frontend: add toggle FPS option
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_arm_neon.S
CommitLineData
75e28f62
E
1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
59d15d23 3 * Copyright (C) 2012 GraÅžvydas Ignotas "notaz" <notasas@gmail.com>
75e28f62
E
4 *
5 * This program is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU General Public License as
7 * published by the Free Software Foundation; either version 2 of
8 * the License, or (at your option) any later version.
9 *
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * General Public License for more details.
14 */
15
16#define MAX_SPANS 512
17#define MAX_BLOCKS 64
18#define MAX_BLOCKS_PER_ROW 128
19
f0931e56 20#define RENDER_STATE_MASK_EVALUATE 0x20
21#define RENDER_FLAGS_MODULATE_TEXELS 0x1
22#define RENDER_FLAGS_BLEND 0x2
23
cb88320b 24#include "psx_gpu_offsets.h"
75e28f62 25
cb88320b 26#define psx_gpu_b_dx_offset (psx_gpu_b_block_span_offset + 4)
75e28f62 27
75e28f62
E
28#define edge_data_left_x_offset 0
29#define edge_data_num_blocks_offset 2
30#define edge_data_right_mask_offset 4
31#define edge_data_y_offset 6
32
33
34#define psx_gpu r0
35#define v_a r1
36#define v_b r2
37#define v_c r3
38
39#define x0 r4
40#define x1 r5
41#define x2 r6
42#define x0_x1 r5
43#define x1_x2 r6
44#define y0 r7
45#define y1 r8
46#define y2 r9
47#define y0_y1 r7
48#define y1_y2 r8
49#define b0 r9
50#define b1 r10
51#define b2 r11
52#define b0_b1 r10
53#define b1_b2 r11
54
55
56#define area_r_s r5
57
58#define g_bx0 r2
59#define g_bx r3
60#define g_bx2 r4
61#define g_bx3 r5
62#define b_base r6
63#define g_by r8
64
65#define gs_bx r7
66#define gs_by r10
67
68#define ga_bx g_bx
69#define ga_by g_by
70
71#define gw_bx_h g_bx
72#define gw_by_h g_by
73
74#define gw_bx_l r11
75#define gw_by_l gw_bx_l
76
77#define store_a r0
78#define store_b r1
79#define store_inc r5
80
81
82#define v0 q0
83#define uvrgb0 d0
84#define x0_y0 d1
85
86#define v1 q1
87#define uvrgb1 d2
88#define x1_y1 d3
89
90#define v2 q2
91#define uvrgb2 d4
92#define x2_y2 d5
93
94#define x0_ab q3
95#define uvrg_xxxx0 q3
96#define uvrg0 d6
97#define xxxx0 d7
98
99#define x1_ab q4
100#define uvrg_xxxx1 q4
101#define uvrg1 d8
102#define xxxx1 d9
103
104#define x2_ab q5
105#define uvrg_xxxx2 q5
106#define uvrg2 d10
107#define xxxx2 d11
108
109#define y0_ab q6
110#define yyyy_uvrg0 q6
111#define yyyy0 d12
112#define uvrg0b d13
113
114#define y1_ab q7
115#define yyyy_uvrg1 q7
116#define yyyy1 d14
117#define uvrg1b d15
118
119#define y2_ab q8
120#define yyyy_uvrg2 q8
121#define yyyy2 d16
122#define uvrg2b d17
123
124#define d0_ab q9
125#define d0_a d18
126#define d0_b d19
127
128#define d1_ab q10
129#define d1_a d20
130#define d1_b d21
131
132#define d2_ab q11
133#define d2_a d22
134#define d2_b d23
135
136#define d3_ab q12
137#define d3_a d24
138#define d3_b d25
139
140#define ga_uvrg_x q1
141#define ga_uvrg_y q4
142
143#define dx x0_x1
144#define dy y0_y1
145#define db b0_b1
146
147#define uvrg_base q11
148
149#define gs_uvrg_x q5
150#define gs_uvrg_y q6
151
152#define g_uvrg_x q1
153#define ga_uv_x d2
154#define g_uv_x d2
155#define ga_rg_x d3
156#define g_rg_x d3
157
158#define g_uvrg_y q4
159#define ga_uv_y d8
160#define g_uv_y d8
161#define ga_rg_y d9
162#define g_rg_y d9
163
164#define gw_uv_x q1
165#define gw_rg_x q2
166#define gw_uv_y q4
167#define gw_rg_y q3
168
169#define w_mask q9
170#define w_mask_l d18
171
172#define r_shift q10
173
174#define uvrg_dx0 q0
175#define uvrg_dx0l d0
176#define uvrg_dx0h d1
177
178#define uvrg_dx1 q1
179#define uvrg_dx1l d2
180#define uvrg_dx1h d3
181
182#define uvrg_dx2 q2
183#define uvrg_dx2l d4
184#define uvrg_dx2h d5
185
186#define uvrg_dx3 q3
187#define uvrg_dx3l d6
188#define uvrg_dx3h d7
189
c6063f89 190#define uvrgb_phase q13
75e28f62
E
191
192.align 4
193
5d834c08 194/* FIXME: users of this should be in psx_gpu instead */
195#ifndef __PIC__
196#define load_pointer(register, pointer) \
197 movw register, :lower16:pointer; \
198 movt register, :upper16:pointer; \
199
200#else
201#define load_pointer(register, pointer) \
202 ldr register, =pointer \
203
204#endif
205
75e28f62
E
206#define function(name) \
207 .global name; \
208 name: \
209
210@ r0: psx_gpu
211@ r1: v_a
212@ r2: v_b
213@ r3: v_c
214
215function(compute_all_gradients)
216 // First compute the triangle area reciprocal and shift. The division will
217 // happen concurrently with much of the work which follows.
218 @ r12 = psx_gpu->triangle_area
219 ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ]
220 stmdb sp!, { r4 - r11, lr }
221
222 @ load exponent of 62 into upper half of double
223 movw r4, #0
224 clz r14, r12 @ r14 = shift
225
226 movt r4, #((62 + 1023) << 4)
227 mov r12, r12, lsl r14 @ r12 = triangle_area_normalized
228
229 @ load area normalized into lower half of double
230 mov r5, r12, lsr #10
231 vmov.f64 d30, r5, r4 @ d30 = (1 << 62) + ta_n
232
233 movt r4, #((1022 + 31) << 4)
234 mov r5, r12, lsl #20
235
236 add r4, r4, r12, lsr #11
237 vmov.f64 d31, r5, r4
238
239 vdiv.f64 d30, d30, d31 @ d30 = ((1 << 62) + ta_n) / ta_n
240
241 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
242 // ( d0 * d1 ) - ( d2 * d3 ) =
243 // ( m0 ) - ( m1 ) = gradient
244
245 // This is split to do 12 elements at a time over three sets: a, b, and c.
246 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
247 // two of the slots are unused.
248
249 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
250 // is g.
251
252 // First type is: uvrg bxxx xxxx
253 // Second type is: yyyy ybyy uvrg
254 // Since x_a and y_c are the same the same variable is used for both.
255
256 vld1.u32 { v0 }, [ v_a, : 128 ] @ v0 = { uvrg0, b0, x0, y0 }
257 ldrsh x0, [ v_a, #8 ] @ load x0
258
259 vld1.u32 { v1 }, [ v_b, : 128 ] @ v1 = { uvrg1, b1, x1, y1}
260 ldrh x1, [ v_b, #8 ] @ load x1
261
262 vld1.u32 { v2 }, [ v_c, : 128 ] @ v2 = { uvrg2, b2, x2, y2 }
263 ldrh x2, [ v_c, #8 ] @ load x2
264
265 vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
266 ldrh y0, [ v_a, #10 ] @ load y0
267
268 vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
269 ldrh y1, [ v_b, #10 ] @ load y1
270
271 vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
272 ldrh y2, [ v_c, #10 ] @ load y2
273
274 vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 }
275 vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 }
276
277 orr x1_x2, x1, x2, lsl #16 @ x1_x2 = { x1, x2 }
278 pkhbt x0_x1, x0, x1, lsl #16 @ x0_x1 = { x0, x1 }
279
280 vmov.u8 uvrg1b, uvrg1 @ uvrg1b = { uv1, rg1 }
281 vdup.u16 xxxx1, x1_y1[0] @ xxxx1 = { xx1, xx1 }
282
283 vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 }
284 vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 }
285
286 ldrb b2, [ v_c, #4 ] @ load b2
287 orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 }
288
289 ldrb b1, [ v_b, #4 ] @ load b1
290 orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 }
291
292 vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 }
293 vsub.s16 d0_ab, x1_ab, x0_ab
294
295 ldrb b0, [ v_a, #4 ] @ load b0
296 orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 }
297
298 vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 }
299 vsub.s16 d2_ab, x2_ab, x1_ab
300
301 vdup.u16 yyyy2, x2_y2[1] @ yyyy2 = { yy2, yy2 }
302 vsub.s16 d1_ab, y2_ab, y1_ab
303
304 orr b0_b1, b0, b1, lsl #16 @ b1_b2 = { b1, b2 }
305 ssub16 dx, x1_x2, x0_x1 @ dx = { x1 - x0, x2 - x1 }
306
307 ssub16 dy, y1_y2, y0_y1 @ dy = { y1 - y0, y2 - y1 }
308 ssub16 db, b1_b2, b0_b1 @ db = { b1 - b0, b2 - b1 }
309
310 vsub.s16 d3_ab, y1_ab, y0_ab
311 smusdx ga_by, dx, db @ ga_by = ((x1 - x0) * (b2 - b1)) -
312 @ ((x2 - X1) * (b1 - b0))
313 vmull.s16 ga_uvrg_x, d0_a, d1_a
314 smusdx ga_bx, db, dy @ ga_bx = ((b1 - b0) * (y2 - y1)) -
315 @ ((b2 - b1) * (y1 - y0))
316 vmlsl.s16 ga_uvrg_x, d2_a, d3_a
317 movs gs_bx, ga_bx, asr #31
318
319 vmull.s16 ga_uvrg_y, d0_b, d1_b
320 rsbmi ga_bx, ga_bx, #0
321
c6063f89 322 @ r12 = psx_gpu->uvrgb_phase
323 ldr r12, [ psx_gpu, #psx_gpu_uvrgb_phase_offset ]
324
75e28f62
E
325 vmlsl.s16 ga_uvrg_y, d2_b, d3_b
326 movs gs_by, ga_by, asr #31
327
328 vshr.u64 d0, d30, #22
c6063f89 329 add b_base, r12, b0, lsl #16
330
331 vdup.u32 uvrgb_phase, r12
75e28f62
E
332
333 rsbmi ga_by, ga_by, #0
334 vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0
335
336 @ r12 = psx_gpu->triangle_winding_offset
337 ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
338 vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0
339
75e28f62
E
340 rsb r12, r12, #0 @ r12 = -(triangle->winding)
341
342 vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w }
343 sub r14, r14, #(62 - 12) @ r14 = shift - (62 - FIXED_BITS)
344
345 vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16
346 vdup.u32 r_shift, r14 @ r_shift = { shift, shift, shift, shift }
347
c6063f89 348 vadd.u32 uvrg_base, uvrgb_phase
75e28f62
E
349 vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x)
350
351 vmov area_r_s, s0 @ area_r_s = triangle_reciprocal
352 vabs.s32 ga_uvrg_y, ga_uvrg_y @ ga_uvrg_y = abs(ga_uvrg_y)
353
354 vmull.u32 gw_rg_x, ga_rg_x, d0[0]
355 vmull.u32 gw_uv_x, ga_uv_x, d0[0]
356 vmull.u32 gw_rg_y, ga_rg_y, d0[0]
357 vmull.u32 gw_uv_y, ga_uv_y, d0[0]
358
359 vshl.u64 gw_rg_x, gw_rg_x, r_shift
360 vshl.u64 gw_uv_x, gw_uv_x, r_shift
361 vshl.u64 gw_rg_y, gw_rg_y, r_shift
362 vshl.u64 gw_uv_y, gw_uv_y, r_shift
363
364 veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
365 vmovn.u64 g_uv_x, gw_uv_x
366
367 veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
368 vmovn.u64 g_rg_x, gw_rg_x
369
370 veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
371 vmovn.u64 g_uv_y, gw_uv_y
372
373 vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
374 vmovn.u64 g_rg_y, gw_rg_y
375
376 veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
377 mov ga_bx, ga_bx, lsl #13
378
379 vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
380 mov ga_by, ga_by, lsl #13
381
382 vdup.u32 x0_y0, x0
383 umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
384
385 vshl.u32 g_uvrg_x, g_uvrg_x, #4
386 vshl.u32 g_uvrg_y, g_uvrg_y, #4
387
388 umull gw_by_l, gw_by_h, ga_by, area_r_s
389 vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
390
391 eor gs_bx, gs_bx, r12
392 vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
393
394 veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
395 eor gs_by, gs_by, r12
396
397 rsb r11, r14, #0 @ r11 = negative shift for scalar lsr
398 add store_a, psx_gpu, #psx_gpu_uvrg_offset
399
400 sub r11, r11, #(32 - 13)
401
402 add store_b, store_a, #16
403 mov store_inc, #32
404
405 vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
406 vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc
407
408 vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc
409 mov g_bx, gw_bx_h, lsr r11
410
411 vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc
412 mov g_by, gw_by_h, lsr r11
413
414 vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \
415 [ store_b, : 128 ], store_inc
416 eor g_bx, g_bx, gs_bx
417
418 vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \
419 [ store_b, : 128 ], store_inc
420 sub g_bx, g_bx, gs_bx
421
422 lsl g_bx, g_bx, #4
423 eor g_by, g_by, gs_by
424
425 mls b_base, g_bx, x0, b_base
426 sub g_by, g_by, gs_by
427
428 lsl g_by, g_by, #4
429 mov g_bx0, #0
430
431 add g_bx2, g_bx, g_bx
432 add g_bx3, g_bx, g_bx2
433
434 stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
435
436 ldmia sp!, { r4 - r11, pc }
437
438
439#define psx_gpu r0
440#define v_a r1
441#define v_b r2
442#define v_c r3
443
444#define temp r14
445
446#define x_a r4
447#define x_b r5
448#define x_c r6
449#define y_a r1
450#define y_b r2
451#define y_c r3
452
453#define height_minor_a r7
454#define height_minor_b r8
455#define height_major r9
456#define height r9
457
458#define reciprocal_table_ptr r10
459
460#define edge_alt_low r4
461#define edge_alt_high r5
462#define edge_dx_dy_alt r6
463#define edge_shift_alt r10
464
465#define edge_dx_dy_alt_low r4
466#define edge_dx_dy_alt_high r5
467
468#define span_edge_data r4
469#define span_uvrg_offset r5
470#define span_b_offset r6
471
472#define clip r14
473
474#define b r11
475#define b_dy r12
476
477
478#define alternate_x q0
479#define alternate_dx_dy q1
480#define alternate_x_32 q2
481
482#define alternate_x_low d0
483#define alternate_x_high d1
484#define alternate_dx_dy_low d2
485#define alternate_dx_dy_high d3
486#define alternate_x_32_low d4
487#define alternate_x_32_high d5
488
489#define left_x q3
490#define right_x q4
491#define left_dx_dy q5
492#define right_dx_dy q6
493#define left_edge q7
494#define right_edge q8
495
496#define left_x_low d6
497#define left_x_high d7
498#define right_x_low d8
499#define right_x_high d9
500#define left_dx_dy_low d10
501#define left_dx_dy_high d11
502#define right_dx_dy_low d12
503#define right_dx_dy_high d13
504#define left_edge_low d14
505#define left_edge_high d15
506#define right_edge_low d16
507#define right_edge_high d17
508
509#define y_mid_point d18
510#define c_0x0004 d19
511
512#define left_right_x_16 q11
513#define span_shifts_y q12
514#define c_0x0001 q13
515
516#define span_shifts d24
517#define y_x4 d25
518#define c_0xFFFE d26
519#define c_0x0007 d27
520
521#define left_right_x_16_low d22
522#define left_right_x_16_high d23
523
524#define uvrg q14
525#define uvrg_dy q15
526
527#define alternate_x_16 d4
528
529#define v_clip q3
530#define v_clip_low d6
531
532#define right_x_32 q10
533#define left_x_32 q11
534#define alternate_select d24
535
536#define right_x_32_low d20
537#define right_x_32_high d21
538#define left_x_32_low d22
539#define left_x_32_high d23
540
541#define edges_xy q0
542#define edges_dx_dy d2
543#define edge_shifts d3
544#define edge_shifts_64 q2
545
546#define edges_xy_left d0
547#define edges_xy_right d1
548
549#define height_reciprocals d6
550#define heights d7
551
552#define widths d8
553#define c_0x01 d9
554#define x_starts d10
555#define x_ends d11
556
557#define heights_b d12
558#define edges_dx_dy_64 q10
559
560#define edges_dx_dy_64_left d20
561#define edges_dx_dy_64_right d21
562
563
564#define setup_spans_prologue() \
565 stmdb sp!, { r4 - r11, lr }; \
566 \
567 ldrsh x_a, [ v_a, #8 ]; \
568 ldrsh x_b, [ v_b, #8 ]; \
569 ldrsh x_c, [ v_c, #8 ]; \
570 ldrsh y_a, [ v_a, #10 ]; \
571 ldrsh y_b, [ v_b, #10 ]; \
572 ldrsh y_c, [ v_c, #10 ]; \
573 \
574 add temp, psx_gpu, #psx_gpu_uvrg_offset; \
575 vld1.32 { uvrg }, [ temp ]; \
576 add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \
577 vld1.32 { uvrg_dy }, [ temp ]; \
5d834c08 578 load_pointer(reciprocal_table_ptr, reciprocal_table); \
75e28f62
E
579 \
580 vmov.u32 c_0x01, #0x01 \
581
582#define setup_spans_load_b() \
583 ldr b, [ psx_gpu, #psx_gpu_b_offset ]; \
584 ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ] \
585
586#define setup_spans_prologue_b() \
587 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
588 add temp, psx_gpu, #psx_gpu_viewport_start_x_offset; \
589 \
590 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
591 vmov.u16 c_0x0004, #0x0004; \
592 \
593 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
594 vmov.u16 c_0x0001, #0x0001; \
595 \
596 vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ]; \
597 add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \
598 \
599 vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \
600 vadd.u16 right_edge, right_edge, c_0x0001; \
601 \
602 vmov.u16 c_0x0007, #0x0007; \
603 vmvn.u16 c_0xFFFE, #0x0001 \
604
605
606#define compute_edge_delta_x2() \
607 ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \
608 \
609 vdup.u32 heights, height; \
610 vsub.u32 widths, x_ends, x_starts; \
611 \
612 vdup.u32 edge_shifts, temp; \
613 vsub.u32 heights_b, heights, c_0x01; \
7d5140f5 614 vshr.u32 height_reciprocals, edge_shifts, #10; \
75e28f62
E
615 \
616 vmla.s32 heights_b, x_starts, heights; \
617 vbic.u16 edge_shifts, #0xE0; \
618 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
619 vmull.s32 edges_xy, heights_b, height_reciprocals \
620
621#define width_alt r6
622#define height_reciprocal_alt r11
623#define height_b_alt r12
624
625#define compute_edge_delta_x3(start_c, height_a, height_b) \
626 vmov.u32 heights, height_a, height_b; \
627 ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \
628 vmov.u32 edge_shifts[0], temp; \
629 ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \
630 vmov.u32 edge_shifts[1], temp; \
631 ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ]; \
632 \
633 vsub.u32 widths, x_ends, x_starts; \
634 sub width_alt, x_c, start_c; \
635 \
636 vsub.u32 heights_b, heights, c_0x01; \
637 sub height_b_alt, height_minor_b, #1; \
638 \
7d5140f5
E
639 vshr.u32 height_reciprocals, edge_shifts, #10; \
640 lsr height_reciprocal_alt, edge_shift_alt, #10; \
75e28f62
E
641 \
642 vmla.s32 heights_b, x_starts, heights; \
643 mla height_b_alt, height_minor_b, start_c, height_b_alt; \
644 \
645 vbic.u16 edge_shifts, #0xE0; \
646 and edge_shift_alt, edge_shift_alt, #0x1F; \
647 \
648 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
649 mul edge_dx_dy_alt, width_alt, height_reciprocal_alt; \
650 \
651 vmull.s32 edges_xy, heights_b, height_reciprocals; \
652 smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt \
653
654
655#define setup_spans_adjust_y_up() \
656 vsub.u32 y_x4, y_x4, c_0x0004 \
657
658#define setup_spans_adjust_y_down() \
659 vadd.u32 y_x4, y_x4, c_0x0004 \
660
661#define setup_spans_adjust_interpolants_up() \
662 vsub.u32 uvrg, uvrg, uvrg_dy; \
663 sub b, b, b_dy \
664
665#define setup_spans_adjust_interpolants_down() \
666 vadd.u32 uvrg, uvrg, uvrg_dy; \
667 add b, b, b_dy \
668
669
670#define setup_spans_clip_interpolants_increment() \
671 mla b, b_dy, clip, b; \
672 vmla.s32 uvrg, uvrg_dy, v_clip \
673
674#define setup_spans_clip_interpolants_decrement() \
675 mls b, b_dy, clip, b; \
676 vmls.s32 uvrg, uvrg_dy, v_clip \
677
678#define setup_spans_clip_alternate_yes() \
679 smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip \
680
681#define setup_spans_clip_alternate_no() \
682
683#define setup_spans_clip(direction, alternate_active) \
684 vdup.u32 v_clip, clip; \
685 setup_spans_clip_alternate_##alternate_active(); \
686 setup_spans_clip_interpolants_##direction(); \
687 vmlal.s32 edges_xy, edges_dx_dy, v_clip_low \
688
689
690#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
691 vmovl.s32 edge_shifts_64, edge_shifts; \
692 vmovl.s32 edges_dx_dy_64, edges_dx_dy; \
693 \
694 vshl.s64 edges_xy, edges_xy, edge_shifts_64; \
695 vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64; \
696 \
697 vmov left_x_low, edges_xy_##left_index; \
698 vmov right_x_low, edges_xy_##right_index; \
699 \
700 vmov left_dx_dy_low, edges_dx_dy_64_##left_index; \
701 vmov left_dx_dy_high, edges_dx_dy_64_##left_index; \
702 vmov right_dx_dy_low, edges_dx_dy_64_##right_index; \
703 vmov right_dx_dy_high, edges_dx_dy_64_##right_index; \
704 \
705 vadd.u64 left_x_high, left_x_low, left_dx_dy_low; \
706 vadd.u64 right_x_high, right_x_low, right_dx_dy_low; \
707 \
708 vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy; \
709 vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy \
710
711
712#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
713 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
714 \
715 vdup.u16 y_mid_point, y_b; \
716 rsb temp, edge_shift_alt, #32; \
717 \
718 lsl edge_alt_high, edge_alt_high, edge_shift_alt; \
719 orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp; \
720 lsl edge_alt_low, edge_alt_low, edge_shift_alt; \
721 vmov alternate_x_low, edge_alt_low, edge_alt_high; \
722 \
723 asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp; \
724 lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt; \
725 vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high; \
726 vmov alternate_dx_dy_high, alternate_dx_dy_low; \
727 \
728 vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low; \
729 vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy \
730
731
732#define setup_spans_y_select_up() \
733 vclt.s16 alternate_select, y_x4, y_mid_point \
734
735#define setup_spans_y_select_down() \
736 vcgt.s16 alternate_select, y_x4, y_mid_point \
737
738
739#define setup_spans_alternate_select_left() \
740 vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select \
741
742#define setup_spans_alternate_select_right() \
743 vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select \
744
745
746#define setup_spans_set_x4_alternate_yes(alternate, direction) \
747 vshrn.s64 alternate_x_32_low, alternate_x, #32; \
748 vshrn.s64 left_x_32_low, left_x, #32; \
749 vshrn.s64 right_x_32_low, right_x, #32; \
750 \
751 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
752 vadd.u64 left_x, left_x, left_dx_dy; \
753 vadd.u64 right_x, right_x, right_dx_dy; \
754 \
755 vshrn.s64 alternate_x_32_high, alternate_x, #32; \
756 vshrn.s64 left_x_32_high, left_x, #32; \
757 vshrn.s64 right_x_32_high, right_x, #32; \
758 \
759 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
760 vadd.u64 left_x, left_x, left_dx_dy; \
761 vadd.u64 right_x, right_x, right_dx_dy; \
762 \
763 vmovn.u32 alternate_x_16, alternate_x_32; \
764 setup_spans_y_select_##direction(); \
765 vmovn.u32 left_right_x_16_low, left_x_32; \
766 \
767 vmovn.u32 left_right_x_16_high, right_x_32; \
768 setup_spans_alternate_select_##alternate(); \
769 \
770 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
771 str b, [ span_b_offset ], #4; \
772 setup_spans_adjust_interpolants_##direction(); \
773 \
774 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
775 \
776 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
777 str b, [ span_b_offset ], #4; \
778 setup_spans_adjust_interpolants_##direction(); \
779 \
780 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
781 \
782 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
783 str b, [ span_b_offset ], #4; \
784 setup_spans_adjust_interpolants_##direction(); \
785 \
786 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
787 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
788 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
789 \
790 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
791 str b, [ span_b_offset ], #4; \
792 setup_spans_adjust_interpolants_##direction(); \
793 \
794 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
795 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
796 \
797 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
798 \
799 setup_spans_adjust_y_##direction() \
800
801
802#define setup_spans_set_x4_alternate_no(alternate, direction) \
803 vshrn.s64 left_x_32_low, left_x, #32; \
804 vshrn.s64 right_x_32_low, right_x, #32; \
805 \
806 vadd.u64 left_x, left_x, left_dx_dy; \
807 vadd.u64 right_x, right_x, right_dx_dy; \
808 \
809 vshrn.s64 left_x_32_high, left_x, #32; \
810 vshrn.s64 right_x_32_high, right_x, #32; \
811 \
812 vadd.u64 left_x, left_x, left_dx_dy; \
813 vadd.u64 right_x, right_x, right_dx_dy; \
814 \
815 vmovn.u32 left_right_x_16_low, left_x_32; \
816 vmovn.u32 left_right_x_16_high, right_x_32; \
817 \
818 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
819 str b, [ span_b_offset ], #4; \
820 setup_spans_adjust_interpolants_##direction(); \
821 \
822 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
823 \
824 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
825 str b, [ span_b_offset ], #4; \
826 setup_spans_adjust_interpolants_##direction(); \
827 \
828 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
829 \
830 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
831 str b, [ span_b_offset ], #4; \
832 setup_spans_adjust_interpolants_##direction(); \
833 \
834 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
835 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
836 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
837 \
838 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
839 str b, [ span_b_offset ], #4; \
840 setup_spans_adjust_interpolants_##direction(); \
841 \
842 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
843 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
844 \
845 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
846 \
847 setup_spans_adjust_y_##direction() \
848
849
850#define edge_adjust_low r11
851#define edge_adjust_high r12
852
853#define setup_spans_alternate_adjust_yes() \
854 smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a; \
855 subs edge_alt_low, edge_alt_low, edge_adjust_low; \
856 sbc edge_alt_high, edge_alt_high, edge_adjust_high \
857
858#define setup_spans_alternate_adjust_no() \
859
860
861#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
862 setup_spans_alternate_adjust_##alternate_active(); \
863 setup_spans_load_b(); \
864 \
865 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
866 subs y_c, y_c, temp; \
867 subgt height, height, y_c; \
868 addgt height, height, #1; \
869 \
870 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
871 subs clip, temp, y_a; \
872 ble 0f; \
873 \
874 sub height, height, clip; \
875 add y_a, y_a, clip; \
876 setup_spans_clip(increment, alternate_active); \
877 \
878 0: \
879 cmp height, #0; \
880 ble 1f; \
881 \
882 orr temp, y_a, y_a, lsl #16; \
883 add temp, temp, #(1 << 16); \
884 add y_a, temp, #2; \
885 add y_a, y_a, #(2 << 16); \
886 vmov.u32 y_x4, temp, y_a; \
887 \
888 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
889 right_index); \
890 setup_spans_prologue_b(); \
891 \
892 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
893 \
894 2: \
895 setup_spans_set_x4_alternate_##alternate_active(alternate, down); \
896 subs height, height, #4; \
897 bhi 2b; \
898 \
899 1: \
900
901
902#define setup_spans_alternate_pre_increment_yes() \
903 adds edge_alt_low, edge_alt_low, edge_dx_dy_alt; \
904 adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31 \
905
906#define setup_spans_alternate_pre_increment_no() \
907
908
909#define setup_spans_up_decrement_yes() \
910 suble height, height, #1 \
911
912#define setup_spans_up_decrement_no() \
913
914
915#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
916 setup_spans_alternate_adjust_##alternate_active(); \
917 setup_spans_load_b(); \
918 sub y_a, y_a, #1; \
919 \
920 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
921 subs temp, temp, y_c; \
922 subgt height, height, temp; \
923 setup_spans_up_decrement_##alternate_active(); \
924 \
925 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
926 subs clip, y_a, temp; \
927 ble 0f; \
928 \
929 sub height, height, clip; \
930 sub y_a, y_a, clip; \
931 setup_spans_clip(decrement, alternate_active); \
932 \
933 0: \
934 cmp height, #0; \
935 ble 1f; \
936 \
937 orr temp, y_a, y_a, lsl #16; \
938 sub temp, temp, #(1 << 16); \
939 sub y_a, temp, #2; \
940 sub y_a, y_a, #(2 << 16); \
941 vmov.u32 y_x4, temp, y_a; \
942 \
943 vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \
944 \
945 setup_spans_alternate_pre_increment_##alternate_active(); \
946 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
947 right_index); \
948 setup_spans_adjust_interpolants_up(); \
949 setup_spans_prologue_b(); \
950 \
951 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
952 \
953 2: \
954 setup_spans_set_x4_alternate_##alternate_active(alternate, up); \
955 subs height, height, #4; \
956 bhi 2b; \
957 \
958 1: \
959
960
961#define setup_spans_epilogue() \
962 ldmia sp!, { r4 - r11, pc } \
963
964
965#define setup_spans_up_up(minor, major) \
966 setup_spans_prologue(); \
967 sub height_minor_a, y_a, y_b; \
968 sub height_minor_b, y_b, y_c; \
969 sub height, y_a, y_c; \
970 \
971 vdup.u32 x_starts, x_a; \
972 vmov.u32 x_ends, x_c, x_b; \
973 \
974 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
975 setup_spans_up(major, minor, minor, yes); \
976 setup_spans_epilogue() \
977
978function(setup_spans_up_left)
979 setup_spans_up_up(left, right)
980
981function(setup_spans_up_right)
982 setup_spans_up_up(right, left)
983
5d834c08 984.pool
75e28f62
E
985
986#define setup_spans_down_down(minor, major) \
987 setup_spans_prologue(); \
988 sub height_minor_a, y_b, y_a; \
989 sub height_minor_b, y_c, y_b; \
990 sub height, y_c, y_a; \
991 \
992 vdup.u32 x_starts, x_a; \
993 vmov.u32 x_ends, x_c, x_b; \
994 \
995 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
996 setup_spans_down(major, minor, minor, yes); \
997 setup_spans_epilogue() \
998
999function(setup_spans_down_left)
1000 setup_spans_down_down(left, right)
1001
1002function(setup_spans_down_right)
1003 setup_spans_down_down(right, left)
1004
1005
1006#define setup_spans_up_flat() \
1007 sub height, y_a, y_c; \
1008 \
1009 compute_edge_delta_x2(); \
1010 setup_spans_up(left, right, none, no); \
1011 setup_spans_epilogue() \
1012
1013function(setup_spans_up_a)
1014 setup_spans_prologue()
1015
1016 vmov.u32 x_starts, x_a, x_b
1017 vdup.u32 x_ends, x_c
1018
1019 setup_spans_up_flat()
1020
1021function(setup_spans_up_b)
1022 setup_spans_prologue()
1023
1024 vdup.u32 x_starts, x_a
1025 vmov.u32 x_ends, x_b, x_c
1026
1027 setup_spans_up_flat()
1028
1029#define setup_spans_down_flat() \
1030 sub height, y_c, y_a; \
1031 \
1032 compute_edge_delta_x2(); \
1033 setup_spans_down(left, right, none, no); \
1034 setup_spans_epilogue() \
1035
1036function(setup_spans_down_a)
1037 setup_spans_prologue()
1038
1039 vmov.u32 x_starts, x_a, x_b
1040 vdup.u32 x_ends, x_c
1041
1042 setup_spans_down_flat()
1043
1044function(setup_spans_down_b)
1045 setup_spans_prologue()
1046
1047 vdup.u32 x_starts, x_a
1048 vmov.u32 x_ends, x_b, x_c
1049
1050 setup_spans_down_flat()
1051
1052
1053#define middle_y r9
1054
1055#define edges_xy_b q11
1056#define edges_dx_dy_b d26
1057#define edge_shifts_b d27
1058#define edges_dx_dy_and_shifts_b q13
1059#define height_increment d20
1060
1061#define edges_dx_dy_and_shifts q1
1062
1063#define edges_xy_b_left d22
1064#define edges_xy_b_right d23
1065
1066#define setup_spans_up_down_load_edge_set_b() \
1067 vmov edges_xy, edges_xy_b; \
1068 vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b \
1069
1070
1071function(setup_spans_up_down)
1072 setup_spans_prologue()
1073
1074 // s32 middle_y = y_a;
1075 sub height_minor_a, y_a, y_b
1076 sub height_minor_b, y_c, y_a
1077 sub height_major, y_c, y_b
1078
1079 vmov.u32 x_starts, x_a, x_c
1080 vdup.u32 x_ends, x_b
1081
1082 compute_edge_delta_x3(x_a, height_minor_a, height_major)
1083
1084 mov temp, #0
1085 vmov.u32 height_increment, temp, height_minor_b
1086 vmlal.s32 edges_xy, edges_dx_dy, height_increment
1087
1088 vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1089 vmov edges_xy_b_right, edges_xy_right
1090
1091 vmov edge_shifts_b, edge_shifts
1092 vmov.u32 edge_shifts_b[0], edge_shift_alt
1093
1094 vneg.s32 edges_dx_dy_b, edges_dx_dy
1095 vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1096
1097 mov middle_y, y_a
1098
1099 setup_spans_load_b()
1100 sub y_a, y_a, #1
1101
1102 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1103 subs temp, temp, y_b
1104 subgt height_minor_a, height_minor_a, temp
1105
1106 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1107 subs clip, y_a, temp
1108 ble 0f
1109
1110 sub height_minor_a, height_minor_a, clip
1111 sub y_a, y_a, clip
1112 setup_spans_clip(decrement, no)
1113
1114 0:
1115 cmp height_minor_a, #0
1116 ble 3f
1117
1118 orr temp, y_a, y_a, lsl #16
1119 sub temp, temp, #(1 << 16)
1120 sub y_a, temp, #2
1121 sub y_a, y_a, #(2 << 16)
1122 vmov.u32 y_x4, temp, y_a
1123
1124 vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1125
1126 strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
1127
1128 setup_spans_adjust_edges_alternate_no(left, right);
1129 setup_spans_adjust_interpolants_up()
1130 setup_spans_up_down_load_edge_set_b()
1131
1132 setup_spans_prologue_b()
1133
1134
1135 2:
1136 setup_spans_set_x4_alternate_no(none, up)
1137 subs height_minor_a, height_minor_a, #4
1138 bhi 2b
1139
1140 add span_edge_data, span_edge_data, height_minor_a, lsl #3
1141 add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1142 add span_b_offset, span_b_offset, height_minor_a, lsl #2
1143
1144 4:
1145 add temp, psx_gpu, #psx_gpu_uvrg_offset
1146 vld1.32 { uvrg }, [ temp ]
1147 mov y_a, middle_y
1148
1149 setup_spans_load_b()
1150
1151 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1152 subs y_c, y_c, temp
1153 subgt height_minor_b, height_minor_b, y_c
1154 addgt height_minor_b, height_minor_b, #1
1155
1156 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1157 subs clip, temp, y_a
1158 ble 0f
1159
1160 sub height_minor_b, height_minor_b, clip
1161 add y_a, y_a, clip
1162 setup_spans_clip(increment, no)
1163
1164 0:
1165 cmp height_minor_b, #0
1166 ble 1f
1167
1168 orr temp, y_a, y_a, lsl #16
1169 add temp, temp, #(1 << 16)
1170 add y_a, temp, #2
1171 add y_a, y_a, #(2 << 16)
1172 vmov.u32 y_x4, temp, y_a
1173
1174 setup_spans_adjust_edges_alternate_no(left, right)
1175
1176 ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1177 add temp, temp, height_minor_b
b7569147 1178
1179 cmp temp, #MAX_SPANS
1180 beq 5f
1181
75e28f62
E
1182 strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1183
1184 2:
1185 setup_spans_set_x4_alternate_no(none, down)
1186 subs height_minor_b, height_minor_b, #4
1187 bhi 2b
1188
1189 1:
1190 setup_spans_epilogue()
1191
1192 3:
1193 setup_spans_up_down_load_edge_set_b()
1194 setup_spans_prologue_b()
1195 bal 4b
1196
b7569147 1197 5:
1198 // FIXME: overflow corner case
1199 sub temp, temp, height_minor_b
1200 bics height_minor_b, #3
1201 add temp, temp, height_minor_b
1202 strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1203 bne 2b
1204 bal 1b
1205
5d834c08 1206.pool
75e28f62
E
1207
1208#undef span_uvrg_offset
1209#undef span_edge_data
1210#undef span_b_offset
1211#undef left_x
1212#undef b
1213
1214#define psx_gpu r0
1215#define num_spans r1
1216#define span_uvrg_offset r2
1217#define span_edge_data r3
1218#define span_b_offset r4
1219#define b_dx r5
1220#define span_num_blocks r6
1221#define y r7
1222#define left_x r8
1223#define b r9
1224#define dither_offset_ptr r10
1225#define block_ptr_a r11
1226#define fb_ptr r12
1227#define num_blocks r14
1228
1229#define uvrg_dx_ptr r2
1230#define texture_mask_ptr r3
1231#define dither_shift r8
1232#define dither_row r10
1233
1234#define c_32 r7
1235#define b_dx4 r8
1236#define b_dx8 r9
1237#define block_ptr_b r10
1238
1239#define block_span_ptr r10
1240#define right_mask r8
1241
1242#define color r2
1243#define color_r r3
1244#define color_g r4
1245#define color_b r5
1246
1247#undef uvrg
1248
1249#define u_block q0
1250#define v_block q1
1251#define r_block q2
1252#define g_block q3
1253#define b_block q4
1254
1255#define uv_dx4 d10
1256#define rg_dx4 d11
1257#define uv_dx8 d12
1258#define rg_dx8 d13
1259#define b_whole_8 d14
1260#define fb_mask_ptrs d15
1261
1262#define uvrg_dx4 q5
1263#define uvrg_dx8 q6
1264#define uv_dx8 d12
1265#define rg_dx8 d13
1266
1267#define u_whole q8
1268#define v_whole q9
1269#define r_whole q10
1270#define g_whole q11
1271#define b_whole q12
1272
1273#define u_whole_low d16
1274#define u_whole_high d17
1275#define v_whole_low d18
1276#define v_whole_high d19
1277#define r_whole_low d20
1278#define r_whole_high d21
1279#define g_whole_low d22
1280#define g_whole_high d23
1281#define b_whole_low d24
1282#define b_whole_high d25
1283
1284#define dx4 q13
1285#define dx8 q13
1286
1287#define u_whole_8 d26
1288#define v_whole_8 d27
1289#define u_whole_8b d24
1290#define r_whole_8 d24
1291#define g_whole_8 d25
1292
1293#define uv_whole_8 q13
1294#define uv_whole_8b q14
1295
1296#define dither_offsets q14
1297#define texture_mask q15
1298#define texture_mask_u d30
1299#define texture_mask_v d31
1300
1301#define dither_offsets_short d28
1302
1303#define v_left_x q8
1304#define uvrg q9
1305#define block_span q10
1306
1307#define uv d18
1308#define rg d19
1309
1310#define draw_mask q1
1311#define draw_mask_edge q13
1312#define test_mask q0
1313
1314#define uvrg_dx q3
1315
1316#define colors q2
1317
1318#define setup_blocks_texture_swizzled() \
1319 vand.u8 u_whole_8b, u_whole_8, texture_mask_u; \
1320 vsli.u8 u_whole_8, v_whole_8, #4; \
1321 vsri.u8 v_whole_8, u_whole_8b, #4 \
1322
1323#define setup_blocks_texture_unswizzled() \
1324
1325
1326#define setup_blocks_shaded_textured_builder(swizzling) \
1327.align 3; \
1328 \
1329function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \
1330 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1331 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1332 \
1333 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1334 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1335 \
1336 cmp num_spans, #0; \
1337 bxeq lr; \
1338 \
1339 stmdb sp!, { r4 - r11, r14 }; \
1340 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1341 \
1342 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
1343 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1344 \
1345 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1346 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1347 \
1348 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1349 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1350 \
1351 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
1352 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1353 \
1354 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1355 \
1356 0: \
1357 vmov.u8 fb_mask_ptrs, #0; \
1358 \
1359 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1360 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1361 \
1362 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 1363 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
1364 \
1365 cmp span_num_blocks, #0; \
1366 beq 1f; \
1367 \
1368 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1369 add num_blocks, span_num_blocks, num_blocks; \
1370 \
1371 cmp num_blocks, #MAX_BLOCKS; \
1372 bgt 2f; \
1373 \
1374 3: \
1375 ldr b, [ span_b_offset ]; \
1376 add fb_ptr, fb_ptr, y, lsl #11; \
1377 \
1378 vdup.u32 v_left_x, left_x; \
1379 and y, y, #0x3; \
1380 \
1381 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1382 add fb_ptr, fb_ptr, left_x, lsl #1; \
1383 \
1384 mla b, b_dx, left_x, b; \
1385 and dither_shift, left_x, #0x03; \
1386 \
1387 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1388 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1389 \
1390 mov dither_shift, dither_shift, lsl #3; \
1391 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1392 \
1393 mov c_32, #32; \
1394 subs span_num_blocks, span_num_blocks, #1; \
1395 \
1396 mov dither_row, dither_row, ror dither_shift; \
1397 mov b_dx4, b_dx, lsl #2; \
1398 \
1399 vdup.u32 dither_offsets_short, dither_row; \
1400 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1401 \
1402 vdup.u32 b_block, b; \
1403 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1404 \
1405 vdup.u32 u_block, uv[0]; \
1406 mov b_dx8, b_dx, lsl #3; \
1407 \
1408 vdup.u32 v_block, uv[1]; \
1409 vdup.u32 r_block, rg[0]; \
1410 vdup.u32 g_block, rg[1]; \
1411 \
1412 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1413 \
1414 vadd.u32 u_block, u_block, block_span; \
1415 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1416 \
1417 vadd.u32 v_block, v_block, block_span; \
1418 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1419 \
1420 vadd.u32 r_block, r_block, block_span; \
1421 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1422 \
1423 vadd.u32 g_block, g_block, block_span; \
1424 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
1425 \
1426 vadd.u32 b_block, b_block, block_span; \
1427 add block_ptr_b, block_ptr_a, #16; \
1428 \
1429 vshrn.u32 u_whole_low, u_block, #16; \
1430 vshrn.u32 v_whole_low, v_block, #16; \
1431 vshrn.u32 r_whole_low, r_block, #16; \
1432 vshrn.u32 g_whole_low, g_block, #16; \
1433 \
1434 vdup.u32 dx4, uv_dx4[0]; \
1435 vshrn.u32 b_whole_low, b_block, #16; \
1436 \
1437 vaddhn.u32 u_whole_high, u_block, dx4; \
1438 vdup.u32 dx4, uv_dx4[1]; \
1439 \
1440 vaddhn.u32 v_whole_high, v_block, dx4; \
1441 vdup.u32 dx4, rg_dx4[0]; \
1442 \
1443 vaddhn.u32 r_whole_high, r_block, dx4; \
1444 vdup.u32 dx4, rg_dx4[1]; \
1445 \
1446 vaddhn.u32 g_whole_high, g_block, dx4; \
1447 vdup.u32 dx4, b_dx4; \
1448 \
1449 vaddhn.u32 b_whole_high, b_block, dx4; \
1450 vdup.u32 dx8, uv_dx8[0]; \
1451 \
1452 vadd.u32 u_block, u_block, dx8; \
1453 vdup.u32 dx8, uv_dx8[1]; \
1454 \
1455 vadd.u32 v_block, v_block, dx8; \
1456 vdup.u32 dx8, rg_dx8[0]; \
1457 \
1458 vadd.u32 r_block, r_block, dx8; \
1459 vdup.u32 dx8, rg_dx8[1]; \
1460 \
1461 vadd.u32 g_block, g_block, dx8; \
1462 vdup.u32 dx8, b_dx8; \
1463 \
1464 vadd.u32 b_block, b_block, dx8; \
1465 vmovn.u16 u_whole_8, u_whole; \
1466 \
1467 vmovn.u16 v_whole_8, v_whole; \
1468 \
1469 vmovn.u16 b_whole_8, b_whole; \
1470 pld [ fb_ptr ]; \
1471 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1472 \
1473 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1474 setup_blocks_texture_##swizzling(); \
1475 \
1476 vmovn.u16 r_whole_8, r_whole; \
1477 beq 5f; \
1478 \
1479 4: \
1480 vmovn.u16 g_whole_8, g_whole; \
1481 vshrn.u32 u_whole_low, u_block, #16; \
1482 \
1483 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1484 vshrn.u32 v_whole_low, v_block, #16; \
1485 \
1486 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1487 vshrn.u32 r_whole_low, r_block, #16; \
1488 \
1489 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1490 vshrn.u32 g_whole_low, g_block, #16; \
1491 \
1492 vdup.u32 dx4, uv_dx4[0]; \
1493 vshrn.u32 b_whole_low, b_block, #16; \
1494 \
1495 vaddhn.u32 u_whole_high, u_block, dx4; \
1496 vdup.u32 dx4, uv_dx4[1]; \
1497 \
1498 vaddhn.u32 v_whole_high, v_block, dx4; \
1499 vdup.u32 dx4, rg_dx4[0]; \
1500 \
1501 vaddhn.u32 r_whole_high, r_block, dx4; \
1502 vdup.u32 dx4, rg_dx4[1]; \
1503 \
1504 vaddhn.u32 g_whole_high, g_block, dx4; \
1505 vdup.u32 dx4, b_dx4; \
1506 \
1507 vaddhn.u32 b_whole_high, b_block, dx4; \
1508 vdup.u32 dx8, uv_dx8[0]; \
1509 \
1510 vadd.u32 u_block, u_block, dx8; \
1511 vdup.u32 dx8, uv_dx8[1]; \
1512 \
1513 vadd.u32 v_block, v_block, dx8; \
1514 vdup.u32 dx8, rg_dx8[0]; \
1515 \
1516 vadd.u32 r_block, r_block, dx8; \
1517 vdup.u32 dx8, rg_dx8[1]; \
1518 \
1519 vadd.u32 g_block, g_block, dx8; \
1520 vdup.u32 dx8, b_dx8; \
1521 \
1522 vadd.u32 b_block, b_block, dx8; \
1523 vmovn.u16 u_whole_8, u_whole; \
1524 \
1525 add fb_ptr, fb_ptr, #16; \
1526 vmovn.u16 v_whole_8, v_whole; \
1527 \
1528 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1529 vmovn.u16 b_whole_8, b_whole; \
1530 \
1531 pld [ fb_ptr ]; \
1532 \
1533 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1534 subs span_num_blocks, span_num_blocks, #1; \
1535 \
1536 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1537 setup_blocks_texture_##swizzling(); \
1538 \
1539 vmovn.u16 r_whole_8, r_whole; \
1540 bne 4b; \
1541 \
1542 5: \
1543 vmovn.u16 g_whole_8, g_whole; \
1544 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1545 \
1546 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1547 vdup.u8 draw_mask, right_mask; \
1548 \
1549 vmov.u32 fb_mask_ptrs[0], right_mask; \
1550 vtst.u16 draw_mask, draw_mask, test_mask; \
1551 vzip.u8 u_whole_8, v_whole_8; \
1552 \
1553 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1554 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1555 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1556 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1557 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1558 \
1559 1: \
1560 add span_uvrg_offset, span_uvrg_offset, #16; \
1561 add span_b_offset, span_b_offset, #4; \
1562 \
1563 add span_edge_data, span_edge_data, #8; \
1564 subs num_spans, num_spans, #1; \
1565 \
1566 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1567 bne 0b; \
1568 \
1569 ldmia sp!, { r4 - r11, pc }; \
1570 \
1571 2: \
1572 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1573 vpush { texture_mask }; \
1574 vpush { uvrg_dx4 }; \
1575 \
1576 stmdb sp!, { r0 - r3, r12, r14 }; \
1577 bl flush_render_block_buffer; \
1578 ldmia sp!, { r0 - r3, r12, r14 }; \
1579 \
1580 vpop { uvrg_dx4 }; \
1581 vpop { texture_mask }; \
1582 \
1583 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1584 vmov.u8 fb_mask_ptrs, #0; \
1585 \
1586 mov num_blocks, span_num_blocks; \
1587 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1588 bal 3b \
1589
1590
1591setup_blocks_shaded_textured_builder(swizzled)
1592setup_blocks_shaded_textured_builder(unswizzled)
1593
1594
1595#define setup_blocks_unshaded_textured_builder(swizzling) \
1596.align 3; \
1597 \
1598function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \
1599 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1600 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1601 \
1602 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1603 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1604 \
1605 cmp num_spans, #0; \
1606 bxeq lr; \
1607 \
1608 stmdb sp!, { r4 - r11, r14 }; \
1609 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1610 \
1611 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1612 \
1613 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1614 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1615 \
1616 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1617 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1618 \
1619 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1620 \
1621 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1622 \
1623 0: \
1624 vmov.u8 fb_mask_ptrs, #0; \
1625 \
1626 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1627 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1628 \
1629 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 1630 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
1631 \
1632 cmp span_num_blocks, #0; \
1633 beq 1f; \
1634 \
1635 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1636 add num_blocks, span_num_blocks, num_blocks; \
1637 \
1638 cmp num_blocks, #MAX_BLOCKS; \
1639 bgt 2f; \
1640 \
1641 3: \
1642 add fb_ptr, fb_ptr, y, lsl #11; \
1643 \
1644 vdup.u32 v_left_x, left_x; \
1645 and y, y, #0x3; \
1646 \
1647 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1648 add fb_ptr, fb_ptr, left_x, lsl #1; \
1649 \
1650 and dither_shift, left_x, #0x03; \
1651 \
1652 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1653 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1654 \
1655 mov dither_shift, dither_shift, lsl #3; \
1656 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1657 \
1658 mov c_32, #32; \
1659 subs span_num_blocks, span_num_blocks, #1; \
1660 \
1661 mov dither_row, dither_row, ror dither_shift; \
1662 \
1663 vdup.u32 dither_offsets_short, dither_row; \
1664 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1665 \
1666 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1667 \
1668 vdup.u32 u_block, uv[0]; \
1669 \
1670 vdup.u32 v_block, uv[1]; \
1671 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1672 \
1673 vadd.u32 u_block, u_block, block_span; \
1674 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1675 \
1676 vadd.u32 v_block, v_block, block_span; \
1677 add block_ptr_b, block_ptr_a, #16; \
1678 \
1679 vshrn.u32 u_whole_low, u_block, #16; \
1680 vshrn.u32 v_whole_low, v_block, #16; \
1681 \
1682 vdup.u32 dx4, uv_dx4[0]; \
1683 \
1684 vaddhn.u32 u_whole_high, u_block, dx4; \
1685 vdup.u32 dx4, uv_dx4[1]; \
1686 \
1687 vaddhn.u32 v_whole_high, v_block, dx4; \
1688 vdup.u32 dx8, uv_dx8[0]; \
1689 \
1690 vadd.u32 u_block, u_block, dx8; \
1691 vdup.u32 dx8, uv_dx8[1]; \
1692 \
1693 vadd.u32 v_block, v_block, dx8; \
1694 vmovn.u16 u_whole_8, u_whole; \
1695 \
1696 vmovn.u16 v_whole_8, v_whole; \
1697 \
1698 pld [ fb_ptr ]; \
1699 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1700 \
1701 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1702 setup_blocks_texture_##swizzling(); \
1703 \
1704 beq 5f; \
1705 \
1706 4: \
1707 vshrn.u32 u_whole_low, u_block, #16; \
1708 \
1709 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1710 vshrn.u32 v_whole_low, v_block, #16; \
1711 \
1712 add block_ptr_b, block_ptr_b, #32; \
1713 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1714 \
1715 vdup.u32 dx4, uv_dx4[0]; \
1716 vaddhn.u32 u_whole_high, u_block, dx4; \
1717 vdup.u32 dx4, uv_dx4[1]; \
1718 \
1719 vaddhn.u32 v_whole_high, v_block, dx4; \
1720 vdup.u32 dx8, uv_dx8[0]; \
1721 \
1722 vadd.u32 u_block, u_block, dx8; \
1723 vdup.u32 dx8, uv_dx8[1]; \
1724 \
1725 vadd.u32 v_block, v_block, dx8; \
1726 vmovn.u16 u_whole_8, u_whole; \
1727 \
1728 add fb_ptr, fb_ptr, #16; \
1729 vmovn.u16 v_whole_8, v_whole; \
1730 \
1731 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1732 pld [ fb_ptr ]; \
1733 \
1734 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1735 subs span_num_blocks, span_num_blocks, #1; \
1736 \
1737 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1738 setup_blocks_texture_##swizzling(); \
1739 \
1740 bne 4b; \
1741 \
1742 5: \
1743 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1744 \
1745 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1746 vdup.u8 draw_mask, right_mask; \
1747 \
1748 vmov.u32 fb_mask_ptrs[0], right_mask; \
1749 vtst.u16 draw_mask, draw_mask, test_mask; \
1750 vzip.u8 u_whole_8, v_whole_8; \
1751 \
1752 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1753 add block_ptr_b, block_ptr_b, #32; \
1754 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1755 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1756 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1757 \
1758 1: \
1759 add span_uvrg_offset, span_uvrg_offset, #16; \
1760 add span_edge_data, span_edge_data, #8; \
1761 subs num_spans, num_spans, #1; \
1762 \
1763 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1764 bne 0b; \
1765 \
1766 ldmia sp!, { r4 - r11, pc }; \
1767 \
1768 2: \
1769 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1770 vpush { texture_mask }; \
1771 vpush { uvrg_dx4 }; \
1772 \
1773 stmdb sp!, { r0 - r3, r12, r14 }; \
1774 bl flush_render_block_buffer; \
1775 ldmia sp!, { r0 - r3, r12, r14 }; \
1776 \
1777 vpop { uvrg_dx4 }; \
1778 vpop { texture_mask }; \
1779 \
1780 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1781 vmov.u8 fb_mask_ptrs, #0; \
1782 \
1783 mov num_blocks, span_num_blocks; \
1784 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1785 bal 3b \
1786
1787
1788setup_blocks_unshaded_textured_builder(swizzled)
1789setup_blocks_unshaded_textured_builder(unswizzled)
1790
1791
1792.align 3
1793
1794function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect)
1795 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1796 veor.u32 draw_mask, draw_mask, draw_mask
1797
1798 cmp num_spans, #0
1799 bxeq lr
1800
1801 stmdb sp!, { r4 - r11, r14 }
1802 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1803
1804 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1805
1806 ubfx color_r, color, #3, #5
1807 ubfx color_g, color, #11, #5
1808 ubfx color_b, color, #19, #5
1809
1810 orr color, color_r, color_b, lsl #10
1811 orr color, color, color_g, lsl #5
1812
1813 vdup.u16 colors, color
1814
1815 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1816 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1817
1818 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1819 add block_ptr_a, block_ptr_a, num_blocks, lsl #6
1820
1821 0:
1822 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1823 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1824
c1817bd9 1825 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
1826
1827 cmp span_num_blocks, #0
1828 beq 1f
1829
1830 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1831 add num_blocks, span_num_blocks, num_blocks
1832
1833 cmp num_blocks, #MAX_BLOCKS
1834 bgt 2f
1835
1836 3:
1837 add fb_ptr, fb_ptr, y, lsl #11
1838 and y, y, #0x3
1839
1840 add fb_ptr, fb_ptr, left_x, lsl #1
1841 mov c_32, #32
1842
1843 subs span_num_blocks, span_num_blocks, #1
1844
1845 add block_ptr_b, block_ptr_a, #16
1846 pld [ fb_ptr ]
1847
1848 vmov.u32 fb_mask_ptrs[1], fb_ptr
1849 beq 5f
1850
1851 4:
1852 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32
1853 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1854 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1855
1856 add fb_ptr, fb_ptr, #16
1857 add block_ptr_b, block_ptr_b, #32
1858
1859 pld [ fb_ptr ]
1860
1861 vmov.u32 fb_mask_ptrs[1], fb_ptr
1862 subs span_num_blocks, span_num_blocks, #1
1863
1864 bne 4b
1865
1866 5:
1867 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1868
1869 vdup.u8 draw_mask_edge, right_mask
1870 vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
1871
1872 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1873 vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32
1874 add block_ptr_b, block_ptr_b, #32
1875 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1876
1877 1:
1878 add span_edge_data, span_edge_data, #8
1879 subs num_spans, num_spans, #1
1880
1881 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1882 bne 0b
1883
1884 ldmia sp!, { r4 - r11, pc }
1885
1886 2:
1887 vpush { colors }
1888
1889 stmdb sp!, { r0 - r3, r12, r14 }
1890 bl flush_render_block_buffer
1891 ldmia sp!, { r0 - r3, r12, r14 }
1892
1893 vpop { colors }
1894
1895 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1896 veor.u32 draw_mask, draw_mask, draw_mask
1897
1898 mov num_blocks, span_num_blocks
1899 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1900 bal 3b
1901
1902
1903#define mask_msb_scalar r14
1904
1905#define msb_mask q15
1906
1907#define pixels_low d16
1908
1909#define msb_mask_low d30
1910#define msb_mask_high d31
1911
1912
1913.align 3
1914
1915function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
1916 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1917
1918 cmp num_spans, #0
1919 bxeq lr
1920
1921 stmdb sp!, { r4 - r11, r14 }
1922
1923 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1924
1925 ubfx color_r, color, #3, #5
1926 ubfx color_g, color, #11, #5
1927
1928 ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ]
1929 ubfx color_b, color, #19, #5
1930
1931 orr color, color_r, color_b, lsl #10
1932 orr color, color, color_g, lsl #5
1933 orr color, color, mask_msb_scalar
1934
1935 vdup.u16 colors, color
1936
1937 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
3867c6ef
E
1938 orr color, color, lsl #16
1939
75e28f62
E
1940
1941 0:
1942 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1943 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1944
c1817bd9 1945 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
1946
1947 cmp span_num_blocks, #0
1948 beq 1f
1949
1950 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1951
1952 add fb_ptr, fb_ptr, y, lsl #11
1953 subs span_num_blocks, span_num_blocks, #1
1954
1955 add fb_ptr, fb_ptr, left_x, lsl #1
1956 beq 3f
1957
1958 2:
1959 vst1.u32 { colors }, [ fb_ptr ]!
1960 subs span_num_blocks, span_num_blocks, #1
1961
1962 bne 2b
1963
1964 3:
1965 ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
75e28f62 1966
3867c6ef
E
1967 cmp right_mask, #0x0
1968 beq 5f
1969
1970 tst right_mask, #0xF
1971 streq color, [ fb_ptr ], #4
1972 moveq right_mask, right_mask, lsr #4
1973 streq color, [ fb_ptr ], #4
1974
1975 tst right_mask, #0x3
1976 streq color, [ fb_ptr ], #4
1977 moveq right_mask, right_mask, lsr #2
1978
1979 tst right_mask, #0x1
1980 streqh color, [ fb_ptr ]
75e28f62
E
1981
1982 1:
1983 add span_edge_data, span_edge_data, #8
1984 subs num_spans, num_spans, #1
75e28f62
E
1985 bne 0b
1986
1987 ldmia sp!, { r4 - r11, pc }
1988
3867c6ef
E
1989 5:
1990 vst1.u32 { colors }, [ fb_ptr ]
1991 bal 1b
75e28f62
E
1992
1993
1994#undef c_64
1995
1996#define c_64 r7
1997#define rg_dx_ptr r2
1998
1999
2000#undef r_block
2001#undef g_block
2002#undef b_block
2003#undef r_whole
2004#undef g_whole
2005#undef b_whole
2006#undef r_whole_low
2007#undef r_whole_high
2008#undef g_whole_low
2009#undef g_whole_high
2010#undef b_whole_low
2011#undef b_whole_high
2012#undef r_whole_8
2013#undef g_whole_8
2014#undef b_whole_8
2015#undef dither_offsets
2016#undef rg_dx4
2017#undef rg_dx8
2018#undef dx4
2019#undef dx8
2020#undef v_left_x
2021#undef uvrg
2022#undef block_span
2023#undef rg
2024#undef draw_mask
2025#undef test_mask
2026
2027#define r_block q0
2028#define g_block q1
2029#define b_block q2
2030
2031#define r_whole q3
2032#define g_whole q4
2033#define b_whole q5
2034
2035#define r_whole_low d6
2036#define r_whole_high d7
2037#define g_whole_low d8
2038#define g_whole_high d9
2039#define b_whole_low d10
2040#define b_whole_high d11
2041
2042#define gb_whole_8 q6
2043
2044#define g_whole_8 d12
2045#define b_whole_8 d13
2046
2047#define r_whole_8 d14
2048
2049#define pixels q8
2050
2051#define rg_dx4 d18
2052#define rg_dx8 d19
2053
2054#define dx4 q10
2055#define dx8 q10
2056
2057#define v_left_x d6
2058#define uvrg q4
2059#define block_span q5
2060
2061#define rg d9
2062
2063#define d64_1 d22
2064#define d64_128 d23
2065
2066#define d128_4 q12
2067#define d128_0x7 q13
2068
2069#define d64_4 d24
2070
2071#define dither_offsets q14
2072#define draw_mask q15
2073
2074#define dither_offsets_low d28
2075
2076#define rg_dx d0
2077#define test_mask q10
2078
2079
2080#define setup_blocks_shaded_untextured_dither_a_dithered() \
2081 vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low; \
2082 vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets; \
2083
2084#define setup_blocks_shaded_untextured_dither_b_dithered() \
2085 vqsub.u8 r_whole_8, r_whole_8, d64_4; \
2086 vqsub.u8 gb_whole_8, gb_whole_8, d128_4 \
2087
2088#define setup_blocks_shaded_untextured_dither_a_undithered() \
2089
2090#define setup_blocks_shaded_untextured_dither_b_undithered() \
2091
2092
2093#define setup_blocks_shaded_untextured_indirect_builder(dithering) \
2094.align 3; \
2095 \
2096function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \
2097 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2098 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2099 \
2100 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2101 \
2102 cmp num_spans, #0; \
2103 bxeq lr; \
2104 \
2105 stmdb sp!, { r4 - r11, r14 }; \
2106 vshl.u32 rg_dx4, rg_dx, #2; \
2107 \
2108 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2109 vshl.u32 rg_dx8, rg_dx, #3; \
2110 \
2111 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2112 \
2113 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2114 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2115 \
2116 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2117 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2118 \
2119 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
2120 vmov.u8 d64_1, #1; \
2121 \
2122 vmov.u8 d128_4, #4; \
2123 vmov.u8 d64_128, #128; \
2124 \
2125 vmov.u8 d128_0x7, #0x7; \
2126 \
2127 0: \
2128 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2129 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2130 \
2131 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 2132 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
2133 \
2134 cmp span_num_blocks, #0; \
2135 beq 1f; \
2136 \
2137 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2138 add num_blocks, span_num_blocks, num_blocks; \
2139 \
2140 cmp num_blocks, #MAX_BLOCKS; \
2141 bgt 2f; \
2142 \
2143 3: \
2144 ldr b, [ span_b_offset ]; \
2145 add fb_ptr, fb_ptr, y, lsl #11; \
2146 \
2147 vdup.u32 v_left_x, left_x; \
2148 and y, y, #0x3; \
2149 \
2150 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2151 add fb_ptr, fb_ptr, left_x, lsl #1; \
2152 \
2153 mla b, b_dx, left_x, b; \
2154 and dither_shift, left_x, #0x03; \
2155 \
2156 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2157 vshr.u32 rg_dx, rg_dx4, #2; \
2158 \
2159 mov dither_shift, dither_shift, lsl #3; \
2160 vmla.u32 rg, rg_dx, v_left_x; \
2161 \
2162 mov c_64, #64; \
2163 subs span_num_blocks, span_num_blocks, #1; \
2164 \
2165 mov dither_row, dither_row, ror dither_shift; \
2166 mov b_dx4, b_dx, lsl #2; \
2167 \
2168 vdup.u32 dither_offsets, dither_row; \
2169 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2170 \
2171 vdup.u32 b_block, b; \
2172 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2173 \
2174 mov b_dx8, b_dx, lsl #3; \
2175 vdup.u32 r_block, rg[0]; \
2176 vdup.u32 g_block, rg[1]; \
2177 \
2178 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2179 \
2180 vadd.u32 r_block, r_block, block_span; \
2181 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2182 \
2183 vadd.u32 g_block, g_block, block_span; \
2184 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2185 \
2186 vadd.u32 b_block, b_block, block_span; \
2187 add block_ptr_b, block_ptr_a, #16; \
2188 \
2189 vshrn.u32 r_whole_low, r_block, #16; \
2190 vshrn.u32 g_whole_low, g_block, #16; \
2191 vshrn.u32 b_whole_low, b_block, #16; \
2192 vdup.u32 dx4, rg_dx4[0]; \
2193 \
2194 vaddhn.u32 r_whole_high, r_block, dx4; \
2195 vdup.u32 dx4, rg_dx4[1]; \
2196 \
2197 vaddhn.u32 g_whole_high, g_block, dx4; \
2198 vdup.u32 dx4, b_dx4; \
2199 \
2200 vaddhn.u32 b_whole_high, b_block, dx4; \
2201 vdup.u32 dx8, rg_dx8[0]; \
2202 \
2203 vadd.u32 r_block, r_block, dx8; \
2204 vdup.u32 dx8, rg_dx8[1]; \
2205 \
2206 vadd.u32 g_block, g_block, dx8; \
2207 vdup.u32 dx8, b_dx8; \
2208 \
2209 vadd.u32 b_block, b_block, dx8; \
2210 \
2211 vmovn.u16 r_whole_8, r_whole; \
2212 vmovn.u16 g_whole_8, g_whole; \
2213 vmovn.u16 b_whole_8, b_whole; \
2214 \
2215 beq 5f; \
2216 veor.u32 draw_mask, draw_mask, draw_mask; \
2217 \
2218 4: \
2219 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2220 vshrn.u32 r_whole_low, r_block, #16; \
2221 \
2222 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2223 vshrn.u32 g_whole_low, g_block, #16; \
2224 \
2225 vshrn.u32 b_whole_low, b_block, #16; \
2226 str fb_ptr, [ block_ptr_a, #44 ]; \
2227 \
2228 vdup.u32 dx4, rg_dx4[0]; \
2229 vshr.u8 r_whole_8, r_whole_8, #3; \
2230 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2231 \
2232 vaddhn.u32 r_whole_high, r_block, dx4; \
2233 vdup.u32 dx4, rg_dx4[1]; \
2234 \
2235 vaddhn.u32 g_whole_high, g_block, dx4; \
2236 vdup.u32 dx4, b_dx4; \
2237 \
2238 vaddhn.u32 b_whole_high, b_block, dx4; \
2239 vdup.u32 dx8, rg_dx8[0]; \
2240 \
2241 vmull.u8 pixels, r_whole_8, d64_1; \
2242 vmlal.u8 pixels, g_whole_8, d64_4; \
2243 vmlal.u8 pixels, b_whole_8, d64_128; \
2244 \
2245 vadd.u32 r_block, r_block, dx8; \
2246 vdup.u32 dx8, rg_dx8[1]; \
2247 \
2248 vadd.u32 g_block, g_block, dx8; \
2249 vdup.u32 dx8, b_dx8; \
2250 \
2251 vadd.u32 b_block, b_block, dx8; \
2252 add fb_ptr, fb_ptr, #16; \
2253 \
2254 vmovn.u16 r_whole_8, r_whole; \
2255 vmovn.u16 g_whole_8, g_whole; \
2256 vmovn.u16 b_whole_8, b_whole; \
2257 \
2258 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2259 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2260 \
2261 pld [ fb_ptr ]; \
2262 \
2263 subs span_num_blocks, span_num_blocks, #1; \
2264 bne 4b; \
2265 \
2266 5: \
2267 str fb_ptr, [ block_ptr_a, #44 ]; \
2268 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2269 \
2270 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
2271 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2272 \
2273 vshr.u8 r_whole_8, r_whole_8, #3; \
2274 vdup.u8 draw_mask, right_mask; \
2275 \
2276 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2277 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
2278 \
2279 vtst.u16 draw_mask, draw_mask, test_mask; \
2280 \
2281 vmull.u8 pixels, r_whole_8, d64_1; \
2282 vmlal.u8 pixels, g_whole_8, d64_4; \
2283 vmlal.u8 pixels, b_whole_8, d64_128; \
2284 \
2285 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2286 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2287 \
2288 1: \
2289 add span_uvrg_offset, span_uvrg_offset, #16; \
2290 add span_b_offset, span_b_offset, #4; \
2291 \
2292 add span_edge_data, span_edge_data, #8; \
2293 subs num_spans, num_spans, #1; \
2294 \
2295 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2296 bne 0b; \
2297 \
2298 ldmia sp!, { r4 - r11, pc }; \
2299 \
2300 2: \
2301 /* TODO: Load from psx_gpu instead of saving/restoring these */\
2302 vpush { rg_dx4 }; \
2303 \
2304 stmdb sp!, { r0 - r3, r12, r14 }; \
2305 bl flush_render_block_buffer; \
2306 ldmia sp!, { r0 - r3, r12, r14 }; \
2307 \
2308 vpop { rg_dx4 }; \
2309 \
2310 vmov.u8 d64_1, #1; \
2311 vmov.u8 d128_4, #4; \
2312 vmov.u8 d64_128, #128; \
2313 vmov.u8 d128_0x7, #0x7; \
2314 \
2315 vadd.u32 rg_dx8, rg_dx4, rg_dx4; \
2316 \
2317 mov num_blocks, span_num_blocks; \
2318 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2319 bal 3b \
2320
2321
2322setup_blocks_shaded_untextured_indirect_builder(undithered)
2323setup_blocks_shaded_untextured_indirect_builder(dithered)
2324
2325
2326#undef draw_mask
2327
2328#define mask_msb_ptr r14
2329
2330#define draw_mask q0
2331#define pixels_low d16
3867c6ef 2332#define pixels_high d17
75e28f62
E
2333
2334
2335
2336#define setup_blocks_shaded_untextured_direct_builder(dithering) \
2337.align 3; \
2338 \
2339function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \
2340 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2341 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2342 \
2343 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2344 \
2345 cmp num_spans, #0; \
2346 bxeq lr; \
2347 \
2348 stmdb sp!, { r4 - r11, r14 }; \
2349 vshl.u32 rg_dx4, rg_dx, #2; \
2350 \
2351 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2352 vshl.u32 rg_dx8, rg_dx, #3; \
2353 \
2354 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2355 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2356 \
2357 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2358 vmov.u8 d64_1, #1; \
2359 \
2360 vmov.u8 d128_4, #4; \
2361 vmov.u8 d64_128, #128; \
2362 \
2363 vmov.u8 d128_0x7, #0x7; \
2364 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
2365 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
2366 \
2367 0: \
2368 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2369 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2370 \
2371 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
c1817bd9 2372 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
2373 \
2374 cmp span_num_blocks, #0; \
2375 beq 1f; \
2376 \
2377 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2378 add fb_ptr, fb_ptr, y, lsl #11; \
2379 \
2380 ldr b, [ span_b_offset ]; \
2381 vdup.u32 v_left_x, left_x; \
2382 and y, y, #0x3; \
2383 \
2384 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2385 add fb_ptr, fb_ptr, left_x, lsl #1; \
2386 \
2387 mla b, b_dx, left_x, b; \
2388 and dither_shift, left_x, #0x03; \
2389 \
2390 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2391 vshr.u32 rg_dx, rg_dx4, #2; \
2392 \
2393 mov dither_shift, dither_shift, lsl #3; \
2394 vmla.u32 rg, rg_dx, v_left_x; \
2395 \
2396 subs span_num_blocks, span_num_blocks, #1; \
2397 \
2398 mov dither_row, dither_row, ror dither_shift; \
2399 mov b_dx4, b_dx, lsl #2; \
2400 \
2401 vdup.u32 dither_offsets, dither_row; \
2402 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2403 \
2404 vdup.u32 b_block, b; \
2405 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2406 \
2407 mov b_dx8, b_dx, lsl #3; \
2408 vdup.u32 r_block, rg[0]; \
2409 vdup.u32 g_block, rg[1]; \
2410 \
2411 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2412 \
2413 vadd.u32 r_block, r_block, block_span; \
2414 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2415 \
2416 vadd.u32 g_block, g_block, block_span; \
2417 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2418 \
2419 vadd.u32 b_block, b_block, block_span; \
2420 add block_ptr_b, block_ptr_a, #16; \
2421 \
2422 vshrn.u32 r_whole_low, r_block, #16; \
2423 vshrn.u32 g_whole_low, g_block, #16; \
2424 vshrn.u32 b_whole_low, b_block, #16; \
2425 vdup.u32 dx4, rg_dx4[0]; \
2426 \
2427 vaddhn.u32 r_whole_high, r_block, dx4; \
2428 vdup.u32 dx4, rg_dx4[1]; \
2429 \
2430 vaddhn.u32 g_whole_high, g_block, dx4; \
2431 vdup.u32 dx4, b_dx4; \
2432 \
2433 vaddhn.u32 b_whole_high, b_block, dx4; \
2434 vdup.u32 dx8, rg_dx8[0]; \
2435 \
2436 vadd.u32 r_block, r_block, dx8; \
2437 vdup.u32 dx8, rg_dx8[1]; \
2438 \
2439 vadd.u32 g_block, g_block, dx8; \
2440 vdup.u32 dx8, b_dx8; \
2441 \
2442 vadd.u32 b_block, b_block, dx8; \
2443 \
2444 vmovn.u16 r_whole_8, r_whole; \
2445 vmovn.u16 g_whole_8, g_whole; \
2446 vmovn.u16 b_whole_8, b_whole; \
2447 \
2448 beq 3f; \
2449 \
2450 2: \
2451 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2452 vshrn.u32 r_whole_low, r_block, #16; \
2453 \
2454 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2455 vshrn.u32 g_whole_low, g_block, #16; \
2456 \
2457 vshrn.u32 b_whole_low, b_block, #16; \
2458 \
2459 vdup.u32 dx4, rg_dx4[0]; \
2460 vshr.u8 r_whole_8, r_whole_8, #3; \
2461 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2462 \
2463 vaddhn.u32 r_whole_high, r_block, dx4; \
2464 vdup.u32 dx4, rg_dx4[1]; \
2465 \
2466 vmov pixels, msb_mask; \
2467 vaddhn.u32 g_whole_high, g_block, dx4; \
2468 vdup.u32 dx4, b_dx4; \
2469 \
2470 vaddhn.u32 b_whole_high, b_block, dx4; \
2471 vdup.u32 dx8, rg_dx8[0]; \
2472 \
2473 vmlal.u8 pixels, r_whole_8, d64_1; \
2474 vmlal.u8 pixels, g_whole_8, d64_4; \
2475 vmlal.u8 pixels, b_whole_8, d64_128; \
2476 \
2477 vadd.u32 r_block, r_block, dx8; \
2478 vdup.u32 dx8, rg_dx8[1]; \
2479 \
2480 vadd.u32 g_block, g_block, dx8; \
2481 vdup.u32 dx8, b_dx8; \
2482 \
2483 vadd.u32 b_block, b_block, dx8; \
2484 \
2485 vmovn.u16 r_whole_8, r_whole; \
2486 vmovn.u16 g_whole_8, g_whole; \
2487 vmovn.u16 b_whole_8, b_whole; \
2488 \
2489 vst1.u32 { pixels }, [ fb_ptr ]!; \
2490 subs span_num_blocks, span_num_blocks, #1; \
2491 bne 2b; \
2492 \
2493 3: \
2494 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2495 \
3867c6ef 2496 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
75e28f62
E
2497 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2498 \
2499 vshr.u8 r_whole_8, r_whole_8, #3; \
3867c6ef 2500 rbit right_mask, right_mask; \
75e28f62
E
2501 vmov pixels, msb_mask; \
2502 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
3867c6ef 2503 clz right_mask, right_mask; \
75e28f62
E
2504 \
2505 vmlal.u8 pixels, r_whole_8, d64_1; \
2506 vmlal.u8 pixels, g_whole_8, d64_4; \
2507 vmlal.u8 pixels, b_whole_8, d64_128; \
2508 \
3867c6ef
E
2509 ldr pc, [ pc, right_mask, lsl #2 ]; \
2510 nop; \
2511 nop; \
2512 .word 4f; \
2513 .word 5f; \
2514 .word 6f; \
2515 .word 7f; \
2516 .word 8f; \
2517 .word 9f; \
2518 .word 10f; \
2519 .word 11f; \
2520 \
75e28f62 2521 4: \
3867c6ef
E
2522 vst1.u16 { pixels_low[0] }, [ fb_ptr ]; \
2523 bal 1f; \
2524 \
2525 5: \
2526 vst1.u32 { pixels_low[0] }, [ fb_ptr ]; \
2527 bal 1f; \
2528 \
2529 6: \
2530 vst1.u32 { pixels_low[0] }, [ fb_ptr ]!; \
2531 vst1.u16 { pixels_low[2] }, [ fb_ptr ]; \
2532 bal 1f; \
2533 \
2534 7: \
2535 vst1.u32 { pixels_low }, [ fb_ptr ]; \
2536 bal 1f; \
2537 \
2538 8: \
2539 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2540 vst1.u16 { pixels_high[0] }, [ fb_ptr ]; \
2541 bal 1f; \
2542 \
2543 9: \
2544 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2545 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2546 bal 1f; \
2547 \
2548 10: \
2549 vst1.u32 { pixels_low }, [ fb_ptr ]!; \
2550 vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \
2551 vst1.u16 { pixels_high[2] }, [ fb_ptr ]; \
2552 bal 1f; \
2553 \
2554 11: \
2555 vst1.u32 { pixels }, [ fb_ptr ]; \
2556 bal 1f; \
75e28f62
E
2557 \
2558 1: \
2559 add span_uvrg_offset, span_uvrg_offset, #16; \
2560 add span_b_offset, span_b_offset, #4; \
2561 \
2562 add span_edge_data, span_edge_data, #8; \
2563 subs num_spans, num_spans, #1; \
2564 \
2565 bne 0b; \
2566 \
2567 ldmia sp!, { r4 - r11, pc } \
2568
2569setup_blocks_shaded_untextured_direct_builder(undithered)
2570setup_blocks_shaded_untextured_direct_builder(dithered)
2571
2572
2573#undef psx_gpu
2574#undef num_blocks
2575#undef triangle
2576#undef c_64
2577
2578#define psx_gpu r0
2579#define block_ptr r1
2580#define num_blocks r2
2581#define uv_01 r3
2582#define uv_23 r4
2583#define uv_45 r5
2584#define uv_67 r6
2585#define uv_0 r7
2586#define uv_1 r3
2587#define uv_2 r8
2588#define uv_3 r4
2589#define uv_4 r9
2590#define uv_5 r5
2591#define uv_6 r10
2592#define uv_7 r6
2593#define texture_ptr r11
2594
2595#define pixel_0 r7
2596#define pixel_1 r3
2597#define pixel_2 r8
2598#define pixel_3 r4
2599#define pixel_4 r9
2600#define pixel_5 r5
2601#define pixel_6 r10
2602#define pixel_7 r6
2603
2604#define pixels_a r7
2605#define pixels_b r9
2606#define pixels_c r8
2607#define pixels_d r10
2608
2609#define c_64 r0
2610
2611#define clut_ptr r12
2612#define current_texture_mask r5
2613#define dirty_textures_mask r6
2614
2615#define texels d0
2616
2617#define clut_low_a d2
2618#define clut_low_b d3
2619#define clut_high_a d4
2620#define clut_high_b d5
2621
2622#define clut_a q1
2623#define clut_b q2
2624
2625#define texels_low d6
2626#define texels_high d7
2627
2628.align 3
2629
2630function(texture_blocks_untextured)
2631 bx lr
2632
2633
2634.align 3
2635
2636function(texture_blocks_4bpp)
2637 stmdb sp!, { r3 - r11, r14 }
2638 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2639
2640 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2641 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2642
2643 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2644 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]
2645
2646 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2647 vuzp.u8 clut_a, clut_b
2648
2649 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
2650 tst dirty_textures_mask, current_texture_mask
2651
2652 bne 1f
2653 mov c_64, #64
2654
26550:
2656 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2657
2658 uxtah uv_0, texture_ptr, uv_01
2659 uxtah uv_1, texture_ptr, uv_01, ror #16
2660
2661 uxtah uv_2, texture_ptr, uv_23
2662 uxtah uv_3, texture_ptr, uv_23, ror #16
2663
2664 uxtah uv_4, texture_ptr, uv_45
2665 ldrb pixel_0, [ uv_0 ]
2666
2667 uxtah uv_5, texture_ptr, uv_45, ror #16
2668 ldrb pixel_1, [ uv_1 ]
2669
2670 uxtah uv_6, texture_ptr, uv_67
2671 ldrb pixel_2, [ uv_2 ]
2672
2673 uxtah uv_7, texture_ptr, uv_67, ror #16
2674 ldrb pixel_3, [ uv_3 ]
2675
2676 ldrb pixel_4, [ uv_4 ]
2677 subs num_blocks, num_blocks, #1
2678
2679 ldrb pixel_5, [ uv_5 ]
2680 orr pixels_a, pixel_0, pixel_1, lsl #8
2681
2682 ldrb pixel_6, [ uv_6 ]
2683 orr pixels_b, pixel_4, pixel_5, lsl #8
2684
2685 ldrb pixel_7, [ uv_7 ]
2686 orr pixels_a, pixels_a, pixel_2, lsl #16
2687
2688 orr pixels_b, pixels_b, pixel_6, lsl #16
2689 orr pixels_a, pixels_a, pixel_3, lsl #24
2690
2691 orr pixels_b, pixels_b, pixel_7, lsl #24
2692 vmov.u32 texels, pixels_a, pixels_b
2693
2694 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
2695 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
2696
2697 vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64
2698 bne 0b
2699
2700 ldmia sp!, { r3 - r11, pc }
2701
27021:
2703 stmdb sp!, { r1 - r2 }
2704 bl update_texture_4bpp_cache
2705
2706 mov c_64, #64
2707 ldmia sp!, { r1 - r2 }
2708 bal 0b
2709
2710
2711.align 3
2712
2713function(texture_blocks_8bpp)
2714 stmdb sp!, { r3 - r11, r14 }
2715 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2716
2717 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2718 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2719
2720 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2721 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2722
2723 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]
2724 tst dirty_textures_mask, current_texture_mask
2725
2726 bne 1f
2727 nop
2728
27290:
2730 ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2731
2732 uxtah uv_0, texture_ptr, uv_01
2733 uxtah uv_1, texture_ptr, uv_01, ror #16
2734
2735 uxtah uv_2, texture_ptr, uv_23
2736 uxtah uv_3, texture_ptr, uv_23, ror #16
2737
2738 uxtah uv_4, texture_ptr, uv_45
2739 ldrb pixel_0, [ uv_0 ]
2740
2741 uxtah uv_5, texture_ptr, uv_45, ror #16
2742 ldrb pixel_1, [ uv_1 ]
2743
2744 uxtah uv_6, texture_ptr, uv_67
2745 ldrb pixel_2, [ uv_2 ]
2746
2747 uxtah uv_7, texture_ptr, uv_67, ror #16
2748 ldrb pixel_3, [ uv_3 ]
2749
2750 ldrb pixel_4, [ uv_4 ]
2751 add pixel_0, pixel_0, pixel_0
2752
2753 ldrb pixel_5, [ uv_5 ]
2754 add pixel_1, pixel_1, pixel_1
2755
2756 ldrb pixel_6, [ uv_6 ]
2757 add pixel_2, pixel_2, pixel_2
2758
2759 ldrb pixel_7, [ uv_7 ]
2760 add pixel_3, pixel_3, pixel_3
2761
2762 ldrh pixel_0, [ clut_ptr, pixel_0 ]
2763 add pixel_4, pixel_4, pixel_4
2764
2765 ldrh pixel_1, [ clut_ptr, pixel_1 ]
2766 add pixel_5, pixel_5, pixel_5
2767
2768 ldrh pixel_2, [ clut_ptr, pixel_2 ]
2769 add pixel_6, pixel_6, pixel_6
2770
2771 ldrh pixel_3, [ clut_ptr, pixel_3 ]
2772 add pixel_7, pixel_7, pixel_7
2773
2774 ldrh pixel_4, [ clut_ptr, pixel_4 ]
2775 orr pixels_a, pixel_0, pixel_1, lsl #16
2776
2777 ldrh pixel_5, [ clut_ptr, pixel_5 ]
2778 orr pixels_c, pixel_2, pixel_3, lsl #16
2779
2780 ldrh pixel_6, [ clut_ptr, pixel_6 ]
2781 subs num_blocks, num_blocks, #1
2782
2783 ldrh pixel_7, [ clut_ptr, pixel_7 ]
2784 orr pixels_b, pixel_4, pixel_5, lsl #16
2785
2786 orr pixels_d, pixel_6, pixel_7, lsl #16
2787 stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d }
2788
2789 add block_ptr, block_ptr, #64
2790 bne 0b
2791
2792 ldmia sp!, { r3 - r11, pc }
2793
27941:
2795 stmdb sp!, { r1 - r2, r12 }
2796
2797 bl update_texture_8bpp_cache
2798
2799 ldmia sp!, { r1 - r2, r12 }
2800 bal 0b
2801
2802
2803#undef uv_0
2804#undef uv_1
2805#undef uv_2
2806#undef uv_3
2807#undef uv_4
2808#undef uv_5
2809#undef uv_6
2810#undef uv_7
2811
2812#undef pixel_0
2813#undef pixel_1
2814#undef pixel_2
2815#undef pixel_3
2816#undef pixel_4
2817#undef pixel_5
2818#undef pixel_6
2819#undef pixel_7
2820
2821#undef texture_ptr
2822
2823#undef pixels_a
2824#undef pixels_b
2825#undef pixels_c
2826#undef pixels_d
2827
2828#define psx_gpu r0
2829#define block_ptr r1
2830#define num_blocks r2
2831
2832#define uv_0 r3
2833#define uv_1 r4
2834#define u_0 r3
2835#define u_1 r4
2836#define v_0 r5
2837#define v_1 r6
2838
2839#define uv_2 r5
2840#define uv_3 r6
2841#define u_2 r5
2842#define u_3 r6
2843#define v_2 r7
2844#define v_3 r8
2845
2846#define uv_4 r7
2847#define uv_5 r8
2848#define u_4 r7
2849#define u_5 r8
2850#define v_4 r9
2851#define v_5 r10
2852
2853#define uv_6 r9
2854#define uv_7 r10
2855#define u_6 r9
2856#define u_7 r10
2857#define v_6 r11
2858#define v_7 r0
2859
2860#define pixel_0 r3
2861#define pixel_1 r4
2862#define pixel_2 r5
2863#define pixel_3 r6
2864#define pixel_4 r7
2865#define pixel_5 r8
2866#define pixel_6 r9
2867#define pixel_7 r10
2868
2869#define pixels_a r3
2870#define pixels_b r5
2871#define pixels_c r7
2872#define pixels_d r9
2873
2874#define texture_ptr r12
2875
2876
2877.align 3
2878
2879function(texture_blocks_16bpp)
2880 stmdb sp!, { r3 - r11, r14 }
2881 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2882
2883 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2884 ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2885
28860:
2887 ldrh uv_0, [ block_ptr ]
2888 subs num_blocks, num_blocks, #1
2889
2890 ldrh uv_1, [ block_ptr, #2 ]
2891
2892 and v_0, uv_0, #0xFF00
2893 and v_1, uv_1, #0xFF00
2894
2895 and u_0, uv_0, #0xFF
2896 and u_1, uv_1, #0xFF
2897
2898 add uv_0, u_0, v_0, lsl #2
2899 ldrh uv_2, [ block_ptr, #4 ]
2900
2901 add uv_1, u_1, v_1, lsl #2
2902 ldrh uv_3, [ block_ptr, #6 ]
2903
2904 add uv_0, uv_0, uv_0
2905 add uv_1, uv_1, uv_1
2906
2907 and v_2, uv_2, #0xFF00
2908 and v_3, uv_3, #0xFF00
2909
2910 and u_2, uv_2, #0xFF
2911 and u_3, uv_3, #0xFF
2912
2913 add uv_2, u_2, v_2, lsl #2
2914 ldrh uv_4, [ block_ptr, #8 ]
2915
2916 add uv_3, u_3, v_3, lsl #2
2917 ldrh uv_5, [ block_ptr, #10 ]
2918
2919 add uv_2, uv_2, uv_2
2920 add uv_3, uv_3, uv_3
2921
2922 and v_4, uv_4, #0xFF00
2923 and v_5, uv_5, #0xFF00
2924
2925 and u_4, uv_4, #0xFF
2926 and u_5, uv_5, #0xFF
2927
2928 add uv_4, u_4, v_4, lsl #2
2929 ldrh uv_6, [ block_ptr, #12 ]
2930
2931 add uv_5, u_5, v_5, lsl #2
2932 ldrh uv_7, [ block_ptr, #14 ]
2933
2934 add uv_4, uv_4, uv_4
2935 ldrh pixel_0, [ texture_ptr, uv_0 ]
2936
2937 add uv_5, uv_5, uv_5
2938 ldrh pixel_1, [ texture_ptr, uv_1 ]
2939
2940 and v_6, uv_6, #0xFF00
2941 ldrh pixel_2, [ texture_ptr, uv_2 ]
2942
2943 and v_7, uv_7, #0xFF00
2944 ldrh pixel_3, [ texture_ptr, uv_3 ]
2945
2946 and u_6, uv_6, #0xFF
2947 ldrh pixel_4, [ texture_ptr, uv_4 ]
2948
2949 and u_7, uv_7, #0xFF
2950 ldrh pixel_5, [ texture_ptr, uv_5 ]
2951
2952 add uv_6, u_6, v_6, lsl #2
2953 add uv_7, u_7, v_7, lsl #2
2954
2955 add uv_6, uv_6, uv_6
2956 add uv_7, uv_7, uv_7
2957
2958 orr pixels_a, pixel_0, pixel_1, lsl #16
2959 orr pixels_b, pixel_2, pixel_3, lsl #16
2960
2961 ldrh pixel_6, [ texture_ptr, uv_6 ]
2962 orr pixels_c, pixel_4, pixel_5, lsl #16
2963
2964 ldrh pixel_7, [ texture_ptr, uv_7 ]
2965 orr pixels_d, pixel_6, pixel_7, lsl #16
2966
2967 stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d }
2968 add block_ptr, block_ptr, #64
2969
2970 bne 0b
2971
2972 ldmia sp!, { r3 - r11, pc }
2973
2974
2975#undef num_blocks
2976
2977#undef test_mask
2978#undef texels
2979#undef pixels_b
2980#undef pixels
2981#undef d64_1
2982#undef d64_4
2983#undef d64_128
2984#undef draw_mask
2985#undef msb_mask
2986#undef msb_mask_low
2987#undef msb_mask_high
2988#undef fb_pixels
2989
2990#undef c_32
2991#undef fb_ptr
2992#undef mask_msb_ptr
2993
2994#define psx_gpu r0
2995#define num_blocks r1
2996#define color_ptr r2
3867c6ef
E
2997#define colors_scalar r2
2998#define colors_scalar_compare r3
75e28f62
E
2999#define mask_msb_ptr r2
3000
3001#define block_ptr_load_a r0
3002#define block_ptr_store r3
3003#define block_ptr_load_b r12
3004#define c_32 r2
3005
3006#define c_48 r4
3007#define fb_ptr r14
3008#define draw_mask_bits_scalar r5
3009
3010#define d128_0x07 q0
3011#define d128_0x1F q1
3012#define d128_0x8000 q2
3013#define test_mask q3
3014#define texels q4
3015#define colors_rg q5
3016#define colors_b_dm_bits q6
3017#define texels_rg q7
3018#define pixels_r q8
3019#define pixels_g q9
3020#define pixels_b q10
3021#define pixels q11
3022#define zero_mask q4
3023#define draw_mask q12
3024#define msb_mask q13
3025
3026#define fb_pixels q8
3027
3028#define pixels_gb_low q9
3029
3030#define colors_r d10
3031#define colors_g d11
3032#define colors_b d12
3033#define draw_mask_bits d13
3034#define texels_r d14
3035#define texels_g d15
3036#define pixels_r_low d16
3037#define pixels_g_low d18
3038#define pixels_b_low d19
3039#define msb_mask_low d26
3040#define msb_mask_high d27
3041
3042#define d64_1 d28
3043#define d64_4 d29
3044#define d64_128 d30
3045#define texels_b d31
3046
3047#define shade_blocks_textured_modulated_prologue_indirect() \
3048 mov c_48, #48; \
3049 add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset \
3050
3051#define shade_blocks_textured_modulated_prologue_direct() \
3052 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3053 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] \
3054
75e28f62 3055
3867c6ef
E
3056#define shade_blocks_textured_modulated_prologue_shaded(dithering, target) \
3057
3058#define shade_blocks_textured_false_modulation_check_undithered(target) \
3059 ldr colors_scalar, [ psx_gpu, #psx_gpu_triangle_color_offset ]; \
3060 movw colors_scalar_compare, #0x8080; \
3061 \
3062 movt colors_scalar_compare, #0x80; \
3063 cmp colors_scalar, colors_scalar_compare; \
3064 beq shade_blocks_textured_unmodulated_##target \
3065
3066#define shade_blocks_textured_false_modulation_check_dithered(target) \
3067
3068#define shade_blocks_textured_modulated_prologue_unshaded(dithering, target) \
3069 shade_blocks_textured_false_modulation_check_##dithering(target); \
75e28f62
E
3070 add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset; \
3071 vld1.u32 { colors_r[] }, [ color_ptr, :32 ]; \
3072 vdup.u8 colors_g, colors_r[1]; \
3073 vdup.u8 colors_b, colors_r[2]; \
3074 vdup.u8 colors_r, colors_r[0] \
3075
3076
3077#define shade_blocks_textured_modulated_load_dithered(target) \
3078 vld1.u32 { target }, [ block_ptr_load_b, :128 ] \
3079
3080#define shade_blocks_textured_modulated_load_last_dithered(target) \
3081 vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32 \
3082
3083#define shade_blocks_textured_modulated_load_undithered(target) \
3084
3085#define shade_blocks_textured_modulated_load_last_undithered(target) \
3086 add block_ptr_load_b, block_ptr_load_b, #32 \
3087
3088#define shade_blocks_textured_modulate_dithered(channel) \
3089 vmlal.u8 pixels_##channel, texels_##channel, colors_##channel \
3090
3091#define shade_blocks_textured_modulate_undithered(channel) \
3092 vmull.u8 pixels_##channel, texels_##channel, colors_##channel \
3093
3094
3095#define shade_blocks_textured_modulated_store_draw_mask_indirect(offset) \
3096 vst1.u32 { draw_mask }, [ block_ptr_store, :128 ]! \
3097
3098#define shade_blocks_textured_modulated_store_draw_mask_direct(offset) \
3099 ldr fb_ptr, [ block_ptr_load_b, #(offset - 64) ]; \
3100 vld1.u32 { fb_pixels }, [ fb_ptr ]; \
3101 vbit.u16 pixels, fb_pixels, draw_mask \
3102
3103#define shade_blocks_textured_modulated_store_pixels_indirect() \
3104 vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48 \
3105
3106#define shade_blocks_textured_modulated_store_pixels_direct() \
3107 vst1.u32 { pixels }, [ fb_ptr ] \
3108
3109
3110#define shade_blocks_textured_modulated_load_rg_shaded() \
3111 vld1.u32 { colors_r, colors_g }, [ block_ptr_load_b, :128 ], c_32 \
3112
3113#define shade_blocks_textured_modulated_load_rg_unshaded() \
3114 add block_ptr_load_b, block_ptr_load_b, #32 \
3115
3116#define shade_blocks_textured_modulated_load_bdm_shaded() \
3117 vld1.u32 { colors_b, draw_mask_bits }, [ block_ptr_load_a, :128 ], c_32 \
3118
3119#define shade_blocks_textured_modulated_load_bdm_unshaded() \
3120 ldr draw_mask_bits_scalar, [ block_ptr_load_a, #8 ]; \
3121 add block_ptr_load_a, block_ptr_load_a, #32 \
3122
3123#define shade_blocks_textured_modulated_expand_draw_mask_shaded() \
3124 vdup.u16 draw_mask, draw_mask_bits[0] \
3125
3126#define shade_blocks_textured_modulated_expand_draw_mask_unshaded() \
3127 vdup.u16 draw_mask, draw_mask_bits_scalar \
3128
3129
3130#define shade_blocks_textured_modulated_apply_msb_mask_indirect() \
3131
3132#define shade_blocks_textured_modulated_apply_msb_mask_direct() \
3133 vorr.u16 pixels, pixels, msb_mask \
3134
3135
3136#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
3137.align 3; \
3138 \
3139function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \
3867c6ef 3140 shade_blocks_textured_modulated_prologue_##shading(dithering, target); \
75e28f62
E
3141 stmdb sp!, { r4 - r5, lr }; \
3142 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3143 \
3144 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
3145 \
3146 shade_blocks_textured_modulated_prologue_##target(); \
75e28f62
E
3147 \
3148 add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset; \
3149 mov c_32, #32; \
3150 \
3151 add block_ptr_load_b, block_ptr_load_a, #16; \
3152 vmov.u8 d64_1, #1; \
3153 vmov.u8 d64_4, #4; \
3154 vmov.u8 d64_128, #128; \
3155 \
3156 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3157 vmov.u8 d128_0x07, #0x07; \
3158 \
3159 shade_blocks_textured_modulated_load_rg_##shading(); \
3160 vmov.u8 d128_0x1F, #0x1F; \
3161 \
3162 shade_blocks_textured_modulated_load_bdm_##shading(); \
3163 vmov.u16 d128_0x8000, #0x8000; \
3164 \
3165 vmovn.u16 texels_r, texels; \
3166 vshrn.u16 texels_g, texels, #5; \
3167 \
3168 vshrn.u16 texels_b, texels, #7; \
3169 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3170 \
3171 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3172 vtst.u16 draw_mask, draw_mask, test_mask; \
3173 \
3174 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3175 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3176 \
3177 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3178 vshr.u8 texels_b, texels_b, #3; \
3179 \
3180 shade_blocks_textured_modulate_##dithering(r); \
3181 shade_blocks_textured_modulate_##dithering(g); \
3182 shade_blocks_textured_modulate_##dithering(b); \
3183 \
3184 vand.u16 pixels, texels, d128_0x8000; \
3185 vceq.u16 zero_mask, texels, #0; \
3186 \
3187 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3188 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3189 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3190 \
3191 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3192 vorr.u16 draw_mask, draw_mask, zero_mask; \
3193 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3194 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3195 \
3196 subs num_blocks, num_blocks, #1; \
3197 beq 1f; \
3198 \
3199 .align 3; \
3200 \
3201 0: \
3202 vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
3203 shade_blocks_textured_modulated_load_rg_##shading(); \
3204 vshrn.u16 texels_g, texels, #5; \
3205 \
3206 shade_blocks_textured_modulated_load_bdm_##shading(); \
3207 vshrn.u16 texels_b, texels, #7; \
3208 \
59d15d23 3209 pld [ block_ptr_load_a ]; \
75e28f62
E
3210 vmovn.u16 texels_r, texels; \
3211 vmlal.u8 pixels, pixels_r_low, d64_1; \
3212 \
3213 vmlal.u8 pixels, pixels_g_low, d64_4; \
3214 vmlal.u8 pixels, pixels_b_low, d64_128; \
3215 shade_blocks_textured_modulated_store_draw_mask_##target(-4); \
3216 \
3217 shade_blocks_textured_modulated_load_##dithering(pixels_r); \
3218 shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
3219 \
3220 shade_blocks_textured_modulated_load_##dithering(pixels_g); \
3221 vand.u8 texels_rg, texels_rg, d128_0x1F; \
3222 \
3223 shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
3224 vtst.u16 draw_mask, draw_mask, test_mask; \
3225 \
3226 shade_blocks_textured_modulated_store_pixels_##target(); \
3227 vshr.u8 texels_b, texels_b, #3; \
3228 \
3229 shade_blocks_textured_modulate_##dithering(r); \
3230 shade_blocks_textured_modulate_##dithering(g); \
3231 shade_blocks_textured_modulate_##dithering(b); \
3232 \
3233 vand.u16 pixels, texels, d128_0x8000; \
3234 vceq.u16 zero_mask, texels, #0; \
3235 \
3236 subs num_blocks, num_blocks, #1; \
3237 \
3238 vqshrun.s16 pixels_r_low, pixels_r, #4; \
3239 vqshrun.s16 pixels_g_low, pixels_g, #4; \
3240 vqshrun.s16 pixels_b_low, pixels_b, #4; \
3241 \
3242 shade_blocks_textured_modulated_apply_msb_mask_##target(); \
3243 vorr.u16 draw_mask, draw_mask, zero_mask; \
3244 vshr.u8 pixels_r_low, pixels_r_low, #3; \
3245 vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
3246 \
3247 bne 0b; \
3248 \
3249 1: \
3250 vmlal.u8 pixels, pixels_r_low, d64_1; \
3251 vmlal.u8 pixels, pixels_g_low, d64_4; \
3252 vmlal.u8 pixels, pixels_b_low, d64_128; \
3253 \
3254 shade_blocks_textured_modulated_store_draw_mask_##target(28); \
3255 shade_blocks_textured_modulated_store_pixels_##target(); \
3256 \
3257 ldmia sp!, { r4 - r5, pc } \
3258
3259
3260shade_blocks_textured_modulated_builder(shaded, dithered, direct);
3261shade_blocks_textured_modulated_builder(shaded, undithered, direct);
3262shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
3263shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
3264
3265shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
3266shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
3267shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
3268shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
3269
3270
3271#undef c_64
3272#undef fb_ptr
3273#undef color_ptr
3274
3275#undef color_r
3276#undef color_g
3277#undef color_b
3278
3279#undef test_mask
3280#undef pixels
3281#undef draw_mask
3282#undef zero_mask
3283#undef fb_pixels
3284#undef msb_mask
3285#undef msb_mask_low
3286#undef msb_mask_high
3287
3288#define psx_gpu r0
3289#define num_blocks r1
3290#define mask_msb_ptr r2
3291#define color_ptr r3
3292
3293#define block_ptr_load r0
3294#define draw_mask_store_ptr r3
3295#define draw_mask_bits_ptr r12
3296#define draw_mask_ptr r12
3297#define pixel_store_ptr r14
3298
3299#define fb_ptr_cmp r4
3300
3301#define fb_ptr r3
3302#define fb_ptr_next r14
3303
3304#define c_64 r2
3305
3306#define test_mask q0
3307#define pixels q1
3308#define draw_mask q2
3309#define zero_mask q3
3310#define draw_mask_combined q4
3311#define fb_pixels q5
3312#define fb_pixels_next q6
3313#define msb_mask q7
3314
3315#define draw_mask_low d4
3316#define draw_mask_high d5
3317#define msb_mask_low d14
3318#define msb_mask_high d15
3319
3320.align 3
3321function(shade_blocks_textured_unmodulated_indirect)
3322 str r14, [ sp, #-4 ]
3323 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3324
3325 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3326 add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3327
3328 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3329 add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset
3330
3331 mov c_64, #64
3332 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3333
3334 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3335 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3336 [ draw_mask_bits_ptr, :16 ], c_64
3337 vceq.u16 zero_mask, pixels, #0
3338
3339 vtst.u16 draw_mask, draw_mask, test_mask
3340 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3341
3342 subs num_blocks, num_blocks, #1
3343 beq 1f
3344
3345 0:
3346 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3347 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3348
3349 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3350 [ draw_mask_bits_ptr, :16 ], c_64
3351 vceq.u16 zero_mask, pixels, #0
3352
3353 vtst.u16 draw_mask, draw_mask, test_mask
3354 vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3355
3356 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3357 subs num_blocks, num_blocks, #1
3358
3359 bne 0b
3360
3361 1:
3362 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3363 vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3364
3365 ldr pc, [ sp, #-4 ]
3366
3367
3368.align 3
3369
3370function(shade_blocks_textured_unmodulated_direct)
3371 stmdb sp!, { r4, r14 }
3372 add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3373
3374 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3375 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3376
3377 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3378 mov c_64, #64
3379
3380 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3381 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3382
3383 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3384 [ draw_mask_bits_ptr, :16 ], c_64
3385 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3386
3387 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3388 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3389 vceq.u16 zero_mask, pixels, #0
3390 vtst.u16 draw_mask, draw_mask, test_mask
3391
3392 subs num_blocks, num_blocks, #1
3393 beq 1f
3394
3395 0:
3396 mov fb_ptr, fb_ptr_next
3397 ldr fb_ptr_next, [ block_ptr_load, #44 ]
3398
3399 vorr.u16 pixels, pixels, msb_mask
3400
3401 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3402 vmov fb_pixels, fb_pixels_next
3403
3404 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
3405 [ draw_mask_bits_ptr, :16 ], c_64
3406 vbif.u16 fb_pixels, pixels, draw_mask_combined
3407
75e28f62 3408 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
8438c3c7 3409 pld [ fb_ptr_next, #64 ]
3410
75e28f62 3411 add fb_ptr_cmp, fb_ptr_cmp, #14
8438c3c7 3412 vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3413
75e28f62
E
3414 cmp fb_ptr_cmp, #28
3415 bls 4f
3416
3417 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3418 vceq.u16 zero_mask, pixels, #0
3419
3420 vst1.u16 { fb_pixels }, [ fb_ptr ]
3421 vtst.u16 draw_mask, draw_mask, test_mask
3422
3423 3:
3424 subs num_blocks, num_blocks, #1
3425 bne 0b
3426
3427 1:
3428 vorr.u16 draw_mask_combined, draw_mask, zero_mask
3429 vbif.u16 fb_pixels_next, pixels, draw_mask_combined
3430
3431 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3432
3433 ldmia sp!, { r4, pc }
3434
3435 4:
3436 vst1.u16 { fb_pixels }, [ fb_ptr ]
3437 vceq.u16 zero_mask, pixels, #0
3438
3439 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3440 vtst.u16 draw_mask, draw_mask, test_mask
3441
3442 bal 3b
3443
3444
3445function(shade_blocks_unshaded_untextured_indirect)
3446 bx lr
3447
3448.align 3
3449
3450function(shade_blocks_unshaded_untextured_direct)
3451 stmdb sp!, { r4, r14 }
3452 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
3453
3454 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3455 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3456
3457 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3458 add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3459
3460 add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
3461 vld1.u16 { pixels }, [ color_ptr, :128 ]
3462
3463 mov c_64, #64
3464 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3465
3466 vorr.u16 pixels, pixels, msb_mask
3467 subs num_blocks, num_blocks, #1
3468
3469 ldr fb_ptr_next, [ block_ptr_load ], #64
3470
3471 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3472 beq 1f
3473
3474 0:
3475 vmov fb_pixels, fb_pixels_next
3476 mov fb_ptr, fb_ptr_next
3477 ldr fb_ptr_next, [ block_ptr_load ], #64
3478
3479 vbif.u16 fb_pixels, pixels, draw_mask
3480 vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3481
3482 sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3483 add fb_ptr_cmp, fb_ptr_cmp, #14
3484 cmp fb_ptr_cmp, #28
3485 bls 4f
3486
3487 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3488 vst1.u16 { fb_pixels }, [ fb_ptr ]
3489
3490 3:
3491 subs num_blocks, num_blocks, #1
3492 bne 0b
3493
3494 1:
3495 vbif.u16 fb_pixels_next, pixels, draw_mask
3496 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3497
3498 ldmia sp!, { r4, pc }
3499
3500 4:
3501 vst1.u16 { fb_pixels }, [ fb_ptr ]
3502 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3503 bal 3b
3504
3505
3506#undef draw_mask_ptr
3507#undef c_64
3508#undef fb_ptr
3509#undef fb_ptr_next
3510#undef fb_ptr_cmp
3511
3512#define psx_gpu r0
3513#define num_blocks r1
3514#define msb_mask_ptr r2
3515#define pixel_ptr r3
3516#define draw_mask_ptr r0
3517#define c_64 r2
3518#define fb_ptr r12
3519#define fb_ptr_next r14
3520#define fb_ptr_cmp r4
3521
3522#undef msb_mask
3523#undef draw_mask
3524#undef pixels
3525#undef fb_pixels
3526#undef d128_0x8000
3527#undef msb_mask_low
3528#undef msb_mask_high
3529#undef draw_mask_next
3530#undef pixels_g
3531#undef blend_pixels
3532#undef fb_pixels_next
3533
3534#define msb_mask q0
3535#define draw_mask q1
3536#define pixels q2
3537#define fb_pixels q3
3538#define blend_pixels q4
3539#define pixels_no_msb q5
3540#define blend_mask q6
3541#define fb_pixels_no_msb q7
3542#define d128_0x8000 q8
3543#define d128_0x0421 q9
3544#define fb_pixels_next q10
3545#define blend_pixels_next q11
3546#define pixels_next q12
3547#define draw_mask_next q13
3548#define write_mask q14
3549
3550#define pixels_rb q5
3551#define pixels_mg q7
3552#define pixels_g q7
3553#define d128_0x7C1F q8
3554#define d128_0x03E0 q9
3555#define fb_pixels_rb q10
3556#define fb_pixels_g q11
3557#define fb_pixels_masked q11
3558#define d128_0x83E0 q15
3559#define pixels_fourth q7
3560#define d128_0x1C07 q12
3561#define d128_0x00E0 q13
3562#define d128_0x80E0 q13
3563
3564#define msb_mask_low d0
3565#define msb_mask_high d1
3566
3567#define blend_blocks_average_set_blend_mask_textured(source) \
3568 vclt.s16 blend_mask, source, #0 \
3569
3570#define blend_blocks_average_set_stp_bit_textured() \
3571 vorr.u16 blend_pixels, #0x8000 \
3572
3573#define blend_blocks_average_combine_textured(source) \
3574 vbif.u16 blend_pixels, source, blend_mask \
3575
3576#define blend_blocks_average_set_blend_mask_untextured(source) \
3577
3578#define blend_blocks_average_set_stp_bit_untextured() \
3579
3580#define blend_blocks_average_combine_untextured(source) \
3581
3582#define blend_blocks_average_mask_set_on() \
3583 vclt.s16 write_mask, fb_pixels_next, #0 \
3584
3585#define blend_blocks_average_mask_copy_on() \
3586 vorr.u16 draw_mask, draw_mask_next, write_mask \
3587
3588#define blend_blocks_average_mask_copy_b_on() \
3589 vorr.u16 draw_mask_next, draw_mask_next, write_mask \
3590
3591#define blend_blocks_average_mask_set_off() \
3592
3593#define blend_blocks_average_mask_copy_off() \
3594 vmov draw_mask, draw_mask_next \
3595
3596#define blend_blocks_average_mask_copy_b_off() \
3597
3598#define blend_blocks_average_builder(texturing, mask_evaluate) \
3599.align 3; \
3600 \
3601function(blend_blocks_##texturing##_average_##mask_evaluate) \
3602 stmdb sp!, { r4, r14 }; \
3603 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3604 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3605 \
3606 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3607 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3608 \
3609 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3610 mov c_64, #64; \
3611 \
3612 vmov.u16 d128_0x8000, #0x8000; \
3613 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3614 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3615 \
3616 vmov.u16 d128_0x0421, #0x0400; \
3617 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3618 \
3619 vorr.u16 d128_0x0421, #0x0021; \
3620 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3621 \
3622 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3623 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3624 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3625 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3626 blend_blocks_average_mask_set_##mask_evaluate(); \
3627 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3628 \
3629 subs num_blocks, num_blocks, #1; \
3630 beq 1f; \
3631 \
3632 0: \
3633 mov fb_ptr, fb_ptr_next; \
3634 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3635 \
3636 vmov pixels, pixels_next; \
3637 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3638 \
3639 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3640 \
3641 blend_blocks_average_mask_copy_##mask_evaluate(); \
3642 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3643 \
3644 blend_blocks_average_set_blend_mask_##texturing(pixels); \
3645 blend_blocks_average_set_stp_bit_##texturing(); \
3646 vmov fb_pixels, fb_pixels_next; \
3647 blend_blocks_average_combine_##texturing(pixels); \
3648 \
3649 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3650 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3651 cmp fb_ptr_cmp, #28; \
3652 bls 2f; \
3653 \
3654 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3655 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3656 \
3657 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3658 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3659 \
3660 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3661 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3662 \
3663 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3664 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3665 blend_blocks_average_mask_set_##mask_evaluate(); \
3666 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3667 \
3668 3: \
3669 subs num_blocks, num_blocks, #1; \
3670 bne 0b; \
3671 \
3672 1: \
3673 blend_blocks_average_mask_copy_b_##mask_evaluate(); \
3674 vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
3675 \
3676 blend_blocks_average_set_blend_mask_##texturing(pixels_next); \
3677 blend_blocks_average_set_stp_bit_##texturing(); \
3678 blend_blocks_average_combine_##texturing(pixels_next); \
3679 \
3680 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3681 vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next; \
3682 vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3683 \
3684 ldmia sp!, { r4, pc }; \
3685 \
3686 2: \
3687 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3688 vbif.u16 fb_pixels, blend_pixels, draw_mask; \
3689 vst1.u16 { fb_pixels }, [ fb_ptr ]; \
3690 \
3691 vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \
3692 veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
3693 vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
3694 vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
3695 vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
3696 vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
3697 \
3698 bal 3b \
3699
3700blend_blocks_average_builder(textured, off)
3701blend_blocks_average_builder(untextured, off)
3702blend_blocks_average_builder(textured, on)
3703blend_blocks_average_builder(untextured, on)
3704
3705
3706#define blend_blocks_add_mask_set_on() \
3707 vclt.s16 write_mask, fb_pixels, #0 \
3708
3709#define blend_blocks_add_mask_copy_on() \
3710 vorr.u16 draw_mask, draw_mask, write_mask \
3711
3712#define blend_blocks_add_mask_set_off() \
3713
3714#define blend_blocks_add_mask_copy_off() \
3715
3716
3717#define blend_blocks_add_textured_builder(mask_evaluate) \
3718.align 3; \
3719 \
3720function(blend_blocks_textured_add_##mask_evaluate) \
3721 stmdb sp!, { r4, r14 }; \
3722 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3723 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3724 \
3725 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3726 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3727 \
3728 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3729 mov c_64, #64; \
3730 \
3731 vmov.u16 d128_0x7C1F, #0x7C00; \
3732 vmov.u16 d128_0x03E0, #0x0300; \
3733 vmov.u16 d128_0x83E0, #0x8000; \
3734 vorr.u16 d128_0x03E0, #0x00E0; \
3735 vorr.u16 d128_0x7C1F, #0x001F; \
3736 vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0; \
3737 \
3738 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3739 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3740 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3741 vclt.s16 blend_mask, pixels, #0; \
3742 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3743 blend_blocks_add_mask_set_##mask_evaluate(); \
3744 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3745 \
3746 blend_blocks_add_mask_copy_##mask_evaluate(); \
3747 vorr.u16 pixels, pixels, msb_mask; \
3748 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3749 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3750 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3751 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3752 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3753 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3754 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3755 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3756 \
3757 subs num_blocks, num_blocks, #1; \
3758 beq 1f; \
3759 \
3760 0: \
3761 mov fb_ptr, fb_ptr_next; \
3762 \
3763 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3764 \
3765 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3766 vclt.s16 blend_mask, pixels, #0; \
3767 \
3768 vorr.u16 pixels, pixels, msb_mask; \
3769 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3770 vand.u16 pixels_mg, pixels, d128_0x83E0; \
3771 \
8438c3c7 3772 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3773 pld [ fb_ptr_next, #64 ]; \
75e28f62
E
3774 \
3775 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
8438c3c7 3776 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3777 \
75e28f62 3778 add fb_ptr_cmp, fb_ptr_cmp, #14; \
8438c3c7 3779 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3780 \
75e28f62
E
3781 cmp fb_ptr_cmp, #28; \
3782 bls 2f; \
3783 \
3784 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3785 blend_blocks_add_mask_set_##mask_evaluate(); \
3786 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3787 blend_blocks_add_mask_copy_##mask_evaluate(); \
3788 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3789 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3790 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3791 \
3792 3: \
3793 vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
3794 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3795 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
3796 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3797 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
3798 \
3799 subs num_blocks, num_blocks, #1; \
3800 bne 0b; \
3801 \
3802 1: \
3803 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3804 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3805 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3806 \
3807 ldmia sp!, { r4, pc }; \
3808 \
3809 2: \
3810 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3811 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3812 \
3813 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3814 blend_blocks_add_mask_set_##mask_evaluate(); \
3815 vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
3816 blend_blocks_add_mask_copy_##mask_evaluate(); \
3817 vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
3818 bal 3b \
3819
3820
3821#define blend_blocks_add_untextured_builder(mask_evaluate) \
3822.align 3; \
3823 \
3824function(blend_blocks_untextured_add_##mask_evaluate) \
3825 stmdb sp!, { r4, r14 }; \
3826 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3827 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3828 \
3829 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3830 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3831 \
3832 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3833 mov c_64, #64; \
3834 \
3835 vmov.u16 d128_0x7C1F, #0x7C00; \
3836 vmov.u16 d128_0x03E0, #0x0300; \
3837 vorr.u16 d128_0x7C1F, #0x001F; \
3838 vorr.u16 d128_0x03E0, #0x00E0; \
3839 \
3840 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3841 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3842 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3843 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3844 blend_blocks_add_mask_set_##mask_evaluate(); \
3845 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3846 \
3847 blend_blocks_add_mask_copy_##mask_evaluate(); \
3848 vand.u16 pixels_g, pixels, d128_0x03E0; \
3849 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3850 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3851 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3852 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3853 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3854 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3855 \
3856 subs num_blocks, num_blocks, #1; \
3857 beq 1f; \
3858 \
3859 0: \
3860 mov fb_ptr, fb_ptr_next; \
3861 \
3862 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3863 \
3864 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
3865 \
3866 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3867 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3868 vand.u16 pixels_g, pixels, d128_0x03E0; \
3869 \
3870 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3871 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
3872 \
3873 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
3874 add fb_ptr_cmp, fb_ptr_cmp, #14; \
3875 cmp fb_ptr_cmp, #28; \
3876 bls 2f; \
3877 \
3878 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3879 blend_blocks_add_mask_set_##mask_evaluate(); \
3880 blend_blocks_add_mask_copy_##mask_evaluate(); \
3881 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3882 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3883 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3884 \
3885 3: \
3886 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3887 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3888 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3889 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
3890 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
3891 \
3892 subs num_blocks, num_blocks, #1; \
3893 bne 0b; \
3894 \
3895 1: \
3896 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3897 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
3898 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
3899 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
3900 \
3901 ldmia sp!, { r4, pc }; \
3902 \
3903 2: \
3904 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
3905 vand.u16 pixels_rb, pixels, d128_0x7C1F; \
3906 \
3907 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3908 blend_blocks_add_mask_set_##mask_evaluate(); \
3909 blend_blocks_add_mask_copy_##mask_evaluate(); \
3910 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3911 bal 3b \
3912
3913
3914blend_blocks_add_textured_builder(off)
3915blend_blocks_add_textured_builder(on)
3916blend_blocks_add_untextured_builder(off)
3917blend_blocks_add_untextured_builder(on)
3918
3919#define blend_blocks_subtract_set_blend_mask_textured() \
3920 vclt.s16 blend_mask, pixels_next, #0 \
3921
3922#define blend_blocks_subtract_combine_textured() \
3923 vbif.u16 blend_pixels, pixels, blend_mask \
3924
3925#define blend_blocks_subtract_set_stb_textured() \
3926 vorr.u16 blend_pixels, #0x8000 \
3927
3928#define blend_blocks_subtract_msb_mask_textured() \
3929 vorr.u16 pixels, pixels_next, msb_mask \
3930
3931#define blend_blocks_subtract_set_blend_mask_untextured() \
3932
3933#define blend_blocks_subtract_combine_untextured() \
3934
3935#define blend_blocks_subtract_set_stb_untextured() \
3936 vorr.u16 blend_pixels, blend_pixels, msb_mask \
3937
3938#define blend_blocks_subtract_msb_mask_untextured() \
3939
3940
3941#define blend_blocks_subtract_mask_set_on() \
3942 vclt.s16 write_mask, fb_pixels, #0 \
3943
3944#define blend_blocks_subtract_mask_copy_on() \
3945 vorr.u16 draw_mask, draw_mask_next, write_mask \
3946
3947#define blend_blocks_subtract_mask_set_off() \
3948
3949#define blend_blocks_subtract_mask_copy_off() \
3950 vmov draw_mask, draw_mask_next \
3951
3952
3953#define blend_blocks_subtract_builder(texturing, mask_evaluate) \
3954.align 3; \
3955 \
3956function(blend_blocks_##texturing##_subtract_##mask_evaluate) \
3957 stmdb sp!, { r4, r14 }; \
3958 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
3959 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
3960 \
3961 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
3962 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
3963 \
3964 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
3965 mov c_64, #64; \
3966 \
3967 vmov.u16 d128_0x7C1F, #0x7C00; \
3968 vmov.u16 d128_0x03E0, #0x0300; \
3969 vorr.u16 d128_0x7C1F, #0x001F; \
3970 vorr.u16 d128_0x03E0, #0x00E0; \
3971 \
3972 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3973 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3974 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3975 blend_blocks_subtract_set_blend_mask_##texturing(); \
3976 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
3977 blend_blocks_subtract_mask_set_##mask_evaluate(); \
3978 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
3979 \
3980 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
3981 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
3982 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
3983 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
3984 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
3985 \
3986 subs num_blocks, num_blocks, #1; \
3987 beq 1f; \
3988 \
3989 0: \
3990 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
3991 mov fb_ptr, fb_ptr_next; \
3992 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
3993 \
3994 vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \
3995 blend_blocks_subtract_msb_mask_##texturing(); \
3996 \
3997 vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
3998 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
3999 vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
4000 blend_blocks_subtract_set_stb_##texturing(); \
4001 vand.u16 pixels_g, pixels_next, d128_0x03E0; \
4002 blend_blocks_subtract_combine_##texturing(); \
4003 blend_blocks_subtract_set_blend_mask_##texturing(); \
4004 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4005 \
4006 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4007 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4008 cmp fb_ptr_cmp, #28; \
4009 bls 2f; \
4010 \
4011 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4012 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4013 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4014 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4015 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4016 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4017 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4018 \
4019 3: \
4020 subs num_blocks, num_blocks, #1; \
4021 bne 0b; \
4022 \
4023 1: \
4024 blend_blocks_subtract_mask_copy_##mask_evaluate(); \
4025 \
4026 blend_blocks_subtract_msb_mask_##texturing(); \
4027 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4028 blend_blocks_subtract_set_stb_##texturing(); \
4029 blend_blocks_subtract_combine_##texturing(); \
4030 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4031 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4032 \
4033 ldmia sp!, { r4, pc }; \
4034 \
4035 2: \
4036 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4037 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4038 blend_blocks_subtract_mask_set_##mask_evaluate(); \
4039 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4040 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4041 vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4042 vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4043 bal 3b \
4044
4045
4046blend_blocks_subtract_builder(textured, off)
4047blend_blocks_subtract_builder(textured, on)
4048blend_blocks_subtract_builder(untextured, off)
4049blend_blocks_subtract_builder(untextured, on)
4050
4051
4052#define blend_blocks_add_fourth_textured_builder(mask_evaluate) \
4053.align 3; \
4054 \
4055function(blend_blocks_textured_add_fourth_##mask_evaluate) \
4056 stmdb sp!, { r4, r14 }; \
4057 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4058 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4059 \
4060 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4061 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4062 \
4063 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4064 mov c_64, #64; \
4065 \
4066 vmov.u16 d128_0x7C1F, #0x7C00; \
4067 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62 4068 vmov.u16 d128_0x1C07, #0x1C00; \
d1c75d1e 4069 vmov.u16 d128_0x00E0, #0x00E0; \
75e28f62
E
4070 vorr.u16 d128_0x7C1F, #0x001F; \
4071 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62 4072 vorr.u16 d128_0x1C07, #0x0007; \
75e28f62
E
4073 \
4074 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4075 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4076 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4077 vclt.s16 blend_mask, pixels, #0; \
4078 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4079 blend_blocks_add_mask_set_##mask_evaluate(); \
4080 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4081 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
75e28f62
E
4082 \
4083 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4084 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4085 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4086 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4087 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4088 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4089 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4090 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4091 \
4092 subs num_blocks, num_blocks, #1; \
4093 beq 1f; \
4094 \
4095 0: \
4096 mov fb_ptr, fb_ptr_next; \
75e28f62
E
4097 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4098 \
d1c75d1e
E
4099 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4100 vbif.u16 blend_pixels, pixels, blend_mask; \
4101 \
75e28f62
E
4102 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4103 vclt.s16 blend_mask, pixels, #0; \
75e28f62 4104 vshr.s16 pixels_fourth, pixels, #2; \
d1c75d1e 4105 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
75e28f62
E
4106 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4107 \
4108 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4109 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4110 \
4111 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4112 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4113 cmp fb_ptr_cmp, #28; \
4114 bls 2f; \
4115 \
4116 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4117 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4118 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e
E
4119 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4120 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
75e28f62
E
4121 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4122 \
4123 3: \
d1c75d1e 4124 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
75e28f62 4125 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
d1c75d1e 4126 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
75e28f62 4127 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
d1c75d1e 4128 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
75e28f62
E
4129 \
4130 subs num_blocks, num_blocks, #1; \
4131 bne 0b; \
4132 \
4133 1: \
4134 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
d1c75d1e
E
4135 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4136 vbif.u16 blend_pixels, pixels, blend_mask; \
75e28f62
E
4137 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4138 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4139 \
4140 ldmia sp!, { r4, pc }; \
4141 \
4142 2: \
4143 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
d1c75d1e 4144 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
75e28f62
E
4145 \
4146 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4147 blend_blocks_add_mask_set_##mask_evaluate(); \
75e28f62 4148 blend_blocks_add_mask_copy_##mask_evaluate(); \
d1c75d1e 4149 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
75e28f62
E
4150 bal 3b \
4151
4152
d1c75d1e 4153
75e28f62
E
4154#define blend_blocks_add_fourth_untextured_builder(mask_evaluate) \
4155.align 3; \
4156 \
4157function(blend_blocks_untextured_add_fourth_##mask_evaluate) \
4158 stmdb sp!, { r4, r14 }; \
4159 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
4160 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
4161 \
4162 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \
4163 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
4164 \
4165 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \
4166 mov c_64, #64; \
4167 \
4168 vmov.u16 d128_0x7C1F, #0x7C00; \
4169 vmov.u16 d128_0x03E0, #0x0300; \
75e28f62
E
4170 vmov.u16 d128_0x1C07, #0x1C00; \
4171 vmov.u16 d128_0x00E0, #0x00E0; \
4172 vorr.u16 d128_0x7C1F, #0x001F; \
4173 vorr.u16 d128_0x03E0, #0x00E0; \
75e28f62
E
4174 vorr.u16 d128_0x1C07, #0x0007; \
4175 \
4176 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4177 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4178 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4179 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4180 blend_blocks_add_mask_set_##mask_evaluate(); \
4181 vshr.s16 pixels_fourth, pixels, #2; \
4182 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4183 \
4184 blend_blocks_add_mask_copy_##mask_evaluate(); \
4185 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4186 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4187 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4188 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4189 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4190 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4191 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4192 \
4193 subs num_blocks, num_blocks, #1; \
4194 beq 1f; \
4195 \
4196 0: \
4197 mov fb_ptr, fb_ptr_next; \
75e28f62
E
4198 ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
4199 \
4200 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
4201 \
4202 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4203 vshr.s16 pixels_fourth, pixels, #2; \
4204 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4205 vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
4206 \
4207 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4208 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \
4209 \
4210 sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
4211 add fb_ptr_cmp, fb_ptr_cmp, #14; \
4212 cmp fb_ptr_cmp, #28; \
4213 bls 2f; \
4214 \
4215 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4216 blend_blocks_add_mask_set_##mask_evaluate(); \
4217 blend_blocks_add_mask_copy_##mask_evaluate(); \
4218 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4219 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4220 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4221 \
4222 3: \
4223 vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
4224 vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
4225 vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
4226 vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
4227 vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
4228 \
4229 subs num_blocks, num_blocks, #1; \
4230 bne 0b; \
4231 \
4232 1: \
4233 vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
4234 vorr.u16 blend_pixels, blend_pixels, msb_mask; \
4235 vbit.u16 blend_pixels, fb_pixels, draw_mask; \
4236 vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \
4237 \
4238 ldmia sp!, { r4, pc }; \
4239 \
4240 2: \
4241 vst1.u16 { blend_pixels }, [ fb_ptr ]; \
4242 vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
4243 \
4244 vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
4245 blend_blocks_add_mask_set_##mask_evaluate(); \
4246 blend_blocks_add_mask_copy_##mask_evaluate(); \
4247 vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
4248 bal 3b \
4249
4250
4251blend_blocks_add_fourth_textured_builder(off)
4252blend_blocks_add_fourth_textured_builder(on)
4253blend_blocks_add_fourth_untextured_builder(off)
4254blend_blocks_add_fourth_untextured_builder(on)
4255
4256// TODO: Optimize this more. Need a scene that actually uses it for
4257// confirmation..
4258
4259.align 3
4260
4261function(blend_blocks_textured_unblended_on)
4262 stmdb sp!, { r4, r14 }
4263 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
4264 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4265
4266 add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
4267 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
4268
4269 add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
4270 mov c_64, #64
4271
4272 ldr fb_ptr, [ pixel_ptr, #28 ]
4273 vld1.u16 { fb_pixels }, [ fb_ptr ]
4274 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4275 vclt.s16 write_mask, fb_pixels, #0
4276 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4277
4278 subs num_blocks, num_blocks, #1
4279 beq 1f
4280
4281 0:
4282 vorr.u16 draw_mask, draw_mask, write_mask
4283 vbif.u16 fb_pixels, pixels, draw_mask
4284 vst1.u16 { fb_pixels }, [ fb_ptr ]
4285
4286 ldr fb_ptr, [ pixel_ptr, #28 ]
4287 vld1.u16 { fb_pixels }, [ fb_ptr ]
4288 vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4289 vclt.s16 write_mask, fb_pixels, #0
4290 vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4291
4292 subs num_blocks, num_blocks, #1
4293 bne 0b
4294
4295 1:
4296 vorr.u16 draw_mask, draw_mask, write_mask
4297 vbif.u16 fb_pixels, pixels, draw_mask
4298 vst1.u16 { fb_pixels }, [ fb_ptr ]
4299
4300 ldmia sp!, { r4, pc }
4301
4302
4303function(blend_blocks_textured_unblended_off)
4304 bx lr
4305
4306
4307function(warmup)
4308 mov r3, #64
4309 cmp r0, #0
4310 bxeq lr
4311
4312 0:
4313 vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3
4314
4315 subs r0, r0, #1
4316 bne 0b
4317
4318 bx lr
4319
6c4a10c4 4320#undef vram_ptr
75e28f62 4321#undef color
6c4a10c4 4322#undef width
75e28f62 4323#undef height
6c4a10c4 4324#undef pitch
75e28f62
E
4325
4326#define vram_ptr r0
6c4a10c4
E
4327#define color r1
4328#define width r2
4329#define height r3
75e28f62 4330
6c4a10c4 4331#define pitch r1
75e28f62 4332
6c4a10c4 4333#define num_width r12
75e28f62 4334
87c45ad1
E
4335#undef colors_a
4336#undef colors_b
75e28f62 4337
87c45ad1
E
4338#define colors_a q0
4339#define colors_b q1
75e28f62
E
4340
4341.align 3
4342
4343function(render_block_fill_body)
87c45ad1 4344 vdup.u16 colors_a, color
6c4a10c4 4345 mov pitch, #2048
75e28f62 4346
87c45ad1 4347 vmov colors_b, colors_a
75e28f62 4348 sub pitch, pitch, width, lsl #1
75e28f62 4349
6c4a10c4 4350 mov num_width, width
75e28f62 4351
6c4a10c4
E
4352 0:
4353 vst1.u32 { colors_a, colors_b }, [ vram_ptr, :256 ]!
75e28f62 4354
d1c75d1e 4355 subs num_width, num_width, #16
6c4a10c4 4356 bne 0b
75e28f62 4357
75e28f62 4358 add vram_ptr, vram_ptr, pitch
6c4a10c4
E
4359 mov num_width, width
4360
75e28f62
E
4361 subs height, height, #1
4362 bne 0b
75e28f62 4363
6c4a10c4
E
4364 bx lr
4365
75e28f62
E
4366
4367#undef x
4368#undef y
4369#undef width
4370#undef height
4371#undef fb_ptr
4372#undef texture_mask
4373#undef num_blocks
4374#undef temp
4375#undef dirty_textures_mask
4376#undef clut_ptr
4377#undef current_texture_mask
4378
4379#define psx_gpu r0
4380#define x r1
4381#define y r2
4382#define u r3
4383#define v r4
4384#define width r5
4385#define height r6
4386#define offset_u r8
4387#define offset_v r9
4388#define offset_u_right r10
4389#define width_rounded r11
4390#define height_rounded r12
4391
4392#define texture_offset_base r1
4393#define tile_width r2
4394#define tile_height r3
4395#define num_blocks r4
4396#define block r5
4397#define sub_tile_height r6
4398#define fb_ptr r7
4399#define texture_mask r8
4400#define column_data r9
4401#define texture_offset r10
4402#define tiles_remaining r11
4403#define fb_ptr_advance_column r12
4404#define texture_block_ptr r14
4405
4406#define texture_page_ptr r3
4407#define left_block_mask r4
4408#define right_block_mask r5
4409#define texture_mask_rev r10
4410#define control_mask r11
4411
4412#define dirty_textures_mask r4
4413#define clut_ptr r5
4414#define current_texture_mask r6
4415
4416
4417#undef texels
4418#undef clut_low_a
4419#undef clut_low_b
4420#undef clut_high_a
4421#undef clut_high_b
4422#undef clut_a
4423#undef clut_b
4424#undef texels_low
4425#undef texels_high
4426
4427#define texels d0
4428#define draw_masks_fb_ptrs q1
4429
4430#define draw_mask_fb_ptr_left d2
4431#define draw_mask_fb_ptr_right d3
4432
59d15d23 4433#define draw_mask_fb_ptr_left_a d2
4434#define draw_mask_fb_ptr_left_b d3
4435#define draw_mask_fb_ptr_right_a d10
4436#define draw_mask_fb_ptr_right_b d11
4437#define draw_masks_fb_ptrs2 q5
4438
75e28f62
E
4439#define clut_low_a d4
4440#define clut_low_b d5
4441#define clut_high_a d6
4442#define clut_high_b d7
4443
4444#define block_masks d8
4445#define block_masks_shifted d9
4446
4447#define clut_a q2
4448#define clut_b q3
4449
59d15d23 4450#define texels_low d12
4451#define texels_high d13
75e28f62 4452
59d15d23 4453#define texels_wide_low d14
4454#define texels_wide_high d15
4455#define texels_wide q7
75e28f62
E
4456
4457
59d15d23 4458setup_sprite_flush_blocks:
4459 vpush { q1 - q5 }
75e28f62
E
4460
4461 stmdb sp!, { r0 - r3, r12, r14 }
4462 bl flush_render_block_buffer
4463 ldmia sp!, { r0 - r3, r12, r14 }
4464
59d15d23 4465 vpop { q1 - q5 }
75e28f62
E
4466
4467 add block, psx_gpu, #psx_gpu_blocks_offset
75e28f62
E
4468 bx lr
4469
4470
4471setup_sprite_update_texture_4bpp_cache:
4472 stmdb sp!, { r0 - r3, r14 }
4473 bl update_texture_4bpp_cache
4474 ldmia sp!, { r0 - r3, pc }
4475
4476
4477setup_sprite_update_texture_8bpp_cache:
4478 stmdb sp!, { r0 - r3, r14 }
4479 bl update_texture_8bpp_cache
4480 ldmia sp!, { r0 - r3, pc }
4481
4482
4483#define setup_sprite_tiled_initialize_4bpp() \
4484 ldr dirty_textures_mask, \
4485 [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]; \
4486 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
4487 \
4488 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4489 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
4490 \
4491 tst current_texture_mask, dirty_textures_mask; \
4492 vuzp.u8 clut_a, clut_b; \
4493 \
4494 blne setup_sprite_update_texture_4bpp_cache \
4495
4496#define setup_sprite_tiled_initialize_8bpp() \
4497 ldr dirty_textures_mask, \
4498 [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]; \
4499 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4500 \
4501 tst current_texture_mask, dirty_textures_mask; \
4502 blne setup_sprite_update_texture_8bpp_cache \
4503
4504
75e28f62
E
4505#define setup_sprite_block_count_single() \
4506 sub_tile_height \
4507
4508#define setup_sprite_block_count_double() \
4509 sub_tile_height, lsl #1 \
4510
4511#define setup_sprite_tile_add_blocks(type) \
4512 add num_blocks, num_blocks, setup_sprite_block_count_##type(); \
4513 cmp num_blocks, #MAX_BLOCKS; \
4514 \
59d15d23 4515 movgt num_blocks, setup_sprite_block_count_##type(); \
4516 blgt setup_sprite_flush_blocks \
75e28f62
E
4517
4518
4519#define setup_sprite_tile_full_4bpp(edge) \
4520 setup_sprite_tile_add_blocks(double); \
4521 \
4522 4: \
4523 and texture_block_ptr, texture_offset, texture_mask; \
4524 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4525 \
4526 pld [ fb_ptr ]; \
4527 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4528 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4529 \
4530 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4531 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4532 \
4533 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4534 add texture_block_ptr, texture_offset, #8; \
4535 \
4536 and texture_block_ptr, texture_block_ptr, texture_mask; \
4537 add block, block, #40; \
4538 \
4539 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4540 add fb_ptr, fb_ptr, #16; \
4541 \
4542 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4543 add block, block, #24; \
4544 \
4545 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4546 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4547 \
4548 pld [ fb_ptr ]; \
4549 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4550 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4551 \
4552 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4553 add block, block, #40; \
4554 \
4555 add texture_offset, texture_offset, #0x10; \
4556 add fb_ptr, fb_ptr, #(2048 - 16); \
4557 \
4558 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4559 add block, block, #24; \
4560 \
4561 subs sub_tile_height, sub_tile_height, #1; \
4562 bne 4b; \
4563 \
4564 add texture_offset, texture_offset, #0xF00; \
4565 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4566
4567
4568#define setup_sprite_tile_half_4bpp(edge) \
4569 setup_sprite_tile_add_blocks(single); \
4570 \
4571 4: \
4572 and texture_block_ptr, texture_offset, texture_mask; \
4573 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4574 \
4575 pld [ fb_ptr ]; \
4576 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4577 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4578 \
4579 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4580 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4581 \
4582 vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \
4583 add block, block, #40; \
4584 \
4585 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4586 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4587 \
4588 add block, block, #24; \
4589 add texture_offset, texture_offset, #0x10; \
4590 \
4591 add fb_ptr, fb_ptr, #2048; \
4592 subs sub_tile_height, sub_tile_height, #1; \
4593 \
4594 bne 4b; \
4595 \
4596 add texture_offset, texture_offset, #0xF00; \
4597 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4598
4599
4600#define setup_sprite_tile_full_8bpp(edge) \
4601 setup_sprite_tile_add_blocks(double); \
4602 add block, block, #16; \
4603 \
4604 4: \
4605 and texture_block_ptr, texture_offset, texture_mask; \
4606 vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
4607 \
4608 pld [ fb_ptr ]; \
4609 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4610 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4611 \
4612 add texture_block_ptr, texture_offset, #8; \
4613 vst1.u32 { texels }, [ block, :64 ]; \
4614 \
4615 and texture_block_ptr, texture_block_ptr, texture_mask; \
4616 add block, block, #24; \
4617 \
4618 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4619 \
4620 add fb_ptr, fb_ptr, #16; \
4621 vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \
4622 \
4623 add block, block, #40; \
4624 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4625 pld [ fb_ptr ]; \
4626 \
4627 vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \
4628 vst1.u32 { texels }, [ block, :64 ]; \
4629 add block, block, #24; \
4630 \
4631 add texture_offset, texture_offset, #0x10; \
4632 add fb_ptr, fb_ptr, #(2048 - 16); \
4633 \
4634 vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \
4635 add block, block, #40; \
4636 \
4637 subs sub_tile_height, sub_tile_height, #1; \
4638 bne 4b; \
4639 \
4640 sub block, block, #16; \
4641 add texture_offset, texture_offset, #0xF00; \
4642 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4643
4644
4645#define setup_sprite_tile_half_8bpp(edge) \
4646 setup_sprite_tile_add_blocks(single); \
4647 add block, block, #16; \
4648 \
4649 4: \
4650 and texture_block_ptr, texture_offset, texture_mask; \
4651 vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
4652 pld [ fb_ptr ]; \
4653 \
4654 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4655 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4656 \
4657 vst1.u32 { texels }, [ block, :64 ]; \
4658 add block, block, #24; \
4659 \
4660 vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
4661 add block, block, #40; \
4662 \
4663 add texture_offset, texture_offset, #0x10; \
4664 add fb_ptr, fb_ptr, #2048; \
4665 \
4666 subs sub_tile_height, sub_tile_height, #1; \
4667 bne 4b; \
4668 \
4669 sub block, block, #16; \
4670 add texture_offset, texture_offset, #0xF00; \
4671 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4672
4673
4674#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
4675 add texture_offset, texture_offset_base, #8; \
4676 add fb_ptr, fb_ptr, #16 \
4677
4678#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
4679 mov texture_offset, texture_offset_base \
4680
4681#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
4682 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
4683
4684#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
4685 mov texture_offset, texture_offset_base \
4686
4687#define setup_sprite_tile_column_edge_post_adjust_half_right() \
4688 sub fb_ptr, fb_ptr, #16 \
4689
4690#define setup_sprite_tile_column_edge_post_adjust_half_left() \
4691
4692#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
4693 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
4694
4695#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
4696
4697
59d15d23 4698#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
4699 x4mode) \
75e28f62 4700 mov sub_tile_height, column_data; \
59d15d23 4701 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
4702 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
4703 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
75e28f62 4704
59d15d23 4705#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
4706 x4mode) \
75e28f62
E
4707 and sub_tile_height, column_data, #0xFF; \
4708 mov tiles_remaining, column_data, lsr #16; \
59d15d23 4709 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
4710 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
4711 \
4712 subs tiles_remaining, tiles_remaining, #1; \
4713 beq 2f; \
4714 \
4715 3: \
4716 mov sub_tile_height, #16; \
59d15d23 4717 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
4718 subs tiles_remaining, tiles_remaining, #1; \
4719 bne 3b; \
4720 \
4721 2: \
4722 uxtb sub_tile_height, column_data, ror #8; \
59d15d23 4723 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
4724 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
75e28f62
E
4725
4726
4727#define setup_sprite_column_data_single() \
4728 mov column_data, height; \
4729 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] \
4730
4731#define setup_sprite_column_data_multi() \
4732 and height_rounded, height_rounded, #0xF; \
4733 rsb column_data, offset_v, #16; \
4734 \
4735 add height_rounded, height_rounded, #1; \
4736 sub tile_height, tile_height, #1; \
4737 \
4738 orr column_data, column_data, tile_height, lsl #16; \
4739 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]; \
4740 \
4741 orr column_data, column_data, height_rounded, lsl #8 \
4742
59d15d23 4743#define setup_sprite_setup_left_draw_mask_fb_ptr() \
4744 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4745 vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
4746
4747#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column() \
4748 mov fb_ptr_advance_column, #32; \
4749 vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
4750 \
4751 sub fb_ptr_advance_column, height, lsl #11; \
4752 vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
4753
4754#define setup_sprite_setup_right_draw_mask_fb_ptr() \
4755 vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \
4756 vdup.u8 draw_mask_fb_ptr_right, block_masks[5] \
4757
4758#define setup_sprite_tile_column_width_single(tm, multi_height, edge_mode, \
4759 edge, x4mode) \
4760 setup_sprite_##tm##_single_##multi_height##_##edge_mode##_##edge##x4mode: \
75e28f62
E
4761 setup_sprite_column_data_##multi_height(); \
4762 vext.32 block_masks_shifted, block_masks, block_masks, #1; \
4763 vorr.u32 block_masks, block_masks, block_masks_shifted; \
59d15d23 4764 setup_sprite_setup_left_draw_mask_fb_ptr##x4mode(); \
75e28f62 4765 \
59d15d23 4766 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, tm, x4mode); \
75e28f62
E
4767 ldmia sp!, { r4 - r11, pc } \
4768
4769#define setup_sprite_tiled_advance_column() \
4770 add texture_offset_base, texture_offset_base, #0x100; \
4771 tst texture_offset_base, #0xF00; \
4772 subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00) \
4773
4774#define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode, \
59d15d23 4775 right_mode, x4mode) \
4776 setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode##x4mode:\
75e28f62 4777 setup_sprite_column_data_##multi_height(); \
75e28f62 4778 \
59d15d23 4779 setup_sprite_setup_left_draw_mask_fb_ptr_advance_column##x4mode(); \
75e28f62 4780 \
59d15d23 4781 setup_sprite_tile_column_height_##multi_height(left_mode, right, tm, x4mode);\
75e28f62
E
4782 \
4783 subs tile_width, tile_width, #2; \
4784 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4785 \
75e28f62
E
4786 beq 1f; \
4787 \
59d15d23 4788 vmov.u8 draw_masks_fb_ptrs, #0; \
4789 vmov.u8 draw_masks_fb_ptrs2, #0; \
4790 \
75e28f62
E
4791 0: \
4792 setup_sprite_tiled_advance_column(); \
59d15d23 4793 setup_sprite_tile_column_height_##multi_height(full, none, tm, x4mode); \
75e28f62
E
4794 add fb_ptr, fb_ptr, fb_ptr_advance_column; \
4795 subs tile_width, tile_width, #1; \
4796 bne 0b; \
4797 \
4798 1: \
59d15d23 4799 setup_sprite_setup_right_draw_mask_fb_ptr##x4mode(); \
75e28f62
E
4800 \
4801 setup_sprite_tiled_advance_column(); \
59d15d23 4802 setup_sprite_tile_column_height_##multi_height(right_mode, left, tm, x4mode);\
75e28f62
E
4803 ldmia sp!, { r4 - r11, pc } \
4804
4805
59d15d23 4806#define setup_sprite_offset_u_adjust() \
4807
4808#define setup_sprite_get_left_block_mask() \
4809 and left_block_mask, left_block_mask, #0xFF \
4810
4811#define setup_sprite_compare_left_block_mask() \
4812 cmp left_block_mask, #0xFF \
4813
4814#define setup_sprite_get_right_block_mask() \
4815 uxtb right_block_mask, right_block_mask, ror #8 \
4816
4817#define setup_sprite_compare_right_block_mask() \
4818 cmp right_block_mask, #0xFF \
4819
4820
4821
4822/* 4x stuff */
4823#define fb_ptr2 column_data
4824
4825#define setup_sprite_offset_u_adjust_4x() \
4826 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
4827 lsl offset_u_right, #1; \
4828 lsl offset_u, #1; \
4829 add offset_u_right, #1 \
4830
4831#define setup_sprite_get_left_block_mask_4x() \
4832 sxth left_block_mask, left_block_mask \
4833
4834#define setup_sprite_compare_left_block_mask_4x() \
4835 cmp left_block_mask, #0xFFFFFFFF \
4836
4837#define setup_sprite_get_right_block_mask_4x() \
4838 sxth right_block_mask, right_block_mask, ror #16 \
4839
4840#define setup_sprite_compare_right_block_mask_4x() \
4841 cmp right_block_mask, #0xFFFFFFFF \
4842
4843
4844#define widen_texels_16bpp(texels_) \
4845 vmov texels_wide_low, texels_; \
4846 vmov texels_wide_high, texels_; \
4847 vzip.16 texels_wide_low, texels_wide_high \
4848
4849#define widen_texels_8bpp(texels_) \
4850 vmov texels_wide_low, texels_; \
4851 vmov texels_wide_high, texels_; \
4852 vzip.8 texels_wide_low, texels_wide_high \
4853
4854#define write_block_16bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
4855 vst1.u32 { texels_ }, [ block_, :128 ]; \
4856 add block_, block_, #40; \
4857 \
4858 vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
4859 vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \
4860 add block_, block_, #24 \
4861
4862/* assumes 16-byte offset already added to block_ */
4863#define write_block_8bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \
4864 vst1.u32 { texels_ }, [ block_, :64 ]; \
4865 add block_, block_, #24; \
4866 \
4867 vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
4868 vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \
4869 add block_, block_, #40 \
4870
4871#define do_texture_block_16bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
4872 draw_mask_fb_ptr_b_) \
4873 widen_texels_16bpp(texels_low); \
4874 add fb_ptr_tmp, fb_ptr, #1024*2; \
4875 \
4876 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr); \
4877 \
4878 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
4879 widen_texels_16bpp(texels_high); \
4880 \
4881 add fb_ptr_tmp, fb_ptr, #8*2; \
4882 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
4883 \
4884 add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
4885 write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
4886
4887#define do_texture_block_8bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
4888 draw_mask_fb_ptr_b_) \
4889 widen_texels_8bpp(texels); \
4890 add fb_ptr_tmp, fb_ptr, #1024*2; \
4891 \
4892 write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr); \
4893 write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
4894 \
4895 add fb_ptr_tmp, fb_ptr, #8*2; \
4896 write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
4897 \
4898 add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
4899 write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
4900
4901
4902#define setup_sprite_tiled_initialize_4bpp_4x() \
4903 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \
4904 vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \
4905 \
4906 vuzp.u8 clut_a, clut_b \
4907
4908#define setup_sprite_tiled_initialize_8bpp_4x() \
4909
4910
4911#define setup_sprite_block_count_single_4x() \
4912 sub_tile_height, lsl #2 \
4913
4914#define setup_sprite_block_count_double_4x() \
4915 sub_tile_height, lsl #(1+2) \
4916
4917#define setup_sprite_tile_full_4bpp_4x(edge) \
4918 setup_sprite_tile_add_blocks(double_4x); \
4919 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4920 \
4921 4: \
4922 and texture_block_ptr, texture_offset, texture_mask; \
4923 pld [ fb_ptr ]; \
4924 \
4925 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4926 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4927 \
4928 add texture_block_ptr, texture_offset, #8; \
4929 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4930 \
4931 and texture_block_ptr, texture_block_ptr, texture_mask; \
4932 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4933 \
4934 vzip.8 texels_low, texels_high; \
4935 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
4936 draw_mask_fb_ptr_left_b); \
4937 \
4938 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
8438c3c7 4939 pld [ fb_ptr, #2048 ]; \
59d15d23 4940 \
4941 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
8438c3c7 4942 add fb_ptr, fb_ptr, #16*2; \
59d15d23 4943 \
8438c3c7 4944 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
59d15d23 4945 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4946 \
4947 vzip.8 texels_low, texels_high; \
4948 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
4949 draw_mask_fb_ptr_right_b); \
4950 \
4951 add texture_offset, texture_offset, #0x10; \
4952 add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
4953 \
4954 subs sub_tile_height, sub_tile_height, #1; \
4955 bne 4b; \
4956 \
4957 ldr column_data, [sp], #8; /* fb_ptr2 */ \
4958 add texture_offset, texture_offset, #0xF00; \
4959 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4960
4961
4962#define setup_sprite_tile_half_4bpp_4x(edge) \
4963 setup_sprite_tile_add_blocks(single_4x); \
4964 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4965 \
4966 4: \
4967 and texture_block_ptr, texture_offset, texture_mask; \
4968 pld [ fb_ptr ]; \
4969 \
4970 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4971 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
4972 \
4973 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
4974 vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
4975 \
4976 vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
4977 add texture_offset, texture_offset, #0x10; \
4978 \
4979 vzip.8 texels_low, texels_high; \
4980 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
4981 draw_mask_fb_ptr_##edge##_b); \
4982 \
8438c3c7 4983 pld [ fb_ptr, #2048 ]; \
59d15d23 4984 add fb_ptr, fb_ptr, #2048 * 2; \
59d15d23 4985 \
8438c3c7 4986 subs sub_tile_height, sub_tile_height, #1; \
59d15d23 4987 bne 4b; \
4988 \
4989 ldr column_data, [sp], #8; /* fb_ptr2 */ \
4990 add texture_offset, texture_offset, #0xF00; \
4991 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
4992
4993
4994#define setup_sprite_tile_full_8bpp_4x(edge) \
4995 setup_sprite_tile_add_blocks(double_4x); \
4996 add block, block, #16; \
4997 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
4998 \
4999 4: \
5000 and texture_block_ptr, texture_offset, texture_mask; \
5001 pld [ fb_ptr ]; \
5002 \
5003 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
5004 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
5005 \
5006 add texture_block_ptr, texture_offset, #8; \
5007 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
5008 draw_mask_fb_ptr_left_b); \
5009 \
8438c3c7 5010 pld [ fb_ptr, #2048 ]; \
59d15d23 5011 and texture_block_ptr, texture_block_ptr, texture_mask; \
5012 \
5013 add fb_ptr, fb_ptr, #16*2; \
5014 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
5015 \
5016 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
59d15d23 5017 \
5018 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
5019 draw_mask_fb_ptr_right_b); \
5020 \
5021 add texture_offset, texture_offset, #0x10; \
5022 add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
5023 \
5024 subs sub_tile_height, sub_tile_height, #1; \
5025 bne 4b; \
5026 \
5027 sub block, block, #16; \
5028 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5029 add texture_offset, texture_offset, #0xF00; \
5030 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
5031
5032
5033#define setup_sprite_tile_half_8bpp_4x(edge) \
5034 setup_sprite_tile_add_blocks(single_4x); \
5035 add block, block, #16; \
5036 str column_data, [sp, #-8]!; /* fb_ptr2 */ \
5037 \
5038 4: \
5039 and texture_block_ptr, texture_offset, texture_mask; \
5040 pld [ fb_ptr ]; \
5041 \
5042 add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
5043 vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
5044 \
8438c3c7 5045 pld [ fb_ptr, #2048 ]; \
59d15d23 5046 do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
5047 draw_mask_fb_ptr_##edge##_b); \
5048 \
5049 add texture_offset, texture_offset, #0x10; \
5050 add fb_ptr, fb_ptr, #2048 * 2; \
5051 \
5052 subs sub_tile_height, sub_tile_height, #1; \
5053 bne 4b; \
5054 \
5055 sub block, block, #16; \
5056 ldr column_data, [sp], #8; /* fb_ptr2 */ \
5057 add texture_offset, texture_offset, #0xF00; \
5058 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
5059
5060
5061#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
5062 add texture_offset, texture_offset_base, #8; \
5063 add fb_ptr, fb_ptr, #16 * 2 \
5064
5065#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
5066 mov texture_offset, texture_offset_base \
5067
5068#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
5069 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
5070
5071#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
5072 mov texture_offset, texture_offset_base \
5073
5074#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
5075 sub fb_ptr, fb_ptr, #16 * 2 \
5076
5077#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
5078
5079#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
5080 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
5081
5082#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
5083
5084
5085#define setup_sprite_setup_left_draw_mask_fb_ptr_4x() \
5086 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
5087 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
5088 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
5089 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
5090
5091#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column_4x() \
5092 mov fb_ptr_advance_column, #32 * 2; \
5093 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
5094 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
5095 sub fb_ptr_advance_column, height, lsl #11 + 1; \
5096 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
5097 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
5098
5099#define setup_sprite_setup_right_draw_mask_fb_ptr_4x() \
5100 vdup.u8 draw_mask_fb_ptr_left_a, block_masks[4]; \
5101 vdup.u8 draw_mask_fb_ptr_left_b, block_masks[5]; \
5102 vdup.u8 draw_mask_fb_ptr_right_a, block_masks[6]; \
5103 vdup.u8 draw_mask_fb_ptr_right_b, block_masks[7] \
5104
5105
75e28f62
E
5106// r0: psx_gpu
5107// r1: x
5108// r2: y
5109// r3: u
5110// [ sp ]: v
5111// [ sp + 4 ]: width
5112// [ sp + 8 ]: height
5113// [ sp + 12 ]: color (unused)
5114
59d15d23 5115#define setup_sprite_tiled_builder(texture_mode, x4mode) \
5116 \
5117setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
5118 x4mode); \
5119setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
5120 x4mode); \
5121setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
5122 x4mode); \
5123setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
5124 x4mode); \
5125setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
5126 x4mode); \
5127setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
5128 x4mode); \
5129setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
5130 x4mode); \
5131setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
5132 x4mode); \
5133setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
5134 x4mode); \
5135setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
5136 x4mode); \
5137setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
5138 x4mode); \
5139setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
5140 x4mode); \
5141setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
5142 x4mode); \
5143setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
5144 x4mode); \
75e28f62
E
5145 \
5146.align 4; \
5147 \
59d15d23 5148function(setup_sprite_##texture_mode##x4mode) \
75e28f62 5149 stmdb sp!, { r4 - r11, r14 }; \
59d15d23 5150 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62
E
5151 \
5152 ldr v, [ sp, #36 ]; \
5153 and offset_u, u, #0xF; \
5154 \
5155 ldr width, [ sp, #40 ]; \
c1817bd9 5156 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \
75e28f62
E
5157 \
5158 ldr height, [ sp, #44 ]; \
5159 add fb_ptr, fb_ptr, y, lsl #11; \
5160 \
5161 add fb_ptr, fb_ptr, x, lsl #1; \
5162 and offset_v, v, #0xF; \
5163 \
5164 sub fb_ptr, fb_ptr, offset_u, lsl #1; \
5165 add width_rounded, offset_u, width; \
5166 \
5167 add height_rounded, offset_v, height; \
5168 add width_rounded, width_rounded, #15; \
5169 \
5170 add height_rounded, height_rounded, #15; \
5171 mov tile_width, width_rounded, lsr #4; \
5172 \
5173 /* texture_offset_base = VH-VL-00-00 */\
5174 mov texture_offset_base, v, lsl #8; \
5175 and offset_u_right, width_rounded, #0xF; \
5176 \
5177 /* texture_offset_base = VH-UH-UL-00 */\
5178 bfi texture_offset_base, u, #4, #8; \
59d15d23 5179 mov right_block_mask, #0xFFFFFFFE; \
5180 \
5181 setup_sprite_offset_u_adjust##x4mode(); \
75e28f62
E
5182 \
5183 /* texture_offset_base = VH-UH-VL-00 */\
5184 bfi texture_offset_base, v, #4, #4; \
59d15d23 5185 mov left_block_mask, #0xFFFFFFFF; \
75e28f62
E
5186 \
5187 mov tile_height, height_rounded, lsr #4; \
5188 mvn left_block_mask, left_block_mask, lsl offset_u; \
5189 \
5190 /* texture_mask = HH-HL-WH-WL */\
5191 ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]; \
5192 mov right_block_mask, right_block_mask, lsl offset_u_right; \
5193 \
5194 /* texture_mask_rev = WH-WL-HH-HL */\
5195 rev16 texture_mask_rev, texture_mask; \
5196 vmov block_masks, left_block_mask, right_block_mask; \
5197 \
5198 /* texture_mask = HH-HL-HL-WL */\
5199 bfi texture_mask, texture_mask_rev, #4, #4; \
5200 /* texture_mask_rev = 00-00-00-WH */\
5201 mov texture_mask_rev, texture_mask_rev, lsr #12; \
5202 \
5203 /* texture_mask = HH-WH-HL-WL */\
5204 bfi texture_mask, texture_mask_rev, #8, #4; \
59d15d23 5205 setup_sprite_get_left_block_mask##x4mode(); \
75e28f62
E
5206 \
5207 mov control_mask, #0; \
59d15d23 5208 setup_sprite_compare_left_block_mask##x4mode(); \
75e28f62 5209 \
59d15d23 5210 setup_sprite_get_right_block_mask##x4mode(); \
75e28f62
E
5211 orreq control_mask, control_mask, #0x4; \
5212 \
5213 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
59d15d23 5214 setup_sprite_compare_right_block_mask##x4mode(); \
75e28f62
E
5215 \
5216 orreq control_mask, control_mask, #0x8; \
5217 cmp tile_width, #1; \
5218 \
5219 add block, psx_gpu, #psx_gpu_blocks_offset; \
5220 orreq control_mask, control_mask, #0x1; \
5221 \
5222 cmp tile_height, #1; \
5223 add block, block, num_blocks, lsl #6; \
5224 \
5225 orreq control_mask, control_mask, #0x2; \
5226 ldr pc, [ pc, control_mask, lsl #2 ]; \
5227 nop; \
5228 \
59d15d23 5229 .word setup_sprite_##texture_mode##_multi_multi_full_full##x4mode; \
5230 .word setup_sprite_##texture_mode##_single_multi_full_none##x4mode; \
5231 .word setup_sprite_##texture_mode##_multi_single_full_full##x4mode; \
5232 .word setup_sprite_##texture_mode##_single_single_full_none##x4mode; \
5233 .word setup_sprite_##texture_mode##_multi_multi_half_full##x4mode; \
5234 .word setup_sprite_##texture_mode##_single_multi_half_right##x4mode; \
5235 .word setup_sprite_##texture_mode##_multi_single_half_full##x4mode; \
5236 .word setup_sprite_##texture_mode##_single_single_half_right##x4mode; \
5237 .word setup_sprite_##texture_mode##_multi_multi_full_half##x4mode; \
5238 .word setup_sprite_##texture_mode##_single_multi_half_left##x4mode; \
5239 .word setup_sprite_##texture_mode##_multi_single_full_half##x4mode; \
5240 .word setup_sprite_##texture_mode##_single_single_half_left##x4mode; \
5241 .word setup_sprite_##texture_mode##_multi_multi_half_half##x4mode; \
75e28f62 5242 .word 0x00000000; \
59d15d23 5243 .word setup_sprite_##texture_mode##_multi_single_half_half##x4mode; \
5244
5245
5246setup_sprite_tiled_builder(4bpp,);
5247setup_sprite_tiled_builder(8bpp,);
75e28f62 5248
59d15d23 5249#undef draw_mask_fb_ptr_left
5250#undef draw_mask_fb_ptr_right
75e28f62 5251
59d15d23 5252setup_sprite_tiled_builder(4bpp, _4x);
5253setup_sprite_tiled_builder(8bpp, _4x);
75e28f62
E
5254
5255
5256#undef block_ptr
5257#undef num_blocks
5258#undef clut_ptr
5259
5260#define psx_gpu r0
5261#define block_ptr r0
5262#define num_blocks r1
5263#define clut_ptr r2
5264#define texel_shift_mask r3
5265#define block_pixels_a r4
5266#define block_pixels_b r5
5267#define texel_0 r6
5268#define texel_2 r7
5269#define texel_4 r8
5270#define texel_6 r9
5271#define texel_1 r10
5272#define texel_3 r11
5273#define texel_5 r12
5274#define texel_7 r14
5275#define texels_01 r6
5276#define texels_23 r7
5277#define texels_45 r8
5278#define texels_67 r9
5279
5280function(texture_sprite_blocks_8bpp)
5281 stmdb sp!, { r4 - r11, r14 }
5282 movw texel_shift_mask, #(0xFF << 1)
5283
5284 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5285 ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
5286
5287 add block_ptr, psx_gpu, #psx_gpu_blocks_offset
5288 ldr block_pixels_a, [ block_ptr, #16 ]
5289
5290 0:
5291 and texel_0, texel_shift_mask, block_pixels_a, lsl #1
5292 ldr block_pixels_b, [ block_ptr, #20 ]
5293
5294 and texel_1, texel_shift_mask, block_pixels_a, lsr #7
5295 ldrh texel_0, [ clut_ptr, texel_0 ]
5296
5297 and texel_2, texel_shift_mask, block_pixels_a, lsr #15
5298 ldrh texel_1, [ clut_ptr, texel_1 ]
5299
5300 and texel_3, texel_shift_mask, block_pixels_a, lsr #23
5301 ldr block_pixels_a, [ block_ptr, #(64 + 16) ]
5302
5303 ldrh texel_2, [ clut_ptr, texel_2 ]
5304 and texel_4, texel_shift_mask, block_pixels_b, lsl #1
5305
5306 ldrh texel_3, [ clut_ptr, texel_3 ]
5307 and texel_5, texel_shift_mask, block_pixels_b, lsr #7
5308
5309 ldrh texel_4, [ clut_ptr, texel_4 ]
5310 and texel_6, texel_shift_mask, block_pixels_b, lsr #15
5311
5312 ldrh texel_5, [ clut_ptr, texel_5 ]
5313 and texel_7, texel_shift_mask, block_pixels_b, lsr #23
5314
5315 ldrh texel_6, [ clut_ptr, texel_6 ]
5316 orr texels_01, texel_0, texel_1, lsl #16
5317
5318 ldrh texel_7, [ clut_ptr, texel_7 ]
5319 orr texels_23, texel_2, texel_3, lsl #16
5320
5321 orr texels_45, texel_4, texel_5, lsl #16
5322 str texels_01, [ block_ptr, #0 ]
5323
5324 orr texels_67, texel_6, texel_7, lsl #16
5325 str texels_23, [ block_ptr, #4 ]
5326
5327 subs num_blocks, num_blocks, #1
5328 str texels_45, [ block_ptr, #8 ]
5329
5330 str texels_67, [ block_ptr, #12 ]
5331 add block_ptr, block_ptr, #64
5332
5333 bne 0b
5334
5335 ldmia sp!, { r4 - r11, pc }
5336
5337
5338#undef width_rounded
5339#undef texture_mask
5340#undef num_blocks
5341#undef texture_offset
59d15d23 5342#undef texels_low
5343#undef texels_high
5344#undef texels_wide_low
5345#undef texels_wide_high
5346#undef texels_wide
5347#undef fb_ptr2
75e28f62
E
5348
5349#define psx_gpu r0
5350#define x r1
5351#define y r2
5352#define u r3
5353#define v r4
5354#define width r5
5355#define height r6
5356#define left_offset r8
5357#define width_rounded r9
5358#define right_width r10
59d15d23 5359
75e28f62
E
5360#define block_width r11
5361
5362#define texture_offset_base r1
5363#define texture_mask r2
5364#define texture_page_ptr r3
5365#define num_blocks r4
5366#define block r5
5367#define fb_ptr r7
5368#define texture_offset r8
5369#define blocks_remaining r9
59d15d23 5370#define fb_ptr2 r10
75e28f62
E
5371#define fb_ptr_pitch r12
5372#define texture_block_ptr r14
5373
5374#define texture_mask_width r2
5375#define texture_mask_height r3
5376#define left_mask_bits r4
5377#define right_mask_bits r5
5378
5379
5380#undef block_masks
5381#undef block_masks_shifted
5382#undef texels
5383
5384#define block_masks d0
5385#define block_masks_shifted d1
5386#define draw_mask_fb_ptr d2
5387#define texels q2
5388
59d15d23 5389#define draw_mask_fb_ptr_a d2
5390#define draw_mask_fb_ptr_b d3
5391#define texels_low d4
5392#define texels_high d5
5393#define texels_wide_low d6
5394#define texels_wide_high d7
5395#define texels_wide q3
75e28f62 5396
75e28f62 5397
59d15d23 5398setup_sprites_16bpp_flush:
5399 vpush { d0 - d3 }
75e28f62
E
5400
5401 stmdb sp!, { r0 - r3, r12, r14 }
5402 bl flush_render_block_buffer
5403 ldmia sp!, { r0 - r3, r12, r14 }
5404
59d15d23 5405 vpop { d0 - d3 }
75e28f62
E
5406
5407 add block, psx_gpu, #psx_gpu_blocks_offset
5408 mov num_blocks, block_width
5409
5410 bx lr
5411
5412function(setup_sprite_16bpp)
5413 stmdb sp!, { r4 - r11, r14 }
c1817bd9 5414 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
75e28f62
E
5415
5416 ldr v, [ sp, #36 ]
5417 add fb_ptr, fb_ptr, y, lsl #11
5418
5419 ldr width, [ sp, #40 ]
5420 add fb_ptr, fb_ptr, x, lsl #1
5421
5422 ldr height, [ sp, #44 ]
5423 and left_offset, u, #0x7
5424
5425 add texture_offset_base, u, u
5426 add width_rounded, width, #7
5427
5428 add texture_offset_base, v, lsl #11
5429 mov left_mask_bits, #0xFF
5430
5431 ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5432 add width_rounded, width_rounded, left_offset
5433
5434 ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5435 sub fb_ptr, fb_ptr, left_offset, lsl #1
5436
5437 add texture_mask, texture_mask_width, texture_mask_width
5438 mov right_mask_bits, #0xFE
5439
5440 and right_width, width_rounded, #0x7
5441 mvn left_mask_bits, left_mask_bits, lsl left_offset
5442
5443 add texture_mask, texture_mask_height, lsl #11
5444 mov block_width, width_rounded, lsr #3
5445
5446 mov right_mask_bits, right_mask_bits, lsl right_width
5447 movw fb_ptr_pitch, #(2048 + 16)
5448
5449 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
5450 vmov block_masks, left_mask_bits, right_mask_bits
5451
5452 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5453 add block, psx_gpu, #psx_gpu_blocks_offset
5454
6ea0f7bf 5455 bic texture_offset_base, texture_offset_base, #0xF
75e28f62
E
5456 cmp block_width, #1
5457
5458 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5459 add block, block, num_blocks, lsl #6
5460
5461 bne 0f
5462
5463 vext.32 block_masks_shifted, block_masks, block_masks, #1
5464 vorr.u32 block_masks, block_masks, block_masks_shifted
5465 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5466
5467 1:
5468 add num_blocks, num_blocks, #1
5469 cmp num_blocks, #MAX_BLOCKS
59d15d23 5470 blgt setup_sprites_16bpp_flush
75e28f62
E
5471
5472 and texture_block_ptr, texture_offset_base, texture_mask
5473 subs height, height, #1
5474
5475 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5476 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5477
5478 vst1.u32 { texels }, [ block, :128 ]
5479 add block, block, #40
5480
5481 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5482 pld [ fb_ptr ]
5483
5484 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5485
5486 add block, block, #24
5487 add texture_offset_base, texture_offset_base, #2048
5488 add fb_ptr, fb_ptr, #2048
5489 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5490 bne 1b
5491
5492 ldmia sp!, { r4 - r11, pc }
5493
5494 0:
5495 add num_blocks, num_blocks, block_width
5496 mov texture_offset, texture_offset_base
5497
5498 cmp num_blocks, #MAX_BLOCKS
59d15d23 5499 blgt setup_sprites_16bpp_flush
75e28f62
E
5500
5501 add texture_offset_base, texture_offset_base, #2048
5502 and texture_block_ptr, texture_offset, texture_mask
5503
5504 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5505 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5506
5507 vst1.u32 { texels }, [ block, :128 ]
5508 add block, block, #40
5509
5510 vdup.u8 draw_mask_fb_ptr, block_masks[0]
5511 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5512 pld [ fb_ptr ]
5513
5514 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5515 subs blocks_remaining, block_width, #2
5516
5517 add texture_offset, texture_offset, #16
5518 add fb_ptr, fb_ptr, #16
5519
5520 vmov.u8 draw_mask_fb_ptr, #0
5521
5522 add block, block, #24
5523 beq 2f
5524
5525 1:
5526 and texture_block_ptr, texture_offset, texture_mask
5527 subs blocks_remaining, blocks_remaining, #1
5528
5529 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5530 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5531
5532 vst1.u32 { texels }, [ block, :128 ]
5533 add block, block, #40
5534
5535 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5536 pld [ fb_ptr ]
5537
5538 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5539
5540 add texture_offset, texture_offset, #16
5541 add fb_ptr, fb_ptr, #16
5542
5543 add block, block, #24
5544 bne 1b
5545
5546 2:
5547 and texture_block_ptr, texture_offset, texture_mask
5548 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5549
5550 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5551 vdup.u8 draw_mask_fb_ptr, block_masks[4]
5552
5553 vst1.u32 { texels }, [ block, :128 ]
5554 add block, block, #40
5555
5556 vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5557 vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5558
5559 add block, block, #24
5560 subs height, height, #1
5561
5562 add fb_ptr, fb_ptr, fb_ptr_pitch
5563 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5564
5565 bne 0b
5566
5567 ldmia sp!, { r4 - r11, pc }
5568
5569
59d15d23 5570// 4x version
5571// FIXME: duplicate code with normal version :(
5572#undef draw_mask_fb_ptr
5573
5574function(setup_sprite_16bpp_4x)
5575 stmdb sp!, { r4 - r11, r14 }
5576 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5577
5578 ldr v, [ sp, #36 ]
5579 add fb_ptr, fb_ptr, y, lsl #11
5580
5581 ldr width, [ sp, #40 ]
5582 add fb_ptr, fb_ptr, x, lsl #1
5583
5584 ldr height, [ sp, #44 ]
5585 and left_offset, u, #0x7
5586
5587 add texture_offset_base, u, u
5588 add width_rounded, width, #7
5589
5590 add texture_offset_base, v, lsl #11
5591 movw left_mask_bits, #0xFFFF
5592
5593 ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5594 add width_rounded, width_rounded, left_offset
5595
5596 lsl left_offset, #1
5597
5598 ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5599 sub fb_ptr, fb_ptr, left_offset, lsl #1
5600
5601 add texture_mask, texture_mask_width, texture_mask_width
5602 movw right_mask_bits, #0xFFFC
5603
5604 and right_width, width_rounded, #0x7
5605 mvn left_mask_bits, left_mask_bits, lsl left_offset
5606
5607 lsl right_width, #1
5608
5609 add texture_mask, texture_mask_height, lsl #11
5610 mov block_width, width_rounded, lsr #3
5611
5612 mov right_mask_bits, right_mask_bits, lsl right_width
5613 movw fb_ptr_pitch, #(2048 + 16) * 2
5614
5615 sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4+1
5616 vmov block_masks, left_mask_bits, right_mask_bits
5617
5618 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5619 add block, psx_gpu, #psx_gpu_blocks_offset
5620
5621 bic texture_offset_base, texture_offset_base, #0xF
5622 cmp block_width, #1
5623
5624 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5625 add block, block, num_blocks, lsl #6
5626
5627 lsl block_width, #2
5628 bne 0f
5629
5630 vext.32 block_masks_shifted, block_masks, block_masks, #1
5631 vorr.u32 block_masks, block_masks, block_masks_shifted
5632 vdup.u8 draw_mask_fb_ptr_a, block_masks[0]
5633 vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5634
5635 1:
5636 add num_blocks, num_blocks, block_width
5637 cmp num_blocks, #MAX_BLOCKS
5638 blgt setup_sprites_16bpp_flush
5639
5640 and texture_block_ptr, texture_offset_base, texture_mask
5641 subs height, height, #1
5642
5643 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5644 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5645
5646 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5647
5648 add texture_offset_base, texture_offset_base, #2048
5649 add fb_ptr, fb_ptr, #2048*2
5650 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5651 bne 1b
5652
5653 ldmia sp!, { r4 - r11, pc }
5654
5655 0:
5656 add num_blocks, num_blocks, block_width
5657 mov texture_offset, texture_offset_base
5658
5659 vdup.u8 draw_mask_fb_ptr_a, block_masks[0] // left_mask_bits
5660 vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5661
5662 cmp num_blocks, #MAX_BLOCKS
5663 blgt setup_sprites_16bpp_flush
5664
5665 add texture_offset_base, texture_offset_base, #2048
5666 and texture_block_ptr, texture_offset, texture_mask
5667
5668 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5669 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5670
5671 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5672
5673 subs blocks_remaining, block_width, #2*4
5674 add texture_offset, texture_offset, #16
5675
5676 vmov.u8 draw_mask_fb_ptr_a, #0
5677 vmov.u8 draw_mask_fb_ptr_b, #0
5678
5679 add fb_ptr, fb_ptr, #16*2
5680 beq 2f
5681
5682 1:
5683 and texture_block_ptr, texture_offset, texture_mask
5684 subs blocks_remaining, blocks_remaining, #4
5685
5686 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5687 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5688
5689 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5690 add texture_offset, texture_offset, #16
5691
5692 add fb_ptr, fb_ptr, #16*2
5693 bgt 1b
5694
5695 2:
5696 vdup.u8 draw_mask_fb_ptr_a, block_masks[4] // right_mask_bits
5697 vdup.u8 draw_mask_fb_ptr_b, block_masks[5]
5698
5699 and texture_block_ptr, texture_offset, texture_mask
5700 add texture_block_ptr, texture_page_ptr, texture_block_ptr
5701
5702 vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5703
5704 do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5705 subs height, height, #1
5706
5707 add fb_ptr, fb_ptr, fb_ptr_pitch
5708 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5709
5710 bne 0b
5711
5712 ldmia sp!, { r4 - r11, pc }
5713
5714
f0931e56 5715#undef width
5716#undef right_width
5717#undef right_mask_bits
5718#undef color
5719#undef height
5720#undef blocks_remaining
5721#undef colors
5722#undef right_mask
5723#undef test_mask
5724#undef draw_mask
5725
5726#define psx_gpu r0
5727#define x r1
5728#define y r2
5729#define width r3
5730#define right_width r5
5731#define right_mask_bits r6
5732#define fb_ptr r7
5733#define color r8
5734#define height r9
5735#define fb_ptr_pitch r12
5736
5737// referenced by setup_sprites_16bpp_flush
5738#define num_blocks r4
5739#define block r5
5740#define block_width r11
5741
5742#define color_r r1
5743#define color_g r2
5744#define color_b r8
5745#define blocks_remaining r6
5746
5747#define colors q0
5748#define right_mask q1
5749#define test_mask q2
5750#define draw_mask q2
5751#define draw_mask_bits_fb_ptr d6
5752
5753
5754.align 3
5755
5756function(setup_sprite_untextured)
5757 ldrh r12, [ psx_gpu, #psx_gpu_render_state_offset ]
5758 tst r12, #(RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS \
5759 | RENDER_FLAGS_BLEND)
5760 beq setup_sprite_untextured_simple
5761
5762 stmdb sp!, { r4 - r11, r14 }
5763
5764 ldr width, [ sp, #40 ]
5765 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5766
5767 ldr height, [ sp, #44 ]
5768 add fb_ptr, fb_ptr, y, lsl #11
5769
5770 add fb_ptr, fb_ptr, x, lsl #1
5771 sub right_width, width, #1
5772
5773 ldr color, [ sp, #48 ]
5774 and right_width, #7
5775
5776 add block_width, width, #7
5777 add right_width, #1
5778
5779 lsr block_width, #3
5780 mov right_mask_bits, #0xff
5781
5782 sub fb_ptr_pitch, block_width, #1
5783 lsl right_mask_bits, right_width
5784
5785 lsl fb_ptr_pitch, #3+1
5786 ubfx color_r, color, #3, #5
5787
5788 rsb fb_ptr_pitch, #1024*2
5789 ubfx color_g, color, #11, #5
5790
5791 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
5792 ubfx color_b, color, #19, #5
5793
5794 vdup.u16 right_mask, right_mask_bits
5795 orr color, color_r, color_b, lsl #10
5796
5797 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5798 orr color, color, color_g, lsl #5
5799
5800 vtst.u16 right_mask, right_mask, test_mask
5801 add block, psx_gpu, #psx_gpu_blocks_offset
5802
5803 vdup.u16 colors, color
5804 add block, block, num_blocks, lsl #6
5805
5806
5807setup_sprite_untextured_height_loop:
5808 add num_blocks, block_width
5809 sub blocks_remaining, block_width, #1
5810
5811 cmp num_blocks, #MAX_BLOCKS
5812 blgt setup_sprites_16bpp_flush
5813
5814 cmp blocks_remaining, #0
5815 ble 1f
5816
5817 vmov.u8 draw_mask, #0 /* zero_mask */
5818 vmov.u8 draw_mask_bits_fb_ptr, #0
5819
5820 0:
5821 vst1.u32 { draw_mask }, [ block, :128 ]!
5822 subs blocks_remaining, #1
5823
5824 vst1.u32 { colors }, [ block, :128 ]
5825 add block, block, #24
5826
5827 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5828 vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
5829
5830 add block, block, #24
5831 add fb_ptr, #8*2
5832 bgt 0b
5833
5834 1:
5835 vst1.u32 { right_mask }, [ block, :128 ]!
5836 subs height, #1
5837
5838 vst1.u32 { colors }, [ block, :128 ]
5839 add block, block, #24
5840
5841 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5842 vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
5843
5844 add block, block, #24
5845 add fb_ptr, fb_ptr_pitch
5846
5847 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5848 bgt setup_sprite_untextured_height_loop
5849
5850 ldmia sp!, { r4 - r11, pc }
5851
5852
5853
75e28f62
E
5854#undef texture_page_ptr
5855#undef vram_ptr
5856#undef dirty_textures_mask
5857#undef current_texture_mask
5858
5859#define psx_gpu r0
5860#define current_texture_page r1
5861#define texture_page_ptr r2
5862#define vram_ptr_a r3
5863#define current_texture_page_x r12
5864#define current_texture_page_y r4
5865#define dirty_textures_mask r5
5866#define tile_y r6
5867#define tile_x r7
5868#define sub_y r8
5869#define current_texture_mask r9
5870#define c_4096 r10
5871#define vram_ptr_b r11
5872
5873#define texel_block_a d0
5874#define texel_block_b d1
5875#define texel_block_expanded_a q1
5876#define texel_block_expanded_b q2
5877#define texel_block_expanded_ab q2
5878#define texel_block_expanded_c q3
5879#define texel_block_expanded_d q4
5880#define texel_block_expanded_cd q3
5881
5882function(update_texture_4bpp_cache)
5883 stmdb sp!, { r4 - r11, r14 }
5884 vpush { q0 - q3 }
5885
5886 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5887
3867c6ef 5888 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
5889 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5890
5891 and current_texture_page_x, current_texture_page, #0xF
5892 ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
5893
5894 mov current_texture_page_y, current_texture_page, lsr #4
5895 ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5896
5897 add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
5898 mov tile_y, #16
5899
5900 add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7
5901 bic dirty_textures_mask, current_texture_mask
5902
5903 mov tile_x, #16
5904 str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5905
5906 mov sub_y, #8
5907 movw c_4096, #4096
5908
5909 add vram_ptr_b, vram_ptr_a, #2048
5910
5911 0:
5912 vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096
5913 vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096
5914
5915 vmovl.u8 texel_block_expanded_a, texel_block_a
5916 vshll.u8 texel_block_expanded_b, texel_block_a, #4
5917 vmovl.u8 texel_block_expanded_c, texel_block_b
5918 vshll.u8 texel_block_expanded_d, texel_block_b, #4
5919
5920 vbic.u16 texel_block_expanded_a, #0x00F0
5921 vbic.u16 texel_block_expanded_b, #0x00F0
5922 vbic.u16 texel_block_expanded_c, #0x00F0
5923 vbic.u16 texel_block_expanded_d, #0x00F0
5924
5925 vorr.u16 texel_block_expanded_ab, texel_block_expanded_a, \
5926 texel_block_expanded_b
5927 vorr.u16 texel_block_expanded_cd, texel_block_expanded_c, \
5928 texel_block_expanded_d
5929
5930 vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \
5931 [ texture_page_ptr, :256 ]!
5932
5933 subs sub_y, sub_y, #1
5934 bne 0b
5935
5936 mov sub_y, #8
5937 add vram_ptr_a, vram_ptr_a, #8
5938 add vram_ptr_b, vram_ptr_b, #8
5939
5940 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5941 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5942
5943 subs tile_x, tile_x, #1
5944 bne 0b
5945
5946 mov tile_x, #16
5947 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5948 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5949
5950 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5951 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5952
5953 subs tile_y, tile_y, #1
5954 bne 0b
5955
5956 vpop { q0 - q3 }
5957 ldmia sp!, { r4 - r11, pc }
5958
5959
5960#undef current_texture_page
5961
5962#define psx_gpu r0
5963#define texture_page r1
5964#define texture_page_ptr r2
5965#define vram_ptr_a r3
5966#define texture_page_x r12
5967#define texture_page_y r4
5968#define current_texture_page r5
5969#define tile_y r6
5970#define tile_x r7
5971#define sub_y r8
5972#define c_4096 r10
5973#define vram_ptr_b r11
5974
5975
5976#undef texels_a
5977#undef texels_b
5978
5979#define texels_a q0
5980#define texels_b q1
5981#define texels_c q2
5982#define texels_d q3
5983
5984
5985function(update_texture_8bpp_cache_slice)
5986 stmdb sp!, { r4 - r11, r14 }
5987 vpush { q0 - q3 }
5988
5989 ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5990 ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5991
3867c6ef 5992 ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
75e28f62
E
5993 mov tile_y, #16
5994
5995 and texture_page_x, texture_page, #0xF
5996 mov texture_page_y, texture_page, lsr #4
5997
5998 add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7
5999 mov tile_x, #8
6000
6001 add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
6002 eor current_texture_page, current_texture_page, texture_page
6003
6004 ands current_texture_page, current_texture_page, #0x1
6005 mov sub_y, #4
6006
6007 addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6008 movw c_4096, #4096
6009
6010 add vram_ptr_b, vram_ptr_a, #2048
6011
6012 0:
6013 vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096
6014 vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096
6015 vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096
6016 vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096
6017
6018 vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]!
6019 vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]!
6020
6021 subs sub_y, sub_y, #1
6022 bne 0b
6023
6024 mov sub_y, #4
6025
6026 add vram_ptr_a, vram_ptr_a, #16
6027 add vram_ptr_b, vram_ptr_b, #16
6028
6029 sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
6030 sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
6031
6032 subs tile_x, tile_x, #1
6033 bne 0b
6034
6035 mov tile_x, #8
6036
6037 add vram_ptr_a, vram_ptr_a, #(16 * 2048)
6038 add vram_ptr_b, vram_ptr_b, #(16 * 2048)
6039
6040 sub vram_ptr_a, vram_ptr_a, #(8 * 16)
6041 sub vram_ptr_b, vram_ptr_b, #(8 * 16)
6042
6043 subs tile_y, tile_y, #1
6044 add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6045
6046 bne 0b
6047
6048 vpop { q0 - q3 }
6049 ldmia sp!, { r4 - r11, pc }
6050
50f9355a 6051
6052/* void scale2x_tiles8(void *dst, const void *src, int w8, int h) */
6053function(scale2x_tiles8)
6054 push { r4, r14 }
6055
6056 mov r4, r1
6057 add r12, r0, #1024*2
6058 mov r14, r2
6059
60600:
6061 vld1.u16 { q0 }, [ r1, :128 ]!
6062 vld1.u16 { q2 }, [ r1, :128 ]!
6063 vmov q1, q0
6064 vmov q3, q2
6065 vzip.16 q0, q1
6066 vzip.16 q2, q3
6067 subs r14, #2
6068 vst1.u16 { q0, q1 }, [ r0, :128 ]!
6069 vst1.u16 { q0, q1 }, [ r12, :128 ]!
6070 blt 1f
6071 vst1.u16 { q2, q3 }, [ r0, :128 ]!
6072 vst1.u16 { q2, q3 }, [ r12, :128 ]!
6073 bgt 0b
60741:
6075 subs r3, #1
6076 mov r14, r2
6077 add r0, #1024*2*2
6078 add r4, #1024*2
6079 sub r0, r2, lsl #4+1
6080 mov r1, r4
6081 add r12, r0, #1024*2
6082 bgt 0b
6083 nop
6084
6085 pop { r4, pc }
59d15d23 6086
6087// vim:filetype=armasm