2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
17 #define MAX_BLOCKS_PER_ROW 128
19 #define psx_gpu_test_mask_offset 0
20 #define psx_gpu_uvrg_offset 16
21 #define psx_gpu_uvrg_dx_offset 32
22 #define psx_gpu_uvrg_dy_offset 48
23 #define psx_gpu_u_block_span_offset 64
24 #define psx_gpu_v_block_span_offset 80
25 #define psx_gpu_r_block_span_offset 96
26 #define psx_gpu_g_block_span_offset 112
27 #define psx_gpu_b_block_span_offset 128
29 #define psx_gpu_b_dx_offset 132
31 #define psx_gpu_b_offset 144
32 #define psx_gpu_b_dy_offset 148
33 #define psx_gpu_triangle_area_offset 152
34 #define psx_gpu_texture_window_settings_offset 156
35 #define psx_gpu_current_texture_mask_offset 160
36 #define psx_gpu_viewport_mask_offset 164
37 #define psx_gpu_dirty_textures_4bpp_mask_offset 168
38 #define psx_gpu_dirty_textures_8bpp_mask_offset 172
39 #define psx_gpu_dirty_textures_8bpp_alternate_mask_offset 176
40 #define psx_gpu_triangle_color_offset 180
41 #define psx_gpu_primitive_color_offset 184
42 #define psx_gpu_dither_table_offset 188
43 #define psx_gpu_render_block_handler_offset 204
44 #define psx_gpu_texture_page_ptr_offset 208
45 #define psx_gpu_clut_ptr_offset 212
46 #define psx_gpu_vram_ptr_offset 216
48 #define psx_gpu_render_state_base_offset 220
49 #define psx_gpu_render_state_offset 222
50 #define psx_gpu_num_spans_offset 224
51 #define psx_gpu_num_blocks_offset 226
52 #define psx_gpu_offset_x_offset 228
53 #define psx_gpu_offset_y_offset 230
54 #define psx_gpu_clut_settings_offset 232
55 #define psx_gpu_texture_settings_offset 234
56 #define psx_gpu_viewport_start_x_offset 236
57 #define psx_gpu_viewport_start_y_offset 238
58 #define psx_gpu_viewport_end_x_offset 240
59 #define psx_gpu_viewport_end_y_offset 242
60 #define psx_gpu_mask_msb_offset 244
62 #define psx_gpu_triangle_winding_offset 246
63 #define psx_gpu_display_area_draw_enable_offset 247
64 #define psx_gpu_current_texture_page_offset 248
65 #define psx_gpu_last_8bpp_texture_page_offset 249
66 #define psx_gpu_texture_mask_width_offset 250
67 #define psx_gpu_texture_mask_height_offset 251
68 #define psx_gpu_texture_window_x_offset 252
69 #define psx_gpu_texture_window_y_offset 253
70 #define psx_gpu_primitive_type_offset 254
72 #define psx_gpu_reserved_a_offset 255
74 #define psx_gpu_blocks_offset 0x0100
75 #define psx_gpu_span_uvrg_offset_offset 0x2100
76 #define psx_gpu_span_edge_data_offset 0x4100
77 #define psx_gpu_span_b_offset_offset 0x5100
79 #define edge_data_left_x_offset 0
80 #define edge_data_num_blocks_offset 2
81 #define edge_data_right_mask_offset 4
82 #define edge_data_y_offset 6
126 #define gw_by_l gw_bx_l
146 #define uvrg_xxxx0 q3
151 #define uvrg_xxxx1 q4
156 #define uvrg_xxxx2 q5
161 #define yyyy_uvrg0 q6
166 #define yyyy_uvrg1 q7
171 #define yyyy_uvrg2 q8
198 #define uvrg_base q11
244 #define function(name) \
253 function(compute_all_gradients)
254 // First compute the triangle area reciprocal and shift. The division will
255 // happen concurrently with much of the work which follows.
256 @ r12 = psx_gpu->triangle_area
257 ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ]
258 stmdb sp!, { r4 - r11, lr }
260 @ load exponent of 62 into upper half of double
262 clz r14, r12 @ r14 = shift
264 movt r4, #((62 + 1023) << 4)
265 mov r12, r12, lsl r14 @ r12 = triangle_area_normalized
267 @ load area normalized into lower half of double
269 vmov.f64 d30, r5, r4 @ d30 = (1 << 62) + ta_n
271 movt r4, #((1022 + 31) << 4)
274 add r4, r4, r12, lsr #11
277 vdiv.f64 d30, d30, d31 @ d30 = ((1 << 62) + ta_n) / ta_n
279 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
280 // ( d0 * d1 ) - ( d2 * d3 ) =
281 // ( m0 ) - ( m1 ) = gradient
283 // This is split to do 12 elements at a time over three sets: a, b, and c.
284 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
285 // two of the slots are unused.
287 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
290 // First type is: uvrg bxxx xxxx
291 // Second type is: yyyy ybyy uvrg
292 // Since x_a and y_c are the same the same variable is used for both.
294 vld1.u32 { v0 }, [ v_a, : 128 ] @ v0 = { uvrg0, b0, x0, y0 }
295 ldrsh x0, [ v_a, #8 ] @ load x0
297 vld1.u32 { v1 }, [ v_b, : 128 ] @ v1 = { uvrg1, b1, x1, y1}
298 ldrh x1, [ v_b, #8 ] @ load x1
300 vld1.u32 { v2 }, [ v_c, : 128 ] @ v2 = { uvrg2, b2, x2, y2 }
301 ldrh x2, [ v_c, #8 ] @ load x2
303 vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
304 ldrh y0, [ v_a, #10 ] @ load y0
306 vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
307 ldrh y1, [ v_b, #10 ] @ load y1
309 vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
310 ldrh y2, [ v_c, #10 ] @ load y2
312 vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 }
313 vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 }
315 orr x1_x2, x1, x2, lsl #16 @ x1_x2 = { x1, x2 }
316 pkhbt x0_x1, x0, x1, lsl #16 @ x0_x1 = { x0, x1 }
318 vmov.u8 uvrg1b, uvrg1 @ uvrg1b = { uv1, rg1 }
319 vdup.u16 xxxx1, x1_y1[0] @ xxxx1 = { xx1, xx1 }
321 vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 }
322 vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 }
324 ldrb b2, [ v_c, #4 ] @ load b2
325 orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 }
327 ldrb b1, [ v_b, #4 ] @ load b1
328 orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 }
330 vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 }
331 vsub.s16 d0_ab, x1_ab, x0_ab
333 ldrb b0, [ v_a, #4 ] @ load b0
334 orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 }
336 vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 }
337 vsub.s16 d2_ab, x2_ab, x1_ab
339 vdup.u16 yyyy2, x2_y2[1] @ yyyy2 = { yy2, yy2 }
340 vsub.s16 d1_ab, y2_ab, y1_ab
342 orr b0_b1, b0, b1, lsl #16 @ b1_b2 = { b1, b2 }
343 ssub16 dx, x1_x2, x0_x1 @ dx = { x1 - x0, x2 - x1 }
345 ssub16 dy, y1_y2, y0_y1 @ dy = { y1 - y0, y2 - y1 }
346 ssub16 db, b1_b2, b0_b1 @ db = { b1 - b0, b2 - b1 }
348 vsub.s16 d3_ab, y1_ab, y0_ab
349 smusdx ga_by, dx, db @ ga_by = ((x1 - x0) * (b2 - b1)) -
350 @ ((x2 - X1) * (b1 - b0))
351 vmull.s16 ga_uvrg_x, d0_a, d1_a
352 smusdx ga_bx, db, dy @ ga_bx = ((b1 - b0) * (y2 - y1)) -
353 @ ((b2 - b1) * (y1 - y0))
354 vmlsl.s16 ga_uvrg_x, d2_a, d3_a
355 movs gs_bx, ga_bx, asr #31
357 vmull.s16 ga_uvrg_y, d0_b, d1_b
358 rsbmi ga_bx, ga_bx, #0
360 vmlsl.s16 ga_uvrg_y, d2_b, d3_b
361 movs gs_by, ga_by, asr #31
363 vshr.u64 d0, d30, #22
364 mov b_base, b0, lsl #16
366 rsbmi ga_by, ga_by, #0
367 vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0
369 @ r12 = psx_gpu->triangle_winding_offset
370 ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
371 vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0
373 add b_base, b_base, #0x8000
374 rsb r12, r12, #0 @ r12 = -(triangle->winding)
376 vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w }
377 sub r14, r14, #(62 - 12) @ r14 = shift - (62 - FIXED_BITS)
379 vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16
380 vdup.u32 r_shift, r14 @ r_shift = { shift, shift, shift, shift }
382 vorr.u32 uvrg_base, #0x8000
383 vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x)
385 vmov area_r_s, s0 @ area_r_s = triangle_reciprocal
386 vabs.s32 ga_uvrg_y, ga_uvrg_y @ ga_uvrg_y = abs(ga_uvrg_y)
388 vmull.u32 gw_rg_x, ga_rg_x, d0[0]
389 vmull.u32 gw_uv_x, ga_uv_x, d0[0]
390 vmull.u32 gw_rg_y, ga_rg_y, d0[0]
391 vmull.u32 gw_uv_y, ga_uv_y, d0[0]
393 vshl.u64 gw_rg_x, gw_rg_x, r_shift
394 vshl.u64 gw_uv_x, gw_uv_x, r_shift
395 vshl.u64 gw_rg_y, gw_rg_y, r_shift
396 vshl.u64 gw_uv_y, gw_uv_y, r_shift
398 veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
399 vmovn.u64 g_uv_x, gw_uv_x
401 veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
402 vmovn.u64 g_rg_x, gw_rg_x
404 veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
405 vmovn.u64 g_uv_y, gw_uv_y
407 vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
408 vmovn.u64 g_rg_y, gw_rg_y
410 veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
411 mov ga_bx, ga_bx, lsl #13
413 vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
414 mov ga_by, ga_by, lsl #13
417 umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
419 vshl.u32 g_uvrg_x, g_uvrg_x, #4
420 vshl.u32 g_uvrg_y, g_uvrg_y, #4
422 umull gw_by_l, gw_by_h, ga_by, area_r_s
423 vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
425 eor gs_bx, gs_bx, r12
426 vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
428 veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
429 eor gs_by, gs_by, r12
431 rsb r11, r14, #0 @ r11 = negative shift for scalar lsr
432 add store_a, psx_gpu, #psx_gpu_uvrg_offset
434 sub r11, r11, #(32 - 13)
436 add store_b, store_a, #16
439 vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
440 vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc
442 vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc
443 mov g_bx, gw_bx_h, lsr r11
445 vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc
446 mov g_by, gw_by_h, lsr r11
448 vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \
449 [ store_b, : 128 ], store_inc
450 eor g_bx, g_bx, gs_bx
452 vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \
453 [ store_b, : 128 ], store_inc
454 sub g_bx, g_bx, gs_bx
457 eor g_by, g_by, gs_by
459 mls b_base, g_bx, x0, b_base
460 sub g_by, g_by, gs_by
465 add g_bx2, g_bx, g_bx
466 add g_bx3, g_bx, g_bx2
468 stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
470 ldmia sp!, { r4 - r11, pc }
487 #define height_minor_a r7
488 #define height_minor_b r8
489 #define height_major r9
492 #define reciprocal_table_ptr r10
494 #define edge_alt_low r4
495 #define edge_alt_high r5
496 #define edge_dx_dy_alt r6
497 #define edge_shift_alt r10
499 #define edge_dx_dy_alt_low r4
500 #define edge_dx_dy_alt_high r5
502 #define span_edge_data r4
503 #define span_uvrg_offset r5
504 #define span_b_offset r6
512 #define alternate_x q0
513 #define alternate_dx_dy q1
514 #define alternate_x_32 q2
516 #define alternate_x_low d0
517 #define alternate_x_high d1
518 #define alternate_dx_dy_low d2
519 #define alternate_dx_dy_high d3
520 #define alternate_x_32_low d4
521 #define alternate_x_32_high d5
525 #define left_dx_dy q5
526 #define right_dx_dy q6
528 #define right_edge q8
530 #define left_x_low d6
531 #define left_x_high d7
532 #define right_x_low d8
533 #define right_x_high d9
534 #define left_dx_dy_low d10
535 #define left_dx_dy_high d11
536 #define right_dx_dy_low d12
537 #define right_dx_dy_high d13
538 #define left_edge_low d14
539 #define left_edge_high d15
540 #define right_edge_low d16
541 #define right_edge_high d17
543 #define y_mid_point d18
546 #define left_right_x_16 q11
547 #define span_shifts_y q12
550 #define span_shifts d24
555 #define left_right_x_16_low d22
556 #define left_right_x_16_high d23
561 #define alternate_x_16 d4
564 #define v_clip_low d6
566 #define right_x_32 q10
567 #define left_x_32 q11
568 #define alternate_select d24
570 #define right_x_32_low d20
571 #define right_x_32_high d21
572 #define left_x_32_low d22
573 #define left_x_32_high d23
576 #define edges_dx_dy d2
577 #define edge_shifts d3
578 #define edge_shifts_64 q2
580 #define edges_xy_left d0
581 #define edges_xy_right d1
583 #define height_reciprocals d6
591 #define heights_b d12
592 #define edges_dx_dy_64 q10
594 #define edges_dx_dy_64_left d20
595 #define edges_dx_dy_64_right d21
598 #define setup_spans_prologue() \
599 stmdb sp!, { r4 - r11, lr }; \
601 ldrsh x_a, [ v_a, #8 ]; \
602 ldrsh x_b, [ v_b, #8 ]; \
603 ldrsh x_c, [ v_c, #8 ]; \
604 ldrsh y_a, [ v_a, #10 ]; \
605 ldrsh y_b, [ v_b, #10 ]; \
606 ldrsh y_c, [ v_c, #10 ]; \
608 add temp, psx_gpu, #psx_gpu_uvrg_offset; \
609 vld1.32 { uvrg }, [ temp ]; \
610 add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \
611 vld1.32 { uvrg_dy }, [ temp ]; \
612 movw reciprocal_table_ptr, :lower16:reciprocal_table; \
613 movt reciprocal_table_ptr, :upper16:reciprocal_table; \
615 vmov.u32 c_0x01, #0x01 \
617 #define setup_spans_load_b() \
618 ldr b, [ psx_gpu, #psx_gpu_b_offset ]; \
619 ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ] \
621 #define setup_spans_prologue_b() \
622 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
623 add temp, psx_gpu, #psx_gpu_viewport_start_x_offset; \
625 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
626 vmov.u16 c_0x0004, #0x0004; \
628 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
629 vmov.u16 c_0x0001, #0x0001; \
631 vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ]; \
632 add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \
634 vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \
635 vadd.u16 right_edge, right_edge, c_0x0001; \
637 vmov.u16 c_0x0007, #0x0007; \
638 vmvn.u16 c_0xFFFE, #0x0001 \
641 #define compute_edge_delta_x2() \
642 ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \
644 vdup.u32 heights, height; \
645 vsub.u32 widths, x_ends, x_starts; \
647 vdup.u32 edge_shifts, temp; \
648 vsub.u32 heights_b, heights, c_0x01; \
649 vshr.u32 height_reciprocals, edge_shifts, #12; \
651 vmla.s32 heights_b, x_starts, heights; \
652 vbic.u16 edge_shifts, #0xE0; \
653 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
654 vmull.s32 edges_xy, heights_b, height_reciprocals \
657 #define height_reciprocal_alt r11
658 #define height_b_alt r12
660 #define compute_edge_delta_x3(start_c, height_a, height_b) \
661 vmov.u32 heights, height_a, height_b; \
662 ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \
663 vmov.u32 edge_shifts[0], temp; \
664 ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \
665 vmov.u32 edge_shifts[1], temp; \
666 ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ]; \
668 vsub.u32 widths, x_ends, x_starts; \
669 sub width_alt, x_c, start_c; \
671 vsub.u32 heights_b, heights, c_0x01; \
672 sub height_b_alt, height_minor_b, #1; \
674 vshr.u32 height_reciprocals, edge_shifts, #12; \
675 lsr height_reciprocal_alt, edge_shift_alt, #12; \
677 vmla.s32 heights_b, x_starts, heights; \
678 mla height_b_alt, height_minor_b, start_c, height_b_alt; \
680 vbic.u16 edge_shifts, #0xE0; \
681 and edge_shift_alt, edge_shift_alt, #0x1F; \
683 vmul.s32 edges_dx_dy, widths, height_reciprocals; \
684 mul edge_dx_dy_alt, width_alt, height_reciprocal_alt; \
686 vmull.s32 edges_xy, heights_b, height_reciprocals; \
687 smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt \
690 #define setup_spans_adjust_y_up() \
691 vsub.u32 y_x4, y_x4, c_0x0004 \
693 #define setup_spans_adjust_y_down() \
694 vadd.u32 y_x4, y_x4, c_0x0004 \
696 #define setup_spans_adjust_interpolants_up() \
697 vsub.u32 uvrg, uvrg, uvrg_dy; \
700 #define setup_spans_adjust_interpolants_down() \
701 vadd.u32 uvrg, uvrg, uvrg_dy; \
705 #define setup_spans_clip_interpolants_increment() \
706 mla b, b_dy, clip, b; \
707 vmla.s32 uvrg, uvrg_dy, v_clip \
709 #define setup_spans_clip_interpolants_decrement() \
710 mls b, b_dy, clip, b; \
711 vmls.s32 uvrg, uvrg_dy, v_clip \
713 #define setup_spans_clip_alternate_yes() \
714 smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip \
716 #define setup_spans_clip_alternate_no() \
718 #define setup_spans_clip(direction, alternate_active) \
719 vdup.u32 v_clip, clip; \
720 setup_spans_clip_alternate_##alternate_active(); \
721 setup_spans_clip_interpolants_##direction(); \
722 vmlal.s32 edges_xy, edges_dx_dy, v_clip_low \
725 #define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
726 vmovl.s32 edge_shifts_64, edge_shifts; \
727 vmovl.s32 edges_dx_dy_64, edges_dx_dy; \
729 vshl.s64 edges_xy, edges_xy, edge_shifts_64; \
730 vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64; \
732 vmov left_x_low, edges_xy_##left_index; \
733 vmov right_x_low, edges_xy_##right_index; \
735 vmov left_dx_dy_low, edges_dx_dy_64_##left_index; \
736 vmov left_dx_dy_high, edges_dx_dy_64_##left_index; \
737 vmov right_dx_dy_low, edges_dx_dy_64_##right_index; \
738 vmov right_dx_dy_high, edges_dx_dy_64_##right_index; \
740 vadd.u64 left_x_high, left_x_low, left_dx_dy_low; \
741 vadd.u64 right_x_high, right_x_low, right_dx_dy_low; \
743 vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy; \
744 vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy \
747 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
748 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
750 vdup.u16 y_mid_point, y_b; \
751 rsb temp, edge_shift_alt, #32; \
753 lsl edge_alt_high, edge_alt_high, edge_shift_alt; \
754 orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp; \
755 lsl edge_alt_low, edge_alt_low, edge_shift_alt; \
756 vmov alternate_x_low, edge_alt_low, edge_alt_high; \
758 asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp; \
759 lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt; \
760 vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high; \
761 vmov alternate_dx_dy_high, alternate_dx_dy_low; \
763 vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low; \
764 vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy \
767 #define setup_spans_y_select_up() \
768 vclt.s16 alternate_select, y_x4, y_mid_point \
770 #define setup_spans_y_select_down() \
771 vcgt.s16 alternate_select, y_x4, y_mid_point \
774 #define setup_spans_alternate_select_left() \
775 vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select \
777 #define setup_spans_alternate_select_right() \
778 vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select \
781 #define setup_spans_set_x4_alternate_yes(alternate, direction) \
782 vshrn.s64 alternate_x_32_low, alternate_x, #32; \
783 vshrn.s64 left_x_32_low, left_x, #32; \
784 vshrn.s64 right_x_32_low, right_x, #32; \
786 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
787 vadd.u64 left_x, left_x, left_dx_dy; \
788 vadd.u64 right_x, right_x, right_dx_dy; \
790 vshrn.s64 alternate_x_32_high, alternate_x, #32; \
791 vshrn.s64 left_x_32_high, left_x, #32; \
792 vshrn.s64 right_x_32_high, right_x, #32; \
794 vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
795 vadd.u64 left_x, left_x, left_dx_dy; \
796 vadd.u64 right_x, right_x, right_dx_dy; \
798 vmovn.u32 alternate_x_16, alternate_x_32; \
799 setup_spans_y_select_##direction(); \
800 vmovn.u32 left_right_x_16_low, left_x_32; \
802 vmovn.u32 left_right_x_16_high, right_x_32; \
803 setup_spans_alternate_select_##alternate(); \
805 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
806 str b, [ span_b_offset ], #4; \
807 setup_spans_adjust_interpolants_##direction(); \
809 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
811 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
812 str b, [ span_b_offset ], #4; \
813 setup_spans_adjust_interpolants_##direction(); \
815 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
817 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
818 str b, [ span_b_offset ], #4; \
819 setup_spans_adjust_interpolants_##direction(); \
821 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
822 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
823 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
825 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
826 str b, [ span_b_offset ], #4; \
827 setup_spans_adjust_interpolants_##direction(); \
829 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
830 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
832 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
834 setup_spans_adjust_y_##direction() \
837 #define setup_spans_set_x4_alternate_no(alternate, direction) \
838 vshrn.s64 left_x_32_low, left_x, #32; \
839 vshrn.s64 right_x_32_low, right_x, #32; \
841 vadd.u64 left_x, left_x, left_dx_dy; \
842 vadd.u64 right_x, right_x, right_dx_dy; \
844 vshrn.s64 left_x_32_high, left_x, #32; \
845 vshrn.s64 right_x_32_high, right_x, #32; \
847 vadd.u64 left_x, left_x, left_dx_dy; \
848 vadd.u64 right_x, right_x, right_dx_dy; \
850 vmovn.u32 left_right_x_16_low, left_x_32; \
851 vmovn.u32 left_right_x_16_high, right_x_32; \
853 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
854 str b, [ span_b_offset ], #4; \
855 setup_spans_adjust_interpolants_##direction(); \
857 vmax.s16 left_right_x_16, left_right_x_16, left_edge; \
859 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
860 str b, [ span_b_offset ], #4; \
861 setup_spans_adjust_interpolants_##direction(); \
863 vmin.s16 left_right_x_16, left_right_x_16, right_edge; \
865 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
866 str b, [ span_b_offset ], #4; \
867 setup_spans_adjust_interpolants_##direction(); \
869 vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \
870 vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \
871 vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \
873 vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \
874 str b, [ span_b_offset ], #4; \
875 setup_spans_adjust_interpolants_##direction(); \
877 vshl.u16 span_shifts, c_0xFFFE, span_shifts; \
878 vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \
880 vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \
882 setup_spans_adjust_y_##direction() \
885 #define edge_adjust_low r11
886 #define edge_adjust_high r12
888 #define setup_spans_alternate_adjust_yes() \
889 smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a; \
890 subs edge_alt_low, edge_alt_low, edge_adjust_low; \
891 sbc edge_alt_high, edge_alt_high, edge_adjust_high \
893 #define setup_spans_alternate_adjust_no() \
896 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
897 setup_spans_alternate_adjust_##alternate_active(); \
898 setup_spans_load_b(); \
900 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
901 subs y_c, y_c, temp; \
902 subgt height, height, y_c; \
903 addgt height, height, #1; \
905 ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
906 subs clip, temp, y_a; \
909 sub height, height, clip; \
910 add y_a, y_a, clip; \
911 setup_spans_clip(increment, alternate_active); \
917 orr temp, y_a, y_a, lsl #16; \
918 add temp, temp, #(1 << 16); \
920 add y_a, y_a, #(2 << 16); \
921 vmov.u32 y_x4, temp, y_a; \
923 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
925 setup_spans_prologue_b(); \
927 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
930 setup_spans_set_x4_alternate_##alternate_active(alternate, down); \
931 subs height, height, #4; \
937 #define setup_spans_alternate_pre_increment_yes() \
938 adds edge_alt_low, edge_alt_low, edge_dx_dy_alt; \
939 adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31 \
941 #define setup_spans_alternate_pre_increment_no() \
944 #define setup_spans_up_decrement_yes() \
945 suble height, height, #1 \
947 #define setup_spans_up_decrement_no() \
950 #define setup_spans_up(left_index, right_index, alternate, alternate_active) \
951 setup_spans_alternate_adjust_##alternate_active(); \
952 setup_spans_load_b(); \
955 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \
956 subs temp, temp, y_c; \
957 subgt height, height, temp; \
958 setup_spans_up_decrement_##alternate_active(); \
960 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \
961 subs clip, y_a, temp; \
964 sub height, height, clip; \
965 sub y_a, y_a, clip; \
966 setup_spans_clip(decrement, alternate_active); \
972 orr temp, y_a, y_a, lsl #16; \
973 sub temp, temp, #(1 << 16); \
975 sub y_a, y_a, #(2 << 16); \
976 vmov.u32 y_x4, temp, y_a; \
978 vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \
980 setup_spans_alternate_pre_increment_##alternate_active(); \
981 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
983 setup_spans_adjust_interpolants_up(); \
984 setup_spans_prologue_b(); \
986 strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
989 setup_spans_set_x4_alternate_##alternate_active(alternate, up); \
990 subs height, height, #4; \
996 #define setup_spans_epilogue() \
997 ldmia sp!, { r4 - r11, pc } \
1000 #define setup_spans_up_up(minor, major) \
1001 setup_spans_prologue(); \
1002 sub height_minor_a, y_a, y_b; \
1003 sub height_minor_b, y_b, y_c; \
1004 sub height, y_a, y_c; \
1006 vdup.u32 x_starts, x_a; \
1007 vmov.u32 x_ends, x_c, x_b; \
1009 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
1010 setup_spans_up(major, minor, minor, yes); \
1011 setup_spans_epilogue() \
1013 function(setup_spans_up_left)
1014 setup_spans_up_up(left, right)
1016 function(setup_spans_up_right)
1017 setup_spans_up_up(right, left)
1020 #define setup_spans_down_down(minor, major) \
1021 setup_spans_prologue(); \
1022 sub height_minor_a, y_b, y_a; \
1023 sub height_minor_b, y_c, y_b; \
1024 sub height, y_c, y_a; \
1026 vdup.u32 x_starts, x_a; \
1027 vmov.u32 x_ends, x_c, x_b; \
1029 compute_edge_delta_x3(x_b, height_major, height_minor_a); \
1030 setup_spans_down(major, minor, minor, yes); \
1031 setup_spans_epilogue() \
1033 function(setup_spans_down_left)
1034 setup_spans_down_down(left, right)
1036 function(setup_spans_down_right)
1037 setup_spans_down_down(right, left)
1040 #define setup_spans_up_flat() \
1041 sub height, y_a, y_c; \
1043 compute_edge_delta_x2(); \
1044 setup_spans_up(left, right, none, no); \
1045 setup_spans_epilogue() \
1047 function(setup_spans_up_a)
1048 setup_spans_prologue()
1050 vmov.u32 x_starts, x_a, x_b
1051 vdup.u32 x_ends, x_c
1053 setup_spans_up_flat()
1055 function(setup_spans_up_b)
1056 setup_spans_prologue()
1058 vdup.u32 x_starts, x_a
1059 vmov.u32 x_ends, x_b, x_c
1061 setup_spans_up_flat()
1063 #define setup_spans_down_flat() \
1064 sub height, y_c, y_a; \
1066 compute_edge_delta_x2(); \
1067 setup_spans_down(left, right, none, no); \
1068 setup_spans_epilogue() \
1070 function(setup_spans_down_a)
1071 setup_spans_prologue()
1073 vmov.u32 x_starts, x_a, x_b
1074 vdup.u32 x_ends, x_c
1076 setup_spans_down_flat()
1078 function(setup_spans_down_b)
1079 setup_spans_prologue()
1081 vdup.u32 x_starts, x_a
1082 vmov.u32 x_ends, x_b, x_c
1084 setup_spans_down_flat()
1089 #define edges_xy_b q11
1090 #define edges_dx_dy_b d26
1091 #define edge_shifts_b d27
1092 #define edges_dx_dy_and_shifts_b q13
1093 #define height_increment d20
1095 #define edges_dx_dy_and_shifts q1
1097 #define edges_xy_b_left d22
1098 #define edges_xy_b_right d23
1100 #define setup_spans_up_down_load_edge_set_b() \
1101 vmov edges_xy, edges_xy_b; \
1102 vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b \
1105 function(setup_spans_up_down)
1106 setup_spans_prologue()
1108 // s32 middle_y = y_a;
1109 sub height_minor_a, y_a, y_b
1110 sub height_minor_b, y_c, y_a
1111 sub height_major, y_c, y_b
1113 vmov.u32 x_starts, x_a, x_c
1114 vdup.u32 x_ends, x_b
1116 compute_edge_delta_x3(x_a, height_minor_a, height_major)
1119 vmov.u32 height_increment, temp, height_minor_b
1120 vmlal.s32 edges_xy, edges_dx_dy, height_increment
1122 vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1123 vmov edges_xy_b_right, edges_xy_right
1125 vmov edge_shifts_b, edge_shifts
1126 vmov.u32 edge_shifts_b[0], edge_shift_alt
1128 vneg.s32 edges_dx_dy_b, edges_dx_dy
1129 vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1133 setup_spans_load_b()
1136 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1137 subs temp, temp, y_b
1138 subgt height_minor_a, height_minor_a, temp
1140 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1141 subs clip, y_a, temp
1144 sub height_minor_a, height_minor_a, clip
1146 setup_spans_clip(decrement, no)
1149 cmp height_minor_a, #0
1152 orr temp, y_a, y_a, lsl #16
1153 sub temp, temp, #(1 << 16)
1155 sub y_a, y_a, #(2 << 16)
1156 vmov.u32 y_x4, temp, y_a
1158 vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1160 strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
1162 setup_spans_adjust_edges_alternate_no(left, right);
1163 setup_spans_adjust_interpolants_up()
1164 setup_spans_up_down_load_edge_set_b()
1166 setup_spans_prologue_b()
1170 setup_spans_set_x4_alternate_no(none, up)
1171 subs height_minor_a, height_minor_a, #4
1174 add span_edge_data, span_edge_data, height_minor_a, lsl #3
1175 add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1176 add span_b_offset, span_b_offset, height_minor_a, lsl #2
1179 add temp, psx_gpu, #psx_gpu_uvrg_offset
1180 vld1.32 { uvrg }, [ temp ]
1183 setup_spans_load_b()
1185 ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1187 subgt height_minor_b, height_minor_b, y_c
1188 addgt height_minor_b, height_minor_b, #1
1190 ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1191 subs clip, temp, y_a
1194 sub height_minor_b, height_minor_b, clip
1196 setup_spans_clip(increment, no)
1199 cmp height_minor_b, #0
1202 orr temp, y_a, y_a, lsl #16
1203 add temp, temp, #(1 << 16)
1205 add y_a, y_a, #(2 << 16)
1206 vmov.u32 y_x4, temp, y_a
1208 setup_spans_adjust_edges_alternate_no(left, right)
1210 ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1211 add temp, temp, height_minor_b
1212 strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1215 setup_spans_set_x4_alternate_no(none, down)
1216 subs height_minor_b, height_minor_b, #4
1220 setup_spans_epilogue()
1223 setup_spans_up_down_load_edge_set_b()
1224 setup_spans_prologue_b()
1228 #undef span_uvrg_offset
1229 #undef span_edge_data
1230 #undef span_b_offset
1235 #define num_spans r1
1236 #define span_uvrg_offset r2
1237 #define span_edge_data r3
1238 #define span_b_offset r4
1240 #define span_num_blocks r6
1244 #define dither_offset_ptr r10
1245 #define block_ptr_a r11
1247 #define num_blocks r14
1249 #define uvrg_dx_ptr r2
1250 #define texture_mask_ptr r3
1251 #define dither_shift r8
1252 #define dither_row r10
1257 #define block_ptr_b r10
1259 #define block_span_ptr r10
1260 #define right_mask r8
1279 #define b_whole_8 d14
1280 #define fb_mask_ptrs d15
1293 #define u_whole_low d16
1294 #define u_whole_high d17
1295 #define v_whole_low d18
1296 #define v_whole_high d19
1297 #define r_whole_low d20
1298 #define r_whole_high d21
1299 #define g_whole_low d22
1300 #define g_whole_high d23
1301 #define b_whole_low d24
1302 #define b_whole_high d25
1307 #define u_whole_8 d26
1308 #define v_whole_8 d27
1309 #define u_whole_8b d24
1310 #define r_whole_8 d24
1311 #define g_whole_8 d25
1313 #define uv_whole_8 q13
1314 #define uv_whole_8b q14
1316 #define dither_offsets q14
1317 #define texture_mask q15
1318 #define texture_mask_u d30
1319 #define texture_mask_v d31
1321 #define dither_offsets_short d28
1325 #define block_span q10
1330 #define draw_mask q1
1331 #define draw_mask_edge q13
1332 #define test_mask q0
1338 #define setup_blocks_texture_swizzled() \
1339 vand.u8 u_whole_8b, u_whole_8, texture_mask_u; \
1340 vsli.u8 u_whole_8, v_whole_8, #4; \
1341 vsri.u8 v_whole_8, u_whole_8b, #4 \
1343 #define setup_blocks_texture_unswizzled() \
1346 #define setup_blocks_shaded_textured_builder(swizzling) \
1349 function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \
1350 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1351 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1353 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1354 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1356 cmp num_spans, #0; \
1359 stmdb sp!, { r4 - r11, r14 }; \
1360 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1362 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
1363 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1365 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1366 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1368 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1369 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1371 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
1372 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1374 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1377 vmov.u8 fb_mask_ptrs, #0; \
1379 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1380 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1382 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
1383 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
1385 cmp span_num_blocks, #0; \
1388 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1389 add num_blocks, span_num_blocks, num_blocks; \
1391 cmp num_blocks, #MAX_BLOCKS; \
1395 ldr b, [ span_b_offset ]; \
1396 add fb_ptr, fb_ptr, y, lsl #11; \
1398 vdup.u32 v_left_x, left_x; \
1401 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1402 add fb_ptr, fb_ptr, left_x, lsl #1; \
1404 mla b, b_dx, left_x, b; \
1405 and dither_shift, left_x, #0x03; \
1407 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1408 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1410 mov dither_shift, dither_shift, lsl #3; \
1411 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1414 subs span_num_blocks, span_num_blocks, #1; \
1416 mov dither_row, dither_row, ror dither_shift; \
1417 mov b_dx4, b_dx, lsl #2; \
1419 vdup.u32 dither_offsets_short, dither_row; \
1420 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1422 vdup.u32 b_block, b; \
1423 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1425 vdup.u32 u_block, uv[0]; \
1426 mov b_dx8, b_dx, lsl #3; \
1428 vdup.u32 v_block, uv[1]; \
1429 vdup.u32 r_block, rg[0]; \
1430 vdup.u32 g_block, rg[1]; \
1432 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1434 vadd.u32 u_block, u_block, block_span; \
1435 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1437 vadd.u32 v_block, v_block, block_span; \
1438 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1440 vadd.u32 r_block, r_block, block_span; \
1441 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1443 vadd.u32 g_block, g_block, block_span; \
1444 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
1446 vadd.u32 b_block, b_block, block_span; \
1447 add block_ptr_b, block_ptr_a, #16; \
1449 vshrn.u32 u_whole_low, u_block, #16; \
1450 vshrn.u32 v_whole_low, v_block, #16; \
1451 vshrn.u32 r_whole_low, r_block, #16; \
1452 vshrn.u32 g_whole_low, g_block, #16; \
1454 vdup.u32 dx4, uv_dx4[0]; \
1455 vshrn.u32 b_whole_low, b_block, #16; \
1457 vaddhn.u32 u_whole_high, u_block, dx4; \
1458 vdup.u32 dx4, uv_dx4[1]; \
1460 vaddhn.u32 v_whole_high, v_block, dx4; \
1461 vdup.u32 dx4, rg_dx4[0]; \
1463 vaddhn.u32 r_whole_high, r_block, dx4; \
1464 vdup.u32 dx4, rg_dx4[1]; \
1466 vaddhn.u32 g_whole_high, g_block, dx4; \
1467 vdup.u32 dx4, b_dx4; \
1469 vaddhn.u32 b_whole_high, b_block, dx4; \
1470 vdup.u32 dx8, uv_dx8[0]; \
1472 vadd.u32 u_block, u_block, dx8; \
1473 vdup.u32 dx8, uv_dx8[1]; \
1475 vadd.u32 v_block, v_block, dx8; \
1476 vdup.u32 dx8, rg_dx8[0]; \
1478 vadd.u32 r_block, r_block, dx8; \
1479 vdup.u32 dx8, rg_dx8[1]; \
1481 vadd.u32 g_block, g_block, dx8; \
1482 vdup.u32 dx8, b_dx8; \
1484 vadd.u32 b_block, b_block, dx8; \
1485 vmovn.u16 u_whole_8, u_whole; \
1487 vmovn.u16 v_whole_8, v_whole; \
1489 vmovn.u16 b_whole_8, b_whole; \
1491 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1493 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1494 setup_blocks_texture_##swizzling(); \
1496 vmovn.u16 r_whole_8, r_whole; \
1500 vmovn.u16 g_whole_8, g_whole; \
1501 vshrn.u32 u_whole_low, u_block, #16; \
1503 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1504 vshrn.u32 v_whole_low, v_block, #16; \
1506 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1507 vshrn.u32 r_whole_low, r_block, #16; \
1509 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1510 vshrn.u32 g_whole_low, g_block, #16; \
1512 vdup.u32 dx4, uv_dx4[0]; \
1513 vshrn.u32 b_whole_low, b_block, #16; \
1515 vaddhn.u32 u_whole_high, u_block, dx4; \
1516 vdup.u32 dx4, uv_dx4[1]; \
1518 vaddhn.u32 v_whole_high, v_block, dx4; \
1519 vdup.u32 dx4, rg_dx4[0]; \
1521 vaddhn.u32 r_whole_high, r_block, dx4; \
1522 vdup.u32 dx4, rg_dx4[1]; \
1524 vaddhn.u32 g_whole_high, g_block, dx4; \
1525 vdup.u32 dx4, b_dx4; \
1527 vaddhn.u32 b_whole_high, b_block, dx4; \
1528 vdup.u32 dx8, uv_dx8[0]; \
1530 vadd.u32 u_block, u_block, dx8; \
1531 vdup.u32 dx8, uv_dx8[1]; \
1533 vadd.u32 v_block, v_block, dx8; \
1534 vdup.u32 dx8, rg_dx8[0]; \
1536 vadd.u32 r_block, r_block, dx8; \
1537 vdup.u32 dx8, rg_dx8[1]; \
1539 vadd.u32 g_block, g_block, dx8; \
1540 vdup.u32 dx8, b_dx8; \
1542 vadd.u32 b_block, b_block, dx8; \
1543 vmovn.u16 u_whole_8, u_whole; \
1545 add fb_ptr, fb_ptr, #16; \
1546 vmovn.u16 v_whole_8, v_whole; \
1548 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1549 vmovn.u16 b_whole_8, b_whole; \
1553 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1554 subs span_num_blocks, span_num_blocks, #1; \
1556 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1557 setup_blocks_texture_##swizzling(); \
1559 vmovn.u16 r_whole_8, r_whole; \
1563 vmovn.u16 g_whole_8, g_whole; \
1564 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1566 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1567 vdup.u8 draw_mask, right_mask; \
1569 vmov.u32 fb_mask_ptrs[0], right_mask; \
1570 vtst.u16 draw_mask, draw_mask, test_mask; \
1571 vzip.u8 u_whole_8, v_whole_8; \
1573 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1574 vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \
1575 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1576 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1577 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1580 add span_uvrg_offset, span_uvrg_offset, #16; \
1581 add span_b_offset, span_b_offset, #4; \
1583 add span_edge_data, span_edge_data, #8; \
1584 subs num_spans, num_spans, #1; \
1586 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1589 ldmia sp!, { r4 - r11, pc }; \
1592 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1593 vpush { texture_mask }; \
1594 vpush { uvrg_dx4 }; \
1596 stmdb sp!, { r0 - r3, r12, r14 }; \
1597 bl flush_render_block_buffer; \
1598 ldmia sp!, { r0 - r3, r12, r14 }; \
1600 vpop { uvrg_dx4 }; \
1601 vpop { texture_mask }; \
1603 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1604 vmov.u8 fb_mask_ptrs, #0; \
1606 mov num_blocks, span_num_blocks; \
1607 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1611 setup_blocks_shaded_textured_builder(swizzled)
1612 setup_blocks_shaded_textured_builder(unswizzled)
1615 #define setup_blocks_unshaded_textured_builder(swizzling) \
1618 function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \
1619 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
1620 add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \
1622 vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \
1623 add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
1625 cmp num_spans, #0; \
1628 stmdb sp!, { r4 - r11, r14 }; \
1629 vshl.u32 uvrg_dx4, uvrg_dx, #2; \
1631 vshl.u32 uvrg_dx8, uvrg_dx, #3; \
1633 vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \
1634 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
1636 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1637 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
1639 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1641 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
1644 vmov.u8 fb_mask_ptrs, #0; \
1646 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
1647 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
1649 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
1650 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
1652 cmp span_num_blocks, #0; \
1655 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
1656 add num_blocks, span_num_blocks, num_blocks; \
1658 cmp num_blocks, #MAX_BLOCKS; \
1662 add fb_ptr, fb_ptr, y, lsl #11; \
1664 vdup.u32 v_left_x, left_x; \
1667 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
1668 add fb_ptr, fb_ptr, left_x, lsl #1; \
1670 and dither_shift, left_x, #0x03; \
1672 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
1673 vshr.u32 uvrg_dx, uvrg_dx4, #2; \
1675 mov dither_shift, dither_shift, lsl #3; \
1676 vmla.u32 uvrg, uvrg_dx, v_left_x; \
1679 subs span_num_blocks, span_num_blocks, #1; \
1681 mov dither_row, dither_row, ror dither_shift; \
1683 vdup.u32 dither_offsets_short, dither_row; \
1684 add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
1686 vshll.s8 dither_offsets, dither_offsets_short, #4; \
1688 vdup.u32 u_block, uv[0]; \
1690 vdup.u32 v_block, uv[1]; \
1691 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1693 vadd.u32 u_block, u_block, block_span; \
1694 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
1696 vadd.u32 v_block, v_block, block_span; \
1697 add block_ptr_b, block_ptr_a, #16; \
1699 vshrn.u32 u_whole_low, u_block, #16; \
1700 vshrn.u32 v_whole_low, v_block, #16; \
1702 vdup.u32 dx4, uv_dx4[0]; \
1704 vaddhn.u32 u_whole_high, u_block, dx4; \
1705 vdup.u32 dx4, uv_dx4[1]; \
1707 vaddhn.u32 v_whole_high, v_block, dx4; \
1708 vdup.u32 dx8, uv_dx8[0]; \
1710 vadd.u32 u_block, u_block, dx8; \
1711 vdup.u32 dx8, uv_dx8[1]; \
1713 vadd.u32 v_block, v_block, dx8; \
1714 vmovn.u16 u_whole_8, u_whole; \
1716 vmovn.u16 v_whole_8, v_whole; \
1719 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1721 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1722 setup_blocks_texture_##swizzling(); \
1727 vshrn.u32 u_whole_low, u_block, #16; \
1729 vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1730 vshrn.u32 v_whole_low, v_block, #16; \
1732 add block_ptr_b, block_ptr_b, #32; \
1733 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1735 vdup.u32 dx4, uv_dx4[0]; \
1736 vaddhn.u32 u_whole_high, u_block, dx4; \
1737 vdup.u32 dx4, uv_dx4[1]; \
1739 vaddhn.u32 v_whole_high, v_block, dx4; \
1740 vdup.u32 dx8, uv_dx8[0]; \
1742 vadd.u32 u_block, u_block, dx8; \
1743 vdup.u32 dx8, uv_dx8[1]; \
1745 vadd.u32 v_block, v_block, dx8; \
1746 vmovn.u16 u_whole_8, u_whole; \
1748 add fb_ptr, fb_ptr, #16; \
1749 vmovn.u16 v_whole_8, v_whole; \
1751 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1754 vmov.u32 fb_mask_ptrs[1], fb_ptr; \
1755 subs span_num_blocks, span_num_blocks, #1; \
1757 vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
1758 setup_blocks_texture_##swizzling(); \
1763 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
1765 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
1766 vdup.u8 draw_mask, right_mask; \
1768 vmov.u32 fb_mask_ptrs[0], right_mask; \
1769 vtst.u16 draw_mask, draw_mask, test_mask; \
1770 vzip.u8 u_whole_8, v_whole_8; \
1772 vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \
1773 add block_ptr_b, block_ptr_b, #32; \
1774 vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \
1775 vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
1776 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \
1779 add span_uvrg_offset, span_uvrg_offset, #16; \
1780 add span_edge_data, span_edge_data, #8; \
1781 subs num_spans, num_spans, #1; \
1783 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
1786 ldmia sp!, { r4 - r11, pc }; \
1789 /* TODO: Load from psx_gpu instead of saving/restoring these */\
1790 vpush { texture_mask }; \
1791 vpush { uvrg_dx4 }; \
1793 stmdb sp!, { r0 - r3, r12, r14 }; \
1794 bl flush_render_block_buffer; \
1795 ldmia sp!, { r0 - r3, r12, r14 }; \
1797 vpop { uvrg_dx4 }; \
1798 vpop { texture_mask }; \
1800 vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
1801 vmov.u8 fb_mask_ptrs, #0; \
1803 mov num_blocks, span_num_blocks; \
1804 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
1808 setup_blocks_unshaded_textured_builder(swizzled)
1809 setup_blocks_unshaded_textured_builder(unswizzled)
1814 function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect)
1815 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1816 veor.u32 draw_mask, draw_mask, draw_mask
1821 stmdb sp!, { r4 - r11, r14 }
1822 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1824 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1826 ubfx color_r, color, #3, #5
1827 ubfx color_g, color, #11, #5
1828 ubfx color_b, color, #19, #5
1830 orr color, color_r, color_b, lsl #10
1831 orr color, color, color_g, lsl #5
1833 vdup.u16 colors, color
1835 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1836 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1838 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1839 add block_ptr_a, block_ptr_a, num_blocks, lsl #6
1842 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1843 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1845 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
1847 cmp span_num_blocks, #0
1850 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1851 add num_blocks, span_num_blocks, num_blocks
1853 cmp num_blocks, #MAX_BLOCKS
1857 add fb_ptr, fb_ptr, y, lsl #11
1860 add fb_ptr, fb_ptr, left_x, lsl #1
1863 subs span_num_blocks, span_num_blocks, #1
1865 add block_ptr_b, block_ptr_a, #16
1868 vmov.u32 fb_mask_ptrs[1], fb_ptr
1872 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32
1873 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1874 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1876 add fb_ptr, fb_ptr, #16
1877 add block_ptr_b, block_ptr_b, #32
1881 vmov.u32 fb_mask_ptrs[1], fb_ptr
1882 subs span_num_blocks, span_num_blocks, #1
1887 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1889 vdup.u8 draw_mask_edge, right_mask
1890 vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
1892 vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1893 vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32
1894 add block_ptr_b, block_ptr_b, #32
1895 vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1898 add span_edge_data, span_edge_data, #8
1899 subs num_spans, num_spans, #1
1901 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1904 ldmia sp!, { r4 - r11, pc }
1909 stmdb sp!, { r0 - r3, r12, r14 }
1910 bl flush_render_block_buffer
1911 ldmia sp!, { r0 - r3, r12, r14 }
1915 vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1916 veor.u32 draw_mask, draw_mask, draw_mask
1918 mov num_blocks, span_num_blocks
1919 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1923 #define mask_msb_scalar r14
1925 #define msb_mask q15
1927 #define pixels_low d16
1929 #define msb_mask_low d30
1930 #define msb_mask_high d31
1935 function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
1936 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1941 stmdb sp!, { r4 - r11, r14 }
1943 ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1945 ubfx color_r, color, #3, #5
1946 ubfx color_g, color, #11, #5
1948 ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ]
1949 ubfx color_b, color, #19, #5
1951 orr color, color_r, color_b, lsl #10
1952 orr color, color, color_g, lsl #5
1953 orr color, color, mask_msb_scalar
1955 vdup.u16 colors, color
1957 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1960 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1961 ldrh y, [ span_edge_data, #edge_data_y_offset ]
1963 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
1965 cmp span_num_blocks, #0
1968 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1970 add fb_ptr, fb_ptr, y, lsl #11
1971 subs span_num_blocks, span_num_blocks, #1
1973 add fb_ptr, fb_ptr, left_x, lsl #1
1977 vst1.u32 { colors }, [ fb_ptr ]!
1978 subs span_num_blocks, span_num_blocks, #1
1983 ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1984 eor right_mask, right_mask, #0xFF
1987 strh color, [ fb_ptr ], #2
1988 movs right_mask, right_mask, lsr #1
1992 add span_edge_data, span_edge_data, #8
1993 subs num_spans, num_spans, #1
1995 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1998 ldmia sp!, { r4 - r11, pc }
2005 #define rg_dx_ptr r2
2023 #undef dither_offsets
2043 #define r_whole_low d6
2044 #define r_whole_high d7
2045 #define g_whole_low d8
2046 #define g_whole_high d9
2047 #define b_whole_low d10
2048 #define b_whole_high d11
2050 #define gb_whole_8 q6
2052 #define g_whole_8 d12
2053 #define b_whole_8 d13
2055 #define r_whole_8 d14
2067 #define block_span q5
2075 #define d128_0x7 q13
2079 #define dither_offsets q14
2080 #define draw_mask q15
2082 #define dither_offsets_low d28
2085 #define test_mask q10
2088 #define setup_blocks_shaded_untextured_dither_a_dithered() \
2089 vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low; \
2090 vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets; \
2092 #define setup_blocks_shaded_untextured_dither_b_dithered() \
2093 vqsub.u8 r_whole_8, r_whole_8, d64_4; \
2094 vqsub.u8 gb_whole_8, gb_whole_8, d128_4 \
2096 #define setup_blocks_shaded_untextured_dither_a_undithered() \
2098 #define setup_blocks_shaded_untextured_dither_b_undithered() \
2101 #define setup_blocks_shaded_untextured_indirect_builder(dithering) \
2104 function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \
2105 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2106 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2108 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2110 cmp num_spans, #0; \
2113 stmdb sp!, { r4 - r11, r14 }; \
2114 vshl.u32 rg_dx4, rg_dx, #2; \
2116 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2117 vshl.u32 rg_dx8, rg_dx, #3; \
2119 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2121 ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2122 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2124 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2125 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2127 add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
2128 vmov.u8 d64_1, #1; \
2130 vmov.u8 d128_4, #4; \
2131 vmov.u8 d64_128, #128; \
2133 vmov.u8 d128_0x7, #0x7; \
2136 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2137 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2139 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
2140 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
2142 cmp span_num_blocks, #0; \
2145 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2146 add num_blocks, span_num_blocks, num_blocks; \
2148 cmp num_blocks, #MAX_BLOCKS; \
2152 ldr b, [ span_b_offset ]; \
2153 add fb_ptr, fb_ptr, y, lsl #11; \
2155 vdup.u32 v_left_x, left_x; \
2158 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2159 add fb_ptr, fb_ptr, left_x, lsl #1; \
2161 mla b, b_dx, left_x, b; \
2162 and dither_shift, left_x, #0x03; \
2164 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2165 vshr.u32 rg_dx, rg_dx4, #2; \
2167 mov dither_shift, dither_shift, lsl #3; \
2168 vmla.u32 rg, rg_dx, v_left_x; \
2171 subs span_num_blocks, span_num_blocks, #1; \
2173 mov dither_row, dither_row, ror dither_shift; \
2174 mov b_dx4, b_dx, lsl #2; \
2176 vdup.u32 dither_offsets, dither_row; \
2177 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2179 vdup.u32 b_block, b; \
2180 vadd.u8 dither_offsets, dither_offsets, d128_4; \
2182 mov b_dx8, b_dx, lsl #3; \
2183 vdup.u32 r_block, rg[0]; \
2184 vdup.u32 g_block, rg[1]; \
2186 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2188 vadd.u32 r_block, r_block, block_span; \
2189 vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
2191 vadd.u32 g_block, g_block, block_span; \
2192 vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
2194 vadd.u32 b_block, b_block, block_span; \
2195 add block_ptr_b, block_ptr_a, #16; \
2197 vshrn.u32 r_whole_low, r_block, #16; \
2198 vshrn.u32 g_whole_low, g_block, #16; \
2199 vshrn.u32 b_whole_low, b_block, #16; \
2200 vdup.u32 dx4, rg_dx4[0]; \
2202 vaddhn.u32 r_whole_high, r_block, dx4; \
2203 vdup.u32 dx4, rg_dx4[1]; \
2205 vaddhn.u32 g_whole_high, g_block, dx4; \
2206 vdup.u32 dx4, b_dx4; \
2208 vaddhn.u32 b_whole_high, b_block, dx4; \
2209 vdup.u32 dx8, rg_dx8[0]; \
2211 vadd.u32 r_block, r_block, dx8; \
2212 vdup.u32 dx8, rg_dx8[1]; \
2214 vadd.u32 g_block, g_block, dx8; \
2215 vdup.u32 dx8, b_dx8; \
2217 vadd.u32 b_block, b_block, dx8; \
2219 vmovn.u16 r_whole_8, r_whole; \
2220 vmovn.u16 g_whole_8, g_whole; \
2221 vmovn.u16 b_whole_8, b_whole; \
2224 veor.u32 draw_mask, draw_mask, draw_mask; \
2227 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2228 vshrn.u32 r_whole_low, r_block, #16; \
2230 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2231 vshrn.u32 g_whole_low, g_block, #16; \
2233 vshrn.u32 b_whole_low, b_block, #16; \
2234 str fb_ptr, [ block_ptr_a, #44 ]; \
2236 vdup.u32 dx4, rg_dx4[0]; \
2237 vshr.u8 r_whole_8, r_whole_8, #3; \
2238 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2240 vaddhn.u32 r_whole_high, r_block, dx4; \
2241 vdup.u32 dx4, rg_dx4[1]; \
2243 vaddhn.u32 g_whole_high, g_block, dx4; \
2244 vdup.u32 dx4, b_dx4; \
2246 vaddhn.u32 b_whole_high, b_block, dx4; \
2247 vdup.u32 dx8, rg_dx8[0]; \
2249 vmull.u8 pixels, r_whole_8, d64_1; \
2250 vmlal.u8 pixels, g_whole_8, d64_4; \
2251 vmlal.u8 pixels, b_whole_8, d64_128; \
2253 vadd.u32 r_block, r_block, dx8; \
2254 vdup.u32 dx8, rg_dx8[1]; \
2256 vadd.u32 g_block, g_block, dx8; \
2257 vdup.u32 dx8, b_dx8; \
2259 vadd.u32 b_block, b_block, dx8; \
2260 add fb_ptr, fb_ptr, #16; \
2262 vmovn.u16 r_whole_8, r_whole; \
2263 vmovn.u16 g_whole_8, g_whole; \
2264 vmovn.u16 b_whole_8, b_whole; \
2266 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2267 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2271 subs span_num_blocks, span_num_blocks, #1; \
2275 str fb_ptr, [ block_ptr_a, #44 ]; \
2276 setup_blocks_shaded_untextured_dither_a_##dithering(); \
2278 ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
2279 setup_blocks_shaded_untextured_dither_b_##dithering(); \
2281 vshr.u8 r_whole_8, r_whole_8, #3; \
2282 vdup.u8 draw_mask, right_mask; \
2284 vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
2285 vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
2287 vtst.u16 draw_mask, draw_mask, test_mask; \
2289 vmull.u8 pixels, r_whole_8, d64_1; \
2290 vmlal.u8 pixels, g_whole_8, d64_4; \
2291 vmlal.u8 pixels, b_whole_8, d64_128; \
2293 vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \
2294 vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \
2297 add span_uvrg_offset, span_uvrg_offset, #16; \
2298 add span_b_offset, span_b_offset, #4; \
2300 add span_edge_data, span_edge_data, #8; \
2301 subs num_spans, num_spans, #1; \
2303 strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
2306 ldmia sp!, { r4 - r11, pc }; \
2309 /* TODO: Load from psx_gpu instead of saving/restoring these */\
2312 stmdb sp!, { r0 - r3, r12, r14 }; \
2313 bl flush_render_block_buffer; \
2314 ldmia sp!, { r0 - r3, r12, r14 }; \
2318 vmov.u8 d64_1, #1; \
2319 vmov.u8 d128_4, #4; \
2320 vmov.u8 d64_128, #128; \
2321 vmov.u8 d128_0x7, #0x7; \
2323 vadd.u32 rg_dx8, rg_dx4, rg_dx4; \
2325 mov num_blocks, span_num_blocks; \
2326 add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
2330 setup_blocks_shaded_untextured_indirect_builder(undithered)
2331 setup_blocks_shaded_untextured_indirect_builder(dithered)
2336 #define mask_msb_ptr r14
2338 #define draw_mask q0
2339 #define pixels_low d16
2343 #define setup_blocks_shaded_untextured_direct_builder(dithering) \
2346 function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \
2347 ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
2348 add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \
2350 vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \
2352 cmp num_spans, #0; \
2355 stmdb sp!, { r4 - r11, r14 }; \
2356 vshl.u32 rg_dx4, rg_dx, #2; \
2358 ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \
2359 vshl.u32 rg_dx8, rg_dx, #3; \
2361 add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
2362 add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
2364 add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
2365 vmov.u8 d64_1, #1; \
2367 vmov.u8 d128_4, #4; \
2368 vmov.u8 d64_128, #128; \
2370 vmov.u8 d128_0x7, #0x7; \
2371 add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \
2372 vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \
2375 ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \
2376 add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \
2378 ldrh y, [ span_edge_data, #edge_data_y_offset ]; \
2379 ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]; \
2381 cmp span_num_blocks, #0; \
2384 ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
2385 add fb_ptr, fb_ptr, y, lsl #11; \
2387 ldr b, [ span_b_offset ]; \
2388 vdup.u32 v_left_x, left_x; \
2391 ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \
2392 add fb_ptr, fb_ptr, left_x, lsl #1; \
2394 mla b, b_dx, left_x, b; \
2395 and dither_shift, left_x, #0x03; \
2397 vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
2398 vshr.u32 rg_dx, rg_dx4, #2; \
2400 mov dither_shift, dither_shift, lsl #3; \
2401 vmla.u32 rg, rg_dx, v_left_x; \
2403 subs span_num_blocks, span_num_blocks, #1; \
2405 mov dither_row, dither_row, ror dither_shift; \
2406 mov b_dx4, b_dx, lsl #2; \
2408 vdup.u32 dither_offsets, dither_row; \
2409 add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
2411 vdup.u32 b_block, b; \
2412 vadd.u8 dither_offsets, dither_offsets, d128_4;