psx_gpu: use different uvrgb phase for enhancement
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_arm_neon.S
CommitLineData
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1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
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
cb88320b 19#include "psx_gpu_offsets.h"
75e28f62 20
cb88320b 21#define psx_gpu_b_dx_offset (psx_gpu_b_block_span_offset + 4)
75e28f62 22
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23#define edge_data_left_x_offset 0
24#define edge_data_num_blocks_offset 2
25#define edge_data_right_mask_offset 4
26#define edge_data_y_offset 6
27
28
29#define psx_gpu r0
30#define v_a r1
31#define v_b r2
32#define v_c r3
33
34#define x0 r4
35#define x1 r5
36#define x2 r6
37#define x0_x1 r5
38#define x1_x2 r6
39#define y0 r7
40#define y1 r8
41#define y2 r9
42#define y0_y1 r7
43#define y1_y2 r8
44#define b0 r9
45#define b1 r10
46#define b2 r11
47#define b0_b1 r10
48#define b1_b2 r11
49
50
51#define area_r_s r5
52
53#define g_bx0 r2
54#define g_bx r3
55#define g_bx2 r4
56#define g_bx3 r5
57#define b_base r6
58#define g_by r8
59
60#define gs_bx r7
61#define gs_by r10
62
63#define ga_bx g_bx
64#define ga_by g_by
65
66#define gw_bx_h g_bx
67#define gw_by_h g_by
68
69#define gw_bx_l r11
70#define gw_by_l gw_bx_l
71
72#define store_a r0
73#define store_b r1
74#define store_inc r5
75
76
77#define v0 q0
78#define uvrgb0 d0
79#define x0_y0 d1
80
81#define v1 q1
82#define uvrgb1 d2
83#define x1_y1 d3
84
85#define v2 q2
86#define uvrgb2 d4
87#define x2_y2 d5
88
89#define x0_ab q3
90#define uvrg_xxxx0 q3
91#define uvrg0 d6
92#define xxxx0 d7
93
94#define x1_ab q4
95#define uvrg_xxxx1 q4
96#define uvrg1 d8
97#define xxxx1 d9
98
99#define x2_ab q5
100#define uvrg_xxxx2 q5
101#define uvrg2 d10
102#define xxxx2 d11
103
104#define y0_ab q6
105#define yyyy_uvrg0 q6
106#define yyyy0 d12
107#define uvrg0b d13
108
109#define y1_ab q7
110#define yyyy_uvrg1 q7
111#define yyyy1 d14
112#define uvrg1b d15
113
114#define y2_ab q8
115#define yyyy_uvrg2 q8
116#define yyyy2 d16
117#define uvrg2b d17
118
119#define d0_ab q9
120#define d0_a d18
121#define d0_b d19
122
123#define d1_ab q10
124#define d1_a d20
125#define d1_b d21
126
127#define d2_ab q11
128#define d2_a d22
129#define d2_b d23
130
131#define d3_ab q12
132#define d3_a d24
133#define d3_b d25
134
135#define ga_uvrg_x q1
136#define ga_uvrg_y q4
137
138#define dx x0_x1
139#define dy y0_y1
140#define db b0_b1
141
142#define uvrg_base q11
143
144#define gs_uvrg_x q5
145#define gs_uvrg_y q6
146
147#define g_uvrg_x q1
148#define ga_uv_x d2
149#define g_uv_x d2
150#define ga_rg_x d3
151#define g_rg_x d3
152
153#define g_uvrg_y q4
154#define ga_uv_y d8
155#define g_uv_y d8
156#define ga_rg_y d9
157#define g_rg_y d9
158
159#define gw_uv_x q1
160#define gw_rg_x q2
161#define gw_uv_y q4
162#define gw_rg_y q3
163
164#define w_mask q9
165#define w_mask_l d18
166
167#define r_shift q10
168
169#define uvrg_dx0 q0
170#define uvrg_dx0l d0
171#define uvrg_dx0h d1
172
173#define uvrg_dx1 q1
174#define uvrg_dx1l d2
175#define uvrg_dx1h d3
176
177#define uvrg_dx2 q2
178#define uvrg_dx2l d4
179#define uvrg_dx2h d5
180
181#define uvrg_dx3 q3
182#define uvrg_dx3l d6
183#define uvrg_dx3h d7
184
c6063f89 185#define uvrgb_phase q13
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186
187.align 4
188
5d834c08 189/* FIXME: users of this should be in psx_gpu instead */
190#ifndef __PIC__
191#define load_pointer(register, pointer) \
192 movw register, :lower16:pointer; \
193 movt register, :upper16:pointer; \
194
195#else
196#define load_pointer(register, pointer) \
197 ldr register, =pointer \
198
199#endif
200
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201#define function(name) \
202 .global name; \
203 name: \
204
205@ r0: psx_gpu
206@ r1: v_a
207@ r2: v_b
208@ r3: v_c
209
210function(compute_all_gradients)
211 // First compute the triangle area reciprocal and shift. The division will
212 // happen concurrently with much of the work which follows.
213 @ r12 = psx_gpu->triangle_area
214 ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ]
215 stmdb sp!, { r4 - r11, lr }
216
217 @ load exponent of 62 into upper half of double
218 movw r4, #0
219 clz r14, r12 @ r14 = shift
220
221 movt r4, #((62 + 1023) << 4)
222 mov r12, r12, lsl r14 @ r12 = triangle_area_normalized
223
224 @ load area normalized into lower half of double
225 mov r5, r12, lsr #10
226 vmov.f64 d30, r5, r4 @ d30 = (1 << 62) + ta_n
227
228 movt r4, #((1022 + 31) << 4)
229 mov r5, r12, lsl #20
230
231 add r4, r4, r12, lsr #11
232 vmov.f64 d31, r5, r4
233
234 vdiv.f64 d30, d30, d31 @ d30 = ((1 << 62) + ta_n) / ta_n
235
236 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
237 // ( d0 * d1 ) - ( d2 * d3 ) =
238 // ( m0 ) - ( m1 ) = gradient
239
240 // This is split to do 12 elements at a time over three sets: a, b, and c.
241 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
242 // two of the slots are unused.
243
244 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
245 // is g.
246
247 // First type is: uvrg bxxx xxxx
248 // Second type is: yyyy ybyy uvrg
249 // Since x_a and y_c are the same the same variable is used for both.
250
251 vld1.u32 { v0 }, [ v_a, : 128 ] @ v0 = { uvrg0, b0, x0, y0 }
252 ldrsh x0, [ v_a, #8 ] @ load x0
253
254 vld1.u32 { v1 }, [ v_b, : 128 ] @ v1 = { uvrg1, b1, x1, y1}
255 ldrh x1, [ v_b, #8 ] @ load x1
256
257 vld1.u32 { v2 }, [ v_c, : 128 ] @ v2 = { uvrg2, b2, x2, y2 }
258 ldrh x2, [ v_c, #8 ] @ load x2
259
260 vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
261 ldrh y0, [ v_a, #10 ] @ load y0
262
263 vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
264 ldrh y1, [ v_b, #10 ] @ load y1
265
266 vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
267 ldrh y2, [ v_c, #10 ] @ load y2
268
269 vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 }
270 vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 }
271
272 orr x1_x2, x1, x2, lsl #16 @ x1_x2 = { x1, x2 }
273 pkhbt x0_x1, x0, x1, lsl #16 @ x0_x1 = { x0, x1 }
274
275 vmov.u8 uvrg1b, uvrg1 @ uvrg1b = { uv1, rg1 }
276 vdup.u16 xxxx1, x1_y1[0] @ xxxx1 = { xx1, xx1 }
277
278 vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 }
279 vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 }
280
281 ldrb b2, [ v_c, #4 ] @ load b2
282 orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 }
283
284 ldrb b1, [ v_b, #4 ] @ load b1
285 orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 }
286
287 vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 }
288 vsub.s16 d0_ab, x1_ab, x0_ab
289
290 ldrb b0, [ v_a, #4 ] @ load b0
291 orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 }
292
293 vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 }
294 vsub.s16 d2_ab, x2_ab, x1_ab
295
296 vdup.u16 yyyy2, x2_y2[1] @ yyyy2 = { yy2, yy2 }
297 vsub.s16 d1_ab, y2_ab, y1_ab
298
299 orr b0_b1, b0, b1, lsl #16 @ b1_b2 = { b1, b2 }
300 ssub16 dx, x1_x2, x0_x1 @ dx = { x1 - x0, x2 - x1 }
301
302 ssub16 dy, y1_y2, y0_y1 @ dy = { y1 - y0, y2 - y1 }
303 ssub16 db, b1_b2, b0_b1 @ db = { b1 - b0, b2 - b1 }
304
305 vsub.s16 d3_ab, y1_ab, y0_ab
306 smusdx ga_by, dx, db @ ga_by = ((x1 - x0) * (b2 - b1)) -
307 @ ((x2 - X1) * (b1 - b0))
308 vmull.s16 ga_uvrg_x, d0_a, d1_a
309 smusdx ga_bx, db, dy @ ga_bx = ((b1 - b0) * (y2 - y1)) -
310 @ ((b2 - b1) * (y1 - y0))
311 vmlsl.s16 ga_uvrg_x, d2_a, d3_a
312 movs gs_bx, ga_bx, asr #31
313
314 vmull.s16 ga_uvrg_y, d0_b, d1_b
315 rsbmi ga_bx, ga_bx, #0
316
c6063f89 317 @ r12 = psx_gpu->uvrgb_phase
318 ldr r12, [ psx_gpu, #psx_gpu_uvrgb_phase_offset ]
319
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320 vmlsl.s16 ga_uvrg_y, d2_b, d3_b
321 movs gs_by, ga_by, asr #31
322
323 vshr.u64 d0, d30, #22
c6063f89 324 add b_base, r12, b0, lsl #16
325
326 vdup.u32 uvrgb_phase, r12
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327
328 rsbmi ga_by, ga_by, #0
329 vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0
330
331 @ r12 = psx_gpu->triangle_winding_offset
332 ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
333 vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0
334
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335 rsb r12, r12, #0 @ r12 = -(triangle->winding)
336
337 vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w }
338 sub r14, r14, #(62 - 12) @ r14 = shift - (62 - FIXED_BITS)
339
340 vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16
341 vdup.u32 r_shift, r14 @ r_shift = { shift, shift, shift, shift }
342
c6063f89 343 vadd.u32 uvrg_base, uvrgb_phase
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344 vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x)
345
346 vmov area_r_s, s0 @ area_r_s = triangle_reciprocal
347 vabs.s32 ga_uvrg_y, ga_uvrg_y @ ga_uvrg_y = abs(ga_uvrg_y)
348
349 vmull.u32 gw_rg_x, ga_rg_x, d0[0]
350 vmull.u32 gw_uv_x, ga_uv_x, d0[0]
351 vmull.u32 gw_rg_y, ga_rg_y, d0[0]
352 vmull.u32 gw_uv_y, ga_uv_y, d0[0]
353
354 vshl.u64 gw_rg_x, gw_rg_x, r_shift
355 vshl.u64 gw_uv_x, gw_uv_x, r_shift
356 vshl.u64 gw_rg_y, gw_rg_y, r_shift
357 vshl.u64 gw_uv_y, gw_uv_y, r_shift
358
359 veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
360 vmovn.u64 g_uv_x, gw_uv_x
361
362 veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
363 vmovn.u64 g_rg_x, gw_rg_x
364
365 veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
366 vmovn.u64 g_uv_y, gw_uv_y
367
368 vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
369 vmovn.u64 g_rg_y, gw_rg_y
370
371 veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
372 mov ga_bx, ga_bx, lsl #13
373
374 vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
375 mov ga_by, ga_by, lsl #13
376
377 vdup.u32 x0_y0, x0
378 umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
379
380 vshl.u32 g_uvrg_x, g_uvrg_x, #4
381 vshl.u32 g_uvrg_y, g_uvrg_y, #4
382
383 umull gw_by_l, gw_by_h, ga_by, area_r_s
384 vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
385
386 eor gs_bx, gs_bx, r12
387 vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
388
389 veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
390 eor gs_by, gs_by, r12
391
392 rsb r11, r14, #0 @ r11 = negative shift for scalar lsr
393 add store_a, psx_gpu, #psx_gpu_uvrg_offset
394
395 sub r11, r11, #(32 - 13)
396
397 add store_b, store_a, #16
398 mov store_inc, #32
399
400 vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
401 vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc
402
403 vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc
404 mov g_bx, gw_bx_h, lsr r11
405
406 vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc
407 mov g_by, gw_by_h, lsr r11
408
409 vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \
410 [ store_b, : 128 ], store_inc
411 eor g_bx, g_bx, gs_bx
412
413 vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \
414 [ store_b, : 128 ], store_inc
415 sub g_bx, g_bx, gs_bx
416
417 lsl g_bx, g_bx, #4
418 eor g_by, g_by, gs_by
419
420 mls b_base, g_bx, x0, b_base
421 sub g_by, g_by, gs_by
422
423 lsl g_by, g_by, #4
424 mov g_bx0, #0
425
426 add g_bx2, g_bx, g_bx
427 add g_bx3, g_bx, g_bx2
428
429 stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
430
431 ldmia sp!, { r4 - r11, pc }
432
433
434#define psx_gpu r0
435#define v_a r1
436#define v_b r2
437#define v_c r3
438
439#define temp r14
440
441#define x_a r4
442#define x_b r5
443#define x_c r6
444#define y_a r1
445#define y_b r2
446#define y_c r3
447
448#define height_minor_a r7
449#define height_minor_b r8
450#define height_major r9
451#define height r9
452
453#define reciprocal_table_ptr r10
454
455#define edge_alt_low r4
456#define edge_alt_high r5
457#define edge_dx_dy_alt r6
458#define edge_shift_alt r10
459
460#define edge_dx_dy_alt_low r4
461#define edge_dx_dy_alt_high r5
462
463#define span_edge_data r4
464#define span_uvrg_offset r5
465#define span_b_offset r6
466
467#define clip r14
468
469#define b r11
470#define b_dy r12
471
472
473#define alternate_x q0
474#define alternate_dx_dy q1
475#define alternate_x_32 q2
476
477#define alternate_x_low d0
478#define alternate_x_high d1
479#define alternate_dx_dy_low d2
480#define alternate_dx_dy_high d3
481#define alternate_x_32_low d4
482#define alternate_x_32_high d5
483
484#define left_x q3
485#define right_x q4
486#define left_dx_dy q5
487#define right_dx_dy q6
488#define left_edge q7
489#define right_edge q8
490
491#define left_x_low d6
492#define left_x_high d7
493#define right_x_low d8
494#define right_x_high d9
495#define left_dx_dy_low d10
496#define left_dx_dy_high d11
497#define right_dx_dy_low d12
498#define right_dx_dy_high d13
499#define left_edge_low d14
500#define left_edge_high d15
501#define right_edge_low d16
502#define right_edge_high d17
503
504#define y_mid_point d18
505#define c_0x0004 d19
506
507#define left_right_x_16 q11
508#define span_shifts_y q12
509#define c_0x0001 q13
510
511#define span_shifts d24
512#define y_x4 d25
513#define c_0xFFFE d26
514#define c_0x0007 d27
515
516#define left_right_x_16_low d22
517#define left_right_x_16_high d23
518
519#define uvrg q14
520#define uvrg_dy q15
521
522#define alternate_x_16 d4
523
524#define v_clip q3
525#define v_clip_low d6
526
527#define right_x_32 q10
528#define left_x_32 q11
529#define alternate_select d24
530
531#define right_x_32_low d20
532#define right_x_32_high d21
533#define left_x_32_low d22
534#define left_x_32_high d23
535
536#define edges_xy q0
537#define edges_dx_dy d2
538#define edge_shifts d3
539#define edge_shifts_64 q2
540
541#define edges_xy_left d0
542#define edges_xy_right d1
543
544#define height_reciprocals d6
545#define heights d7
546
547#define widths d8
548#define c_0x01 d9
549#define x_starts d10
550#define x_ends d11
551
552#define heights_b d12
553#define edges_dx_dy_64 q10
554
555#define edges_dx_dy_64_left d20
556#define edges_dx_dy_64_right d21
557
558
559#define setup_spans_prologue() \
560 stmdb sp!, { r4 - r11, lr }; \
561 \
562 ldrsh x_a, [ v_a, #8 ]; \
563 ldrsh x_b, [ v_b, #8 ]; \
564 ldrsh x_c, [ v_c, #8 ]; \
565 ldrsh y_a, [ v_a, #10 ]; \
566 ldrsh y_b, [ v_b, #10 ]; \
567 ldrsh y_c, [ v_c, #10 ]; \
568 \
569 add temp, psx_gpu, #psx_gpu_uvrg_offset; \
570 vld1.32 { uvrg }, [ temp ]; \
571 add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \
572 vld1.32 { uvrg_dy }, [ temp ]; \
5d834c08 573 load_pointer(reciprocal_table_ptr, reciprocal_table); \
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574 \
575 vmov.u32 c_0x01, #0x01 \
576
577#define setup_spans_load_b() \
578 ldr b, [ psx_gpu, #psx_gpu_b_offset ]; \
579 ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ] \
580
581#define setup_spans_prologue_b() \
582 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
583 add temp, psx_gpu, #psx_gpu_viewport_start_x_offset; \
584 \
585 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
586 vmov.u16 c_0x0004, #0x0004; \
587 \
588 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
589 vmov.u16 c_0x0001, #0x0001; \
590 \
591 vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ]; \
592 add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \
593 \
594 vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \
595 vadd.u16 right_edge, right_edge, c_0x0001; \
596 \
597 vmov.u16 c_0x0007, #0x0007; \
598 vmvn.u16 c_0xFFFE, #0x0001 \
599
600
601#define compute_edge_delta_x2() \
602 ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \
603 \
604 vdup.u32 heights, height; \
605 vsub.u32 widths, x_ends, x_starts; \
606 \
607 vdup.u32 edge_shifts, temp; \
608 vsub.u32 heights_b, heights, c_0x01; \
7d5140f5 609 vshr.u32 height_reciprocals, edge_shifts, #10; \
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610 \
611 vmla.s32 heights_b, x_starts, heights; \
612 vbic.u16 edge_shifts, #0xE0; \
613 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
614 vmull.s32 edges_xy, heights_b, height_reciprocals \
615
616#define width_alt r6
617#define height_reciprocal_alt r11
618#define height_b_alt r12
619
620#define compute_edge_delta_x3(start_c, height_a, height_b) \
621 vmov.u32 heights, height_a, height_b; \
622 ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \
623 vmov.u32 edge_shifts[0], temp; \
624 ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \
625 vmov.u32 edge_shifts[1], temp; \
626 ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ]; \
627 \
628 vsub.u32 widths, x_ends, x_starts; \
629 sub width_alt, x_c, start_c; \
630 \
631 vsub.u32 heights_b, heights, c_0x01; \
632 sub height_b_alt, height_minor_b, #1; \
633 \
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634 vshr.u32 height_reciprocals, edge_shifts, #10; \
635 lsr height_reciprocal_alt, edge_shift_alt, #10; \
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636 \
637 vmla.s32 heights_b, x_starts, heights; \
638 mla height_b_alt, height_minor_b, start_c, height_b_alt; \
639 \
640 vbic.u16 edge_shifts, #0xE0; \
641 and edge_shift_alt, edge_shift_alt, #0x1F; \
642 \
643 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
644 mul edge_dx_dy_alt, width_alt, height_reciprocal_alt; \
645 \
646 vmull.s32 edges_xy, heights_b, height_reciprocals; \
647 smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt \
648
649
650#define setup_spans_adjust_y_up() \
651 vsub.u32 y_x4, y_x4, c_0x0004 \
652
653#define setup_spans_adjust_y_down() \
654 vadd.u32 y_x4, y_x4, c_0x0004 \
655
656#define setup_spans_adjust_interpolants_up() \
657 vsub.u32 uvrg, uvrg, uvrg_dy; \
658 sub b, b, b_dy \
659
660#define setup_spans_adjust_interpolants_down() \
661 vadd.u32 uvrg, uvrg, uvrg_dy; \
662 add b, b, b_dy \
663
664
665#define setup_spans_clip_interpolants_increment() \
666 mla b, b_dy, clip, b; \
667 vmla.s32 uvrg, uvrg_dy, v_clip \
668
669#define setup_spans_clip_interpolants_decrement() \
670 mls b, b_dy, clip, b; \
671 vmls.s32 uvrg, uvrg_dy, v_clip \
672
673#define setup_spans_clip_alternate_yes() \
674 smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip \
675
676#define setup_spans_clip_alternate_no() \
677
678#define setup_spans_clip(direction, alternate_active) \
679 vdup.u32 v_clip, clip; \
680 setup_spans_clip_alternate_##alternate_active(); \
681 setup_spans_clip_interpolants_##direction(); \
682 vmlal.s32 edges_xy, edges_dx_dy, v_clip_low \
683
684
685#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
686 vmovl.s32 edge_shifts_64, edge_shifts; \
687 vmovl.s32 edges_dx_dy_64, edges_dx_dy; \
688 \
689 vshl.s64 edges_xy, edges_xy, edge_shifts_64; \
690 vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64; \
691 \
692 vmov left_x_low, edges_xy_##left_index; \
693 vmov right_x_low, edges_xy_##right_index; \
694 \
695 vmov left_dx_dy_low, edges_dx_dy_64_##left_index; \
696 vmov left_dx_dy_high, edges_dx_dy_64_##left_index; \
697 vmov right_dx_dy_low, edges_dx_dy_64_##right_index; \
698 vmov right_dx_dy_high, edges_dx_dy_64_##right_index; \
699 \
700 vadd.u64 left_x_high, left_x_low, left_dx_dy_low; \
701 vadd.u64 right_x_high, right_x_low, right_dx_dy_low; \
702 \
703 vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy; \
704 vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy \
705
706
707#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
708 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
709 \
710 vdup.u16 y_mid_point, y_b; \
711 rsb temp, edge_shift_alt, #32; \
712 \
713 lsl edge_alt_high, edge_alt_high, edge_shift_alt; \
714 orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp; \
715 lsl edge_alt_low, edge_alt_low, edge_shift_alt; \
716 vmov alternate_x_low, edge_alt_low, edge_alt_high; \
717 \
718 asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp; \
719 lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt; \
720 vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high; \
721 vmov alternate_dx_dy_high, alternate_dx_dy_low; \
722 \
723 vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low; \
724 vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy \
725
726
727#define setup_spans_y_select_up() \
728 vclt.s16 alternate_select, y_x4, y_mid_point \
729
730#define setup_spans_y_select_down() \
731 vcgt.s16 alternate_select, y_x4, y_mid_point \
732
733
734#define setup_spans_alternate_select_left() \
735 vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select \
736
737#define setup_spans_alternate_select_right() \
738 vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select \
739
740
741#define setup_spans_set_x4_alternate_yes(alternate, direction) \
742 vshrn.s64 alternate_x_32_low, alternate_x, #32; \
743 vshrn.s64 left_x_32_low, left_x, #32; \
744 vshrn.s64 right_x_32_low, right_x, #32; \
745 \
746 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
747 vadd.u64 left_x, left_x, left_dx_dy; \
748 vadd.u64 right_x, right_x, right_dx_dy; \
749 \
750 vshrn.s64 alternate_x_32_high, alternate_x, #32; \
751 vshrn.s64 left_x_32_high, left_x, #32; \
752 vshrn.s64 right_x_32_high, right_x, #32; \
753 \
754 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
755 vadd.u64 left_x, left_x, left_dx_dy; \
756 vadd.u64 right_x, right_x, right_dx_dy; \
757 \
758 vmovn.u32 alternate_x_16, alternate_x_32; \
759 setup_spans_y_select_##direction(); \
760 vmovn.u32 left_right_x_16_low, left_x_32; \
761 \
762 vmovn.u32 left_right_x_16_high, right_x_32; \
763 setup_spans_alternate_select_##alternate(); \
764 \
765 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
766 str b, [ span_b_offset ], #4; \
767 setup_spans_adjust_interpolants_##direction(); \
768 \
769 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
770 \
771 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
772 str b, [ span_b_offset ], #4; \
773 setup_spans_adjust_interpolants_##direction(); \
774 \
775 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
776 \
777 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
778 str b, [ span_b_offset ], #4; \
779 setup_spans_adjust_interpolants_##direction(); \
780 \
781 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
782 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
783 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
784 \
785 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
786 str b, [ span_b_offset ], #4; \
787 setup_spans_adjust_interpolants_##direction(); \
788 \
789 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
790 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
791 \
792 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
793 \
794 setup_spans_adjust_y_##direction() \
795
796
797#define setup_spans_set_x4_alternate_no(alternate, direction) \
798 vshrn.s64 left_x_32_low, left_x, #32; \
799 vshrn.s64 right_x_32_low, right_x, #32; \
800 \
801 vadd.u64 left_x, left_x, left_dx_dy; \
802 vadd.u64 right_x, right_x, right_dx_dy; \
803 \
804 vshrn.s64 left_x_32_high, left_x, #32; \
805 vshrn.s64 right_x_32_high, right_x, #32; \
806 \
807 vadd.u64 left_x, left_x, left_dx_dy; \
808 vadd.u64 right_x, right_x, right_dx_dy; \
809 \
810 vmovn.u32 left_right_x_16_low, left_x_32; \
811 vmovn.u32 left_right_x_16_high, right_x_32; \
812 \
813 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
814 str b, [ span_b_offset ], #4; \
815 setup_spans_adjust_interpolants_##direction(); \
816 \
817 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
818 \
819 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
820 str b, [ span_b_offset ], #4; \
821 setup_spans_adjust_interpolants_##direction(); \
822 \
823 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
824 \
825 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
826 str b, [ span_b_offset ], #4; \
827 setup_spans_adjust_interpolants_##direction(); \
828 \
829 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
830 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
831 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
832 \
833 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
834 str b, [ span_b_offset ], #4; \
835 setup_spans_adjust_interpolants_##direction(); \
836 \
837 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
838 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
839 \
840 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
841 \
842 setup_spans_adjust_y_##direction() \
843
844
845#define edge_adjust_low r11
846#define edge_adjust_high r12
847
848#define setup_spans_alternate_adjust_yes() \
849 smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a; \
850 subs edge_alt_low, edge_alt_low, edge_adjust_low; \
851 sbc edge_alt_high, edge_alt_high, edge_adjust_high \
852
853#define setup_spans_alternate_adjust_no() \
854
855
856#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
857 setup_spans_alternate_adjust_##alternate_active(); \
858 setup_spans_load_b(); \
859 \
860 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
861 subs y_c, y_c, temp; \
862 subgt height, height, y_c; \
863 addgt height, height, #1; \
864 \
865 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
866 subs clip, temp, y_a; \
867 ble 0f; \
868 \
869 sub height, height, clip; \
870 add y_a, y_a, clip; \
871 setup_spans_clip(increment, alternate_active); \
872 \
873 0: \
874 cmp height, #0; \
875 ble 1f; \
876 \
877 orr temp, y_a, y_a, lsl #16; \
878 add temp, temp, #(1 << 16); \
879 add y_a, temp, #2; \
880 add y_a, y_a, #(2 << 16); \
881 vmov.u32 y_x4, temp, y_a; \
882 \
883 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
884 right_index); \
885 setup_spans_prologue_b(); \
886 \
887 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
888 \
889 2: \
890 setup_spans_set_x4_alternate_##alternate_active(alternate, down); \
891 subs height, height, #4; \
892 bhi 2b; \
893 \
894 1: \
895
896
897#define setup_spans_alternate_pre_increment_yes() \
898 adds edge_alt_low, edge_alt_low, edge_dx_dy_alt; \
899 adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31 \
900
901#define setup_spans_alternate_pre_increment_no() \
902
903
904#define setup_spans_up_decrement_yes() \
905 suble height, height, #1 \
906
907#define setup_spans_up_decrement_no() \
908
909
910#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
911 setup_spans_alternate_adjust_##alternate_active(); \
912 setup_spans_load_b(); \
913 sub y_a, y_a, #1; \
914 \
915 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
916 subs temp, temp, y_c; \
917 subgt height, height, temp; \
918 setup_spans_up_decrement_##alternate_active(); \
919 \
920 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
921 subs clip, y_a, temp; \
922 ble 0f; \
923 \
924 sub height, height, clip; \
925 sub y_a, y_a, clip; \
926 setup_spans_clip(decrement, alternate_active); \
927 \
928 0: \
929 cmp height, #0; \
930 ble 1f; \
931 \
932 orr temp, y_a, y_a, lsl #16; \
933 sub temp, temp, #(1 << 16); \
934 sub y_a, temp, #2; \
935 sub y_a, y_a, #(2 << 16); \
936 vmov.u32 y_x4, temp, y_a; \
937 \
938 vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \
939 \
940 setup_spans_alternate_pre_increment_##alternate_active(); \
941 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
942 right_index); \
943 setup_spans_adjust_interpolants_up(); \
944 setup_spans_prologue_b(); \
945 \
946 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
947 \
948 2: \
949 setup_spans_set_x4_alternate_##alternate_active(alternate, up); \
950 subs height, height, #4; \
951 bhi 2b; \
952 \
953 1: \
954
955
956#define setup_spans_epilogue() \
957 ldmia sp!, { r4 - r11, pc } \
958
959
960#define setup_spans_up_up(minor, major) \
961 setup_spans_prologue(); \
962 sub height_minor_a, y_a, y_b; \
963 sub height_minor_b, y_b, y_c; \
964 sub height, y_a, y_c; \
965 \
966 vdup.u32 x_starts, x_a; \
967 vmov.u32 x_ends, x_c, x_b; \
968 \
969 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
970 setup_spans_up(major, minor, minor, yes); \
971 setup_spans_epilogue() \
972
973function(setup_spans_up_left)
974 setup_spans_up_up(left, right)
975
976function(setup_spans_up_right)
977 setup_spans_up_up(right, left)
978
5d834c08 979.pool
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980
981#define setup_spans_down_down(minor, major) \
982 setup_spans_prologue(); \
983 sub height_minor_a, y_b, y_a; \
984 sub height_minor_b, y_c, y_b; \
985 sub height, y_c, y_a; \
986 \
987 vdup.u32 x_starts, x_a; \
988 vmov.u32 x_ends, x_c, x_b; \
989 \
990 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
991 setup_spans_down(major, minor, minor, yes); \
992 setup_spans_epilogue() \
993
994function(setup_spans_down_left)
995 setup_spans_down_down(left, right)
996
997function(setup_spans_down_right)
998 setup_spans_down_down(right, left)
999
1000
1001#define setup_spans_up_flat() \
1002 sub height, y_a, y_c; \
1003 \
1004 compute_edge_delta_x2(); \
1005 setup_spans_up(left, right, none, no); \
1006 setup_spans_epilogue() \
1007
1008function(setup_spans_up_a)
1009 setup_spans_prologue()
1010
1011 vmov.u32 x_starts, x_a, x_b
1012 vdup.u32 x_ends, x_c
1013
1014 setup_spans_up_flat()
1015
1016function(setup_spans_up_b)
1017 setup_spans_prologue()
1018
1019 vdup.u32 x_starts, x_a
1020 vmov.u32 x_ends, x_b, x_c
1021
1022 setup_spans_up_flat()
1023
1024#define setup_spans_down_flat() \
1025 sub height, y_c, y_a; \
1026 \
1027 compute_edge_delta_x2(); \
1028 setup_spans_down(left, right, none, no); \
1029 setup_spans_epilogue() \
1030
1031function(setup_spans_down_a)
1032 setup_spans_prologue()
1033
1034 vmov.u32 x_starts, x_a, x_b
1035 vdup.u32 x_ends, x_c
1036
1037 setup_spans_down_flat()
1038
1039function(setup_spans_down_b)
1040 setup_spans_prologue()
1041
1042 vdup.u32 x_starts, x_a
1043 vmov.u32 x_ends, x_b, x_c
1044
1045 setup_spans_down_flat()
1046
1047
1048#define middle_y r9
1049
1050#define edges_xy_b q11
1051#define edges_dx_dy_b d26
1052#define edge_shifts_b d27
1053#define edges_dx_dy_and_shifts_b q13
1054#define height_increment d20
1055
1056#define edges_dx_dy_and_shifts q1
1057
1058#define edges_xy_b_left d22
1059#define edges_xy_b_right d23
1060
1061#define setup_spans_up_down_load_edge_set_b() \
1062 vmov edges_xy, edges_xy_b; \
1063 vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b \
1064
1065
1066function(setup_spans_up_down)
1067 setup_spans_prologue()
1068
1069 // s32 middle_y = y_a;
1070 sub height_minor_a, y_a, y_b
1071 sub height_minor_b, y_c, y_a
1072 sub height_major, y_c, y_b
1073
1074 vmov.u32 x_starts, x_a, x_c
1075 vdup.u32 x_ends, x_b
1076
1077 compute_edge_delta_x3(x_a, height_minor_a, height_major)
1078
1079 mov temp, #0
1080 vmov.u32 height_increment, temp, height_minor_b
1081 vmlal.s32 edges_xy, edges_dx_dy, height_increment
1082
1083 vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1084 vmov edges_xy_b_right, edges_xy_right
1085
1086 vmov edge_shifts_b, edge_shifts
1087 vmov.u32 edge_shifts_b[0], edge_shift_alt
1088
1089 vneg.s32 edges_dx_dy_b, edges_dx_dy
1090 vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1091
1092 mov middle_y, y_a
1093
1094 setup_spans_load_b()
1095 sub y_a, y_a, #1
1096
1097 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1098 subs temp, temp, y_b
1099 subgt height_minor_a, height_minor_a, temp
1100
1101 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1102 subs clip, y_a, temp
1103 ble 0f
1104
1105 sub height_minor_a, height_minor_a, clip
1106 sub y_a, y_a, clip
1107 setup_spans_clip(decrement, no)
1108
1109 0:
1110 cmp height_minor_a, #0
1111 ble 3f
1112
1113 orr temp, y_a, y_a, lsl #16
1114 sub temp, temp, #(1 << 16)
1115 sub y_a, temp, #2
1116 sub y_a, y_a, #(2 << 16)
1117 vmov.u32 y_x4, temp, y_a
1118
1119 vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1120
1121 strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
1122
1123 setup_spans_adjust_edges_alternate_no(left, right);
1124 setup_spans_adjust_interpolants_up()
1125 setup_spans_up_down_load_edge_set_b()
1126
1127 setup_spans_prologue_b()
1128
1129
1130 2:
1131 setup_spans_set_x4_alternate_no(none, up)
1132 subs height_minor_a, height_minor_a, #4
1133 bhi 2b
1134
1135 add span_edge_data, span_edge_data, height_minor_a, lsl #3
1136 add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1137 add span_b_offset, span_b_offset, height_minor_a, lsl #2
1138
1139 4:
1140 add temp, psx_gpu, #psx_gpu_uvrg_offset
1141 vld1.32 { uvrg }, [ temp ]
1142 mov y_a, middle_y
1143
1144 setup_spans_load_b()
1145
1146 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1147 subs y_c, y_c, temp
1148 subgt height_minor_b, height_minor_b, y_c
1149 addgt height_minor_b, height_minor_b, #1
1150
1151 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1152 subs clip, temp, y_a
1153 ble 0f
1154
1155 sub height_minor_b, height_minor_b, clip
1156 add y_a, y_a, clip
1157 setup_spans_clip(increment, no)
1158
1159 0:
1160 cmp height_minor_b, #0
1161 ble 1f
1162
1163 orr temp, y_a, y_a, lsl #16
1164 add temp, temp, #(1 << 16)
1165 add y_a, temp, #2
1166 add y_a, y_a, #(2 << 16)
1167 vmov.u32 y_x4, temp, y_a
1168
1169 setup_spans_adjust_edges_alternate_no(left, right)
1170
1171 ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1172 add temp, temp, height_minor_b
1173 strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1174
1175 2:
1176 setup_spans_set_x4_alternate_no(none, down)
1177 subs height_minor_b, height_minor_b, #4
1178 bhi 2b
1179
1180 1:
1181 setup_spans_epilogue()
1182
1183 3:
1184 setup_spans_up_down_load_edge_set_b()
1185 setup_spans_prologue_b()
1186 bal 4b
1187
5d834c08 1188.pool
75e28f62
E
1189
1190#undef span_uvrg_offset
1191#undef span_edge_data
1192#undef span_b_offset
1193#undef left_x
1194#undef b
1195
1196#define psx_gpu r0
1197#define num_spans r1
1198#define span_uvrg_offset r2
1199#define span_edge_data r3
1200#define span_b_offset r4
1201#define b_dx r5
1202#define span_num_blocks r6
1203#define y r7
1204#define left_x r8
1205#define b r9
1206#define dither_offset_ptr r10
1207#define block_ptr_a r11
1208#define fb_ptr r12
1209#define num_blocks r14
1210
1211#define uvrg_dx_ptr r2
1212#define texture_mask_ptr r3
1213#define dither_shift r8
1214#define dither_row r10
1215
1216#define c_32 r7
1217#define b_dx4 r8
1218#define b_dx8 r9
1219#define block_ptr_b r10
1220
1221#define block_span_ptr r10
1222#define right_mask r8
1223
1224#define color r2
1225#define color_r r3
1226#define color_g r4
1227#define color_b r5
1228
1229#undef uvrg
1230
1231#define u_block q0
1232#define v_block q1
1233#define r_block q2
1234#define g_block q3
1235#define b_block q4
1236
1237#define uv_dx4 d10
1238#define rg_dx4 d11
1239#define uv_dx8 d12
1240#define rg_dx8 d13
1241#define b_whole_8 d14
1242#define fb_mask_ptrs d15
1243
1244#define uvrg_dx4 q5
1245#define uvrg_dx8 q6
1246#define uv_dx8 d12
1247#define rg_dx8 d13
1248
1249#define u_whole q8
1250#define v_whole q9
1251#define r_whole q10
1252#define g_whole q11
1253#define b_whole q12
1254
1255#define u_whole_low d16
1256#define u_whole_high d17
1257#define v_whole_low d18
1258#define v_whole_high d19
1259#define r_whole_low d20
1260#define r_whole_high d21
1261#define g_whole_low d22
1262#define g_whole_high d23
1263#define b_whole_low d24
1264#define b_whole_high d25
1265
1266#define dx4 q13
1267#define dx8 q13
1268
1269#define u_whole_8 d26
1270#define v_whole_8 d27
1271#define u_whole_8b d24
1272#define r_whole_8 d24
1273#define g_whole_8 d25
1274
1275#define uv_whole_8 q13
1276#define uv_whole_8b q14
1277
1278#define dither_offsets q14
1279#define texture_mask q15
1280#define texture_mask_u d30
1281#define texture_mask_v d31
1282
1283#define dither_offsets_short d28
1284
1285#define v_left_x q8
1286#define uvrg q9
1287#define block_span q10
1288
1289#define uv d18
1290#define rg d19
1291
1292#define draw_mask q1
1293#define draw_mask_edge q13
1294#define test_mask q0
1295
1296#define uvrg_dx q3
1297
1298#define colors q2
1299
1300#define setup_blocks_texture_swizzled() \
1301 vand.u8 u_whole_8b, u_whole_8, texture_mask_u; \
1302 vsli.u8 u_whole_8, v_whole_8, #4; \
1303 vsri.u8 v_whole_8, u_whole_8b, #4 \
1304
1305#define setup_blocks_texture_unswizzled() \
1306
1307
1308#define setup_blocks_shaded_textured_builder(swizzling) \
1309.align 3; \
1310 \
1311function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \
1312 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1313 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1314 \
1315 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1316 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1317 \
1318 cmp num_spans, #0; \
1319 bxeq lr; \
1320 \
1321 stmdb sp!, { r4 - r11, r14 }; \
1322 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1323 \
1324 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
1325 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1326 \
1327 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1328 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1329 \
1330 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1331 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1332 \
1333 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
1334 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1335 \
1336 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1337 \
1338 0: \
1339 vmov.u8 fb_mask_ptrs, #0; \
1340 \
1341 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1342 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1343 \
1344 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 1345 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
1346 \
1347 cmp span_num_blocks, #0; \
1348 beq 1f; \
1349 \
1350 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1351 add num_blocks, span_num_blocks, num_blocks; \
1352 \
1353 cmp num_blocks, #MAX_BLOCKS; \
1354 bgt 2f; \
1355 \
1356 3: \
1357 ldr b, [ span_b_offset ]; \
1358 add fb_ptr, fb_ptr, y, lsl #11; \
1359 \
1360 vdup.u32 v_left_x, left_x; \
1361 and y, y, #0x3; \
1362 \
1363 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1364 add fb_ptr, fb_ptr, left_x, lsl #1; \
1365 \
1366 mla b, b_dx, left_x, b; \
1367 and dither_shift, left_x, #0x03; \
1368 \
1369 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1370 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1371 \
1372 mov dither_shift, dither_shift, lsl #3; \
1373 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1374 \
1375 mov c_32, #32; \
1376 subs span_num_blocks, span_num_blocks, #1; \
1377 \
1378 mov dither_row, dither_row, ror dither_shift; \
1379 mov b_dx4, b_dx, lsl #2; \
1380 \
1381 vdup.u32 dither_offsets_short, dither_row; \
1382 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1383 \
1384 vdup.u32 b_block, b; \
1385 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1386 \
1387 vdup.u32 u_block, uv[0]; \
1388 mov b_dx8, b_dx, lsl #3; \
1389 \
1390 vdup.u32 v_block, uv[1]; \
1391 vdup.u32 r_block, rg[0]; \
1392 vdup.u32 g_block, rg[1]; \
1393 \
1394 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1395 \
1396 vadd.u32 u_block, u_block, block_span; \
1397 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1398 \
1399 vadd.u32 v_block, v_block, block_span; \
1400 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1401 \
1402 vadd.u32 r_block, r_block, block_span; \
1403 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1404 \
1405 vadd.u32 g_block, g_block, block_span; \
1406 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
1407 \
1408 vadd.u32 b_block, b_block, block_span; \
1409 add block_ptr_b, block_ptr_a, #16; \
1410 \
1411 vshrn.u32 u_whole_low, u_block, #16; \
1412 vshrn.u32 v_whole_low, v_block, #16; \
1413 vshrn.u32 r_whole_low, r_block, #16; \
1414 vshrn.u32 g_whole_low, g_block, #16; \
1415 \
1416 vdup.u32 dx4, uv_dx4[0]; \
1417 vshrn.u32 b_whole_low, b_block, #16; \
1418 \
1419 vaddhn.u32 u_whole_high, u_block, dx4; \
1420 vdup.u32 dx4, uv_dx4[1]; \
1421 \
1422 vaddhn.u32 v_whole_high, v_block, dx4; \
1423 vdup.u32 dx4, rg_dx4[0]; \
1424 \
1425 vaddhn.u32 r_whole_high, r_block, dx4; \
1426 vdup.u32 dx4, rg_dx4[1]; \
1427 \
1428 vaddhn.u32 g_whole_high, g_block, dx4; \
1429 vdup.u32 dx4, b_dx4; \
1430 \
1431 vaddhn.u32 b_whole_high, b_block, dx4; \
1432 vdup.u32 dx8, uv_dx8[0]; \
1433 \
1434 vadd.u32 u_block, u_block, dx8; \
1435 vdup.u32 dx8, uv_dx8[1]; \
1436 \
1437 vadd.u32 v_block, v_block, dx8; \
1438 vdup.u32 dx8, rg_dx8[0]; \
1439 \
1440 vadd.u32 r_block, r_block, dx8; \
1441 vdup.u32 dx8, rg_dx8[1]; \
1442 \
1443 vadd.u32 g_block, g_block, dx8; \
1444 vdup.u32 dx8, b_dx8; \
1445 \
1446 vadd.u32 b_block, b_block, dx8; \
1447 vmovn.u16 u_whole_8, u_whole; \
1448 \
1449 vmovn.u16 v_whole_8, v_whole; \
1450 \
1451 vmovn.u16 b_whole_8, b_whole; \
1452 pld [ fb_ptr ]; \
1453 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1454 \
1455 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1456 setup_blocks_texture_##swizzling(); \
1457 \
1458 vmovn.u16 r_whole_8, r_whole; \
1459 beq 5f; \
1460 \
1461 4: \
1462 vmovn.u16 g_whole_8, g_whole; \
1463 vshrn.u32 u_whole_low, u_block, #16; \
1464 \
1465 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1466 vshrn.u32 v_whole_low, v_block, #16; \
1467 \
1468 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1469 vshrn.u32 r_whole_low, r_block, #16; \
1470 \
1471 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1472 vshrn.u32 g_whole_low, g_block, #16; \
1473 \
1474 vdup.u32 dx4, uv_dx4[0]; \
1475 vshrn.u32 b_whole_low, b_block, #16; \
1476 \
1477 vaddhn.u32 u_whole_high, u_block, dx4; \
1478 vdup.u32 dx4, uv_dx4[1]; \
1479 \
1480 vaddhn.u32 v_whole_high, v_block, dx4; \
1481 vdup.u32 dx4, rg_dx4[0]; \
1482 \
1483 vaddhn.u32 r_whole_high, r_block, dx4; \
1484 vdup.u32 dx4, rg_dx4[1]; \
1485 \
1486 vaddhn.u32 g_whole_high, g_block, dx4; \
1487 vdup.u32 dx4, b_dx4; \
1488 \
1489 vaddhn.u32 b_whole_high, b_block, dx4; \
1490 vdup.u32 dx8, uv_dx8[0]; \
1491 \
1492 vadd.u32 u_block, u_block, dx8; \
1493 vdup.u32 dx8, uv_dx8[1]; \
1494 \
1495 vadd.u32 v_block, v_block, dx8; \
1496 vdup.u32 dx8, rg_dx8[0]; \
1497 \
1498 vadd.u32 r_block, r_block, dx8; \
1499 vdup.u32 dx8, rg_dx8[1]; \
1500 \
1501 vadd.u32 g_block, g_block, dx8; \
1502 vdup.u32 dx8, b_dx8; \
1503 \
1504 vadd.u32 b_block, b_block, dx8; \
1505 vmovn.u16 u_whole_8, u_whole; \
1506 \
1507 add fb_ptr, fb_ptr, #16; \
1508 vmovn.u16 v_whole_8, v_whole; \
1509 \
1510 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1511 vmovn.u16 b_whole_8, b_whole; \
1512 \
1513 pld [ fb_ptr ]; \
1514 \
1515 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1516 subs span_num_blocks, span_num_blocks, #1; \
1517 \
1518 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1519 setup_blocks_texture_##swizzling(); \
1520 \
1521 vmovn.u16 r_whole_8, r_whole; \
1522 bne 4b; \
1523 \
1524 5: \
1525 vmovn.u16 g_whole_8, g_whole; \
1526 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1527 \
1528 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1529 vdup.u8 draw_mask, right_mask; \
1530 \
1531 vmov.u32 fb_mask_ptrs[0], right_mask; \
1532 vtst.u16 draw_mask, draw_mask, test_mask; \
1533 vzip.u8 u_whole_8, v_whole_8; \
1534 \
1535 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1536 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1537 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1538 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1539 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1540 \
1541 1: \
1542 add span_uvrg_offset, span_uvrg_offset, #16; \
1543 add span_b_offset, span_b_offset, #4; \
1544 \
1545 add span_edge_data, span_edge_data, #8; \
1546 subs num_spans, num_spans, #1; \
1547 \
1548 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1549 bne 0b; \
1550 \
1551 ldmia sp!, { r4 - r11, pc }; \
1552 \
1553 2: \
1554 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1555 vpush { texture_mask }; \
1556 vpush { uvrg_dx4 }; \
1557 \
1558 stmdb sp!, { r0 - r3, r12, r14 }; \
1559 bl flush_render_block_buffer; \
1560 ldmia sp!, { r0 - r3, r12, r14 }; \
1561 \
1562 vpop { uvrg_dx4 }; \
1563 vpop { texture_mask }; \
1564 \
1565 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1566 vmov.u8 fb_mask_ptrs, #0; \
1567 \
1568 mov num_blocks, span_num_blocks; \
1569 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1570 bal 3b \
1571
1572
1573setup_blocks_shaded_textured_builder(swizzled)
1574setup_blocks_shaded_textured_builder(unswizzled)
1575
1576
1577#define setup_blocks_unshaded_textured_builder(swizzling) \
1578.align 3; \
1579 \
1580function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \
1581 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1582 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1583 \
1584 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1585 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1586 \
1587 cmp num_spans, #0; \
1588 bxeq lr; \
1589 \
1590 stmdb sp!, { r4 - r11, r14 }; \
1591 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1592 \
1593 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1594 \
1595 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1596 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1597 \
1598 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1599 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1600 \
1601 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1602 \
1603 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1604 \
1605 0: \
1606 vmov.u8 fb_mask_ptrs, #0; \
1607 \
1608 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1609 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1610 \
1611 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 1612 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
1613 \
1614 cmp span_num_blocks, #0; \
1615 beq 1f; \
1616 \
1617 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1618 add num_blocks, span_num_blocks, num_blocks; \
1619 \
1620 cmp num_blocks, #MAX_BLOCKS; \
1621 bgt 2f; \
1622 \
1623 3: \
1624 add fb_ptr, fb_ptr, y, lsl #11; \
1625 \
1626 vdup.u32 v_left_x, left_x; \
1627 and y, y, #0x3; \
1628 \
1629 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1630 add fb_ptr, fb_ptr, left_x, lsl #1; \
1631 \
1632 and dither_shift, left_x, #0x03; \
1633 \
1634 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1635 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1636 \
1637 mov dither_shift, dither_shift, lsl #3; \
1638 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1639 \
1640 mov c_32, #32; \
1641 subs span_num_blocks, span_num_blocks, #1; \
1642 \
1643 mov dither_row, dither_row, ror dither_shift; \
1644 \
1645 vdup.u32 dither_offsets_short, dither_row; \
1646 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1647 \
1648 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1649 \
1650 vdup.u32 u_block, uv[0]; \
1651 \
1652 vdup.u32 v_block, uv[1]; \
1653 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1654 \
1655 vadd.u32 u_block, u_block, block_span; \
1656 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1657 \
1658 vadd.u32 v_block, v_block, block_span; \
1659 add block_ptr_b, block_ptr_a, #16; \
1660 \
1661 vshrn.u32 u_whole_low, u_block, #16; \
1662 vshrn.u32 v_whole_low, v_block, #16; \
1663 \
1664 vdup.u32 dx4, uv_dx4[0]; \
1665 \
1666 vaddhn.u32 u_whole_high, u_block, dx4; \
1667 vdup.u32 dx4, uv_dx4[1]; \
1668 \
1669 vaddhn.u32 v_whole_high, v_block, dx4; \
1670 vdup.u32 dx8, uv_dx8[0]; \
1671 \
1672 vadd.u32 u_block, u_block, dx8; \
1673 vdup.u32 dx8, uv_dx8[1]; \
1674 \
1675 vadd.u32 v_block, v_block, dx8; \
1676 vmovn.u16 u_whole_8, u_whole; \
1677 \
1678 vmovn.u16 v_whole_8, v_whole; \
1679 \
1680 pld [ fb_ptr ]; \
1681 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1682 \
1683 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1684 setup_blocks_texture_##swizzling(); \
1685 \
1686 beq 5f; \
1687 \
1688 4: \
1689 vshrn.u32 u_whole_low, u_block, #16; \
1690 \
1691 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1692 vshrn.u32 v_whole_low, v_block, #16; \
1693 \
1694 add block_ptr_b, block_ptr_b, #32; \
1695 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1696 \
1697 vdup.u32 dx4, uv_dx4[0]; \
1698 vaddhn.u32 u_whole_high, u_block, dx4; \
1699 vdup.u32 dx4, uv_dx4[1]; \
1700 \
1701 vaddhn.u32 v_whole_high, v_block, dx4; \
1702 vdup.u32 dx8, uv_dx8[0]; \
1703 \
1704 vadd.u32 u_block, u_block, dx8; \
1705 vdup.u32 dx8, uv_dx8[1]; \
1706 \
1707 vadd.u32 v_block, v_block, dx8; \
1708 vmovn.u16 u_whole_8, u_whole; \
1709 \
1710 add fb_ptr, fb_ptr, #16; \
1711 vmovn.u16 v_whole_8, v_whole; \
1712 \
1713 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1714 pld [ fb_ptr ]; \
1715 \
1716 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1717 subs span_num_blocks, span_num_blocks, #1; \
1718 \
1719 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1720 setup_blocks_texture_##swizzling(); \
1721 \
1722 bne 4b; \
1723 \
1724 5: \
1725 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1726 \
1727 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1728 vdup.u8 draw_mask, right_mask; \
1729 \
1730 vmov.u32 fb_mask_ptrs[0], right_mask; \
1731 vtst.u16 draw_mask, draw_mask, test_mask; \
1732 vzip.u8 u_whole_8, v_whole_8; \
1733 \
1734 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1735 add block_ptr_b, block_ptr_b, #32; \
1736 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1737 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1738 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1739 \
1740 1: \
1741 add span_uvrg_offset, span_uvrg_offset, #16; \
1742 add span_edge_data, span_edge_data, #8; \
1743 subs num_spans, num_spans, #1; \
1744 \
1745 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1746 bne 0b; \
1747 \
1748 ldmia sp!, { r4 - r11, pc }; \
1749 \
1750 2: \
1751 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1752 vpush { texture_mask }; \
1753 vpush { uvrg_dx4 }; \
1754 \
1755 stmdb sp!, { r0 - r3, r12, r14 }; \
1756 bl flush_render_block_buffer; \
1757 ldmia sp!, { r0 - r3, r12, r14 }; \
1758 \
1759 vpop { uvrg_dx4 }; \
1760 vpop { texture_mask }; \
1761 \
1762 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1763 vmov.u8 fb_mask_ptrs, #0; \
1764 \
1765 mov num_blocks, span_num_blocks; \
1766 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1767 bal 3b \
1768
1769
1770setup_blocks_unshaded_textured_builder(swizzled)
1771setup_blocks_unshaded_textured_builder(unswizzled)
1772
1773
1774.align 3
1775
1776function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect)
1777 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1778 veor.u32 draw_mask, draw_mask, draw_mask
1779
1780 cmp num_spans, #0
1781 bxeq lr
1782
1783 stmdb sp!, { r4 - r11, r14 }
1784 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1785
1786 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1787
1788 ubfx color_r, color, #3, #5
1789 ubfx color_g, color, #11, #5
1790 ubfx color_b, color, #19, #5
1791
1792 orr color, color_r, color_b, lsl #10
1793 orr color, color, color_g, lsl #5
1794
1795 vdup.u16 colors, color
1796
1797 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1798 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1799
1800 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1801 add block_ptr_a, block_ptr_a, num_blocks, lsl #6
1802
1803 0:
1804 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1805 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1806
c1817bd9 1807 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
1808
1809 cmp span_num_blocks, #0
1810 beq 1f
1811
1812 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1813 add num_blocks, span_num_blocks, num_blocks
1814
1815 cmp num_blocks, #MAX_BLOCKS
1816 bgt 2f
1817
1818 3:
1819 add fb_ptr, fb_ptr, y, lsl #11
1820 and y, y, #0x3
1821
1822 add fb_ptr, fb_ptr, left_x, lsl #1
1823 mov c_32, #32
1824
1825 subs span_num_blocks, span_num_blocks, #1
1826
1827 add block_ptr_b, block_ptr_a, #16
1828 pld [ fb_ptr ]
1829
1830 vmov.u32 fb_mask_ptrs[1], fb_ptr
1831 beq 5f
1832
1833 4:
1834 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32
1835 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1836 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1837
1838 add fb_ptr, fb_ptr, #16
1839 add block_ptr_b, block_ptr_b, #32
1840
1841 pld [ fb_ptr ]
1842
1843 vmov.u32 fb_mask_ptrs[1], fb_ptr
1844 subs span_num_blocks, span_num_blocks, #1
1845
1846 bne 4b
1847
1848 5:
1849 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1850
1851 vdup.u8 draw_mask_edge, right_mask
1852 vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
1853
1854 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1855 vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32
1856 add block_ptr_b, block_ptr_b, #32
1857 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1858
1859 1:
1860 add span_edge_data, span_edge_data, #8
1861 subs num_spans, num_spans, #1
1862
1863 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1864 bne 0b
1865
1866 ldmia sp!, { r4 - r11, pc }
1867
1868 2:
1869 vpush { colors }
1870
1871 stmdb sp!, { r0 - r3, r12, r14 }
1872 bl flush_render_block_buffer
1873 ldmia sp!, { r0 - r3, r12, r14 }
1874
1875 vpop { colors }
1876
1877 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1878 veor.u32 draw_mask, draw_mask, draw_mask
1879
1880 mov num_blocks, span_num_blocks
1881 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1882 bal 3b
1883
1884
1885#define mask_msb_scalar r14
1886
1887#define msb_mask q15
1888
1889#define pixels_low d16
1890
1891#define msb_mask_low d30
1892#define msb_mask_high d31
1893
1894
1895.align 3
1896
1897function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
1898 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1899
1900 cmp num_spans, #0
1901 bxeq lr
1902
1903 stmdb sp!, { r4 - r11, r14 }
1904
1905 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1906
1907 ubfx color_r, color, #3, #5
1908 ubfx color_g, color, #11, #5
1909
1910 ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ]
1911 ubfx color_b, color, #19, #5
1912
1913 orr color, color_r, color_b, lsl #10
1914 orr color, color, color_g, lsl #5
1915 orr color, color, mask_msb_scalar
1916
1917 vdup.u16 colors, color
1918
1919 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
3867c6ef
E
1920 orr color, color, lsl #16
1921
75e28f62
E
1922
1923 0:
1924 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1925 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1926
c1817bd9 1927 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
1928
1929 cmp span_num_blocks, #0
1930 beq 1f
1931
1932 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1933
1934 add fb_ptr, fb_ptr, y, lsl #11
1935 subs span_num_blocks, span_num_blocks, #1
1936
1937 add fb_ptr, fb_ptr, left_x, lsl #1
1938 beq 3f
1939
1940 2:
1941 vst1.u32 { colors }, [ fb_ptr ]!
1942 subs span_num_blocks, span_num_blocks, #1
1943
1944 bne 2b
1945
1946 3:
1947 ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
75e28f62 1948
3867c6ef
E
1949 cmp right_mask, #0x0
1950 beq 5f
1951
1952 tst right_mask, #0xF
1953 streq color, [ fb_ptr ], #4
1954 moveq right_mask, right_mask, lsr #4
1955 streq color, [ fb_ptr ], #4
1956
1957 tst right_mask, #0x3
1958 streq color, [ fb_ptr ], #4
1959 moveq right_mask, right_mask, lsr #2
1960
1961 tst right_mask, #0x1
1962 streqh color, [ fb_ptr ]
75e28f62
E
1963
1964 1:
1965 add span_edge_data, span_edge_data, #8
1966 subs num_spans, num_spans, #1
75e28f62
E
1967 bne 0b
1968
1969 ldmia sp!, { r4 - r11, pc }
1970
3867c6ef
E
1971 5:
1972 vst1.u32 { colors }, [ fb_ptr ]
1973 bal 1b
75e28f62
E
1974
1975
1976#undef c_64
1977
1978#define c_64 r7
1979#define rg_dx_ptr r2
1980
1981
1982#undef r_block
1983#undef g_block
1984#undef b_block
1985#undef r_whole
1986#undef g_whole
1987#undef b_whole
1988#undef r_whole_low
1989#undef r_whole_high
1990#undef g_whole_low
1991#undef g_whole_high
1992#undef b_whole_low
1993#undef b_whole_high
1994#undef r_whole_8
1995#undef g_whole_8
1996#undef b_whole_8
1997#undef dither_offsets
1998#undef rg_dx4
1999#undef rg_dx8
2000#undef dx4
2001#undef dx8
2002#undef v_left_x
2003#undef uvrg
2004#undef block_span
2005#undef rg
2006#undef draw_mask
2007#undef test_mask
2008
2009#define r_block q0
2010#define g_block q1
2011#define b_block q2
2012
2013#define r_whole q3
2014#define g_whole q4
2015#define b_whole q5
2016
2017#define r_whole_low d6
2018#define r_whole_high d7
2019#define g_whole_low d8
2020#define g_whole_high d9
2021#define b_whole_low d10
2022#define b_whole_high d11
2023
2024#define gb_whole_8 q6
2025
2026#define g_whole_8 d12
2027#define b_whole_8 d13
2028
2029#define r_whole_8 d14
2030
2031#define pixels q8
2032
2033#define rg_dx4 d18
2034#define rg_dx8 d19
2035
2036#define dx4 q10
2037#define dx8 q10
2038
2039#define v_left_x d6
2040#define uvrg q4
2041#define block_span q5
2042
2043#define rg d9
2044
2045#define d64_1 d22
2046#define d64_128 d23
2047
2048#define d128_4 q12
2049#define d128_0x7 q13
2050
2051#define d64_4 d24
2052
2053#define dither_offsets q14
2054#define draw_mask q15
2055
2056#define dither_offsets_low d28
2057
2058#define rg_dx d0
2059#define test_mask q10
2060
2061
2062#define setup_blocks_shaded_untextured_dither_a_dithered() \
2063 vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low; \
2064 vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets; \
2065
2066#define setup_blocks_shaded_untextured_dither_b_dithered() \
2067 vqsub.u8 r_whole_8, r_whole_8, d64_4; \
2068 vqsub.u8 gb_whole_8, gb_whole_8, d128_4 \
2069
2070#define setup_blocks_shaded_untextured_dither_a_undithered() \
2071
2072#define setup_blocks_shaded_untextured_dither_b_undithered() \
2073
2074
2075#define setup_blocks_shaded_untextured_indirect_builder(dithering) \
2076.align 3; \
2077 \
2078function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \
2079 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2080 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2081 \
2082 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2083 \
2084 cmp num_spans, #0; \
2085 bxeq lr; \
2086 \
2087 stmdb sp!, { r4 - r11, r14 }; \
2088 vshl.u32 rg_dx4, rg_dx, #2; \
2089 \
2090 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2091 vshl.u32 rg_dx8, rg_dx, #3; \
2092 \
2093 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2094 \
2095 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2096 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2097 \
2098 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2099 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2100 \
2101 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
2102 vmov.u8 d64_1, #1; \
2103 \
2104 vmov.u8 d128_4, #4; \
2105 vmov.u8 d64_128, #128; \
2106 \
2107 vmov.u8 d128_0x7, #0x7; \
2108 \
2109 0: \
2110 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2111 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2112 \
2113 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 2114 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
2115 \
2116 cmp span_num_blocks, #0; \
2117 beq 1f; \
2118 \
2119 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2120 add num_blocks, span_num_blocks, num_blocks; \
2121 \
2122 cmp num_blocks, #MAX_BLOCKS; \
2123 bgt 2f; \
2124 \
2125 3: \
2126 ldr b, [ span_b_offset ]; \
2127 add fb_ptr, fb_ptr, y, lsl #11; \
2128 \
2129 vdup.u32 v_left_x, left_x; \
2130 and y, y, #0x3; \
2131 \
2132 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2133 add fb_ptr, fb_ptr, left_x, lsl #1; \
2134 \
2135 mla b, b_dx, left_x, b; \
2136 and dither_shift, left_x, #0x03; \
2137 \
2138 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2139 vshr.u32 rg_dx, rg_dx4, #2; \
2140 \
2141 mov dither_shift, dither_shift, lsl #3; \
2142 vmla.u32 rg, rg_dx, v_left_x; \
2143 \
2144 mov c_64, #64; \
2145 subs span_num_blocks, span_num_blocks, #1; \
2146 \
2147 mov dither_row, dither_row, ror dither_shift; \
2148 mov b_dx4, b_dx, lsl #2; \
2149 \
2150 vdup.u32 dither_offsets, dither_row; \
2151 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2152 \
2153 vdup.u32 b_block, b; \
2154 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2155 \
2156 mov b_dx8, b_dx, lsl #3; \
2157 vdup.u32 r_block, rg[0]; \
2158 vdup.u32 g_block, rg[1]; \
2159 \
2160 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2161 \
2162 vadd.u32 r_block, r_block, block_span; \
2163 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2164 \
2165 vadd.u32 g_block, g_block, block_span; \
2166 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2167 \
2168 vadd.u32 b_block, b_block, block_span; \
2169 add block_ptr_b, block_ptr_a, #16; \
2170 \
2171 vshrn.u32 r_whole_low, r_block, #16; \
2172 vshrn.u32 g_whole_low, g_block, #16; \
2173 vshrn.u32 b_whole_low, b_block, #16; \
2174 vdup.u32 dx4, rg_dx4[0]; \
2175 \
2176 vaddhn.u32 r_whole_high, r_block, dx4; \
2177 vdup.u32 dx4, rg_dx4[1]; \
2178 \
2179 vaddhn.u32 g_whole_high, g_block, dx4; \
2180 vdup.u32 dx4, b_dx4; \
2181 \
2182 vaddhn.u32 b_whole_high, b_block, dx4; \
2183 vdup.u32 dx8, rg_dx8[0]; \
2184 \
2185 vadd.u32 r_block, r_block, dx8; \
2186 vdup.u32 dx8, rg_dx8[1]; \
2187 \
2188 vadd.u32 g_block, g_block, dx8; \
2189 vdup.u32 dx8, b_dx8; \
2190 \
2191 vadd.u32 b_block, b_block, dx8; \
2192 \
2193 vmovn.u16 r_whole_8, r_whole; \
2194 vmovn.u16 g_whole_8, g_whole; \
2195 vmovn.u16 b_whole_8, b_whole; \
2196 \
2197 beq 5f; \
2198 veor.u32 draw_mask, draw_mask, draw_mask; \
2199 \
2200 4: \
2201 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2202 vshrn.u32 r_whole_low, r_block, #16; \
2203 \
2204 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2205 vshrn.u32 g_whole_low, g_block, #16; \
2206 \
2207 vshrn.u32 b_whole_low, b_block, #16; \
2208 str fb_ptr, [ block_ptr_a, #44 ]; \
2209 \
2210 vdup.u32 dx4, rg_dx4[0]; \
2211 vshr.u8 r_whole_8, r_whole_8, #3; \
2212 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2213 \
2214 vaddhn.u32 r_whole_high, r_block, dx4; \
2215 vdup.u32 dx4, rg_dx4[1]; \
2216 \
2217 vaddhn.u32 g_whole_high, g_block, dx4; \
2218 vdup.u32 dx4, b_dx4; \
2219 \
2220 vaddhn.u32 b_whole_high, b_block, dx4; \
2221 vdup.u32 dx8, rg_dx8[0]; \
2222 \
2223 vmull.u8 pixels, r_whole_8, d64_1; \
2224 vmlal.u8 pixels, g_whole_8, d64_4; \
2225 vmlal.u8 pixels, b_whole_8, d64_128; \
2226 \
2227 vadd.u32 r_block, r_block, dx8; \
2228 vdup.u32 dx8, rg_dx8[1]; \
2229 \
2230 vadd.u32 g_block, g_block, dx8; \
2231 vdup.u32 dx8, b_dx8; \
2232 \
2233 vadd.u32 b_block, b_block, dx8; \
2234 add fb_ptr, fb_ptr, #16; \
2235 \
2236 vmovn.u16 r_whole_8, r_whole; \
2237 vmovn.u16 g_whole_8, g_whole; \
2238 vmovn.u16 b_whole_8, b_whole; \
2239 \
2240 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2241 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2242 \
2243 pld [ fb_ptr ]; \
2244 \
2245 subs span_num_blocks, span_num_blocks, #1; \
2246 bne 4b; \
2247 \
2248 5: \
2249 str fb_ptr, [ block_ptr_a, #44 ]; \
2250 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2251 \
2252 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
2253 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2254 \
2255 vshr.u8 r_whole_8, r_whole_8, #3; \
2256 vdup.u8 draw_mask, right_mask; \
2257 \
2258 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2259 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
2260 \
2261 vtst.u16 draw_mask, draw_mask, test_mask; \
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 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2268 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2269 \
2270 1: \
2271 add span_uvrg_offset, span_uvrg_offset, #16; \
2272 add span_b_offset, span_b_offset, #4; \
2273 \
2274 add span_edge_data, span_edge_data, #8; \
2275 subs num_spans, num_spans, #1; \
2276 \
2277 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2278 bne 0b; \
2279 \
2280 ldmia sp!, { r4 - r11, pc }; \
2281 \
2282 2: \
2283 /* TODO: Load from psx_gpu instead of saving/restoring these */\
2284 vpush { rg_dx4 }; \
2285 \
2286 stmdb sp!, { r0 - r3, r12, r14 }; \
2287 bl flush_render_block_buffer; \
2288 ldmia sp!, { r0 - r3, r12, r14 }; \
2289 \
2290 vpop { rg_dx4 }; \
2291 \
2292 vmov.u8 d64_1, #1; \
2293 vmov.u8 d128_4, #4; \
2294 vmov.u8 d64_128, #128; \
2295 vmov.u8 d128_0x7, #0x7; \
2296 \
2297 vadd.u32 rg_dx8, rg_dx4, rg_dx4; \
2298 \
2299 mov num_blocks, span_num_blocks; \
2300 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2301 bal 3b \
2302
2303
2304setup_blocks_shaded_untextured_indirect_builder(undithered)
2305setup_blocks_shaded_untextured_indirect_builder(dithered)
2306
2307
2308#undef draw_mask
2309
2310#define mask_msb_ptr r14
2311
2312#define draw_mask q0
2313#define pixels_low d16
3867c6ef 2314#define pixels_high d17
75e28f62
E
2315
2316
2317
2318#define setup_blocks_shaded_untextured_direct_builder(dithering) \
2319.align 3; \
2320 \
2321function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \
2322 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2323 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2324 \
2325 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2326 \
2327 cmp num_spans, #0; \
2328 bxeq lr; \
2329 \
2330 stmdb sp!, { r4 - r11, r14 }; \
2331 vshl.u32 rg_dx4, rg_dx, #2; \
2332 \
2333 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2334 vshl.u32 rg_dx8, rg_dx, #3; \
2335 \
2336 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2337 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2338 \
2339 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2340 vmov.u8 d64_1, #1; \
2341 \
2342 vmov.u8 d128_4, #4; \
2343 vmov.u8 d64_128, #128; \
2344 \
2345 vmov.u8 d128_0x7, #0x7; \
2346 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
2347 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
2348 \
2349 0: \
2350 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2351 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2352 \
2353 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 2354 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
2355 \
2356 cmp span_num_blocks, #0; \
2357 beq 1f; \
2358 \
2359 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2360 add fb_ptr, fb_ptr, y, lsl #11; \
2361 \
2362 ldr b, [ span_b_offset ]; \
2363 vdup.u32 v_left_x, left_x; \
2364 and y, y, #0x3; \
2365 \
2366 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2367 add fb_ptr, fb_ptr, left_x, lsl #1; \
2368 \
2369 mla b, b_dx, left_x, b; \
2370 and dither_shift, left_x, #0x03; \
2371 \
2372 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2373 vshr.u32 rg_dx, rg_dx4, #2; \
2374 \
2375 mov dither_shift, dither_shift, lsl #3; \
2376 vmla.u32 rg, rg_dx, v_left_x; \
2377 \
2378 subs span_num_blocks, span_num_blocks, #1; \
2379 \
2380 mov dither_row, dither_row, ror dither_shift; \
2381 mov b_dx4, b_dx, lsl #2; \
2382 \
2383 vdup.u32 dither_offsets, dither_row; \
2384 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2385 \
2386 vdup.u32 b_block, b; \
2387 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2388 \
2389 mov b_dx8, b_dx, lsl #3; \
2390 vdup.u32 r_block, rg[0]; \
2391 vdup.u32 g_block, rg[1]; \
2392 \
2393 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2394 \
2395 vadd.u32 r_block, r_block, block_span; \
2396 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2397 \
2398 vadd.u32 g_block, g_block, block_span; \
2399 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2400 \
2401 vadd.u32 b_block, b_block, block_span; \
2402 add block_ptr_b, block_ptr_a, #16; \
2403 \
2404 vshrn.u32 r_whole_low, r_block, #16; \
2405 vshrn.u32 g_whole_low, g_block, #16; \
2406 vshrn.u32 b_whole_low, b_block, #16; \
2407 vdup.u32 dx4, rg_dx4[0]; \
2408 \
2409 vaddhn.u32 r_whole_high, r_block, dx4; \
2410 vdup.u32 dx4, rg_dx4[1]; \
2411 \
2412 vaddhn.u32 g_whole_high, g_block, dx4; \
2413 vdup.u32 dx4, b_dx4; \
2414 \
2415 vaddhn.u32 b_whole_high, b_block, dx4; \
2416 vdup.u32 dx8, rg_dx8[0]; \
2417 \
2418 vadd.u32 r_block, r_block, dx8; \
2419 vdup.u32 dx8, rg_dx8[1]; \
2420 \
2421 vadd.u32 g_block, g_block, dx8; \
2422 vdup.u32 dx8, b_dx8; \
2423 \
2424 vadd.u32 b_block, b_block, dx8; \
2425 \
2426 vmovn.u16 r_whole_8, r_whole; \
2427 vmovn.u16 g_whole_8, g_whole; \
2428 vmovn.u16 b_whole_8, b_whole; \
2429 \
2430 beq 3f; \
2431 \
2432 2: \
2433 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2434 vshrn.u32 r_whole_low, r_block, #16; \
2435 \
2436 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2437 vshrn.u32 g_whole_low, g_block, #16; \
2438 \
2439 vshrn.u32 b_whole_low, b_block, #16; \
2440 \
2441 vdup.u32 dx4, rg_dx4[0]; \
2442 vshr.u8 r_whole_8, r_whole_8, #3; \
2443 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2444 \
2445 vaddhn.u32 r_whole_high, r_block, dx4; \
2446 vdup.u32 dx4, rg_dx4[1]; \
2447 \
2448 vmov pixels, msb_mask; \
2449 vaddhn.u32 g_whole_high, g_block, dx4; \
2450 vdup.u32 dx4, b_dx4; \
2451 \
2452 vaddhn.u32 b_whole_high, b_block, dx4; \
2453 vdup.u32 dx8, rg_dx8[0]; \
2454 \
2455 vmlal.u8 pixels, r_whole_8, d64_1; \
2456 vmlal.u8 pixels, g_whole_8, d64_4; \
2457 vmlal.u8 pixels, b_whole_8, d64_128; \
2458 \
2459 vadd.u32 r_block, r_block, dx8; \
2460 vdup.u32 dx8, rg_dx8[1]; \
2461 \
2462 vadd.u32 g_block, g_block, dx8; \
2463 vdup.u32 dx8, b_dx8; \
2464 \
2465 vadd.u32 b_block, b_block, dx8; \
2466 \
2467 vmovn.u16 r_whole_8, r_whole; \
2468 vmovn.u16 g_whole_8, g_whole; \
2469 vmovn.u16 b_whole_8, b_whole; \
2470 \
2471 vst1.u32 { pixels }, [ fb_ptr ]!; \
2472 subs span_num_blocks, span_num_blocks, #1; \
2473 bne 2b; \
2474 \
2475 3: \
2476 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2477 \
3867c6ef 2478 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
75e28f62
E
2479 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2480 \
2481 vshr.u8 r_whole_8, r_whole_8, #3; \
3867c6ef 2482 rbit right_mask, right_mask; \
75e28f62
E
2483 vmov pixels, msb_mask; \
2484 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
3867c6ef 2485 clz right_mask, right_mask; \
75e28f62
E
2486 \
2487 vmlal.u8 pixels, r_whole_8, d64_1; \
2488 vmlal.u8 pixels, g_whole_8, d64_4; \
2489 vmlal.u8 pixels, b_whole_8, d64_128; \
2490 \
3867c6ef
E
2491 ldr pc, [ pc, right_mask, lsl #2 ]; \
2492 nop; \
2493 nop; \
2494 .word 4f; \
2495 .word 5f; \
2496 .word 6f; \
2497 .word 7f; \
2498 .word 8f; \
2499 .word 9f; \
2500 .word 10f; \
2501 .word 11f; \
2502 \
75e28f62 2503 4: \
3867c6ef
E
2504 vst1.u16 { pixels_low[0] }, [ fb_ptr ]; \
2505 bal 1f; \
2506 \
2507 5: \
2508 vst1.u32 { pixels_low[0] }, [ fb_ptr ]; \
2509 bal 1f; \
2510 \
2511 6: \
2512 vst1.u32 { pixels_low[0] }, [ fb_ptr ]!; \
2513 vst1.u16 { pixels_low[2] }, [ fb_ptr ]; \
2514 bal 1f; \
2515 \
2516 7: \
2517 vst1.u32 { pixels_low }, [ fb_ptr ]; \
2518 bal 1f; \
2519 \
2520 8: \
2521 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2522 vst1.u16 { pixels_high[0] }, [ fb_ptr ]; \
2523 bal 1f; \
2524 \
2525 9: \
2526 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2527 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2528 bal 1f; \
2529 \
2530 10: \
2531 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2532 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2533 vst1.u16 { pixels_high[2] }, [ fb_ptr ]; \
2534 bal 1f; \
2535 \
2536 11: \
2537 vst1.u32 { pixels }, [ fb_ptr ]; \
2538 bal 1f; \
75e28f62
E
2539 \
2540 1: \
2541 add span_uvrg_offset, span_uvrg_offset, #16; \
2542 add span_b_offset, span_b_offset, #4; \
2543 \
2544 add span_edge_data, span_edge_data, #8; \
2545 subs num_spans, num_spans, #1; \
2546 \
2547 bne 0b; \
2548 \
2549 ldmia sp!, { r4 - r11, pc } \
2550
2551setup_blocks_shaded_untextured_direct_builder(undithered)
2552setup_blocks_shaded_untextured_direct_builder(dithered)
2553
2554
2555#undef psx_gpu
2556#undef num_blocks
2557#undef triangle
2558#undef c_64
2559
2560#define psx_gpu r0
2561#define block_ptr r1
2562#define num_blocks r2
2563#define uv_01 r3
2564#define uv_23 r4
2565#define uv_45 r5
2566#define uv_67 r6
2567#define uv_0 r7
2568#define uv_1 r3
2569#define uv_2 r8
2570#define uv_3 r4
2571#define uv_4 r9
2572#define uv_5 r5
2573#define uv_6 r10
2574#define uv_7 r6
2575#define texture_ptr r11
2576
2577#define pixel_0 r7
2578#define pixel_1 r3
2579#define pixel_2 r8
2580#define pixel_3 r4
2581#define pixel_4 r9
2582#define pixel_5 r5
2583#define pixel_6 r10
2584#define pixel_7 r6
2585
2586#define pixels_a r7
2587#define pixels_b r9
2588#define pixels_c r8
2589#define pixels_d r10
2590
2591#define c_64 r0
2592
2593#define clut_ptr r12
2594#define current_texture_mask r5
2595#define dirty_textures_mask r6
2596
2597#define texels d0
2598
2599#define clut_low_a d2
2600#define clut_low_b d3
2601#define clut_high_a d4
2602#define clut_high_b d5
2603
2604#define clut_a q1
2605#define clut_b q2
2606
2607#define texels_low d6
2608#define texels_high d7
2609
2610.align 3
2611
2612function(texture_blocks_untextured)
2613 bx lr
2614
2615
2616.align 3
2617
2618function(texture_blocks_4bpp)
2619 stmdb sp!, { r3 - r11, r14 }
2620 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2621
2622 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2623 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2624
2625 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2626 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]
2627
2628 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2629 vuzp.u8 clut_a, clut_b
2630
2631 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
2632 tst dirty_textures_mask, current_texture_mask
2633
2634 bne 1f
2635 mov c_64, #64
2636
26370:
2638 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2639
2640 uxtah uv_0, texture_ptr, uv_01
2641 uxtah uv_1, texture_ptr, uv_01, ror #16
2642
2643 uxtah uv_2, texture_ptr, uv_23
2644 uxtah uv_3, texture_ptr, uv_23, ror #16
2645
2646 uxtah uv_4, texture_ptr, uv_45
2647 ldrb pixel_0, [ uv_0 ]
2648
2649 uxtah uv_5, texture_ptr, uv_45, ror #16
2650 ldrb pixel_1, [ uv_1 ]
2651
2652 uxtah uv_6, texture_ptr, uv_67
2653 ldrb pixel_2, [ uv_2 ]
2654
2655 uxtah uv_7, texture_ptr, uv_67, ror #16
2656 ldrb pixel_3, [ uv_3 ]
2657
2658 ldrb pixel_4, [ uv_4 ]
2659 subs num_blocks, num_blocks, #1
2660
2661 ldrb pixel_5, [ uv_5 ]
2662 orr pixels_a, pixel_0, pixel_1, lsl #8
2663
2664 ldrb pixel_6, [ uv_6 ]
2665 orr pixels_b, pixel_4, pixel_5, lsl #8
2666
2667 ldrb pixel_7, [ uv_7 ]
2668 orr pixels_a, pixels_a, pixel_2, lsl #16
2669
2670 orr pixels_b, pixels_b, pixel_6, lsl #16
2671 orr pixels_a, pixels_a, pixel_3, lsl #24
2672
2673 orr pixels_b, pixels_b, pixel_7, lsl #24
2674 vmov.u32 texels, pixels_a, pixels_b
2675
2676 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
2677 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
2678
2679 vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64
2680 bne 0b
2681
2682 ldmia sp!, { r3 - r11, pc }
2683
26841:
2685 stmdb sp!, { r1 - r2 }
2686 bl update_texture_4bpp_cache
2687
2688 mov c_64, #64
2689 ldmia sp!, { r1 - r2 }
2690 bal 0b
2691
2692
2693.align 3
2694
2695function(texture_blocks_8bpp)
2696 stmdb sp!, { r3 - r11, r14 }
2697 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2698
2699 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2700 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2701
2702 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2703 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2704
2705 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]
2706 tst dirty_textures_mask, current_texture_mask
2707
2708 bne 1f
2709 nop
2710
27110:
2712 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2713
2714 uxtah uv_0, texture_ptr, uv_01
2715 uxtah uv_1, texture_ptr, uv_01, ror #16
2716
2717 uxtah uv_2, texture_ptr, uv_23
2718 uxtah uv_3, texture_ptr, uv_23, ror #16
2719
2720 uxtah uv_4, texture_ptr, uv_45
2721 ldrb pixel_0, [ uv_0 ]
2722
2723 uxtah uv_5, texture_ptr, uv_45, ror #16
2724 ldrb pixel_1, [ uv_1 ]
2725
2726 uxtah uv_6, texture_ptr, uv_67
2727 ldrb pixel_2, [ uv_2 ]
2728
2729 uxtah uv_7, texture_ptr, uv_67, ror #16
2730 ldrb pixel_3, [ uv_3 ]
2731
2732 ldrb pixel_4, [ uv_4 ]
2733 add pixel_0, pixel_0, pixel_0
2734
2735 ldrb pixel_5, [ uv_5 ]
2736 add pixel_1, pixel_1, pixel_1
2737
2738 ldrb pixel_6, [ uv_6 ]
2739 add pixel_2, pixel_2, pixel_2
2740
2741 ldrb pixel_7, [ uv_7 ]
2742 add pixel_3, pixel_3, pixel_3
2743
2744 ldrh pixel_0, [ clut_ptr, pixel_0 ]
2745 add pixel_4, pixel_4, pixel_4
2746
2747 ldrh pixel_1, [ clut_ptr, pixel_1 ]
2748 add pixel_5, pixel_5, pixel_5
2749
2750 ldrh pixel_2, [ clut_ptr, pixel_2 ]
2751 add pixel_6, pixel_6, pixel_6
2752
2753 ldrh pixel_3, [ clut_ptr, pixel_3 ]
2754 add pixel_7, pixel_7, pixel_7
2755
2756 ldrh pixel_4, [ clut_ptr, pixel_4 ]
2757 orr pixels_a, pixel_0, pixel_1, lsl #16
2758
2759 ldrh pixel_5, [ clut_ptr, pixel_5 ]
2760 orr pixels_c, pixel_2, pixel_3, lsl #16
2761
2762 ldrh pixel_6, [ clut_ptr, pixel_6 ]
2763 subs num_blocks, num_blocks, #1
2764
2765 ldrh pixel_7, [ clut_ptr, pixel_7 ]
2766 orr pixels_b, pixel_4, pixel_5, lsl #16
2767
2768 orr pixels_d, pixel_6, pixel_7, lsl #16
2769 stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d }
2770
2771 add block_ptr, block_ptr, #64
2772 bne 0b
2773
2774 ldmia sp!, { r3 - r11, pc }
2775
27761:
2777 stmdb sp!, { r1 - r2, r12 }
2778
2779 bl update_texture_8bpp_cache
2780
2781 ldmia sp!, { r1 - r2, r12 }
2782 bal 0b
2783
2784
2785#undef uv_0
2786#undef uv_1
2787#undef uv_2
2788#undef uv_3
2789#undef uv_4
2790#undef uv_5
2791#undef uv_6
2792#undef uv_7
2793
2794#undef pixel_0
2795#undef pixel_1
2796#undef pixel_2
2797#undef pixel_3
2798#undef pixel_4
2799#undef pixel_5
2800#undef pixel_6
2801#undef pixel_7
2802
2803#undef texture_ptr
2804
2805#undef pixels_a
2806#undef pixels_b
2807#undef pixels_c
2808#undef pixels_d
2809
2810#define psx_gpu r0
2811#define block_ptr r1
2812#define num_blocks r2
2813
2814#define uv_0 r3
2815#define uv_1 r4
2816#define u_0 r3
2817#define u_1 r4
2818#define v_0 r5
2819#define v_1 r6
2820
2821#define uv_2 r5
2822#define uv_3 r6
2823#define u_2 r5
2824#define u_3 r6
2825#define v_2 r7
2826#define v_3 r8
2827
2828#define uv_4 r7
2829#define uv_5 r8
2830#define u_4 r7
2831#define u_5 r8
2832#define v_4 r9
2833#define v_5 r10
2834
2835#define uv_6 r9
2836#define uv_7 r10
2837#define u_6 r9
2838#define u_7 r10
2839#define v_6 r11
2840#define v_7 r0
2841
2842#define pixel_0 r3
2843#define pixel_1 r4
2844#define pixel_2 r5
2845#define pixel_3 r6
2846#define pixel_4 r7
2847#define pixel_5 r8
2848#define pixel_6 r9
2849#define pixel_7 r10
2850
2851#define pixels_a r3
2852#define pixels_b r5
2853#define pixels_c r7
2854#define pixels_d r9
2855
2856#define texture_ptr r12
2857
2858
2859.align 3
2860
2861function(texture_blocks_16bpp)
2862 stmdb sp!, { r3 - r11, r14 }
2863 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2864
2865 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2866 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2867
28680:
2869 ldrh uv_0, [ block_ptr ]
2870 subs num_blocks, num_blocks, #1
2871
2872 ldrh uv_1, [ block_ptr, #2 ]
2873
2874 and v_0, uv_0, #0xFF00
2875 and v_1, uv_1, #0xFF00
2876
2877 and u_0, uv_0, #0xFF
2878 and u_1, uv_1, #0xFF
2879
2880 add uv_0, u_0, v_0, lsl #2
2881 ldrh uv_2, [ block_ptr, #4 ]
2882
2883 add uv_1, u_1, v_1, lsl #2
2884 ldrh uv_3, [ block_ptr, #6 ]
2885
2886 add uv_0, uv_0, uv_0
2887 add uv_1, uv_1, uv_1
2888
2889 and v_2, uv_2, #0xFF00
2890 and v_3, uv_3, #0xFF00
2891
2892 and u_2, uv_2, #0xFF
2893 and u_3, uv_3, #0xFF
2894
2895 add uv_2, u_2, v_2, lsl #2
2896 ldrh uv_4, [ block_ptr, #8 ]
2897
2898 add uv_3, u_3, v_3, lsl #2
2899 ldrh uv_5, [ block_ptr, #10 ]
2900
2901 add uv_2, uv_2, uv_2
2902 add uv_3, uv_3, uv_3
2903
2904 and v_4, uv_4, #0xFF00
2905 and v_5, uv_5, #0xFF00
2906
2907 and u_4, uv_4, #0xFF
2908 and u_5, uv_5, #0xFF
2909
2910 add uv_4, u_4, v_4, lsl #2
2911 ldrh uv_6, [ block_ptr, #12 ]
2912
2913 add uv_5, u_5, v_5, lsl #2
2914 ldrh uv_7, [ block_ptr, #14 ]
2915
2916 add uv_4, uv_4, uv_4
2917 ldrh pixel_0, [ texture_ptr, uv_0 ]
2918
2919 add uv_5, uv_5, uv_5
2920 ldrh pixel_1, [ texture_ptr, uv_1 ]
2921
2922 and v_6, uv_6, #0xFF00
2923 ldrh pixel_2, [ texture_ptr, uv_2 ]
2924
2925 and v_7, uv_7, #0xFF00
2926 ldrh pixel_3, [ texture_ptr, uv_3 ]
2927
2928 and u_6, uv_6, #0xFF
2929 ldrh pixel_4, [ texture_ptr, uv_4 ]
2930
2931 and u_7, uv_7, #0xFF
2932 ldrh pixel_5, [ texture_ptr, uv_5 ]
2933
2934 add uv_6, u_6, v_6, lsl #2
2935 add uv_7, u_7, v_7, lsl #2
2936
2937 add uv_6, uv_6, uv_6
2938 add uv_7, uv_7, uv_7
2939
2940 orr pixels_a, pixel_0, pixel_1, lsl #16
2941 orr pixels_b, pixel_2, pixel_3, lsl #16
2942
2943 ldrh pixel_6, [ texture_ptr, uv_6 ]
2944 orr pixels_c, pixel_4, pixel_5, lsl #16
2945
2946 ldrh pixel_7, [ texture_ptr, uv_7 ]
2947 orr pixels_d, pixel_6, pixel_7, lsl #16
2948
2949 stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d }
2950 add block_ptr, block_ptr, #64
2951
2952 bne 0b
2953
2954 ldmia sp!, { r3 - r11, pc }
2955
2956
2957#undef num_blocks
2958
2959#undef test_mask
2960#undef texels
2961#undef pixels_b
2962#undef pixels
2963#undef d64_1
2964#undef d64_4
2965#undef d64_128
2966#undef draw_mask
2967#undef msb_mask
2968#undef msb_mask_low
2969#undef msb_mask_high
2970#undef fb_pixels
2971
2972#undef c_32
2973#undef fb_ptr
2974#undef mask_msb_ptr
2975
2976#define psx_gpu r0
2977#define num_blocks r1
2978#define color_ptr r2
3867c6ef
E
2979#define colors_scalar r2
2980#define colors_scalar_compare r3
75e28f62
E
2981#define mask_msb_ptr r2
2982
2983#define block_ptr_load_a r0
2984#define block_ptr_store r3
2985#define block_ptr_load_b r12
2986#define c_32 r2
2987
2988#define c_48 r4
2989#define fb_ptr r14
2990#define draw_mask_bits_scalar r5
2991
2992#define d128_0x07 q0
2993#define d128_0x1F q1
2994#define d128_0x8000 q2
2995#define test_mask q3
2996#define texels q4
2997#define colors_rg q5
2998#define colors_b_dm_bits q6
2999#define texels_rg q7
3000#define pixels_r q8
3001#define pixels_g q9
3002#define pixels_b q10
3003#define pixels q11
3004#define zero_mask q4
3005#define draw_mask q12
3006#define msb_mask q13
3007
3008#define fb_pixels q8
3009
3010#define pixels_gb_low q9
3011
3012#define colors_r d10
3013#define colors_g d11
3014#define colors_b d12
3015#define draw_mask_bits d13
3016#define texels_r d14
3017#define texels_g d15
3018#define pixels_r_low d16
3019#define pixels_g_low d18
3020#define pixels_b_low d19
3021#define msb_mask_low d26
3022#define msb_mask_high d27
3023
3024#define d64_1 d28
3025#define d64_4 d29
3026#define d64_128 d30
3027#define texels_b d31
3028
3029#define shade_blocks_textured_modulated_prologue_indirect() \
3030 mov c_48, #48; \
3031 add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset \
3032
3033#define shade_blocks_textured_modulated_prologue_direct() \
3034 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3035 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] \
3036
75e28f62 3037
3867c6ef
E
3038#define shade_blocks_textured_modulated_prologue_shaded(dithering, target) \
3039
3040#define shade_blocks_textured_false_modulation_check_undithered(target) \
3041 ldr colors_scalar, [ psx_gpu, #psx_gpu_triangle_color_offset ]; \
3042 movw colors_scalar_compare, #0x8080; \
3043 \
3044 movt colors_scalar_compare, #0x80; \
3045 cmp colors_scalar, colors_scalar_compare; \
3046 beq shade_blocks_textured_unmodulated_##target \
3047
3048#define shade_blocks_textured_false_modulation_check_dithered(target) \
3049
3050#define shade_blocks_textured_modulated_prologue_unshaded(dithering, target) \
3051 shade_blocks_textured_false_modulation_check_##dithering(target); \
75e28f62
E
3052 add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset; \
3053 vld1.u32 { colors_r[] }, [ color_ptr, :32 ]; \
3054 vdup.u8 colors_g, colors_r[1]; \
3055 vdup.u8 colors_b, colors_r[2]; \
3056 vdup.u8 colors_r, colors_r[0] \
3057
3058
3059#define shade_blocks_textured_modulated_load_dithered(target) \
3060 vld1.u32 { target }, [ block_ptr_load_b, :128 ] \
3061
3062#define shade_blocks_textured_modulated_load_last_dithered(target) \
3063 vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32 \
3064
3065#define shade_blocks_textured_modulated_load_undithered(target) \
3066
3067#define shade_blocks_textured_modulated_load_last_undithered(target) \
3068 add block_ptr_load_b, block_ptr_load_b, #32 \
3069
3070#define shade_blocks_textured_modulate_dithered(channel) \
3071 vmlal.u8 pixels_##channel, texels_##channel, colors_##channel \
3072
3073#define shade_blocks_textured_modulate_undithered(channel) \
3074 vmull.u8 pixels_##channel, texels_##channel, colors_##channel \
3075
3076
3077#define shade_blocks_textured_modulated_store_draw_mask_indirect(offset) \
3078 vst1.u32 { draw_mask }, [ block_ptr_store, :128 ]! \
3079
3080#define shade_blocks_textured_modulated_store_draw_mask_direct(offset) \
3081 ldr fb_ptr, [ block_ptr_load_b, #(offset - 64) ]; \
3082 vld1.u32 { fb_pixels }, [ fb_ptr ]; \
3083 vbit.u16 pixels, fb_pixels, draw_mask \
3084
3085#define shade_blocks_textured_modulated_store_pixels_indirect() \
3086 vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48 \
3087
3088#define shade_blocks_textured_modulated_store_pixels_direct() \
3089 vst1.u32 { pixels }, [ fb_ptr ] \
3090
3091
3092#define shade_blocks_textured_modulated_load_rg_shaded() \
3093 vld1.u32 { colors_r, colors_g }, [ block_ptr_load_b, :128 ], c_32 \
3094
3095#define shade_blocks_textured_modulated_load_rg_unshaded() \
3096 add block_ptr_load_b, block_ptr_load_b, #32 \
3097
3098#define shade_blocks_textured_modulated_load_bdm_shaded() \
3099 vld1.u32 { colors_b, draw_mask_bits }, [ block_ptr_load_a, :128 ], c_32 \
3100
3101#define shade_blocks_textured_modulated_load_bdm_unshaded() \
3102 ldr draw_mask_bits_scalar, [ block_ptr_load_a, #8 ]; \
3103 add block_ptr_load_a, block_ptr_load_a, #32 \
3104
3105#define shade_blocks_textured_modulated_expand_draw_mask_shaded() \
3106 vdup.u16 draw_mask, draw_mask_bits[0] \
3107
3108#define shade_blocks_textured_modulated_expand_draw_mask_unshaded() \
3109 vdup.u16 draw_mask, draw_mask_bits_scalar \
3110
3111
3112#define shade_blocks_textured_modulated_apply_msb_mask_indirect() \
3113
3114#define shade_blocks_textured_modulated_apply_msb_mask_direct() \
3115 vorr.u16 pixels, pixels, msb_mask \
3116
3117
3118#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
3119.align 3; \
3120 \
3121function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \
3867c6ef 3122 shade_blocks_textured_modulated_prologue_##shading(dithering, target); \
75e28f62
E
3123 stmdb sp!, { r4 - r5, lr }; \
3124 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3125 \
3126 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
3127 \
3128 shade_blocks_textured_modulated_prologue_##target(); \
75e28f62
E
3129 \
3130 add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset; \
3131 mov c_32, #32; \
3132 \
3133 add block_ptr_load_b, block_ptr_load_a, #16; \
3134 vmov.u8 d64_1, #1; \
3135 vmov.u8 d64_4, #4; \
3136 vmov.u8 d64_128, #128; \
3137 \
3138 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3139 vmov.u8 d128_0x07, #0x07; \
3140 \
3141 shade_blocks_textured_modulated_load_rg_##shading(); \
3142 vmov.u8 d128_0x1F, #0x1F; \
3143 \
3144 shade_blocks_textured_modulated_load_bdm_##shading(); \
3145 vmov.u16 d128_0x8000, #0x8000; \
3146 \
3147 vmovn.u16 texels_r, texels; \
3148 vshrn.u16 texels_g, texels, #5; \
3149 \
3150 vshrn.u16 texels_b, texels, #7; \
3151 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3152 \
3153 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3154 vtst.u16 draw_mask, draw_mask, test_mask; \
3155 \
3156 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3157 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3158 \
3159 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3160 vshr.u8 texels_b, texels_b, #3; \
3161 \
3162 shade_blocks_textured_modulate_##dithering(r); \
3163 shade_blocks_textured_modulate_##dithering(g); \
3164 shade_blocks_textured_modulate_##dithering(b); \
3165 \
3166 vand.u16 pixels, texels, d128_0x8000; \
3167 vceq.u16 zero_mask, texels, #0; \
3168 \
3169 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3170 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3171 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3172 \
3173 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3174 vorr.u16 draw_mask, draw_mask, zero_mask; \
3175 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3176 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3177 \
3178 subs num_blocks, num_blocks, #1; \
3179 beq 1f; \
3180 \
3181 .align 3; \
3182 \
3183 0: \
3184 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3185 shade_blocks_textured_modulated_load_rg_##shading(); \
3186 vshrn.u16 texels_g, texels, #5; \
3187 \
3188 shade_blocks_textured_modulated_load_bdm_##shading(); \
3189 vshrn.u16 texels_b, texels, #7; \
3190 \
3191 vmovn.u16 texels_r, texels; \
3192 vmlal.u8 pixels, pixels_r_low, d64_1; \
3193 \
3194 vmlal.u8 pixels, pixels_g_low, d64_4; \
3195 vmlal.u8 pixels, pixels_b_low, d64_128; \
3196 shade_blocks_textured_modulated_store_draw_mask_##target(-4); \
3197 \
3198 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3199 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3200 \
3201 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3202 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3203 \
3204 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3205 vtst.u16 draw_mask, draw_mask, test_mask; \
3206 \
3207 shade_blocks_textured_modulated_store_pixels_##target(); \
3208 vshr.u8 texels_b, texels_b, #3; \
3209 \
3210 shade_blocks_textured_modulate_##dithering(r); \
3211 shade_blocks_textured_modulate_##dithering(g); \
3212 shade_blocks_textured_modulate_##dithering(b); \
3213 \
3214 vand.u16 pixels, texels, d128_0x8000; \
3215 vceq.u16 zero_mask, texels, #0; \
3216 \
3217 subs num_blocks, num_blocks, #1; \
3218 \
3219 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3220 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3221 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3222 \
3223 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3224 vorr.u16 draw_mask, draw_mask, zero_mask; \
3225 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3226 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3227 \
3228 bne 0b; \
3229 \
3230 1: \
3231 vmlal.u8 pixels, pixels_r_low, d64_1; \
3232 vmlal.u8 pixels, pixels_g_low, d64_4; \
3233 vmlal.u8 pixels, pixels_b_low, d64_128; \
3234 \
3235 shade_blocks_textured_modulated_store_draw_mask_##target(28); \
3236 shade_blocks_textured_modulated_store_pixels_##target(); \
3237 \
3238 ldmia sp!, { r4 - r5, pc } \
3239
3240
3241shade_blocks_textured_modulated_builder(shaded, dithered, direct);
3242shade_blocks_textured_modulated_builder(shaded, undithered, direct);
3243shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
3244shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
3245
3246shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
3247shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
3248shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
3249shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
3250
3251
3252#undef c_64
3253#undef fb_ptr
3254#undef color_ptr
3255
3256#undef color_r
3257#undef color_g
3258#undef color_b
3259
3260#undef test_mask
3261#undef pixels
3262#undef draw_mask
3263#undef zero_mask
3264#undef fb_pixels
3265#undef msb_mask
3266#undef msb_mask_low
3267#undef msb_mask_high
3268
3269#define psx_gpu r0
3270#define num_blocks r1
3271#define mask_msb_ptr r2
3272#define color_ptr r3
3273
3274#define block_ptr_load r0
3275#define draw_mask_store_ptr r3
3276#define draw_mask_bits_ptr r12
3277#define draw_mask_ptr r12
3278#define pixel_store_ptr r14
3279
3280#define fb_ptr_cmp r4
3281
3282#define fb_ptr r3
3283#define fb_ptr_next r14
3284
3285#define c_64 r2
3286
3287#define test_mask q0
3288#define pixels q1
3289#define draw_mask q2
3290#define zero_mask q3
3291#define draw_mask_combined q4
3292#define fb_pixels q5
3293#define fb_pixels_next q6
3294#define msb_mask q7
3295
3296#define draw_mask_low d4
3297#define draw_mask_high d5
3298#define msb_mask_low d14
3299#define msb_mask_high d15
3300
3301.align 3
3302function(shade_blocks_textured_unmodulated_indirect)
3303 str r14, [ sp, #-4 ]
3304 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3305
3306 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3307 add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3308
3309 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3310 add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset
3311
3312 mov c_64, #64
3313 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3314
3315 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3316 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3317 [ draw_mask_bits_ptr, :16 ], c_64
3318 vceq.u16 zero_mask, pixels, #0
3319
3320 vtst.u16 draw_mask, draw_mask, test_mask
3321 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3322
3323 subs num_blocks, num_blocks, #1
3324 beq 1f
3325
3326 0:
3327 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3328 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3329
3330 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3331 [ draw_mask_bits_ptr, :16 ], c_64
3332 vceq.u16 zero_mask, pixels, #0
3333
3334 vtst.u16 draw_mask, draw_mask, test_mask
3335 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3336
3337 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3338 subs num_blocks, num_blocks, #1
3339
3340 bne 0b
3341
3342 1:
3343 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3344 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3345
3346 ldr pc, [ sp, #-4 ]
3347
3348
3349.align 3
3350
3351function(shade_blocks_textured_unmodulated_direct)
3352 stmdb sp!, { r4, r14 }
3353 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3354
3355 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3356 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3357
3358 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3359 mov c_64, #64
3360
3361 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3362 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3363
3364 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3365 [ draw_mask_bits_ptr, :16 ], c_64
3366 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3367
3368 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3369 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3370 vceq.u16 zero_mask, pixels, #0
3371 vtst.u16 draw_mask, draw_mask, test_mask
3372
3373 subs num_blocks, num_blocks, #1
3374 beq 1f
3375
3376 0:
3377 mov fb_ptr, fb_ptr_next
3378 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3379
3380 vorr.u16 pixels, pixels, msb_mask
3381
3382 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3383 vmov fb_pixels, fb_pixels_next
3384
3385 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3386 [ draw_mask_bits_ptr, :16 ], c_64
3387 vbif.u16 fb_pixels, pixels, draw_mask_combined
3388
3389 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3390
3391 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3392 add fb_ptr_cmp, fb_ptr_cmp, #14
3393 cmp fb_ptr_cmp, #28
3394 bls 4f
3395
3396 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3397 vceq.u16 zero_mask, pixels, #0
3398
3399 vst1.u16 { fb_pixels }, [ fb_ptr ]
3400 vtst.u16 draw_mask, draw_mask, test_mask
3401
3402 3:
3403 subs num_blocks, num_blocks, #1
3404 bne 0b
3405
3406 1:
3407 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3408 vbif.u16 fb_pixels_next, pixels, draw_mask_combined
3409
3410 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3411
3412 ldmia sp!, { r4, pc }
3413
3414 4:
3415 vst1.u16 { fb_pixels }, [ fb_ptr ]
3416 vceq.u16 zero_mask, pixels, #0
3417
3418 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3419 vtst.u16 draw_mask, draw_mask, test_mask
3420
3421 bal 3b
3422
3423
3424function(shade_blocks_unshaded_untextured_indirect)
3425 bx lr
3426
3427.align 3
3428
3429function(shade_blocks_unshaded_untextured_direct)
3430 stmdb sp!, { r4, r14 }
3431 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
3432
3433 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3434 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3435
3436 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3437 add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3438
3439 add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
3440 vld1.u16 { pixels }, [ color_ptr, :128 ]
3441
3442 mov c_64, #64
3443 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3444
3445 vorr.u16 pixels, pixels, msb_mask
3446 subs num_blocks, num_blocks, #1
3447
3448 ldr fb_ptr_next, [ block_ptr_load ], #64
3449
3450 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3451 beq 1f
3452
3453 0:
3454 vmov fb_pixels, fb_pixels_next
3455 mov fb_ptr, fb_ptr_next
3456 ldr fb_ptr_next, [ block_ptr_load ], #64
3457
3458 vbif.u16 fb_pixels, pixels, draw_mask
3459 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3460
3461 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3462 add fb_ptr_cmp, fb_ptr_cmp, #14
3463 cmp fb_ptr_cmp, #28
3464 bls 4f
3465
3466 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3467 vst1.u16 { fb_pixels }, [ fb_ptr ]
3468
3469 3:
3470 subs num_blocks, num_blocks, #1
3471 bne 0b
3472
3473 1:
3474 vbif.u16 fb_pixels_next, pixels, draw_mask
3475 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3476
3477 ldmia sp!, { r4, pc }
3478
3479 4:
3480 vst1.u16 { fb_pixels }, [ fb_ptr ]
3481 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3482 bal 3b
3483
3484
3485#undef draw_mask_ptr
3486#undef c_64
3487#undef fb_ptr
3488#undef fb_ptr_next
3489#undef fb_ptr_cmp
3490
3491#define psx_gpu r0
3492#define num_blocks r1
3493#define msb_mask_ptr r2
3494#define pixel_ptr r3
3495#define draw_mask_ptr r0
3496#define c_64 r2
3497#define fb_ptr r12
3498#define fb_ptr_next r14
3499#define fb_ptr_cmp r4
3500
3501#undef msb_mask
3502#undef draw_mask
3503#undef pixels
3504#undef fb_pixels
3505#undef d128_0x8000
3506#undef msb_mask_low
3507#undef msb_mask_high
3508#undef draw_mask_next
3509#undef pixels_g
3510#undef blend_pixels
3511#undef fb_pixels_next
3512
3513#define msb_mask q0
3514#define draw_mask q1
3515#define pixels q2
3516#define fb_pixels q3
3517#define blend_pixels q4
3518#define pixels_no_msb q5
3519#define blend_mask q6
3520#define fb_pixels_no_msb q7
3521#define d128_0x8000 q8
3522#define d128_0x0421 q9
3523#define fb_pixels_next q10
3524#define blend_pixels_next q11
3525#define pixels_next q12
3526#define draw_mask_next q13
3527#define write_mask q14
3528
3529#define pixels_rb q5
3530#define pixels_mg q7
3531#define pixels_g q7
3532#define d128_0x7C1F q8
3533#define d128_0x03E0 q9
3534#define fb_pixels_rb q10
3535#define fb_pixels_g q11
3536#define fb_pixels_masked q11
3537#define d128_0x83E0 q15
3538#define pixels_fourth q7
3539#define d128_0x1C07 q12
3540#define d128_0x00E0 q13
3541#define d128_0x80E0 q13
3542
3543#define msb_mask_low d0
3544#define msb_mask_high d1
3545
3546#define blend_blocks_average_set_blend_mask_textured(source) \
3547 vclt.s16 blend_mask, source, #0 \
3548
3549#define blend_blocks_average_set_stp_bit_textured() \
3550 vorr.u16 blend_pixels, #0x8000 \
3551
3552#define blend_blocks_average_combine_textured(source) \
3553 vbif.u16 blend_pixels, source, blend_mask \
3554
3555#define blend_blocks_average_set_blend_mask_untextured(source) \
3556
3557#define blend_blocks_average_set_stp_bit_untextured() \
3558
3559#define blend_blocks_average_combine_untextured(source) \
3560
3561#define blend_blocks_average_mask_set_on() \
3562 vclt.s16 write_mask, fb_pixels_next, #0 \
3563
3564#define blend_blocks_average_mask_copy_on() \
3565 vorr.u16 draw_mask, draw_mask_next, write_mask \
3566
3567#define blend_blocks_average_mask_copy_b_on() \
3568 vorr.u16 draw_mask_next, draw_mask_next, write_mask \
3569
3570#define blend_blocks_average_mask_set_off() \
3571
3572#define blend_blocks_average_mask_copy_off() \
3573 vmov draw_mask, draw_mask_next \
3574
3575#define blend_blocks_average_mask_copy_b_off() \
3576
3577#define blend_blocks_average_builder(texturing, mask_evaluate) \
3578.align 3; \
3579 \
3580function(blend_blocks_##texturing##_average_##mask_evaluate) \
3581 stmdb sp!, { r4, r14 }; \
3582 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3583 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3584 \
3585 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3586 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3587 \
3588 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3589 mov c_64, #64; \
3590 \
3591 vmov.u16 d128_0x8000, #0x8000; \
3592 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3593 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3594 \
3595 vmov.u16 d128_0x0421, #0x0400; \
3596 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3597 \
3598 vorr.u16 d128_0x0421, #0x0021; \
3599 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3600 \
3601 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3602 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3603 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3604 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3605 blend_blocks_average_mask_set_##mask_evaluate(); \
3606 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3607 \
3608 subs num_blocks, num_blocks, #1; \
3609 beq 1f; \
3610 \
3611 0: \
3612 mov fb_ptr, fb_ptr_next; \
3613 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3614 \
3615 vmov pixels, pixels_next; \
3616 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3617 \
3618 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3619 \
3620 blend_blocks_average_mask_copy_##mask_evaluate(); \
3621 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3622 \
3623 blend_blocks_average_set_blend_mask_##texturing(pixels); \
3624 blend_blocks_average_set_stp_bit_##texturing(); \
3625 vmov fb_pixels, fb_pixels_next; \
3626 blend_blocks_average_combine_##texturing(pixels); \
3627 \
3628 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3629 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3630 cmp fb_ptr_cmp, #28; \
3631 bls 2f; \
3632 \
3633 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3634 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3635 \
3636 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3637 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3638 \
3639 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3640 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3641 \
3642 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3643 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3644 blend_blocks_average_mask_set_##mask_evaluate(); \
3645 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3646 \
3647 3: \
3648 subs num_blocks, num_blocks, #1; \
3649 bne 0b; \
3650 \
3651 1: \
3652 blend_blocks_average_mask_copy_b_##mask_evaluate(); \
3653 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3654 \
3655 blend_blocks_average_set_blend_mask_##texturing(pixels_next); \
3656 blend_blocks_average_set_stp_bit_##texturing(); \
3657 blend_blocks_average_combine_##texturing(pixels_next); \
3658 \
3659 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3660 vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next; \
3661 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3662 \
3663 ldmia sp!, { r4, pc }; \
3664 \
3665 2: \
3666 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3667 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3668 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3669 \
3670 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3671 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3672 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3673 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3674 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3675 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3676 \
3677 bal 3b \
3678
3679blend_blocks_average_builder(textured, off)
3680blend_blocks_average_builder(untextured, off)
3681blend_blocks_average_builder(textured, on)
3682blend_blocks_average_builder(untextured, on)
3683
3684
3685#define blend_blocks_add_mask_set_on() \
3686 vclt.s16 write_mask, fb_pixels, #0 \
3687
3688#define blend_blocks_add_mask_copy_on() \
3689 vorr.u16 draw_mask, draw_mask, write_mask \
3690
3691#define blend_blocks_add_mask_set_off() \
3692
3693#define blend_blocks_add_mask_copy_off() \
3694
3695
3696#define blend_blocks_add_textured_builder(mask_evaluate) \
3697.align 3; \
3698 \
3699function(blend_blocks_textured_add_##mask_evaluate) \
3700 stmdb sp!, { r4, r14 }; \
3701 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3702 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3703 \
3704 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3705 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3706 \
3707 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3708 mov c_64, #64; \
3709 \
3710 vmov.u16 d128_0x7C1F, #0x7C00; \
3711 vmov.u16 d128_0x03E0, #0x0300; \
3712 vmov.u16 d128_0x83E0, #0x8000; \
3713 vorr.u16 d128_0x03E0, #0x00E0; \
3714 vorr.u16 d128_0x7C1F, #0x001F; \
3715 vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0; \
3716 \
3717 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3718 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3719 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3720 vclt.s16 blend_mask, pixels, #0; \
3721 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3722 blend_blocks_add_mask_set_##mask_evaluate(); \
3723 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3724 \
3725 blend_blocks_add_mask_copy_##mask_evaluate(); \
3726 vorr.u16 pixels, pixels, msb_mask; \
3727 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3728 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3729 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3730 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3731 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3732 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3733 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3734 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3735 \
3736 subs num_blocks, num_blocks, #1; \
3737 beq 1f; \
3738 \
3739 0: \
3740 mov fb_ptr, fb_ptr_next; \
3741 \
3742 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3743 \
3744 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3745 vclt.s16 blend_mask, pixels, #0; \
3746 \
3747 vorr.u16 pixels, pixels, msb_mask; \
3748 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3749 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3750 \
3751 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3752 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3753 \
3754 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3755 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3756 cmp fb_ptr_cmp, #28; \
3757 bls 2f; \
3758 \
3759 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3760 blend_blocks_add_mask_set_##mask_evaluate(); \
3761 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3762 blend_blocks_add_mask_copy_##mask_evaluate(); \
3763 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3764 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3765 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3766 \
3767 3: \
3768 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3769 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3770 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3771 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3772 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3773 \
3774 subs num_blocks, num_blocks, #1; \
3775 bne 0b; \
3776 \
3777 1: \
3778 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3779 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3780 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3781 \
3782 ldmia sp!, { r4, pc }; \
3783 \
3784 2: \
3785 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3786 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3787 \
3788 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3789 blend_blocks_add_mask_set_##mask_evaluate(); \
3790 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3791 blend_blocks_add_mask_copy_##mask_evaluate(); \
3792 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3793 bal 3b \
3794
3795
3796#define blend_blocks_add_untextured_builder(mask_evaluate) \
3797.align 3; \
3798 \
3799function(blend_blocks_untextured_add_##mask_evaluate) \
3800 stmdb sp!, { r4, r14 }; \
3801 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3802 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3803 \
3804 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3805 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3806 \
3807 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3808 mov c_64, #64; \
3809 \
3810 vmov.u16 d128_0x7C1F, #0x7C00; \
3811 vmov.u16 d128_0x03E0, #0x0300; \
3812 vorr.u16 d128_0x7C1F, #0x001F; \
3813 vorr.u16 d128_0x03E0, #0x00E0; \
3814 \
3815 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3816 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3817 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3818 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3819 blend_blocks_add_mask_set_##mask_evaluate(); \
3820 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3821 \
3822 blend_blocks_add_mask_copy_##mask_evaluate(); \
3823 vand.u16 pixels_g, pixels, d128_0x03E0; \
3824 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3825 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3826 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3827 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3828 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3829 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3830 \
3831 subs num_blocks, num_blocks, #1; \
3832 beq 1f; \
3833 \
3834 0: \
3835 mov fb_ptr, fb_ptr_next; \
3836 \
3837 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3838 \
3839 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3840 \
3841 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3842 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3843 vand.u16 pixels_g, pixels, d128_0x03E0; \
3844 \
3845 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3846 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3847 \
3848 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3849 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3850 cmp fb_ptr_cmp, #28; \
3851 bls 2f; \
3852 \
3853 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3854 blend_blocks_add_mask_set_##mask_evaluate(); \
3855 blend_blocks_add_mask_copy_##mask_evaluate(); \
3856 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3857 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3858 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3859 \
3860 3: \
3861 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3862 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3863 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3864 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3865 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3866 \
3867 subs num_blocks, num_blocks, #1; \
3868 bne 0b; \
3869 \
3870 1: \
3871 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3872 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3873 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3874 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3875 \
3876 ldmia sp!, { r4, pc }; \
3877 \
3878 2: \
3879 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3880 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3881 \
3882 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3883 blend_blocks_add_mask_set_##mask_evaluate(); \
3884 blend_blocks_add_mask_copy_##mask_evaluate(); \
3885 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3886 bal 3b \
3887
3888
3889blend_blocks_add_textured_builder(off)
3890blend_blocks_add_textured_builder(on)
3891blend_blocks_add_untextured_builder(off)
3892blend_blocks_add_untextured_builder(on)
3893
3894#define blend_blocks_subtract_set_blend_mask_textured() \
3895 vclt.s16 blend_mask, pixels_next, #0 \
3896
3897#define blend_blocks_subtract_combine_textured() \
3898 vbif.u16 blend_pixels, pixels, blend_mask \
3899
3900#define blend_blocks_subtract_set_stb_textured() \
3901 vorr.u16 blend_pixels, #0x8000 \
3902
3903#define blend_blocks_subtract_msb_mask_textured() \
3904 vorr.u16 pixels, pixels_next, msb_mask \
3905
3906#define blend_blocks_subtract_set_blend_mask_untextured() \
3907
3908#define blend_blocks_subtract_combine_untextured() \
3909
3910#define blend_blocks_subtract_set_stb_untextured() \
3911 vorr.u16 blend_pixels, blend_pixels, msb_mask \
3912
3913#define blend_blocks_subtract_msb_mask_untextured() \
3914
3915
3916#define blend_blocks_subtract_mask_set_on() \
3917 vclt.s16 write_mask, fb_pixels, #0 \
3918
3919#define blend_blocks_subtract_mask_copy_on() \
3920 vorr.u16 draw_mask, draw_mask_next, write_mask \
3921
3922#define blend_blocks_subtract_mask_set_off() \
3923
3924#define blend_blocks_subtract_mask_copy_off() \
3925 vmov draw_mask, draw_mask_next \
3926
3927
3928#define blend_blocks_subtract_builder(texturing, mask_evaluate) \
3929.align 3; \
3930 \
3931function(blend_blocks_##texturing##_subtract_##mask_evaluate) \
3932 stmdb sp!, { r4, r14 }; \
3933 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3934 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3935 \
3936 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3937 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3938 \
3939 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3940 mov c_64, #64; \
3941 \
3942 vmov.u16 d128_0x7C1F, #0x7C00; \
3943 vmov.u16 d128_0x03E0, #0x0300; \
3944 vorr.u16 d128_0x7C1F, #0x001F; \
3945 vorr.u16 d128_0x03E0, #0x00E0; \
3946 \
3947 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3948 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3949 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3950 blend_blocks_subtract_set_blend_mask_##texturing(); \
3951 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3952 blend_blocks_subtract_mask_set_##mask_evaluate(); \
3953 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
3954 \
3955 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
3956 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3957 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3958 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3959 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3960 \
3961 subs num_blocks, num_blocks, #1; \
3962 beq 1f; \
3963 \
3964 0: \
3965 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
3966 mov fb_ptr, fb_ptr_next; \
3967 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3968 \
3969 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3970 blend_blocks_subtract_msb_mask_##texturing(); \
3971 \
3972 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3973 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3974 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
3975 blend_blocks_subtract_set_stb_##texturing(); \
3976 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
3977 blend_blocks_subtract_combine_##texturing(); \
3978 blend_blocks_subtract_set_blend_mask_##texturing(); \
3979 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3980 \
3981 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3982 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3983 cmp fb_ptr_cmp, #28; \
3984 bls 2f; \
3985 \
3986 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3987 blend_blocks_subtract_mask_set_##mask_evaluate(); \
3988 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3989 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3990 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3991 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3992 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3993 \
3994 3: \
3995 subs num_blocks, num_blocks, #1; \
3996 bne 0b; \
3997 \
3998 1: \
3999 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
4000 \
4001 blend_blocks_subtract_msb_mask_##texturing(); \
4002 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4003 blend_blocks_subtract_set_stb_##texturing(); \
4004 blend_blocks_subtract_combine_##texturing(); \
4005 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4006 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4007 \
4008 ldmia sp!, { r4, pc }; \
4009 \
4010 2: \
4011 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4012 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4013 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4014 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4015 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4016 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4017 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4018 bal 3b \
4019
4020
4021blend_blocks_subtract_builder(textured, off)
4022blend_blocks_subtract_builder(textured, on)
4023blend_blocks_subtract_builder(untextured, off)
4024blend_blocks_subtract_builder(untextured, on)
4025
4026
4027#define blend_blocks_add_fourth_textured_builder(mask_evaluate) \
4028.align 3; \
4029 \
4030function(blend_blocks_textured_add_fourth_##mask_evaluate) \
4031 stmdb sp!, { r4, r14 }; \
4032 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4033 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4034 \
4035 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4036 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4037 \
4038 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4039 mov c_64, #64; \
4040 \
4041 vmov.u16 d128_0x7C1F, #0x7C00; \
4042 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62 4043 vmov.u16 d128_0x1C07, #0x1C00; \
d1c75d1e 4044 vmov.u16 d128_0x00E0, #0x00E0; \
75e28f62
E
4045 vorr.u16 d128_0x7C1F, #0x001F; \
4046 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62 4047 vorr.u16 d128_0x1C07, #0x0007; \
75e28f62
E
4048 \
4049 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4050 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4051 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4052 vclt.s16 blend_mask, pixels, #0; \
4053 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4054 blend_blocks_add_mask_set_##mask_evaluate(); \
4055 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4056 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
75e28f62
E
4057 \
4058 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4059 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4060 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4061 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4062 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4063 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4064 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4065 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4066 \
4067 subs num_blocks, num_blocks, #1; \
4068 beq 1f; \
4069 \
4070 0: \
4071 mov fb_ptr, fb_ptr_next; \
75e28f62
E
4072 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4073 \
d1c75d1e
E
4074 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4075 vbif.u16 blend_pixels, pixels, blend_mask; \
4076 \
75e28f62
E
4077 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4078 vclt.s16 blend_mask, pixels, #0; \
75e28f62 4079 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4080 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
75e28f62
E
4081 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4082 \
4083 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4084 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4085 \
4086 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4087 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4088 cmp fb_ptr_cmp, #28; \
4089 bls 2f; \
4090 \
4091 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4092 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4093 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4094 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4095 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
75e28f62
E
4096 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4097 \
4098 3: \
d1c75d1e 4099 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4100 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4101 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4102 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4103 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4104 \
4105 subs num_blocks, num_blocks, #1; \
4106 bne 0b; \
4107 \
4108 1: \
4109 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
d1c75d1e
E
4110 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4111 vbif.u16 blend_pixels, pixels, blend_mask; \
75e28f62
E
4112 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4113 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4114 \
4115 ldmia sp!, { r4, pc }; \
4116 \
4117 2: \
4118 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
d1c75d1e 4119 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
75e28f62
E
4120 \
4121 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4122 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4123 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e 4124 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
75e28f62
E
4125 bal 3b \
4126
4127
d1c75d1e 4128
75e28f62
E
4129#define blend_blocks_add_fourth_untextured_builder(mask_evaluate) \
4130.align 3; \
4131 \
4132function(blend_blocks_untextured_add_fourth_##mask_evaluate) \
4133 stmdb sp!, { r4, r14 }; \
4134 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4135 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4136 \
4137 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4138 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4139 \
4140 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4141 mov c_64, #64; \
4142 \
4143 vmov.u16 d128_0x7C1F, #0x7C00; \
4144 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62
E
4145 vmov.u16 d128_0x1C07, #0x1C00; \
4146 vmov.u16 d128_0x00E0, #0x00E0; \
4147 vorr.u16 d128_0x7C1F, #0x001F; \
4148 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62
E
4149 vorr.u16 d128_0x1C07, #0x0007; \
4150 \
4151 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4152 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4153 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4154 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4155 blend_blocks_add_mask_set_##mask_evaluate(); \
4156 vshr.s16 pixels_fourth, pixels, #2; \
4157 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4158 \
4159 blend_blocks_add_mask_copy_##mask_evaluate(); \
4160 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4161 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4162 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4163 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4164 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4165 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4166 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4167 \
4168 subs num_blocks, num_blocks, #1; \
4169 beq 1f; \
4170 \
4171 0: \
4172 mov fb_ptr, fb_ptr_next; \
75e28f62
E
4173 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4174 \
4175 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4176 \
4177 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4178 vshr.s16 pixels_fourth, pixels, #2; \
4179 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4180 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4181 \
4182 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4183 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4184 \
4185 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4186 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4187 cmp fb_ptr_cmp, #28; \
4188 bls 2f; \
4189 \
4190 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4191 blend_blocks_add_mask_set_##mask_evaluate(); \
4192 blend_blocks_add_mask_copy_##mask_evaluate(); \
4193 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4194 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4195 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4196 \
4197 3: \
4198 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4199 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4200 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4201 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4202 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4203 \
4204 subs num_blocks, num_blocks, #1; \
4205 bne 0b; \
4206 \
4207 1: \
4208 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4209 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4210 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4211 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4212 \
4213 ldmia sp!, { r4, pc }; \
4214 \
4215 2: \
4216 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4217 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4218 \
4219 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4220 blend_blocks_add_mask_set_##mask_evaluate(); \
4221 blend_blocks_add_mask_copy_##mask_evaluate(); \
4222 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4223 bal 3b \
4224
4225
4226blend_blocks_add_fourth_textured_builder(off)
4227blend_blocks_add_fourth_textured_builder(on)
4228blend_blocks_add_fourth_untextured_builder(off)
4229blend_blocks_add_fourth_untextured_builder(on)
4230
4231// TODO: Optimize this more. Need a scene that actually uses it for
4232// confirmation..
4233
4234.align 3
4235
4236function(blend_blocks_textured_unblended_on)
4237 stmdb sp!, { r4, r14 }
4238 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
4239 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4240
4241 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
4242 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
4243
4244 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
4245 mov c_64, #64
4246
4247 ldr fb_ptr, [ pixel_ptr, #28 ]
4248 vld1.u16 { fb_pixels }, [ fb_ptr ]
4249 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4250 vclt.s16 write_mask, fb_pixels, #0
4251 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4252
4253 subs num_blocks, num_blocks, #1
4254 beq 1f
4255
4256 0:
4257 vorr.u16 draw_mask, draw_mask, write_mask
4258 vbif.u16 fb_pixels, pixels, draw_mask
4259 vst1.u16 { fb_pixels }, [ fb_ptr ]
4260
4261 ldr fb_ptr, [ pixel_ptr, #28 ]
4262 vld1.u16 { fb_pixels }, [ fb_ptr ]
4263 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4264 vclt.s16 write_mask, fb_pixels, #0
4265 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4266
4267 subs num_blocks, num_blocks, #1
4268 bne 0b
4269
4270 1:
4271 vorr.u16 draw_mask, draw_mask, write_mask
4272 vbif.u16 fb_pixels, pixels, draw_mask
4273 vst1.u16 { fb_pixels }, [ fb_ptr ]
4274
4275 ldmia sp!, { r4, pc }
4276
4277
4278function(blend_blocks_textured_unblended_off)
4279 bx lr
4280
4281
4282function(warmup)
4283 mov r3, #64
4284 cmp r0, #0
4285 bxeq lr
4286
4287 0:
4288 vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3
4289
4290 subs r0, r0, #1
4291 bne 0b
4292
4293 bx lr
4294
6c4a10c4 4295#undef vram_ptr
75e28f62 4296#undef color
6c4a10c4 4297#undef width
75e28f62 4298#undef height
6c4a10c4 4299#undef pitch
75e28f62
E
4300
4301#define vram_ptr r0
6c4a10c4
E
4302#define color r1
4303#define width r2
4304#define height r3
75e28f62 4305
6c4a10c4 4306#define pitch r1
75e28f62 4307
6c4a10c4 4308#define num_width r12
75e28f62 4309
87c45ad1
E
4310#undef colors_a
4311#undef colors_b
75e28f62 4312
87c45ad1
E
4313#define colors_a q0
4314#define colors_b q1
75e28f62
E
4315
4316.align 3
4317
4318function(render_block_fill_body)
87c45ad1 4319 vdup.u16 colors_a, color
6c4a10c4 4320 mov pitch, #2048
75e28f62 4321
87c45ad1 4322 vmov colors_b, colors_a
75e28f62 4323 sub pitch, pitch, width, lsl #1
75e28f62 4324
6c4a10c4 4325 mov num_width, width
75e28f62 4326
6c4a10c4
E
4327 0:
4328 vst1.u32 { colors_a, colors_b }, [ vram_ptr, :256 ]!
75e28f62 4329
d1c75d1e 4330 subs num_width, num_width, #16
6c4a10c4 4331 bne 0b
75e28f62 4332
75e28f62 4333 add vram_ptr, vram_ptr, pitch
6c4a10c4
E
4334 mov num_width, width
4335
75e28f62
E
4336 subs height, height, #1
4337 bne 0b
75e28f62 4338
6c4a10c4
E
4339 bx lr
4340
75e28f62
E
4341
4342#undef x
4343#undef y
4344#undef width
4345#undef height
4346#undef fb_ptr
4347#undef texture_mask
4348#undef num_blocks
4349#undef temp
4350#undef dirty_textures_mask
4351#undef clut_ptr
4352#undef current_texture_mask
4353
4354#define psx_gpu r0
4355#define x r1
4356#define y r2
4357#define u r3
4358#define v r4
4359#define width r5
4360#define height r6
4361#define offset_u r8
4362#define offset_v r9
4363#define offset_u_right r10
4364#define width_rounded r11
4365#define height_rounded r12
4366
4367#define texture_offset_base r1
4368#define tile_width r2
4369#define tile_height r3
4370#define num_blocks r4
4371#define block r5
4372#define sub_tile_height r6
4373#define fb_ptr r7
4374#define texture_mask r8
4375#define column_data r9
4376#define texture_offset r10
4377#define tiles_remaining r11
4378#define fb_ptr_advance_column r12
4379#define texture_block_ptr r14
4380
4381#define texture_page_ptr r3
4382#define left_block_mask r4
4383#define right_block_mask r5
4384#define texture_mask_rev r10
4385#define control_mask r11
4386
4387#define dirty_textures_mask r4
4388#define clut_ptr r5
4389#define current_texture_mask r6
4390
4391
4392#undef texels
4393#undef clut_low_a
4394#undef clut_low_b
4395#undef clut_high_a
4396#undef clut_high_b
4397#undef clut_a
4398#undef clut_b
4399#undef texels_low
4400#undef texels_high
4401
4402#define texels d0
4403#define draw_masks_fb_ptrs q1
4404
4405#define draw_mask_fb_ptr_left d2
4406#define draw_mask_fb_ptr_right d3
4407
4408#define clut_low_a d4
4409#define clut_low_b d5
4410#define clut_high_a d6
4411#define clut_high_b d7
4412
4413#define block_masks d8
4414#define block_masks_shifted d9
4415
4416#define clut_a q2
4417#define clut_b q3
4418
4419#define texels_low d10
4420#define texels_high d11
4421
4422
4423setup_sprite_flush_blocks_single:
4424 vpush { q1 - q4 }
4425
4426 stmdb sp!, { r0 - r3, r12, r14 }
4427 bl flush_render_block_buffer
4428 ldmia sp!, { r0 - r3, r12, r14 }
4429
4430 vpop { q1 - q4 }
4431
4432 add block, psx_gpu, #psx_gpu_blocks_offset
4433
4434 mov num_blocks, sub_tile_height
4435 bx lr
4436
4437
4438setup_sprite_flush_blocks_double:
4439 vpush { q1 - q4 }
4440
4441 stmdb sp!, { r0 - r3, r12, r14 }
4442 bl flush_render_block_buffer
4443 ldmia sp!, { r0 - r3, r12, r14 }
4444
4445 vpop { q1 - q4 }
4446
4447 add block, psx_gpu, #psx_gpu_blocks_offset
4448
4449 mov num_blocks, sub_tile_height, lsl #1
4450 bx lr
4451
4452
4453setup_sprite_update_texture_4bpp_cache:
4454 stmdb sp!, { r0 - r3, r14 }
4455 bl update_texture_4bpp_cache
4456 ldmia sp!, { r0 - r3, pc }
4457
4458
4459setup_sprite_update_texture_8bpp_cache:
4460 stmdb sp!, { r0 - r3, r14 }
4461 bl update_texture_8bpp_cache
4462 ldmia sp!, { r0 - r3, pc }
4463
4464
4465#define setup_sprite_tiled_initialize_4bpp() \
4466 ldr dirty_textures_mask, \
4467 [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]; \
4468 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
4469 \
4470 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4471 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
4472 \
4473 tst current_texture_mask, dirty_textures_mask; \
4474 vuzp.u8 clut_a, clut_b; \
4475 \
4476 blne setup_sprite_update_texture_4bpp_cache \
4477
4478#define setup_sprite_tiled_initialize_8bpp() \
4479 ldr dirty_textures_mask, \
4480 [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]; \
4481 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4482 \
4483 tst current_texture_mask, dirty_textures_mask; \
4484 blne setup_sprite_update_texture_8bpp_cache \
4485
4486
4487#define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \
4488
4489#define setup_sprite_block_count_single() \
4490 sub_tile_height \
4491
4492#define setup_sprite_block_count_double() \
4493 sub_tile_height, lsl #1 \
4494
4495#define setup_sprite_tile_add_blocks(type) \
4496 add num_blocks, num_blocks, setup_sprite_block_count_##type(); \
4497 cmp num_blocks, #MAX_BLOCKS; \
4498 \
4499 blgt setup_sprite_flush_blocks_##type \
4500
4501
4502#define setup_sprite_tile_full_4bpp(edge) \
4503 setup_sprite_tile_add_blocks(double); \
4504 \
4505 4: \
4506 and texture_block_ptr, texture_offset, texture_mask; \
4507 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4508 \
4509 pld [ fb_ptr ]; \
4510 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4511 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4512 \
4513 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4514 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4515 \
4516 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4517 add texture_block_ptr, texture_offset, #8; \
4518 \
4519 and texture_block_ptr, texture_block_ptr, texture_mask; \
4520 add block, block, #40; \
4521 \
4522 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4523 add fb_ptr, fb_ptr, #16; \
4524 \
4525 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4526 add block, block, #24; \
4527 \
4528 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4529 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4530 \
4531 pld [ fb_ptr ]; \
4532 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4533 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4534 \
4535 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4536 add block, block, #40; \
4537 \
4538 add texture_offset, texture_offset, #0x10; \
4539 add fb_ptr, fb_ptr, #(2048 - 16); \
4540 \
4541 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4542 add block, block, #24; \
4543 \
4544 subs sub_tile_height, sub_tile_height, #1; \
4545 bne 4b; \
4546 \
4547 add texture_offset, texture_offset, #0xF00; \
4548 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4549
4550
4551#define setup_sprite_tile_half_4bpp(edge) \
4552 setup_sprite_tile_add_blocks(single); \
4553 \
4554 4: \
4555 and texture_block_ptr, texture_offset, texture_mask; \
4556 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4557 \
4558 pld [ fb_ptr ]; \
4559 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4560 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4561 \
4562 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4563 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4564 \
4565 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4566 add block, block, #40; \
4567 \
4568 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4569 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4570 \
4571 add block, block, #24; \
4572 add texture_offset, texture_offset, #0x10; \
4573 \
4574 add fb_ptr, fb_ptr, #2048; \
4575 subs sub_tile_height, sub_tile_height, #1; \
4576 \
4577 bne 4b; \
4578 \
4579 add texture_offset, texture_offset, #0xF00; \
4580 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4581
4582
4583#define setup_sprite_tile_full_8bpp(edge) \
4584 setup_sprite_tile_add_blocks(double); \
4585 add block, block, #16; \
4586 \
4587 4: \
4588 and texture_block_ptr, texture_offset, texture_mask; \
4589 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4590 \
4591 pld [ fb_ptr ]; \
4592 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4593 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4594 \
4595 add texture_block_ptr, texture_offset, #8; \
4596 vst1.u32 { texels }, [ block, :64 ]; \
4597 \
4598 and texture_block_ptr, texture_block_ptr, texture_mask; \
4599 add block, block, #24; \
4600 \
4601 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4602 \
4603 add fb_ptr, fb_ptr, #16; \
4604 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4605 \
4606 add block, block, #40; \
4607 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4608 pld [ fb_ptr ]; \
4609 \
4610 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4611 vst1.u32 { texels }, [ block, :64 ]; \
4612 add block, block, #24; \
4613 \
4614 add texture_offset, texture_offset, #0x10; \
4615 add fb_ptr, fb_ptr, #(2048 - 16); \
4616 \
4617 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4618 add block, block, #40; \
4619 \
4620 subs sub_tile_height, sub_tile_height, #1; \
4621 bne 4b; \
4622 \
4623 sub block, block, #16; \
4624 add texture_offset, texture_offset, #0xF00; \
4625 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4626
4627
4628#define setup_sprite_tile_half_8bpp(edge) \
4629 setup_sprite_tile_add_blocks(single); \
4630 add block, block, #16; \
4631 \
4632 4: \
4633 and texture_block_ptr, texture_offset, texture_mask; \
4634 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4635 pld [ fb_ptr ]; \
4636 \
4637 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4638 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4639 \
4640 vst1.u32 { texels }, [ block, :64 ]; \
4641 add block, block, #24; \
4642 \
4643 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4644 add block, block, #40; \
4645 \
4646 add texture_offset, texture_offset, #0x10; \
4647 add fb_ptr, fb_ptr, #2048; \
4648 \
4649 subs sub_tile_height, sub_tile_height, #1; \
4650 bne 4b; \
4651 \
4652 sub block, block, #16; \
4653 add texture_offset, texture_offset, #0xF00; \
4654 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4655
4656
4657#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
4658 add texture_offset, texture_offset_base, #8; \
4659 add fb_ptr, fb_ptr, #16 \
4660
4661#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
4662 mov texture_offset, texture_offset_base \
4663
4664#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
4665 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
4666
4667#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
4668 mov texture_offset, texture_offset_base \
4669
4670#define setup_sprite_tile_column_edge_post_adjust_half_right() \
4671 sub fb_ptr, fb_ptr, #16 \
4672
4673#define setup_sprite_tile_column_edge_post_adjust_half_left() \
4674
4675#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
4676 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
4677
4678#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
4679
4680
4681#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \
4682 mov sub_tile_height, column_data; \
4683 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
4684 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4685 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge) \
4686
4687#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \
4688 and sub_tile_height, column_data, #0xFF; \
4689 mov tiles_remaining, column_data, lsr #16; \
4690 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
4691 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4692 \
4693 subs tiles_remaining, tiles_remaining, #1; \
4694 beq 2f; \
4695 \
4696 3: \
4697 mov sub_tile_height, #16; \
4698 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4699 subs tiles_remaining, tiles_remaining, #1; \
4700 bne 3b; \
4701 \
4702 2: \
4703 uxtb sub_tile_height, column_data, ror #8; \
4704 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
4705 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge) \
4706
4707
4708#define setup_sprite_column_data_single() \
4709 mov column_data, height; \
4710 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] \
4711
4712#define setup_sprite_column_data_multi() \
4713 and height_rounded, height_rounded, #0xF; \
4714 rsb column_data, offset_v, #16; \
4715 \
4716 add height_rounded, height_rounded, #1; \
4717 sub tile_height, tile_height, #1; \
4718 \
4719 orr column_data, column_data, tile_height, lsl #16; \
4720 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]; \
4721 \
4722 orr column_data, column_data, height_rounded, lsl #8 \
4723
4724#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
4725 edge_mode, edge) \
4726 setup_sprite_##texture_mode##_single_##multi_height##_##edge_mode##_##edge: \
4727 setup_sprite_column_data_##multi_height(); \
4728 vext.32 block_masks_shifted, block_masks, block_masks, #1; \
4729 vorr.u32 block_masks, block_masks, block_masks_shifted; \
4730 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4731 vdup.u8 draw_mask_fb_ptr_right, block_masks[1]; \
4732 \
4733 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
4734 texture_mode); \
4735 ldmia sp!, { r4 - r11, pc } \
4736
4737#define setup_sprite_tiled_advance_column() \
4738 add texture_offset_base, texture_offset_base, #0x100; \
4739 tst texture_offset_base, #0xF00; \
4740 subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00) \
4741
4742#define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode, \
4743 right_mode) \
4744 setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode: \
4745 setup_sprite_column_data_##multi_height(); \
4746 mov fb_ptr_advance_column, #32; \
4747 \
4748 sub fb_ptr_advance_column, height, lsl #11; \
4749 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4750 \
4751 vdup.u8 draw_mask_fb_ptr_right, block_masks[1]; \
4752 setup_sprite_tile_column_height_##multi_height(left_mode, right, tm); \
4753 \
4754 subs tile_width, tile_width, #2; \
4755 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4756 \
4757 vmov.u8 draw_masks_fb_ptrs, #0; \
4758 beq 1f; \
4759 \
4760 0: \
4761 setup_sprite_tiled_advance_column(); \
4762 setup_sprite_tile_column_height_##multi_height(full, none, tm); \
4763 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4764 subs tile_width, tile_width, #1; \
4765 bne 0b; \
4766 \
4767 1: \
4768 vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \
4769 vdup.u8 draw_mask_fb_ptr_right, block_masks[5]; \
4770 \
4771 setup_sprite_tiled_advance_column(); \
4772 setup_sprite_tile_column_height_##multi_height(right_mode, left, tm); \
4773 ldmia sp!, { r4 - r11, pc } \
4774
4775
4776// r0: psx_gpu
4777// r1: x
4778// r2: y
4779// r3: u
4780// [ sp ]: v
4781// [ sp + 4 ]: width
4782// [ sp + 8 ]: height
4783// [ sp + 12 ]: color (unused)
4784
4785#define setup_sprite_tiled_builder(texture_mode) \
4786 \
4787setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \
4788setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \
4789setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \
4790setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
4791setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \
4792setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
4793setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \
4794setup_sprite_tile_column_width_single(texture_mode, single, half, right); \
4795setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \
4796setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \
4797setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \
4798setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
4799setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \
4800setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \
4801 \
4802.align 4; \
4803 \
4804function(setup_sprite_##texture_mode) \
4805 stmdb sp!, { r4 - r11, r14 }; \
4806 setup_sprite_tiled_initialize_##texture_mode(); \
4807 \
4808 ldr v, [ sp, #36 ]; \
4809 and offset_u, u, #0xF; \
4810 \
4811 ldr width, [ sp, #40 ]; \
c1817bd9 4812 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
4813 \
4814 ldr height, [ sp, #44 ]; \
4815 add fb_ptr, fb_ptr, y, lsl #11; \
4816 \
4817 add fb_ptr, fb_ptr, x, lsl #1; \
4818 and offset_v, v, #0xF; \
4819 \
4820 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
4821 add width_rounded, offset_u, width; \
4822 \
4823 add height_rounded, offset_v, height; \
4824 add width_rounded, width_rounded, #15; \
4825 \
4826 add height_rounded, height_rounded, #15; \
4827 mov tile_width, width_rounded, lsr #4; \
4828 \
4829 /* texture_offset_base = VH-VL-00-00 */\
4830 mov texture_offset_base, v, lsl #8; \
4831 and offset_u_right, width_rounded, #0xF; \
4832 \
4833 /* texture_offset_base = VH-UH-UL-00 */\
4834 bfi texture_offset_base, u, #4, #8; \
4835 movw right_block_mask, #0xFFFE; \
4836 \
4837 /* texture_offset_base = VH-UH-VL-00 */\
4838 bfi texture_offset_base, v, #4, #4; \
4839 movw left_block_mask, #0xFFFF; \
4840 \
4841 mov tile_height, height_rounded, lsr #4; \
4842 mvn left_block_mask, left_block_mask, lsl offset_u; \
4843 \
4844 /* texture_mask = HH-HL-WH-WL */\
4845 ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]; \
4846 mov right_block_mask, right_block_mask, lsl offset_u_right; \
4847 \
4848 /* texture_mask_rev = WH-WL-HH-HL */\
4849 rev16 texture_mask_rev, texture_mask; \
4850 vmov block_masks, left_block_mask, right_block_mask; \
4851 \
4852 /* texture_mask = HH-HL-HL-WL */\
4853 bfi texture_mask, texture_mask_rev, #4, #4; \
4854 /* texture_mask_rev = 00-00-00-WH */\
4855 mov texture_mask_rev, texture_mask_rev, lsr #12; \
4856 \
4857 /* texture_mask = HH-WH-HL-WL */\
4858 bfi texture_mask, texture_mask_rev, #8, #4; \
4859 and left_block_mask, left_block_mask, #0xFF; \
4860 \
4861 mov control_mask, #0; \
4862 cmp left_block_mask, #0xFF; \
4863 \
4864 uxtb right_block_mask, right_block_mask, ror #8; \
4865 orreq control_mask, control_mask, #0x4; \
4866 \
4867 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4868 cmp right_block_mask, #0xFF; \
4869 \
4870 orreq control_mask, control_mask, #0x8; \
4871 cmp tile_width, #1; \
4872 \
4873 add block, psx_gpu, #psx_gpu_blocks_offset; \
4874 orreq control_mask, control_mask, #0x1; \
4875 \
4876 cmp tile_height, #1; \
4877 add block, block, num_blocks, lsl #6; \
4878 \
4879 orreq control_mask, control_mask, #0x2; \
4880 ldr pc, [ pc, control_mask, lsl #2 ]; \
4881 nop; \
4882 \
4883 .word setup_sprite_##texture_mode##_multi_multi_full_full; \
4884 .word setup_sprite_##texture_mode##_single_multi_full_none; \
4885 .word setup_sprite_##texture_mode##_multi_single_full_full; \
4886 .word setup_sprite_##texture_mode##_single_single_full_none; \
4887 .word setup_sprite_##texture_mode##_multi_multi_half_full; \
4888 .word setup_sprite_##texture_mode##_single_multi_half_right; \
4889 .word setup_sprite_##texture_mode##_multi_single_half_full; \
4890 .word setup_sprite_##texture_mode##_single_single_half_right; \
4891 .word setup_sprite_##texture_mode##_multi_multi_full_half; \
4892 .word setup_sprite_##texture_mode##_single_multi_half_left; \
4893 .word setup_sprite_##texture_mode##_multi_single_full_half; \
4894 .word setup_sprite_##texture_mode##_single_single_half_left; \
4895 .word setup_sprite_##texture_mode##_multi_multi_half_half; \
4896 .word 0x00000000; \
4897 .word setup_sprite_##texture_mode##_multi_single_half_half \
4898
4899
4900setup_sprite_tiled_builder(4bpp);
4901setup_sprite_tiled_builder(8bpp);
4902
4903
4904#undef block_ptr
4905#undef num_blocks
4906#undef clut_ptr
4907
4908#define psx_gpu r0
4909#define block_ptr r0
4910#define num_blocks r1
4911#define clut_ptr r2
4912#define texel_shift_mask r3
4913#define block_pixels_a r4
4914#define block_pixels_b r5
4915#define texel_0 r6
4916#define texel_2 r7
4917#define texel_4 r8
4918#define texel_6 r9
4919#define texel_1 r10
4920#define texel_3 r11
4921#define texel_5 r12
4922#define texel_7 r14
4923#define texels_01 r6
4924#define texels_23 r7
4925#define texels_45 r8
4926#define texels_67 r9
4927
4928function(texture_sprite_blocks_8bpp)
4929 stmdb sp!, { r4 - r11, r14 }
4930 movw texel_shift_mask, #(0xFF << 1)
4931
4932 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4933 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
4934
4935 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
4936 ldr block_pixels_a, [ block_ptr, #16 ]
4937
4938 0:
4939 and texel_0, texel_shift_mask, block_pixels_a, lsl #1
4940 ldr block_pixels_b, [ block_ptr, #20 ]
4941
4942 and texel_1, texel_shift_mask, block_pixels_a, lsr #7
4943 ldrh texel_0, [ clut_ptr, texel_0 ]
4944
4945 and texel_2, texel_shift_mask, block_pixels_a, lsr #15
4946 ldrh texel_1, [ clut_ptr, texel_1 ]
4947
4948 and texel_3, texel_shift_mask, block_pixels_a, lsr #23
4949 ldr block_pixels_a, [ block_ptr, #(64 + 16) ]
4950
4951 ldrh texel_2, [ clut_ptr, texel_2 ]
4952 and texel_4, texel_shift_mask, block_pixels_b, lsl #1
4953
4954 ldrh texel_3, [ clut_ptr, texel_3 ]
4955 and texel_5, texel_shift_mask, block_pixels_b, lsr #7
4956
4957 ldrh texel_4, [ clut_ptr, texel_4 ]
4958 and texel_6, texel_shift_mask, block_pixels_b, lsr #15
4959
4960 ldrh texel_5, [ clut_ptr, texel_5 ]
4961 and texel_7, texel_shift_mask, block_pixels_b, lsr #23
4962
4963 ldrh texel_6, [ clut_ptr, texel_6 ]
4964 orr texels_01, texel_0, texel_1, lsl #16
4965
4966 ldrh texel_7, [ clut_ptr, texel_7 ]
4967 orr texels_23, texel_2, texel_3, lsl #16
4968
4969 orr texels_45, texel_4, texel_5, lsl #16
4970 str texels_01, [ block_ptr, #0 ]
4971
4972 orr texels_67, texel_6, texel_7, lsl #16
4973 str texels_23, [ block_ptr, #4 ]
4974
4975 subs num_blocks, num_blocks, #1
4976 str texels_45, [ block_ptr, #8 ]
4977
4978 str texels_67, [ block_ptr, #12 ]
4979 add block_ptr, block_ptr, #64
4980
4981 bne 0b
4982
4983 ldmia sp!, { r4 - r11, pc }
4984
4985
4986#undef width_rounded
4987#undef texture_mask
4988#undef num_blocks
4989#undef texture_offset
4990
4991#define psx_gpu r0
4992#define x r1
4993#define y r2
4994#define u r3
4995#define v r4
4996#define width r5
4997#define height r6
4998#define left_offset r8
4999#define width_rounded r9
5000#define right_width r10
5001#define block_width r11
5002
5003#define texture_offset_base r1
5004#define texture_mask r2
5005#define texture_page_ptr r3
5006#define num_blocks r4
5007#define block r5
5008#define fb_ptr r7
5009#define texture_offset r8
5010#define blocks_remaining r9
5011#define fb_ptr_pitch r12
5012#define texture_block_ptr r14
5013
5014#define texture_mask_width r2
5015#define texture_mask_height r3
5016#define left_mask_bits r4
5017#define right_mask_bits r5
5018
5019
5020#undef block_masks
5021#undef block_masks_shifted
5022#undef texels
5023
5024#define block_masks d0
5025#define block_masks_shifted d1
5026#define draw_mask_fb_ptr d2
5027#define texels q2
5028
5029
5030setup_sprites_16bpp_flush_single:
5031 vpush { d0 - d2 }
5032
5033 stmdb sp!, { r0 - r3, r12, r14 }
5034 bl flush_render_block_buffer
5035 ldmia sp!, { r0 - r3, r12, r14 }
5036
5037 vpop { d0 - d2 }
5038
5039 add block, psx_gpu, #psx_gpu_blocks_offset
5040 mov num_blocks, #1
5041
5042 bx lr
5043
5044setup_sprites_16bpp_flush_row:
5045 vpush { d0 - d2 }
5046
5047 stmdb sp!, { r0 - r3, r12, r14 }
5048 bl flush_render_block_buffer
5049 ldmia sp!, { r0 - r3, r12, r14 }
5050
5051 vpop { d0 - d2 }
5052
5053 add block, psx_gpu, #psx_gpu_blocks_offset
5054 mov num_blocks, block_width
5055
5056 bx lr
5057
5058function(setup_sprite_16bpp)
5059 stmdb sp!, { r4 - r11, r14 }
c1817bd9 5060 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
5061
5062 ldr v, [ sp, #36 ]
5063 add fb_ptr, fb_ptr, y, lsl #11
5064
5065 ldr width, [ sp, #40 ]
5066 add fb_ptr, fb_ptr, x, lsl #1
5067
5068 ldr height, [ sp, #44 ]
5069 and left_offset, u, #0x7
5070
5071 add texture_offset_base, u, u
5072 add width_rounded, width, #7
5073
5074 add texture_offset_base, v, lsl #11
5075 mov left_mask_bits, #0xFF
5076
5077 ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5078 add width_rounded, width_rounded, left_offset
5079
5080 ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5081 sub fb_ptr, fb_ptr, left_offset, lsl #1
5082
5083 add texture_mask, texture_mask_width, texture_mask_width
5084 mov right_mask_bits, #0xFE
5085
5086 and right_width, width_rounded, #0x7
5087 mvn left_mask_bits, left_mask_bits, lsl left_offset
5088
5089 add texture_mask, texture_mask_height, lsl #11
5090 mov block_width, width_rounded, lsr #3
5091
5092 mov right_mask_bits, right_mask_bits, lsl right_width
5093 movw fb_ptr_pitch, #(2048 + 16)
5094
5095 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
5096 vmov block_masks, left_mask_bits, right_mask_bits
5097
5098 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5099 add block, psx_gpu, #psx_gpu_blocks_offset
5100
6ea0f7bf 5101 bic texture_offset_base, texture_offset_base, #0xF
75e28f62
E
5102 cmp block_width, #1
5103
5104 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5105 add block, block, num_blocks, lsl #6
5106
5107 bne 0f
5108
5109 vext.32 block_masks_shifted, block_masks, block_masks, #1
5110 vorr.u32 block_masks, block_masks, block_masks_shifted
5111 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5112
5113 1:
5114 add num_blocks, num_blocks, #1
5115 cmp num_blocks, #MAX_BLOCKS
5116 blgt setup_sprites_16bpp_flush_single
5117
5118 and texture_block_ptr, texture_offset_base, texture_mask
5119 subs height, height, #1
5120
5121 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5122 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5123
5124 vst1.u32 { texels }, [ block, :128 ]
5125 add block, block, #40
5126
5127 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5128 pld [ fb_ptr ]
5129
5130 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5131
5132 add block, block, #24
5133 add texture_offset_base, texture_offset_base, #2048
5134 add fb_ptr, fb_ptr, #2048
5135 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5136 bne 1b
5137
5138 ldmia sp!, { r4 - r11, pc }
5139
5140 0:
5141 add num_blocks, num_blocks, block_width
5142 mov texture_offset, texture_offset_base
5143
5144 cmp num_blocks, #MAX_BLOCKS
5145 blgt setup_sprites_16bpp_flush_row
5146
5147 add texture_offset_base, texture_offset_base, #2048
5148 and texture_block_ptr, texture_offset, texture_mask
5149
5150 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5151 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5152
5153 vst1.u32 { texels }, [ block, :128 ]
5154 add block, block, #40
5155
5156 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5157 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5158 pld [ fb_ptr ]
5159
5160 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5161 subs blocks_remaining, block_width, #2
5162
5163 add texture_offset, texture_offset, #16
5164 add fb_ptr, fb_ptr, #16
5165
5166 vmov.u8 draw_mask_fb_ptr, #0
5167
5168 add block, block, #24
5169 beq 2f
5170
5171 1:
5172 and texture_block_ptr, texture_offset, texture_mask
5173 subs blocks_remaining, blocks_remaining, #1
5174
5175 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5176 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5177
5178 vst1.u32 { texels }, [ block, :128 ]
5179 add block, block, #40
5180
5181 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5182 pld [ fb_ptr ]
5183
5184 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5185
5186 add texture_offset, texture_offset, #16
5187 add fb_ptr, fb_ptr, #16
5188
5189 add block, block, #24
5190 bne 1b
5191
5192 2:
5193 and texture_block_ptr, texture_offset, texture_mask
5194 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5195
5196 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5197 vdup.u8 draw_mask_fb_ptr, block_masks[4]
5198
5199 vst1.u32 { texels }, [ block, :128 ]
5200 add block, block, #40
5201
5202 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5203 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5204
5205 add block, block, #24
5206 subs height, height, #1
5207
5208 add fb_ptr, fb_ptr, fb_ptr_pitch
5209 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5210
5211 bne 0b
5212
5213 ldmia sp!, { r4 - r11, pc }
5214
5215
5216#undef texture_page_ptr
5217#undef vram_ptr
5218#undef dirty_textures_mask
5219#undef current_texture_mask
5220
5221#define psx_gpu r0
5222#define current_texture_page r1
5223#define texture_page_ptr r2
5224#define vram_ptr_a r3
5225#define current_texture_page_x r12
5226#define current_texture_page_y r4
5227#define dirty_textures_mask r5
5228#define tile_y r6
5229#define tile_x r7
5230#define sub_y r8
5231#define current_texture_mask r9
5232#define c_4096 r10
5233#define vram_ptr_b r11
5234
5235#define texel_block_a d0
5236#define texel_block_b d1
5237#define texel_block_expanded_a q1
5238#define texel_block_expanded_b q2
5239#define texel_block_expanded_ab q2
5240#define texel_block_expanded_c q3
5241#define texel_block_expanded_d q4
5242#define texel_block_expanded_cd q3
5243
5244function(update_texture_4bpp_cache)
5245 stmdb sp!, { r4 - r11, r14 }
5246 vpush { q0 - q3 }
5247
5248 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5249
3867c6ef 5250 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
5251 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5252
5253 and current_texture_page_x, current_texture_page, #0xF
5254 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
5255
5256 mov current_texture_page_y, current_texture_page, lsr #4
5257 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5258
5259 add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
5260 mov tile_y, #16
5261
5262 add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7
5263 bic dirty_textures_mask, current_texture_mask
5264
5265 mov tile_x, #16
5266 str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5267
5268 mov sub_y, #8
5269 movw c_4096, #4096
5270
5271 add vram_ptr_b, vram_ptr_a, #2048
5272
5273 0:
5274 vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096
5275 vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096
5276
5277 vmovl.u8 texel_block_expanded_a, texel_block_a
5278 vshll.u8 texel_block_expanded_b, texel_block_a, #4
5279 vmovl.u8 texel_block_expanded_c, texel_block_b
5280 vshll.u8 texel_block_expanded_d, texel_block_b, #4
5281
5282 vbic.u16 texel_block_expanded_a, #0x00F0
5283 vbic.u16 texel_block_expanded_b, #0x00F0
5284 vbic.u16 texel_block_expanded_c, #0x00F0
5285 vbic.u16 texel_block_expanded_d, #0x00F0
5286
5287 vorr.u16 texel_block_expanded_ab, texel_block_expanded_a, \
5288 texel_block_expanded_b
5289 vorr.u16 texel_block_expanded_cd, texel_block_expanded_c, \
5290 texel_block_expanded_d
5291
5292 vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \
5293 [ texture_page_ptr, :256 ]!
5294
5295 subs sub_y, sub_y, #1
5296 bne 0b
5297
5298 mov sub_y, #8
5299 add vram_ptr_a, vram_ptr_a, #8
5300 add vram_ptr_b, vram_ptr_b, #8
5301
5302 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5303 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5304
5305 subs tile_x, tile_x, #1
5306 bne 0b
5307
5308 mov tile_x, #16
5309 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5310 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5311
5312 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5313 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5314
5315 subs tile_y, tile_y, #1
5316 bne 0b
5317
5318 vpop { q0 - q3 }
5319 ldmia sp!, { r4 - r11, pc }
5320
5321
5322#undef current_texture_page
5323
5324#define psx_gpu r0
5325#define texture_page r1
5326#define texture_page_ptr r2
5327#define vram_ptr_a r3
5328#define texture_page_x r12
5329#define texture_page_y r4
5330#define current_texture_page r5
5331#define tile_y r6
5332#define tile_x r7
5333#define sub_y r8
5334#define c_4096 r10
5335#define vram_ptr_b r11
5336
5337
5338#undef texels_a
5339#undef texels_b
5340
5341#define texels_a q0
5342#define texels_b q1
5343#define texels_c q2
5344#define texels_d q3
5345
5346
5347function(update_texture_8bpp_cache_slice)
5348 stmdb sp!, { r4 - r11, r14 }
5349 vpush { q0 - q3 }
5350
5351 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5352 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5353
3867c6ef 5354 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
5355 mov tile_y, #16
5356
5357 and texture_page_x, texture_page, #0xF
5358 mov texture_page_y, texture_page, lsr #4
5359
5360 add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7
5361 mov tile_x, #8
5362
5363 add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
5364 eor current_texture_page, current_texture_page, texture_page
5365
5366 ands current_texture_page, current_texture_page, #0x1
5367 mov sub_y, #4
5368
5369 addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
5370 movw c_4096, #4096
5371
5372 add vram_ptr_b, vram_ptr_a, #2048
5373
5374 0:
5375 vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096
5376 vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096
5377 vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096
5378 vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096
5379
5380 vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]!
5381 vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]!
5382
5383 subs sub_y, sub_y, #1
5384 bne 0b
5385
5386 mov sub_y, #4
5387
5388 add vram_ptr_a, vram_ptr_a, #16
5389 add vram_ptr_b, vram_ptr_b, #16
5390
5391 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5392 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5393
5394 subs tile_x, tile_x, #1
5395 bne 0b
5396
5397 mov tile_x, #8
5398
5399 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5400 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5401
5402 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5403 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5404
5405 subs tile_y, tile_y, #1
5406 add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
5407
5408 bne 0b
5409
5410 vpop { q0 - q3 }
5411 ldmia sp!, { r4 - r11, pc }
5412