3551b5960157e7b0676e87a9f8e7ca23268a6713
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_arm_neon.S
1 /*
2  * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License as
6  * published by the Free Software Foundation; either version 2 of
7  * the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
12  * General Public License for more details.
13  */
14
15 #define MAX_SPANS                                         512
16 #define MAX_BLOCKS                                        64
17 #define MAX_BLOCKS_PER_ROW                                128
18
19 #define psx_gpu_test_mask_offset                          0
20 #define psx_gpu_uvrg_offset                               16
21 #define psx_gpu_uvrg_dx_offset                            32
22 #define psx_gpu_uvrg_dy_offset                            48
23 #define psx_gpu_u_block_span_offset                       64
24 #define psx_gpu_v_block_span_offset                       80
25 #define psx_gpu_r_block_span_offset                       96
26 #define psx_gpu_g_block_span_offset                       112
27 #define psx_gpu_b_block_span_offset                       128
28
29 #define psx_gpu_b_dx_offset                               132
30
31 #define psx_gpu_b_offset                                  144
32 #define psx_gpu_b_dy_offset                               148
33 #define psx_gpu_triangle_area_offset                      152
34 #define psx_gpu_texture_window_settings_offset            156
35 #define psx_gpu_current_texture_mask_offset               160
36 #define psx_gpu_viewport_mask_offset                      164
37 #define psx_gpu_dirty_textures_4bpp_mask_offset           168
38 #define psx_gpu_dirty_textures_8bpp_mask_offset           172
39 #define psx_gpu_dirty_textures_8bpp_alternate_mask_offset 176
40 #define psx_gpu_triangle_color_offset                     180
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
47
48 #define psx_gpu_render_state_base_offset                  220
49 #define psx_gpu_render_state_offset                       222
50 #define psx_gpu_num_spans_offset                          224
51 #define psx_gpu_num_blocks_offset                         226
52 #define psx_gpu_offset_x_offset                           228
53 #define psx_gpu_offset_y_offset                           230
54 #define psx_gpu_clut_settings_offset                      232
55 #define psx_gpu_texture_settings_offset                   234
56 #define psx_gpu_viewport_start_x_offset                   236
57 #define psx_gpu_viewport_start_y_offset                   238
58 #define psx_gpu_viewport_end_x_offset                     240
59 #define psx_gpu_viewport_end_y_offset                     242
60 #define psx_gpu_mask_msb_offset                           244
61                                                           
62 #define psx_gpu_triangle_winding_offset                   246
63 #define psx_gpu_display_area_draw_enable_offset           247
64 #define psx_gpu_current_texture_page_offset               248
65 #define psx_gpu_last_8bpp_texture_page_offset             249
66 #define psx_gpu_texture_mask_width_offset                 250
67 #define psx_gpu_texture_mask_height_offset                251
68 #define psx_gpu_texture_window_x_offset                   252
69 #define psx_gpu_texture_window_y_offset                   253
70 #define psx_gpu_primitive_type_offset                     254
71
72 #define psx_gpu_reserved_a_offset                         255
73
74 #define psx_gpu_blocks_offset                             0x0100
75 #define psx_gpu_span_uvrg_offset_offset                   0x2100
76 #define psx_gpu_span_edge_data_offset                     0x4100
77 #define psx_gpu_span_b_offset_offset                      0x5100
78
79 #define edge_data_left_x_offset                           0
80 #define edge_data_num_blocks_offset                       2
81 #define edge_data_right_mask_offset                       4
82 #define edge_data_y_offset                                6
83
84
85 #define psx_gpu                                           r0
86 #define v_a                                               r1
87 #define v_b                                               r2
88 #define v_c                                               r3
89
90 #define x0                                                r4
91 #define x1                                                r5
92 #define x2                                                r6
93 #define x0_x1                                             r5
94 #define x1_x2                                             r6
95 #define y0                                                r7
96 #define y1                                                r8
97 #define y2                                                r9
98 #define y0_y1                                             r7
99 #define y1_y2                                             r8
100 #define b0                                                r9
101 #define b1                                                r10
102 #define b2                                                r11
103 #define b0_b1                                             r10
104 #define b1_b2                                             r11
105
106
107 #define area_r_s                                          r5
108
109 #define g_bx0                                             r2
110 #define g_bx                                              r3
111 #define g_bx2                                             r4
112 #define g_bx3                                             r5
113 #define b_base                                            r6
114 #define g_by                                              r8
115
116 #define gs_bx                                             r7
117 #define gs_by                                             r10
118
119 #define ga_bx                                             g_bx
120 #define ga_by                                             g_by
121
122 #define gw_bx_h                                           g_bx
123 #define gw_by_h                                           g_by
124
125 #define gw_bx_l                                           r11
126 #define gw_by_l                                           gw_bx_l
127
128 #define store_a                                           r0
129 #define store_b                                           r1
130 #define store_inc                                         r5
131
132
133 #define v0                                                q0
134 #define uvrgb0                                            d0
135 #define x0_y0                                             d1
136
137 #define v1                                                q1
138 #define uvrgb1                                            d2
139 #define x1_y1                                             d3
140
141 #define v2                                                q2
142 #define uvrgb2                                            d4
143 #define x2_y2                                             d5
144
145 #define x0_ab                                             q3
146 #define uvrg_xxxx0                                        q3
147 #define uvrg0                                             d6
148 #define xxxx0                                             d7
149
150 #define x1_ab                                             q4
151 #define uvrg_xxxx1                                        q4
152 #define uvrg1                                             d8
153 #define xxxx1                                             d9
154
155 #define x2_ab                                             q5
156 #define uvrg_xxxx2                                        q5
157 #define uvrg2                                             d10
158 #define xxxx2                                             d11
159
160 #define y0_ab                                             q6
161 #define yyyy_uvrg0                                        q6
162 #define yyyy0                                             d12
163 #define uvrg0b                                            d13
164
165 #define y1_ab                                             q7
166 #define yyyy_uvrg1                                        q7
167 #define yyyy1                                             d14
168 #define uvrg1b                                            d15
169
170 #define y2_ab                                             q8
171 #define yyyy_uvrg2                                        q8
172 #define yyyy2                                             d16
173 #define uvrg2b                                            d17
174
175 #define d0_ab                                             q9
176 #define d0_a                                              d18
177 #define d0_b                                              d19
178
179 #define d1_ab                                             q10
180 #define d1_a                                              d20
181 #define d1_b                                              d21
182
183 #define d2_ab                                             q11
184 #define d2_a                                              d22
185 #define d2_b                                              d23
186
187 #define d3_ab                                             q12
188 #define d3_a                                              d24
189 #define d3_b                                              d25
190
191 #define ga_uvrg_x                                         q1
192 #define ga_uvrg_y                                         q4
193
194 #define dx                                                x0_x1
195 #define dy                                                y0_y1
196 #define db                                                b0_b1
197
198 #define uvrg_base                                         q11
199
200 #define gs_uvrg_x                                         q5
201 #define gs_uvrg_y                                         q6
202
203 #define g_uvrg_x                                          q1
204 #define ga_uv_x                                           d2
205 #define g_uv_x                                            d2
206 #define ga_rg_x                                           d3
207 #define g_rg_x                                            d3
208
209 #define g_uvrg_y                                          q4
210 #define ga_uv_y                                           d8
211 #define g_uv_y                                            d8
212 #define ga_rg_y                                           d9
213 #define g_rg_y                                            d9
214
215 #define gw_uv_x                                           q1
216 #define gw_rg_x                                           q2
217 #define gw_uv_y                                           q4
218 #define gw_rg_y                                           q3
219
220 #define w_mask                                            q9
221 #define w_mask_l                                          d18
222
223 #define r_shift                                           q10
224
225 #define uvrg_dx0                                          q0
226 #define uvrg_dx0l                                         d0
227 #define uvrg_dx0h                                         d1
228
229 #define uvrg_dx1                                          q1
230 #define uvrg_dx1l                                         d2
231 #define uvrg_dx1h                                         d3
232
233 #define uvrg_dx2                                          q2
234 #define uvrg_dx2l                                         d4
235 #define uvrg_dx2h                                         d5
236
237 #define uvrg_dx3                                          q3
238 #define uvrg_dx3l                                         d6
239 #define uvrg_dx3h                                         d7
240
241
242 .align 4
243
244 #define function(name)                                                         \
245   .global name;                                                                \
246   name:                                                                        \
247
248 @ r0: psx_gpu
249 @ r1: v_a
250 @ r2: v_b
251 @ r3: v_c
252
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 }
259
260   @ load exponent of 62 into upper half of double
261   movw r4, #0
262   clz r14, r12                       @ r14 = shift
263
264   movt r4, #((62 + 1023) << 4)
265   mov r12, r12, lsl r14              @ r12 = triangle_area_normalized
266
267   @ load area normalized into lower half of double
268   mov r5, r12, lsr #10
269   vmov.f64 d30, r5, r4               @ d30 = (1 << 62) + ta_n
270
271   movt r4, #((1022 + 31) << 4)
272   mov r5, r12, lsl #20
273
274   add r4, r4, r12, lsr #11
275   vmov.f64 d31, r5, r4
276
277   vdiv.f64 d30, d30, d31             @ d30 = ((1 << 62) + ta_n) / ta_n
278
279   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
280   // ( d0       *  d1      ) - ( d2       *  d3      ) =
281   // ( m0                  ) - ( m1                  ) = gradient
282
283   // This is split to do 12 elements at a time over three sets: a, b, and c.
284   // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
285   // two of the slots are unused.
286
287   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
288   // is g.
289
290   // First type is:  uvrg bxxx xxxx 
291   // Second type is: yyyy ybyy uvrg 
292   // Since x_a and y_c are the same the same variable is used for both. 
293
294   vld1.u32 { v0 }, [ v_a, : 128 ]    @ v0 = { uvrg0, b0, x0, y0 }
295   ldrsh x0, [ v_a, #8 ]              @ load x0
296
297   vld1.u32 { v1 }, [ v_b, : 128 ]    @ v1 = { uvrg1, b1, x1, y1}
298   ldrh x1, [ v_b, #8 ]               @ load x1
299
300   vld1.u32 { v2 }, [ v_c, : 128 ]    @ v2 = { uvrg2, b2, x2, y2 }
301   ldrh x2, [ v_c, #8 ]               @ load x2
302
303   vmovl.u8 uvrg_xxxx0, uvrgb0        @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
304   ldrh y0, [ v_a, #10 ]              @ load y0
305
306   vmovl.u8 uvrg_xxxx1, uvrgb1        @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
307   ldrh y1, [ v_b, #10 ]              @ load y1
308
309   vmovl.u8 uvrg_xxxx2, uvrgb2        @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
310   ldrh y2, [ v_c, #10 ]              @ load y2
311
312   vmov.u8 uvrg0b, uvrg0              @ uvrg0b = { uv0, rg0 }
313   vdup.u16 xxxx0, x0_y0[0]           @ xxxx0 = { xx0, xx0 }
314
315   orr x1_x2, x1, x2, lsl #16         @ x1_x2 = { x1, x2 }
316   pkhbt x0_x1, x0, x1, lsl #16       @ x0_x1 = { x0, x1 }
317
318   vmov.u8 uvrg1b, uvrg1              @ uvrg1b = { uv1, rg1 }
319   vdup.u16 xxxx1, x1_y1[0]           @ xxxx1 = { xx1, xx1 }
320
321   vmov.u8 uvrg2b, uvrg2              @ uvrg2b = { uv2, rg2 }
322   vdup.u16 xxxx2, x2_y2[0]           @ xxxx2 = { xx2, xx2 }
323
324   ldrb b2, [ v_c, #4 ]               @ load b2
325   orr y0_y1, y0, y1, lsl #16         @ y0_y1 = { y0, y1 }
326
327   ldrb b1, [ v_b, #4 ]               @ load b1
328   orr y1_y2, y1, y2, lsl #16         @ y1_y2 = { y1, y2 }
329
330   vdup.u16 yyyy0, x0_y0[1]           @ yyyy0 = { yy0, yy0 }
331   vsub.s16 d0_ab, x1_ab, x0_ab
332
333   ldrb b0, [ v_a, #4 ]               @ load b0
334   orr b1_b2, b1, b2, lsl #16         @ b1_b2 = { b1, b2 }
335
336   vdup.u16 yyyy1, x1_y1[1]           @ yyyy1 = { yy1, yy1 }
337   vsub.s16 d2_ab, x2_ab, x1_ab
338
339   vdup.u16 yyyy2, x2_y2[1]           @ yyyy2 = { yy2, yy2 }
340   vsub.s16 d1_ab, y2_ab, y1_ab
341
342   orr b0_b1, b0, b1, lsl #16         @ b1_b2 = { b1, b2 }
343   ssub16 dx, x1_x2, x0_x1            @ dx = { x1 - x0, x2 - x1 }
344
345   ssub16 dy, y1_y2, y0_y1            @ dy = { y1 - y0, y2 - y1 }
346   ssub16 db, b1_b2, b0_b1            @ db = { b1 - b0, b2 - b1 }
347
348   vsub.s16 d3_ab, y1_ab, y0_ab
349   smusdx ga_by, dx, db               @ ga_by = ((x1 - x0) * (b2 - b1)) -
350                                      @         ((x2 - X1) * (b1 - b0)) 
351   vmull.s16 ga_uvrg_x, d0_a, d1_a
352   smusdx ga_bx, db, dy               @ ga_bx = ((b1 - b0) * (y2 - y1)) -
353                                      @         ((b2 - b1) * (y1 - y0))
354   vmlsl.s16 ga_uvrg_x, d2_a, d3_a
355   movs gs_bx, ga_bx, asr #31
356
357   vmull.s16 ga_uvrg_y, d0_b, d1_b
358   rsbmi ga_bx, ga_bx, #0
359
360   vmlsl.s16 ga_uvrg_y, d2_b, d3_b
361   movs gs_by, ga_by, asr #31
362
363   vshr.u64 d0, d30, #22
364   mov b_base, b0, lsl #16
365
366   rsbmi ga_by, ga_by, #0
367   vclt.s32 gs_uvrg_x, ga_uvrg_x, #0  @ gs_uvrg_x = ga_uvrg_x < 0
368
369   @ r12 = psx_gpu->triangle_winding_offset
370   ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
371   vclt.s32 gs_uvrg_y, ga_uvrg_y, #0  @ gs_uvrg_y = ga_uvrg_y < 0
372
373   add b_base, b_base, #0x8000
374   rsb r12, r12, #0                   @ r12 = -(triangle->winding)
375
376   vdup.u32 w_mask, r12               @ w_mask = { -w, -w, -w, -w }
377   sub r14, r14, #(62 - 12)           @ r14 = shift - (62 - FIXED_BITS)
378
379   vshll.u16 uvrg_base, uvrg0, #16    @ uvrg_base = uvrg0 << 16
380   vdup.u32 r_shift, r14              @ r_shift = { shift, shift, shift, shift }
381
382   vorr.u32 uvrg_base, #0x8000
383   vabs.s32 ga_uvrg_x, ga_uvrg_x      @ ga_uvrg_x = abs(ga_uvrg_x)
384
385   vmov area_r_s, s0                  @ area_r_s = triangle_reciprocal
386   vabs.s32 ga_uvrg_y, ga_uvrg_y      @ ga_uvrg_y = abs(ga_uvrg_y)
387
388   vmull.u32 gw_rg_x, ga_rg_x, d0[0]
389   vmull.u32 gw_uv_x, ga_uv_x, d0[0]
390   vmull.u32 gw_rg_y, ga_rg_y, d0[0]
391   vmull.u32 gw_uv_y, ga_uv_y, d0[0]
392
393   vshl.u64 gw_rg_x, gw_rg_x, r_shift
394   vshl.u64 gw_uv_x, gw_uv_x, r_shift
395   vshl.u64 gw_rg_y, gw_rg_y, r_shift
396   vshl.u64 gw_uv_y, gw_uv_y, r_shift
397
398   veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
399   vmovn.u64 g_uv_x, gw_uv_x
400
401   veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
402   vmovn.u64 g_rg_x, gw_rg_x
403
404   veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
405   vmovn.u64 g_uv_y, gw_uv_y
406
407   vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
408   vmovn.u64 g_rg_y, gw_rg_y
409
410   veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
411   mov ga_bx, ga_bx, lsl #13
412
413   vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
414   mov ga_by, ga_by, lsl #13
415
416   vdup.u32 x0_y0, x0
417   umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
418
419   vshl.u32 g_uvrg_x, g_uvrg_x, #4
420   vshl.u32 g_uvrg_y, g_uvrg_y, #4
421
422   umull gw_by_l, gw_by_h, ga_by, area_r_s
423   vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
424
425   eor gs_bx, gs_bx, r12
426   vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
427
428   veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
429   eor gs_by, gs_by, r12
430
431   rsb r11, r14, #0                   @ r11 = negative shift for scalar lsr
432   add store_a, psx_gpu, #psx_gpu_uvrg_offset
433
434   sub r11, r11, #(32 - 13)
435
436   add store_b, store_a, #16
437   mov store_inc, #32
438
439   vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
440   vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc
441
442   vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc
443   mov g_bx, gw_bx_h, lsr r11
444
445   vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc
446   mov g_by, gw_by_h, lsr r11
447
448   vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l },                     \
449    [ store_b, : 128 ], store_inc
450   eor g_bx, g_bx, gs_bx
451
452   vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h },                     \
453    [ store_b, : 128 ], store_inc
454   sub g_bx, g_bx, gs_bx
455
456   lsl g_bx, g_bx, #4  
457   eor g_by, g_by, gs_by
458
459   mls b_base, g_bx, x0, b_base
460   sub g_by, g_by, gs_by
461
462   lsl g_by, g_by, #4
463   mov g_bx0, #0
464
465   add g_bx2, g_bx, g_bx
466   add g_bx3, g_bx, g_bx2
467
468   stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
469
470   ldmia sp!, { r4 - r11, pc }
471
472
473 #define psx_gpu                                  r0
474 #define v_a                                      r1
475 #define v_b                                      r2
476 #define v_c                                      r3
477
478 #define temp                                     r14
479
480 #define x_a                                      r4
481 #define x_b                                      r5
482 #define x_c                                      r6
483 #define y_a                                      r1
484 #define y_b                                      r2
485 #define y_c                                      r3
486
487 #define height_minor_a                           r7
488 #define height_minor_b                           r8
489 #define height_major                             r9
490 #define height                                   r9
491
492 #define reciprocal_table_ptr                     r10
493
494 #define edge_alt_low                             r4
495 #define edge_alt_high                            r5
496 #define edge_dx_dy_alt                           r6
497 #define edge_shift_alt                           r10
498
499 #define edge_dx_dy_alt_low                       r4
500 #define edge_dx_dy_alt_high                      r5
501
502 #define span_edge_data                           r4
503 #define span_uvrg_offset                         r5
504 #define span_b_offset                            r6
505
506 #define clip                                     r14
507
508 #define b                                        r11
509 #define b_dy                                     r12
510
511
512 #define alternate_x                              q0
513 #define alternate_dx_dy                          q1
514 #define alternate_x_32                           q2
515
516 #define alternate_x_low                          d0
517 #define alternate_x_high                         d1
518 #define alternate_dx_dy_low                      d2
519 #define alternate_dx_dy_high                     d3
520 #define alternate_x_32_low                       d4
521 #define alternate_x_32_high                      d5
522
523 #define left_x                                   q3
524 #define right_x                                  q4
525 #define left_dx_dy                               q5
526 #define right_dx_dy                              q6
527 #define left_edge                                q7
528 #define right_edge                               q8
529
530 #define left_x_low                               d6
531 #define left_x_high                              d7
532 #define right_x_low                              d8
533 #define right_x_high                             d9
534 #define left_dx_dy_low                           d10
535 #define left_dx_dy_high                          d11
536 #define right_dx_dy_low                          d12
537 #define right_dx_dy_high                         d13
538 #define left_edge_low                            d14
539 #define left_edge_high                           d15
540 #define right_edge_low                           d16
541 #define right_edge_high                          d17
542
543 #define y_mid_point                              d18
544 #define c_0x0004                                 d19
545
546 #define left_right_x_16                          q11
547 #define span_shifts_y                            q12
548 #define c_0x0001                                 q13
549
550 #define span_shifts                              d24
551 #define y_x4                                     d25
552 #define c_0xFFFE                                 d26
553 #define c_0x0007                                 d27
554
555 #define left_right_x_16_low                      d22
556 #define left_right_x_16_high                     d23
557
558 #define uvrg                                     q14
559 #define uvrg_dy                                  q15
560
561 #define alternate_x_16                           d4
562
563 #define v_clip                                   q3
564 #define v_clip_low                               d6
565
566 #define right_x_32                               q10
567 #define left_x_32                                q11
568 #define alternate_select                         d24
569
570 #define right_x_32_low                           d20
571 #define right_x_32_high                          d21
572 #define left_x_32_low                            d22
573 #define left_x_32_high                           d23
574
575 #define edges_xy                                 q0
576 #define edges_dx_dy                              d2
577 #define edge_shifts                              d3
578 #define edge_shifts_64                           q2
579
580 #define edges_xy_left                            d0
581 #define edges_xy_right                           d1
582
583 #define height_reciprocals                       d6
584 #define heights                                  d7
585
586 #define widths                                   d8
587 #define c_0x01                                   d9
588 #define x_starts                                 d10
589 #define x_ends                                   d11
590
591 #define heights_b                                d12
592 #define edges_dx_dy_64                           q10
593
594 #define edges_dx_dy_64_left                      d20
595 #define edges_dx_dy_64_right                     d21
596
597
598 #define setup_spans_prologue()                                                 \
599   stmdb sp!, { r4 - r11, lr };                                                 \
600                                                                                \
601   ldrsh x_a, [ v_a, #8 ];                                                      \
602   ldrsh x_b, [ v_b, #8 ];                                                      \
603   ldrsh x_c, [ v_c, #8 ];                                                      \
604   ldrsh y_a, [ v_a, #10 ];                                                     \
605   ldrsh y_b, [ v_b, #10 ];                                                     \
606   ldrsh y_c, [ v_c, #10 ];                                                     \
607                                                                                \
608   add temp, psx_gpu, #psx_gpu_uvrg_offset;                                     \
609   vld1.32 { uvrg }, [ temp ];                                                  \
610   add temp, psx_gpu, #psx_gpu_uvrg_dy_offset;                                  \
611   vld1.32 { uvrg_dy }, [ temp ];                                               \
612   movw reciprocal_table_ptr, :lower16:reciprocal_table;                        \
613   movt reciprocal_table_ptr, :upper16:reciprocal_table;                        \
614                                                                                \
615   vmov.u32 c_0x01, #0x01                                                       \
616
617 #define setup_spans_load_b()                                                   \
618   ldr b, [ psx_gpu, #psx_gpu_b_offset ];                                       \
619   ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ]                                  \
620
621 #define setup_spans_prologue_b()                                               \
622   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
623   add temp, psx_gpu, #psx_gpu_viewport_start_x_offset;                         \
624                                                                                \
625   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
626   vmov.u16 c_0x0004, #0x0004;                                                  \
627                                                                                \
628   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
629   vmov.u16 c_0x0001, #0x0001;                                                  \
630                                                                                \
631   vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ];                    \
632   add temp, psx_gpu, #psx_gpu_viewport_end_x_offset;                           \
633                                                                                \
634   vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ];                  \
635   vadd.u16 right_edge, right_edge, c_0x0001;                                   \
636                                                                                \
637   vmov.u16 c_0x0007, #0x0007;                                                  \
638   vmvn.u16 c_0xFFFE, #0x0001                                                   \
639
640
641 #define compute_edge_delta_x2()                                                \
642   ldr temp, [ reciprocal_table_ptr, height, lsl #2 ];                          \
643                                                                                \
644   vdup.u32 heights, height;                                                    \
645   vsub.u32 widths, x_ends, x_starts;                                           \
646                                                                                \
647   vdup.u32 edge_shifts, temp;                                                  \
648   vsub.u32 heights_b, heights, c_0x01;                                         \
649   vshr.u32 height_reciprocals, edge_shifts, #12;                               \
650                                                                                \
651   vmla.s32 heights_b, x_starts, heights;                                       \
652   vbic.u16 edge_shifts, #0xE0;                                                 \
653   vmul.s32 edges_dx_dy, widths, height_reciprocals;                            \
654   vmull.s32 edges_xy, heights_b, height_reciprocals                            \
655
656 #define width_alt                 r6
657 #define height_reciprocal_alt     r11
658 #define height_b_alt              r12
659
660 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
661   vmov.u32 heights, height_a, height_b;                                        \
662   ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ];                        \
663   vmov.u32 edge_shifts[0], temp;                                               \
664   ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ];                        \
665   vmov.u32 edge_shifts[1], temp;                                               \
666   ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ];        \
667                                                                                \
668   vsub.u32 widths, x_ends, x_starts;                                           \
669   sub width_alt, x_c, start_c;                                                 \
670                                                                                \
671   vsub.u32 heights_b, heights, c_0x01;                                         \
672   sub height_b_alt, height_minor_b, #1;                                        \
673                                                                                \
674   vshr.u32 height_reciprocals, edge_shifts, #12;                               \
675   lsr height_reciprocal_alt, edge_shift_alt, #12;                              \
676                                                                                \
677   vmla.s32 heights_b, x_starts, heights;                                       \
678   mla height_b_alt, height_minor_b, start_c, height_b_alt;                     \
679                                                                                \
680   vbic.u16 edge_shifts, #0xE0;                                                 \
681   and edge_shift_alt, edge_shift_alt, #0x1F;                                   \
682                                                                                \
683   vmul.s32 edges_dx_dy, widths, height_reciprocals;                            \
684   mul edge_dx_dy_alt, width_alt, height_reciprocal_alt;                        \
685                                                                                \
686   vmull.s32 edges_xy, heights_b, height_reciprocals;                           \
687   smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt       \
688
689
690 #define setup_spans_adjust_y_up()                                              \
691   vsub.u32 y_x4, y_x4, c_0x0004                                                \
692
693 #define setup_spans_adjust_y_down()                                            \
694   vadd.u32 y_x4, y_x4, c_0x0004                                                \
695
696 #define setup_spans_adjust_interpolants_up()                                   \
697   vsub.u32 uvrg, uvrg, uvrg_dy;                                                \
698   sub b, b, b_dy                                                               \
699
700 #define setup_spans_adjust_interpolants_down()                                 \
701   vadd.u32 uvrg, uvrg, uvrg_dy;                                                \
702   add b, b, b_dy                                                               \
703
704
705 #define setup_spans_clip_interpolants_increment()                              \
706   mla b, b_dy, clip, b;                                                        \
707   vmla.s32 uvrg, uvrg_dy, v_clip                                               \
708
709 #define setup_spans_clip_interpolants_decrement()                              \
710   mls b, b_dy, clip, b;                                                        \
711   vmls.s32 uvrg, uvrg_dy, v_clip                                               \
712
713 #define setup_spans_clip_alternate_yes()                                       \
714   smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip                      \
715
716 #define setup_spans_clip_alternate_no()                                        \
717
718 #define setup_spans_clip(direction, alternate_active)                          \
719   vdup.u32 v_clip, clip;                                                       \
720   setup_spans_clip_alternate_##alternate_active();                             \
721   setup_spans_clip_interpolants_##direction();                                 \
722   vmlal.s32 edges_xy, edges_dx_dy, v_clip_low                                  \
723
724
725 #define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
726   vmovl.s32 edge_shifts_64, edge_shifts;                                       \
727   vmovl.s32 edges_dx_dy_64, edges_dx_dy;                                       \
728                                                                                \
729   vshl.s64 edges_xy, edges_xy, edge_shifts_64;                                 \
730   vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64;                     \
731                                                                                \
732   vmov left_x_low, edges_xy_##left_index;                                      \
733   vmov right_x_low, edges_xy_##right_index;                                    \
734                                                                                \
735   vmov left_dx_dy_low, edges_dx_dy_64_##left_index;                            \
736   vmov left_dx_dy_high, edges_dx_dy_64_##left_index;                           \
737   vmov right_dx_dy_low, edges_dx_dy_64_##right_index;                          \
738   vmov right_dx_dy_high, edges_dx_dy_64_##right_index;                         \
739                                                                                \
740   vadd.u64 left_x_high, left_x_low, left_dx_dy_low;                            \
741   vadd.u64 right_x_high, right_x_low, right_dx_dy_low;                         \
742                                                                                \
743   vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy;                                 \
744   vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy                               \
745
746
747 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
748   setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
749                                                                                \
750   vdup.u16 y_mid_point, y_b;                                                   \
751   rsb temp, edge_shift_alt, #32;                                               \
752                                                                                \
753   lsl edge_alt_high, edge_alt_high, edge_shift_alt;                            \
754   orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp;                    \
755   lsl edge_alt_low, edge_alt_low, edge_shift_alt;                              \
756   vmov alternate_x_low, edge_alt_low, edge_alt_high;                           \
757                                                                                \
758   asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp;                               \
759   lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt;                      \
760   vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high;           \
761   vmov alternate_dx_dy_high, alternate_dx_dy_low;                              \
762                                                                                \
763   vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low;             \
764   vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy                   \
765
766
767 #define setup_spans_y_select_up()                                              \
768   vclt.s16 alternate_select, y_x4, y_mid_point                                 \
769
770 #define setup_spans_y_select_down()                                            \
771   vcgt.s16 alternate_select, y_x4, y_mid_point                                 \
772
773
774 #define setup_spans_alternate_select_left()                                    \
775   vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select               \
776
777 #define setup_spans_alternate_select_right()                                   \
778   vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select              \
779
780
781 #define setup_spans_set_x4_alternate_yes(alternate, direction)                 \
782   vshrn.s64 alternate_x_32_low, alternate_x, #32;                              \
783   vshrn.s64 left_x_32_low, left_x, #32;                                        \
784   vshrn.s64 right_x_32_low, right_x, #32;                                      \
785                                                                                \
786   vadd.u64 alternate_x, alternate_x, alternate_dx_dy;                          \
787   vadd.u64 left_x, left_x, left_dx_dy;                                         \
788   vadd.u64 right_x, right_x, right_dx_dy;                                      \
789                                                                                \
790   vshrn.s64 alternate_x_32_high, alternate_x, #32;                             \
791   vshrn.s64 left_x_32_high, left_x, #32;                                       \
792   vshrn.s64 right_x_32_high, right_x, #32;                                     \
793                                                                                \
794   vadd.u64 alternate_x, alternate_x, alternate_dx_dy;                          \
795   vadd.u64 left_x, left_x, left_dx_dy;                                         \
796   vadd.u64 right_x, right_x, right_dx_dy;                                      \
797                                                                                \
798   vmovn.u32 alternate_x_16, alternate_x_32;                                    \
799   setup_spans_y_select_##direction();                                          \
800   vmovn.u32 left_right_x_16_low, left_x_32;                                    \
801                                                                                \
802   vmovn.u32 left_right_x_16_high, right_x_32;                                  \
803   setup_spans_alternate_select_##alternate();                                  \
804                                                                                \
805   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
806   str b, [ span_b_offset ], #4;                                                \
807   setup_spans_adjust_interpolants_##direction();                               \
808                                                                                \
809   vmax.s16 left_right_x_16, left_right_x_16, left_edge;                        \
810                                                                                \
811   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
812   str b, [ span_b_offset ], #4;                                                \
813   setup_spans_adjust_interpolants_##direction();                               \
814                                                                                \
815   vmin.s16 left_right_x_16, left_right_x_16, right_edge;                       \
816                                                                                \
817   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
818   str b, [ span_b_offset ], #4;                                                \
819   setup_spans_adjust_interpolants_##direction();                               \
820                                                                                \
821   vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low;    \
822   vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007;               \
823   vand.u16 span_shifts, left_right_x_16_high, c_0x0007;                        \
824                                                                                \
825   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
826   str b, [ span_b_offset ], #4;                                                \
827   setup_spans_adjust_interpolants_##direction();                               \
828                                                                                \
829   vshr.u16 left_right_x_16_high, left_right_x_16_high, #3;                     \
830   vshl.u16 span_shifts, c_0xFFFE, span_shifts;                                 \
831                                                                                \
832   vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!;            \
833                                                                                \
834   setup_spans_adjust_y_##direction()                                           \
835
836
837 #define setup_spans_set_x4_alternate_no(alternate, direction)                  \
838   vshrn.s64 left_x_32_low, left_x, #32;                                        \
839   vshrn.s64 right_x_32_low, right_x, #32;                                      \
840                                                                                \
841   vadd.u64 left_x, left_x, left_dx_dy;                                         \
842   vadd.u64 right_x, right_x, right_dx_dy;                                      \
843                                                                                \
844   vshrn.s64 left_x_32_high, left_x, #32;                                       \
845   vshrn.s64 right_x_32_high, right_x, #32;                                     \
846                                                                                \
847   vadd.u64 left_x, left_x, left_dx_dy;                                         \
848   vadd.u64 right_x, right_x, right_dx_dy;                                      \
849                                                                                \
850   vmovn.u32 left_right_x_16_low, left_x_32;                                    \
851   vmovn.u32 left_right_x_16_high, right_x_32;                                  \
852                                                                                \
853   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
854   str b, [ span_b_offset ], #4;                                                \
855   setup_spans_adjust_interpolants_##direction();                               \
856                                                                                \
857   vmax.s16 left_right_x_16, left_right_x_16, left_edge;                        \
858                                                                                \
859   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
860   str b, [ span_b_offset ], #4;                                                \
861   setup_spans_adjust_interpolants_##direction();                               \
862                                                                                \
863   vmin.s16 left_right_x_16, left_right_x_16, right_edge;                       \
864                                                                                \
865   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
866   str b, [ span_b_offset ], #4;                                                \
867   setup_spans_adjust_interpolants_##direction();                               \
868                                                                                \
869   vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low;    \
870   vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007;               \
871   vand.u16 span_shifts, left_right_x_16_high, c_0x0007;                        \
872                                                                                \
873   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
874   str b, [ span_b_offset ], #4;                                                \
875   setup_spans_adjust_interpolants_##direction();                               \
876                                                                                \
877   vshl.u16 span_shifts, c_0xFFFE, span_shifts;                                 \
878   vshr.u16 left_right_x_16_high, left_right_x_16_high, #3;                     \
879                                                                                \
880   vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!;            \
881                                                                                \
882   setup_spans_adjust_y_##direction()                                           \
883
884
885 #define edge_adjust_low           r11
886 #define edge_adjust_high          r12
887
888 #define setup_spans_alternate_adjust_yes()                                     \
889   smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a;     \
890   subs edge_alt_low, edge_alt_low, edge_adjust_low;                            \
891   sbc edge_alt_high, edge_alt_high, edge_adjust_high                           \
892
893 #define setup_spans_alternate_adjust_no()                                      \
894
895
896 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
897   setup_spans_alternate_adjust_##alternate_active();                           \
898   setup_spans_load_b();                                                        \
899                                                                                \
900   ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ];                     \
901   subs y_c, y_c, temp;                                                         \
902   subgt height, height, y_c;                                                   \
903   addgt height, height, #1;                                                    \
904                                                                                \
905   ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ];                   \
906   subs clip, temp, y_a;                                                        \
907   ble 0f;                                                                      \
908                                                                                \
909   sub height, height, clip;                                                    \
910   add y_a, y_a, clip;                                                          \
911   setup_spans_clip(increment, alternate_active);                               \
912                                                                                \
913  0:                                                                            \
914   cmp height, #0;                                                              \
915   ble 1f;                                                                      \
916                                                                                \
917   orr temp, y_a, y_a, lsl #16;                                                 \
918   add temp, temp, #(1 << 16);                                                  \
919   add y_a, temp, #2;                                                           \
920   add y_a, y_a, #(2 << 16);                                                    \
921   vmov.u32 y_x4, temp, y_a;                                                    \
922                                                                                \
923   setup_spans_adjust_edges_alternate_##alternate_active(left_index,            \
924    right_index);                                                               \
925   setup_spans_prologue_b();                                                    \
926                                                                                \
927   strh height, [ psx_gpu, #psx_gpu_num_spans_offset ];                         \
928                                                                                \
929  2:                                                                            \
930   setup_spans_set_x4_alternate_##alternate_active(alternate, down);            \
931   subs height, height, #4;                                                     \
932   bhi 2b;                                                                      \
933                                                                                \
934  1:                                                                            \
935
936
937 #define setup_spans_alternate_pre_increment_yes()                              \
938   adds edge_alt_low, edge_alt_low, edge_dx_dy_alt;                             \
939   adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31                    \
940
941 #define setup_spans_alternate_pre_increment_no()                               \
942
943
944 #define setup_spans_up_decrement_yes()                                         \
945   suble height, height, #1                                                     \
946
947 #define setup_spans_up_decrement_no()                                          \
948
949
950 #define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
951   setup_spans_alternate_adjust_##alternate_active();                           \
952   setup_spans_load_b();                                                        \
953   sub y_a, y_a, #1;                                                            \
954                                                                                \
955   ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ];                    \
956   subs temp, temp, y_c;                                                        \
957   subgt height, height, temp;                                                  \
958   setup_spans_up_decrement_##alternate_active();                               \
959                                                                                \
960   ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ];                      \
961   subs clip, y_a, temp;                                                        \
962   ble 0f;                                                                      \
963                                                                                \
964   sub height, height, clip;                                                    \
965   sub y_a, y_a, clip;                                                          \
966   setup_spans_clip(decrement, alternate_active);                               \
967                                                                                \
968  0:                                                                            \
969   cmp height, #0;                                                              \
970   ble 1f;                                                                      \
971                                                                                \
972   orr temp, y_a, y_a, lsl #16;                                                 \
973   sub temp, temp, #(1 << 16);                                                  \
974   sub y_a, temp, #2;                                                           \
975   sub y_a, y_a, #(2 << 16);                                                    \
976   vmov.u32 y_x4, temp, y_a;                                                    \
977                                                                                \
978   vaddw.s32 edges_xy, edges_xy, edges_dx_dy;                                   \
979                                                                                \
980   setup_spans_alternate_pre_increment_##alternate_active();                    \
981   setup_spans_adjust_edges_alternate_##alternate_active(left_index,            \
982    right_index);                                                               \
983   setup_spans_adjust_interpolants_up();                                        \
984   setup_spans_prologue_b();                                                    \
985                                                                                \
986   strh height, [ psx_gpu, #psx_gpu_num_spans_offset ];                         \
987                                                                                \
988  2:                                                                            \
989   setup_spans_set_x4_alternate_##alternate_active(alternate, up);              \
990   subs height, height, #4;                                                     \
991   bhi 2b;                                                                      \
992                                                                                \
993  1:                                                                            \
994
995
996 #define setup_spans_epilogue()                                                 \
997   ldmia sp!, { r4 - r11, pc }                                                  \
998
999
1000 #define setup_spans_up_up(minor, major)                                        \
1001   setup_spans_prologue();                                                      \
1002   sub height_minor_a, y_a, y_b;                                                \
1003   sub height_minor_b, y_b, y_c;                                                \
1004   sub height, y_a, y_c;                                                        \
1005                                                                                \
1006   vdup.u32 x_starts, x_a;                                                      \
1007   vmov.u32 x_ends, x_c, x_b;                                                   \
1008                                                                                \
1009   compute_edge_delta_x3(x_b, height_major, height_minor_a);                    \
1010   setup_spans_up(major, minor, minor, yes);                                    \
1011   setup_spans_epilogue()                                                       \
1012
1013 function(setup_spans_up_left)
1014   setup_spans_up_up(left, right)
1015
1016 function(setup_spans_up_right)
1017   setup_spans_up_up(right, left)
1018
1019
1020 #define setup_spans_down_down(minor, major)                                    \
1021   setup_spans_prologue();                                                      \
1022   sub height_minor_a, y_b, y_a;                                                \
1023   sub height_minor_b, y_c, y_b;                                                \
1024   sub height, y_c, y_a;                                                        \
1025                                                                                \
1026   vdup.u32 x_starts, x_a;                                                      \
1027   vmov.u32 x_ends, x_c, x_b;                                                   \
1028                                                                                \
1029   compute_edge_delta_x3(x_b, height_major, height_minor_a);                    \
1030   setup_spans_down(major, minor, minor, yes);                                  \
1031   setup_spans_epilogue()                                                       \
1032
1033 function(setup_spans_down_left)
1034   setup_spans_down_down(left, right)
1035
1036 function(setup_spans_down_right)
1037   setup_spans_down_down(right, left)
1038
1039
1040 #define setup_spans_up_flat()                                                  \
1041   sub height, y_a, y_c;                                                        \
1042                                                                                \
1043   compute_edge_delta_x2();                                                     \
1044   setup_spans_up(left, right, none, no);                                       \
1045   setup_spans_epilogue()                                                       \
1046
1047 function(setup_spans_up_a)
1048   setup_spans_prologue()
1049
1050   vmov.u32 x_starts, x_a, x_b
1051   vdup.u32 x_ends, x_c
1052
1053   setup_spans_up_flat()
1054
1055 function(setup_spans_up_b)
1056   setup_spans_prologue()
1057
1058   vdup.u32 x_starts, x_a
1059   vmov.u32 x_ends, x_b, x_c
1060
1061   setup_spans_up_flat()
1062
1063 #define setup_spans_down_flat()                                                \
1064   sub height, y_c, y_a;                                                        \
1065                                                                                \
1066   compute_edge_delta_x2();                                                     \
1067   setup_spans_down(left, right, none, no);                                     \
1068   setup_spans_epilogue()                                                       \
1069
1070 function(setup_spans_down_a)
1071   setup_spans_prologue()
1072
1073   vmov.u32 x_starts, x_a, x_b
1074   vdup.u32 x_ends, x_c
1075
1076   setup_spans_down_flat()
1077
1078 function(setup_spans_down_b)
1079   setup_spans_prologue()
1080
1081   vdup.u32 x_starts, x_a
1082   vmov.u32 x_ends, x_b, x_c
1083
1084   setup_spans_down_flat()
1085
1086
1087 #define middle_y                                          r9
1088
1089 #define edges_xy_b                                        q11
1090 #define edges_dx_dy_b                                     d26
1091 #define edge_shifts_b                                     d27
1092 #define edges_dx_dy_and_shifts_b                          q13
1093 #define height_increment                                  d20
1094
1095 #define edges_dx_dy_and_shifts                            q1
1096
1097 #define edges_xy_b_left                                   d22
1098 #define edges_xy_b_right                                  d23
1099
1100 #define setup_spans_up_down_load_edge_set_b()                                  \
1101   vmov edges_xy, edges_xy_b;                                                   \
1102   vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b                        \
1103
1104
1105 function(setup_spans_up_down)
1106   setup_spans_prologue()
1107
1108   // s32 middle_y = y_a;
1109   sub height_minor_a, y_a, y_b
1110   sub height_minor_b, y_c, y_a
1111   sub height_major, y_c, y_b
1112
1113   vmov.u32 x_starts, x_a, x_c
1114   vdup.u32 x_ends, x_b
1115
1116   compute_edge_delta_x3(x_a, height_minor_a, height_major)
1117
1118   mov temp, #0
1119   vmov.u32 height_increment, temp, height_minor_b
1120   vmlal.s32 edges_xy, edges_dx_dy, height_increment
1121
1122   vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1123   vmov edges_xy_b_right, edges_xy_right
1124
1125   vmov edge_shifts_b, edge_shifts
1126   vmov.u32 edge_shifts_b[0], edge_shift_alt
1127
1128   vneg.s32 edges_dx_dy_b, edges_dx_dy
1129   vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1130
1131   mov middle_y, y_a
1132   
1133   setup_spans_load_b()
1134   sub y_a, y_a, #1
1135
1136   ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1137   subs temp, temp, y_b
1138   subgt height_minor_a, height_minor_a, temp
1139
1140   ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1141   subs clip, y_a, temp
1142   ble 0f
1143
1144   sub height_minor_a, height_minor_a, clip
1145   sub y_a, y_a, clip
1146   setup_spans_clip(decrement, no)
1147
1148  0:                                                                
1149   cmp height_minor_a, #0
1150   ble 3f
1151
1152   orr temp, y_a, y_a, lsl #16
1153   sub temp, temp, #(1 << 16)
1154   sub y_a, temp, #2
1155   sub y_a, y_a, #(2 << 16)
1156   vmov.u32 y_x4, temp, y_a
1157
1158   vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1159
1160   strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
1161
1162   setup_spans_adjust_edges_alternate_no(left, right); 
1163   setup_spans_adjust_interpolants_up()
1164   setup_spans_up_down_load_edge_set_b()
1165
1166   setup_spans_prologue_b()
1167
1168
1169  2: 
1170   setup_spans_set_x4_alternate_no(none, up)
1171   subs height_minor_a, height_minor_a, #4
1172   bhi 2b
1173
1174   add span_edge_data, span_edge_data, height_minor_a, lsl #3
1175   add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1176   add span_b_offset, span_b_offset, height_minor_a, lsl #2
1177
1178  4:
1179   add temp, psx_gpu, #psx_gpu_uvrg_offset
1180   vld1.32 { uvrg }, [ temp ]
1181   mov y_a, middle_y
1182   
1183   setup_spans_load_b()
1184
1185   ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1186   subs y_c, y_c, temp
1187   subgt height_minor_b, height_minor_b, y_c
1188   addgt height_minor_b, height_minor_b, #1
1189
1190   ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1191   subs clip, temp, y_a
1192   ble 0f
1193
1194   sub height_minor_b, height_minor_b, clip
1195   add y_a, y_a, clip
1196   setup_spans_clip(increment, no)
1197
1198  0:
1199   cmp height_minor_b, #0
1200   ble 1f
1201
1202   orr temp, y_a, y_a, lsl #16
1203   add temp, temp, #(1 << 16) 
1204   add y_a, temp, #2
1205   add y_a, y_a, #(2 << 16)
1206   vmov.u32 y_x4, temp, y_a
1207
1208   setup_spans_adjust_edges_alternate_no(left, right)
1209
1210   ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1211   add temp, temp, height_minor_b
1212   strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1213
1214  2:                                                     
1215   setup_spans_set_x4_alternate_no(none, down)
1216   subs height_minor_b, height_minor_b, #4
1217   bhi 2b
1218
1219  1:
1220   setup_spans_epilogue()
1221
1222  3:
1223   setup_spans_up_down_load_edge_set_b()
1224   setup_spans_prologue_b()
1225   bal 4b
1226
1227
1228 #undef span_uvrg_offset
1229 #undef span_edge_data
1230 #undef span_b_offset
1231 #undef left_x
1232 #undef b
1233
1234 #define psx_gpu                                  r0
1235 #define num_spans                                r1
1236 #define span_uvrg_offset                         r2
1237 #define span_edge_data                           r3
1238 #define span_b_offset                            r4
1239 #define b_dx                                     r5
1240 #define span_num_blocks                          r6
1241 #define y                                        r7
1242 #define left_x                                   r8
1243 #define b                                        r9
1244 #define dither_offset_ptr                        r10
1245 #define block_ptr_a                              r11
1246 #define fb_ptr                                   r12
1247 #define num_blocks                               r14
1248
1249 #define uvrg_dx_ptr                              r2
1250 #define texture_mask_ptr                         r3
1251 #define dither_shift                             r8
1252 #define dither_row                               r10
1253
1254 #define c_32                                     r7
1255 #define b_dx4                                    r8
1256 #define b_dx8                                    r9
1257 #define block_ptr_b                              r10
1258
1259 #define block_span_ptr                           r10
1260 #define right_mask                               r8
1261
1262 #define color                                    r2
1263 #define color_r                                  r3
1264 #define color_g                                  r4
1265 #define color_b                                  r5
1266
1267 #undef uvrg
1268
1269 #define u_block                                  q0
1270 #define v_block                                  q1
1271 #define r_block                                  q2
1272 #define g_block                                  q3
1273 #define b_block                                  q4
1274
1275 #define uv_dx4                                   d10
1276 #define rg_dx4                                   d11
1277 #define uv_dx8                                   d12
1278 #define rg_dx8                                   d13
1279 #define b_whole_8                                d14
1280 #define fb_mask_ptrs                             d15
1281
1282 #define uvrg_dx4                                 q5
1283 #define uvrg_dx8                                 q6
1284 #define uv_dx8                                   d12
1285 #define rg_dx8                                   d13
1286
1287 #define u_whole                                  q8
1288 #define v_whole                                  q9
1289 #define r_whole                                  q10
1290 #define g_whole                                  q11
1291 #define b_whole                                  q12
1292
1293 #define u_whole_low                              d16
1294 #define u_whole_high                             d17
1295 #define v_whole_low                              d18
1296 #define v_whole_high                             d19
1297 #define r_whole_low                              d20
1298 #define r_whole_high                             d21
1299 #define g_whole_low                              d22
1300 #define g_whole_high                             d23
1301 #define b_whole_low                              d24
1302 #define b_whole_high                             d25
1303
1304 #define dx4                                      q13
1305 #define dx8                                      q13
1306
1307 #define u_whole_8                                d26
1308 #define v_whole_8                                d27
1309 #define u_whole_8b                               d24
1310 #define r_whole_8                                d24
1311 #define g_whole_8                                d25
1312
1313 #define uv_whole_8                               q13
1314 #define uv_whole_8b                              q14
1315
1316 #define dither_offsets                           q14
1317 #define texture_mask                             q15
1318 #define texture_mask_u                           d30
1319 #define texture_mask_v                           d31
1320
1321 #define dither_offsets_short                     d28
1322
1323 #define v_left_x                                 q8
1324 #define uvrg                                     q9
1325 #define block_span                               q10
1326
1327 #define uv                                       d18
1328 #define rg                                       d19
1329
1330 #define draw_mask                                q1
1331 #define draw_mask_edge                           q13
1332 #define test_mask                                q0
1333
1334 #define uvrg_dx                                  q3
1335
1336 #define colors                                   q2
1337
1338 #define setup_blocks_texture_swizzled()                                        \
1339   vand.u8 u_whole_8b, u_whole_8, texture_mask_u;                               \
1340   vsli.u8 u_whole_8, v_whole_8, #4;                                            \
1341   vsri.u8 v_whole_8, u_whole_8b, #4                                            \
1342
1343 #define setup_blocks_texture_unswizzled()                                      \
1344
1345
1346 #define setup_blocks_shaded_textured_builder(swizzling)                        \
1347 .align 3;                                                                      \
1348                                                                                \
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;                           \
1352                                                                                \
1353   vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ];                                 \
1354   add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset;           \
1355                                                                                \
1356   cmp num_spans, #0;                                                           \
1357   bxeq lr;                                                                     \
1358                                                                                \
1359   stmdb sp!, { r4 - r11, r14 };                                                \
1360   vshl.u32 uvrg_dx4, uvrg_dx, #2;                                              \
1361                                                                                \
1362   ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ];                                 \
1363   vshl.u32 uvrg_dx8, uvrg_dx, #3;                                              \
1364                                                                                \
1365   vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ];   \
1366   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
1367                                                                                \
1368   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
1369   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
1370                                                                                \
1371   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
1372   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1373                                                                                \
1374   add block_ptr_a, block_ptr_a, num_blocks, lsl #6;                            \
1375                                                                                \
1376  0:                                                                            \
1377   vmov.u8 fb_mask_ptrs, #0;                                                    \
1378                                                                                \
1379   ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ];      \
1380   add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset;                \
1381                                                                                \
1382   ldrh y, [ span_edge_data, #edge_data_y_offset ];                             \
1383   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ];                           \
1384                                                                                \
1385   cmp span_num_blocks, #0;                                                     \
1386   beq 1f;                                                                      \
1387                                                                                \
1388   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ];                   \
1389   add num_blocks, span_num_blocks, num_blocks;                                 \
1390                                                                                \
1391   cmp num_blocks, #MAX_BLOCKS;                                                 \
1392   bgt 2f;                                                                      \
1393                                                                                \
1394  3:                                                                            \
1395   ldr b, [ span_b_offset ];                                                    \
1396   add fb_ptr, fb_ptr, y, lsl #11;                                              \
1397                                                                                \
1398   vdup.u32 v_left_x, left_x;                                                   \
1399   and y, y, #0x3;                                                              \
1400                                                                                \
1401   ldr dither_row, [ dither_offset_ptr, y, lsl #2 ];                            \
1402   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
1403                                                                                \
1404   mla b, b_dx, left_x, b;                                                      \
1405   and dither_shift, left_x, #0x03;                                             \
1406                                                                                \
1407   vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ];                               \
1408   vshr.u32 uvrg_dx, uvrg_dx4, #2;                                              \
1409                                                                                \
1410   mov dither_shift, dither_shift, lsl #3;                                      \
1411   vmla.u32 uvrg, uvrg_dx, v_left_x;                                            \
1412                                                                                \
1413   mov c_32, #32;                                                               \
1414   subs span_num_blocks, span_num_blocks, #1;                                   \
1415                                                                                \
1416   mov dither_row, dither_row, ror dither_shift;                                \
1417   mov b_dx4, b_dx, lsl #2;                                                     \
1418                                                                                \
1419   vdup.u32 dither_offsets_short, dither_row;                                   \
1420   add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset;                   \
1421                                                                                \
1422   vdup.u32 b_block, b;                                                         \
1423   vshll.s8 dither_offsets, dither_offsets_short, #4;                           \
1424                                                                                \
1425   vdup.u32 u_block, uv[0];                                                     \
1426   mov b_dx8, b_dx, lsl #3;                                                     \
1427                                                                                \
1428   vdup.u32 v_block, uv[1];                                                     \
1429   vdup.u32 r_block, rg[0];                                                     \
1430   vdup.u32 g_block, rg[1];                                                     \
1431                                                                                \
1432   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1433                                                                                \
1434   vadd.u32 u_block, u_block, block_span;                                       \
1435   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1436                                                                                \
1437   vadd.u32 v_block, v_block, block_span;                                       \
1438   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1439                                                                                \
1440   vadd.u32 r_block, r_block, block_span;                                       \
1441   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1442                                                                                \
1443   vadd.u32 g_block, g_block, block_span;                                       \
1444   vld1.u32 { block_span }, [ block_span_ptr, :128 ];                           \
1445                                                                                \
1446   vadd.u32 b_block, b_block, block_span;                                       \
1447   add block_ptr_b, block_ptr_a, #16;                                           \
1448                                                                                \
1449   vshrn.u32 u_whole_low, u_block, #16;                                         \
1450   vshrn.u32 v_whole_low, v_block, #16;                                         \
1451   vshrn.u32 r_whole_low, r_block, #16;                                         \
1452   vshrn.u32 g_whole_low, g_block, #16;                                         \
1453                                                                                \
1454   vdup.u32 dx4, uv_dx4[0];                                                     \
1455   vshrn.u32 b_whole_low, b_block, #16;                                         \
1456                                                                                \
1457   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1458   vdup.u32 dx4, uv_dx4[1];                                                     \
1459                                                                                \
1460   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1461   vdup.u32 dx4, rg_dx4[0];                                                     \
1462                                                                                \
1463   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
1464   vdup.u32 dx4, rg_dx4[1];                                                     \
1465                                                                                \
1466   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
1467   vdup.u32 dx4, b_dx4;                                                         \
1468                                                                                \
1469   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
1470   vdup.u32 dx8, uv_dx8[0];                                                     \
1471                                                                                \
1472   vadd.u32 u_block, u_block, dx8;                                              \
1473   vdup.u32 dx8, uv_dx8[1];                                                     \
1474                                                                                \
1475   vadd.u32 v_block, v_block, dx8;                                              \
1476   vdup.u32 dx8, rg_dx8[0];                                                     \
1477                                                                                \
1478   vadd.u32 r_block, r_block, dx8;                                              \
1479   vdup.u32 dx8, rg_dx8[1];                                                     \
1480                                                                                \
1481   vadd.u32 g_block, g_block, dx8;                                              \
1482   vdup.u32 dx8, b_dx8;                                                         \
1483                                                                                \
1484   vadd.u32 b_block, b_block, dx8;                                              \
1485   vmovn.u16 u_whole_8, u_whole;                                                \
1486                                                                                \
1487   vmovn.u16 v_whole_8, v_whole;                                                \
1488                                                                                \
1489   vmovn.u16 b_whole_8, b_whole;                                                \
1490   pld [ fb_ptr ];                                                              \
1491   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1492                                                                                \
1493   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1494   setup_blocks_texture_##swizzling();                                          \
1495                                                                                \
1496   vmovn.u16 r_whole_8, r_whole;                                                \
1497   beq 5f;                                                                      \
1498                                                                                \
1499  4:                                                                            \
1500   vmovn.u16 g_whole_8, g_whole;                                                \
1501   vshrn.u32 u_whole_low, u_block, #16;                                         \
1502                                                                                \
1503   vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32;               \
1504   vshrn.u32 v_whole_low, v_block, #16;                                         \
1505                                                                                \
1506   vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32;              \
1507   vshrn.u32 r_whole_low, r_block, #16;                                         \
1508                                                                                \
1509   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32;           \
1510   vshrn.u32 g_whole_low, g_block, #16;                                         \
1511                                                                                \
1512   vdup.u32 dx4, uv_dx4[0];                                                     \
1513   vshrn.u32 b_whole_low, b_block, #16;                                         \
1514                                                                                \
1515   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1516   vdup.u32 dx4, uv_dx4[1];                                                     \
1517                                                                                \
1518   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1519   vdup.u32 dx4, rg_dx4[0];                                                     \
1520                                                                                \
1521   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
1522   vdup.u32 dx4, rg_dx4[1];                                                     \
1523                                                                                \
1524   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
1525   vdup.u32 dx4, b_dx4;                                                         \
1526                                                                                \
1527   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
1528   vdup.u32 dx8, uv_dx8[0];                                                     \
1529                                                                                \
1530   vadd.u32 u_block, u_block, dx8;                                              \
1531   vdup.u32 dx8, uv_dx8[1];                                                     \
1532                                                                                \
1533   vadd.u32 v_block, v_block, dx8;                                              \
1534   vdup.u32 dx8, rg_dx8[0];                                                     \
1535                                                                                \
1536   vadd.u32 r_block, r_block, dx8;                                              \
1537   vdup.u32 dx8, rg_dx8[1];                                                     \
1538                                                                                \
1539   vadd.u32 g_block, g_block, dx8;                                              \
1540   vdup.u32 dx8, b_dx8;                                                         \
1541                                                                                \
1542   vadd.u32 b_block, b_block, dx8;                                              \
1543   vmovn.u16 u_whole_8, u_whole;                                                \
1544                                                                                \
1545   add fb_ptr, fb_ptr, #16;                                                     \
1546   vmovn.u16 v_whole_8, v_whole;                                                \
1547                                                                                \
1548   vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32;                    \
1549   vmovn.u16 b_whole_8, b_whole;                                                \
1550                                                                                \
1551   pld [ fb_ptr ];                                                              \
1552                                                                                \
1553   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1554   subs span_num_blocks, span_num_blocks, #1;                                   \
1555                                                                                \
1556   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1557   setup_blocks_texture_##swizzling();                                          \
1558                                                                                \
1559   vmovn.u16 r_whole_8, r_whole;                                                \
1560   bne 4b;                                                                      \
1561                                                                                \
1562  5:                                                                            \
1563   vmovn.u16 g_whole_8, g_whole;                                                \
1564   ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ];           \
1565                                                                                \
1566   vld1.u32 { test_mask }, [ psx_gpu, :128 ];                                   \
1567   vdup.u8 draw_mask, right_mask;                                               \
1568                                                                                \
1569   vmov.u32 fb_mask_ptrs[0], right_mask;                                        \
1570   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
1571   vzip.u8 u_whole_8, v_whole_8;                                                \
1572                                                                                \
1573   vbic.u16 uv_whole_8, uv_whole_8, draw_mask;                                  \
1574   vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32;              \
1575   vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32;                        \
1576   vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32;                    \
1577   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32;           \
1578                                                                                \
1579  1:                                                                            \
1580   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
1581   add span_b_offset, span_b_offset, #4;                                        \
1582                                                                                \
1583   add span_edge_data, span_edge_data, #8;                                      \
1584   subs num_spans, num_spans, #1;                                               \
1585                                                                                \
1586   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
1587   bne 0b;                                                                      \
1588                                                                                \
1589   ldmia sp!, { r4 - r11, pc };                                                 \
1590                                                                                \
1591  2:                                                                            \
1592   /* TODO: Load from psx_gpu instead of saving/restoring these               */\
1593   vpush { texture_mask };                                                      \
1594   vpush { uvrg_dx4 };                                                          \
1595                                                                                \
1596   stmdb sp!, { r0 - r3, r12, r14 };                                            \
1597   bl flush_render_block_buffer;                                                \
1598   ldmia sp!, { r0 - r3, r12, r14 };                                            \
1599                                                                                \
1600   vpop { uvrg_dx4 };                                                           \
1601   vpop { texture_mask };                                                       \
1602                                                                                \
1603   vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4;                                       \
1604   vmov.u8 fb_mask_ptrs, #0;                                                    \
1605                                                                                \
1606   mov num_blocks, span_num_blocks;                                             \
1607   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1608   bal 3b                                                                       \
1609
1610
1611 setup_blocks_shaded_textured_builder(swizzled)
1612 setup_blocks_shaded_textured_builder(unswizzled)
1613
1614
1615 #define setup_blocks_unshaded_textured_builder(swizzling)                      \
1616 .align 3;                                                                      \
1617                                                                                \
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;                           \
1621                                                                                \
1622   vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ];                                 \
1623   add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset;           \
1624                                                                                \
1625   cmp num_spans, #0;                                                           \
1626   bxeq lr;                                                                     \
1627                                                                                \
1628   stmdb sp!, { r4 - r11, r14 };                                                \
1629   vshl.u32 uvrg_dx4, uvrg_dx, #2;                                              \
1630                                                                                \
1631   vshl.u32 uvrg_dx8, uvrg_dx, #3;                                              \
1632                                                                                \
1633   vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ];   \
1634   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
1635                                                                                \
1636   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
1637   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
1638                                                                                \
1639   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1640                                                                                \
1641   add block_ptr_a, block_ptr_a, num_blocks, lsl #6;                            \
1642                                                                                \
1643  0:                                                                            \
1644   vmov.u8 fb_mask_ptrs, #0;                                                    \
1645                                                                                \
1646   ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ];      \
1647   add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset;                \
1648                                                                                \
1649   ldrh y, [ span_edge_data, #edge_data_y_offset ];                             \
1650   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ];                           \
1651                                                                                \
1652   cmp span_num_blocks, #0;                                                     \
1653   beq 1f;                                                                      \
1654                                                                                \
1655   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ];                   \
1656   add num_blocks, span_num_blocks, num_blocks;                                 \
1657                                                                                \
1658   cmp num_blocks, #MAX_BLOCKS;                                                 \
1659   bgt 2f;                                                                      \
1660                                                                                \
1661  3:                                                                            \
1662   add fb_ptr, fb_ptr, y, lsl #11;                                              \
1663                                                                                \
1664   vdup.u32 v_left_x, left_x;                                                   \
1665   and y, y, #0x3;                                                              \
1666                                                                                \
1667   ldr dither_row, [ dither_offset_ptr, y, lsl #2 ];                            \
1668   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
1669                                                                                \
1670   and dither_shift, left_x, #0x03;                                             \
1671                                                                                \
1672   vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ];                               \
1673   vshr.u32 uvrg_dx, uvrg_dx4, #2;                                              \
1674                                                                                \
1675   mov dither_shift, dither_shift, lsl #3;                                      \
1676   vmla.u32 uvrg, uvrg_dx, v_left_x;                                            \
1677                                                                                \
1678   mov c_32, #32;                                                               \
1679   subs span_num_blocks, span_num_blocks, #1;                                   \
1680                                                                                \
1681   mov dither_row, dither_row, ror dither_shift;                                \
1682                                                                                \
1683   vdup.u32 dither_offsets_short, dither_row;                                   \
1684   add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset;                   \
1685                                                                                \
1686   vshll.s8 dither_offsets, dither_offsets_short, #4;                           \
1687                                                                                \
1688   vdup.u32 u_block, uv[0];                                                     \
1689                                                                                \
1690   vdup.u32 v_block, uv[1];                                                     \
1691   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1692                                                                                \
1693   vadd.u32 u_block, u_block, block_span;                                       \
1694   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1695                                                                                \
1696   vadd.u32 v_block, v_block, block_span;                                       \
1697   add block_ptr_b, block_ptr_a, #16;                                           \
1698                                                                                \
1699   vshrn.u32 u_whole_low, u_block, #16;                                         \
1700   vshrn.u32 v_whole_low, v_block, #16;                                         \
1701                                                                                \
1702   vdup.u32 dx4, uv_dx4[0];                                                     \
1703                                                                                \
1704   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1705   vdup.u32 dx4, uv_dx4[1];                                                     \
1706                                                                                \
1707   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1708   vdup.u32 dx8, uv_dx8[0];                                                     \
1709                                                                                \
1710   vadd.u32 u_block, u_block, dx8;                                              \
1711   vdup.u32 dx8, uv_dx8[1];                                                     \
1712                                                                                \
1713   vadd.u32 v_block, v_block, dx8;                                              \
1714   vmovn.u16 u_whole_8, u_whole;                                                \
1715                                                                                \
1716   vmovn.u16 v_whole_8, v_whole;                                                \
1717                                                                                \
1718   pld [ fb_ptr ];                                                              \
1719   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1720                                                                                \
1721   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1722   setup_blocks_texture_##swizzling();                                          \
1723                                                                                \
1724   beq 5f;                                                                      \
1725                                                                                \
1726  4:                                                                            \
1727   vshrn.u32 u_whole_low, u_block, #16;                                         \
1728                                                                                \
1729   vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32;               \
1730   vshrn.u32 v_whole_low, v_block, #16;                                         \
1731                                                                                \
1732   add block_ptr_b, block_ptr_b, #32;                                           \
1733   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32;           \
1734                                                                                \
1735   vdup.u32 dx4, uv_dx4[0];                                                     \
1736   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1737   vdup.u32 dx4, uv_dx4[1];                                                     \
1738                                                                                \
1739   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1740   vdup.u32 dx8, uv_dx8[0];                                                     \
1741                                                                                \
1742   vadd.u32 u_block, u_block, dx8;                                              \
1743   vdup.u32 dx8, uv_dx8[1];                                                     \
1744                                                                                \
1745   vadd.u32 v_block, v_block, dx8;                                              \
1746   vmovn.u16 u_whole_8, u_whole;                                                \
1747                                                                                \
1748   add fb_ptr, fb_ptr, #16;                                                     \
1749   vmovn.u16 v_whole_8, v_whole;                                                \
1750                                                                                \
1751   vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32;                    \
1752   pld [ fb_ptr ];                                                              \
1753                                                                                \
1754   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1755   subs span_num_blocks, span_num_blocks, #1;                                   \
1756                                                                                \
1757   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1758   setup_blocks_texture_##swizzling();                                          \
1759                                                                                \
1760   bne 4b;                                                                      \
1761                                                                                \
1762  5:                                                                            \
1763   ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ];           \
1764                                                                                \
1765   vld1.u32 { test_mask }, [ psx_gpu, :128 ];                                   \
1766   vdup.u8 draw_mask, right_mask;                                               \
1767                                                                                \
1768   vmov.u32 fb_mask_ptrs[0], right_mask;                                        \
1769   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
1770   vzip.u8 u_whole_8, v_whole_8;                                                \
1771                                                                                \
1772   vbic.u16 uv_whole_8, uv_whole_8, draw_mask;                                  \
1773   add block_ptr_b, block_ptr_b, #32;                                           \
1774   vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32;                        \
1775   vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32;                    \
1776   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32;           \
1777                                                                                \
1778  1:                                                                            \
1779   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
1780   add span_edge_data, span_edge_data, #8;                                      \
1781   subs num_spans, num_spans, #1;                                               \
1782                                                                                \
1783   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
1784   bne 0b;                                                                      \
1785                                                                                \
1786   ldmia sp!, { r4 - r11, pc };                                                 \
1787                                                                                \
1788  2:                                                                            \
1789   /* TODO: Load from psx_gpu instead of saving/restoring these               */\
1790   vpush { texture_mask };                                                      \
1791   vpush { uvrg_dx4 };                                                          \
1792                                                                                \
1793   stmdb sp!, { r0 - r3, r12, r14 };                                            \
1794   bl flush_render_block_buffer;                                                \
1795   ldmia sp!, { r0 - r3, r12, r14 };                                            \
1796                                                                                \
1797   vpop { uvrg_dx4 };                                                           \
1798   vpop { texture_mask };                                                       \
1799                                                                                \
1800   vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4;                                       \
1801   vmov.u8 fb_mask_ptrs, #0;                                                    \
1802                                                                                \
1803   mov num_blocks, span_num_blocks;                                             \
1804   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1805   bal 3b                                                                       \
1806
1807
1808 setup_blocks_unshaded_textured_builder(swizzled)
1809 setup_blocks_unshaded_textured_builder(unswizzled)
1810
1811
1812 .align 3
1813
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
1817
1818   cmp num_spans, #0
1819   bxeq lr
1820
1821   stmdb sp!, { r4 - r11, r14 }
1822   vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1823
1824   ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1825
1826   ubfx color_r, color, #3, #5
1827   ubfx color_g, color, #11, #5
1828   ubfx color_b, color, #19, #5
1829
1830   orr color, color_r, color_b, lsl #10
1831   orr color, color, color_g, lsl #5
1832
1833   vdup.u16 colors, color
1834
1835   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1836   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1837
1838   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1839   add block_ptr_a, block_ptr_a, num_blocks, lsl #6
1840
1841  0:
1842   ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1843   ldrh y, [ span_edge_data, #edge_data_y_offset ]
1844
1845   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
1846
1847   cmp span_num_blocks, #0
1848   beq 1f
1849
1850   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1851   add num_blocks, span_num_blocks, num_blocks
1852
1853   cmp num_blocks, #MAX_BLOCKS
1854   bgt 2f
1855
1856  3:
1857   add fb_ptr, fb_ptr, y, lsl #11
1858   and y, y, #0x3
1859
1860   add fb_ptr, fb_ptr, left_x, lsl #1
1861   mov c_32, #32
1862
1863   subs span_num_blocks, span_num_blocks, #1
1864
1865   add block_ptr_b, block_ptr_a, #16
1866   pld [ fb_ptr ]
1867
1868   vmov.u32 fb_mask_ptrs[1], fb_ptr
1869   beq 5f
1870
1871  4:
1872   vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32
1873   vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1874   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1875
1876   add fb_ptr, fb_ptr, #16
1877   add block_ptr_b, block_ptr_b, #32
1878
1879   pld [ fb_ptr ]
1880
1881   vmov.u32 fb_mask_ptrs[1], fb_ptr
1882   subs span_num_blocks, span_num_blocks, #1
1883
1884   bne 4b
1885
1886  5:
1887   ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1888
1889   vdup.u8 draw_mask_edge, right_mask
1890   vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
1891
1892   vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1893   vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32
1894   add block_ptr_b, block_ptr_b, #32
1895   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1896
1897  1:
1898   add span_edge_data, span_edge_data, #8
1899   subs num_spans, num_spans, #1
1900
1901   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1902   bne 0b
1903
1904   ldmia sp!, { r4 - r11, pc }
1905                                                                            
1906  2:
1907   vpush { colors }
1908
1909   stmdb sp!, { r0 - r3, r12, r14 }
1910   bl flush_render_block_buffer
1911   ldmia sp!, { r0 - r3, r12, r14 }
1912
1913   vpop { colors }
1914
1915   vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1916   veor.u32 draw_mask, draw_mask, draw_mask
1917
1918   mov num_blocks, span_num_blocks
1919   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1920   bal 3b
1921
1922
1923 #define mask_msb_scalar                                   r14
1924
1925 #define msb_mask                                          q15
1926
1927 #define pixels_low                                        d16
1928
1929 #define msb_mask_low                                      d30
1930 #define msb_mask_high                                     d31
1931
1932
1933 .align 3
1934
1935 function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
1936   ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1937
1938   cmp num_spans, #0
1939   bxeq lr
1940
1941   stmdb sp!, { r4 - r11, r14 }
1942
1943   ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1944
1945   ubfx color_r, color, #3, #5
1946   ubfx color_g, color, #11, #5
1947
1948   ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ]
1949   ubfx color_b, color, #19, #5
1950
1951   orr color, color_r, color_b, lsl #10
1952   orr color, color, color_g, lsl #5
1953   orr color, color, mask_msb_scalar
1954
1955   vdup.u16 colors, color
1956
1957   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1958
1959  0:
1960   ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1961   ldrh y, [ span_edge_data, #edge_data_y_offset ]
1962
1963   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
1964
1965   cmp span_num_blocks, #0
1966   beq 1f
1967
1968   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1969
1970   add fb_ptr, fb_ptr, y, lsl #11
1971   subs span_num_blocks, span_num_blocks, #1
1972
1973   add fb_ptr, fb_ptr, left_x, lsl #1
1974   beq 3f
1975
1976  2:
1977   vst1.u32 { colors }, [ fb_ptr ]!
1978   subs span_num_blocks, span_num_blocks, #1
1979
1980   bne 2b
1981
1982  3:
1983   ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1984   eor right_mask, right_mask, #0xFF
1985
1986  4:
1987   strh color, [ fb_ptr ], #2
1988   movs right_mask, right_mask, lsr #1
1989   bne 4b
1990
1991  1:
1992   add span_edge_data, span_edge_data, #8
1993   subs num_spans, num_spans, #1
1994
1995   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1996   bne 0b
1997
1998   ldmia sp!, { r4 - r11, pc }
1999                                                                            
2000
2001
2002 #undef c_64
2003
2004 #define c_64                                              r7
2005 #define rg_dx_ptr                                         r2
2006
2007
2008 #undef r_block
2009 #undef g_block
2010 #undef b_block
2011 #undef r_whole
2012 #undef g_whole
2013 #undef b_whole
2014 #undef r_whole_low
2015 #undef r_whole_high
2016 #undef g_whole_low
2017 #undef g_whole_high
2018 #undef b_whole_low
2019 #undef b_whole_high
2020 #undef r_whole_8
2021 #undef g_whole_8
2022 #undef b_whole_8
2023 #undef dither_offsets
2024 #undef rg_dx4
2025 #undef rg_dx8
2026 #undef dx4
2027 #undef dx8
2028 #undef v_left_x
2029 #undef uvrg
2030 #undef block_span
2031 #undef rg
2032 #undef draw_mask
2033 #undef test_mask
2034
2035 #define r_block                                           q0
2036 #define g_block                                           q1
2037 #define b_block                                           q2
2038
2039 #define r_whole                                           q3
2040 #define g_whole                                           q4
2041 #define b_whole                                           q5
2042
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
2049
2050 #define gb_whole_8                                        q6
2051
2052 #define g_whole_8                                         d12
2053 #define b_whole_8                                         d13
2054
2055 #define r_whole_8                                         d14
2056
2057 #define pixels                                            q8
2058
2059 #define rg_dx4                                            d18
2060 #define rg_dx8                                            d19
2061
2062 #define dx4                                               q10
2063 #define dx8                                               q10
2064
2065 #define v_left_x                                          d6
2066 #define uvrg                                              q4
2067 #define block_span                                        q5
2068
2069 #define rg                                                d9
2070
2071 #define d64_1                                             d22
2072 #define d64_128                                           d23
2073
2074 #define d128_4                                            q12
2075 #define d128_0x7                                          q13
2076
2077 #define d64_4                                             d24
2078
2079 #define dither_offsets                                    q14
2080 #define draw_mask                                         q15
2081
2082 #define dither_offsets_low                                d28
2083
2084 #define rg_dx                                             d0
2085 #define test_mask                                         q10
2086
2087
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;                             \
2091
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                                      \
2095
2096 #define setup_blocks_shaded_untextured_dither_a_undithered()                   \
2097
2098 #define setup_blocks_shaded_untextured_dither_b_undithered()                   \
2099
2100
2101 #define setup_blocks_shaded_untextured_indirect_builder(dithering)             \
2102 .align 3;                                                                      \
2103                                                                                \
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);                       \
2107                                                                                \
2108   vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ];                                      \
2109                                                                                \
2110   cmp num_spans, #0;                                                           \
2111   bxeq lr;                                                                     \
2112                                                                                \
2113   stmdb sp!, { r4 - r11, r14 };                                                \
2114   vshl.u32 rg_dx4, rg_dx, #2;                                                  \
2115                                                                                \
2116   ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ];                                 \
2117   vshl.u32 rg_dx8, rg_dx, #3;                                                  \
2118                                                                                \
2119   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
2120                                                                                \
2121   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
2122   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
2123                                                                                \
2124   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
2125   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
2126                                                                                \
2127   add block_ptr_a, block_ptr_a, num_blocks, lsl #6;                            \
2128   vmov.u8 d64_1, #1;                                                           \
2129                                                                                \
2130   vmov.u8 d128_4, #4;                                                          \
2131   vmov.u8 d64_128, #128;                                                       \
2132                                                                                \
2133   vmov.u8 d128_0x7, #0x7;                                                      \
2134                                                                                \
2135  0:                                                                            \
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;                \
2138                                                                                \
2139   ldrh y, [ span_edge_data, #edge_data_y_offset ];                             \
2140   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ];                           \
2141                                                                                \
2142   cmp span_num_blocks, #0;                                                     \
2143   beq 1f;                                                                      \
2144                                                                                \
2145   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ];                   \
2146   add num_blocks, span_num_blocks, num_blocks;                                 \
2147                                                                                \
2148   cmp num_blocks, #MAX_BLOCKS;                                                 \
2149   bgt 2f;                                                                      \
2150                                                                                \
2151  3:                                                                            \
2152   ldr b, [ span_b_offset ];                                                    \
2153   add fb_ptr, fb_ptr, y, lsl #11;                                              \
2154                                                                                \
2155   vdup.u32 v_left_x, left_x;                                                   \
2156   and y, y, #0x3;                                                              \
2157                                                                                \
2158   ldr dither_row, [ dither_offset_ptr, y, lsl #2 ];                            \
2159   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
2160                                                                                \
2161   mla b, b_dx, left_x, b;                                                      \
2162   and dither_shift, left_x, #0x03;                                             \
2163                                                                                \
2164   vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ];                               \
2165   vshr.u32 rg_dx, rg_dx4, #2;                                                  \
2166                                                                                \
2167   mov dither_shift, dither_shift, lsl #3;                                      \
2168   vmla.u32 rg, rg_dx, v_left_x;                                                \
2169                                                                                \
2170   mov c_64, #64;                                                               \
2171   subs span_num_blocks, span_num_blocks, #1;                                   \
2172                                                                                \
2173   mov dither_row, dither_row, ror dither_shift;                                \
2174   mov b_dx4, b_dx, lsl #2;                                                     \
2175                                                                                \
2176   vdup.u32 dither_offsets, dither_row;                                         \
2177   add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset;                   \
2178                                                                                \
2179   vdup.u32 b_block, b;                                                         \
2180   vadd.u8 dither_offsets, dither_offsets, d128_4;                              \
2181                                                                                \
2182   mov b_dx8, b_dx, lsl #3;                                                     \
2183   vdup.u32 r_block, rg[0];                                                     \
2184   vdup.u32 g_block, rg[1];                                                     \
2185                                                                                \
2186   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
2187                                                                                \
2188   vadd.u32 r_block, r_block, block_span;                                       \
2189   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
2190                                                                                \
2191   vadd.u32 g_block, g_block, block_span;                                       \
2192   vld1.u32 { block_span }, [ block_span_ptr, :128 ];                           \
2193                                                                                \
2194   vadd.u32 b_block, b_block, block_span;                                       \
2195   add block_ptr_b, block_ptr_a, #16;                                           \
2196                                                                                \
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];                                                     \
2201                                                                                \
2202   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2203   vdup.u32 dx4, rg_dx4[1];                                                     \
2204                                                                                \
2205   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2206   vdup.u32 dx4, b_dx4;                                                         \
2207                                                                                \
2208   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2209   vdup.u32 dx8, rg_dx8[0];                                                     \
2210                                                                                \
2211   vadd.u32 r_block, r_block, dx8;                                              \
2212   vdup.u32 dx8, rg_dx8[1];                                                     \
2213                                                                                \
2214   vadd.u32 g_block, g_block, dx8;                                              \
2215   vdup.u32 dx8, b_dx8;                                                         \
2216                                                                                \
2217   vadd.u32 b_block, b_block, dx8;                                              \
2218                                                                                \
2219   vmovn.u16 r_whole_8, r_whole;                                                \
2220   vmovn.u16 g_whole_8, g_whole;                                                \
2221   vmovn.u16 b_whole_8, b_whole;                                                \
2222                                                                                \
2223   beq 5f;                                                                      \
2224   veor.u32 draw_mask, draw_mask, draw_mask;                                    \
2225                                                                                \
2226  4:                                                                            \
2227   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2228   vshrn.u32 r_whole_low, r_block, #16;                                         \
2229                                                                                \
2230   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2231   vshrn.u32 g_whole_low, g_block, #16;                                         \
2232                                                                                \
2233   vshrn.u32 b_whole_low, b_block, #16;                                         \
2234   str fb_ptr, [ block_ptr_a, #44 ];                                            \
2235                                                                                \
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;                                    \
2239                                                                                \
2240   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2241   vdup.u32 dx4, rg_dx4[1];                                                     \
2242                                                                                \
2243   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2244   vdup.u32 dx4, b_dx4;                                                         \
2245                                                                                \
2246   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2247   vdup.u32 dx8, rg_dx8[0];                                                     \
2248                                                                                \
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;                                         \
2252                                                                                \
2253   vadd.u32 r_block, r_block, dx8;                                              \
2254   vdup.u32 dx8, rg_dx8[1];                                                     \
2255                                                                                \
2256   vadd.u32 g_block, g_block, dx8;                                              \
2257   vdup.u32 dx8, b_dx8;                                                         \
2258                                                                                \
2259   vadd.u32 b_block, b_block, dx8;                                              \
2260   add fb_ptr, fb_ptr, #16;                                                     \
2261                                                                                \
2262   vmovn.u16 r_whole_8, r_whole;                                                \
2263   vmovn.u16 g_whole_8, g_whole;                                                \
2264   vmovn.u16 b_whole_8, b_whole;                                                \
2265                                                                                \
2266   vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64;                         \
2267   vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64;                            \
2268                                                                                \
2269   pld [ fb_ptr ];                                                              \
2270                                                                                \
2271   subs span_num_blocks, span_num_blocks, #1;                                   \
2272   bne 4b;                                                                      \
2273                                                                                \
2274  5:                                                                            \
2275   str fb_ptr, [ block_ptr_a, #44 ];                                            \
2276   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2277                                                                                \
2278   ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ];           \
2279   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2280                                                                                \
2281   vshr.u8 r_whole_8, r_whole_8, #3;                                            \
2282   vdup.u8 draw_mask, right_mask;                                               \
2283                                                                                \
2284   vbic.u8 gb_whole_8, gb_whole_8, d128_0x7;                                    \
2285   vld1.u32 { test_mask }, [ psx_gpu, :128 ];                                   \
2286                                                                                \
2287   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
2288                                                                                \
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;                                         \
2292                                                                                \
2293   vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64;                         \
2294   vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64;                            \
2295                                                                                \
2296  1:                                                                            \
2297   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
2298   add span_b_offset, span_b_offset, #4;                                        \
2299                                                                                \
2300   add span_edge_data, span_edge_data, #8;                                      \
2301   subs num_spans, num_spans, #1;                                               \
2302                                                                                \
2303   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
2304   bne 0b;                                                                      \
2305                                                                                \
2306   ldmia sp!, { r4 - r11, pc };                                                 \
2307                                                                                \
2308  2:                                                                            \
2309   /* TODO: Load from psx_gpu instead of saving/restoring these               */\
2310   vpush { rg_dx4 };                                                            \
2311                                                                                \
2312   stmdb sp!, { r0 - r3, r12, r14 };                                            \
2313   bl flush_render_block_buffer;                                                \
2314   ldmia sp!, { r0 - r3, r12, r14 };                                            \
2315                                                                                \
2316   vpop { rg_dx4 };                                                             \
2317                                                                                \
2318   vmov.u8 d64_1, #1;                                                           \
2319   vmov.u8 d128_4, #4;                                                          \
2320   vmov.u8 d64_128, #128;                                                       \
2321   vmov.u8 d128_0x7, #0x7;                                                      \
2322                                                                                \
2323   vadd.u32 rg_dx8, rg_dx4, rg_dx4;                                             \
2324                                                                                \
2325   mov num_blocks, span_num_blocks;                                             \
2326   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
2327   bal 3b                                                                       \
2328
2329
2330 setup_blocks_shaded_untextured_indirect_builder(undithered)
2331 setup_blocks_shaded_untextured_indirect_builder(dithered)
2332
2333
2334 #undef draw_mask
2335
2336 #define mask_msb_ptr                                      r14
2337
2338 #define draw_mask                                         q0
2339 #define pixels_low                                        d16
2340
2341
2342
2343 #define setup_blocks_shaded_untextured_direct_builder(dithering)               \
2344 .align 3;                                                                      \
2345                                                                                \
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);                       \
2349                                                                                \
2350   vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ];                                      \
2351                                                                                \
2352   cmp num_spans, #0;                                                           \
2353   bxeq lr;                                                                     \
2354                                                                                \
2355   stmdb sp!, { r4 - r11, r14 };                                                \
2356   vshl.u32 rg_dx4, rg_dx, #2;                                                  \
2357                                                                                \
2358   ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ];                                 \
2359   vshl.u32 rg_dx8, rg_dx, #3;                                                  \
2360                                                                                \
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;                 \
2363                                                                                \
2364   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
2365   vmov.u8 d64_1, #1;                                                           \
2366                                                                                \
2367   vmov.u8 d128_4, #4;                                                          \
2368   vmov.u8 d64_128, #128;                                                       \
2369                                                                                \
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 ];         \
2373                                                                                \
2374  0:                                                                            \
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;                \
2377                                                                                \
2378   ldrh y, [ span_edge_data, #edge_data_y_offset ];                             \
2379   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ];                           \
2380                                                                                \
2381   cmp span_num_blocks, #0;                                                     \
2382   beq 1f;                                                                      \
2383                                                                                \
2384   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ];                   \
2385   add fb_ptr, fb_ptr, y, lsl #11;                                              \
2386                                                                                \
2387   ldr b, [ span_b_offset ];                                                    \
2388   vdup.u32 v_left_x, left_x;                                                   \
2389   and y, y, #0x3;                                                              \
2390                                                                                \
2391   ldr dither_row, [ dither_offset_ptr, y, lsl #2 ];                            \
2392   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
2393                                                                                \
2394   mla b, b_dx, left_x, b;                                                      \
2395   and dither_shift, left_x, #0x03;                                             \
2396                                                                                \
2397   vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ];                               \
2398   vshr.u32 rg_dx, rg_dx4, #2;                                                  \
2399                                                                                \
2400   mov dither_shift, dither_shift, lsl #3;                                      \
2401   vmla.u32 rg, rg_dx, v_left_x;                                                \
2402                                                                                \
2403   subs span_num_blocks, span_num_blocks, #1;                                   \
2404                                                                                \
2405   mov dither_row, dither_row, ror dither_shift;                                \
2406   mov b_dx4, b_dx, lsl #2;                                                     \
2407                                                                                \
2408   vdup.u32 dither_offsets, dither_row;                                         \
2409   add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset;                   \
2410                                                                                \
2411   vdup.u32 b_block, b;                                                         \
2412   vadd.u8 dither_offsets, dither_offsets, d128_4;                              \
2413                                                                                \
2414   mov b_dx8, b_dx, lsl #3;                                                     \
2415   vdup.u32 r_block, rg[0];                                                     \
2416   vdup.u32 g_block, rg[1];                                                     \
2417                                                                                \
2418   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
2419                                                                                \
2420   vadd.u32 r_block, r_block, block_span;                                       \
2421   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
2422                                                                                \
2423   vadd.u32 g_block, g_block, block_span;                                       \
2424   vld1.u32 { block_span }, [ block_span_ptr, :128 ];                           \
2425                                                                                \
2426   vadd.u32 b_block, b_block, block_span;                                       \
2427   add block_ptr_b, block_ptr_a, #16;                                           \
2428                                                                                \
2429   vshrn.u32 r_whole_low, r_block, #16;                                         \
2430   vshrn.u32 g_whole_low, g_block, #16;                                         \
2431   vshrn.u32 b_whole_low, b_block, #16;                                         \
2432   vdup.u32 dx4, rg_dx4[0];                                                     \
2433                                                                                \
2434   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2435   vdup.u32 dx4, rg_dx4[1];                                                     \
2436                                                                                \
2437   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2438   vdup.u32 dx4, b_dx4;                                                         \
2439                                                                                \
2440   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2441   vdup.u32 dx8, rg_dx8[0];                                                     \
2442                                                                                \
2443   vadd.u32 r_block, r_block, dx8;                                              \
2444   vdup.u32 dx8, rg_dx8[1];                                                     \
2445                                                                                \
2446   vadd.u32 g_block, g_block, dx8;                                              \
2447   vdup.u32 dx8, b_dx8;                                                         \
2448                                                                                \
2449   vadd.u32 b_block, b_block, dx8;                                              \
2450                                                                                \
2451   vmovn.u16 r_whole_8, r_whole;                                                \
2452   vmovn.u16 g_whole_8, g_whole;                                                \
2453   vmovn.u16 b_whole_8, b_whole;                                                \
2454                                                                                \
2455   beq 3f;                                                                      \
2456                                                                                \
2457  2:                                                                            \
2458   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2459   vshrn.u32 r_whole_low, r_block, #16;                                         \
2460                                                                                \
2461   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2462   vshrn.u32 g_whole_low, g_block, #16;                                         \
2463                                                                                \
2464   vshrn.u32 b_whole_low, b_block, #16;                                         \
2465                                                                                \
2466   vdup.u32 dx4, rg_dx4[0];                                                     \
2467   vshr.u8 r_whole_8, r_whole_8, #3;                                            \
2468   vbic.u8 gb_whole_8, gb_whole_8, d128_0x7;                                    \
2469                                                                                \
2470   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2471   vdup.u32 dx4, rg_dx4[1];                                                     \
2472                                                                                \
2473   vmov pixels, msb_mask;                                                       \
2474   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2475   vdup.u32 dx4, b_dx4;                                                         \
2476                                                                                \
2477   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2478   vdup.u32 dx8, rg_dx8[0];                                                     \
2479                                                                                \
2480   vmlal.u8 pixels, r_whole_8, d64_1;                                           \
2481   vmlal.u8 pixels, g_whole_8, d64_4;                                           \
2482   vmlal.u8 pixels, b_whole_8, d64_128;                                         \
2483                                                                                \
2484   vadd.u32 r_block, r_block, dx8;                                              \
2485   vdup.u32 dx8, rg_dx8[1];                                                     \
2486                                                                                \
2487   vadd.u32 g_block, g_block, dx8;                                              \
2488   vdup.u32 dx8, b_dx8;                                                         \
2489                                                                                \
2490   vadd.u32 b_block, b_block, dx8;                                              \
2491                                                                                \
2492   vmovn.u16 r_whole_8, r_whole;                                                \
2493   vmovn.u16 g_whole_8, g_whole;                                                \
2494   vmovn.u16 b_whole_8, b_whole;                                                \
2495                                                                                \
2496   vst1.u32 { pixels }, [ fb_ptr ]!;                                            \
2497   subs span_num_blocks, span_num_blocks, #1;                                   \
2498   bne 2b;                                                                      \
2499                                                                                \
2500  3:                                                                            \
2501   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2502                                                                                \
2503   ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ];           \
2504   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2505                                                                                \
2506   vshr.u8 r_whole_8, r_whole_8, #3;                                            \
2507   vmov pixels, msb_mask;                                                       \
2508   vbic.u8 gb_whole_8, gb_whole_8, d128_0x7;                                    \
2509   eor right_mask, right_mask, #0xFF;                                           \
2510                                                                                \
2511   vmlal.u8 pixels, r_whole_8, d64_1;                                           \
2512   vmlal.u8 pixels, g_whole_8, d64_4;                                           \
2513   vmlal.u8 pixels, b_whole_8, d64_128;                                         \
2514                                                                                \
2515  4:                                                                            \
2516   vst1.u16 { pixels_low[0] }, [ fb_ptr ]!;                                     \
2517   vext.16 pixels, pixels, #1;                                                  \
2518   movs right_mask, right_mask, lsr #1;                                         \
2519   bne 4b;                                                                      \
2520                                                                                \
2521  1:                                                                            \
2522   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
2523   add span_b_offset, span_b_offset, #4;                                        \
2524                                                                                \
2525   add span_edge_data, span_edge_data, #8;                                      \
2526   subs num_spans, num_spans, #1;                                               \
2527                                                                                \
2528   bne 0b;                                                                      \
2529                                                                                \
2530   ldmia sp!, { r4 - r11, pc }                                                  \
2531
2532 setup_blocks_shaded_untextured_direct_builder(undithered)
2533 setup_blocks_shaded_untextured_direct_builder(dithered)
2534
2535
2536 #undef psx_gpu
2537 #undef num_blocks
2538 #undef triangle
2539 #undef c_64
2540
2541 #define psx_gpu                                  r0
2542 #define block_ptr                                r1
2543 #define num_blocks                               r2
2544 #define uv_01                                    r3
2545 #define uv_23                                    r4
2546 #define uv_45                                    r5
2547 #define uv_67                                    r6
2548 #define uv_0                                     r7
2549 #define uv_1                                     r3
2550 #define uv_2                                     r8
2551 #define uv_3                                     r4
2552 #define uv_4                                     r9
2553 #define uv_5                                     r5
2554 #define uv_6                                     r10
2555 #define uv_7                                     r6
2556 #define texture_ptr                              r11
2557
2558 #define pixel_0                                  r7
2559 #define pixel_1                                  r3
2560 #define pixel_2                                  r8
2561 #define pixel_3                                  r4
2562 #define pixel_4                                  r9
2563 #define pixel_5                                  r5
2564 #define pixel_6                                  r10
2565 #define pixel_7                                  r6
2566
2567 #define pixels_a                                 r7
2568 #define pixels_b                                 r9
2569 #define pixels_c                                 r8
2570 #define pixels_d                                 r10
2571
2572 #define c_64                                     r0
2573
2574 #define clut_ptr                                 r12
2575 #define current_texture_mask                     r5
2576 #define dirty_textures_mask                      r6
2577
2578 #define texels                                   d0
2579
2580 #define clut_low_a                               d2
2581 #define clut_low_b                               d3
2582 #define clut_high_a                              d4
2583 #define clut_high_b                              d5
2584
2585 #define clut_a                                   q1
2586 #define clut_b                                   q2
2587
2588 #define texels_low                               d6
2589 #define texels_high                              d7
2590
2591 .align 3
2592
2593 function(texture_blocks_untextured)
2594   bx lr
2595
2596
2597 .align 3
2598
2599 function(texture_blocks_4bpp)
2600   stmdb sp!, { r3 - r11, r14 }
2601   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2602
2603   ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2604   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2605
2606   ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2607   vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]
2608
2609   ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2610   vuzp.u8 clut_a, clut_b
2611
2612   ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
2613   tst dirty_textures_mask, current_texture_mask
2614
2615   bne 1f
2616   mov c_64, #64
2617
2618 0:
2619   ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2620
2621   uxtah uv_0, texture_ptr, uv_01
2622   uxtah uv_1, texture_ptr, uv_01, ror #16
2623
2624   uxtah uv_2, texture_ptr, uv_23
2625   uxtah uv_3, texture_ptr, uv_23, ror #16
2626
2627   uxtah uv_4, texture_ptr, uv_45
2628   ldrb pixel_0, [ uv_0 ]
2629
2630   uxtah uv_5, texture_ptr, uv_45, ror #16
2631   ldrb pixel_1, [ uv_1 ]
2632
2633   uxtah uv_6, texture_ptr, uv_67
2634   ldrb pixel_2, [ uv_2 ]
2635
2636   uxtah uv_7, texture_ptr, uv_67, ror #16
2637   ldrb pixel_3, [ uv_3 ]
2638
2639   ldrb pixel_4, [ uv_4 ]
2640   subs num_blocks, num_blocks, #1
2641
2642   ldrb pixel_5, [ uv_5 ]
2643   orr pixels_a, pixel_0, pixel_1, lsl #8
2644
2645   ldrb pixel_6, [ uv_6 ]
2646   orr pixels_b, pixel_4, pixel_5, lsl #8
2647
2648   ldrb pixel_7, [ uv_7 ]
2649   orr pixels_a, pixels_a, pixel_2, lsl #16
2650
2651   orr pixels_b, pixels_b, pixel_6, lsl #16
2652   orr pixels_a, pixels_a, pixel_3, lsl #24
2653
2654   orr pixels_b, pixels_b, pixel_7, lsl #24
2655   vmov.u32 texels, pixels_a, pixels_b
2656
2657   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
2658   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
2659
2660   vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64
2661   bne 0b
2662
2663   ldmia sp!, { r3 - r11, pc }
2664
2665 1:
2666   stmdb sp!, { r1 - r2 }  
2667   bl update_texture_4bpp_cache
2668
2669   mov c_64, #64
2670   ldmia sp!, { r1 - r2 }
2671   bal 0b
2672
2673
2674 .align 3
2675
2676 function(texture_blocks_8bpp)
2677   stmdb sp!, { r3 - r11, r14 }
2678   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2679
2680   ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2681   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2682
2683   ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2684   ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2685
2686   ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]
2687   tst dirty_textures_mask, current_texture_mask
2688
2689   bne 1f
2690   nop
2691
2692 0:
2693   ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2694
2695   uxtah uv_0, texture_ptr, uv_01
2696   uxtah uv_1, texture_ptr, uv_01, ror #16
2697
2698   uxtah uv_2, texture_ptr, uv_23
2699   uxtah uv_3, texture_ptr, uv_23, ror #16
2700
2701   uxtah uv_4, texture_ptr, uv_45
2702   ldrb pixel_0, [ uv_0 ]
2703
2704   uxtah uv_5, texture_ptr, uv_45, ror #16
2705   ldrb pixel_1, [ uv_1 ]
2706
2707   uxtah uv_6, texture_ptr, uv_67
2708   ldrb pixel_2, [ uv_2 ]
2709
2710   uxtah uv_7, texture_ptr, uv_67, ror #16
2711   ldrb pixel_3, [ uv_3 ]
2712
2713   ldrb pixel_4, [ uv_4 ]
2714   add pixel_0, pixel_0, pixel_0
2715
2716   ldrb pixel_5, [ uv_5 ]
2717   add pixel_1, pixel_1, pixel_1
2718
2719   ldrb pixel_6, [ uv_6 ]
2720   add pixel_2, pixel_2, pixel_2
2721
2722   ldrb pixel_7, [ uv_7 ]
2723   add pixel_3, pixel_3, pixel_3
2724
2725   ldrh pixel_0, [ clut_ptr, pixel_0 ]
2726   add pixel_4, pixel_4, pixel_4
2727
2728   ldrh pixel_1, [ clut_ptr, pixel_1 ]
2729   add pixel_5, pixel_5, pixel_5
2730
2731   ldrh pixel_2, [ clut_ptr, pixel_2 ]
2732   add pixel_6, pixel_6, pixel_6
2733
2734   ldrh pixel_3, [ clut_ptr, pixel_3 ]
2735   add pixel_7, pixel_7, pixel_7
2736
2737   ldrh pixel_4, [ clut_ptr, pixel_4 ]
2738   orr pixels_a, pixel_0, pixel_1, lsl #16
2739
2740   ldrh pixel_5, [ clut_ptr, pixel_5 ]
2741   orr pixels_c, pixel_2, pixel_3, lsl #16
2742
2743   ldrh pixel_6, [ clut_ptr, pixel_6 ]
2744   subs num_blocks, num_blocks, #1
2745
2746   ldrh pixel_7, [ clut_ptr, pixel_7 ]
2747   orr pixels_b, pixel_4, pixel_5, lsl #16
2748
2749   orr pixels_d, pixel_6, pixel_7, lsl #16
2750   stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d } 
2751
2752   add block_ptr, block_ptr, #64
2753   bne 0b
2754
2755   ldmia sp!, { r3 - r11, pc }
2756
2757 1:
2758   stmdb sp!, { r1 - r2, r12 }
2759
2760   bl update_texture_8bpp_cache
2761
2762   ldmia sp!, { r1 - r2, r12 }
2763   bal 0b
2764
2765
2766 #undef uv_0
2767 #undef uv_1
2768 #undef uv_2
2769 #undef uv_3
2770 #undef uv_4
2771 #undef uv_5
2772 #undef uv_6
2773 #undef uv_7
2774
2775 #undef pixel_0
2776 #undef pixel_1
2777 #undef pixel_2
2778 #undef pixel_3
2779 #undef pixel_4
2780 #undef pixel_5
2781 #undef pixel_6
2782 #undef pixel_7
2783
2784 #undef texture_ptr
2785
2786 #undef pixels_a
2787 #undef pixels_b
2788 #undef pixels_c
2789 #undef pixels_d
2790
2791 #define psx_gpu                                  r0
2792 #define block_ptr                                r1
2793 #define num_blocks                               r2
2794
2795 #define uv_0                                     r3
2796 #define uv_1                                     r4
2797 #define u_0                                      r3
2798 #define u_1                                      r4
2799 #define v_0                                      r5
2800 #define v_1                                      r6
2801
2802 #define uv_2                                     r5
2803 #define uv_3                                     r6
2804 #define u_2                                      r5
2805 #define u_3                                      r6
2806 #define v_2                                      r7
2807 #define v_3                                      r8
2808
2809 #define uv_4                                     r7
2810 #define uv_5                                     r8
2811 #define u_4                                      r7
2812 #define u_5                                      r8
2813 #define v_4                                      r9
2814 #define v_5                                      r10
2815
2816 #define uv_6                                     r9
2817 #define uv_7                                     r10
2818 #define u_6                                      r9
2819 #define u_7                                      r10
2820 #define v_6                                      r11
2821 #define v_7                                      r0
2822
2823 #define pixel_0                                  r3
2824 #define pixel_1                                  r4
2825 #define pixel_2                                  r5
2826 #define pixel_3                                  r6
2827 #define pixel_4                                  r7
2828 #define pixel_5                                  r8
2829 #define pixel_6                                  r9
2830 #define pixel_7                                  r10
2831
2832 #define pixels_a                                 r3
2833 #define pixels_b                                 r5
2834 #define pixels_c                                 r7
2835 #define pixels_d                                 r9
2836
2837 #define texture_ptr                              r12
2838
2839
2840 .align 3
2841
2842 function(texture_blocks_16bpp)
2843   stmdb sp!, { r3 - r11, r14 }
2844   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2845
2846   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2847   ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2848
2849 0:
2850   ldrh uv_0, [ block_ptr ]
2851   subs num_blocks, num_blocks, #1
2852
2853   ldrh uv_1, [ block_ptr, #2 ]
2854
2855   and v_0, uv_0, #0xFF00
2856   and v_1, uv_1, #0xFF00
2857
2858   and u_0, uv_0, #0xFF
2859   and u_1, uv_1, #0xFF
2860
2861   add uv_0, u_0, v_0, lsl #2
2862   ldrh uv_2, [ block_ptr, #4 ]
2863
2864   add uv_1, u_1, v_1, lsl #2
2865   ldrh uv_3, [ block_ptr, #6 ]
2866
2867   add uv_0, uv_0, uv_0
2868   add uv_1, uv_1, uv_1
2869
2870   and v_2, uv_2, #0xFF00
2871   and v_3, uv_3, #0xFF00
2872
2873   and u_2, uv_2, #0xFF
2874   and u_3, uv_3, #0xFF
2875
2876   add uv_2, u_2, v_2, lsl #2
2877   ldrh uv_4, [ block_ptr, #8 ]
2878
2879   add uv_3, u_3, v_3, lsl #2
2880   ldrh uv_5, [ block_ptr, #10 ]
2881
2882   add uv_2, uv_2, uv_2
2883   add uv_3, uv_3, uv_3
2884
2885   and v_4, uv_4, #0xFF00
2886   and v_5, uv_5, #0xFF00
2887
2888   and u_4, uv_4, #0xFF
2889   and u_5, uv_5, #0xFF
2890
2891   add uv_4, u_4, v_4, lsl #2
2892   ldrh uv_6, [ block_ptr, #12 ]
2893
2894   add uv_5, u_5, v_5, lsl #2
2895   ldrh uv_7, [ block_ptr, #14 ]
2896
2897   add uv_4, uv_4, uv_4
2898   ldrh pixel_0, [ texture_ptr, uv_0 ]
2899
2900   add uv_5, uv_5, uv_5
2901   ldrh pixel_1, [ texture_ptr, uv_1 ]
2902
2903   and v_6, uv_6, #0xFF00
2904   ldrh pixel_2, [ texture_ptr, uv_2 ]
2905
2906   and v_7, uv_7, #0xFF00
2907   ldrh pixel_3, [ texture_ptr, uv_3 ]
2908
2909   and u_6, uv_6, #0xFF
2910   ldrh pixel_4, [ texture_ptr, uv_4 ]
2911
2912   and u_7, uv_7, #0xFF
2913   ldrh pixel_5, [ texture_ptr, uv_5 ]
2914
2915   add uv_6, u_6, v_6, lsl #2
2916   add uv_7, u_7, v_7, lsl #2
2917
2918   add uv_6, uv_6, uv_6
2919   add uv_7, uv_7, uv_7
2920
2921   orr pixels_a, pixel_0, pixel_1, lsl #16
2922   orr pixels_b, pixel_2, pixel_3, lsl #16
2923
2924   ldrh pixel_6, [ texture_ptr, uv_6 ]
2925   orr pixels_c, pixel_4, pixel_5, lsl #16
2926
2927   ldrh pixel_7, [ texture_ptr, uv_7 ]
2928   orr pixels_d, pixel_6, pixel_7, lsl #16
2929
2930   stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d }
2931   add block_ptr, block_ptr, #64
2932
2933   bne 0b
2934
2935   ldmia sp!, { r3 - r11, pc }
2936
2937
2938 #undef num_blocks
2939
2940 #undef test_mask
2941 #undef texels
2942 #undef pixels_b
2943 #undef pixels
2944 #undef d64_1
2945 #undef d64_4
2946 #undef d64_128
2947 #undef draw_mask
2948 #undef msb_mask
2949 #undef msb_mask_low
2950 #undef msb_mask_high
2951 #undef fb_pixels
2952
2953 #undef c_32
2954 #undef fb_ptr
2955 #undef mask_msb_ptr
2956
2957 #define psx_gpu                                  r0
2958 #define num_blocks                               r1
2959 #define color_ptr                                r2
2960 #define mask_msb_ptr                             r2
2961
2962 #define block_ptr_load_a                         r0
2963 #define block_ptr_store                          r3
2964 #define block_ptr_load_b                         r12
2965 #define c_32                                     r2
2966
2967 #define c_48                                     r4
2968 #define fb_ptr                                   r14
2969 #define draw_mask_bits_scalar                    r5
2970
2971 #define d128_0x07                                q0
2972 #define d128_0x1F                                q1
2973 #define d128_0x8000                              q2
2974 #define test_mask                                q3
2975 #define texels                                   q4
2976 #define colors_rg                                q5
2977 #define colors_b_dm_bits                         q6
2978 #define texels_rg                                q7
2979 #define pixels_r                                 q8
2980 #define pixels_g                                 q9
2981 #define pixels_b                                 q10
2982 #define pixels                                   q11
2983 #define zero_mask                                q4
2984 #define draw_mask                                q12
2985 #define msb_mask                                 q13
2986
2987 #define fb_pixels                                q8
2988
2989 #define pixels_gb_low                            q9
2990
2991 #define colors_r                                 d10
2992 #define colors_g                                 d11
2993 #define colors_b                                 d12
2994 #define draw_mask_bits                           d13
2995 #define texels_r                                 d14
2996 #define texels_g                                 d15
2997 #define pixels_r_low                             d16
2998 #define pixels_g_low                             d18
2999 #define pixels_b_low                             d19
3000 #define msb_mask_low                             d26
3001 #define msb_mask_high                            d27
3002
3003 #define d64_1                                    d28
3004 #define d64_4                                    d29
3005 #define d64_128                                  d30
3006 #define texels_b                                 d31
3007
3008 #define shade_blocks_textured_modulated_prologue_indirect()                    \
3009   mov c_48, #48;                                                               \
3010   add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset                         \
3011
3012 #define shade_blocks_textured_modulated_prologue_direct()                      \
3013   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3014   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]          \
3015
3016 #define shade_blocks_textured_modulated_prologue_shaded()                      \
3017
3018 #define shade_blocks_textured_modulated_prologue_unshaded()                    \
3019   add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset;                      \
3020   vld1.u32 { colors_r[] }, [ color_ptr, :32 ];                                 \
3021   vdup.u8 colors_g, colors_r[1];                                               \
3022   vdup.u8 colors_b, colors_r[2];                                               \
3023   vdup.u8 colors_r, colors_r[0]                                                \
3024
3025
3026 #define shade_blocks_textured_modulated_load_dithered(target)                  \
3027   vld1.u32 { target }, [ block_ptr_load_b, :128 ]                              \
3028
3029 #define shade_blocks_textured_modulated_load_last_dithered(target)             \
3030   vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32                        \
3031
3032 #define shade_blocks_textured_modulated_load_undithered(target)                \
3033
3034 #define shade_blocks_textured_modulated_load_last_undithered(target)           \
3035   add block_ptr_load_b, block_ptr_load_b, #32                                  \
3036
3037 #define shade_blocks_textured_modulate_dithered(channel)                       \
3038   vmlal.u8 pixels_##channel, texels_##channel, colors_##channel                \
3039
3040 #define shade_blocks_textured_modulate_undithered(channel)                     \
3041   vmull.u8 pixels_##channel, texels_##channel, colors_##channel                \
3042
3043
3044 #define shade_blocks_textured_modulated_store_draw_mask_indirect(offset)       \
3045   vst1.u32 { draw_mask }, [ block_ptr_store, :128 ]!                           \
3046
3047 #define shade_blocks_textured_modulated_store_draw_mask_direct(offset)         \
3048   ldr fb_ptr, [ block_ptr_load_b, #(offset - 64) ];                            \
3049   vld1.u32 { fb_pixels }, [ fb_ptr ];                                          \
3050   vbit.u16 pixels, fb_pixels, draw_mask                                        \
3051
3052 #define shade_blocks_textured_modulated_store_pixels_indirect()                \
3053   vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48                         \
3054
3055 #define shade_blocks_textured_modulated_store_pixels_direct()                  \
3056   vst1.u32 { pixels }, [ fb_ptr ]                                              \
3057
3058
3059 #define shade_blocks_textured_modulated_load_rg_shaded()                       \
3060   vld1.u32 { colors_r, colors_g }, [ block_ptr_load_b, :128 ], c_32            \
3061
3062 #define shade_blocks_textured_modulated_load_rg_unshaded()                     \
3063   add block_ptr_load_b, block_ptr_load_b, #32                                  \
3064
3065 #define shade_blocks_textured_modulated_load_bdm_shaded()                      \
3066   vld1.u32 { colors_b, draw_mask_bits }, [ block_ptr_load_a, :128 ], c_32      \
3067
3068 #define shade_blocks_textured_modulated_load_bdm_unshaded()                    \
3069   ldr draw_mask_bits_scalar, [ block_ptr_load_a, #8 ];                         \
3070   add block_ptr_load_a, block_ptr_load_a, #32                                  \
3071
3072 #define shade_blocks_textured_modulated_expand_draw_mask_shaded()              \
3073   vdup.u16 draw_mask, draw_mask_bits[0]                                        \
3074
3075 #define shade_blocks_textured_modulated_expand_draw_mask_unshaded()            \
3076   vdup.u16 draw_mask, draw_mask_bits_scalar                                    \
3077
3078
3079 #define shade_blocks_textured_modulated_apply_msb_mask_indirect()              \
3080
3081 #define shade_blocks_textured_modulated_apply_msb_mask_direct()                \
3082   vorr.u16 pixels, pixels, msb_mask                                            \
3083
3084
3085 #define shade_blocks_textured_modulated_builder(shading, dithering, target)    \
3086 .align 3;                                                                      \
3087                                                                                \
3088 function(shade_blocks_##shading##_textured_modulated_##dithering##_##target)   \
3089   stmdb sp!, { r4 - r5, lr };                                                  \
3090   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
3091                                                                                \
3092   vld1.u32 { test_mask }, [ psx_gpu, :128 ];                                   \
3093                                                                                \
3094   shade_blocks_textured_modulated_prologue_##target();                         \
3095   shade_blocks_textured_modulated_prologue_##shading();                        \
3096                                                                                \
3097   add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset;                       \
3098   mov c_32, #32;                                                               \
3099                                                                                \
3100   add block_ptr_load_b, block_ptr_load_a, #16;                                 \
3101   vmov.u8 d64_1, #1;                                                           \
3102   vmov.u8 d64_4, #4;                                                           \
3103   vmov.u8 d64_128, #128;                                                       \
3104                                                                                \
3105   vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32;                       \
3106   vmov.u8 d128_0x07, #0x07;                                                    \
3107                                                                                \
3108   shade_blocks_textured_modulated_load_rg_##shading();                         \
3109   vmov.u8 d128_0x1F, #0x1F;                                                    \
3110                                                                                \
3111   shade_blocks_textured_modulated_load_bdm_##shading();                        \
3112   vmov.u16 d128_0x8000, #0x8000;                                               \
3113                                                                                \
3114   vmovn.u16 texels_r, texels;                                                  \
3115   vshrn.u16 texels_g, texels, #5;                                              \
3116                                                                                \
3117   vshrn.u16 texels_b, texels, #7;                                              \
3118   shade_blocks_textured_modulated_expand_draw_mask_##shading();                \
3119                                                                                \
3120   shade_blocks_textured_modulated_load_##dithering(pixels_r);                  \
3121   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
3122                                                                                \
3123   shade_blocks_textured_modulated_load_##dithering(pixels_g);                  \
3124   vand.u8 texels_rg, texels_rg, d128_0x1F;                                     \
3125                                                                                \
3126   shade_blocks_textured_modulated_load_last_##dithering(pixels_b);             \
3127   vshr.u8 texels_b, texels_b, #3;                                              \
3128                                                                                \
3129   shade_blocks_textured_modulate_##dithering(r);                               \
3130   shade_blocks_textured_modulate_##dithering(g);                               \
3131   shade_blocks_textured_modulate_##dithering(b);                               \
3132                                                                                \
3133   vand.u16 pixels, texels, d128_0x8000;                                        \
3134   vceq.u16 zero_mask, texels, #0;                                              \
3135                                                                                \
3136   vqshrun.s16 pixels_r_low, pixels_r, #4;                                      \
3137   vqshrun.s16 pixels_g_low, pixels_g, #4;                                      \
3138   vqshrun.s16 pixels_b_low, pixels_b, #4;                                      \
3139                                                                                \
3140   shade_blocks_textured_modulated_apply_msb_mask_##target();                   \
3141   vorr.u16 draw_mask, draw_mask, zero_mask;                                    \
3142   vshr.u8 pixels_r_low, pixels_r_low, #3;                                      \
3143   vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07;                             \
3144                                                                                \
3145   subs num_blocks, num_blocks, #1;                                             \
3146   beq 1f;                                                                      \
3147                                                                                \
3148  .align 3;                                                                     \
3149                                                                                \
3150  0:                                                                            \
3151   vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32;                       \
3152   shade_blocks_textured_modulated_load_rg_##shading();                         \
3153   vshrn.u16 texels_g, texels, #5;                                              \
3154                                                                                \
3155   shade_blocks_textured_modulated_load_bdm_##shading();                        \
3156   vshrn.u16 texels_b, texels, #7;                                              \
3157                                                                                \
3158   vmovn.u16 texels_r, texels;                                                  \
3159   vmlal.u8 pixels, pixels_r_low, d64_1;                                        \
3160                                                                                \
3161   vmlal.u8 pixels, pixels_g_low, d64_4;                                        \
3162   vmlal.u8 pixels, pixels_b_low, d64_128;                                      \
3163   shade_blocks_textured_modulated_store_draw_mask_##target(-4);                \
3164                                                                                \
3165   shade_blocks_textured_modulated_load_##dithering(pixels_r);                  \
3166   shade_blocks_textured_modulated_expand_draw_mask_##shading();                \
3167                                                                                \
3168   shade_blocks_textured_modulated_load_##dithering(pixels_g);                  \
3169   vand.u8 texels_rg, texels_rg, d128_0x1F;                                     \
3170                                                                                \
3171   shade_blocks_textured_modulated_load_last_##dithering(pixels_b);             \
3172   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
3173                                                                                \
3174   shade_blocks_textured_modulated_store_pixels_##target();                     \
3175   vshr.u8 texels_b, texels_b, #3;                                              \
3176                                                                                \
3177   shade_blocks_textured_modulate_##dithering(r);                               \
3178   shade_blocks_textured_modulate_##dithering(g);                               \
3179   shade_blocks_textured_modulate_##dithering(b);                               \
3180                                                                                \
3181   vand.u16 pixels, texels, d128_0x8000;                                        \
3182   vceq.u16 zero_mask, texels, #0;                                              \
3183                                                                                \
3184   subs num_blocks, num_blocks, #1;                                             \
3185                                                                                \
3186   vqshrun.s16 pixels_r_low, pixels_r, #4;                                      \
3187   vqshrun.s16 pixels_g_low, pixels_g, #4;                                      \
3188   vqshrun.s16 pixels_b_low, pixels_b, #4;                                      \
3189                                                                                \
3190   shade_blocks_textured_modulated_apply_msb_mask_##target();                   \
3191   vorr.u16 draw_mask, draw_mask, zero_mask;                                    \
3192   vshr.u8 pixels_r_low, pixels_r_low, #3;                                      \
3193   vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07;                             \
3194                                                                                \
3195   bne 0b;                                                                      \
3196                                                                                \
3197  1:                                                                            \
3198   vmlal.u8 pixels, pixels_r_low, d64_1;                                        \
3199   vmlal.u8 pixels, pixels_g_low, d64_4;                                        \
3200   vmlal.u8 pixels, pixels_b_low, d64_128;                                      \
3201                                                                                \
3202   shade_blocks_textured_modulated_store_draw_mask_##target(28);                \
3203   shade_blocks_textured_modulated_store_pixels_##target();                     \
3204                                                                                \
3205   ldmia sp!, { r4 - r5, pc }                                                   \
3206
3207
3208 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
3209 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
3210 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
3211 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
3212
3213 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
3214 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
3215 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
3216 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
3217
3218
3219 #undef c_64
3220 #undef fb_ptr
3221 #undef color_ptr
3222
3223 #undef color_r
3224 #undef color_g
3225 #undef color_b
3226
3227 #undef test_mask
3228 #undef pixels
3229 #undef draw_mask
3230 #undef zero_mask
3231 #undef fb_pixels
3232 #undef msb_mask
3233 #undef msb_mask_low
3234 #undef msb_mask_high
3235
3236 #define psx_gpu                                  r0
3237 #define num_blocks                               r1
3238 #define mask_msb_ptr                             r2
3239 #define color_ptr                                r3
3240
3241 #define block_ptr_load                           r0
3242 #define draw_mask_store_ptr                      r3
3243 #define draw_mask_bits_ptr                       r12
3244 #define draw_mask_ptr                            r12
3245 #define pixel_store_ptr                          r14
3246
3247 #define fb_ptr_cmp                               r4
3248
3249 #define fb_ptr                                   r3
3250 #define fb_ptr_next                              r14
3251
3252 #define c_64                                     r2
3253
3254 #define test_mask                                q0
3255 #define pixels                                   q1
3256 #define draw_mask                                q2
3257 #define zero_mask                                q3
3258 #define draw_mask_combined                       q4
3259 #define fb_pixels                                q5
3260 #define fb_pixels_next                           q6
3261 #define msb_mask                                 q7
3262
3263 #define draw_mask_low                            d4
3264 #define draw_mask_high                           d5
3265 #define msb_mask_low                             d14
3266 #define msb_mask_high                            d15
3267
3268 .align 3
3269 function(shade_blocks_textured_unmodulated_indirect)
3270   str r14, [ sp, #-4 ]
3271   add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3272
3273   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3274   add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3275
3276   vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3277   add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset
3278
3279   mov c_64, #64
3280   add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3281
3282   vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3283   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3284    [ draw_mask_bits_ptr, :16 ], c_64
3285   vceq.u16 zero_mask, pixels, #0
3286
3287   vtst.u16 draw_mask, draw_mask, test_mask
3288   vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3289
3290   subs num_blocks, num_blocks, #1
3291   beq 1f
3292
3293  0:
3294   vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3295   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3296
3297   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3298    [ draw_mask_bits_ptr, :16 ], c_64
3299   vceq.u16 zero_mask, pixels, #0
3300
3301   vtst.u16 draw_mask, draw_mask, test_mask
3302   vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3303
3304   vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3305   subs num_blocks, num_blocks, #1
3306
3307   bne 0b
3308
3309  1:
3310   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3311   vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3312
3313   ldr pc, [ sp, #-4 ]
3314
3315
3316 .align 3
3317
3318 function(shade_blocks_textured_unmodulated_direct)
3319   stmdb sp!, { r4, r14 }
3320   add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3321
3322   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3323   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3324
3325   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3326   mov c_64, #64
3327
3328   vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3329   add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3330
3331   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3332    [ draw_mask_bits_ptr, :16 ], c_64
3333   ldr fb_ptr_next, [ block_ptr_load, #44 ]
3334
3335   vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3336   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3337   vceq.u16 zero_mask, pixels, #0
3338   vtst.u16 draw_mask, draw_mask, test_mask
3339
3340   subs num_blocks, num_blocks, #1
3341   beq 1f
3342
3343  0:
3344   mov fb_ptr, fb_ptr_next
3345   ldr fb_ptr_next, [ block_ptr_load, #44 ]
3346
3347   vorr.u16 pixels, pixels, msb_mask
3348
3349   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3350   vmov fb_pixels, fb_pixels_next
3351
3352   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3353    [ draw_mask_bits_ptr, :16 ], c_64
3354   vbif.u16 fb_pixels, pixels, draw_mask_combined
3355
3356   vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3357
3358   sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3359   add fb_ptr_cmp, fb_ptr_cmp, #14
3360   cmp fb_ptr_cmp, #28
3361   bls 4f
3362
3363   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3364   vceq.u16 zero_mask, pixels, #0
3365
3366   vst1.u16 { fb_pixels }, [ fb_ptr ]
3367   vtst.u16 draw_mask, draw_mask, test_mask
3368
3369  3:
3370   subs num_blocks, num_blocks, #1
3371   bne 0b
3372
3373  1:
3374   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3375   vbif.u16 fb_pixels_next, pixels, draw_mask_combined
3376
3377   vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3378
3379   ldmia sp!, { r4, pc }
3380
3381  4:
3382   vst1.u16 { fb_pixels }, [ fb_ptr ]
3383   vceq.u16 zero_mask, pixels, #0
3384
3385   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3386   vtst.u16 draw_mask, draw_mask, test_mask
3387
3388   bal 3b
3389
3390
3391 function(shade_blocks_unshaded_untextured_indirect)
3392   bx lr
3393
3394 .align 3
3395
3396 function(shade_blocks_unshaded_untextured_direct)
3397   stmdb sp!, { r4, r14 }
3398   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
3399
3400   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3401   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3402
3403   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3404   add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3405
3406   add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
3407   vld1.u16 { pixels }, [ color_ptr, :128 ]
3408
3409   mov c_64, #64
3410   vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3411
3412   vorr.u16 pixels, pixels, msb_mask
3413   subs num_blocks, num_blocks, #1
3414
3415   ldr fb_ptr_next, [ block_ptr_load ], #64
3416
3417   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3418   beq 1f
3419
3420  0:
3421   vmov fb_pixels, fb_pixels_next
3422   mov fb_ptr, fb_ptr_next
3423   ldr fb_ptr_next, [ block_ptr_load ], #64
3424
3425   vbif.u16 fb_pixels, pixels, draw_mask
3426   vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3427
3428   sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3429   add fb_ptr_cmp, fb_ptr_cmp, #14
3430   cmp fb_ptr_cmp, #28
3431   bls 4f
3432
3433   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3434   vst1.u16 { fb_pixels }, [ fb_ptr ]
3435
3436  3:
3437   subs num_blocks, num_blocks, #1
3438   bne 0b
3439
3440  1:
3441   vbif.u16 fb_pixels_next, pixels, draw_mask
3442   vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3443
3444   ldmia sp!, { r4, pc }
3445
3446  4:
3447   vst1.u16 { fb_pixels }, [ fb_ptr ]
3448   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3449   bal 3b
3450
3451
3452 #undef draw_mask_ptr
3453 #undef c_64
3454 #undef fb_ptr
3455 #undef fb_ptr_next
3456 #undef fb_ptr_cmp
3457
3458 #define psx_gpu                                  r0
3459 #define num_blocks                               r1
3460 #define msb_mask_ptr                             r2
3461 #define pixel_ptr                                r3
3462 #define draw_mask_ptr                            r0
3463 #define c_64                                     r2
3464 #define fb_ptr                                   r12
3465 #define fb_ptr_next                              r14
3466 #define fb_ptr_cmp                               r4
3467
3468 #undef msb_mask
3469 #undef draw_mask
3470 #undef pixels
3471 #undef fb_pixels
3472 #undef d128_0x8000
3473 #undef msb_mask_low
3474 #undef msb_mask_high
3475 #undef draw_mask_next
3476 #undef pixels_g
3477 #undef blend_pixels
3478 #undef fb_pixels_next
3479
3480 #define msb_mask                                 q0
3481 #define draw_mask                                q1
3482 #define pixels                                   q2
3483 #define fb_pixels                                q3
3484 #define blend_pixels                             q4
3485 #define pixels_no_msb                            q5
3486 #define blend_mask                               q6
3487 #define fb_pixels_no_msb                         q7
3488 #define d128_0x8000                              q8
3489 #define d128_0x0421                              q9
3490 #define fb_pixels_next                           q10
3491 #define blend_pixels_next                        q11
3492 #define pixels_next                              q12
3493 #define draw_mask_next                           q13
3494 #define write_mask                               q14
3495
3496 #define pixels_rb                                q5
3497 #define pixels_mg                                q7
3498 #define pixels_g                                 q7
3499 #define d128_0x7C1F                              q8
3500 #define d128_0x03E0                              q9
3501 #define fb_pixels_rb                             q10
3502 #define fb_pixels_g                              q11
3503 #define fb_pixels_masked                         q11
3504 #define d128_0x83E0                              q15
3505 #define pixels_fourth                            q7
3506 #define d128_0x1C07                              q12
3507 #define d128_0x00E0                              q13
3508 #define d128_0x80E0                              q13
3509
3510 #define msb_mask_low                             d0
3511 #define msb_mask_high                            d1
3512
3513 #define blend_blocks_average_set_blend_mask_textured(source)                   \
3514   vclt.s16 blend_mask, source, #0                                              \
3515
3516 #define blend_blocks_average_set_stp_bit_textured()                            \
3517   vorr.u16 blend_pixels, #0x8000                                               \
3518
3519 #define blend_blocks_average_combine_textured(source)                          \
3520   vbif.u16 blend_pixels, source, blend_mask                                    \
3521   
3522 #define blend_blocks_average_set_blend_mask_untextured(source)                 \
3523
3524 #define blend_blocks_average_set_stp_bit_untextured()                          \
3525
3526 #define blend_blocks_average_combine_untextured(source)                        \
3527
3528 #define blend_blocks_average_mask_set_on()                                     \
3529   vclt.s16 write_mask, fb_pixels_next, #0                                      \
3530
3531 #define blend_blocks_average_mask_copy_on()                                    \
3532   vorr.u16 draw_mask, draw_mask_next, write_mask                               \
3533
3534 #define blend_blocks_average_mask_copy_b_on()                                  \
3535   vorr.u16 draw_mask_next, draw_mask_next, write_mask                          \
3536
3537 #define blend_blocks_average_mask_set_off()                                    \
3538
3539 #define blend_blocks_average_mask_copy_off()                                   \
3540   vmov draw_mask, draw_mask_next                                               \
3541
3542 #define blend_blocks_average_mask_copy_b_off()                                 \
3543
3544 #define blend_blocks_average_builder(texturing, mask_evaluate)                 \
3545 .align 3;                                                                      \
3546                                                                                \
3547 function(blend_blocks_##texturing##_average_##mask_evaluate)                   \
3548   stmdb sp!, { r4, r14 };                                                      \
3549   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3550   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
3551                                                                                \
3552   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3553   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
3554                                                                                \
3555   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3556   mov c_64, #64;                                                               \
3557                                                                                \
3558   vmov.u16 d128_0x8000, #0x8000;                                               \
3559   vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64;                  \
3560   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3561                                                                                \
3562   vmov.u16 d128_0x0421, #0x0400;                                               \
3563   vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64;                         \
3564                                                                                \
3565   vorr.u16 d128_0x0421, #0x0021;                                               \
3566   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ];                                \
3567                                                                                \
3568   veor.u16 blend_pixels_next, pixels_next, fb_pixels_next;                     \
3569   vbic.u16 pixels_no_msb, pixels_next, d128_0x8000;                            \
3570   vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421;                  \
3571   vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next;                \
3572   blend_blocks_average_mask_set_##mask_evaluate();                             \
3573   vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000;                      \
3574                                                                                \
3575   subs num_blocks, num_blocks, #1;                                             \
3576   beq 1f;                                                                      \
3577                                                                                \
3578  0:                                                                            \
3579   mov fb_ptr, fb_ptr_next;                                                     \
3580   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3581                                                                                \
3582   vmov pixels, pixels_next;                                                    \
3583   vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64;                         \
3584                                                                                \
3585   vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next;                 \
3586                                                                                \
3587   blend_blocks_average_mask_copy_##mask_evaluate();                            \
3588   vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64;                  \
3589                                                                                \
3590   blend_blocks_average_set_blend_mask_##texturing(pixels);                     \
3591   blend_blocks_average_set_stp_bit_##texturing();                              \
3592   vmov fb_pixels, fb_pixels_next;                                              \
3593   blend_blocks_average_combine_##texturing(pixels);                            \
3594                                                                                \
3595   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3596   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
3597   cmp fb_ptr_cmp, #28;                                                         \
3598   bls 2f;                                                                      \
3599                                                                                \
3600   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ];                                \
3601   veor.u16 blend_pixels_next, pixels_next, fb_pixels_next;                     \
3602                                                                                \
3603   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3604   vbic.u16 pixels_no_msb, pixels_next, d128_0x8000;                            \
3605                                                                                \
3606   vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421;                  \
3607   vbif.u16 fb_pixels, blend_pixels, draw_mask;                                 \
3608                                                                                \
3609   vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000;                      \
3610   vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next;                \
3611   blend_blocks_average_mask_set_##mask_evaluate();                             \
3612   vst1.u16 { fb_pixels }, [ fb_ptr ];                                          \
3613                                                                                \
3614  3:                                                                            \
3615   subs num_blocks, num_blocks, #1;                                             \
3616   bne 0b;                                                                      \
3617                                                                                \
3618  1:                                                                            \
3619   blend_blocks_average_mask_copy_b_##mask_evaluate();                          \
3620   vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next;                 \
3621                                                                                \
3622   blend_blocks_average_set_blend_mask_##texturing(pixels_next);                \
3623   blend_blocks_average_set_stp_bit_##texturing();                              \
3624   blend_blocks_average_combine_##texturing(pixels_next);                       \
3625                                                                                \
3626   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3627   vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next;                       \
3628   vst1.u16 { fb_pixels_next }, [ fb_ptr_next ];                                \
3629                                                                                \
3630   ldmia sp!, { r4, pc };                                                       \
3631                                                                                \
3632  2:                                                                            \
3633   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3634   vbif.u16 fb_pixels, blend_pixels, draw_mask;                                 \
3635   vst1.u16 { fb_pixels }, [ fb_ptr ];                                          \
3636                                                                                \
3637   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ];                                \
3638   veor.u16 blend_pixels_next, pixels_next, fb_pixels_next;                     \
3639   vbic.u16 pixels_no_msb, pixels_next, d128_0x8000;                            \
3640   vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421;                  \
3641   vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next;                \
3642   vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000;                      \
3643                                                                                \
3644   bal 3b                                                                       \
3645
3646 blend_blocks_average_builder(textured, off)
3647 blend_blocks_average_builder(untextured, off)
3648 blend_blocks_average_builder(textured, on)
3649 blend_blocks_average_builder(untextured, on)
3650
3651
3652 #define blend_blocks_add_mask_set_on()                                         \
3653   vclt.s16 write_mask, fb_pixels, #0                                           \
3654
3655 #define blend_blocks_add_mask_copy_on()                                        \
3656   vorr.u16 draw_mask, draw_mask, write_mask                                    \
3657
3658 #define blend_blocks_add_mask_set_off()                                        \
3659
3660 #define blend_blocks_add_mask_copy_off()                                       \
3661
3662
3663 #define blend_blocks_add_textured_builder(mask_evaluate)                       \
3664 .align 3;                                                                      \
3665                                                                                \
3666 function(blend_blocks_textured_add_##mask_evaluate)                            \
3667   stmdb sp!, { r4, r14 };                                                      \
3668   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3669   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
3670                                                                                \
3671   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3672   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
3673                                                                                \
3674   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3675   mov c_64, #64;                                                               \
3676                                                                                \
3677   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
3678   vmov.u16 d128_0x03E0, #0x0300;                                               \
3679   vmov.u16 d128_0x83E0, #0x8000;                                               \
3680   vorr.u16 d128_0x03E0, #0x00E0;                                               \
3681   vorr.u16 d128_0x7C1F, #0x001F;                                               \
3682   vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0;                              \
3683                                                                                \
3684   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
3685   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3686   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
3687   vclt.s16 blend_mask, pixels, #0;                                             \
3688   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3689   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3690   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3691                                                                                \
3692   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3693   vorr.u16 pixels, pixels, msb_mask;                                           \
3694   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
3695   vand.u16 pixels_mg, pixels, d128_0x83E0;                                     \
3696   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
3697   vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0;                         \
3698   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3699   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg;                                \
3700   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3701   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0;                              \
3702                                                                                \
3703   subs num_blocks, num_blocks, #1;                                             \
3704   beq 1f;                                                                      \
3705                                                                                \
3706  0:                                                                            \
3707   mov fb_ptr, fb_ptr_next;                                                     \
3708                                                                                \
3709   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3710                                                                                \
3711   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
3712   vclt.s16 blend_mask, pixels, #0;                                             \
3713                                                                                \
3714   vorr.u16 pixels, pixels, msb_mask;                                           \
3715   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3716   vand.u16 pixels_mg, pixels, d128_0x83E0;                                     \
3717                                                                                \
3718   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3719   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
3720                                                                                \
3721   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3722   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
3723   cmp fb_ptr_cmp, #28;                                                         \
3724   bls 2f;                                                                      \
3725                                                                                \
3726   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3727   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3728   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
3729   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3730   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3731   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
3732   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
3733                                                                                \
3734  3:                                                                            \
3735   vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0;                         \
3736   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3737   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg;                                \
3738   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3739   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0;                              \
3740                                                                                \
3741   subs num_blocks, num_blocks, #1;                                             \
3742   bne 0b;                                                                      \
3743                                                                                \
3744  1:                                                                            \
3745   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3746   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3747   vst1.u16 { blend_pixels }, [ fb_ptr_next ];                                  \
3748                                                                                \
3749   ldmia sp!, { r4, pc };                                                       \
3750                                                                                \
3751  2:                                                                            \
3752   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
3753   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3754                                                                                \
3755   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3756   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3757   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
3758   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3759   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
3760   bal 3b                                                                       \
3761
3762
3763 #define blend_blocks_add_untextured_builder(mask_evaluate)                     \
3764 .align 3;                                                                      \
3765                                                                                \
3766 function(blend_blocks_untextured_add_##mask_evaluate)                          \
3767   stmdb sp!, { r4, r14 };                                                      \
3768   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3769   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
3770                                                                                \
3771   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3772   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
3773                                                                                \
3774   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3775   mov c_64, #64;                                                               \
3776                                                                                \
3777   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
3778   vmov.u16 d128_0x03E0, #0x0300;                                               \
3779   vorr.u16 d128_0x7C1F, #0x001F;                                               \
3780   vorr.u16 d128_0x03E0, #0x00E0;                                               \
3781                                                                                \
3782   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
3783   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3784   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
3785   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3786   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3787   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3788                                                                                \
3789   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3790   vand.u16 pixels_g, pixels, d128_0x03E0;                                      \
3791   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3792   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
3793   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3794   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
3795   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3796   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
3797                                                                                \
3798   subs num_blocks, num_blocks, #1;                                             \
3799   beq 1f;                                                                      \
3800                                                                                \
3801  0:                                                                            \
3802   mov fb_ptr, fb_ptr_next;                                                     \
3803                                                                                \
3804   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3805                                                                                \
3806   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
3807                                                                                \
3808   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3809   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3810   vand.u16 pixels_g, pixels, d128_0x03E0;                                      \
3811                                                                                \
3812   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3813   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
3814                                                                                \
3815   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3816   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
3817   cmp fb_ptr_cmp, #28;                                                         \
3818   bls 2f;                                                                      \
3819                                                                                \
3820   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3821   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3822   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3823   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3824   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3825   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
3826                                                                                \
3827  3:                                                                            \
3828   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
3829   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3830   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
3831   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3832   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
3833                                                                                \
3834   subs num_blocks, num_blocks, #1;                                             \
3835   bne 0b;                                                                      \
3836                                                                                \
3837  1:                                                                            \
3838   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3839   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3840   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3841   vst1.u16 { blend_pixels }, [ fb_ptr_next ];                                  \
3842                                                                                \
3843   ldmia sp!, { r4, pc };                                                       \
3844                                                                                \
3845  2:                                                                            \
3846   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
3847   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3848                                                                                \
3849   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3850   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3851   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3852   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3853   bal 3b                                                                       \
3854
3855
3856 blend_blocks_add_textured_builder(off)
3857 blend_blocks_add_textured_builder(on)
3858 blend_blocks_add_untextured_builder(off)
3859 blend_blocks_add_untextured_builder(on)
3860
3861 #define blend_blocks_subtract_set_blend_mask_textured()                        \
3862   vclt.s16 blend_mask, pixels_next, #0                                         \
3863
3864 #define blend_blocks_subtract_combine_textured()                               \
3865   vbif.u16 blend_pixels, pixels, blend_mask                                    \
3866
3867 #define blend_blocks_subtract_set_stb_textured()                               \
3868   vorr.u16 blend_pixels, #0x8000                                               \
3869
3870 #define blend_blocks_subtract_msb_mask_textured()                              \
3871   vorr.u16 pixels, pixels_next, msb_mask                                       \
3872
3873 #define blend_blocks_subtract_set_blend_mask_untextured()                      \
3874
3875 #define blend_blocks_subtract_combine_untextured()                             \
3876
3877 #define blend_blocks_subtract_set_stb_untextured()                             \
3878   vorr.u16 blend_pixels, blend_pixels, msb_mask                                \
3879
3880 #define blend_blocks_subtract_msb_mask_untextured()                            \
3881
3882
3883 #define blend_blocks_subtract_mask_set_on()                                    \
3884   vclt.s16 write_mask, fb_pixels, #0                                           \
3885
3886 #define blend_blocks_subtract_mask_copy_on()                                   \
3887   vorr.u16 draw_mask, draw_mask_next, write_mask                               \
3888
3889 #define blend_blocks_subtract_mask_set_off()                                   \
3890
3891 #define blend_blocks_subtract_mask_copy_off()                                  \
3892   vmov draw_mask, draw_mask_next                                               \
3893
3894
3895 #define blend_blocks_subtract_builder(texturing, mask_evaluate)                \
3896 .align 3;                                                                      \
3897                                                                                \
3898 function(blend_blocks_##texturing##_subtract_##mask_evaluate)                  \
3899   stmdb sp!, { r4, r14 };                                                      \
3900   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3901   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
3902                                                                                \
3903   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3904   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
3905                                                                                \
3906   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3907   mov c_64, #64;                                                               \
3908                                                                                \
3909   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
3910   vmov.u16 d128_0x03E0, #0x0300;                                               \
3911   vorr.u16 d128_0x7C1F, #0x001F;                                               \
3912   vorr.u16 d128_0x03E0, #0x00E0;                                               \
3913                                                                                \
3914   vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64;                  \
3915   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3916   vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64;                         \
3917   blend_blocks_subtract_set_blend_mask_##texturing();                          \
3918   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3919   blend_blocks_subtract_mask_set_##mask_evaluate();                            \
3920   vand.u16 pixels_rb, pixels_next, d128_0x7C1F;                                \
3921                                                                                \
3922   vand.u16 pixels_g, pixels_next, d128_0x03E0;                                 \
3923   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3924   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
3925   vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3926   vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                \
3927                                                                                \
3928   subs num_blocks, num_blocks, #1;                                             \
3929   beq 1f;                                                                      \
3930                                                                                \
3931  0:                                                                            \
3932   blend_blocks_subtract_mask_copy_##mask_evaluate();                           \
3933   mov fb_ptr, fb_ptr_next;                                                     \
3934   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3935                                                                                \
3936   vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64;                  \
3937   blend_blocks_subtract_msb_mask_##texturing();                                \
3938                                                                                \
3939   vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64;                         \
3940   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3941   vand.u16 pixels_rb, pixels_next, d128_0x7C1F;                                \
3942   blend_blocks_subtract_set_stb_##texturing();                                 \
3943   vand.u16 pixels_g, pixels_next, d128_0x03E0;                                 \
3944   blend_blocks_subtract_combine_##texturing();                                 \
3945   blend_blocks_subtract_set_blend_mask_##texturing();                          \
3946   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3947                                                                                \
3948   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3949   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
3950   cmp fb_ptr_cmp, #28;                                                         \
3951   bls 2f;                                                                      \
3952                                                                                \
3953   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3954   blend_blocks_subtract_mask_set_##mask_evaluate();                            \
3955   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3956   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
3957   vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3958   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
3959   vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                \
3960                                                                                \
3961  3:                                                                            \
3962   subs num_blocks, num_blocks, #1;                                             \
3963   bne 0b;                                                                      \
3964                                                                                \
3965  1:                                                                            \
3966   blend_blocks_subtract_mask_copy_##mask_evaluate();                           \
3967                                                                                \
3968   blend_blocks_subtract_msb_mask_##texturing();                                \
3969   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3970   blend_blocks_subtract_set_stb_##texturing();                                 \
3971   blend_blocks_subtract_combine_##texturing();                                 \
3972   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3973   vst1.u16 { blend_pixels }, [ fb_ptr_next ];                                  \
3974                                                                                \
3975   ldmia sp!, { r4, pc };                                                       \
3976                                                                                \
3977  2:                                                                            \
3978   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
3979   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3980   blend_blocks_subtract_mask_set_##mask_evaluate();                            \
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   bal 3b                                                                       \
3986
3987
3988 blend_blocks_subtract_builder(textured, off)
3989 blend_blocks_subtract_builder(textured, on)
3990 blend_blocks_subtract_builder(untextured, off)
3991 blend_blocks_subtract_builder(untextured, on)
3992
3993
3994 #define blend_blocks_add_fourth_textured_builder(mask_evaluate)                \
3995 .align 3;                                                                      \
3996                                                                                \
3997 function(blend_blocks_textured_add_fourth_##mask_evaluate)                     \
3998   stmdb sp!, { r4, r14 };                                                      \
3999   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
4000   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
4001                                                                                \
4002   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
4003   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
4004                                                                                \
4005   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
4006   mov c_64, #64;                                                               \
4007                                                                                \
4008   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
4009   vmov.u16 d128_0x03E0, #0x0300;                                               \
4010   vmov.u16 d128_0x83E0, #0x8300;                                               \
4011   vmov.u16 d128_0x1C07, #0x1C00;                                               \
4012   vmov.u16 d128_0x80E0, #0x8000;                                               \
4013   vorr.u16 d128_0x7C1F, #0x001F;                                               \
4014   vorr.u16 d128_0x03E0, #0x00E0;                                               \
4015   vorr.u16 d128_0x83E0, #0x00E0;                                               \
4016   vorr.u16 d128_0x1C07, #0x0007;                                               \
4017   vorr.u16 d128_0x80E0, #0x00E0;                                               \
4018                                                                                \
4019   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
4020   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
4021   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
4022   vclt.s16 blend_mask, pixels, #0;                                             \
4023   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4024   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4025   vshr.s16 pixels_fourth, pixels, #2;                                          \
4026                                                                                \
4027   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4028   vorr.u16 pixels, pixels, msb_mask;                                           \
4029   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4030   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
4031   vand.u16 pixels_mg, pixels_fourth, d128_0x80E0;                              \
4032   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
4033   vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0;                         \
4034   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4035   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg;                                \
4036   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4037   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0;                              \
4038                                                                                \
4039   subs num_blocks, num_blocks, #1;                                             \
4040   beq 1f;                                                                      \
4041                                                                                \
4042  0:                                                                            \
4043   mov fb_ptr, fb_ptr_next;                                                     \
4044                                                                                \
4045   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
4046                                                                                \
4047   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
4048   vclt.s16 blend_mask, pixels, #0;                                             \
4049                                                                                \
4050   vshr.s16 pixels_fourth, pixels, #2;                                          \
4051   vorr.u16 pixels, pixels, msb_mask;                                           \
4052   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4053   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4054                                                                                \
4055   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4056   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
4057                                                                                \
4058   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
4059   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
4060   cmp fb_ptr_cmp, #28;                                                         \
4061   bls 2f;                                                                      \
4062                                                                                \
4063   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4064   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4065   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
4066   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4067   vand.u16 pixels_mg, pixels_fourth, d128_0x80E0;                              \
4068   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
4069   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
4070                                                                                \
4071  3:                                                                            \
4072   vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0;                         \
4073   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4074   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg;                                \
4075   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4076   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0;                              \
4077                                                                                \
4078   subs num_blocks, num_blocks, #1;                                             \
4079   bne 0b;                                                                      \
4080                                                                                \
4081  1:                                                                            \
4082   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4083   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4084   vst1.u16 { blend_pixels }, [ fb_ptr_next ];                                  \
4085                                                                                \
4086   ldmia sp!, { r4, pc };                                                       \
4087                                                                                \
4088  2:                                                                            \
4089   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
4090   vand.u16 pixels_mg, pixels_fourth, d128_0x80E0;                              \
4091                                                                                \
4092   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4093   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4094   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
4095   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4096   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
4097   bal 3b                                                                       \
4098
4099
4100 #define blend_blocks_add_fourth_untextured_builder(mask_evaluate)              \
4101 .align 3;                                                                      \
4102                                                                                \
4103 function(blend_blocks_untextured_add_fourth_##mask_evaluate)                   \
4104   stmdb sp!, { r4, r14 };                                                      \
4105   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
4106   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
4107                                                                                \
4108   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
4109   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
4110                                                                                \
4111   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
4112   mov c_64, #64;                                                               \
4113                                                                                \
4114   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
4115   vmov.u16 d128_0x03E0, #0x0300;                                               \
4116   vmov.u16 d128_0x83E0, #0x8300;                                               \
4117   vmov.u16 d128_0x1C07, #0x1C00;                                               \
4118   vmov.u16 d128_0x00E0, #0x00E0;                                               \
4119   vorr.u16 d128_0x7C1F, #0x001F;                                               \
4120   vorr.u16 d128_0x03E0, #0x00E0;                                               \
4121   vorr.u16 d128_0x83E0, #0x00E0;                                               \
4122   vorr.u16 d128_0x1C07, #0x0007;                                               \
4123                                                                                \
4124   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
4125   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
4126   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
4127   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4128   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4129   vshr.s16 pixels_fourth, pixels, #2;                                          \
4130   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4131                                                                                \
4132   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4133   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4134   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4135   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4136   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4137   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
4138   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4139   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
4140                                                                                \
4141   subs num_blocks, num_blocks, #1;                                             \
4142   beq 1f;                                                                      \
4143                                                                                \
4144  0:                                                                            \
4145   mov fb_ptr, fb_ptr_next;                                                     \
4146                                                                                \
4147   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
4148                                                                                \
4149   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
4150                                                                                \
4151   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4152   vshr.s16 pixels_fourth, pixels, #2;                                          \
4153   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
4154   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4155                                                                                \
4156   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4157   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
4158                                                                                \
4159   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
4160   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
4161   cmp fb_ptr_cmp, #28;                                                         \
4162   bls 2f;                                                                      \
4163                                                                                \
4164   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4165   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4166   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4167   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4168   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4169   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
4170                                                                                \
4171  3:                                                                            \
4172   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4173   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4174   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
4175   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4176   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
4177                                                                                \
4178   subs num_blocks, num_blocks, #1;                                             \
4179   bne 0b;                                                                      \
4180                                                                                \
4181  1:                                                                            \
4182   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4183   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
4184   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4185   vst1.u16 { blend_pixels }, [ fb_ptr_next ];                                  \
4186                                                                                \
4187   ldmia sp!, { r4, pc };                                                       \
4188                                                                                \
4189  2:                                                                            \
4190   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
4191   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4192                                                                                \
4193   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4194   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4195   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4196   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4197   bal 3b                                                                       \
4198
4199
4200 blend_blocks_add_fourth_textured_builder(off)
4201 blend_blocks_add_fourth_textured_builder(on)
4202 blend_blocks_add_fourth_untextured_builder(off)
4203 blend_blocks_add_fourth_untextured_builder(on)
4204
4205 // TODO: Optimize this more. Need a scene that actually uses it for
4206 // confirmation..
4207
4208 .align 3
4209
4210 function(blend_blocks_textured_unblended_on)         
4211   stmdb sp!, { r4, r14 }
4212   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
4213   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4214
4215   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
4216   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
4217
4218   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
4219   mov c_64, #64
4220
4221   ldr fb_ptr, [ pixel_ptr, #28 ]
4222   vld1.u16 { fb_pixels }, [ fb_ptr ]
4223   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4224   vclt.s16 write_mask, fb_pixels, #0
4225   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4226
4227   subs num_blocks, num_blocks, #1
4228   beq 1f
4229
4230  0:
4231   vorr.u16 draw_mask, draw_mask, write_mask
4232   vbif.u16 fb_pixels, pixels, draw_mask
4233   vst1.u16 { fb_pixels }, [ fb_ptr ]
4234
4235   ldr fb_ptr, [ pixel_ptr, #28 ]
4236   vld1.u16 { fb_pixels }, [ fb_ptr ]
4237   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4238   vclt.s16 write_mask, fb_pixels, #0
4239   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4240
4241   subs num_blocks, num_blocks, #1
4242   bne 0b
4243  
4244  1:
4245   vorr.u16 draw_mask, draw_mask, write_mask
4246   vbif.u16 fb_pixels, pixels, draw_mask
4247   vst1.u16 { fb_pixels }, [ fb_ptr ]
4248
4249   ldmia sp!, { r4, pc }
4250
4251
4252 function(blend_blocks_textured_unblended_off)
4253   bx lr
4254
4255
4256 function(warmup)
4257   mov r3, #64
4258   cmp r0, #0
4259   bxeq lr
4260
4261  0:
4262   vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3
4263
4264   subs r0, r0, #1
4265   bne 0b
4266
4267   bx lr
4268
4269 #undef color
4270 #undef y
4271 #undef height
4272
4273 #define psx_gpu                                           r0
4274 #define color                                             r1
4275 #define x                                                 r2
4276 #define y                                                 r3
4277
4278 #define vram_ptr                                          r0
4279 #define width                                             r3
4280 #define height                                            r12
4281
4282 #define parameter_width_offset                            0
4283 #define parameter_height_offset                           4
4284
4285 #define color_r                                           r14
4286 #define color_g                                           r4
4287 #define color_b                                           r5  
4288
4289 #define left_unaligned                                    r14
4290 #define right_unaligned                                   r4
4291 #define pitch                                             r5
4292 #define num_unaligned                                     r2
4293 #define num_width                                         r6
4294
4295 #undef colors
4296
4297 #define colors                                            q0
4298
4299 .align 3
4300
4301 function(render_block_fill_body)
4302   ldr vram_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
4303   ldr height, [ sp, #parameter_height_offset ]
4304
4305   add vram_ptr, vram_ptr, y, lsl #11
4306   ldr width, [ sp, #parameter_width_offset ]
4307
4308   add vram_ptr, vram_ptr, x, lsl #1
4309   stmdb sp!, { r4 - r6, r14 }
4310
4311   ubfx color_r, color, #3, #5
4312   ubfx color_g, color, #11, #5
4313
4314   ubfx color_b, color, #19, #5
4315   orr color, color_r, color_g, lsl #5
4316
4317   orr color, color, color_b, lsl #10
4318   add left_unaligned, x, #0x7
4319
4320   bic left_unaligned, left_unaligned, #0x7
4321   vdup.u16 colors, color
4322
4323   sub left_unaligned, left_unaligned, x
4324   mov pitch, #2048
4325
4326   sub pitch, pitch, width, lsl #1
4327   sub width, width, left_unaligned
4328
4329   and right_unaligned, width, #0x7
4330   bic width, width, #0x7
4331
4332  0:
4333   mov num_width, width, lsr #3
4334
4335   movs num_unaligned, left_unaligned
4336   beq 2f
4337
4338  1:
4339   strh color, [ vram_ptr ], #2
4340
4341   subs num_unaligned, num_unaligned, #1
4342   bne 1b
4343
4344  2:
4345   vst1.u32 { colors }, [ vram_ptr, :128 ]!
4346   subs num_width, num_width, #1
4347   bne 2b
4348
4349   movs num_unaligned, right_unaligned
4350   beq 4f
4351
4352  3:
4353   strh color, [ vram_ptr ], #2
4354   
4355   subs num_unaligned, num_unaligned, #1
4356   bne 3b
4357
4358  4:
4359   add vram_ptr, vram_ptr, pitch
4360   subs height, height, #1
4361   bne 0b
4362   
4363   ldmia sp!, { r4 - r6, pc }
4364
4365
4366 #undef x
4367 #undef y
4368 #undef width
4369 #undef height
4370 #undef fb_ptr
4371 #undef texture_mask
4372 #undef num_blocks
4373 #undef temp
4374 #undef dirty_textures_mask
4375 #undef clut_ptr
4376 #undef current_texture_mask
4377
4378 #define psx_gpu                                           r0
4379 #define x                                                 r1
4380 #define y                                                 r2
4381 #define u                                                 r3
4382 #define v                                                 r4
4383 #define width                                             r5
4384 #define height                                            r6
4385 #define offset_u                                          r8
4386 #define offset_v                                          r9
4387 #define offset_u_right                                    r10
4388 #define width_rounded                                     r11
4389 #define height_rounded                                    r12
4390
4391 #define texture_offset_base                               r1
4392 #define tile_width                                        r2
4393 #define tile_height                                       r3
4394 #define num_blocks                                        r4
4395 #define block                                             r5
4396 #define sub_tile_height                                   r6
4397 #define fb_ptr                                            r7
4398 #define texture_mask                                      r8
4399 #define column_data                                       r9
4400 #define texture_offset                                    r10
4401 #define tiles_remaining                                   r11
4402 #define fb_ptr_advance_column                             r12
4403 #define texture_block_ptr                                 r14
4404
4405 #define texture_page_ptr                                  r3
4406 #define left_block_mask                                   r4
4407 #define right_block_mask                                  r5
4408 #define texture_mask_rev                                  r10
4409 #define control_mask                                      r11
4410
4411 #define dirty_textures_mask                               r4
4412 #define clut_ptr                                          r5
4413 #define current_texture_mask                              r6
4414
4415
4416 #undef texels
4417 #undef clut_low_a
4418 #undef clut_low_b
4419 #undef clut_high_a
4420 #undef clut_high_b
4421 #undef clut_a
4422 #undef clut_b
4423 #undef texels_low
4424 #undef texels_high
4425
4426 #define texels                                            d0
4427 #define draw_masks_fb_ptrs                                q1
4428
4429 #define draw_mask_fb_ptr_left                             d2
4430 #define draw_mask_fb_ptr_right                            d3
4431
4432 #define clut_low_a                                        d4
4433 #define clut_low_b                                        d5
4434 #define clut_high_a                                       d6
4435 #define clut_high_b                                       d7
4436
4437 #define block_masks                                       d8
4438 #define block_masks_shifted                               d9
4439
4440 #define clut_a                                            q2
4441 #define clut_b                                            q3
4442
4443 #define texels_low                                        d10
4444 #define texels_high                                       d11
4445
4446
4447 setup_sprite_flush_blocks_single:
4448   vpush { q1 - q4 }
4449
4450   stmdb sp!, { r0 - r3, r12, r14 }
4451   bl flush_render_block_buffer
4452   ldmia sp!, { r0 - r3, r12, r14 }
4453
4454   vpop { q1 - q4 }
4455
4456   add block, psx_gpu, #psx_gpu_blocks_offset
4457
4458   mov num_blocks, sub_tile_height
4459   bx lr
4460
4461
4462 setup_sprite_flush_blocks_double:
4463   vpush { q1 - q4 }
4464
4465   stmdb sp!, { r0 - r3, r12, r14 }
4466   bl flush_render_block_buffer
4467   ldmia sp!, { r0 - r3, r12, r14 }
4468
4469   vpop { q1 - q4 }
4470
4471   add block, psx_gpu, #psx_gpu_blocks_offset
4472
4473   mov num_blocks, sub_tile_height, lsl #1
4474   bx lr
4475
4476
4477 setup_sprite_update_texture_4bpp_cache:
4478   stmdb sp!, { r0 - r3, r14 }
4479   bl update_texture_4bpp_cache
4480   ldmia sp!, { r0 - r3, pc }
4481
4482
4483 setup_sprite_update_texture_8bpp_cache:
4484   stmdb sp!, { r0 - r3, r14 }
4485   bl update_texture_8bpp_cache
4486   ldmia sp!, { r0 - r3, pc }
4487
4488
4489 #define setup_sprite_tiled_initialize_4bpp()                                   \
4490   ldr dirty_textures_mask,                                                     \
4491    [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ];                      \
4492   ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ];                         \
4493                                                                                \
4494   ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4495   vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ];                             \
4496                                                                                \
4497   tst current_texture_mask, dirty_textures_mask;                               \
4498   vuzp.u8 clut_a, clut_b;                                                      \
4499                                                                                \
4500   blne setup_sprite_update_texture_4bpp_cache                                  \
4501
4502 #define setup_sprite_tiled_initialize_8bpp()                                   \
4503   ldr dirty_textures_mask,                                                     \
4504    [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ];                      \
4505   ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4506                                                                                \
4507   tst current_texture_mask, dirty_textures_mask;                               \
4508   blne setup_sprite_update_texture_8bpp_cache                                  \
4509
4510
4511 #define setup_sprite_tile_setup_block_no(side, offset, texture_mode)           \
4512
4513 #define setup_sprite_block_count_single()                                      \
4514   sub_tile_height                                                              \
4515
4516 #define setup_sprite_block_count_double()                                      \
4517   sub_tile_height, lsl #1                                                      \
4518
4519 #define setup_sprite_tile_add_blocks(type)                                     \
4520   add num_blocks, num_blocks, setup_sprite_block_count_##type();               \
4521   cmp num_blocks, #MAX_BLOCKS;                                                 \
4522                                                                                \
4523   blgt setup_sprite_flush_blocks_##type                                        \
4524
4525
4526 #define setup_sprite_tile_full_4bpp(edge)                                      \
4527   setup_sprite_tile_add_blocks(double);                                        \
4528                                                                                \
4529  4:                                                                            \
4530   and texture_block_ptr, texture_offset, texture_mask;                         \
4531   vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr;                                   \
4532                                                                                \
4533   pld [ fb_ptr ];                                                              \
4534   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4535   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4536                                                                                \
4537   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4538   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4539                                                                                \
4540   vst2.u8 { texels_low, texels_high }, [ block, :128 ];                        \
4541   add texture_block_ptr, texture_offset, #8;                                   \
4542                                                                                \
4543   and texture_block_ptr, texture_block_ptr, texture_mask;                      \
4544   add block, block, #40;                                                       \
4545                                                                                \
4546   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4547   add fb_ptr, fb_ptr, #16;                                                     \
4548                                                                                \
4549   vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ];                          \
4550   add block, block, #24;                                                       \
4551                                                                                \
4552   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4553   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4554                                                                                \
4555   pld [ fb_ptr ];                                                              \
4556   vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr;                                  \
4557   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4558                                                                                \
4559   vst2.u8 { texels_low, texels_high }, [ block, :128 ];                        \
4560   add block, block, #40;                                                       \
4561                                                                                \
4562   add texture_offset, texture_offset, #0x10;                                   \
4563   add fb_ptr, fb_ptr, #(2048 - 16);                                            \
4564                                                                                \
4565   vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ];                         \
4566   add block, block, #24;                                                       \
4567                                                                                \
4568   subs sub_tile_height, sub_tile_height, #1;                                   \
4569   bne 4b;                                                                      \
4570                                                                                \
4571   add texture_offset, texture_offset, #0xF00;                                  \
4572   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
4573
4574   
4575 #define setup_sprite_tile_half_4bpp(edge)                                      \
4576   setup_sprite_tile_add_blocks(single);                                        \
4577                                                                                \
4578  4:                                                                            \
4579   and texture_block_ptr, texture_offset, texture_mask;                         \
4580   vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr;                                 \
4581                                                                                \
4582   pld [ fb_ptr ];                                                              \
4583   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4584   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4585                                                                                \
4586   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4587   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4588                                                                                \
4589   vst2.u8 { texels_low, texels_high }, [ block, :128 ];                        \
4590   add block, block, #40;                                                       \
4591                                                                                \
4592   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4593   vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ];                        \
4594                                                                                \
4595   add block, block, #24;                                                       \
4596   add texture_offset, texture_offset, #0x10;                                   \
4597                                                                                \
4598   add fb_ptr, fb_ptr, #2048;                                                   \
4599   subs sub_tile_height, sub_tile_height, #1;                                   \
4600                                                                                \
4601   bne 4b;                                                                      \
4602                                                                                \
4603   add texture_offset, texture_offset, #0xF00;                                  \
4604   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
4605  
4606  
4607 #define setup_sprite_tile_full_8bpp(edge)                                      \
4608   setup_sprite_tile_add_blocks(double);                                        \
4609   add block, block, #16;                                                       \
4610                                                                                \
4611  4:                                                                            \
4612   and texture_block_ptr, texture_offset, texture_mask;                         \
4613   vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr;                                   \
4614                                                                                \
4615   pld [ fb_ptr ];                                                              \
4616   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4617   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4618                                                                                \
4619   add texture_block_ptr, texture_offset, #8;                                   \
4620   vst1.u32 { texels }, [ block, :64 ];                                         \
4621                                                                                \
4622   and texture_block_ptr, texture_block_ptr, texture_mask;                      \
4623   add block, block, #24;                                                       \
4624                                                                                \
4625   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4626                                                                                \
4627   add fb_ptr, fb_ptr, #16;                                                     \
4628   vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ];                          \
4629                                                                                \
4630   add block, block, #40;                                                       \
4631   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4632   pld [ fb_ptr ];                                                              \
4633                                                                                \
4634   vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr;                                  \
4635   vst1.u32 { texels }, [ block, :64 ];                                         \
4636   add block, block, #24;                                                       \
4637                                                                                \
4638   add texture_offset, texture_offset, #0x10;                                   \
4639   add fb_ptr, fb_ptr, #(2048 - 16);                                            \
4640                                                                                \
4641   vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ];                         \
4642   add block, block, #40;                                                       \
4643                                                                                \
4644   subs sub_tile_height, sub_tile_height, #1;                                   \
4645   bne 4b;                                                                      \
4646                                                                                \
4647   sub block, block, #16;                                                       \
4648   add texture_offset, texture_offset, #0xF00;                                  \
4649   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
4650
4651   
4652 #define setup_sprite_tile_half_8bpp(edge)                                      \
4653   setup_sprite_tile_add_blocks(single);                                        \
4654   add block, block, #16;                                                       \
4655                                                                                \
4656  4:                                                                            \
4657   and texture_block_ptr, texture_offset, texture_mask;                         \
4658   vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr;                                 \
4659   pld [ fb_ptr ];                                                              \
4660                                                                                \
4661   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4662   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4663                                                                                \
4664   vst1.u32 { texels }, [ block, :64 ];                                         \
4665   add block, block, #24;                                                       \
4666                                                                                \
4667   vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ];                        \
4668   add block, block, #40;                                                       \
4669                                                                                \
4670   add texture_offset, texture_offset, #0x10;                                   \
4671   add fb_ptr, fb_ptr, #2048;                                                   \
4672                                                                                \
4673   subs sub_tile_height, sub_tile_height, #1;                                   \
4674   bne 4b;                                                                      \
4675                                                                                \
4676   sub block, block, #16;                                                       \
4677   add texture_offset, texture_offset, #0xF00;                                  \
4678   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
4679
4680  
4681 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
4682   add texture_offset, texture_offset_base, #8;                                 \
4683   add fb_ptr, fb_ptr, #16                                                      \
4684
4685 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
4686   mov texture_offset, texture_offset_base                                      \
4687
4688 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
4689   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
4690
4691 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
4692   mov texture_offset, texture_offset_base                                      \
4693
4694 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
4695   sub fb_ptr, fb_ptr, #16                                                      \
4696
4697 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
4698
4699 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
4700   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
4701
4702 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
4703
4704
4705 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode)  \
4706   mov sub_tile_height, column_data;                                            \
4707   setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge);                  \
4708   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
4709   setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge)                  \
4710
4711 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode)   \
4712   and sub_tile_height, column_data, #0xFF;                                     \
4713   mov tiles_remaining, column_data, lsr #16;                                   \
4714   setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge);                  \
4715   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
4716                                                                                \
4717   subs tiles_remaining, tiles_remaining, #1;                                   \
4718   beq 2f;                                                                      \
4719                                                                                \
4720  3:                                                                            \
4721   mov sub_tile_height, #16;                                                    \
4722   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
4723   subs tiles_remaining, tiles_remaining, #1;                                   \
4724   bne 3b;                                                                      \
4725                                                                                \
4726  2:                                                                            \
4727   uxtb sub_tile_height, column_data, ror #8;                                   \
4728   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
4729   setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge)                  \
4730
4731
4732 #define setup_sprite_column_data_single()                                      \
4733   mov column_data, height;                                                     \
4734   ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]          \
4735
4736 #define setup_sprite_column_data_multi()                                       \
4737   and height_rounded, height_rounded, #0xF;                                    \
4738   rsb column_data, offset_v, #16;                                              \
4739                                                                                \
4740   add height_rounded, height_rounded, #1;                                      \
4741   sub tile_height, tile_height, #1;                                            \
4742                                                                                \
4743   orr column_data, column_data, tile_height, lsl #16;                          \
4744   ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ];         \
4745                                                                                \
4746   orr column_data, column_data, height_rounded, lsl #8                         \
4747
4748 #define setup_sprite_tile_column_width_single(texture_mode, multi_height,      \
4749  edge_mode, edge)                                                              \
4750  setup_sprite_##texture_mode##_single_##multi_height##_##edge_mode##_##edge:   \
4751   setup_sprite_column_data_##multi_height();                                   \
4752   vext.32 block_masks_shifted, block_masks, block_masks, #1;                   \
4753   vorr.u32 block_masks, block_masks, block_masks_shifted;                      \
4754   vdup.u8 draw_mask_fb_ptr_left, block_masks[0];                               \
4755   vdup.u8 draw_mask_fb_ptr_right, block_masks[1];                              \
4756                                                                                \
4757   setup_sprite_tile_column_height_##multi_height(edge_mode, edge,              \
4758    texture_mode);                                                              \
4759   ldmia sp!, { r4 - r11, pc }                                                  \
4760
4761 #define setup_sprite_tiled_advance_column()                                    \
4762   add texture_offset_base, texture_offset_base, #0x100;                        \
4763   tst texture_offset_base, #0xF00;                                             \
4764   subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00)             \
4765
4766 #define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode,      \
4767  right_mode)                                                                   \
4768  setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode:        \
4769   setup_sprite_column_data_##multi_height();                                   \
4770   mov fb_ptr_advance_column, #32;                                              \
4771                                                                                \
4772   sub fb_ptr_advance_column, height, lsl #11;                                  \
4773   vdup.u8 draw_mask_fb_ptr_left, block_masks[0];                               \
4774                                                                                \
4775   vdup.u8 draw_mask_fb_ptr_right, block_masks[1];                              \
4776   setup_sprite_tile_column_height_##multi_height(left_mode, right, tm);        \
4777                                                                                \
4778   subs tile_width, tile_width, #2;                                             \
4779   add fb_ptr, fb_ptr, fb_ptr_advance_column;                                   \
4780                                                                                \
4781   vmov.u8 draw_masks_fb_ptrs, #0;                                              \
4782   beq 1f;                                                                      \
4783                                                                                \
4784  0:                                                                            \
4785   setup_sprite_tiled_advance_column();                                         \
4786   setup_sprite_tile_column_height_##multi_height(full, none, tm);              \
4787   add fb_ptr, fb_ptr, fb_ptr_advance_column;                                   \
4788   subs tile_width, tile_width, #1;                                             \
4789   bne 0b;                                                                      \
4790                                                                                \
4791  1:                                                                            \
4792   vdup.u8 draw_mask_fb_ptr_left, block_masks[4];                               \
4793   vdup.u8 draw_mask_fb_ptr_right, block_masks[5];                              \
4794                                                                                \
4795   setup_sprite_tiled_advance_column();                                         \
4796   setup_sprite_tile_column_height_##multi_height(right_mode, left, tm);        \
4797   ldmia sp!, { r4 - r11, pc }                                                  \
4798
4799
4800 // r0: psx_gpu
4801 // r1: x
4802 // r2: y
4803 // r3: u
4804 // [ sp ]: v
4805 // [ sp + 4 ]: width
4806 // [ sp + 8 ]: height
4807 // [ sp + 12 ]: color (unused)
4808
4809 #define setup_sprite_tiled_builder(texture_mode)                               \
4810                                                                                \
4811 setup_sprite_tile_column_width_multi(texture_mode,  multi,  full, full);       \
4812 setup_sprite_tile_column_width_single(texture_mode, multi,  full, none);       \
4813 setup_sprite_tile_column_width_multi(texture_mode,  single, full, full);       \
4814 setup_sprite_tile_column_width_single(texture_mode, single, full, none);       \
4815 setup_sprite_tile_column_width_multi(texture_mode,  multi,  half, full);       \
4816 setup_sprite_tile_column_width_single(texture_mode, multi,  half, right);      \
4817 setup_sprite_tile_column_width_multi(texture_mode,  single, half, full);       \
4818 setup_sprite_tile_column_width_single(texture_mode, single, half, right);      \
4819 setup_sprite_tile_column_width_multi(texture_mode,  multi,  full, half);       \
4820 setup_sprite_tile_column_width_single(texture_mode, multi,  half, left);       \
4821 setup_sprite_tile_column_width_multi(texture_mode,  single, full, half);       \
4822 setup_sprite_tile_column_width_single(texture_mode, single, half, left);       \
4823 setup_sprite_tile_column_width_multi(texture_mode,  multi,  half, half);       \
4824 setup_sprite_tile_column_width_multi(texture_mode,  single, half, half);       \
4825                                                                                \
4826 .align 4;                                                                      \
4827                                                                                \
4828 function(setup_sprite_##texture_mode)                                          \
4829   stmdb sp!, { r4 - r11, r14 };                                                \
4830   setup_sprite_tiled_initialize_##texture_mode();                              \
4831                                                                                \
4832   ldr v, [ sp, #36 ];                                                          \
4833   and offset_u, u, #0xF;                                                       \
4834                                                                                \
4835   ldr width, [ sp, #40 ];                                                      \
4836   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ];                           \
4837                                                                                \
4838   ldr height, [ sp, #44 ];                                                     \
4839   add fb_ptr, fb_ptr, y, lsl #11;                                              \
4840                                                                                \
4841   add fb_ptr, fb_ptr, x, lsl #1;                                               \
4842   and offset_v, v, #0xF;                                                       \
4843                                                                                \
4844   sub fb_ptr, fb_ptr, offset_u, lsl #1;                                        \
4845   add width_rounded, offset_u, width;                                          \
4846                                                                                \
4847   add height_rounded, offset_v, height;                                        \
4848   add width_rounded, width_rounded, #15;                                       \
4849                                                                                \
4850   add height_rounded, height_rounded, #15;                                     \
4851   mov tile_width, width_rounded, lsr #4;                                       \
4852                                                                                \
4853   /* texture_offset_base = VH-VL-00-00                                       */\
4854   mov texture_offset_base, v, lsl #8;                                          \
4855   and offset_u_right, width_rounded, #0xF;                                     \
4856                                                                                \
4857   /* texture_offset_base = VH-UH-UL-00                                       */\
4858   bfi texture_offset_base, u, #4, #8;                                          \
4859   movw right_block_mask, #0xFFFE;                                              \
4860                                                                                \
4861   /* texture_offset_base = VH-UH-VL-00                                       */\
4862   bfi texture_offset_base, v, #4, #4;                                          \
4863   movw left_block_mask, #0xFFFF;                                               \
4864                                                                                \
4865   mov tile_height, height_rounded, lsr #4;                                     \
4866   mvn left_block_mask, left_block_mask, lsl offset_u;                          \
4867                                                                                \
4868   /* texture_mask = HH-HL-WH-WL                                              */\
4869   ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ];          \
4870   mov right_block_mask, right_block_mask, lsl offset_u_right;                  \
4871                                                                                \
4872   /* texture_mask_rev = WH-WL-HH-HL                                          */\
4873   rev16 texture_mask_rev, texture_mask;                                        \
4874   vmov block_masks, left_block_mask, right_block_mask;                         \
4875                                                                                \
4876   /* texture_mask = HH-HL-HL-WL                                              */\
4877   bfi texture_mask, texture_mask_rev, #4, #4;                                  \
4878   /* texture_mask_rev = 00-00-00-WH                                          */\
4879   mov texture_mask_rev, texture_mask_rev, lsr #12;                             \
4880                                                                                \
4881   /* texture_mask = HH-WH-HL-WL                                              */\
4882   bfi texture_mask, texture_mask_rev, #8, #4;                                  \
4883   and left_block_mask, left_block_mask, #0xFF;                                 \
4884                                                                                \
4885   mov control_mask, #0;                                                        \
4886   cmp left_block_mask, #0xFF;                                                  \
4887                                                                                \
4888   uxtb right_block_mask, right_block_mask, ror #8;                             \
4889   orreq control_mask, control_mask, #0x4;                                      \
4890                                                                                \
4891   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
4892   cmp right_block_mask, #0xFF;                                                 \
4893                                                                                \
4894   orreq control_mask, control_mask, #0x8;                                      \
4895   cmp tile_width, #1;                                                          \
4896                                                                                \
4897   add block, psx_gpu, #psx_gpu_blocks_offset;                                  \
4898   orreq control_mask, control_mask, #0x1;                                      \
4899                                                                                \
4900   cmp tile_height, #1;                                                         \
4901   add block, block, num_blocks, lsl #6;                                        \
4902                                                                                \
4903   orreq control_mask, control_mask, #0x2;                                      \
4904   ldr pc, [ pc, control_mask, lsl #2 ];                                        \
4905   nop;                                                                         \
4906                                                                                \
4907  .word setup_sprite_##texture_mode##_multi_multi_full_full;                    \
4908  .word setup_sprite_##texture_mode##_single_multi_full_none;                   \
4909  .word setup_sprite_##texture_mode##_multi_single_full_full;                   \
4910  .word setup_sprite_##texture_mode##_single_single_full_none;                  \
4911  .word setup_sprite_##texture_mode##_multi_multi_half_full;                    \
4912  .word setup_sprite_##texture_mode##_single_multi_half_right;                  \
4913  .word setup_sprite_##texture_mode##_multi_single_half_full;                   \
4914  .word setup_sprite_##texture_mode##_single_single_half_right;                 \
4915  .word setup_sprite_##texture_mode##_multi_multi_full_half;                    \
4916  .word setup_sprite_##texture_mode##_single_multi_half_left;                   \
4917  .word setup_sprite_##texture_mode##_multi_single_full_half;                   \
4918  .word setup_sprite_##texture_mode##_single_single_half_left;                  \
4919  .word setup_sprite_##texture_mode##_multi_multi_half_half;                    \
4920  .word 0x00000000;                                                             \
4921  .word setup_sprite_##texture_mode##_multi_single_half_half                    \
4922
4923
4924 setup_sprite_tiled_builder(4bpp);
4925 setup_sprite_tiled_builder(8bpp);
4926
4927
4928 #undef block_ptr
4929 #undef num_blocks
4930 #undef clut_ptr
4931
4932 #define psx_gpu                                           r0
4933 #define block_ptr                                         r0
4934 #define num_blocks                                        r1
4935 #define clut_ptr                                          r2
4936 #define texel_shift_mask                                  r3
4937 #define block_pixels_a                                    r4
4938 #define block_pixels_b                                    r5
4939 #define texel_0                                           r6
4940 #define texel_2                                           r7
4941 #define texel_4                                           r8
4942 #define texel_6                                           r9
4943 #define texel_1                                           r10
4944 #define texel_3                                           r11
4945 #define texel_5                                           r12
4946 #define texel_7                                           r14
4947 #define texels_01                                         r6
4948 #define texels_23                                         r7
4949 #define texels_45                                         r8
4950 #define texels_67                                         r9
4951
4952 function(texture_sprite_blocks_8bpp)
4953   stmdb sp!, { r4 - r11, r14 }
4954   movw texel_shift_mask, #(0xFF << 1)
4955
4956   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4957   ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
4958
4959   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
4960   ldr block_pixels_a, [ block_ptr, #16 ]
4961
4962  0:
4963   and texel_0, texel_shift_mask, block_pixels_a, lsl #1
4964   ldr block_pixels_b, [ block_ptr, #20 ]
4965
4966   and texel_1, texel_shift_mask, block_pixels_a, lsr #7
4967   ldrh texel_0, [ clut_ptr, texel_0 ]
4968
4969   and texel_2, texel_shift_mask, block_pixels_a, lsr #15
4970   ldrh texel_1, [ clut_ptr, texel_1 ]
4971
4972   and texel_3, texel_shift_mask, block_pixels_a, lsr #23
4973   ldr block_pixels_a, [ block_ptr, #(64 + 16) ]
4974
4975   ldrh texel_2, [ clut_ptr, texel_2 ]
4976   and texel_4, texel_shift_mask, block_pixels_b, lsl #1
4977
4978   ldrh texel_3, [ clut_ptr, texel_3 ]
4979   and texel_5, texel_shift_mask, block_pixels_b, lsr #7
4980
4981   ldrh texel_4, [ clut_ptr, texel_4 ]
4982   and texel_6, texel_shift_mask, block_pixels_b, lsr #15
4983
4984   ldrh texel_5, [ clut_ptr, texel_5 ]
4985   and texel_7, texel_shift_mask, block_pixels_b, lsr #23
4986
4987   ldrh texel_6, [ clut_ptr, texel_6 ]
4988   orr texels_01, texel_0, texel_1, lsl #16
4989
4990   ldrh texel_7, [ clut_ptr, texel_7 ]
4991   orr texels_23, texel_2, texel_3, lsl #16
4992
4993   orr texels_45, texel_4, texel_5, lsl #16
4994   str texels_01, [ block_ptr, #0 ]
4995
4996   orr texels_67, texel_6, texel_7, lsl #16
4997   str texels_23, [ block_ptr, #4 ]
4998
4999   subs num_blocks, num_blocks, #1
5000   str texels_45, [ block_ptr, #8 ]
5001
5002   str texels_67, [ block_ptr, #12 ]
5003   add block_ptr, block_ptr, #64
5004
5005   bne 0b
5006
5007   ldmia sp!, { r4 - r11, pc }
5008
5009
5010 #undef width_rounded
5011 #undef texture_mask
5012 #undef num_blocks
5013 #undef texture_offset
5014
5015 #define psx_gpu                                           r0
5016 #define x                                                 r1
5017 #define y                                                 r2
5018 #define u                                                 r3
5019 #define v                                                 r4
5020 #define width                                             r5
5021 #define height                                            r6
5022 #define left_offset                                       r8
5023 #define width_rounded                                     r9
5024 #define right_width                                       r10
5025 #define block_width                                       r11
5026
5027 #define texture_offset_base                               r1
5028 #define texture_mask                                      r2
5029 #define texture_page_ptr                                  r3
5030 #define num_blocks                                        r4
5031 #define block                                             r5
5032 #define fb_ptr                                            r7
5033 #define texture_offset                                    r8
5034 #define blocks_remaining                                  r9
5035 #define fb_ptr_pitch                                      r12
5036 #define texture_block_ptr                                 r14
5037
5038 #define texture_mask_width                                r2
5039 #define texture_mask_height                               r3
5040 #define left_mask_bits                                    r4
5041 #define right_mask_bits                                   r5
5042
5043
5044 #undef block_masks
5045 #undef block_masks_shifted
5046 #undef texels
5047
5048 #define block_masks                                       d0
5049 #define block_masks_shifted                               d1
5050 #define draw_mask_fb_ptr                                  d2
5051 #define texels                                            q2
5052
5053
5054 setup_sprites_16bpp_flush_single:
5055   vpush { d0 - d2 }
5056
5057   stmdb sp!, { r0 - r3, r12, r14 }
5058   bl flush_render_block_buffer
5059   ldmia sp!, { r0 - r3, r12, r14 }
5060
5061   vpop { d0 - d2 }
5062
5063   add block, psx_gpu, #psx_gpu_blocks_offset
5064   mov num_blocks, #1
5065
5066   bx lr
5067
5068 setup_sprites_16bpp_flush_row:
5069   vpush { d0 - d2 }
5070
5071   stmdb sp!, { r0 - r3, r12, r14 }
5072   bl flush_render_block_buffer
5073   ldmia sp!, { r0 - r3, r12, r14 }
5074
5075   vpop { d0 - d2 }
5076
5077   add block, psx_gpu, #psx_gpu_blocks_offset
5078   mov num_blocks, block_width
5079
5080   bx lr
5081
5082 function(setup_sprite_16bpp)
5083   stmdb sp!, { r4 - r11, r14 }
5084   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5085
5086   ldr v, [ sp, #36 ]
5087   add fb_ptr, fb_ptr, y, lsl #11
5088
5089   ldr width, [ sp, #40 ]
5090   add fb_ptr, fb_ptr, x, lsl #1
5091
5092   ldr height, [ sp, #44 ]
5093   and left_offset, u, #0x7
5094
5095   add texture_offset_base, u, u
5096   add width_rounded, width, #7
5097
5098   add texture_offset_base, v, lsl #11
5099   mov left_mask_bits, #0xFF
5100   
5101   ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5102   add width_rounded, width_rounded, left_offset
5103
5104   ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5105   sub fb_ptr, fb_ptr, left_offset, lsl #1
5106
5107   add texture_mask, texture_mask_width, texture_mask_width
5108   mov right_mask_bits, #0xFE
5109
5110   and right_width, width_rounded, #0x7
5111   mvn left_mask_bits, left_mask_bits, lsl left_offset
5112
5113   add texture_mask, texture_mask_height, lsl #11
5114   mov block_width, width_rounded, lsr #3
5115
5116   mov right_mask_bits, right_mask_bits, lsl right_width
5117   movw fb_ptr_pitch, #(2048 + 16)
5118
5119   sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
5120   vmov block_masks, left_mask_bits, right_mask_bits
5121
5122   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5123   add block, psx_gpu, #psx_gpu_blocks_offset
5124
5125   bic texture_offset_base, texture_offset_base, #0x7
5126   cmp block_width, #1
5127
5128   ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5129   add block, block, num_blocks, lsl #6
5130
5131   bne 0f
5132
5133   vext.32 block_masks_shifted, block_masks, block_masks, #1
5134   vorr.u32 block_masks, block_masks, block_masks_shifted
5135   vdup.u8 draw_mask_fb_ptr, block_masks[0]
5136
5137  1:
5138   add num_blocks, num_blocks, #1
5139   cmp num_blocks, #MAX_BLOCKS
5140   blgt setup_sprites_16bpp_flush_single
5141
5142   and texture_block_ptr, texture_offset_base, texture_mask
5143   subs height, height, #1
5144
5145   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5146   vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5147
5148   vst1.u32 { texels }, [ block, :128 ]
5149   add block, block, #40
5150
5151   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5152   pld [ fb_ptr ]
5153
5154   vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5155
5156   add block, block, #24
5157   add texture_offset_base, texture_offset_base, #2048
5158   add fb_ptr, fb_ptr, #2048
5159   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5160   bne 1b
5161
5162   ldmia sp!, { r4 - r11, pc }
5163
5164  0:
5165   add num_blocks, num_blocks, block_width
5166   mov texture_offset, texture_offset_base
5167
5168   cmp num_blocks, #MAX_BLOCKS
5169   blgt setup_sprites_16bpp_flush_row
5170
5171   add texture_offset_base, texture_offset_base, #2048
5172   and texture_block_ptr, texture_offset, texture_mask
5173
5174   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5175   vld1.u32 { texels }, [ texture_block_ptr, :128 ]  
5176
5177   vst1.u32 { texels }, [ block, :128 ]
5178   add block, block, #40
5179
5180   vdup.u8 draw_mask_fb_ptr, block_masks[0]
5181   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5182   pld [ fb_ptr ]
5183
5184   vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5185   subs blocks_remaining, block_width, #2
5186
5187   add texture_offset, texture_offset, #16
5188   add fb_ptr, fb_ptr, #16
5189
5190   vmov.u8 draw_mask_fb_ptr, #0
5191
5192   add block, block, #24
5193   beq 2f
5194
5195  1:
5196   and texture_block_ptr, texture_offset, texture_mask
5197   subs blocks_remaining, blocks_remaining, #1
5198
5199   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5200   vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5201
5202   vst1.u32 { texels }, [ block, :128 ]
5203   add block, block, #40
5204
5205   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5206   pld [ fb_ptr ]
5207
5208   vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5209   
5210   add texture_offset, texture_offset, #16
5211   add fb_ptr, fb_ptr, #16
5212
5213   add block, block, #24
5214   bne 1b
5215
5216  2:
5217   and texture_block_ptr, texture_offset, texture_mask
5218   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5219
5220   vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5221   vdup.u8 draw_mask_fb_ptr, block_masks[4]
5222
5223   vst1.u32 { texels }, [ block, :128 ]
5224   add block, block, #40
5225
5226   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5227   vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5228   
5229   add block, block, #24
5230   subs height, height, #1
5231
5232   add fb_ptr, fb_ptr, fb_ptr_pitch
5233   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5234
5235   bne 0b
5236
5237   ldmia sp!, { r4 - r11, pc }
5238
5239
5240 #undef texture_page_ptr
5241 #undef vram_ptr
5242 #undef dirty_textures_mask
5243 #undef current_texture_mask
5244
5245 #define psx_gpu                                           r0
5246 #define current_texture_page                              r1
5247 #define texture_page_ptr                                  r2
5248 #define vram_ptr_a                                        r3
5249 #define current_texture_page_x                            r12
5250 #define current_texture_page_y                            r4
5251 #define dirty_textures_mask                               r5
5252 #define tile_y                                            r6
5253 #define tile_x                                            r7
5254 #define sub_y                                             r8
5255 #define current_texture_mask                              r9
5256 #define c_4096                                            r10
5257 #define vram_ptr_b                                        r11
5258
5259 #define texel_block_a                                     d0
5260 #define texel_block_b                                     d1
5261 #define texel_block_expanded_a                            q1
5262 #define texel_block_expanded_b                            q2
5263 #define texel_block_expanded_ab                           q2
5264 #define texel_block_expanded_c                            q3
5265 #define texel_block_expanded_d                            q4
5266 #define texel_block_expanded_cd                           q3
5267
5268 function(update_texture_4bpp_cache)
5269   stmdb sp!, { r4 - r11, r14 }
5270   vpush { q0 - q3 }
5271
5272   ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5273
5274   ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5275   ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5276
5277   and current_texture_page_x, current_texture_page, #0xF
5278   ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
5279
5280   mov current_texture_page_y, current_texture_page, lsr #4
5281   ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5282
5283   add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
5284   mov tile_y, #16
5285
5286   add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7  
5287   bic dirty_textures_mask, current_texture_mask
5288   
5289   mov tile_x, #16
5290   str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5291
5292   mov sub_y, #8
5293   movw c_4096, #4096
5294
5295   add vram_ptr_b, vram_ptr_a, #2048
5296
5297  0:
5298   vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096
5299   vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096
5300
5301   vmovl.u8 texel_block_expanded_a, texel_block_a
5302   vshll.u8 texel_block_expanded_b, texel_block_a, #4
5303   vmovl.u8 texel_block_expanded_c, texel_block_b
5304   vshll.u8 texel_block_expanded_d, texel_block_b, #4
5305
5306   vbic.u16 texel_block_expanded_a, #0x00F0
5307   vbic.u16 texel_block_expanded_b, #0x00F0
5308   vbic.u16 texel_block_expanded_c, #0x00F0
5309   vbic.u16 texel_block_expanded_d, #0x00F0
5310
5311   vorr.u16 texel_block_expanded_ab, texel_block_expanded_a,                    \
5312    texel_block_expanded_b
5313   vorr.u16 texel_block_expanded_cd, texel_block_expanded_c,                    \
5314    texel_block_expanded_d
5315
5316   vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd },               \
5317    [ texture_page_ptr, :256 ]!
5318
5319   subs sub_y, sub_y, #1
5320   bne 0b
5321
5322   mov sub_y, #8
5323   add vram_ptr_a, vram_ptr_a, #8
5324   add vram_ptr_b, vram_ptr_b, #8
5325
5326   sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5327   sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5328
5329   subs tile_x, tile_x, #1
5330   bne 0b
5331
5332   mov tile_x, #16
5333   add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5334   add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5335
5336   sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5337   sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5338
5339   subs tile_y, tile_y, #1
5340   bne 0b
5341
5342   vpop { q0 - q3 }
5343   ldmia sp!, { r4 - r11, pc }
5344
5345
5346 #undef current_texture_page
5347
5348 #define psx_gpu                                           r0
5349 #define texture_page                                      r1
5350 #define texture_page_ptr                                  r2
5351 #define vram_ptr_a                                        r3
5352 #define texture_page_x                                    r12
5353 #define texture_page_y                                    r4
5354 #define current_texture_page                              r5
5355 #define tile_y                                            r6
5356 #define tile_x                                            r7
5357 #define sub_y                                             r8
5358 #define c_4096                                            r10
5359 #define vram_ptr_b                                        r11
5360
5361
5362 #undef texels_a
5363 #undef texels_b
5364
5365 #define texels_a                                          q0
5366 #define texels_b                                          q1
5367 #define texels_c                                          q2
5368 #define texels_d                                          q3
5369
5370
5371 function(update_texture_8bpp_cache_slice)
5372   stmdb sp!, { r4 - r11, r14 }
5373   vpush { q0 - q3 }
5374
5375   ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5376   ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5377
5378   ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5379   mov tile_y, #16
5380
5381   and texture_page_x, texture_page, #0xF
5382   mov texture_page_y, texture_page, lsr #4
5383
5384   add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7  
5385   mov tile_x, #8
5386
5387   add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
5388   eor current_texture_page, current_texture_page, texture_page
5389
5390   ands current_texture_page, current_texture_page, #0x1
5391   mov sub_y, #4
5392
5393   addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
5394   movw c_4096, #4096
5395
5396   add vram_ptr_b, vram_ptr_a, #2048
5397
5398  0:
5399   vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096
5400   vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096
5401   vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096
5402   vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096
5403
5404   vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]!
5405   vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]!
5406
5407   subs sub_y, sub_y, #1
5408   bne 0b
5409
5410   mov sub_y, #4
5411
5412   add vram_ptr_a, vram_ptr_a, #16
5413   add vram_ptr_b, vram_ptr_b, #16
5414
5415   sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5416   sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5417
5418   subs tile_x, tile_x, #1
5419   bne 0b
5420
5421   mov tile_x, #8
5422
5423   add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5424   add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5425
5426   sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5427   sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5428
5429   subs tile_y, tile_y, #1
5430   add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
5431
5432   bne 0b
5433
5434   vpop { q0 - q3 }
5435   ldmia sp!, { r4 - r11, pc }
5436