next, write_mask \
3609
3610#define blend_blocks_average_mask_set_off() \
3611
3612#define blend_blocks_average_mask_copy_off() \
3613 vmov draw_mask, draw_mask_next \
3614
3615#define blend_blocks_average_mask_copy_b_off() \
3616
3617#define blend_blocks_average_builder(texturing, mask_evaluate) \
3618.align 3; \
3619 \
3620function(blend_blocks_##texturing##_average_##mask_evaluate) \
3621 stmdb sp!, { r4, r14 }; \
3622 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3623 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3624 \
3625 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3626 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3627 \
3628 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3629 mov c_64, #64; \
3630 \
3631 vmov.u16 d128_0x8000, #0x8000; \
3632 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3633 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3634 \
3635 vmov.u16 d128_0x0421, #0x0400; \
3636 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3637 \
3638 vorr.u16 d128_0x0421, #0x0021; \
3639 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3640 \
3641 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3642 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3643 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3644 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3645 blend_blocks_average_mask_set_##mask_evaluate(); \
3646 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3647 \
3648 subs num_blocks, num_blocks, #1; \
3649 beq 1f; \
3650 \
3651 0: \
3652 mov fb_ptr, fb_ptr_next; \
3653 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3654 \
3655 vmov pixels, pixels_next; \
3656 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3657 \
3658 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3659 \
3660 blend_blocks_average_mask_copy_##mask_evaluate(); \
3661 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3662 \
3663 blend_blocks_average_set_blend_mask_##texturing(pixels); \
3664 blend_blocks_average_set_stp_bit_##texturing(); \
3665 vmov fb_pixels, fb_pixels_next; \
3666 blend_blocks_average_combine_##texturing(pixels); \
3667 \
3668 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3669 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3670 cmp fb_ptr_cmp, #28; \
3671 bls 2f; \
3672 \
3673 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3674 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3675 \
3676 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3677 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3678 \
3679 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3680 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3681 \
3682 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3683 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3684 blend_blocks_average_mask_set_##mask_evaluate(); \
3685 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3686 \
3687 3: \
3688 subs num_blocks, num_blocks, #1; \
3689 bne 0b; \
3690 \
3691 1: \
3692 blend_blocks_average_mask_copy_b_##mask_evaluate(); \
3693 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3694 \
3695 blend_blocks_average_set_blend_mask_##texturing(pixels_next); \
3696 blend_blocks_average_set_stp_bit_##texturing(); \
3697 blend_blocks_average_combine_##texturing(pixels_next); \
3698 \
3699 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3700 vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next; \
3701 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3702 \
3703 ldmia sp!, { r4, pc }; \
3704 \
3705 2: \
3706 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3707 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3708 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3709 \
3710 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3711 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3712 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3713 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3714 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3715 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3716 \
3717 bal 3b \
3718
3719blend_blocks_average_builder(textured, off)
3720blend_blocks_average_builder(untextured, off)
3721blend_blocks_average_builder(textured, on)
3722blend_blocks_average_builder(untextured, on)
3723
3724
3725#define blend_blocks_add_mask_set_on() \
3726 vclt.s16 write_mask, fb_pixels, #0 \
3727
3728#define blend_blocks_add_mask_copy_on() \
3729 vorr.u16 draw_mask, draw_mask, write_mask \
3730
3731#define blend_blocks_add_mask_set_off() \
3732
3733#define blend_blocks_add_mask_copy_off() \
3734
3735
3736#define blend_blocks_add_textured_builder(mask_evaluate) \
3737.align 3; \
3738 \
3739function(blend_blocks_textured_add_##mask_evaluate) \
3740 stmdb sp!, { r4, r14 }; \
3741 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3742 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3743 \
3744 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3745 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3746 \
3747 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3748 mov c_64, #64; \
3749 \
3750 vmov.u16 d128_0x7C1F, #0x7C00; \
3751 vmov.u16 d128_0x03E0, #0x0300; \
3752 vmov.u16 d128_0x83E0, #0x8000; \
3753 vorr.u16 d128_0x03E0, #0x00E0; \
3754 vorr.u16 d128_0x7C1F, #0x001F; \
3755 vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0; \
3756 \
3757 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3758 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3759 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3760 vclt.s16 blend_mask, pixels, #0; \
3761 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3762 blend_blocks_add_mask_set_##mask_evaluate(); \
3763 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3764 \
3765 blend_blocks_add_mask_copy_##mask_evaluate(); \
3766 vorr.u16 pixels, pixels, msb_mask; \
3767 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3768 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3769 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3770 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3771 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3772 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3773 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3774 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3775 \
3776 subs num_blocks, num_blocks, #1; \
3777 beq 1f; \
3778 \
3779 0: \
3780 mov fb_ptr, fb_ptr_next; \
3781 \
3782 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3783 \
3784 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3785 vclt.s16 blend_mask, pixels, #0; \
3786 \
3787 vorr.u16 pixels, pixels, msb_mask; \
3788 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3789 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3790 \
3791 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3792 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3793 \
3794 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3795 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3796 cmp fb_ptr_cmp, #28; \
3797 bls 2f; \
3798 \
3799 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3800 blend_blocks_add_mask_set_##mask_evaluate(); \
3801 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3802 blend_blocks_add_mask_copy_##mask_evaluate(); \
3803 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3804 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3805 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3806 \
3807 3: \
3808 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3809 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3810 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3811 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3812 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3813 \
3814 subs num_blocks, num_blocks, #1; \
3815 bne 0b; \
3816 \
3817 1: \
3818 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3819 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3820 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3821 \
3822 ldmia sp!, { r4, pc }; \
3823 \
3824 2: \
3825 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3826 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3827 \
3828 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3829 blend_blocks_add_mask_set_##mask_evaluate(); \
3830 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3831 blend_blocks_add_mask_copy_##mask_evaluate(); \
3832 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3833 bal 3b \
3834
3835
3836#define blend_blocks_add_untextured_builder(mask_evaluate) \
3837.align 3; \
3838 \
3839function(blend_blocks_untextured_add_##mask_evaluate) \
3840 stmdb sp!, { r4, r14 }; \
3841 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3842 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3843 \
3844 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3845 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3846 \
3847 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3848 mov c_64, #64; \
3849 \
3850 vmov.u16 d128_0x7C1F, #0x7C00; \
3851 vmov.u16 d128_0x03E0, #0x0300; \
3852 vorr.u16 d128_0x7C1F, #0x001F; \
3853 vorr.u16 d128_0x03E0, #0x00E0; \
3854 \
3855 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3856 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3857 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3858 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3859 blend_blocks_add_mask_set_##mask_evaluate(); \
3860 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3861 \
3862 blend_blocks_add_mask_copy_##mask_evaluate(); \
3863 vand.u16 pixels_g, pixels, d128_0x03E0; \
3864 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3865 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3866 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3867 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3868 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3869 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3870 \
3871 subs num_blocks, num_blocks, #1; \
3872 beq 1f; \
3873 \
3874 0: \
3875 mov fb_ptr, fb_ptr_next; \
3876 \
3877 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3878 \
3879 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3880 \
3881 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3882 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3883 vand.u16 pixels_g, pixels, d128_0x03E0; \
3884 \
3885 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3886 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3887 \
3888 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3889 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3890 cmp fb_ptr_cmp, #28; \
3891 bls 2f; \
3892 \
3893 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3894 blend_blocks_add_mask_set_##mask_evaluate(); \
3895 blend_blocks_add_mask_copy_##mask_evaluate(); \
3896 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3897 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3898 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3899 \
3900 3: \
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 bne 0b; \
3909 \
3910 1: \
3911 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3912 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3913 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3914 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3915 \
3916 ldmia sp!, { r4, pc }; \
3917 \
3918 2: \
3919 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3920 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3921 \
3922 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3923 blend_blocks_add_mask_set_##mask_evaluate(); \
3924 blend_blocks_add_mask_copy_##mask_evaluate(); \
3925 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3926 bal 3b \
3927
3928
3929blend_blocks_add_textured_builder(off)
3930blend_blocks_add_textured_builder(on)
3931blend_blocks_add_untextured_builder(off)
3932blend_blocks_add_untextured_builder(on)
3933
3934#define blend_blocks_subtract_set_blend_mask_textured() \
3935 vclt.s16 blend_mask, pixels_next, #0 \
3936
3937#define blend_blocks_subtract_combine_textured() \
3938 vbif.u16 blend_pixels, pixels, blend_mask \
3939
3940#define blend_blocks_subtract_set_stb_textured() \
3941 vorr.u16 blend_pixels, #0x8000 \
3942
3943#define blend_blocks_subtract_msb_mask_textured() \
3944 vorr.u16 pixels, pixels_next, msb_mask \
3945
3946#define blend_blocks_subtract_set_blend_mask_untextured() \
3947
3948#define blend_blocks_subtract_combine_untextured() \
3949
3950#define blend_blocks_subtract_set_stb_untextured() \
3951 vorr.u16 blend_pixels, blend_pixels, msb_mask \
3952
3953#define blend_blocks_subtract_msb_mask_untextured() \
3954
3955
3956#define blend_blocks_subtract_mask_set_on() \
3957 vclt.s16 write_mask, fb_pixels, #0 \
3958
3959#define blend_blocks_subtract_mask_copy_on() \
3960 vorr.u16 draw_mask, draw_mask_next, write_mask \
3961
3962#define blend_blocks_subtract_mask_set_off() \
3963
3964#define blend_blocks_subtract_mask_copy_off() \
3965 vmov draw_mask, draw_mask_next \
3966
3967
3968#define blend_blocks_subtract_builder(texturing, mask_evaluate) \
3969.align 3; \
3970 \
3971function(blend_blocks_##texturing##_subtract_##mask_evaluate) \
3972 stmdb sp!, { r4, r14 }; \
3973 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3974 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3975 \
3976 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3977 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3978 \
3979 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3980 mov c_64, #64; \
3981 \
3982 vmov.u16 d128_0x7C1F, #0x7C00; \
3983 vmov.u16 d128_0x03E0, #0x0300; \
3984 vorr.u16 d128_0x7C1F, #0x001F; \
3985 vorr.u16 d128_0x03E0, #0x00E0; \
3986 \
3987 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3988 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3989 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3990 blend_blocks_subtract_set_blend_mask_##texturing(); \
3991 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3992 blend_blocks_subtract_mask_set_##mask_evaluate(); \
3993 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
3994 \
3995 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
3996 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3997 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3998 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3999 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4000 \
4001 subs num_blocks, num_blocks, #1; \
4002 beq 1f; \
4003 \
4004 0: \
4005 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
4006 mov fb_ptr, fb_ptr_next; \
4007 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4008 \
4009 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
4010 blend_blocks_subtract_msb_mask_##texturing(); \
4011 \
4012 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
4013 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4014 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
4015 blend_blocks_subtract_set_stb_##texturing(); \
4016 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
4017 blend_blocks_subtract_combine_##texturing(); \
4018 blend_blocks_subtract_set_blend_mask_##texturing(); \
4019 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4020 \
4021 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4022 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4023 cmp fb_ptr_cmp, #28; \
4024 bls 2f; \
4025 \
4026 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4027 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4028 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4029 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4030 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4031 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4032 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4033 \
4034 3: \
4035 subs num_blocks, num_blocks, #1; \
4036 bne 0b; \
4037 \
4038 1: \
4039 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
4040 \
4041 blend_blocks_subtract_msb_mask_##texturing(); \
4042 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4043 blend_blocks_subtract_set_stb_##texturing(); \
4044 blend_blocks_subtract_combine_##texturing(); \
4045 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4046 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4047 \
4048 ldmia sp!, { r4, pc }; \
4049 \
4050 2: \
4051 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4052 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4053 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4054 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4055 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4056 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4057 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4058 bal 3b \
4059
4060
4061blend_blocks_subtract_builder(textured, off)
4062blend_blocks_subtract_builder(textured, on)
4063blend_blocks_subtract_builder(untextured, off)
4064blend_blocks_subtract_builder(untextured, on)
4065
4066
4067#define blend_blocks_add_fourth_textured_builder(mask_evaluate) \
4068.align 3; \
4069 \
4070function(blend_blocks_textured_add_fourth_##mask_evaluate) \
4071 stmdb sp!, { r4, r14 }; \
4072 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4073 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4074 \
4075 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4076 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4077 \
4078 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4079 mov c_64, #64; \
4080 \
4081 vmov.u16 d128_0x7C1F, #0x7C00; \
4082 vmov.u16 d128_0x03E0, #0x0300; \
4083 vmov.u16 d128_0x83E0, #0x8300; \
4084 vmov.u16 d128_0x1C07, #0x1C00; \
4085 vmov.u16 d128_0x80E0, #0x8000; \
4086 vorr.u16 d128_0x7C1F, #0x001F; \
4087 vorr.u16 d128_0x03E0, #0x00E0; \
4088 vorr.u16 d128_0x83E0, #0x00E0; \
4089 vorr.u16 d128_0x1C07, #0x0007; \
4090 vorr.u16 d128_0x80E0, #0x00E0; \
4091 \
4092 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4093 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4094 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4095 vclt.s16 blend_mask, pixels, #0; \
4096 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4097 blend_blocks_add_mask_set_##mask_evaluate(); \
4098 vshr.s16 pixels_fourth, pixels, #2; \
4099 \
4100 blend_blocks_add_mask_copy_##mask_evaluate(); \
4101 vorr.u16 pixels, pixels, msb_mask; \
4102 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4103 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
4104 vand.u16 pixels_mg, pixels_fourth, d128_0x80E0; \
4105 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
4106 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
4107 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4108 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
4109 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4110 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
4111 \
4112 subs num_blocks, num_blocks, #1; \
4113 beq 1f; \
4114 \
4115 0: \
4116 mov fb_ptr, fb_ptr_next; \
4117 \
4118 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4119 \
4120 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4121 vclt.s16 blend_mask, pixels, #0; \
4122 \
4123 vshr.s16 pixels_fourth, pixels, #2; \
4124 vorr.u16 pixels, pixels, msb_mask; \
4125 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4126 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4127 \
4128 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4129 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4130 \
4131 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4132 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4133 cmp fb_ptr_cmp, #28; \
4134 bls 2f; \
4135 \
4136 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4137 blend_blocks_add_mask_set_##mask_evaluate(); \
4138 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
4139 blend_blocks_add_mask_copy_##mask_evaluate(); \
4140 vand.u16 pixels_mg, pixels_fourth, d128_0x80E0; \
4141 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
4142 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4143 \
4144 3: \
4145 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
4146 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4147 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
4148 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4149 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
4150 \
4151 subs num_blocks, num_blocks, #1; \
4152 bne 0b; \
4153 \
4154 1: \
4155 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4156 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4157 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4158 \
4159 ldmia sp!, { r4, pc }; \
4160 \
4161 2: \
4162 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4163 vand.u16 pixels_mg, pixels_fourth, d128_0x80E0; \
4164 \
4165 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4166 blend_blocks_add_mask_set_##mask_evaluate(); \
4167 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
4168 blend_blocks_add_mask_copy_##mask_evaluate(); \
4169 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
4170 bal 3b \
4171
4172
4173#define blend_blocks_add_fourth_untextured_builder(mask_evaluate) \
4174.align 3; \
4175 \
4176function(blend_blocks_untextured_add_fourth_##mask_evaluate) \
4177 stmdb sp!, { r4, r14 }; \
4178 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4179 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4180 \
4181 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4182 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4183 \
4184 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4185 mov c_64, #64; \
4186 \
4187 vmov.u16 d128_0x7C1F, #0x7C00; \
4188 vmov.u16 d128_0x03E0, #0x0300; \
4189 vmov.u16 d128_0x83E0, #0x8300; \
4190 vmov.u16 d128_0x1C07, #0x1C00; \
4191 vmov.u16 d128_0x00E0, #0x00E0; \
4192 vorr.u16 d128_0x7C1F, #0x001F; \
4193 vorr.u16 d128_0x03E0, #0x00E0; \
4194 vorr.u16 d128_0x83E0, #0x00E0; \
4195 vorr.u16 d128_0x1C07, #0x0007; \
4196 \
4197 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4198 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4199 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4200 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4201 blend_blocks_add_mask_set_##mask_evaluate(); \
4202 vshr.s16 pixels_fourth, pixels, #2; \
4203 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4204 \
4205 blend_blocks_add_mask_copy_##mask_evaluate(); \
4206 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4207 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4208 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4209 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4210 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4211 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4212 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4213 \
4214 subs num_blocks, num_blocks, #1; \
4215 beq 1f; \
4216 \
4217 0: \
4218 mov fb_ptr, fb_ptr_next; \
4219 \
4220 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4221 \
4222 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4223 \
4224 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4225 vshr.s16 pixels_fourth, pixels, #2; \
4226 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4227 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4228 \
4229 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4230 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4231 \
4232 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4233 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4234 cmp fb_ptr_cmp, #28; \
4235 bls 2f; \
4236 \
4237 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4238 blend_blocks_add_mask_set_##mask_evaluate(); \
4239 blend_blocks_add_mask_copy_##mask_evaluate(); \
4240 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4241 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4242 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4243 \
4244 3: \
4245 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4246 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4247 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4248 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4249 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4250 \
4251 subs num_blocks, num_blocks, #1; \
4252 bne 0b; \
4253 \
4254 1: \
4255 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4256 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4257 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4258 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4259 \
4260 ldmia sp!, { r4, pc }; \
4261 \
4262 2: \
4263 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4264 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4265 \
4266 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4267 blend_blocks_add_mask_set_##mask_evaluate(); \
4268 blend_blocks_add_mask_copy_##mask_evaluate(); \
4269 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4270 bal 3b \
4271
4272
4273blend_blocks_add_fourth_textured_builder(off)
4274blend_blocks_add_fourth_textured_builder(on)
4275blend_blocks_add_fourth_untextured_builder(off)
4276blend_blocks_add_fourth_untextured_builder(on)
4277
4278// TODO: Optimize this more. Need a scene that actually uses it for
4279// confirmation..
4280
4281.align 3
4282
4283function(blend_blocks_textured_unblended_on)
4284 stmdb sp!, { r4, r14 }
4285 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
4286 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4287
4288 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
4289 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
4290
4291 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
4292 mov c_64, #64
4293
4294 ldr fb_ptr, [ pixel_ptr, #28 ]
4295 vld1.u16 { fb_pixels }, [ fb_ptr ]
4296 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4297 vclt.s16 write_mask, fb_pixels, #0
4298 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4299
4300 subs num_blocks, num_blocks, #1
4301 beq 1f
4302
4303 0:
4304 vorr.u16 draw_mask, draw_mask, write_mask
4305 vbif.u16 fb_pixels, pixels, draw_mask
4306 vst1.u16 { fb_pixels }, [ fb_ptr ]
4307
4308 ldr fb_ptr, [ pixel_ptr, #28 ]
4309 vld1.u16 { fb_pixels }, [ fb_ptr ]
4310 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4311 vclt.s16 write_mask, fb_pixels, #0
4312 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4313
4314 subs num_blocks, num_blocks, #1
4315 bne 0b
4316
4317 1:
4318 vorr.u16 draw_mask, draw_mask, write_mask
4319 vbif.u16 fb_pixels, pixels, draw_mask
4320 vst1.u16 { fb_pixels }, [ fb_ptr ]
4321
4322 ldmia sp!, { r4, pc }
4323
4324
4325function(blend_blocks_textured_unblended_off)
4326 bx lr
4327
4328
4329function(warmup)
4330 mov r3, #64
4331 cmp r0, #0
4332 bxeq lr
4333
4334 0:
4335 vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3
4336
4337 subs r0, r0, #1
4338 bne 0b
4339
4340 bx lr
4341
4342#undef color
4343#undef y
4344#undef height
4345
4346#define psx_gpu r0
4347#define color r1
4348#define x r2
4349#define y r3
4350
4351#define vram_ptr r0
4352#define width r3
4353#define height r12
4354
4355#define parameter_width_offset 0
4356#define parameter_height_offset 4
4357
4358#define color_r r14
4359#define color_g r4
4360#define color_b r5
4361
4362#define left_unaligned r14
4363#define right_unaligned r4
4364#define pitch r5
4365#define num_unaligned r2
4366#define num_width r6
4367
4368#undef colors
4369
4370#define colors q0
4371
4372.align 3
4373
4374function(render_block_fill_body)
4375 ldr vram_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
4376 ldr height, [ sp, #parameter_height_offset ]
4377
4378 add vram_ptr, vram_ptr, y, lsl #11
4379 ldr width, [ sp, #parameter_width_offset ]
4380
4381 add vram_ptr, vram_ptr, x, lsl #1
4382 stmdb sp!, { r4 - r6, r14 }
4383
4384 ubfx color_r, color, #3, #5
4385 ubfx color_g, color, #11, #5
4386
4387 ubfx color_b, color, #19, #5
4388 orr color, color_r, color_g, lsl #5
4389
4390 orr color, color, color_b, lsl #10
4391 add left_unaligned, x, #0x7
4392
4393 bic left_unaligned, left_unaligned, #0x7
4394 vdup.u16 colors, color
4395
4396 sub left_unaligned, left_unaligned, x
4397 mov pitch, #2048
4398
4399 sub pitch, pitch, width, lsl #1
4400 sub width, width, left_unaligned
4401
4402 and right_unaligned, width, #0x7
4403 bic width, width, #0x7
4404
4405 0:
4406 mov num_width, width, lsr #3
4407
4408 movs num_unaligned, left_unaligned
4409 beq 2f
4410
4411 1:
4412 strh color, [ vram_ptr ], #2
4413
4414 subs num_unaligned, num_unaligned, #1
4415 bne 1b
4416
4417 2:
4418 vst1.u32 { colors }, [ vram_ptr, :128 ]!
4419 subs num_width, num_width, #1
4420 bne 2b
4421
4422 movs num_unaligned, right_unaligned
4423 beq 4f
4424
4425 3:
4426 strh color, [ vram_ptr ], #2
4427
4428 subs num_unaligned, num_unaligned, #1
4429 bne 3b
4430
4431 4:
4432 add vram_ptr, vram_ptr, pitch
4433 subs height, height, #1
4434 bne 0b
4435
4436 ldmia sp!, { r4 - r6, pc }
4437
4438
4439#undef x
4440#undef y
4441#undef width
4442#undef height
4443#undef fb_ptr
4444#undef texture_mask
4445#undef num_blocks
4446#undef temp
4447#undef dirty_textures_mask
4448#undef clut_ptr
4449#undef current_texture_mask
4450
4451#define psx_gpu r0
4452#define x r1
4453#define y r2
4454#define u r3
4455#define v r4
4456#define width r5
4457#define height r6
4458#define offset_u r8
4459#define offset_v r9
4460#define offset_u_right r10
4461#define width_rounded r11
4462#define height_rounded r12
4463
4464#define texture_offset_base r1
4465#define tile_width r2
4466#define tile_height r3
4467#define num_blocks r4
4468#define block r5
4469#define sub_tile_height r6
4470#define fb_ptr r7
4471#define texture_mask r8
4472#define column_data r9
4473#define texture_offset r10
4474#define tiles_remaining r11
4475#define fb_ptr_advance_column r12
4476#define texture_block_ptr r14
4477
4478#define texture_page_ptr r3
4479#define left_block_mask r4
4480#define right_block_mask r5
4481#define texture_mask_rev r10
4482#define control_mask r11
4483
4484#define dirty_textures_mask r4
4485#define clut_ptr r5
4486#define current_texture_mask r6
4487
4488
4489#undef texels
4490#undef clut_low_a
4491#undef clut_low_b
4492#undef clut_high_a
4493#undef clut_high_b
4494#undef clut_a
4495#undef clut_b
4496#undef texels_low
4497#undef texels_high
4498
4499#define texels d0
4500#define draw_masks_fb_ptrs q1
4501
4502#define draw_mask_fb_ptr_left d2
4503#define draw_mask_fb_ptr_right d3
4504
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
4516#define texels_low d10
4517#define texels_high d11
4518
4519
4520setup_sprite_flush_blocks_single:
4521 vpush { q1 - q4 }
4522
4523 stmdb sp!, { r0 - r3, r12, r14 }
4524 bl flush_render_block_buffer
4525 ldmia sp!, { r0 - r3, r12, r14 }
4526
4527 vpop { q1 - q4 }
4528
4529 add block, psx_gpu, #psx_gpu_blocks_offset
4530
4531 mov num_blocks, sub_tile_height
4532 bx lr
4533
4534
4535setup_sprite_flush_blocks_double:
4536 vpush { q1 - q4 }
4537
4538 stmdb sp!, { r0 - r3, r12, r14 }
4539 bl flush_render_block_buffer
4540 ldmia sp!, { r0 - r3, r12, r14 }
4541
4542 vpop { q1 - q4 }
4543
4544 add block, psx_gpu, #psx_gpu_blocks_offset
4545
4546 mov num_blocks, sub_tile_height, lsl #1
4547 bx lr
4548
4549
4550setup_sprite_update_texture_4bpp_cache:
4551 stmdb sp!, { r0 - r3, r14 }
4552 bl update_texture_4bpp_cache
4553 ldmia sp!, { r0 - r3, pc }
4554
4555
4556setup_sprite_update_texture_8bpp_cache:
4557 stmdb sp!, { r0 - r3, r14 }
4558 bl update_texture_8bpp_cache
4559 ldmia sp!, { r0 - r3, pc }
4560
4561
4562#define setup_sprite_tiled_initialize_4bpp() \
4563 ldr dirty_textures_mask, \
4564 [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]; \
4565 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
4566 \
4567 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4568 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
4569 \
4570 tst current_texture_mask, dirty_textures_mask; \
4571 vuzp.u8 clut_a, clut_b; \
4572 \
4573 blne setup_sprite_update_texture_4bpp_cache \
4574
4575#define setup_sprite_tiled_initialize_8bpp() \
4576 ldr dirty_textures_mask, \
4577 [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]; \
4578 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4579 \
4580 tst current_texture_mask, dirty_textures_mask; \
4581 blne setup_sprite_update_texture_8bpp_cache \
4582
4583
4584#define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \
4585
4586#define setup_sprite_block_count_single() \
4587 sub_tile_height \
4588
4589#define setup_sprite_block_count_double() \
4590 sub_tile_height, lsl #1 \
4591
4592#define setup_sprite_tile_add_blocks(type) \
4593 add num_blocks, num_blocks, setup_sprite_block_count_##type(); \
4594 cmp num_blocks, #MAX_BLOCKS; \
4595 \
4596 blgt setup_sprite_flush_blocks_##type \
4597
4598
4599#define setup_sprite_tile_full_4bpp(edge) \
4600 setup_sprite_tile_add_blocks(double); \
4601 \
4602 4: \
4603 and texture_block_ptr, texture_offset, texture_mask; \
4604 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4605 \
4606 pld [ fb_ptr ]; \
4607 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4608 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4609 \
4610 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4611 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4612 \
4613 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4614 add texture_block_ptr, texture_offset, #8; \
4615 \
4616 and texture_block_ptr, texture_block_ptr, texture_mask; \
4617 add block, block, #40; \
4618 \
4619 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4620 add fb_ptr, fb_ptr, #16; \
4621 \
4622 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4623 add block, block, #24; \
4624 \
4625 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4626 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4627 \
4628 pld [ fb_ptr ]; \
4629 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4630 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4631 \
4632 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4633 add block, block, #40; \
4634 \
4635 add texture_offset, texture_offset, #0x10; \
4636 add fb_ptr, fb_ptr, #(2048 - 16); \
4637 \
4638 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4639 add block, block, #24; \
4640 \
4641 subs sub_tile_height, sub_tile_height, #1; \
4642 bne 4b; \
4643 \
4644 add texture_offset, texture_offset, #0xF00; \
4645 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4646
4647
4648#define setup_sprite_tile_half_4bpp(edge) \
4649 setup_sprite_tile_add_blocks(single); \
4650 \
4651 4: \
4652 and texture_block_ptr, texture_offset, texture_mask; \
4653 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4654 \
4655 pld [ fb_ptr ]; \
4656 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4657 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4658 \
4659 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4660 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4661 \
4662 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4663 add block, block, #40; \
4664 \
4665 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4666 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4667 \
4668 add block, block, #24; \
4669 add texture_offset, texture_offset, #0x10; \
4670 \
4671 add fb_ptr, fb_ptr, #2048; \
4672 subs sub_tile_height, sub_tile_height, #1; \
4673 \
4674 bne 4b; \
4675 \
4676 add texture_offset, texture_offset, #0xF00; \
4677 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4678
4679
4680#define setup_sprite_tile_full_8bpp(edge) \
4681 setup_sprite_tile_add_blocks(double); \
4682 add block, block, #16; \
4683 \
4684 4: \
4685 and texture_block_ptr, texture_offset, texture_mask; \
4686 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4687 \
4688 pld [ fb_ptr ]; \
4689 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4690 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4691 \
4692 add texture_block_ptr, texture_offset, #8; \
4693 vst1.u32 { texels }, [ block, :64 ]; \
4694 \
4695 and texture_block_ptr, texture_block_ptr, texture_mask; \
4696 add block, block, #24; \
4697 \
4698 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4699 \
4700 add fb_ptr, fb_ptr, #16; \
4701 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4702 \
4703 add block, block, #40; \
4704 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4705 pld [ fb_ptr ]; \
4706 \
4707 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4708 vst1.u32 { texels }, [ block, :64 ]; \
4709 add block, block, #24; \
4710 \
4711 add texture_offset, texture_offset, #0x10; \
4712 add fb_ptr, fb_ptr, #(2048 - 16); \
4713 \
4714 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4715 add block, block, #40; \
4716 \
4717 subs sub_tile_height, sub_tile_height, #1; \
4718 bne 4b; \
4719 \
4720 sub block, block, #16; \
4721 add texture_offset, texture_offset, #0xF00; \
4722 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4723
4724
4725#define setup_sprite_tile_half_8bpp(edge) \
4726 setup_sprite_tile_add_blocks(single); \
4727 add block, block, #16; \
4728 \
4729 4: \
4730 and texture_block_ptr, texture_offset, texture_mask; \
4731 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4732 pld [ fb_ptr ]; \
4733 \
4734 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4735 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4736 \
4737 vst1.u32 { texels }, [ block, :64 ]; \
4738 add block, block, #24; \
4739 \
4740 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4741 add block, block, #40; \
4742 \
4743 add texture_offset, texture_offset, #0x10; \
4744 add fb_ptr, fb_ptr, #2048; \
4745 \
4746 subs sub_tile_height, sub_tile_height, #1; \
4747 bne 4b; \
4748 \
4749 sub block, block, #16; \
4750 add texture_offset, texture_offset, #0xF00; \
4751 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4752
4753
4754#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
4755 add texture_offset, texture_offset_base, #8; \
4756 add fb_ptr, fb_ptr, #16 \
4757
4758#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
4759 mov texture_offset, texture_offset_base \
4760
4761#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
4762 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
4763
4764#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
4765 mov texture_offset, texture_offset_base \
4766
4767#define setup_sprite_tile_column_edge_post_adjust_half_right() \
4768 sub fb_ptr, fb_ptr, #16 \
4769
4770#define setup_sprite_tile_column_edge_post_adjust_half_left() \
4771
4772#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
4773 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
4774
4775#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
4776
4777
4778#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \
4779 mov sub_tile_height, column_data; \
4780 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
4781 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4782 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge) \
4783
4784#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \
4785 and sub_tile_height, column_data, #0xFF; \
4786 mov tiles_remaining, column_data, lsr #16; \
4787 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
4788 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4789 \
4790 subs tiles_remaining, tiles_remaining, #1; \
4791 beq 2f; \
4792 \
4793 3: \
4794 mov sub_tile_height, #16; \
4795 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4796 subs tiles_remaining, tiles_remaining, #1; \
4797 bne 3b; \
4798 \
4799 2: \
4800 uxtb sub_tile_height, column_data, ror #8; \
4801 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4802 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge) \
4803
4804
4805#define setup_sprite_column_data_single() \
4806 mov column_data, height; \
4807 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] \
4808
4809#define setup_sprite_column_data_multi() \
4810 and height_rounded, height_rounded, #0xF; \
4811 rsb column_data, offset_v, #16; \
4812 \
4813 add height_rounded, height_rounded, #1; \
4814 sub tile_height, tile_height, #1; \
4815 \
4816 orr column_data, column_data, tile_height, lsl #16; \
4817 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]; \
4818 \
4819 orr column_data, column_data, height_rounded, lsl #8 \
4820
4821#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
4822 edge_mode, edge) \
4823 setup_sprite_##texture_mode##_single_##multi_height##_##edge_mode##_##edge: \
4824 setup_sprite_column_data_##multi_height(); \
4825 vext.32 block_masks_shifted, block_masks, block_masks, #1; \
4826 vorr.u32 block_masks, block_masks, block_masks_shifted; \
4827 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4828 vdup.u8 draw_mask_fb_ptr_right, block_masks[1]; \
4829 \
4830 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
4831 texture_mode); \
4832 ldmia sp!, { r4 - r11, pc } \
4833
4834#define setup_sprite_tiled_advance_column() \
4835 add texture_offset_base, texture_offset_base, #0x100; \
4836 tst texture_offset_base, #0xF00; \
4837 subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00) \
4838
4839#define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode, \
4840 right_mode) \
4841 setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode: \
4842 setup_sprite_column_data_##multi_height(); \
4843 mov fb_ptr_advance_column, #32; \
4844 \
4845 sub fb_ptr_advance_column, height, lsl #11; \
4846 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4847 \
4848 vdup.u8 draw_mask_fb_ptr_right, block_masks[1]; \
4849 setup_sprite_tile_column_height_##multi_height(left_mode, right, tm); \
4850 \
4851 subs tile_width, tile_width, #2; \
4852 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4853 \
4854 vmov.u8 draw_masks_fb_ptrs, #0; \
4855 beq 1f; \
4856 \
4857 0: \
4858 setup_sprite_tiled_advance_column(); \
4859 setup_sprite_tile_column_height_##multi_height(full, none, tm); \
4860 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4861 subs tile_width, tile_width, #1; \
4862 bne 0b; \
4863 \
4864 1: \
4865 vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \
4866 vdup.u8 draw_mask_fb_ptr_right, block_masks[5]; \
4867 \
4868 setup_sprite_tiled_advance_column(); \
4869 setup_sprite_tile_column_height_##multi_height(right_mode, left, tm); \
4870 ldmia sp!, { r4 - r11, pc } \
4871
4872
4873// r0: psx_gpu
4874// r1: x
4875// r2: y
4876// r3: u
4877// [ sp ]: v
4878// [ sp + 4 ]: width
4879// [ sp + 8 ]: height
4880// [ sp + 12 ]: color (unused)
4881
4882#define setup_sprite_tiled_builder(texture_mode) \
4883 \
4884setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \
4885setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \
4886setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \
4887setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
4888setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \
4889setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
4890setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \
4891setup_sprite_tile_column_width_single(texture_mode, single, half, right); \
4892setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \
4893setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \
4894setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \
4895setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
4896setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \
4897setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \
4898 \
4899.align 4; \
4900 \
4901function(setup_sprite_##texture_mode) \
4902 stmdb sp!, { r4 - r11, r14 }; \
4903 setup_sprite_tiled_initialize_##texture_mode(); \
4904 \
4905 ldr v, [ sp, #36 ]; \
4906 and offset_u, u, #0xF; \
4907 \
4908 ldr width, [ sp, #40 ]; \
4909 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
4910 \
4911 ldr height, [ sp, #44 ]; \
4912 add fb_ptr, fb_ptr, y, lsl #11; \
4913 \
4914 add fb_ptr, fb_ptr, x, lsl #1; \
4915 and offset_v, v, #0xF; \
4916 \
4917 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
4918 add width_rounded, offset_u, width; \
4919 \
4920 add height_rounded, offset_v, height; \
4921 add width_rounded, width_rounded, #15; \
4922 \
4923 add height_rounded, height_rounded, #15; \
4924 mov tile_width, width_rounded, lsr #4; \
4925 \
4926 /* texture_offset_base = VH-VL-00-00 */\
4927 mov texture_offset_base, v, lsl #8; \
4928 and offset_u_right, width_rounded, #0xF; \
4929 \
4930 /* texture_offset_base = VH-UH-UL-00 */\
4931 bfi texture_offset_base, u, #4, #8; \
4932 movw right_block_mask, #0xFFFE; \
4933 \
4934 /* texture_offset_base = VH-UH-VL-00 */\
4935 bfi texture_offset_base, v, #4, #4; \
4936 movw left_block_mask, #0xFFFF; \
4937 \
4938 mov tile_height, height_rounded, lsr #4; \
4939 mvn left_block_mask, left_block_mask, lsl offset_u; \
4940 \
4941 /* texture_mask = HH-HL-WH-WL */\
4942 ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]; \
4943 mov right_block_mask, right_block_mask, lsl offset_u_right; \
4944 \
4945 /* texture_mask_rev = WH-WL-HH-HL */\
4946 rev16 texture_mask_rev, texture_mask; \
4947 vmov block_masks, left_block_mask, right_block_mask; \
4948 \
4949 /* texture_mask = HH-HL-HL-WL */\
4950 bfi texture_mask, texture_mask_rev, #4, #4; \
4951 /* texture_mask_rev = 00-00-00-WH */\
4952 mov texture_mask_rev, texture_mask_rev, lsr #12; \
4953 \
4954 /* texture_mask = HH-WH-HL-WL */\
4955 bfi texture_mask, texture_mask_rev, #8, #4; \
4956 and left_block_mask, left_block_mask, #0xFF; \
4957 \
4958 mov control_mask, #0; \
4959 cmp left_block_mask, #0xFF; \
4960 \
4961 uxtb right_block_mask, right_block_mask, ror #8; \
4962 orreq control_mask, control_mask, #0x4; \
4963 \
4964 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4965 cmp right_block_mask, #0xFF; \
4966 \
4967 orreq control_mask, control_mask, #0x8; \
4968 cmp tile_width, #1; \
4969 \
4970 add block, psx_gpu, #psx_gpu_blocks_offset; \
4971 orreq control_mask, control_mask, #0x1; \
4972 \
4973 cmp tile_height, #1; \
4974 add block, block, num_blocks, lsl #6; \
4975 \
4976 orreq control_mask, control_mask, #0x2; \
4977 ldr pc, [ pc, control_mask, lsl #2 ]; \
4978 nop; \
4979 \
4980 .word setup_sprite_##texture_mode##_multi_multi_full_full; \
4981 .word setup_sprite_##texture_mode##_single_multi_full_none; \
4982 .word setup_sprite_##texture_mode##_multi_single_full_full; \
4983 .word setup_sprite_##texture_mode##_single_single_full_none; \
4984 .word setup_sprite_##texture_mode##_multi_multi_half_full; \
4985 .word setup_sprite_##texture_mode##_single_multi_half_right; \
4986 .word setup_sprite_##texture_mode##_multi_single_half_full; \
4987 .word setup_sprite_##texture_mode##_single_single_half_right; \
4988 .word setup_sprite_##texture_mode##_multi_multi_full_half; \
4989 .word setup_sprite_##texture_mode##_single_multi_half_left; \
4990 .word setup_sprite_##texture_mode##_multi_single_full_half; \
4991 .word setup_sprite_##texture_mode##_single_single_half_left; \
4992 .word setup_sprite_##texture_mode##_multi_multi_half_half; \
4993 .word 0x00000000; \
4994 .word setup_sprite_##texture_mode##_multi_single_half_half \
4995
4996
4997setup_sprite_tiled_builder(4bpp);
4998setup_sprite_tiled_builder(8bpp);
4999
5000
5001#undef block_ptr
5002#undef num_blocks
5003#undef clut_ptr
5004
5005#define psx_gpu r0
5006#define block_ptr r0
5007#define num_blocks r1
5008#define clut_ptr r2
5009#define texel_shift_mask r3
5010#define block_pixels_a r4
5011#define block_pixels_b r5
5012#define texel_0 r6
5013#define texel_2 r7
5014#define texel_4 r8
5015#define texel_6 r9
5016#define texel_1 r10
5017#define texel_3 r11
5018#define texel_5 r12
5019#define texel_7 r14
5020#define texels_01 r6
5021#define texels_23 r7
5022#define texels_45 r8
5023#define texels_67 r9
5024
5025function(texture_sprite_blocks_8bpp)
5026 stmdb sp!, { r4 - r11, r14 }
5027 movw texel_shift_mask, #(0xFF << 1)
5028
5029 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5030 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
5031
5032 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
5033 ldr block_pixels_a, [ block_ptr, #16 ]
5034
5035 0:
5036 and texel_0, texel_shift_mask, block_pixels_a, lsl #1
5037 ldr block_pixels_b, [ block_ptr, #20 ]
5038
5039 and texel_1, texel_shift_mask, block_pixels_a, lsr #7
5040 ldrh texel_0, [ clut_ptr, texel_0 ]
5041
5042 and texel_2, texel_shift_mask, block_pixels_a, lsr #15
5043 ldrh texel_1, [ clut_ptr, texel_1 ]
5044
5045 and texel_3, texel_shift_mask, block_pixels_a, lsr #23
5046 ldr block_pixels_a, [ block_ptr, #(64 + 16) ]
5047
5048 ldrh texel_2, [ clut_ptr, texel_2 ]
5049 and texel_4, texel_shift_mask, block_pixels_b, lsl #1
5050
5051 ldrh texel_3, [ clut_ptr, texel_3 ]
5052 and texel_5, texel_shift_mask, block_pixels_b, lsr #7
5053
5054 ldrh texel_4, [ clut_ptr, texel_4 ]
5055 and texel_6, texel_shift_mask, block_pixels_b, lsr #15
5056
5057 ldrh texel_5, [ clut_ptr, texel_5 ]
5058 and texel_7, texel_shift_mask, block_pixels_b, lsr #23
5059
5060 ldrh texel_6, [ clut_ptr, texel_6 ]
5061 orr texels_01, texel_0, texel_1, lsl #16
5062
5063 ldrh texel_7, [ clut_ptr, texel_7 ]
5064 orr texels_23, texel_2, texel_3, lsl #16
5065
5066 orr texels_45, texel_4, texel_5, lsl #16
5067 str texels_01, [ block_ptr, #0 ]
5068
5069 orr texels_67, texel_6, texel_7, lsl #16
5070 str texels_23, [ block_ptr, #4 ]
5071
5072 subs num_blocks, num_blocks, #1
5073 str texels_45, [ block_ptr, #8 ]
5074
5075 str texels_67, [ block_ptr, #12 ]
5076 add block_ptr, block_ptr, #64
5077
5078 bne 0b
5079
5080 ldmia sp!, { r4 - r11, pc }
5081
5082
5083#undef width_rounded
5084#undef texture_mask
5085#undef num_blocks
5086#undef texture_offset
5087
5088#define psx_gpu r0
5089#define x r1
5090#define y r2
5091#define u r3
5092#define v r4
5093#define width r5
5094#define height r6
5095#define left_offset r8
5096#define width_rounded r9
5097#define right_width r10
5098#define block_width r11
5099
5100#define texture_offset_base r1
5101#define texture_mask r2
5102#define texture_page_ptr r3
5103#define num_blocks r4
5104#define block r5
5105#define fb_ptr r7
5106#define texture_offset r8
5107#define blocks_remaining r9
5108#define fb_ptr_pitch r12
5109#define texture_block_ptr r14
5110
5111#define texture_mask_width r2
5112#define texture_mask_height r3
5113#define left_mask_bits r4
5114#define right_mask_bits r5
5115
5116
5117#undef block_masks
5118#undef block_masks_shifted
5119#undef texels
5120
5121#define block_masks d0
5122#define block_masks_shifted d1
5123#define draw_mask_fb_ptr d2
5124#define texels q2
5125
5126
5127setup_sprites_16bpp_flush_single:
5128 vpush { d0 - d2 }
5129
5130 stmdb sp!, { r0 - r3, r12, r14 }
5131 bl flush_render_block_buffer
5132 ldmia sp!, { r0 - r3, r12, r14 }
5133
5134 vpop { d0 - d2 }
5135
5136 add block, psx_gpu, #psx_gpu_blocks_offset
5137 mov num_blocks, #1
5138
5139 bx lr
5140
5141setup_sprites_16bpp_flush_row:
5142 vpush { d0 - d2 }
5143
5144 stmdb sp!, { r0 - r3, r12, r14 }
5145 bl flush_render_block_buffer
5146 ldmia sp!, { r0 - r3, r12, r14 }
5147
5148 vpop { d0 - d2 }
5149
5150 add block, psx_gpu, #psx_gpu_blocks_offset
5151 mov num_blocks, block_width
5152
5153 bx lr
5154
5155function(setup_sprite_16bpp)
5156 stmdb sp!, { r4 - r11, r14 }
5157 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5158
5159 ldr v, [ sp, #36 ]
5160 add fb_ptr, fb_ptr, y, lsl #11
5161
5162 ldr width, [ sp, #40 ]
5163 add fb_ptr, fb_ptr, x, lsl #1
5164
5165 ldr height, [ sp, #44 ]
5166 and left_offset, u, #0x7
5167
5168 add texture_offset_base, u, u
5169 add width_rounded, width, #7
5170
5171 add texture_offset_base, v, lsl #11
5172 mov left_mask_bits, #0xFF
5173
5174 ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5175 add width_rounded, width_rounded, left_offset
5176
5177 ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5178 sub fb_ptr, fb_ptr, left_offset, lsl #1
5179
5180 add texture_mask, texture_mask_width, texture_mask_width
5181 mov right_mask_bits, #0xFE
5182
5183 and right_width, width_rounded, #0x7
5184 mvn left_mask_bits, left_mask_bits, lsl left_offset
5185
5186 add texture_mask, texture_mask_height, lsl #11
5187 mov block_width, width_rounded, lsr #3
5188
5189 mov right_mask_bits, right_mask_bits, lsl right_width
5190 movw fb_ptr_pitch, #(2048 + 16)
5191
5192 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
5193 vmov block_masks, left_mask_bits, right_mask_bits
5194
5195 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5196 add block, psx_gpu, #psx_gpu_blocks_offset
5197
6ea0f7bf 5198 bic texture_offset_base, texture_offset_base, #0xF
75e28f62
E
5199 cmp block_width, #1
5200
5201 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5202 add block, block, num_blocks, lsl #6
5203
5204 bne 0f
5205
5206 vext.32 block_masks_shifted, block_masks, block_masks, #1
5207 vorr.u32 block_masks, block_masks, block_masks_shifted
5208 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5209
5210 1:
5211 add num_blocks, num_blocks, #1
5212 cmp num_blocks, #MAX_BLOCKS
5213 blgt setup_sprites_16bpp_flush_single
5214
5215 and texture_block_ptr, texture_offset_base, texture_mask
5216 subs height, height, #1
5217
5218 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5219 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5220
5221 vst1.u32 { texels }, [ block, :128 ]
5222 add block, block, #40
5223
5224 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5225 pld [ fb_ptr ]
5226
5227 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5228
5229 add block, block, #24
5230 add texture_offset_base, texture_offset_base, #2048
5231 add fb_ptr, fb_ptr, #2048
5232 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5233 bne 1b
5234
5235 ldmia sp!, { r4 - r11, pc }
5236
5237 0:
5238 add num_blocks, num_blocks, block_width
5239 mov texture_offset, texture_offset_base
5240
5241 cmp num_blocks, #MAX_BLOCKS
5242 blgt setup_sprites_16bpp_flush_row
5243
5244 add texture_offset_base, texture_offset_base, #2048
5245 and texture_block_ptr, texture_offset, texture_mask
5246
5247 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5248 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5249
5250 vst1.u32 { texels }, [ block, :128 ]
5251 add block, block, #40
5252
5253 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5254 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5255 pld [ fb_ptr ]
5256
5257 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5258 subs blocks_remaining, block_width, #2
5259
5260 add texture_offset, texture_offset, #16
5261 add fb_ptr, fb_ptr, #16
5262
5263 vmov.u8 draw_mask_fb_ptr, #0
5264
5265 add block, block, #24
5266 beq 2f
5267
5268 1:
5269 and texture_block_ptr, texture_offset, texture_mask
5270 subs blocks_remaining, blocks_remaining, #1
5271
5272 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5273 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5274
5275 vst1.u32 { texels }, [ block, :128 ]
5276 add block, block, #40
5277
5278 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5279 pld [ fb_ptr ]
5280
5281 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5282
5283 add texture_offset, texture_offset, #16
5284 add fb_ptr, fb_ptr, #16
5285
5286 add block, block, #24
5287 bne 1b
5288
5289 2:
5290 and texture_block_ptr, texture_offset, texture_mask
5291 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5292
5293 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5294 vdup.u8 draw_mask_fb_ptr, block_masks[4]
5295
5296 vst1.u32 { texels }, [ block, :128 ]
5297 add block, block, #40
5298
5299 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5300 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5301
5302 add block, block, #24
5303 subs height, height, #1
5304
5305 add fb_ptr, fb_ptr, fb_ptr_pitch
5306 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5307
5308 bne 0b
5309
5310 ldmia sp!, { r4 - r11, pc }
5311
5312
5313#undef texture_page_ptr
5314#undef vram_ptr
5315#undef dirty_textures_mask
5316#undef current_texture_mask
5317
5318#define psx_gpu r0
5319#define current_texture_page r1
5320#define texture_page_ptr r2
5321#define vram_ptr_a r3
5322#define current_texture_page_x r12
5323#define current_texture_page_y r4
5324#define dirty_textures_mask r5
5325#define tile_y r6
5326#define tile_x r7
5327#define sub_y r8
5328#define current_texture_mask r9
5329#define c_4096 r10
5330#define vram_ptr_b r11
5331
5332#define texel_block_a d0
5333#define texel_block_b d1
5334#define texel_block_expanded_a q1
5335#define texel_block_expanded_b q2
5336#define texel_block_expanded_ab q2
5337#define texel_block_expanded_c q3
5338#define texel_block_expanded_d q4
5339#define texel_block_expanded_cd q3
5340
5341function(update_texture_4bpp_cache)
5342 stmdb sp!, { r4 - r11, r14 }
5343 vpush { q0 - q3 }
5344
5345 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5346
3867c6ef 5347 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
5348 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5349
5350 and current_texture_page_x, current_texture_page, #0xF
5351 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
5352
5353 mov current_texture_page_y, current_texture_page, lsr #4
5354 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5355
5356 add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
5357 mov tile_y, #16
5358
5359 add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7
5360 bic dirty_textures_mask, current_texture_mask
5361
5362 mov tile_x, #16
5363 str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5364
5365 mov sub_y, #8
5366 movw c_4096, #4096
5367
5368 add vram_ptr_b, vram_ptr_a, #2048
5369
5370 0:
5371 vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096
5372 vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096
5373
5374 vmovl.u8 texel_block_expanded_a, texel_block_a
5375 vshll.u8 texel_block_expanded_b, texel_block_a, #4
5376 vmovl.u8 texel_block_expanded_c, texel_block_b
5377 vshll.u8 texel_block_expanded_d, texel_block_b, #4
5378
5379 vbic.u16 texel_block_expanded_a, #0x00F0
5380 vbic.u16 texel_block_expanded_b, #0x00F0
5381 vbic.u16 texel_block_expanded_c, #0x00F0
5382 vbic.u16 texel_block_expanded_d, #0x00F0
5383
5384 vorr.u16 texel_block_expanded_ab, texel_block_expanded_a, \
5385 texel_block_expanded_b
5386 vorr.u16 texel_block_expanded_cd, texel_block_expanded_c, \
5387 texel_block_expanded_d
5388
5389 vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \
5390 [ texture_page_ptr, :256 ]!
5391
5392 subs sub_y, sub_y, #1
5393 bne 0b
5394
5395 mov sub_y, #8
5396 add vram_ptr_a, vram_ptr_a, #8
5397 add vram_ptr_b, vram_ptr_b, #8
5398
5399 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5400 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5401
5402 subs tile_x, tile_x, #1
5403 bne 0b
5404
5405 mov tile_x, #16
5406 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5407 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5408
5409 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5410 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5411
5412 subs tile_y, tile_y, #1
5413 bne 0b
5414
5415 vpop { q0 - q3 }
5416 ldmia sp!, { r4 - r11, pc }
5417
5418
5419#undef current_texture_page
5420
5421#define psx_gpu r0
5422#define texture_page r1
5423#define texture_page_ptr r2
5424#define vram_ptr_a r3
5425#define texture_page_x r12
5426#define texture_page_y r4
5427#define current_texture_page r5
5428#define tile_y r6
5429#define tile_x r7
5430#define sub_y r8
5431#define c_4096 r10
5432#define vram_ptr_b r11
5433
5434
5435#undef texels_a
5436#undef texels_b
5437
5438#define texels_a q0
5439#define texels_b q1
5440#define texels_c q2
5441#define texels_d q3
5442
5443
5444function(update_texture_8bpp_cache_slice)
5445 stmdb sp!, { r4 - r11, r14 }
5446 vpush { q0 - q3 }
5447
5448 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5449 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5450
3867c6ef 5451 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
5452 mov tile_y, #16
5453
5454 and texture_page_x, texture_page, #0xF
5455 mov texture_page_y, texture_page, lsr #4
5456
5457 add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7
5458 mov tile_x, #8
5459
5460 add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
5461 eor current_texture_page, current_texture_page, texture_page
5462
5463 ands current_texture_page, current_texture_page, #0x1
5464 mov sub_y, #4
5465
5466 addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
5467 movw c_4096, #4096
5468
5469 add vram_ptr_b, vram_ptr_a, #2048
5470
5471 0:
5472 vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096
5473 vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096
5474 vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096
5475 vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096
5476
5477 vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]!
5478 vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]!
5479
5480 subs sub_y, sub_y, #1
5481 bne 0b
5482
5483 mov sub_y, #4
5484
5485 add vram_ptr_a, vram_ptr_a, #16
5486 add vram_ptr_b, vram_ptr_b, #16
5487
5488 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5489 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5490
5491 subs tile_x, tile_x, #1
5492 bne 0b
5493
5494 mov tile_x, #8
5495
5496 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5497 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5498
5499 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5500 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5501
5502 subs tile_y, tile_y, #1
5503 add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
5504
5505 bne 0b
5506
5507 vpop { q0 - q3 }
5508 ldmia sp!, { r4 - r11, pc }
5509