4e1e4032dcf3fbb759f4b0f3cc54fd59325de42c
[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  * Copyright (C) 2012 GraÅžvydas Ignotas "notaz" <notasas@gmail.com>
4  *
5  * This program is free software; you can redistribute it and/or
6  * modify it under the terms of the GNU General Public License as
7  * published by the Free Software Foundation; either version 2 of
8  * the License, or (at your option) any later version.
9  *
10  * This program is distributed in the hope that it will be useful,
11  * but WITHOUT ANY WARRANTY; without even the implied warranty of
12  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
13  * General Public License for more details.
14  */
15
16 #define MAX_SPANS                                         512
17 #define MAX_BLOCKS                                        64
18 #define MAX_BLOCKS_PER_ROW                                128
19
20 #define RENDER_STATE_MASK_EVALUATE                        0x20
21 #define RENDER_FLAGS_MODULATE_TEXELS                      0x1
22 #define RENDER_FLAGS_BLEND                                0x2
23
24 #include "psx_gpu_offsets.h"
25
26 #define psx_gpu_b_dx_offset (psx_gpu_b_block_span_offset + 4)
27
28 #define edge_data_left_x_offset                           0
29 #define edge_data_num_blocks_offset                       2
30 #define edge_data_right_mask_offset                       4
31 #define edge_data_y_offset                                6
32
33
34 #define psx_gpu                                           r0
35 #define v_a                                               r1
36 #define v_b                                               r2
37 #define v_c                                               r3
38
39 #define x0                                                r4
40 #define x1                                                r5
41 #define x2                                                r6
42 #define x0_x1                                             r5
43 #define x1_x2                                             r6
44 #define y0                                                r7
45 #define y1                                                r8
46 #define y2                                                r9
47 #define y0_y1                                             r7
48 #define y1_y2                                             r8
49 #define b0                                                r9
50 #define b1                                                r10
51 #define b2                                                r11
52 #define b0_b1                                             r10
53 #define b1_b2                                             r11
54
55
56 #define area_r_s                                          r5
57
58 #define g_bx0                                             r2
59 #define g_bx                                              r3
60 #define g_bx2                                             r4
61 #define g_bx3                                             r5
62 #define b_base                                            r6
63 #define g_by                                              r8
64
65 #define gs_bx                                             r7
66 #define gs_by                                             r10
67
68 #define ga_bx                                             g_bx
69 #define ga_by                                             g_by
70
71 #define gw_bx_h                                           g_bx
72 #define gw_by_h                                           g_by
73
74 #define gw_bx_l                                           r11
75 #define gw_by_l                                           gw_bx_l
76
77 #define store_a                                           r0
78 #define store_b                                           r1
79 #define store_inc                                         r5
80
81
82 #define v0                                                q0
83 #define uvrgb0                                            d0
84 #define x0_y0                                             d1
85
86 #define v1                                                q1
87 #define uvrgb1                                            d2
88 #define x1_y1                                             d3
89
90 #define v2                                                q2
91 #define uvrgb2                                            d4
92 #define x2_y2                                             d5
93
94 #define x0_ab                                             q3
95 #define uvrg_xxxx0                                        q3
96 #define uvrg0                                             d6
97 #define xxxx0                                             d7
98
99 #define x1_ab                                             q4
100 #define uvrg_xxxx1                                        q4
101 #define uvrg1                                             d8
102 #define xxxx1                                             d9
103
104 #define x2_ab                                             q5
105 #define uvrg_xxxx2                                        q5
106 #define uvrg2                                             d10
107 #define xxxx2                                             d11
108
109 #define y0_ab                                             q6
110 #define yyyy_uvrg0                                        q6
111 #define yyyy0                                             d12
112 #define uvrg0b                                            d13
113
114 #define y1_ab                                             q7
115 #define yyyy_uvrg1                                        q7
116 #define yyyy1                                             d14
117 #define uvrg1b                                            d15
118
119 #define y2_ab                                             q8
120 #define yyyy_uvrg2                                        q8
121 #define yyyy2                                             d16
122 #define uvrg2b                                            d17
123
124 #define d0_ab                                             q9
125 #define d0_a                                              d18
126 #define d0_b                                              d19
127
128 #define d1_ab                                             q10
129 #define d1_a                                              d20
130 #define d1_b                                              d21
131
132 #define d2_ab                                             q11
133 #define d2_a                                              d22
134 #define d2_b                                              d23
135
136 #define d3_ab                                             q12
137 #define d3_a                                              d24
138 #define d3_b                                              d25
139
140 #define ga_uvrg_x                                         q1
141 #define ga_uvrg_y                                         q4
142
143 #define dx                                                x0_x1
144 #define dy                                                y0_y1
145 #define db                                                b0_b1
146
147 #define uvrg_base                                         q11
148
149 #define gs_uvrg_x                                         q5
150 #define gs_uvrg_y                                         q6
151
152 #define g_uvrg_x                                          q1
153 #define ga_uv_x                                           d2
154 #define g_uv_x                                            d2
155 #define ga_rg_x                                           d3
156 #define g_rg_x                                            d3
157
158 #define g_uvrg_y                                          q4
159 #define ga_uv_y                                           d8
160 #define g_uv_y                                            d8
161 #define ga_rg_y                                           d9
162 #define g_rg_y                                            d9
163
164 #define gw_uv_x                                           q1
165 #define gw_rg_x                                           q2
166 #define gw_uv_y                                           q4
167 #define gw_rg_y                                           q3
168
169 #define w_mask                                            q9
170 #define w_mask_l                                          d18
171
172 #define r_shift                                           q10
173
174 #define uvrg_dx0                                          q0
175 #define uvrg_dx0l                                         d0
176 #define uvrg_dx0h                                         d1
177
178 #define uvrg_dx1                                          q1
179 #define uvrg_dx1l                                         d2
180 #define uvrg_dx1h                                         d3
181
182 #define uvrg_dx2                                          q2
183 #define uvrg_dx2l                                         d4
184 #define uvrg_dx2h                                         d5
185
186 #define uvrg_dx3                                          q3
187 #define uvrg_dx3l                                         d6
188 #define uvrg_dx3h                                         d7
189
190 #define uvrgb_phase                                       q13
191
192 .align 4
193
194 /* FIXME: users of this should be in psx_gpu instead */
195 #ifndef __PIC__
196 #define load_pointer(register, pointer)                                        \
197   movw register, :lower16:pointer;                                             \
198   movt register, :upper16:pointer;                                             \
199
200 #else
201 #define load_pointer(register, pointer)                                        \
202   ldr  register, =pointer                                                      \
203
204 #endif
205
206 #define function(name)                                                         \
207   .global name;                                                                \
208   name:                                                                        \
209
210 @ r0: psx_gpu
211 @ r1: v_a
212 @ r2: v_b
213 @ r3: v_c
214
215 function(compute_all_gradients)
216   // First compute the triangle area reciprocal and shift. The division will
217   // happen concurrently with much of the work which follows.
218   @ r12 = psx_gpu->triangle_area
219   ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ]
220   stmdb sp!, { r4 - r11, lr }
221
222   @ load exponent of 62 into upper half of double
223   movw r4, #0
224   clz r14, r12                       @ r14 = shift
225
226   movt r4, #((62 + 1023) << 4)
227   mov r12, r12, lsl r14              @ r12 = triangle_area_normalized
228
229   @ load area normalized into lower half of double
230   mov r5, r12, lsr #10
231   vmov.f64 d30, r5, r4               @ d30 = (1 << 62) + ta_n
232
233   movt r4, #((1022 + 31) << 4)
234   mov r5, r12, lsl #20
235
236   add r4, r4, r12, lsr #11
237   vmov.f64 d31, r5, r4
238
239   vdiv.f64 d30, d30, d31             @ d30 = ((1 << 62) + ta_n) / ta_n
240
241   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
242   // ( d0       *  d1      ) - ( d2       *  d3      ) =
243   // ( m0                  ) - ( m1                  ) = gradient
244
245   // This is split to do 12 elements at a time over three sets: a, b, and c.
246   // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
247   // two of the slots are unused.
248
249   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
250   // is g.
251
252   // First type is:  uvrg bxxx xxxx 
253   // Second type is: yyyy ybyy uvrg 
254   // Since x_a and y_c are the same the same variable is used for both. 
255
256   vld1.u32 { v0 }, [ v_a, : 128 ]    @ v0 = { uvrg0, b0, x0, y0 }
257   ldrsh x0, [ v_a, #8 ]              @ load x0
258
259   vld1.u32 { v1 }, [ v_b, : 128 ]    @ v1 = { uvrg1, b1, x1, y1}
260   ldrh x1, [ v_b, #8 ]               @ load x1
261
262   vld1.u32 { v2 }, [ v_c, : 128 ]    @ v2 = { uvrg2, b2, x2, y2 }
263   ldrh x2, [ v_c, #8 ]               @ load x2
264
265   vmovl.u8 uvrg_xxxx0, uvrgb0        @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
266   ldrh y0, [ v_a, #10 ]              @ load y0
267
268   vmovl.u8 uvrg_xxxx1, uvrgb1        @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
269   ldrh y1, [ v_b, #10 ]              @ load y1
270
271   vmovl.u8 uvrg_xxxx2, uvrgb2        @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
272   ldrh y2, [ v_c, #10 ]              @ load y2
273
274   vmov.u8 uvrg0b, uvrg0              @ uvrg0b = { uv0, rg0 }
275   vdup.u16 xxxx0, x0_y0[0]           @ xxxx0 = { xx0, xx0 }
276
277   orr x1_x2, x1, x2, lsl #16         @ x1_x2 = { x1, x2 }
278   pkhbt x0_x1, x0, x1, lsl #16       @ x0_x1 = { x0, x1 }
279
280   vmov.u8 uvrg1b, uvrg1              @ uvrg1b = { uv1, rg1 }
281   vdup.u16 xxxx1, x1_y1[0]           @ xxxx1 = { xx1, xx1 }
282
283   vmov.u8 uvrg2b, uvrg2              @ uvrg2b = { uv2, rg2 }
284   vdup.u16 xxxx2, x2_y2[0]           @ xxxx2 = { xx2, xx2 }
285
286   ldrb b2, [ v_c, #4 ]               @ load b2
287   orr y0_y1, y0, y1, lsl #16         @ y0_y1 = { y0, y1 }
288
289   ldrb b1, [ v_b, #4 ]               @ load b1
290   orr y1_y2, y1, y2, lsl #16         @ y1_y2 = { y1, y2 }
291
292   vdup.u16 yyyy0, x0_y0[1]           @ yyyy0 = { yy0, yy0 }
293   vsub.s16 d0_ab, x1_ab, x0_ab
294
295   ldrb b0, [ v_a, #4 ]               @ load b0
296   orr b1_b2, b1, b2, lsl #16         @ b1_b2 = { b1, b2 }
297
298   vdup.u16 yyyy1, x1_y1[1]           @ yyyy1 = { yy1, yy1 }
299   vsub.s16 d2_ab, x2_ab, x1_ab
300
301   vdup.u16 yyyy2, x2_y2[1]           @ yyyy2 = { yy2, yy2 }
302   vsub.s16 d1_ab, y2_ab, y1_ab
303
304   orr b0_b1, b0, b1, lsl #16         @ b1_b2 = { b1, b2 }
305   ssub16 dx, x1_x2, x0_x1            @ dx = { x1 - x0, x2 - x1 }
306
307   ssub16 dy, y1_y2, y0_y1            @ dy = { y1 - y0, y2 - y1 }
308   ssub16 db, b1_b2, b0_b1            @ db = { b1 - b0, b2 - b1 }
309
310   vsub.s16 d3_ab, y1_ab, y0_ab
311   smusdx ga_by, dx, db               @ ga_by = ((x1 - x0) * (b2 - b1)) -
312                                      @         ((x2 - X1) * (b1 - b0)) 
313   vmull.s16 ga_uvrg_x, d0_a, d1_a
314   smusdx ga_bx, db, dy               @ ga_bx = ((b1 - b0) * (y2 - y1)) -
315                                      @         ((b2 - b1) * (y1 - y0))
316   vmlsl.s16 ga_uvrg_x, d2_a, d3_a
317   movs gs_bx, ga_bx, asr #31
318
319   vmull.s16 ga_uvrg_y, d0_b, d1_b
320   rsbmi ga_bx, ga_bx, #0
321
322   @ r12 = psx_gpu->uvrgb_phase
323   ldr r12, [ psx_gpu, #psx_gpu_uvrgb_phase_offset ]
324
325   vmlsl.s16 ga_uvrg_y, d2_b, d3_b
326   movs gs_by, ga_by, asr #31
327
328   vshr.u64 d0, d30, #22
329   add b_base, r12, b0, lsl #16
330
331   vdup.u32 uvrgb_phase, r12
332
333   rsbmi ga_by, ga_by, #0
334   vclt.s32 gs_uvrg_x, ga_uvrg_x, #0  @ gs_uvrg_x = ga_uvrg_x < 0
335
336   @ r12 = psx_gpu->triangle_winding_offset
337   ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ]
338   vclt.s32 gs_uvrg_y, ga_uvrg_y, #0  @ gs_uvrg_y = ga_uvrg_y < 0
339
340   rsb r12, r12, #0                   @ r12 = -(triangle->winding)
341
342   vdup.u32 w_mask, r12               @ w_mask = { -w, -w, -w, -w }
343   sub r14, r14, #(62 - 12)           @ r14 = shift - (62 - FIXED_BITS)
344
345   vshll.u16 uvrg_base, uvrg0, #16    @ uvrg_base = uvrg0 << 16
346   vdup.u32 r_shift, r14              @ r_shift = { shift, shift, shift, shift }
347
348   vadd.u32 uvrg_base, uvrgb_phase
349   vabs.s32 ga_uvrg_x, ga_uvrg_x      @ ga_uvrg_x = abs(ga_uvrg_x)
350
351   vmov area_r_s, s0                  @ area_r_s = triangle_reciprocal
352   vabs.s32 ga_uvrg_y, ga_uvrg_y      @ ga_uvrg_y = abs(ga_uvrg_y)
353
354   vmull.u32 gw_rg_x, ga_rg_x, d0[0]
355   vmull.u32 gw_uv_x, ga_uv_x, d0[0]
356   vmull.u32 gw_rg_y, ga_rg_y, d0[0]
357   vmull.u32 gw_uv_y, ga_uv_y, d0[0]
358
359   vshl.u64 gw_rg_x, gw_rg_x, r_shift
360   vshl.u64 gw_uv_x, gw_uv_x, r_shift
361   vshl.u64 gw_rg_y, gw_rg_y, r_shift
362   vshl.u64 gw_uv_y, gw_uv_y, r_shift
363
364   veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
365   vmovn.u64 g_uv_x, gw_uv_x
366
367   veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
368   vmovn.u64 g_rg_x, gw_rg_x
369
370   veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
371   vmovn.u64 g_uv_y, gw_uv_y
372
373   vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
374   vmovn.u64 g_rg_y, gw_rg_y
375
376   veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
377   mov ga_bx, ga_bx, lsl #13
378
379   vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
380   mov ga_by, ga_by, lsl #13
381
382   vdup.u32 x0_y0, x0
383   umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
384
385   vshl.u32 g_uvrg_x, g_uvrg_x, #4
386   vshl.u32 g_uvrg_y, g_uvrg_y, #4
387
388   umull gw_by_l, gw_by_h, ga_by, area_r_s
389   vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
390
391   eor gs_bx, gs_bx, r12
392   vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
393
394   veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
395   eor gs_by, gs_by, r12
396
397   rsb r11, r14, #0                   @ r11 = negative shift for scalar lsr
398   add store_a, psx_gpu, #psx_gpu_uvrg_offset
399
400   sub r11, r11, #(32 - 13)
401
402   add store_b, store_a, #16
403   mov store_inc, #32
404
405   vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
406   vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc
407
408   vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc
409   mov g_bx, gw_bx_h, lsr r11
410
411   vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc
412   mov g_by, gw_by_h, lsr r11
413
414   vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l },                     \
415    [ store_b, : 128 ], store_inc
416   eor g_bx, g_bx, gs_bx
417
418   vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h },                     \
419    [ store_b, : 128 ], store_inc
420   sub g_bx, g_bx, gs_bx
421
422   lsl g_bx, g_bx, #4  
423   eor g_by, g_by, gs_by
424
425   mls b_base, g_bx, x0, b_base
426   sub g_by, g_by, gs_by
427
428   lsl g_by, g_by, #4
429   mov g_bx0, #0
430
431   add g_bx2, g_bx, g_bx
432   add g_bx3, g_bx, g_bx2
433
434   stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
435
436   ldmia sp!, { r4 - r11, pc }
437
438
439 #define psx_gpu                                  r0
440 #define v_a                                      r1
441 #define v_b                                      r2
442 #define v_c                                      r3
443
444 #define temp                                     r14
445
446 #define x_a                                      r4
447 #define x_b                                      r5
448 #define x_c                                      r6
449 #define y_a                                      r1
450 #define y_b                                      r2
451 #define y_c                                      r3
452
453 #define height_minor_a                           r7
454 #define height_minor_b                           r8
455 #define height_major                             r9
456 #define height                                   r9
457
458 #define reciprocal_table_ptr                     r10
459
460 #define edge_alt_low                             r4
461 #define edge_alt_high                            r5
462 #define edge_dx_dy_alt                           r6
463 #define edge_shift_alt                           r10
464
465 #define edge_dx_dy_alt_low                       r4
466 #define edge_dx_dy_alt_high                      r5
467
468 #define span_edge_data                           r4
469 #define span_uvrg_offset                         r5
470 #define span_b_offset                            r6
471
472 #define clip                                     r14
473
474 #define b                                        r11
475 #define b_dy                                     r12
476
477
478 #define alternate_x                              q0
479 #define alternate_dx_dy                          q1
480 #define alternate_x_32                           q2
481
482 #define alternate_x_low                          d0
483 #define alternate_x_high                         d1
484 #define alternate_dx_dy_low                      d2
485 #define alternate_dx_dy_high                     d3
486 #define alternate_x_32_low                       d4
487 #define alternate_x_32_high                      d5
488
489 #define left_x                                   q3
490 #define right_x                                  q4
491 #define left_dx_dy                               q5
492 #define right_dx_dy                              q6
493 #define left_edge                                q7
494 #define right_edge                               q8
495
496 #define left_x_low                               d6
497 #define left_x_high                              d7
498 #define right_x_low                              d8
499 #define right_x_high                             d9
500 #define left_dx_dy_low                           d10
501 #define left_dx_dy_high                          d11
502 #define right_dx_dy_low                          d12
503 #define right_dx_dy_high                         d13
504 #define left_edge_low                            d14
505 #define left_edge_high                           d15
506 #define right_edge_low                           d16
507 #define right_edge_high                          d17
508
509 #define y_mid_point                              d18
510 #define c_0x0004                                 d19
511
512 #define left_right_x_16                          q11
513 #define span_shifts_y                            q12
514 #define c_0x0001                                 q13
515
516 #define span_shifts                              d24
517 #define y_x4                                     d25
518 #define c_0xFFFE                                 d26
519 #define c_0x0007                                 d27
520
521 #define left_right_x_16_low                      d22
522 #define left_right_x_16_high                     d23
523
524 #define uvrg                                     q14
525 #define uvrg_dy                                  q15
526
527 #define alternate_x_16                           d4
528
529 #define v_clip                                   q3
530 #define v_clip_low                               d6
531
532 #define right_x_32                               q10
533 #define left_x_32                                q11
534 #define alternate_select                         d24
535
536 #define right_x_32_low                           d20
537 #define right_x_32_high                          d21
538 #define left_x_32_low                            d22
539 #define left_x_32_high                           d23
540
541 #define edges_xy                                 q0
542 #define edges_dx_dy                              d2
543 #define edge_shifts                              d3
544 #define edge_shifts_64                           q2
545
546 #define edges_xy_left                            d0
547 #define edges_xy_right                           d1
548
549 #define height_reciprocals                       d6
550 #define heights                                  d7
551
552 #define widths                                   d8
553 #define c_0x01                                   d9
554 #define x_starts                                 d10
555 #define x_ends                                   d11
556
557 #define heights_b                                d12
558 #define edges_dx_dy_64                           q10
559
560 #define edges_dx_dy_64_left                      d20
561 #define edges_dx_dy_64_right                     d21
562
563
564 #define setup_spans_prologue()                                                 \
565   stmdb sp!, { r4 - r11, lr };                                                 \
566                                                                                \
567   ldrsh x_a, [ v_a, #8 ];                                                      \
568   ldrsh x_b, [ v_b, #8 ];                                                      \
569   ldrsh x_c, [ v_c, #8 ];                                                      \
570   ldrsh y_a, [ v_a, #10 ];                                                     \
571   ldrsh y_b, [ v_b, #10 ];                                                     \
572   ldrsh y_c, [ v_c, #10 ];                                                     \
573                                                                                \
574   add temp, psx_gpu, #psx_gpu_uvrg_offset;                                     \
575   vld1.32 { uvrg }, [ temp ];                                                  \
576   add temp, psx_gpu, #psx_gpu_uvrg_dy_offset;                                  \
577   vld1.32 { uvrg_dy }, [ temp ];                                               \
578   load_pointer(reciprocal_table_ptr, reciprocal_table);                        \
579                                                                                \
580   vmov.u32 c_0x01, #0x01                                                       \
581
582 #define setup_spans_load_b()                                                   \
583   ldr b, [ psx_gpu, #psx_gpu_b_offset ];                                       \
584   ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ]                                  \
585
586 #define setup_spans_prologue_b()                                               \
587   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
588   add temp, psx_gpu, #psx_gpu_viewport_start_x_offset;                         \
589                                                                                \
590   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
591   vmov.u16 c_0x0004, #0x0004;                                                  \
592                                                                                \
593   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
594   vmov.u16 c_0x0001, #0x0001;                                                  \
595                                                                                \
596   vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ];                    \
597   add temp, psx_gpu, #psx_gpu_viewport_end_x_offset;                           \
598                                                                                \
599   vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ];                  \
600   vadd.u16 right_edge, right_edge, c_0x0001;                                   \
601                                                                                \
602   vmov.u16 c_0x0007, #0x0007;                                                  \
603   vmvn.u16 c_0xFFFE, #0x0001                                                   \
604
605
606 #define compute_edge_delta_x2()                                                \
607   ldr temp, [ reciprocal_table_ptr, height, lsl #2 ];                          \
608                                                                                \
609   vdup.u32 heights, height;                                                    \
610   vsub.u32 widths, x_ends, x_starts;                                           \
611                                                                                \
612   vdup.u32 edge_shifts, temp;                                                  \
613   vsub.u32 heights_b, heights, c_0x01;                                         \
614   vshr.u32 height_reciprocals, edge_shifts, #10;                               \
615                                                                                \
616   vmla.s32 heights_b, x_starts, heights;                                       \
617   vbic.u16 edge_shifts, #0xE0;                                                 \
618   vmul.s32 edges_dx_dy, widths, height_reciprocals;                            \
619   vmull.s32 edges_xy, heights_b, height_reciprocals                            \
620
621 #define width_alt                 r6
622 #define height_reciprocal_alt     r11
623 #define height_b_alt              r12
624
625 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
626   vmov.u32 heights, height_a, height_b;                                        \
627   ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ];                        \
628   vmov.u32 edge_shifts[0], temp;                                               \
629   ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ];                        \
630   vmov.u32 edge_shifts[1], temp;                                               \
631   ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ];        \
632                                                                                \
633   vsub.u32 widths, x_ends, x_starts;                                           \
634   sub width_alt, x_c, start_c;                                                 \
635                                                                                \
636   vsub.u32 heights_b, heights, c_0x01;                                         \
637   sub height_b_alt, height_minor_b, #1;                                        \
638                                                                                \
639   vshr.u32 height_reciprocals, edge_shifts, #10;                               \
640   lsr height_reciprocal_alt, edge_shift_alt, #10;                              \
641                                                                                \
642   vmla.s32 heights_b, x_starts, heights;                                       \
643   mla height_b_alt, height_minor_b, start_c, height_b_alt;                     \
644                                                                                \
645   vbic.u16 edge_shifts, #0xE0;                                                 \
646   and edge_shift_alt, edge_shift_alt, #0x1F;                                   \
647                                                                                \
648   vmul.s32 edges_dx_dy, widths, height_reciprocals;                            \
649   mul edge_dx_dy_alt, width_alt, height_reciprocal_alt;                        \
650                                                                                \
651   vmull.s32 edges_xy, heights_b, height_reciprocals;                           \
652   smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt       \
653
654
655 #define setup_spans_adjust_y_up()                                              \
656   vsub.u32 y_x4, y_x4, c_0x0004                                                \
657
658 #define setup_spans_adjust_y_down()                                            \
659   vadd.u32 y_x4, y_x4, c_0x0004                                                \
660
661 #define setup_spans_adjust_interpolants_up()                                   \
662   vsub.u32 uvrg, uvrg, uvrg_dy;                                                \
663   sub b, b, b_dy                                                               \
664
665 #define setup_spans_adjust_interpolants_down()                                 \
666   vadd.u32 uvrg, uvrg, uvrg_dy;                                                \
667   add b, b, b_dy                                                               \
668
669
670 #define setup_spans_clip_interpolants_increment()                              \
671   mla b, b_dy, clip, b;                                                        \
672   vmla.s32 uvrg, uvrg_dy, v_clip                                               \
673
674 #define setup_spans_clip_interpolants_decrement()                              \
675   mls b, b_dy, clip, b;                                                        \
676   vmls.s32 uvrg, uvrg_dy, v_clip                                               \
677
678 #define setup_spans_clip_alternate_yes()                                       \
679   smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip                      \
680
681 #define setup_spans_clip_alternate_no()                                        \
682
683 #define setup_spans_clip(direction, alternate_active)                          \
684   vdup.u32 v_clip, clip;                                                       \
685   setup_spans_clip_alternate_##alternate_active();                             \
686   setup_spans_clip_interpolants_##direction();                                 \
687   vmlal.s32 edges_xy, edges_dx_dy, v_clip_low                                  \
688
689
690 #define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
691   vmovl.s32 edge_shifts_64, edge_shifts;                                       \
692   vmovl.s32 edges_dx_dy_64, edges_dx_dy;                                       \
693                                                                                \
694   vshl.s64 edges_xy, edges_xy, edge_shifts_64;                                 \
695   vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64;                     \
696                                                                                \
697   vmov left_x_low, edges_xy_##left_index;                                      \
698   vmov right_x_low, edges_xy_##right_index;                                    \
699                                                                                \
700   vmov left_dx_dy_low, edges_dx_dy_64_##left_index;                            \
701   vmov left_dx_dy_high, edges_dx_dy_64_##left_index;                           \
702   vmov right_dx_dy_low, edges_dx_dy_64_##right_index;                          \
703   vmov right_dx_dy_high, edges_dx_dy_64_##right_index;                         \
704                                                                                \
705   vadd.u64 left_x_high, left_x_low, left_dx_dy_low;                            \
706   vadd.u64 right_x_high, right_x_low, right_dx_dy_low;                         \
707                                                                                \
708   vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy;                                 \
709   vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy                               \
710
711
712 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
713   setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
714                                                                                \
715   vdup.u16 y_mid_point, y_b;                                                   \
716   rsb temp, edge_shift_alt, #32;                                               \
717                                                                                \
718   lsl edge_alt_high, edge_alt_high, edge_shift_alt;                            \
719   orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp;                    \
720   lsl edge_alt_low, edge_alt_low, edge_shift_alt;                              \
721   vmov alternate_x_low, edge_alt_low, edge_alt_high;                           \
722                                                                                \
723   asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp;                               \
724   lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt;                      \
725   vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high;           \
726   vmov alternate_dx_dy_high, alternate_dx_dy_low;                              \
727                                                                                \
728   vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low;             \
729   vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy                   \
730
731
732 #define setup_spans_y_select_up()                                              \
733   vclt.s16 alternate_select, y_x4, y_mid_point                                 \
734
735 #define setup_spans_y_select_down()                                            \
736   vcgt.s16 alternate_select, y_x4, y_mid_point                                 \
737
738
739 #define setup_spans_alternate_select_left()                                    \
740   vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select               \
741
742 #define setup_spans_alternate_select_right()                                   \
743   vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select              \
744
745
746 #define setup_spans_set_x4_alternate_yes(alternate, direction)                 \
747   vshrn.s64 alternate_x_32_low, alternate_x, #32;                              \
748   vshrn.s64 left_x_32_low, left_x, #32;                                        \
749   vshrn.s64 right_x_32_low, right_x, #32;                                      \
750                                                                                \
751   vadd.u64 alternate_x, alternate_x, alternate_dx_dy;                          \
752   vadd.u64 left_x, left_x, left_dx_dy;                                         \
753   vadd.u64 right_x, right_x, right_dx_dy;                                      \
754                                                                                \
755   vshrn.s64 alternate_x_32_high, alternate_x, #32;                             \
756   vshrn.s64 left_x_32_high, left_x, #32;                                       \
757   vshrn.s64 right_x_32_high, right_x, #32;                                     \
758                                                                                \
759   vadd.u64 alternate_x, alternate_x, alternate_dx_dy;                          \
760   vadd.u64 left_x, left_x, left_dx_dy;                                         \
761   vadd.u64 right_x, right_x, right_dx_dy;                                      \
762                                                                                \
763   vmovn.u32 alternate_x_16, alternate_x_32;                                    \
764   setup_spans_y_select_##direction();                                          \
765   vmovn.u32 left_right_x_16_low, left_x_32;                                    \
766                                                                                \
767   vmovn.u32 left_right_x_16_high, right_x_32;                                  \
768   setup_spans_alternate_select_##alternate();                                  \
769                                                                                \
770   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
771   str b, [ span_b_offset ], #4;                                                \
772   setup_spans_adjust_interpolants_##direction();                               \
773                                                                                \
774   vmax.s16 left_right_x_16, left_right_x_16, left_edge;                        \
775                                                                                \
776   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
777   str b, [ span_b_offset ], #4;                                                \
778   setup_spans_adjust_interpolants_##direction();                               \
779                                                                                \
780   vmin.s16 left_right_x_16, left_right_x_16, right_edge;                       \
781                                                                                \
782   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
783   str b, [ span_b_offset ], #4;                                                \
784   setup_spans_adjust_interpolants_##direction();                               \
785                                                                                \
786   vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low;    \
787   vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007;               \
788   vand.u16 span_shifts, left_right_x_16_high, c_0x0007;                        \
789                                                                                \
790   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
791   str b, [ span_b_offset ], #4;                                                \
792   setup_spans_adjust_interpolants_##direction();                               \
793                                                                                \
794   vshr.u16 left_right_x_16_high, left_right_x_16_high, #3;                     \
795   vshl.u16 span_shifts, c_0xFFFE, span_shifts;                                 \
796                                                                                \
797   vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!;            \
798                                                                                \
799   setup_spans_adjust_y_##direction()                                           \
800
801
802 #define setup_spans_set_x4_alternate_no(alternate, direction)                  \
803   vshrn.s64 left_x_32_low, left_x, #32;                                        \
804   vshrn.s64 right_x_32_low, right_x, #32;                                      \
805                                                                                \
806   vadd.u64 left_x, left_x, left_dx_dy;                                         \
807   vadd.u64 right_x, right_x, right_dx_dy;                                      \
808                                                                                \
809   vshrn.s64 left_x_32_high, left_x, #32;                                       \
810   vshrn.s64 right_x_32_high, right_x, #32;                                     \
811                                                                                \
812   vadd.u64 left_x, left_x, left_dx_dy;                                         \
813   vadd.u64 right_x, right_x, right_dx_dy;                                      \
814                                                                                \
815   vmovn.u32 left_right_x_16_low, left_x_32;                                    \
816   vmovn.u32 left_right_x_16_high, right_x_32;                                  \
817                                                                                \
818   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
819   str b, [ span_b_offset ], #4;                                                \
820   setup_spans_adjust_interpolants_##direction();                               \
821                                                                                \
822   vmax.s16 left_right_x_16, left_right_x_16, left_edge;                        \
823                                                                                \
824   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
825   str b, [ span_b_offset ], #4;                                                \
826   setup_spans_adjust_interpolants_##direction();                               \
827                                                                                \
828   vmin.s16 left_right_x_16, left_right_x_16, right_edge;                       \
829                                                                                \
830   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
831   str b, [ span_b_offset ], #4;                                                \
832   setup_spans_adjust_interpolants_##direction();                               \
833                                                                                \
834   vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low;    \
835   vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007;               \
836   vand.u16 span_shifts, left_right_x_16_high, c_0x0007;                        \
837                                                                                \
838   vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!;                              \
839   str b, [ span_b_offset ], #4;                                                \
840   setup_spans_adjust_interpolants_##direction();                               \
841                                                                                \
842   vshl.u16 span_shifts, c_0xFFFE, span_shifts;                                 \
843   vshr.u16 left_right_x_16_high, left_right_x_16_high, #3;                     \
844                                                                                \
845   vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!;            \
846                                                                                \
847   setup_spans_adjust_y_##direction()                                           \
848
849
850 #define edge_adjust_low           r11
851 #define edge_adjust_high          r12
852
853 #define setup_spans_alternate_adjust_yes()                                     \
854   smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a;     \
855   subs edge_alt_low, edge_alt_low, edge_adjust_low;                            \
856   sbc edge_alt_high, edge_alt_high, edge_adjust_high                           \
857
858 #define setup_spans_alternate_adjust_no()                                      \
859
860
861 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
862   setup_spans_alternate_adjust_##alternate_active();                           \
863   setup_spans_load_b();                                                        \
864                                                                                \
865   ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ];                     \
866   subs y_c, y_c, temp;                                                         \
867   subgt height, height, y_c;                                                   \
868   addgt height, height, #1;                                                    \
869                                                                                \
870   ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ];                   \
871   subs clip, temp, y_a;                                                        \
872   ble 0f;                                                                      \
873                                                                                \
874   sub height, height, clip;                                                    \
875   add y_a, y_a, clip;                                                          \
876   setup_spans_clip(increment, alternate_active);                               \
877                                                                                \
878  0:                                                                            \
879   cmp height, #0;                                                              \
880   ble 1f;                                                                      \
881                                                                                \
882   orr temp, y_a, y_a, lsl #16;                                                 \
883   add temp, temp, #(1 << 16);                                                  \
884   add y_a, temp, #2;                                                           \
885   add y_a, y_a, #(2 << 16);                                                    \
886   vmov.u32 y_x4, temp, y_a;                                                    \
887                                                                                \
888   setup_spans_adjust_edges_alternate_##alternate_active(left_index,            \
889    right_index);                                                               \
890   setup_spans_prologue_b();                                                    \
891                                                                                \
892   strh height, [ psx_gpu, #psx_gpu_num_spans_offset ];                         \
893                                                                                \
894  2:                                                                            \
895   setup_spans_set_x4_alternate_##alternate_active(alternate, down);            \
896   subs height, height, #4;                                                     \
897   bhi 2b;                                                                      \
898                                                                                \
899  1:                                                                            \
900
901
902 #define setup_spans_alternate_pre_increment_yes()                              \
903   adds edge_alt_low, edge_alt_low, edge_dx_dy_alt;                             \
904   adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31                    \
905
906 #define setup_spans_alternate_pre_increment_no()                               \
907
908
909 #define setup_spans_up_decrement_yes()                                         \
910   suble height, height, #1                                                     \
911
912 #define setup_spans_up_decrement_no()                                          \
913
914
915 #define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
916   setup_spans_alternate_adjust_##alternate_active();                           \
917   setup_spans_load_b();                                                        \
918   sub y_a, y_a, #1;                                                            \
919                                                                                \
920   ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ];                    \
921   subs temp, temp, y_c;                                                        \
922   subgt height, height, temp;                                                  \
923   setup_spans_up_decrement_##alternate_active();                               \
924                                                                                \
925   ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ];                      \
926   subs clip, y_a, temp;                                                        \
927   ble 0f;                                                                      \
928                                                                                \
929   sub height, height, clip;                                                    \
930   sub y_a, y_a, clip;                                                          \
931   setup_spans_clip(decrement, alternate_active);                               \
932                                                                                \
933  0:                                                                            \
934   cmp height, #0;                                                              \
935   ble 1f;                                                                      \
936                                                                                \
937   orr temp, y_a, y_a, lsl #16;                                                 \
938   sub temp, temp, #(1 << 16);                                                  \
939   sub y_a, temp, #2;                                                           \
940   sub y_a, y_a, #(2 << 16);                                                    \
941   vmov.u32 y_x4, temp, y_a;                                                    \
942                                                                                \
943   vaddw.s32 edges_xy, edges_xy, edges_dx_dy;                                   \
944                                                                                \
945   setup_spans_alternate_pre_increment_##alternate_active();                    \
946   setup_spans_adjust_edges_alternate_##alternate_active(left_index,            \
947    right_index);                                                               \
948   setup_spans_adjust_interpolants_up();                                        \
949   setup_spans_prologue_b();                                                    \
950                                                                                \
951   strh height, [ psx_gpu, #psx_gpu_num_spans_offset ];                         \
952                                                                                \
953  2:                                                                            \
954   setup_spans_set_x4_alternate_##alternate_active(alternate, up);              \
955   subs height, height, #4;                                                     \
956   bhi 2b;                                                                      \
957                                                                                \
958  1:                                                                            \
959
960
961 #define setup_spans_epilogue()                                                 \
962   ldmia sp!, { r4 - r11, pc }                                                  \
963
964
965 #define setup_spans_up_up(minor, major)                                        \
966   setup_spans_prologue();                                                      \
967   sub height_minor_a, y_a, y_b;                                                \
968   sub height_minor_b, y_b, y_c;                                                \
969   sub height, y_a, y_c;                                                        \
970                                                                                \
971   vdup.u32 x_starts, x_a;                                                      \
972   vmov.u32 x_ends, x_c, x_b;                                                   \
973                                                                                \
974   compute_edge_delta_x3(x_b, height_major, height_minor_a);                    \
975   setup_spans_up(major, minor, minor, yes);                                    \
976   setup_spans_epilogue()                                                       \
977
978 function(setup_spans_up_left)
979   setup_spans_up_up(left, right)
980
981 function(setup_spans_up_right)
982   setup_spans_up_up(right, left)
983
984 .pool
985
986 #define setup_spans_down_down(minor, major)                                    \
987   setup_spans_prologue();                                                      \
988   sub height_minor_a, y_b, y_a;                                                \
989   sub height_minor_b, y_c, y_b;                                                \
990   sub height, y_c, y_a;                                                        \
991                                                                                \
992   vdup.u32 x_starts, x_a;                                                      \
993   vmov.u32 x_ends, x_c, x_b;                                                   \
994                                                                                \
995   compute_edge_delta_x3(x_b, height_major, height_minor_a);                    \
996   setup_spans_down(major, minor, minor, yes);                                  \
997   setup_spans_epilogue()                                                       \
998
999 function(setup_spans_down_left)
1000   setup_spans_down_down(left, right)
1001
1002 function(setup_spans_down_right)
1003   setup_spans_down_down(right, left)
1004
1005
1006 #define setup_spans_up_flat()                                                  \
1007   sub height, y_a, y_c;                                                        \
1008                                                                                \
1009   compute_edge_delta_x2();                                                     \
1010   setup_spans_up(left, right, none, no);                                       \
1011   setup_spans_epilogue()                                                       \
1012
1013 function(setup_spans_up_a)
1014   setup_spans_prologue()
1015
1016   vmov.u32 x_starts, x_a, x_b
1017   vdup.u32 x_ends, x_c
1018
1019   setup_spans_up_flat()
1020
1021 function(setup_spans_up_b)
1022   setup_spans_prologue()
1023
1024   vdup.u32 x_starts, x_a
1025   vmov.u32 x_ends, x_b, x_c
1026
1027   setup_spans_up_flat()
1028
1029 #define setup_spans_down_flat()                                                \
1030   sub height, y_c, y_a;                                                        \
1031                                                                                \
1032   compute_edge_delta_x2();                                                     \
1033   setup_spans_down(left, right, none, no);                                     \
1034   setup_spans_epilogue()                                                       \
1035
1036 function(setup_spans_down_a)
1037   setup_spans_prologue()
1038
1039   vmov.u32 x_starts, x_a, x_b
1040   vdup.u32 x_ends, x_c
1041
1042   setup_spans_down_flat()
1043
1044 function(setup_spans_down_b)
1045   setup_spans_prologue()
1046
1047   vdup.u32 x_starts, x_a
1048   vmov.u32 x_ends, x_b, x_c
1049
1050   setup_spans_down_flat()
1051
1052
1053 #define middle_y                                          r9
1054
1055 #define edges_xy_b                                        q11
1056 #define edges_dx_dy_b                                     d26
1057 #define edge_shifts_b                                     d27
1058 #define edges_dx_dy_and_shifts_b                          q13
1059 #define height_increment                                  d20
1060
1061 #define edges_dx_dy_and_shifts                            q1
1062
1063 #define edges_xy_b_left                                   d22
1064 #define edges_xy_b_right                                  d23
1065
1066 #define setup_spans_up_down_load_edge_set_b()                                  \
1067   vmov edges_xy, edges_xy_b;                                                   \
1068   vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b                        \
1069
1070
1071 function(setup_spans_up_down)
1072   setup_spans_prologue()
1073
1074   // s32 middle_y = y_a;
1075   sub height_minor_a, y_a, y_b
1076   sub height_minor_b, y_c, y_a
1077   sub height_major, y_c, y_b
1078
1079   vmov.u32 x_starts, x_a, x_c
1080   vdup.u32 x_ends, x_b
1081
1082   compute_edge_delta_x3(x_a, height_minor_a, height_major)
1083
1084   mov temp, #0
1085   vmov.u32 height_increment, temp, height_minor_b
1086   vmlal.s32 edges_xy, edges_dx_dy, height_increment
1087
1088   vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1089   vmov edges_xy_b_right, edges_xy_right
1090
1091   vmov edge_shifts_b, edge_shifts
1092   vmov.u32 edge_shifts_b[0], edge_shift_alt
1093
1094   vneg.s32 edges_dx_dy_b, edges_dx_dy
1095   vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1096
1097   mov middle_y, y_a
1098   
1099   setup_spans_load_b()
1100   sub y_a, y_a, #1
1101
1102   ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1103   subs temp, temp, y_b
1104   subgt height_minor_a, height_minor_a, temp
1105
1106   ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1107   subs clip, y_a, temp
1108   ble 0f
1109
1110   sub height_minor_a, height_minor_a, clip
1111   sub y_a, y_a, clip
1112   setup_spans_clip(decrement, no)
1113
1114  0:                                                                
1115   cmp height_minor_a, #0
1116   ble 3f
1117
1118   orr temp, y_a, y_a, lsl #16
1119   sub temp, temp, #(1 << 16)
1120   sub y_a, temp, #2
1121   sub y_a, y_a, #(2 << 16)
1122   vmov.u32 y_x4, temp, y_a
1123
1124   vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1125
1126   strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
1127
1128   setup_spans_adjust_edges_alternate_no(left, right); 
1129   setup_spans_adjust_interpolants_up()
1130   setup_spans_up_down_load_edge_set_b()
1131
1132   setup_spans_prologue_b()
1133
1134
1135  2: 
1136   setup_spans_set_x4_alternate_no(none, up)
1137   subs height_minor_a, height_minor_a, #4
1138   bhi 2b
1139
1140   add span_edge_data, span_edge_data, height_minor_a, lsl #3
1141   add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1142   add span_b_offset, span_b_offset, height_minor_a, lsl #2
1143
1144  4:
1145   add temp, psx_gpu, #psx_gpu_uvrg_offset
1146   vld1.32 { uvrg }, [ temp ]
1147   mov y_a, middle_y
1148   
1149   setup_spans_load_b()
1150
1151   ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]
1152   subs y_c, y_c, temp
1153   subgt height_minor_b, height_minor_b, y_c
1154   addgt height_minor_b, height_minor_b, #1
1155
1156   ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]
1157   subs clip, temp, y_a
1158   ble 0f
1159
1160   sub height_minor_b, height_minor_b, clip
1161   add y_a, y_a, clip
1162   setup_spans_clip(increment, no)
1163
1164  0:
1165   cmp height_minor_b, #0
1166   ble 1f
1167
1168   orr temp, y_a, y_a, lsl #16
1169   add temp, temp, #(1 << 16) 
1170   add y_a, temp, #2
1171   add y_a, y_a, #(2 << 16)
1172   vmov.u32 y_x4, temp, y_a
1173
1174   setup_spans_adjust_edges_alternate_no(left, right)
1175
1176   ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1177   add temp, temp, height_minor_b
1178
1179   cmp temp, #MAX_SPANS
1180   beq 5f
1181
1182   strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1183
1184  2:                                                     
1185   setup_spans_set_x4_alternate_no(none, down)
1186   subs height_minor_b, height_minor_b, #4
1187   bhi 2b
1188
1189  1:
1190   setup_spans_epilogue()
1191
1192  3:
1193   setup_spans_up_down_load_edge_set_b()
1194   setup_spans_prologue_b()
1195   bal 4b
1196
1197  5:
1198   // FIXME: overflow corner case
1199   sub temp, temp, height_minor_b
1200   bics height_minor_b, #3
1201   add temp, temp, height_minor_b
1202   strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ]
1203   bne 2b
1204   bal 1b
1205
1206 .pool
1207
1208 #undef span_uvrg_offset
1209 #undef span_edge_data
1210 #undef span_b_offset
1211 #undef left_x
1212 #undef b
1213
1214 #define psx_gpu                                  r0
1215 #define num_spans                                r1
1216 #define span_uvrg_offset                         r2
1217 #define span_edge_data                           r3
1218 #define span_b_offset                            r4
1219 #define b_dx                                     r5
1220 #define span_num_blocks                          r6
1221 #define y                                        r7
1222 #define left_x                                   r8
1223 #define b                                        r9
1224 #define dither_offset_ptr                        r10
1225 #define block_ptr_a                              r11
1226 #define fb_ptr                                   r12
1227 #define num_blocks                               r14
1228
1229 #define uvrg_dx_ptr                              r2
1230 #define texture_mask_ptr                         r3
1231 #define dither_shift                             r8
1232 #define dither_row                               r10
1233
1234 #define c_32                                     r7
1235 #define b_dx4                                    r8
1236 #define b_dx8                                    r9
1237 #define block_ptr_b                              r10
1238
1239 #define block_span_ptr                           r10
1240 #define right_mask                               r8
1241
1242 #define color                                    r2
1243 #define color_r                                  r3
1244 #define color_g                                  r4
1245 #define color_b                                  r5
1246
1247 #undef uvrg
1248
1249 #define u_block                                  q0
1250 #define v_block                                  q1
1251 #define r_block                                  q2
1252 #define g_block                                  q3
1253 #define b_block                                  q4
1254
1255 #define uv_dx4                                   d10
1256 #define rg_dx4                                   d11
1257 #define uv_dx8                                   d12
1258 #define rg_dx8                                   d13
1259 #define b_whole_8                                d14
1260 #define fb_mask_ptrs                             d15
1261
1262 #define uvrg_dx4                                 q5
1263 #define uvrg_dx8                                 q6
1264 #define uv_dx8                                   d12
1265 #define rg_dx8                                   d13
1266
1267 #define u_whole                                  q8
1268 #define v_whole                                  q9
1269 #define r_whole                                  q10
1270 #define g_whole                                  q11
1271 #define b_whole                                  q12
1272
1273 #define u_whole_low                              d16
1274 #define u_whole_high                             d17
1275 #define v_whole_low                              d18
1276 #define v_whole_high                             d19
1277 #define r_whole_low                              d20
1278 #define r_whole_high                             d21
1279 #define g_whole_low                              d22
1280 #define g_whole_high                             d23
1281 #define b_whole_low                              d24
1282 #define b_whole_high                             d25
1283
1284 #define dx4                                      q13
1285 #define dx8                                      q13
1286
1287 #define u_whole_8                                d26
1288 #define v_whole_8                                d27
1289 #define u_whole_8b                               d24
1290 #define r_whole_8                                d24
1291 #define g_whole_8                                d25
1292
1293 #define uv_whole_8                               q13
1294 #define uv_whole_8b                              q14
1295
1296 #define dither_offsets                           q14
1297 #define texture_mask                             q15
1298 #define texture_mask_u                           d30
1299 #define texture_mask_v                           d31
1300
1301 #define dither_offsets_short                     d28
1302
1303 #define v_left_x                                 q8
1304 #define uvrg                                     q9
1305 #define block_span                               q10
1306
1307 #define uv                                       d18
1308 #define rg                                       d19
1309
1310 #define draw_mask                                q1
1311 #define draw_mask_edge                           q13
1312 #define test_mask                                q0
1313
1314 #define uvrg_dx                                  q3
1315
1316 #define colors                                   q2
1317
1318 #define setup_blocks_texture_swizzled()                                        \
1319   vand.u8 u_whole_8b, u_whole_8, texture_mask_u;                               \
1320   vsli.u8 u_whole_8, v_whole_8, #4;                                            \
1321   vsri.u8 v_whole_8, u_whole_8b, #4                                            \
1322
1323 #define setup_blocks_texture_unswizzled()                                      \
1324
1325
1326 #define setup_blocks_shaded_textured_builder(swizzling)                        \
1327 .align 3;                                                                      \
1328                                                                                \
1329 function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect)         \
1330   ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ];                      \
1331   add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset;                           \
1332                                                                                \
1333   vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ];                                 \
1334   add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset;           \
1335                                                                                \
1336   cmp num_spans, #0;                                                           \
1337   bxeq lr;                                                                     \
1338                                                                                \
1339   stmdb sp!, { r4 - r11, r14 };                                                \
1340   vshl.u32 uvrg_dx4, uvrg_dx, #2;                                              \
1341                                                                                \
1342   ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ];                                 \
1343   vshl.u32 uvrg_dx8, uvrg_dx, #3;                                              \
1344                                                                                \
1345   vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ];   \
1346   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
1347                                                                                \
1348   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
1349   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
1350                                                                                \
1351   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
1352   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1353                                                                                \
1354   add block_ptr_a, block_ptr_a, num_blocks, lsl #6;                            \
1355                                                                                \
1356  0:                                                                            \
1357   vmov.u8 fb_mask_ptrs, #0;                                                    \
1358                                                                                \
1359   ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ];      \
1360   add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset;                \
1361                                                                                \
1362   ldrh y, [ span_edge_data, #edge_data_y_offset ];                             \
1363   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ];                       \
1364                                                                                \
1365   cmp span_num_blocks, #0;                                                     \
1366   beq 1f;                                                                      \
1367                                                                                \
1368   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ];                   \
1369   add num_blocks, span_num_blocks, num_blocks;                                 \
1370                                                                                \
1371   cmp num_blocks, #MAX_BLOCKS;                                                 \
1372   bgt 2f;                                                                      \
1373                                                                                \
1374  3:                                                                            \
1375   ldr b, [ span_b_offset ];                                                    \
1376   add fb_ptr, fb_ptr, y, lsl #11;                                              \
1377                                                                                \
1378   vdup.u32 v_left_x, left_x;                                                   \
1379   and y, y, #0x3;                                                              \
1380                                                                                \
1381   ldr dither_row, [ dither_offset_ptr, y, lsl #2 ];                            \
1382   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
1383                                                                                \
1384   mla b, b_dx, left_x, b;                                                      \
1385   and dither_shift, left_x, #0x03;                                             \
1386                                                                                \
1387   vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ];                               \
1388   vshr.u32 uvrg_dx, uvrg_dx4, #2;                                              \
1389                                                                                \
1390   mov dither_shift, dither_shift, lsl #3;                                      \
1391   vmla.u32 uvrg, uvrg_dx, v_left_x;                                            \
1392                                                                                \
1393   mov c_32, #32;                                                               \
1394   subs span_num_blocks, span_num_blocks, #1;                                   \
1395                                                                                \
1396   mov dither_row, dither_row, ror dither_shift;                                \
1397   mov b_dx4, b_dx, lsl #2;                                                     \
1398                                                                                \
1399   vdup.u32 dither_offsets_short, dither_row;                                   \
1400   add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset;                   \
1401                                                                                \
1402   vdup.u32 b_block, b;                                                         \
1403   vshll.s8 dither_offsets, dither_offsets_short, #4;                           \
1404                                                                                \
1405   vdup.u32 u_block, uv[0];                                                     \
1406   mov b_dx8, b_dx, lsl #3;                                                     \
1407                                                                                \
1408   vdup.u32 v_block, uv[1];                                                     \
1409   vdup.u32 r_block, rg[0];                                                     \
1410   vdup.u32 g_block, rg[1];                                                     \
1411                                                                                \
1412   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1413                                                                                \
1414   vadd.u32 u_block, u_block, block_span;                                       \
1415   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1416                                                                                \
1417   vadd.u32 v_block, v_block, block_span;                                       \
1418   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1419                                                                                \
1420   vadd.u32 r_block, r_block, block_span;                                       \
1421   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1422                                                                                \
1423   vadd.u32 g_block, g_block, block_span;                                       \
1424   vld1.u32 { block_span }, [ block_span_ptr, :128 ];                           \
1425                                                                                \
1426   vadd.u32 b_block, b_block, block_span;                                       \
1427   add block_ptr_b, block_ptr_a, #16;                                           \
1428                                                                                \
1429   vshrn.u32 u_whole_low, u_block, #16;                                         \
1430   vshrn.u32 v_whole_low, v_block, #16;                                         \
1431   vshrn.u32 r_whole_low, r_block, #16;                                         \
1432   vshrn.u32 g_whole_low, g_block, #16;                                         \
1433                                                                                \
1434   vdup.u32 dx4, uv_dx4[0];                                                     \
1435   vshrn.u32 b_whole_low, b_block, #16;                                         \
1436                                                                                \
1437   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1438   vdup.u32 dx4, uv_dx4[1];                                                     \
1439                                                                                \
1440   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1441   vdup.u32 dx4, rg_dx4[0];                                                     \
1442                                                                                \
1443   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
1444   vdup.u32 dx4, rg_dx4[1];                                                     \
1445                                                                                \
1446   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
1447   vdup.u32 dx4, b_dx4;                                                         \
1448                                                                                \
1449   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
1450   vdup.u32 dx8, uv_dx8[0];                                                     \
1451                                                                                \
1452   vadd.u32 u_block, u_block, dx8;                                              \
1453   vdup.u32 dx8, uv_dx8[1];                                                     \
1454                                                                                \
1455   vadd.u32 v_block, v_block, dx8;                                              \
1456   vdup.u32 dx8, rg_dx8[0];                                                     \
1457                                                                                \
1458   vadd.u32 r_block, r_block, dx8;                                              \
1459   vdup.u32 dx8, rg_dx8[1];                                                     \
1460                                                                                \
1461   vadd.u32 g_block, g_block, dx8;                                              \
1462   vdup.u32 dx8, b_dx8;                                                         \
1463                                                                                \
1464   vadd.u32 b_block, b_block, dx8;                                              \
1465   vmovn.u16 u_whole_8, u_whole;                                                \
1466                                                                                \
1467   vmovn.u16 v_whole_8, v_whole;                                                \
1468                                                                                \
1469   vmovn.u16 b_whole_8, b_whole;                                                \
1470   pld [ fb_ptr ];                                                              \
1471   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1472                                                                                \
1473   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1474   setup_blocks_texture_##swizzling();                                          \
1475                                                                                \
1476   vmovn.u16 r_whole_8, r_whole;                                                \
1477   beq 5f;                                                                      \
1478                                                                                \
1479  4:                                                                            \
1480   vmovn.u16 g_whole_8, g_whole;                                                \
1481   vshrn.u32 u_whole_low, u_block, #16;                                         \
1482                                                                                \
1483   vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32;               \
1484   vshrn.u32 v_whole_low, v_block, #16;                                         \
1485                                                                                \
1486   vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32;              \
1487   vshrn.u32 r_whole_low, r_block, #16;                                         \
1488                                                                                \
1489   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32;           \
1490   vshrn.u32 g_whole_low, g_block, #16;                                         \
1491                                                                                \
1492   vdup.u32 dx4, uv_dx4[0];                                                     \
1493   vshrn.u32 b_whole_low, b_block, #16;                                         \
1494                                                                                \
1495   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1496   vdup.u32 dx4, uv_dx4[1];                                                     \
1497                                                                                \
1498   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1499   vdup.u32 dx4, rg_dx4[0];                                                     \
1500                                                                                \
1501   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
1502   vdup.u32 dx4, rg_dx4[1];                                                     \
1503                                                                                \
1504   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
1505   vdup.u32 dx4, b_dx4;                                                         \
1506                                                                                \
1507   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
1508   vdup.u32 dx8, uv_dx8[0];                                                     \
1509                                                                                \
1510   vadd.u32 u_block, u_block, dx8;                                              \
1511   vdup.u32 dx8, uv_dx8[1];                                                     \
1512                                                                                \
1513   vadd.u32 v_block, v_block, dx8;                                              \
1514   vdup.u32 dx8, rg_dx8[0];                                                     \
1515                                                                                \
1516   vadd.u32 r_block, r_block, dx8;                                              \
1517   vdup.u32 dx8, rg_dx8[1];                                                     \
1518                                                                                \
1519   vadd.u32 g_block, g_block, dx8;                                              \
1520   vdup.u32 dx8, b_dx8;                                                         \
1521                                                                                \
1522   vadd.u32 b_block, b_block, dx8;                                              \
1523   vmovn.u16 u_whole_8, u_whole;                                                \
1524                                                                                \
1525   add fb_ptr, fb_ptr, #16;                                                     \
1526   vmovn.u16 v_whole_8, v_whole;                                                \
1527                                                                                \
1528   vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32;                    \
1529   vmovn.u16 b_whole_8, b_whole;                                                \
1530                                                                                \
1531   pld [ fb_ptr ];                                                              \
1532                                                                                \
1533   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1534   subs span_num_blocks, span_num_blocks, #1;                                   \
1535                                                                                \
1536   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1537   setup_blocks_texture_##swizzling();                                          \
1538                                                                                \
1539   vmovn.u16 r_whole_8, r_whole;                                                \
1540   bne 4b;                                                                      \
1541                                                                                \
1542  5:                                                                            \
1543   vmovn.u16 g_whole_8, g_whole;                                                \
1544   ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ];           \
1545                                                                                \
1546   vld1.u32 { test_mask }, [ psx_gpu, :128 ];                                   \
1547   vdup.u8 draw_mask, right_mask;                                               \
1548                                                                                \
1549   vmov.u32 fb_mask_ptrs[0], right_mask;                                        \
1550   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
1551   vzip.u8 u_whole_8, v_whole_8;                                                \
1552                                                                                \
1553   vbic.u16 uv_whole_8, uv_whole_8, draw_mask;                                  \
1554   vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32;              \
1555   vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32;                        \
1556   vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32;                    \
1557   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32;           \
1558                                                                                \
1559  1:                                                                            \
1560   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
1561   add span_b_offset, span_b_offset, #4;                                        \
1562                                                                                \
1563   add span_edge_data, span_edge_data, #8;                                      \
1564   subs num_spans, num_spans, #1;                                               \
1565                                                                                \
1566   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
1567   bne 0b;                                                                      \
1568                                                                                \
1569   ldmia sp!, { r4 - r11, pc };                                                 \
1570                                                                                \
1571  2:                                                                            \
1572   /* TODO: Load from psx_gpu instead of saving/restoring these               */\
1573   vpush { texture_mask };                                                      \
1574   vpush { uvrg_dx4 };                                                          \
1575                                                                                \
1576   stmdb sp!, { r0 - r3, r12, r14 };                                            \
1577   bl flush_render_block_buffer;                                                \
1578   ldmia sp!, { r0 - r3, r12, r14 };                                            \
1579                                                                                \
1580   vpop { uvrg_dx4 };                                                           \
1581   vpop { texture_mask };                                                       \
1582                                                                                \
1583   vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4;                                       \
1584   vmov.u8 fb_mask_ptrs, #0;                                                    \
1585                                                                                \
1586   mov num_blocks, span_num_blocks;                                             \
1587   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1588   bal 3b                                                                       \
1589
1590
1591 setup_blocks_shaded_textured_builder(swizzled)
1592 setup_blocks_shaded_textured_builder(unswizzled)
1593
1594
1595 #define setup_blocks_unshaded_textured_builder(swizzling)                      \
1596 .align 3;                                                                      \
1597                                                                                \
1598 function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect)       \
1599   ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ];                      \
1600   add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset;                           \
1601                                                                                \
1602   vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ];                                 \
1603   add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset;           \
1604                                                                                \
1605   cmp num_spans, #0;                                                           \
1606   bxeq lr;                                                                     \
1607                                                                                \
1608   stmdb sp!, { r4 - r11, r14 };                                                \
1609   vshl.u32 uvrg_dx4, uvrg_dx, #2;                                              \
1610                                                                                \
1611   vshl.u32 uvrg_dx8, uvrg_dx, #3;                                              \
1612                                                                                \
1613   vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ];   \
1614   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
1615                                                                                \
1616   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
1617   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
1618                                                                                \
1619   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1620                                                                                \
1621   add block_ptr_a, block_ptr_a, num_blocks, lsl #6;                            \
1622                                                                                \
1623  0:                                                                            \
1624   vmov.u8 fb_mask_ptrs, #0;                                                    \
1625                                                                                \
1626   ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ];      \
1627   add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset;                \
1628                                                                                \
1629   ldrh y, [ span_edge_data, #edge_data_y_offset ];                             \
1630   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ];                       \
1631                                                                                \
1632   cmp span_num_blocks, #0;                                                     \
1633   beq 1f;                                                                      \
1634                                                                                \
1635   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ];                   \
1636   add num_blocks, span_num_blocks, num_blocks;                                 \
1637                                                                                \
1638   cmp num_blocks, #MAX_BLOCKS;                                                 \
1639   bgt 2f;                                                                      \
1640                                                                                \
1641  3:                                                                            \
1642   add fb_ptr, fb_ptr, y, lsl #11;                                              \
1643                                                                                \
1644   vdup.u32 v_left_x, left_x;                                                   \
1645   and y, y, #0x3;                                                              \
1646                                                                                \
1647   ldr dither_row, [ dither_offset_ptr, y, lsl #2 ];                            \
1648   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
1649                                                                                \
1650   and dither_shift, left_x, #0x03;                                             \
1651                                                                                \
1652   vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ];                               \
1653   vshr.u32 uvrg_dx, uvrg_dx4, #2;                                              \
1654                                                                                \
1655   mov dither_shift, dither_shift, lsl #3;                                      \
1656   vmla.u32 uvrg, uvrg_dx, v_left_x;                                            \
1657                                                                                \
1658   mov c_32, #32;                                                               \
1659   subs span_num_blocks, span_num_blocks, #1;                                   \
1660                                                                                \
1661   mov dither_row, dither_row, ror dither_shift;                                \
1662                                                                                \
1663   vdup.u32 dither_offsets_short, dither_row;                                   \
1664   add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset;                   \
1665                                                                                \
1666   vshll.s8 dither_offsets, dither_offsets_short, #4;                           \
1667                                                                                \
1668   vdup.u32 u_block, uv[0];                                                     \
1669                                                                                \
1670   vdup.u32 v_block, uv[1];                                                     \
1671   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1672                                                                                \
1673   vadd.u32 u_block, u_block, block_span;                                       \
1674   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
1675                                                                                \
1676   vadd.u32 v_block, v_block, block_span;                                       \
1677   add block_ptr_b, block_ptr_a, #16;                                           \
1678                                                                                \
1679   vshrn.u32 u_whole_low, u_block, #16;                                         \
1680   vshrn.u32 v_whole_low, v_block, #16;                                         \
1681                                                                                \
1682   vdup.u32 dx4, uv_dx4[0];                                                     \
1683                                                                                \
1684   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1685   vdup.u32 dx4, uv_dx4[1];                                                     \
1686                                                                                \
1687   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1688   vdup.u32 dx8, uv_dx8[0];                                                     \
1689                                                                                \
1690   vadd.u32 u_block, u_block, dx8;                                              \
1691   vdup.u32 dx8, uv_dx8[1];                                                     \
1692                                                                                \
1693   vadd.u32 v_block, v_block, dx8;                                              \
1694   vmovn.u16 u_whole_8, u_whole;                                                \
1695                                                                                \
1696   vmovn.u16 v_whole_8, v_whole;                                                \
1697                                                                                \
1698   pld [ fb_ptr ];                                                              \
1699   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1700                                                                                \
1701   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1702   setup_blocks_texture_##swizzling();                                          \
1703                                                                                \
1704   beq 5f;                                                                      \
1705                                                                                \
1706  4:                                                                            \
1707   vshrn.u32 u_whole_low, u_block, #16;                                         \
1708                                                                                \
1709   vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32;               \
1710   vshrn.u32 v_whole_low, v_block, #16;                                         \
1711                                                                                \
1712   add block_ptr_b, block_ptr_b, #32;                                           \
1713   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32;           \
1714                                                                                \
1715   vdup.u32 dx4, uv_dx4[0];                                                     \
1716   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1717   vdup.u32 dx4, uv_dx4[1];                                                     \
1718                                                                                \
1719   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1720   vdup.u32 dx8, uv_dx8[0];                                                     \
1721                                                                                \
1722   vadd.u32 u_block, u_block, dx8;                                              \
1723   vdup.u32 dx8, uv_dx8[1];                                                     \
1724                                                                                \
1725   vadd.u32 v_block, v_block, dx8;                                              \
1726   vmovn.u16 u_whole_8, u_whole;                                                \
1727                                                                                \
1728   add fb_ptr, fb_ptr, #16;                                                     \
1729   vmovn.u16 v_whole_8, v_whole;                                                \
1730                                                                                \
1731   vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32;                    \
1732   pld [ fb_ptr ];                                                              \
1733                                                                                \
1734   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1735   subs span_num_blocks, span_num_blocks, #1;                                   \
1736                                                                                \
1737   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1738   setup_blocks_texture_##swizzling();                                          \
1739                                                                                \
1740   bne 4b;                                                                      \
1741                                                                                \
1742  5:                                                                            \
1743   ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ];           \
1744                                                                                \
1745   vld1.u32 { test_mask }, [ psx_gpu, :128 ];                                   \
1746   vdup.u8 draw_mask, right_mask;                                               \
1747                                                                                \
1748   vmov.u32 fb_mask_ptrs[0], right_mask;                                        \
1749   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
1750   vzip.u8 u_whole_8, v_whole_8;                                                \
1751                                                                                \
1752   vbic.u16 uv_whole_8, uv_whole_8, draw_mask;                                  \
1753   add block_ptr_b, block_ptr_b, #32;                                           \
1754   vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32;                        \
1755   vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32;                    \
1756   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32;           \
1757                                                                                \
1758  1:                                                                            \
1759   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
1760   add span_edge_data, span_edge_data, #8;                                      \
1761   subs num_spans, num_spans, #1;                                               \
1762                                                                                \
1763   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
1764   bne 0b;                                                                      \
1765                                                                                \
1766   ldmia sp!, { r4 - r11, pc };                                                 \
1767                                                                                \
1768  2:                                                                            \
1769   /* TODO: Load from psx_gpu instead of saving/restoring these               */\
1770   vpush { texture_mask };                                                      \
1771   vpush { uvrg_dx4 };                                                          \
1772                                                                                \
1773   stmdb sp!, { r0 - r3, r12, r14 };                                            \
1774   bl flush_render_block_buffer;                                                \
1775   ldmia sp!, { r0 - r3, r12, r14 };                                            \
1776                                                                                \
1777   vpop { uvrg_dx4 };                                                           \
1778   vpop { texture_mask };                                                       \
1779                                                                                \
1780   vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4;                                       \
1781   vmov.u8 fb_mask_ptrs, #0;                                                    \
1782                                                                                \
1783   mov num_blocks, span_num_blocks;                                             \
1784   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1785   bal 3b                                                                       \
1786
1787
1788 setup_blocks_unshaded_textured_builder(swizzled)
1789 setup_blocks_unshaded_textured_builder(unswizzled)
1790
1791
1792 .align 3
1793
1794 function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect)
1795   ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1796   veor.u32 draw_mask, draw_mask, draw_mask
1797
1798   cmp num_spans, #0
1799   bxeq lr
1800
1801   stmdb sp!, { r4 - r11, r14 }
1802   vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1803
1804   ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1805
1806   ubfx color_r, color, #3, #5
1807   ubfx color_g, color, #11, #5
1808   ubfx color_b, color, #19, #5
1809
1810   orr color, color_r, color_b, lsl #10
1811   orr color, color, color_g, lsl #5
1812
1813   vdup.u16 colors, color
1814
1815   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1816   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1817
1818   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1819   add block_ptr_a, block_ptr_a, num_blocks, lsl #6
1820
1821  0:
1822   ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1823   ldrh y, [ span_edge_data, #edge_data_y_offset ]
1824
1825   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
1826
1827   cmp span_num_blocks, #0
1828   beq 1f
1829
1830   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1831   add num_blocks, span_num_blocks, num_blocks
1832
1833   cmp num_blocks, #MAX_BLOCKS
1834   bgt 2f
1835
1836  3:
1837   add fb_ptr, fb_ptr, y, lsl #11
1838   and y, y, #0x3
1839
1840   add fb_ptr, fb_ptr, left_x, lsl #1
1841   mov c_32, #32
1842
1843   subs span_num_blocks, span_num_blocks, #1
1844
1845   add block_ptr_b, block_ptr_a, #16
1846   pld [ fb_ptr ]
1847
1848   vmov.u32 fb_mask_ptrs[1], fb_ptr
1849   beq 5f
1850
1851  4:
1852   vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32
1853   vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1854   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1855
1856   add fb_ptr, fb_ptr, #16
1857   add block_ptr_b, block_ptr_b, #32
1858
1859   pld [ fb_ptr ]
1860
1861   vmov.u32 fb_mask_ptrs[1], fb_ptr
1862   subs span_num_blocks, span_num_blocks, #1
1863
1864   bne 4b
1865
1866  5:
1867   ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1868
1869   vdup.u8 draw_mask_edge, right_mask
1870   vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
1871
1872   vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32
1873   vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32
1874   add block_ptr_b, block_ptr_b, #32
1875   vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32
1876
1877  1:
1878   add span_edge_data, span_edge_data, #8
1879   subs num_spans, num_spans, #1
1880
1881   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
1882   bne 0b
1883
1884   ldmia sp!, { r4 - r11, pc }
1885                                                                            
1886  2:
1887   vpush { colors }
1888
1889   stmdb sp!, { r0 - r3, r12, r14 }
1890   bl flush_render_block_buffer
1891   ldmia sp!, { r0 - r3, r12, r14 }
1892
1893   vpop { colors }
1894
1895   vld1.u32 { test_mask }, [ psx_gpu, :128 ]
1896   veor.u32 draw_mask, draw_mask, draw_mask
1897
1898   mov num_blocks, span_num_blocks
1899   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1900   bal 3b
1901
1902
1903 #define mask_msb_scalar                                   r14
1904
1905 #define msb_mask                                          q15
1906
1907 #define pixels_low                                        d16
1908
1909 #define msb_mask_low                                      d30
1910 #define msb_mask_high                                     d31
1911
1912
1913 .align 3
1914
1915 function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
1916   ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]
1917
1918   cmp num_spans, #0
1919   bxeq lr
1920
1921   stmdb sp!, { r4 - r11, r14 }
1922
1923   ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
1924
1925   ubfx color_r, color, #3, #5
1926   ubfx color_g, color, #11, #5
1927
1928   ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ]
1929   ubfx color_b, color, #19, #5
1930
1931   orr color, color_r, color_b, lsl #10
1932   orr color, color, color_g, lsl #5
1933   orr color, color, mask_msb_scalar
1934
1935   vdup.u16 colors, color
1936
1937   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1938   orr color, color, lsl #16
1939
1940
1941  0:
1942   ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]
1943   ldrh y, [ span_edge_data, #edge_data_y_offset ]
1944
1945   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
1946
1947   cmp span_num_blocks, #0
1948   beq 1f
1949
1950   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]
1951
1952   add fb_ptr, fb_ptr, y, lsl #11
1953   subs span_num_blocks, span_num_blocks, #1
1954
1955   add fb_ptr, fb_ptr, left_x, lsl #1
1956   beq 3f
1957
1958  2:
1959   vst1.u32 { colors }, [ fb_ptr ]!
1960   subs span_num_blocks, span_num_blocks, #1
1961
1962   bne 2b
1963
1964  3:
1965   ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ]
1966
1967   cmp right_mask, #0x0
1968   beq 5f
1969
1970   tst right_mask, #0xF
1971   streq color, [ fb_ptr ], #4
1972   moveq right_mask, right_mask, lsr #4
1973   streq color, [ fb_ptr ], #4
1974
1975   tst right_mask, #0x3
1976   streq color, [ fb_ptr ], #4
1977   moveq right_mask, right_mask, lsr #2
1978
1979   tst right_mask, #0x1
1980   streqh color, [ fb_ptr ]
1981
1982  1:
1983   add span_edge_data, span_edge_data, #8
1984   subs num_spans, num_spans, #1
1985   bne 0b
1986
1987   ldmia sp!, { r4 - r11, pc }
1988                                                                            
1989  5:
1990   vst1.u32 { colors }, [ fb_ptr ]
1991   bal 1b
1992
1993
1994 #undef c_64
1995
1996 #define c_64                                              r7
1997 #define rg_dx_ptr                                         r2
1998
1999
2000 #undef r_block
2001 #undef g_block
2002 #undef b_block
2003 #undef r_whole
2004 #undef g_whole
2005 #undef b_whole
2006 #undef r_whole_low
2007 #undef r_whole_high
2008 #undef g_whole_low
2009 #undef g_whole_high
2010 #undef b_whole_low
2011 #undef b_whole_high
2012 #undef r_whole_8
2013 #undef g_whole_8
2014 #undef b_whole_8
2015 #undef dither_offsets
2016 #undef rg_dx4
2017 #undef rg_dx8
2018 #undef dx4
2019 #undef dx8
2020 #undef v_left_x
2021 #undef uvrg
2022 #undef block_span
2023 #undef rg
2024 #undef draw_mask
2025 #undef test_mask
2026
2027 #define r_block                                           q0
2028 #define g_block                                           q1
2029 #define b_block                                           q2
2030
2031 #define r_whole                                           q3
2032 #define g_whole                                           q4
2033 #define b_whole                                           q5
2034
2035 #define r_whole_low                                       d6
2036 #define r_whole_high                                      d7
2037 #define g_whole_low                                       d8
2038 #define g_whole_high                                      d9
2039 #define b_whole_low                                       d10
2040 #define b_whole_high                                      d11
2041
2042 #define gb_whole_8                                        q6
2043
2044 #define g_whole_8                                         d12
2045 #define b_whole_8                                         d13
2046
2047 #define r_whole_8                                         d14
2048
2049 #define pixels                                            q8
2050
2051 #define rg_dx4                                            d18
2052 #define rg_dx8                                            d19
2053
2054 #define dx4                                               q10
2055 #define dx8                                               q10
2056
2057 #define v_left_x                                          d6
2058 #define uvrg                                              q4
2059 #define block_span                                        q5
2060
2061 #define rg                                                d9
2062
2063 #define d64_1                                             d22
2064 #define d64_128                                           d23
2065
2066 #define d128_4                                            q12
2067 #define d128_0x7                                          q13
2068
2069 #define d64_4                                             d24
2070
2071 #define dither_offsets                                    q14
2072 #define draw_mask                                         q15
2073
2074 #define dither_offsets_low                                d28
2075
2076 #define rg_dx                                             d0
2077 #define test_mask                                         q10
2078
2079
2080 #define setup_blocks_shaded_untextured_dither_a_dithered()                     \
2081   vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low;                           \
2082   vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets;                             \
2083
2084 #define setup_blocks_shaded_untextured_dither_b_dithered()                     \
2085   vqsub.u8 r_whole_8, r_whole_8, d64_4;                                        \
2086   vqsub.u8 gb_whole_8, gb_whole_8, d128_4                                      \
2087
2088 #define setup_blocks_shaded_untextured_dither_a_undithered()                   \
2089
2090 #define setup_blocks_shaded_untextured_dither_b_undithered()                   \
2091
2092
2093 #define setup_blocks_shaded_untextured_indirect_builder(dithering)             \
2094 .align 3;                                                                      \
2095                                                                                \
2096 function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect)     \
2097   ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ];                      \
2098   add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8);                       \
2099                                                                                \
2100   vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ];                                      \
2101                                                                                \
2102   cmp num_spans, #0;                                                           \
2103   bxeq lr;                                                                     \
2104                                                                                \
2105   stmdb sp!, { r4 - r11, r14 };                                                \
2106   vshl.u32 rg_dx4, rg_dx, #2;                                                  \
2107                                                                                \
2108   ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ];                                 \
2109   vshl.u32 rg_dx8, rg_dx, #3;                                                  \
2110                                                                                \
2111   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
2112                                                                                \
2113   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
2114   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
2115                                                                                \
2116   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
2117   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
2118                                                                                \
2119   add block_ptr_a, block_ptr_a, num_blocks, lsl #6;                            \
2120   vmov.u8 d64_1, #1;                                                           \
2121                                                                                \
2122   vmov.u8 d128_4, #4;                                                          \
2123   vmov.u8 d64_128, #128;                                                       \
2124                                                                                \
2125   vmov.u8 d128_0x7, #0x7;                                                      \
2126                                                                                \
2127  0:                                                                            \
2128   ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ];      \
2129   add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset;                \
2130                                                                                \
2131   ldrh y, [ span_edge_data, #edge_data_y_offset ];                             \
2132   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ];                       \
2133                                                                                \
2134   cmp span_num_blocks, #0;                                                     \
2135   beq 1f;                                                                      \
2136                                                                                \
2137   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ];                   \
2138   add num_blocks, span_num_blocks, num_blocks;                                 \
2139                                                                                \
2140   cmp num_blocks, #MAX_BLOCKS;                                                 \
2141   bgt 2f;                                                                      \
2142                                                                                \
2143  3:                                                                            \
2144   ldr b, [ span_b_offset ];                                                    \
2145   add fb_ptr, fb_ptr, y, lsl #11;                                              \
2146                                                                                \
2147   vdup.u32 v_left_x, left_x;                                                   \
2148   and y, y, #0x3;                                                              \
2149                                                                                \
2150   ldr dither_row, [ dither_offset_ptr, y, lsl #2 ];                            \
2151   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
2152                                                                                \
2153   mla b, b_dx, left_x, b;                                                      \
2154   and dither_shift, left_x, #0x03;                                             \
2155                                                                                \
2156   vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ];                               \
2157   vshr.u32 rg_dx, rg_dx4, #2;                                                  \
2158                                                                                \
2159   mov dither_shift, dither_shift, lsl #3;                                      \
2160   vmla.u32 rg, rg_dx, v_left_x;                                                \
2161                                                                                \
2162   mov c_64, #64;                                                               \
2163   subs span_num_blocks, span_num_blocks, #1;                                   \
2164                                                                                \
2165   mov dither_row, dither_row, ror dither_shift;                                \
2166   mov b_dx4, b_dx, lsl #2;                                                     \
2167                                                                                \
2168   vdup.u32 dither_offsets, dither_row;                                         \
2169   add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset;                   \
2170                                                                                \
2171   vdup.u32 b_block, b;                                                         \
2172   vadd.u8 dither_offsets, dither_offsets, d128_4;                              \
2173                                                                                \
2174   mov b_dx8, b_dx, lsl #3;                                                     \
2175   vdup.u32 r_block, rg[0];                                                     \
2176   vdup.u32 g_block, rg[1];                                                     \
2177                                                                                \
2178   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
2179                                                                                \
2180   vadd.u32 r_block, r_block, block_span;                                       \
2181   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
2182                                                                                \
2183   vadd.u32 g_block, g_block, block_span;                                       \
2184   vld1.u32 { block_span }, [ block_span_ptr, :128 ];                           \
2185                                                                                \
2186   vadd.u32 b_block, b_block, block_span;                                       \
2187   add block_ptr_b, block_ptr_a, #16;                                           \
2188                                                                                \
2189   vshrn.u32 r_whole_low, r_block, #16;                                         \
2190   vshrn.u32 g_whole_low, g_block, #16;                                         \
2191   vshrn.u32 b_whole_low, b_block, #16;                                         \
2192   vdup.u32 dx4, rg_dx4[0];                                                     \
2193                                                                                \
2194   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2195   vdup.u32 dx4, rg_dx4[1];                                                     \
2196                                                                                \
2197   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2198   vdup.u32 dx4, b_dx4;                                                         \
2199                                                                                \
2200   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2201   vdup.u32 dx8, rg_dx8[0];                                                     \
2202                                                                                \
2203   vadd.u32 r_block, r_block, dx8;                                              \
2204   vdup.u32 dx8, rg_dx8[1];                                                     \
2205                                                                                \
2206   vadd.u32 g_block, g_block, dx8;                                              \
2207   vdup.u32 dx8, b_dx8;                                                         \
2208                                                                                \
2209   vadd.u32 b_block, b_block, dx8;                                              \
2210                                                                                \
2211   vmovn.u16 r_whole_8, r_whole;                                                \
2212   vmovn.u16 g_whole_8, g_whole;                                                \
2213   vmovn.u16 b_whole_8, b_whole;                                                \
2214                                                                                \
2215   beq 5f;                                                                      \
2216   veor.u32 draw_mask, draw_mask, draw_mask;                                    \
2217                                                                                \
2218  4:                                                                            \
2219   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2220   vshrn.u32 r_whole_low, r_block, #16;                                         \
2221                                                                                \
2222   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2223   vshrn.u32 g_whole_low, g_block, #16;                                         \
2224                                                                                \
2225   vshrn.u32 b_whole_low, b_block, #16;                                         \
2226   str fb_ptr, [ block_ptr_a, #44 ];                                            \
2227                                                                                \
2228   vdup.u32 dx4, rg_dx4[0];                                                     \
2229   vshr.u8 r_whole_8, r_whole_8, #3;                                            \
2230   vbic.u8 gb_whole_8, gb_whole_8, d128_0x7;                                    \
2231                                                                                \
2232   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2233   vdup.u32 dx4, rg_dx4[1];                                                     \
2234                                                                                \
2235   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2236   vdup.u32 dx4, b_dx4;                                                         \
2237                                                                                \
2238   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2239   vdup.u32 dx8, rg_dx8[0];                                                     \
2240                                                                                \
2241   vmull.u8 pixels, r_whole_8, d64_1;                                           \
2242   vmlal.u8 pixels, g_whole_8, d64_4;                                           \
2243   vmlal.u8 pixels, b_whole_8, d64_128;                                         \
2244                                                                                \
2245   vadd.u32 r_block, r_block, dx8;                                              \
2246   vdup.u32 dx8, rg_dx8[1];                                                     \
2247                                                                                \
2248   vadd.u32 g_block, g_block, dx8;                                              \
2249   vdup.u32 dx8, b_dx8;                                                         \
2250                                                                                \
2251   vadd.u32 b_block, b_block, dx8;                                              \
2252   add fb_ptr, fb_ptr, #16;                                                     \
2253                                                                                \
2254   vmovn.u16 r_whole_8, r_whole;                                                \
2255   vmovn.u16 g_whole_8, g_whole;                                                \
2256   vmovn.u16 b_whole_8, b_whole;                                                \
2257                                                                                \
2258   vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64;                         \
2259   vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64;                            \
2260                                                                                \
2261   pld [ fb_ptr ];                                                              \
2262                                                                                \
2263   subs span_num_blocks, span_num_blocks, #1;                                   \
2264   bne 4b;                                                                      \
2265                                                                                \
2266  5:                                                                            \
2267   str fb_ptr, [ block_ptr_a, #44 ];                                            \
2268   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2269                                                                                \
2270   ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ];           \
2271   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2272                                                                                \
2273   vshr.u8 r_whole_8, r_whole_8, #3;                                            \
2274   vdup.u8 draw_mask, right_mask;                                               \
2275                                                                                \
2276   vbic.u8 gb_whole_8, gb_whole_8, d128_0x7;                                    \
2277   vld1.u32 { test_mask }, [ psx_gpu, :128 ];                                   \
2278                                                                                \
2279   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
2280                                                                                \
2281   vmull.u8 pixels, r_whole_8, d64_1;                                           \
2282   vmlal.u8 pixels, g_whole_8, d64_4;                                           \
2283   vmlal.u8 pixels, b_whole_8, d64_128;                                         \
2284                                                                                \
2285   vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64;                         \
2286   vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64;                            \
2287                                                                                \
2288  1:                                                                            \
2289   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
2290   add span_b_offset, span_b_offset, #4;                                        \
2291                                                                                \
2292   add span_edge_data, span_edge_data, #8;                                      \
2293   subs num_spans, num_spans, #1;                                               \
2294                                                                                \
2295   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
2296   bne 0b;                                                                      \
2297                                                                                \
2298   ldmia sp!, { r4 - r11, pc };                                                 \
2299                                                                                \
2300  2:                                                                            \
2301   /* TODO: Load from psx_gpu instead of saving/restoring these               */\
2302   vpush { rg_dx4 };                                                            \
2303                                                                                \
2304   stmdb sp!, { r0 - r3, r12, r14 };                                            \
2305   bl flush_render_block_buffer;                                                \
2306   ldmia sp!, { r0 - r3, r12, r14 };                                            \
2307                                                                                \
2308   vpop { rg_dx4 };                                                             \
2309                                                                                \
2310   vmov.u8 d64_1, #1;                                                           \
2311   vmov.u8 d128_4, #4;                                                          \
2312   vmov.u8 d64_128, #128;                                                       \
2313   vmov.u8 d128_0x7, #0x7;                                                      \
2314                                                                                \
2315   vadd.u32 rg_dx8, rg_dx4, rg_dx4;                                             \
2316                                                                                \
2317   mov num_blocks, span_num_blocks;                                             \
2318   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
2319   bal 3b                                                                       \
2320
2321
2322 setup_blocks_shaded_untextured_indirect_builder(undithered)
2323 setup_blocks_shaded_untextured_indirect_builder(dithered)
2324
2325
2326 #undef draw_mask
2327
2328 #define mask_msb_ptr                                      r14
2329
2330 #define draw_mask                                         q0
2331 #define pixels_low                                        d16
2332 #define pixels_high                                       d17
2333
2334
2335
2336 #define setup_blocks_shaded_untextured_direct_builder(dithering)               \
2337 .align 3;                                                                      \
2338                                                                                \
2339 function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct)       \
2340   ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ];                      \
2341   add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8);                       \
2342                                                                                \
2343   vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ];                                      \
2344                                                                                \
2345   cmp num_spans, #0;                                                           \
2346   bxeq lr;                                                                     \
2347                                                                                \
2348   stmdb sp!, { r4 - r11, r14 };                                                \
2349   vshl.u32 rg_dx4, rg_dx, #2;                                                  \
2350                                                                                \
2351   ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ];                                 \
2352   vshl.u32 rg_dx8, rg_dx, #3;                                                  \
2353                                                                                \
2354   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
2355   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
2356                                                                                \
2357   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
2358   vmov.u8 d64_1, #1;                                                           \
2359                                                                                \
2360   vmov.u8 d128_4, #4;                                                          \
2361   vmov.u8 d64_128, #128;                                                       \
2362                                                                                \
2363   vmov.u8 d128_0x7, #0x7;                                                      \
2364   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
2365   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
2366                                                                                \
2367  0:                                                                            \
2368   ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ];      \
2369   add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset;                \
2370                                                                                \
2371   ldrh y, [ span_edge_data, #edge_data_y_offset ];                             \
2372   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ];                       \
2373                                                                                \
2374   cmp span_num_blocks, #0;                                                     \
2375   beq 1f;                                                                      \
2376                                                                                \
2377   ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ];                   \
2378   add fb_ptr, fb_ptr, y, lsl #11;                                              \
2379                                                                                \
2380   ldr b, [ span_b_offset ];                                                    \
2381   vdup.u32 v_left_x, left_x;                                                   \
2382   and y, y, #0x3;                                                              \
2383                                                                                \
2384   ldr dither_row, [ dither_offset_ptr, y, lsl #2 ];                            \
2385   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
2386                                                                                \
2387   mla b, b_dx, left_x, b;                                                      \
2388   and dither_shift, left_x, #0x03;                                             \
2389                                                                                \
2390   vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ];                               \
2391   vshr.u32 rg_dx, rg_dx4, #2;                                                  \
2392                                                                                \
2393   mov dither_shift, dither_shift, lsl #3;                                      \
2394   vmla.u32 rg, rg_dx, v_left_x;                                                \
2395                                                                                \
2396   subs span_num_blocks, span_num_blocks, #1;                                   \
2397                                                                                \
2398   mov dither_row, dither_row, ror dither_shift;                                \
2399   mov b_dx4, b_dx, lsl #2;                                                     \
2400                                                                                \
2401   vdup.u32 dither_offsets, dither_row;                                         \
2402   add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset;                   \
2403                                                                                \
2404   vdup.u32 b_block, b;                                                         \
2405   vadd.u8 dither_offsets, dither_offsets, d128_4;                              \
2406                                                                                \
2407   mov b_dx8, b_dx, lsl #3;                                                     \
2408   vdup.u32 r_block, rg[0];                                                     \
2409   vdup.u32 g_block, rg[1];                                                     \
2410                                                                                \
2411   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
2412                                                                                \
2413   vadd.u32 r_block, r_block, block_span;                                       \
2414   vld1.u32 { block_span }, [ block_span_ptr, :128 ]!;                          \
2415                                                                                \
2416   vadd.u32 g_block, g_block, block_span;                                       \
2417   vld1.u32 { block_span }, [ block_span_ptr, :128 ];                           \
2418                                                                                \
2419   vadd.u32 b_block, b_block, block_span;                                       \
2420   add block_ptr_b, block_ptr_a, #16;                                           \
2421                                                                                \
2422   vshrn.u32 r_whole_low, r_block, #16;                                         \
2423   vshrn.u32 g_whole_low, g_block, #16;                                         \
2424   vshrn.u32 b_whole_low, b_block, #16;                                         \
2425   vdup.u32 dx4, rg_dx4[0];                                                     \
2426                                                                                \
2427   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2428   vdup.u32 dx4, rg_dx4[1];                                                     \
2429                                                                                \
2430   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2431   vdup.u32 dx4, b_dx4;                                                         \
2432                                                                                \
2433   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2434   vdup.u32 dx8, rg_dx8[0];                                                     \
2435                                                                                \
2436   vadd.u32 r_block, r_block, dx8;                                              \
2437   vdup.u32 dx8, rg_dx8[1];                                                     \
2438                                                                                \
2439   vadd.u32 g_block, g_block, dx8;                                              \
2440   vdup.u32 dx8, b_dx8;                                                         \
2441                                                                                \
2442   vadd.u32 b_block, b_block, dx8;                                              \
2443                                                                                \
2444   vmovn.u16 r_whole_8, r_whole;                                                \
2445   vmovn.u16 g_whole_8, g_whole;                                                \
2446   vmovn.u16 b_whole_8, b_whole;                                                \
2447                                                                                \
2448   beq 3f;                                                                      \
2449                                                                                \
2450  2:                                                                            \
2451   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2452   vshrn.u32 r_whole_low, r_block, #16;                                         \
2453                                                                                \
2454   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2455   vshrn.u32 g_whole_low, g_block, #16;                                         \
2456                                                                                \
2457   vshrn.u32 b_whole_low, b_block, #16;                                         \
2458                                                                                \
2459   vdup.u32 dx4, rg_dx4[0];                                                     \
2460   vshr.u8 r_whole_8, r_whole_8, #3;                                            \
2461   vbic.u8 gb_whole_8, gb_whole_8, d128_0x7;                                    \
2462                                                                                \
2463   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2464   vdup.u32 dx4, rg_dx4[1];                                                     \
2465                                                                                \
2466   vmov pixels, msb_mask;                                                       \
2467   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2468   vdup.u32 dx4, b_dx4;                                                         \
2469                                                                                \
2470   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2471   vdup.u32 dx8, rg_dx8[0];                                                     \
2472                                                                                \
2473   vmlal.u8 pixels, r_whole_8, d64_1;                                           \
2474   vmlal.u8 pixels, g_whole_8, d64_4;                                           \
2475   vmlal.u8 pixels, b_whole_8, d64_128;                                         \
2476                                                                                \
2477   vadd.u32 r_block, r_block, dx8;                                              \
2478   vdup.u32 dx8, rg_dx8[1];                                                     \
2479                                                                                \
2480   vadd.u32 g_block, g_block, dx8;                                              \
2481   vdup.u32 dx8, b_dx8;                                                         \
2482                                                                                \
2483   vadd.u32 b_block, b_block, dx8;                                              \
2484                                                                                \
2485   vmovn.u16 r_whole_8, r_whole;                                                \
2486   vmovn.u16 g_whole_8, g_whole;                                                \
2487   vmovn.u16 b_whole_8, b_whole;                                                \
2488                                                                                \
2489   vst1.u32 { pixels }, [ fb_ptr ]!;                                            \
2490   subs span_num_blocks, span_num_blocks, #1;                                   \
2491   bne 2b;                                                                      \
2492                                                                                \
2493  3:                                                                            \
2494   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2495                                                                                \
2496   ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ];           \
2497   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2498                                                                                \
2499   vshr.u8 r_whole_8, r_whole_8, #3;                                            \
2500   rbit right_mask, right_mask;                                                 \
2501   vmov pixels, msb_mask;                                                       \
2502   vbic.u8 gb_whole_8, gb_whole_8, d128_0x7;                                    \
2503   clz right_mask, right_mask;                                                  \
2504                                                                                \
2505   vmlal.u8 pixels, r_whole_8, d64_1;                                           \
2506   vmlal.u8 pixels, g_whole_8, d64_4;                                           \
2507   vmlal.u8 pixels, b_whole_8, d64_128;                                         \
2508                                                                                \
2509   ldr pc, [ pc, right_mask, lsl #2 ];                                          \
2510   nop;                                                                         \
2511   nop;                                                                         \
2512   .word 4f;                                                                    \
2513   .word 5f;                                                                    \
2514   .word 6f;                                                                    \
2515   .word 7f;                                                                    \
2516   .word 8f;                                                                    \
2517   .word 9f;                                                                    \
2518   .word 10f;                                                                   \
2519   .word 11f;                                                                   \
2520                                                                                \
2521  4:                                                                            \
2522   vst1.u16 { pixels_low[0] }, [ fb_ptr ];                                      \
2523   bal 1f;                                                                      \
2524                                                                                \
2525  5:                                                                            \
2526   vst1.u32 { pixels_low[0] }, [ fb_ptr ];                                      \
2527   bal 1f;                                                                      \
2528                                                                                \
2529  6:                                                                            \
2530   vst1.u32 { pixels_low[0] }, [ fb_ptr ]!;                                     \
2531   vst1.u16 { pixels_low[2] }, [ fb_ptr ];                                      \
2532   bal 1f;                                                                      \
2533                                                                                \
2534  7:                                                                            \
2535   vst1.u32 { pixels_low }, [ fb_ptr ];                                         \
2536   bal 1f;                                                                      \
2537                                                                                \
2538  8:                                                                            \
2539   vst1.u32 { pixels_low }, [ fb_ptr ]!;                                        \
2540   vst1.u16 { pixels_high[0] }, [ fb_ptr ];                                     \
2541   bal 1f;                                                                      \
2542                                                                                \
2543  9:                                                                            \
2544   vst1.u32 { pixels_low }, [ fb_ptr ]!;                                        \
2545   vst1.u32 { pixels_high[0] }, [ fb_ptr ]!;                                    \
2546   bal 1f;                                                                      \
2547                                                                                \
2548  10:                                                                           \
2549   vst1.u32 { pixels_low }, [ fb_ptr ]!;                                        \
2550   vst1.u32 { pixels_high[0] }, [ fb_ptr ]!;                                    \
2551   vst1.u16 { pixels_high[2] }, [ fb_ptr ];                                     \
2552   bal 1f;                                                                      \
2553                                                                                \
2554  11:                                                                           \
2555   vst1.u32 { pixels }, [ fb_ptr ];                                             \
2556   bal 1f;                                                                      \
2557                                                                                \
2558  1:                                                                            \
2559   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
2560   add span_b_offset, span_b_offset, #4;                                        \
2561                                                                                \
2562   add span_edge_data, span_edge_data, #8;                                      \
2563   subs num_spans, num_spans, #1;                                               \
2564                                                                                \
2565   bne 0b;                                                                      \
2566                                                                                \
2567   ldmia sp!, { r4 - r11, pc }                                                  \
2568
2569 setup_blocks_shaded_untextured_direct_builder(undithered)
2570 setup_blocks_shaded_untextured_direct_builder(dithered)
2571
2572
2573 #undef psx_gpu
2574 #undef num_blocks
2575 #undef triangle
2576 #undef c_64
2577
2578 #define psx_gpu                                  r0
2579 #define block_ptr                                r1
2580 #define num_blocks                               r2
2581 #define uv_01                                    r3
2582 #define uv_23                                    r4
2583 #define uv_45                                    r5
2584 #define uv_67                                    r6
2585 #define uv_0                                     r7
2586 #define uv_1                                     r3
2587 #define uv_2                                     r8
2588 #define uv_3                                     r4
2589 #define uv_4                                     r9
2590 #define uv_5                                     r5
2591 #define uv_6                                     r10
2592 #define uv_7                                     r6
2593 #define texture_ptr                              r11
2594
2595 #define pixel_0                                  r7
2596 #define pixel_1                                  r3
2597 #define pixel_2                                  r8
2598 #define pixel_3                                  r4
2599 #define pixel_4                                  r9
2600 #define pixel_5                                  r5
2601 #define pixel_6                                  r10
2602 #define pixel_7                                  r6
2603
2604 #define pixels_a                                 r7
2605 #define pixels_b                                 r9
2606 #define pixels_c                                 r8
2607 #define pixels_d                                 r10
2608
2609 #define c_64                                     r0
2610
2611 #define clut_ptr                                 r12
2612 #define current_texture_mask                     r5
2613 #define dirty_textures_mask                      r6
2614
2615 #define texels                                   d0
2616
2617 #define clut_low_a                               d2
2618 #define clut_low_b                               d3
2619 #define clut_high_a                              d4
2620 #define clut_high_b                              d5
2621
2622 #define clut_a                                   q1
2623 #define clut_b                                   q2
2624
2625 #define texels_low                               d6
2626 #define texels_high                              d7
2627
2628 .align 3
2629
2630 function(texture_blocks_untextured)
2631   bx lr
2632
2633
2634 .align 3
2635
2636 function(texture_blocks_4bpp)
2637   stmdb sp!, { r3 - r11, r14 }
2638   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2639
2640   ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2641   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2642
2643   ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2644   vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]
2645
2646   ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2647   vuzp.u8 clut_a, clut_b
2648
2649   ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
2650   tst dirty_textures_mask, current_texture_mask
2651
2652   bne 1f
2653   mov c_64, #64
2654
2655 0:
2656   ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2657
2658   uxtah uv_0, texture_ptr, uv_01
2659   uxtah uv_1, texture_ptr, uv_01, ror #16
2660
2661   uxtah uv_2, texture_ptr, uv_23
2662   uxtah uv_3, texture_ptr, uv_23, ror #16
2663
2664   uxtah uv_4, texture_ptr, uv_45
2665   ldrb pixel_0, [ uv_0 ]
2666
2667   uxtah uv_5, texture_ptr, uv_45, ror #16
2668   ldrb pixel_1, [ uv_1 ]
2669
2670   uxtah uv_6, texture_ptr, uv_67
2671   ldrb pixel_2, [ uv_2 ]
2672
2673   uxtah uv_7, texture_ptr, uv_67, ror #16
2674   ldrb pixel_3, [ uv_3 ]
2675
2676   ldrb pixel_4, [ uv_4 ]
2677   subs num_blocks, num_blocks, #1
2678
2679   ldrb pixel_5, [ uv_5 ]
2680   orr pixels_a, pixel_0, pixel_1, lsl #8
2681
2682   ldrb pixel_6, [ uv_6 ]
2683   orr pixels_b, pixel_4, pixel_5, lsl #8
2684
2685   ldrb pixel_7, [ uv_7 ]
2686   orr pixels_a, pixels_a, pixel_2, lsl #16
2687
2688   orr pixels_b, pixels_b, pixel_6, lsl #16
2689   orr pixels_a, pixels_a, pixel_3, lsl #24
2690
2691   orr pixels_b, pixels_b, pixel_7, lsl #24
2692   vmov.u32 texels, pixels_a, pixels_b
2693
2694   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
2695   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
2696
2697   vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64
2698   bne 0b
2699
2700   ldmia sp!, { r3 - r11, pc }
2701
2702 1:
2703   stmdb sp!, { r1 - r2 }  
2704   bl update_texture_4bpp_cache
2705
2706   mov c_64, #64
2707   ldmia sp!, { r1 - r2 }
2708   bal 0b
2709
2710
2711 .align 3
2712
2713 function(texture_blocks_8bpp)
2714   stmdb sp!, { r3 - r11, r14 }
2715   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2716
2717   ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2718   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2719
2720   ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
2721   ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
2722
2723   ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]
2724   tst dirty_textures_mask, current_texture_mask
2725
2726   bne 1f
2727   nop
2728
2729 0:
2730   ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2731
2732   uxtah uv_0, texture_ptr, uv_01
2733   uxtah uv_1, texture_ptr, uv_01, ror #16
2734
2735   uxtah uv_2, texture_ptr, uv_23
2736   uxtah uv_3, texture_ptr, uv_23, ror #16
2737
2738   uxtah uv_4, texture_ptr, uv_45
2739   ldrb pixel_0, [ uv_0 ]
2740
2741   uxtah uv_5, texture_ptr, uv_45, ror #16
2742   ldrb pixel_1, [ uv_1 ]
2743
2744   uxtah uv_6, texture_ptr, uv_67
2745   ldrb pixel_2, [ uv_2 ]
2746
2747   uxtah uv_7, texture_ptr, uv_67, ror #16
2748   ldrb pixel_3, [ uv_3 ]
2749
2750   ldrb pixel_4, [ uv_4 ]
2751   add pixel_0, pixel_0, pixel_0
2752
2753   ldrb pixel_5, [ uv_5 ]
2754   add pixel_1, pixel_1, pixel_1
2755
2756   ldrb pixel_6, [ uv_6 ]
2757   add pixel_2, pixel_2, pixel_2
2758
2759   ldrb pixel_7, [ uv_7 ]
2760   add pixel_3, pixel_3, pixel_3
2761
2762   ldrh pixel_0, [ clut_ptr, pixel_0 ]
2763   add pixel_4, pixel_4, pixel_4
2764
2765   ldrh pixel_1, [ clut_ptr, pixel_1 ]
2766   add pixel_5, pixel_5, pixel_5
2767
2768   ldrh pixel_2, [ clut_ptr, pixel_2 ]
2769   add pixel_6, pixel_6, pixel_6
2770
2771   ldrh pixel_3, [ clut_ptr, pixel_3 ]
2772   add pixel_7, pixel_7, pixel_7
2773
2774   ldrh pixel_4, [ clut_ptr, pixel_4 ]
2775   orr pixels_a, pixel_0, pixel_1, lsl #16
2776
2777   ldrh pixel_5, [ clut_ptr, pixel_5 ]
2778   orr pixels_c, pixel_2, pixel_3, lsl #16
2779
2780   ldrh pixel_6, [ clut_ptr, pixel_6 ]
2781   subs num_blocks, num_blocks, #1
2782
2783   ldrh pixel_7, [ clut_ptr, pixel_7 ]
2784   orr pixels_b, pixel_4, pixel_5, lsl #16
2785
2786   orr pixels_d, pixel_6, pixel_7, lsl #16
2787   stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d } 
2788
2789   add block_ptr, block_ptr, #64
2790   bne 0b
2791
2792   ldmia sp!, { r3 - r11, pc }
2793
2794 1:
2795   stmdb sp!, { r1 - r2, r12 }
2796
2797   bl update_texture_8bpp_cache
2798
2799   ldmia sp!, { r1 - r2, r12 }
2800   bal 0b
2801
2802
2803 #undef uv_0
2804 #undef uv_1
2805 #undef uv_2
2806 #undef uv_3
2807 #undef uv_4
2808 #undef uv_5
2809 #undef uv_6
2810 #undef uv_7
2811
2812 #undef pixel_0
2813 #undef pixel_1
2814 #undef pixel_2
2815 #undef pixel_3
2816 #undef pixel_4
2817 #undef pixel_5
2818 #undef pixel_6
2819 #undef pixel_7
2820
2821 #undef texture_ptr
2822
2823 #undef pixels_a
2824 #undef pixels_b
2825 #undef pixels_c
2826 #undef pixels_d
2827
2828 #define psx_gpu                                  r0
2829 #define block_ptr                                r1
2830 #define num_blocks                               r2
2831
2832 #define uv_0                                     r3
2833 #define uv_1                                     r4
2834 #define u_0                                      r3
2835 #define u_1                                      r4
2836 #define v_0                                      r5
2837 #define v_1                                      r6
2838
2839 #define uv_2                                     r5
2840 #define uv_3                                     r6
2841 #define u_2                                      r5
2842 #define u_3                                      r6
2843 #define v_2                                      r7
2844 #define v_3                                      r8
2845
2846 #define uv_4                                     r7
2847 #define uv_5                                     r8
2848 #define u_4                                      r7
2849 #define u_5                                      r8
2850 #define v_4                                      r9
2851 #define v_5                                      r10
2852
2853 #define uv_6                                     r9
2854 #define uv_7                                     r10
2855 #define u_6                                      r9
2856 #define u_7                                      r10
2857 #define v_6                                      r11
2858 #define v_7                                      r0
2859
2860 #define pixel_0                                  r3
2861 #define pixel_1                                  r4
2862 #define pixel_2                                  r5
2863 #define pixel_3                                  r6
2864 #define pixel_4                                  r7
2865 #define pixel_5                                  r8
2866 #define pixel_6                                  r9
2867 #define pixel_7                                  r10
2868
2869 #define pixels_a                                 r3
2870 #define pixels_b                                 r5
2871 #define pixels_c                                 r7
2872 #define pixels_d                                 r9
2873
2874 #define texture_ptr                              r12
2875
2876
2877 .align 3
2878
2879 function(texture_blocks_16bpp)
2880   stmdb sp!, { r3 - r11, r14 }
2881   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2882
2883   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
2884   ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
2885
2886 0:
2887   ldrh uv_0, [ block_ptr ]
2888   subs num_blocks, num_blocks, #1
2889
2890   ldrh uv_1, [ block_ptr, #2 ]
2891
2892   and v_0, uv_0, #0xFF00
2893   and v_1, uv_1, #0xFF00
2894
2895   and u_0, uv_0, #0xFF
2896   and u_1, uv_1, #0xFF
2897
2898   add uv_0, u_0, v_0, lsl #2
2899   ldrh uv_2, [ block_ptr, #4 ]
2900
2901   add uv_1, u_1, v_1, lsl #2
2902   ldrh uv_3, [ block_ptr, #6 ]
2903
2904   add uv_0, uv_0, uv_0
2905   add uv_1, uv_1, uv_1
2906
2907   and v_2, uv_2, #0xFF00
2908   and v_3, uv_3, #0xFF00
2909
2910   and u_2, uv_2, #0xFF
2911   and u_3, uv_3, #0xFF
2912
2913   add uv_2, u_2, v_2, lsl #2
2914   ldrh uv_4, [ block_ptr, #8 ]
2915
2916   add uv_3, u_3, v_3, lsl #2
2917   ldrh uv_5, [ block_ptr, #10 ]
2918
2919   add uv_2, uv_2, uv_2
2920   add uv_3, uv_3, uv_3
2921
2922   and v_4, uv_4, #0xFF00
2923   and v_5, uv_5, #0xFF00
2924
2925   and u_4, uv_4, #0xFF
2926   and u_5, uv_5, #0xFF
2927
2928   add uv_4, u_4, v_4, lsl #2
2929   ldrh uv_6, [ block_ptr, #12 ]
2930
2931   add uv_5, u_5, v_5, lsl #2
2932   ldrh uv_7, [ block_ptr, #14 ]
2933
2934   add uv_4, uv_4, uv_4
2935   ldrh pixel_0, [ texture_ptr, uv_0 ]
2936
2937   add uv_5, uv_5, uv_5
2938   ldrh pixel_1, [ texture_ptr, uv_1 ]
2939
2940   and v_6, uv_6, #0xFF00
2941   ldrh pixel_2, [ texture_ptr, uv_2 ]
2942
2943   and v_7, uv_7, #0xFF00
2944   ldrh pixel_3, [ texture_ptr, uv_3 ]
2945
2946   and u_6, uv_6, #0xFF
2947   ldrh pixel_4, [ texture_ptr, uv_4 ]
2948
2949   and u_7, uv_7, #0xFF
2950   ldrh pixel_5, [ texture_ptr, uv_5 ]
2951
2952   add uv_6, u_6, v_6, lsl #2
2953   add uv_7, u_7, v_7, lsl #2
2954
2955   add uv_6, uv_6, uv_6
2956   add uv_7, uv_7, uv_7
2957
2958   orr pixels_a, pixel_0, pixel_1, lsl #16
2959   orr pixels_b, pixel_2, pixel_3, lsl #16
2960
2961   ldrh pixel_6, [ texture_ptr, uv_6 ]
2962   orr pixels_c, pixel_4, pixel_5, lsl #16
2963
2964   ldrh pixel_7, [ texture_ptr, uv_7 ]
2965   orr pixels_d, pixel_6, pixel_7, lsl #16
2966
2967   stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d }
2968   add block_ptr, block_ptr, #64
2969
2970   bne 0b
2971
2972   ldmia sp!, { r3 - r11, pc }
2973
2974
2975 #undef num_blocks
2976
2977 #undef test_mask
2978 #undef texels
2979 #undef pixels_b
2980 #undef pixels
2981 #undef d64_1
2982 #undef d64_4
2983 #undef d64_128
2984 #undef draw_mask
2985 #undef msb_mask
2986 #undef msb_mask_low
2987 #undef msb_mask_high
2988 #undef fb_pixels
2989
2990 #undef c_32
2991 #undef fb_ptr
2992 #undef mask_msb_ptr
2993
2994 #define psx_gpu                                  r0
2995 #define num_blocks                               r1
2996 #define color_ptr                                r2
2997 #define colors_scalar                            r2
2998 #define colors_scalar_compare                    r3
2999 #define mask_msb_ptr                             r2
3000
3001 #define block_ptr_load_a                         r0
3002 #define block_ptr_store                          r3
3003 #define block_ptr_load_b                         r12
3004 #define c_32                                     r2
3005
3006 #define c_48                                     r4
3007 #define fb_ptr                                   r14
3008 #define draw_mask_bits_scalar                    r5
3009
3010 #define d128_0x07                                q0
3011 #define d128_0x1F                                q1
3012 #define d128_0x8000                              q2
3013 #define test_mask                                q3
3014 #define texels                                   q4
3015 #define colors_rg                                q5
3016 #define colors_b_dm_bits                         q6
3017 #define texels_rg                                q7
3018 #define pixels_r                                 q8
3019 #define pixels_g                                 q9
3020 #define pixels_b                                 q10
3021 #define pixels                                   q11
3022 #define zero_mask                                q4
3023 #define draw_mask                                q12
3024 #define msb_mask                                 q13
3025
3026 #define fb_pixels                                q8
3027
3028 #define pixels_gb_low                            q9
3029
3030 #define colors_r                                 d10
3031 #define colors_g                                 d11
3032 #define colors_b                                 d12
3033 #define draw_mask_bits                           d13
3034 #define texels_r                                 d14
3035 #define texels_g                                 d15
3036 #define pixels_r_low                             d16
3037 #define pixels_g_low                             d18
3038 #define pixels_b_low                             d19
3039 #define msb_mask_low                             d26
3040 #define msb_mask_high                            d27
3041
3042 #define d64_1                                    d28
3043 #define d64_4                                    d29
3044 #define d64_128                                  d30
3045 #define texels_b                                 d31
3046
3047 #define shade_blocks_textured_modulated_prologue_indirect()                    \
3048   mov c_48, #48;                                                               \
3049   add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset                         \
3050
3051 #define shade_blocks_textured_modulated_prologue_direct()                      \
3052   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3053   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]          \
3054
3055
3056 #define shade_blocks_textured_modulated_prologue_shaded(dithering, target)     \
3057   
3058 #define shade_blocks_textured_false_modulation_check_undithered(target)        \
3059   ldr colors_scalar, [ psx_gpu, #psx_gpu_triangle_color_offset ];              \
3060   movw colors_scalar_compare, #0x8080;                                         \
3061                                                                                \
3062   movt colors_scalar_compare, #0x80;                                           \
3063   cmp colors_scalar, colors_scalar_compare;                                    \
3064   beq shade_blocks_textured_unmodulated_##target                               \
3065
3066 #define shade_blocks_textured_false_modulation_check_dithered(target)          \
3067
3068 #define shade_blocks_textured_modulated_prologue_unshaded(dithering, target)   \
3069   shade_blocks_textured_false_modulation_check_##dithering(target);            \
3070   add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset;                      \
3071   vld1.u32 { colors_r[] }, [ color_ptr, :32 ];                                 \
3072   vdup.u8 colors_g, colors_r[1];                                               \
3073   vdup.u8 colors_b, colors_r[2];                                               \
3074   vdup.u8 colors_r, colors_r[0]                                                \
3075
3076
3077 #define shade_blocks_textured_modulated_load_dithered(target)                  \
3078   vld1.u32 { target }, [ block_ptr_load_b, :128 ]                              \
3079
3080 #define shade_blocks_textured_modulated_load_last_dithered(target)             \
3081   vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32                        \
3082
3083 #define shade_blocks_textured_modulated_load_undithered(target)                \
3084
3085 #define shade_blocks_textured_modulated_load_last_undithered(target)           \
3086   add block_ptr_load_b, block_ptr_load_b, #32                                  \
3087
3088 #define shade_blocks_textured_modulate_dithered(channel)                       \
3089   vmlal.u8 pixels_##channel, texels_##channel, colors_##channel                \
3090
3091 #define shade_blocks_textured_modulate_undithered(channel)                     \
3092   vmull.u8 pixels_##channel, texels_##channel, colors_##channel                \
3093
3094
3095 #define shade_blocks_textured_modulated_store_draw_mask_indirect(offset)       \
3096   vst1.u32 { draw_mask }, [ block_ptr_store, :128 ]!                           \
3097
3098 #define shade_blocks_textured_modulated_store_draw_mask_direct(offset)         \
3099   ldr fb_ptr, [ block_ptr_load_b, #(offset - 64) ];                            \
3100   vld1.u32 { fb_pixels }, [ fb_ptr ];                                          \
3101   vbit.u16 pixels, fb_pixels, draw_mask                                        \
3102
3103 #define shade_blocks_textured_modulated_store_pixels_indirect()                \
3104   vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48                         \
3105
3106 #define shade_blocks_textured_modulated_store_pixels_direct()                  \
3107   vst1.u32 { pixels }, [ fb_ptr ]                                              \
3108
3109
3110 #define shade_blocks_textured_modulated_load_rg_shaded()                       \
3111   vld1.u32 { colors_r, colors_g }, [ block_ptr_load_b, :128 ], c_32            \
3112
3113 #define shade_blocks_textured_modulated_load_rg_unshaded()                     \
3114   add block_ptr_load_b, block_ptr_load_b, #32                                  \
3115
3116 #define shade_blocks_textured_modulated_load_bdm_shaded()                      \
3117   vld1.u32 { colors_b, draw_mask_bits }, [ block_ptr_load_a, :128 ], c_32      \
3118
3119 #define shade_blocks_textured_modulated_load_bdm_unshaded()                    \
3120   ldr draw_mask_bits_scalar, [ block_ptr_load_a, #8 ];                         \
3121   add block_ptr_load_a, block_ptr_load_a, #32                                  \
3122
3123 #define shade_blocks_textured_modulated_expand_draw_mask_shaded()              \
3124   vdup.u16 draw_mask, draw_mask_bits[0]                                        \
3125
3126 #define shade_blocks_textured_modulated_expand_draw_mask_unshaded()            \
3127   vdup.u16 draw_mask, draw_mask_bits_scalar                                    \
3128
3129
3130 #define shade_blocks_textured_modulated_apply_msb_mask_indirect()              \
3131
3132 #define shade_blocks_textured_modulated_apply_msb_mask_direct()                \
3133   vorr.u16 pixels, pixels, msb_mask                                            \
3134
3135
3136 #define shade_blocks_textured_modulated_builder(shading, dithering, target)    \
3137 .align 3;                                                                      \
3138                                                                                \
3139 function(shade_blocks_##shading##_textured_modulated_##dithering##_##target)   \
3140   shade_blocks_textured_modulated_prologue_##shading(dithering, target);       \
3141   stmdb sp!, { r4 - r5, lr };                                                  \
3142   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
3143                                                                                \
3144   vld1.u32 { test_mask }, [ psx_gpu, :128 ];                                   \
3145                                                                                \
3146   shade_blocks_textured_modulated_prologue_##target();                         \
3147                                                                                \
3148   add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset;                       \
3149   mov c_32, #32;                                                               \
3150                                                                                \
3151   add block_ptr_load_b, block_ptr_load_a, #16;                                 \
3152   vmov.u8 d64_1, #1;                                                           \
3153   vmov.u8 d64_4, #4;                                                           \
3154   vmov.u8 d64_128, #128;                                                       \
3155                                                                                \
3156   vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32;                       \
3157   vmov.u8 d128_0x07, #0x07;                                                    \
3158                                                                                \
3159   shade_blocks_textured_modulated_load_rg_##shading();                         \
3160   vmov.u8 d128_0x1F, #0x1F;                                                    \
3161                                                                                \
3162   shade_blocks_textured_modulated_load_bdm_##shading();                        \
3163   vmov.u16 d128_0x8000, #0x8000;                                               \
3164                                                                                \
3165   vmovn.u16 texels_r, texels;                                                  \
3166   vshrn.u16 texels_g, texels, #5;                                              \
3167                                                                                \
3168   vshrn.u16 texels_b, texels, #7;                                              \
3169   shade_blocks_textured_modulated_expand_draw_mask_##shading();                \
3170                                                                                \
3171   shade_blocks_textured_modulated_load_##dithering(pixels_r);                  \
3172   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
3173                                                                                \
3174   shade_blocks_textured_modulated_load_##dithering(pixels_g);                  \
3175   vand.u8 texels_rg, texels_rg, d128_0x1F;                                     \
3176                                                                                \
3177   shade_blocks_textured_modulated_load_last_##dithering(pixels_b);             \
3178   vshr.u8 texels_b, texels_b, #3;                                              \
3179                                                                                \
3180   shade_blocks_textured_modulate_##dithering(r);                               \
3181   shade_blocks_textured_modulate_##dithering(g);                               \
3182   shade_blocks_textured_modulate_##dithering(b);                               \
3183                                                                                \
3184   vand.u16 pixels, texels, d128_0x8000;                                        \
3185   vceq.u16 zero_mask, texels, #0;                                              \
3186                                                                                \
3187   vqshrun.s16 pixels_r_low, pixels_r, #4;                                      \
3188   vqshrun.s16 pixels_g_low, pixels_g, #4;                                      \
3189   vqshrun.s16 pixels_b_low, pixels_b, #4;                                      \
3190                                                                                \
3191   shade_blocks_textured_modulated_apply_msb_mask_##target();                   \
3192   vorr.u16 draw_mask, draw_mask, zero_mask;                                    \
3193   vshr.u8 pixels_r_low, pixels_r_low, #3;                                      \
3194   vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07;                             \
3195                                                                                \
3196   subs num_blocks, num_blocks, #1;                                             \
3197   beq 1f;                                                                      \
3198                                                                                \
3199  .align 3;                                                                     \
3200                                                                                \
3201  0:                                                                            \
3202   vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32;                       \
3203   shade_blocks_textured_modulated_load_rg_##shading();                         \
3204   vshrn.u16 texels_g, texels, #5;                                              \
3205                                                                                \
3206   shade_blocks_textured_modulated_load_bdm_##shading();                        \
3207   vshrn.u16 texels_b, texels, #7;                                              \
3208                                                                                \
3209   pld [ block_ptr_load_a ];                                                    \
3210   vmovn.u16 texels_r, texels;                                                  \
3211   vmlal.u8 pixels, pixels_r_low, d64_1;                                        \
3212                                                                                \
3213   vmlal.u8 pixels, pixels_g_low, d64_4;                                        \
3214   vmlal.u8 pixels, pixels_b_low, d64_128;                                      \
3215   shade_blocks_textured_modulated_store_draw_mask_##target(-4);                \
3216                                                                                \
3217   shade_blocks_textured_modulated_load_##dithering(pixels_r);                  \
3218   shade_blocks_textured_modulated_expand_draw_mask_##shading();                \
3219                                                                                \
3220   shade_blocks_textured_modulated_load_##dithering(pixels_g);                  \
3221   vand.u8 texels_rg, texels_rg, d128_0x1F;                                     \
3222                                                                                \
3223   shade_blocks_textured_modulated_load_last_##dithering(pixels_b);             \
3224   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
3225                                                                                \
3226   shade_blocks_textured_modulated_store_pixels_##target();                     \
3227   vshr.u8 texels_b, texels_b, #3;                                              \
3228                                                                                \
3229   shade_blocks_textured_modulate_##dithering(r);                               \
3230   shade_blocks_textured_modulate_##dithering(g);                               \
3231   shade_blocks_textured_modulate_##dithering(b);                               \
3232                                                                                \
3233   vand.u16 pixels, texels, d128_0x8000;                                        \
3234   vceq.u16 zero_mask, texels, #0;                                              \
3235                                                                                \
3236   subs num_blocks, num_blocks, #1;                                             \
3237                                                                                \
3238   vqshrun.s16 pixels_r_low, pixels_r, #4;                                      \
3239   vqshrun.s16 pixels_g_low, pixels_g, #4;                                      \
3240   vqshrun.s16 pixels_b_low, pixels_b, #4;                                      \
3241                                                                                \
3242   shade_blocks_textured_modulated_apply_msb_mask_##target();                   \
3243   vorr.u16 draw_mask, draw_mask, zero_mask;                                    \
3244   vshr.u8 pixels_r_low, pixels_r_low, #3;                                      \
3245   vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07;                             \
3246                                                                                \
3247   bne 0b;                                                                      \
3248                                                                                \
3249  1:                                                                            \
3250   vmlal.u8 pixels, pixels_r_low, d64_1;                                        \
3251   vmlal.u8 pixels, pixels_g_low, d64_4;                                        \
3252   vmlal.u8 pixels, pixels_b_low, d64_128;                                      \
3253                                                                                \
3254   shade_blocks_textured_modulated_store_draw_mask_##target(28);                \
3255   shade_blocks_textured_modulated_store_pixels_##target();                     \
3256                                                                                \
3257   ldmia sp!, { r4 - r5, pc }                                                   \
3258
3259
3260 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
3261 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
3262 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
3263 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
3264
3265 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
3266 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
3267 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
3268 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
3269
3270
3271 #undef c_64
3272 #undef fb_ptr
3273 #undef color_ptr
3274
3275 #undef color_r
3276 #undef color_g
3277 #undef color_b
3278
3279 #undef test_mask
3280 #undef pixels
3281 #undef draw_mask
3282 #undef zero_mask
3283 #undef fb_pixels
3284 #undef msb_mask
3285 #undef msb_mask_low
3286 #undef msb_mask_high
3287
3288 #define psx_gpu                                  r0
3289 #define num_blocks                               r1
3290 #define mask_msb_ptr                             r2
3291 #define color_ptr                                r3
3292
3293 #define block_ptr_load                           r0
3294 #define draw_mask_store_ptr                      r3
3295 #define draw_mask_bits_ptr                       r12
3296 #define draw_mask_ptr                            r12
3297 #define pixel_store_ptr                          r14
3298
3299 #define fb_ptr_cmp                               r4
3300
3301 #define fb_ptr                                   r3
3302 #define fb_ptr_next                              r14
3303
3304 #define c_64                                     r2
3305
3306 #define test_mask                                q0
3307 #define pixels                                   q1
3308 #define draw_mask                                q2
3309 #define zero_mask                                q3
3310 #define draw_mask_combined                       q4
3311 #define fb_pixels                                q5
3312 #define fb_pixels_next                           q6
3313 #define msb_mask                                 q7
3314
3315 #define draw_mask_low                            d4
3316 #define draw_mask_high                           d5
3317 #define msb_mask_low                             d14
3318 #define msb_mask_high                            d15
3319
3320 .align 3
3321 function(shade_blocks_textured_unmodulated_indirect)
3322   str r14, [ sp, #-4 ]
3323   add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3324
3325   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3326   add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3327
3328   vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3329   add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset
3330
3331   mov c_64, #64
3332   add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3333
3334   vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3335   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3336    [ draw_mask_bits_ptr, :16 ], c_64
3337   vceq.u16 zero_mask, pixels, #0
3338
3339   vtst.u16 draw_mask, draw_mask, test_mask
3340   vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3341
3342   subs num_blocks, num_blocks, #1
3343   beq 1f
3344
3345  0:
3346   vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3347   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3348
3349   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3350    [ draw_mask_bits_ptr, :16 ], c_64
3351   vceq.u16 zero_mask, pixels, #0
3352
3353   vtst.u16 draw_mask, draw_mask, test_mask
3354   vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64
3355
3356   vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3357   subs num_blocks, num_blocks, #1
3358
3359   bne 0b
3360
3361  1:
3362   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3363   vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64
3364
3365   ldr pc, [ sp, #-4 ]
3366
3367
3368 .align 3
3369
3370 function(shade_blocks_textured_unmodulated_direct)
3371   stmdb sp!, { r4, r14 }
3372   add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3373
3374   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3375   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3376
3377   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3378   mov c_64, #64
3379
3380   vld1.u32 { test_mask }, [ psx_gpu, :128 ]
3381   add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3382
3383   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3384    [ draw_mask_bits_ptr, :16 ], c_64
3385   ldr fb_ptr_next, [ block_ptr_load, #44 ]
3386
3387   vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3388   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3389   vceq.u16 zero_mask, pixels, #0
3390   vtst.u16 draw_mask, draw_mask, test_mask
3391
3392   subs num_blocks, num_blocks, #1
3393   beq 1f
3394
3395  0:
3396   mov fb_ptr, fb_ptr_next
3397   ldr fb_ptr_next, [ block_ptr_load, #44 ]
3398
3399   vorr.u16 pixels, pixels, msb_mask
3400
3401   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3402   vmov fb_pixels, fb_pixels_next
3403
3404   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3405    [ draw_mask_bits_ptr, :16 ], c_64
3406   vbif.u16 fb_pixels, pixels, draw_mask_combined
3407
3408   sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3409   pld [ fb_ptr_next, #64 ]
3410
3411   add fb_ptr_cmp, fb_ptr_cmp, #14
3412   vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
3413
3414   cmp fb_ptr_cmp, #28
3415   bls 4f
3416
3417   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3418   vceq.u16 zero_mask, pixels, #0
3419
3420   vst1.u16 { fb_pixels }, [ fb_ptr ]
3421   vtst.u16 draw_mask, draw_mask, test_mask
3422
3423  3:
3424   subs num_blocks, num_blocks, #1
3425   bne 0b
3426
3427  1:
3428   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3429   vbif.u16 fb_pixels_next, pixels, draw_mask_combined
3430
3431   vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3432
3433   ldmia sp!, { r4, pc }
3434
3435  4:
3436   vst1.u16 { fb_pixels }, [ fb_ptr ]
3437   vceq.u16 zero_mask, pixels, #0
3438
3439   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3440   vtst.u16 draw_mask, draw_mask, test_mask
3441
3442   bal 3b
3443
3444
3445 function(shade_blocks_unshaded_untextured_indirect)
3446   bx lr
3447
3448 .align 3
3449
3450 function(shade_blocks_unshaded_untextured_direct)
3451   stmdb sp!, { r4, r14 }
3452   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
3453
3454   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
3455   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3456
3457   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
3458   add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3459
3460   add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
3461   vld1.u16 { pixels }, [ color_ptr, :128 ]
3462
3463   mov c_64, #64
3464   vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3465
3466   vorr.u16 pixels, pixels, msb_mask
3467   subs num_blocks, num_blocks, #1
3468
3469   ldr fb_ptr_next, [ block_ptr_load ], #64
3470
3471   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3472   beq 1f
3473
3474  0:
3475   vmov fb_pixels, fb_pixels_next
3476   mov fb_ptr, fb_ptr_next
3477   ldr fb_ptr_next, [ block_ptr_load ], #64
3478
3479   vbif.u16 fb_pixels, pixels, draw_mask
3480   vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
3481
3482   sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3483   add fb_ptr_cmp, fb_ptr_cmp, #14
3484   cmp fb_ptr_cmp, #28
3485   bls 4f
3486
3487   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3488   vst1.u16 { fb_pixels }, [ fb_ptr ]
3489
3490  3:
3491   subs num_blocks, num_blocks, #1
3492   bne 0b
3493
3494  1:
3495   vbif.u16 fb_pixels_next, pixels, draw_mask
3496   vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3497
3498   ldmia sp!, { r4, pc }
3499
3500  4:
3501   vst1.u16 { fb_pixels }, [ fb_ptr ]
3502   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
3503   bal 3b
3504
3505
3506 #undef draw_mask_ptr
3507 #undef c_64
3508 #undef fb_ptr
3509 #undef fb_ptr_next
3510 #undef fb_ptr_cmp
3511
3512 #define psx_gpu                                  r0
3513 #define num_blocks                               r1
3514 #define msb_mask_ptr                             r2
3515 #define pixel_ptr                                r3
3516 #define draw_mask_ptr                            r0
3517 #define c_64                                     r2
3518 #define fb_ptr                                   r12
3519 #define fb_ptr_next                              r14
3520 #define fb_ptr_cmp                               r4
3521
3522 #undef msb_mask
3523 #undef draw_mask
3524 #undef pixels
3525 #undef fb_pixels
3526 #undef d128_0x8000
3527 #undef msb_mask_low
3528 #undef msb_mask_high
3529 #undef draw_mask_next
3530 #undef pixels_g
3531 #undef blend_pixels
3532 #undef fb_pixels_next
3533
3534 #define msb_mask                                 q0
3535 #define draw_mask                                q1
3536 #define pixels                                   q2
3537 #define fb_pixels                                q3
3538 #define blend_pixels                             q4
3539 #define pixels_no_msb                            q5
3540 #define blend_mask                               q6
3541 #define fb_pixels_no_msb                         q7
3542 #define d128_0x8000                              q8
3543 #define d128_0x0421                              q9
3544 #define fb_pixels_next                           q10
3545 #define blend_pixels_next                        q11
3546 #define pixels_next                              q12
3547 #define draw_mask_next                           q13
3548 #define write_mask                               q14
3549
3550 #define pixels_rb                                q5
3551 #define pixels_mg                                q7
3552 #define pixels_g                                 q7
3553 #define d128_0x7C1F                              q8
3554 #define d128_0x03E0                              q9
3555 #define fb_pixels_rb                             q10
3556 #define fb_pixels_g                              q11
3557 #define fb_pixels_masked                         q11
3558 #define d128_0x83E0                              q15
3559 #define pixels_fourth                            q7
3560 #define d128_0x1C07                              q12
3561 #define d128_0x00E0                              q13
3562 #define d128_0x80E0                              q13
3563
3564 #define msb_mask_low                             d0
3565 #define msb_mask_high                            d1
3566
3567 #define blend_blocks_average_set_blend_mask_textured(source)                   \
3568   vclt.s16 blend_mask, source, #0                                              \
3569
3570 #define blend_blocks_average_set_stp_bit_textured()                            \
3571   vorr.u16 blend_pixels, #0x8000                                               \
3572
3573 #define blend_blocks_average_combine_textured(source)                          \
3574   vbif.u16 blend_pixels, source, blend_mask                                    \
3575   
3576 #define blend_blocks_average_set_blend_mask_untextured(source)                 \
3577
3578 #define blend_blocks_average_set_stp_bit_untextured()                          \
3579
3580 #define blend_blocks_average_combine_untextured(source)                        \
3581
3582 #define blend_blocks_average_mask_set_on()                                     \
3583   vclt.s16 write_mask, fb_pixels_next, #0                                      \
3584
3585 #define blend_blocks_average_mask_copy_on()                                    \
3586   vorr.u16 draw_mask, draw_mask_next, write_mask                               \
3587
3588 #define blend_blocks_average_mask_copy_b_on()                                  \
3589   vorr.u16 draw_mask_next, draw_mask_next, write_mask                          \
3590
3591 #define blend_blocks_average_mask_set_off()                                    \
3592
3593 #define blend_blocks_average_mask_copy_off()                                   \
3594   vmov draw_mask, draw_mask_next                                               \
3595
3596 #define blend_blocks_average_mask_copy_b_off()                                 \
3597
3598 #define blend_blocks_average_builder(texturing, mask_evaluate)                 \
3599 .align 3;                                                                      \
3600                                                                                \
3601 function(blend_blocks_##texturing##_average_##mask_evaluate)                   \
3602   stmdb sp!, { r4, r14 };                                                      \
3603   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3604   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
3605                                                                                \
3606   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3607   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
3608                                                                                \
3609   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3610   mov c_64, #64;                                                               \
3611                                                                                \
3612   vmov.u16 d128_0x8000, #0x8000;                                               \
3613   vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64;                  \
3614   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3615                                                                                \
3616   vmov.u16 d128_0x0421, #0x0400;                                               \
3617   vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64;                         \
3618                                                                                \
3619   vorr.u16 d128_0x0421, #0x0021;                                               \
3620   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ];                                \
3621                                                                                \
3622   veor.u16 blend_pixels_next, pixels_next, fb_pixels_next;                     \
3623   vbic.u16 pixels_no_msb, pixels_next, d128_0x8000;                            \
3624   vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421;                  \
3625   vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next;                \
3626   blend_blocks_average_mask_set_##mask_evaluate();                             \
3627   vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000;                      \
3628                                                                                \
3629   subs num_blocks, num_blocks, #1;                                             \
3630   beq 1f;                                                                      \
3631                                                                                \
3632  0:                                                                            \
3633   mov fb_ptr, fb_ptr_next;                                                     \
3634   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3635                                                                                \
3636   vmov pixels, pixels_next;                                                    \
3637   vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64;                         \
3638                                                                                \
3639   vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next;                 \
3640                                                                                \
3641   blend_blocks_average_mask_copy_##mask_evaluate();                            \
3642   vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64;                  \
3643                                                                                \
3644   blend_blocks_average_set_blend_mask_##texturing(pixels);                     \
3645   blend_blocks_average_set_stp_bit_##texturing();                              \
3646   vmov fb_pixels, fb_pixels_next;                                              \
3647   blend_blocks_average_combine_##texturing(pixels);                            \
3648                                                                                \
3649   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3650   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
3651   cmp fb_ptr_cmp, #28;                                                         \
3652   bls 2f;                                                                      \
3653                                                                                \
3654   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ];                                \
3655   veor.u16 blend_pixels_next, pixels_next, fb_pixels_next;                     \
3656                                                                                \
3657   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3658   vbic.u16 pixels_no_msb, pixels_next, d128_0x8000;                            \
3659                                                                                \
3660   vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421;                  \
3661   vbif.u16 fb_pixels, blend_pixels, draw_mask;                                 \
3662                                                                                \
3663   vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000;                      \
3664   vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next;                \
3665   blend_blocks_average_mask_set_##mask_evaluate();                             \
3666   vst1.u16 { fb_pixels }, [ fb_ptr ];                                          \
3667                                                                                \
3668  3:                                                                            \
3669   subs num_blocks, num_blocks, #1;                                             \
3670   bne 0b;                                                                      \
3671                                                                                \
3672  1:                                                                            \
3673   blend_blocks_average_mask_copy_b_##mask_evaluate();                          \
3674   vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next;                 \
3675                                                                                \
3676   blend_blocks_average_set_blend_mask_##texturing(pixels_next);                \
3677   blend_blocks_average_set_stp_bit_##texturing();                              \
3678   blend_blocks_average_combine_##texturing(pixels_next);                       \
3679                                                                                \
3680   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3681   vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next;                       \
3682   vst1.u16 { fb_pixels_next }, [ fb_ptr_next ];                                \
3683                                                                                \
3684   ldmia sp!, { r4, pc };                                                       \
3685                                                                                \
3686  2:                                                                            \
3687   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3688   vbif.u16 fb_pixels, blend_pixels, draw_mask;                                 \
3689   vst1.u16 { fb_pixels }, [ fb_ptr ];                                          \
3690                                                                                \
3691   vld1.u16 { fb_pixels_next }, [ fb_ptr_next ];                                \
3692   veor.u16 blend_pixels_next, pixels_next, fb_pixels_next;                     \
3693   vbic.u16 pixels_no_msb, pixels_next, d128_0x8000;                            \
3694   vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421;                  \
3695   vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next;                \
3696   vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000;                      \
3697                                                                                \
3698   bal 3b                                                                       \
3699
3700 blend_blocks_average_builder(textured, off)
3701 blend_blocks_average_builder(untextured, off)
3702 blend_blocks_average_builder(textured, on)
3703 blend_blocks_average_builder(untextured, on)
3704
3705
3706 #define blend_blocks_add_mask_set_on()                                         \
3707   vclt.s16 write_mask, fb_pixels, #0                                           \
3708
3709 #define blend_blocks_add_mask_copy_on()                                        \
3710   vorr.u16 draw_mask, draw_mask, write_mask                                    \
3711
3712 #define blend_blocks_add_mask_set_off()                                        \
3713
3714 #define blend_blocks_add_mask_copy_off()                                       \
3715
3716
3717 #define blend_blocks_add_textured_builder(mask_evaluate)                       \
3718 .align 3;                                                                      \
3719                                                                                \
3720 function(blend_blocks_textured_add_##mask_evaluate)                            \
3721   stmdb sp!, { r4, r14 };                                                      \
3722   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3723   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
3724                                                                                \
3725   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3726   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
3727                                                                                \
3728   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3729   mov c_64, #64;                                                               \
3730                                                                                \
3731   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
3732   vmov.u16 d128_0x03E0, #0x0300;                                               \
3733   vmov.u16 d128_0x83E0, #0x8000;                                               \
3734   vorr.u16 d128_0x03E0, #0x00E0;                                               \
3735   vorr.u16 d128_0x7C1F, #0x001F;                                               \
3736   vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0;                              \
3737                                                                                \
3738   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
3739   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3740   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
3741   vclt.s16 blend_mask, pixels, #0;                                             \
3742   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3743   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3744   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3745                                                                                \
3746   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3747   vorr.u16 pixels, pixels, msb_mask;                                           \
3748   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
3749   vand.u16 pixels_mg, pixels, d128_0x83E0;                                     \
3750   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
3751   vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0;                         \
3752   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3753   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg;                                \
3754   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3755   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0;                              \
3756                                                                                \
3757   subs num_blocks, num_blocks, #1;                                             \
3758   beq 1f;                                                                      \
3759                                                                                \
3760  0:                                                                            \
3761   mov fb_ptr, fb_ptr_next;                                                     \
3762                                                                                \
3763   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3764                                                                                \
3765   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
3766   vclt.s16 blend_mask, pixels, #0;                                             \
3767                                                                                \
3768   vorr.u16 pixels, pixels, msb_mask;                                           \
3769   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3770   vand.u16 pixels_mg, pixels, d128_0x83E0;                                     \
3771                                                                                \
3772   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3773   pld [ fb_ptr_next, #64 ];                                                    \
3774                                                                                \
3775   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3776   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3777                                                                                \
3778   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
3779   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
3780                                                                                \
3781   cmp fb_ptr_cmp, #28;                                                         \
3782   bls 2f;                                                                      \
3783                                                                                \
3784   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3785   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3786   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
3787   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3788   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3789   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
3790   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
3791                                                                                \
3792  3:                                                                            \
3793   vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0;                         \
3794   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3795   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg;                                \
3796   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3797   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0;                              \
3798                                                                                \
3799   subs num_blocks, num_blocks, #1;                                             \
3800   bne 0b;                                                                      \
3801                                                                                \
3802  1:                                                                            \
3803   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3804   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3805   vst1.u16 { blend_pixels }, [ fb_ptr_next ];                                  \
3806                                                                                \
3807   ldmia sp!, { r4, pc };                                                       \
3808                                                                                \
3809  2:                                                                            \
3810   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
3811   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3812                                                                                \
3813   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3814   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3815   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
3816   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3817   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
3818   bal 3b                                                                       \
3819
3820
3821 #define blend_blocks_add_untextured_builder(mask_evaluate)                     \
3822 .align 3;                                                                      \
3823                                                                                \
3824 function(blend_blocks_untextured_add_##mask_evaluate)                          \
3825   stmdb sp!, { r4, r14 };                                                      \
3826   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3827   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
3828                                                                                \
3829   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3830   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
3831                                                                                \
3832   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3833   mov c_64, #64;                                                               \
3834                                                                                \
3835   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
3836   vmov.u16 d128_0x03E0, #0x0300;                                               \
3837   vorr.u16 d128_0x7C1F, #0x001F;                                               \
3838   vorr.u16 d128_0x03E0, #0x00E0;                                               \
3839                                                                                \
3840   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
3841   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3842   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
3843   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3844   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3845   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3846                                                                                \
3847   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3848   vand.u16 pixels_g, pixels, d128_0x03E0;                                      \
3849   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3850   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
3851   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3852   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
3853   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3854   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
3855                                                                                \
3856   subs num_blocks, num_blocks, #1;                                             \
3857   beq 1f;                                                                      \
3858                                                                                \
3859  0:                                                                            \
3860   mov fb_ptr, fb_ptr_next;                                                     \
3861                                                                                \
3862   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3863                                                                                \
3864   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
3865                                                                                \
3866   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3867   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3868   vand.u16 pixels_g, pixels, d128_0x03E0;                                      \
3869                                                                                \
3870   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3871   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
3872                                                                                \
3873   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3874   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
3875   cmp fb_ptr_cmp, #28;                                                         \
3876   bls 2f;                                                                      \
3877                                                                                \
3878   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3879   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3880   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3881   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3882   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3883   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
3884                                                                                \
3885  3:                                                                            \
3886   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
3887   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3888   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
3889   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3890   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
3891                                                                                \
3892   subs num_blocks, num_blocks, #1;                                             \
3893   bne 0b;                                                                      \
3894                                                                                \
3895  1:                                                                            \
3896   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3897   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3898   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3899   vst1.u16 { blend_pixels }, [ fb_ptr_next ];                                  \
3900                                                                                \
3901   ldmia sp!, { r4, pc };                                                       \
3902                                                                                \
3903  2:                                                                            \
3904   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
3905   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3906                                                                                \
3907   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3908   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3909   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3910   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3911   bal 3b                                                                       \
3912
3913
3914 blend_blocks_add_textured_builder(off)
3915 blend_blocks_add_textured_builder(on)
3916 blend_blocks_add_untextured_builder(off)
3917 blend_blocks_add_untextured_builder(on)
3918
3919 #define blend_blocks_subtract_set_blend_mask_textured()                        \
3920   vclt.s16 blend_mask, pixels_next, #0                                         \
3921
3922 #define blend_blocks_subtract_combine_textured()                               \
3923   vbif.u16 blend_pixels, pixels, blend_mask                                    \
3924
3925 #define blend_blocks_subtract_set_stb_textured()                               \
3926   vorr.u16 blend_pixels, #0x8000                                               \
3927
3928 #define blend_blocks_subtract_msb_mask_textured()                              \
3929   vorr.u16 pixels, pixels_next, msb_mask                                       \
3930
3931 #define blend_blocks_subtract_set_blend_mask_untextured()                      \
3932
3933 #define blend_blocks_subtract_combine_untextured()                             \
3934
3935 #define blend_blocks_subtract_set_stb_untextured()                             \
3936   vorr.u16 blend_pixels, blend_pixels, msb_mask                                \
3937
3938 #define blend_blocks_subtract_msb_mask_untextured()                            \
3939
3940
3941 #define blend_blocks_subtract_mask_set_on()                                    \
3942   vclt.s16 write_mask, fb_pixels, #0                                           \
3943
3944 #define blend_blocks_subtract_mask_copy_on()                                   \
3945   vorr.u16 draw_mask, draw_mask_next, write_mask                               \
3946
3947 #define blend_blocks_subtract_mask_set_off()                                   \
3948
3949 #define blend_blocks_subtract_mask_copy_off()                                  \
3950   vmov draw_mask, draw_mask_next                                               \
3951
3952
3953 #define blend_blocks_subtract_builder(texturing, mask_evaluate)                \
3954 .align 3;                                                                      \
3955                                                                                \
3956 function(blend_blocks_##texturing##_subtract_##mask_evaluate)                  \
3957   stmdb sp!, { r4, r14 };                                                      \
3958   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3959   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
3960                                                                                \
3961   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3962   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
3963                                                                                \
3964   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3965   mov c_64, #64;                                                               \
3966                                                                                \
3967   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
3968   vmov.u16 d128_0x03E0, #0x0300;                                               \
3969   vorr.u16 d128_0x7C1F, #0x001F;                                               \
3970   vorr.u16 d128_0x03E0, #0x00E0;                                               \
3971                                                                                \
3972   vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64;                  \
3973   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3974   vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64;                         \
3975   blend_blocks_subtract_set_blend_mask_##texturing();                          \
3976   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
3977   blend_blocks_subtract_mask_set_##mask_evaluate();                            \
3978   vand.u16 pixels_rb, pixels_next, d128_0x7C1F;                                \
3979                                                                                \
3980   vand.u16 pixels_g, pixels_next, d128_0x03E0;                                 \
3981   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3982   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
3983   vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3984   vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                \
3985                                                                                \
3986   subs num_blocks, num_blocks, #1;                                             \
3987   beq 1f;                                                                      \
3988                                                                                \
3989  0:                                                                            \
3990   blend_blocks_subtract_mask_copy_##mask_evaluate();                           \
3991   mov fb_ptr, fb_ptr_next;                                                     \
3992   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
3993                                                                                \
3994   vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64;                  \
3995   blend_blocks_subtract_msb_mask_##texturing();                                \
3996                                                                                \
3997   vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64;                         \
3998   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3999   vand.u16 pixels_rb, pixels_next, d128_0x7C1F;                                \
4000   blend_blocks_subtract_set_stb_##texturing();                                 \
4001   vand.u16 pixels_g, pixels_next, d128_0x03E0;                                 \
4002   blend_blocks_subtract_combine_##texturing();                                 \
4003   blend_blocks_subtract_set_blend_mask_##texturing();                          \
4004   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4005                                                                                \
4006   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
4007   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
4008   cmp fb_ptr_cmp, #28;                                                         \
4009   bls 2f;                                                                      \
4010                                                                                \
4011   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4012   blend_blocks_subtract_mask_set_##mask_evaluate();                            \
4013   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4014   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4015   vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4016   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
4017   vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                \
4018                                                                                \
4019  3:                                                                            \
4020   subs num_blocks, num_blocks, #1;                                             \
4021   bne 0b;                                                                      \
4022                                                                                \
4023  1:                                                                            \
4024   blend_blocks_subtract_mask_copy_##mask_evaluate();                           \
4025                                                                                \
4026   blend_blocks_subtract_msb_mask_##texturing();                                \
4027   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4028   blend_blocks_subtract_set_stb_##texturing();                                 \
4029   blend_blocks_subtract_combine_##texturing();                                 \
4030   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4031   vst1.u16 { blend_pixels }, [ fb_ptr_next ];                                  \
4032                                                                                \
4033   ldmia sp!, { r4, pc };                                                       \
4034                                                                                \
4035  2:                                                                            \
4036   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
4037   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4038   blend_blocks_subtract_mask_set_##mask_evaluate();                            \
4039   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4040   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4041   vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4042   vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                \
4043   bal 3b                                                                       \
4044
4045
4046 blend_blocks_subtract_builder(textured, off)
4047 blend_blocks_subtract_builder(textured, on)
4048 blend_blocks_subtract_builder(untextured, off)
4049 blend_blocks_subtract_builder(untextured, on)
4050
4051
4052 #define blend_blocks_add_fourth_textured_builder(mask_evaluate)                \
4053 .align 3;                                                                      \
4054                                                                                \
4055 function(blend_blocks_textured_add_fourth_##mask_evaluate)                     \
4056   stmdb sp!, { r4, r14 };                                                      \
4057   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
4058   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
4059                                                                                \
4060   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
4061   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
4062                                                                                \
4063   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
4064   mov c_64, #64;                                                               \
4065                                                                                \
4066   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
4067   vmov.u16 d128_0x03E0, #0x0300;                                               \
4068   vmov.u16 d128_0x1C07, #0x1C00;                                               \
4069   vmov.u16 d128_0x00E0, #0x00E0;                                               \
4070   vorr.u16 d128_0x7C1F, #0x001F;                                               \
4071   vorr.u16 d128_0x03E0, #0x00E0;                                               \
4072   vorr.u16 d128_0x1C07, #0x0007;                                               \
4073                                                                                \
4074   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
4075   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
4076   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
4077   vclt.s16 blend_mask, pixels, #0;                                             \
4078   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4079   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4080   vshr.s16 pixels_fourth, pixels, #2;                                          \
4081   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4082                                                                                \
4083   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4084   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4085   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4086   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4087   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4088   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
4089   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4090   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
4091                                                                                \
4092   subs num_blocks, num_blocks, #1;                                             \
4093   beq 1f;                                                                      \
4094                                                                                \
4095  0:                                                                            \
4096   mov fb_ptr, fb_ptr_next;                                                     \
4097   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
4098                                                                                \
4099   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4100   vbif.u16 blend_pixels, pixels, blend_mask;                                   \
4101                                                                                \
4102   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
4103   vclt.s16 blend_mask, pixels, #0;                                             \
4104   vshr.s16 pixels_fourth, pixels, #2;                                          \
4105   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
4106   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4107                                                                                \
4108   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4109   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
4110                                                                                \
4111   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
4112   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
4113   cmp fb_ptr_cmp, #28;                                                         \
4114   bls 2f;                                                                      \
4115                                                                                \
4116   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4117   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4118   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4119   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4120   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4121   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
4122                                                                                \
4123  3:                                                                            \
4124   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4125   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4126   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
4127   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4128   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
4129                                                                                \
4130   subs num_blocks, num_blocks, #1;                                             \
4131   bne 0b;                                                                      \
4132                                                                                \
4133  1:                                                                            \
4134   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4135   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
4136   vbif.u16 blend_pixels, pixels, blend_mask;                                   \
4137   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4138   vst1.u16 { blend_pixels }, [ fb_ptr_next ];                                  \
4139                                                                                \
4140   ldmia sp!, { r4, pc };                                                       \
4141                                                                                \
4142  2:                                                                            \
4143   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
4144   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4145                                                                                \
4146   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4147   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4148   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4149   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4150   bal 3b                                                                       \
4151
4152
4153
4154 #define blend_blocks_add_fourth_untextured_builder(mask_evaluate)              \
4155 .align 3;                                                                      \
4156                                                                                \
4157 function(blend_blocks_untextured_add_fourth_##mask_evaluate)                   \
4158   stmdb sp!, { r4, r14 };                                                      \
4159   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
4160   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
4161                                                                                \
4162   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
4163   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ];         \
4164                                                                                \
4165   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
4166   mov c_64, #64;                                                               \
4167                                                                                \
4168   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
4169   vmov.u16 d128_0x03E0, #0x0300;                                               \
4170   vmov.u16 d128_0x1C07, #0x1C00;                                               \
4171   vmov.u16 d128_0x00E0, #0x00E0;                                               \
4172   vorr.u16 d128_0x7C1F, #0x001F;                                               \
4173   vorr.u16 d128_0x03E0, #0x00E0;                                               \
4174   vorr.u16 d128_0x1C07, #0x0007;                                               \
4175                                                                                \
4176   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
4177   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
4178   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
4179   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4180   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4181   vshr.s16 pixels_fourth, pixels, #2;                                          \
4182   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4183                                                                                \
4184   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4185   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4186   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4187   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4188   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4189   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
4190   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4191   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
4192                                                                                \
4193   subs num_blocks, num_blocks, #1;                                             \
4194   beq 1f;                                                                      \
4195                                                                                \
4196  0:                                                                            \
4197   mov fb_ptr, fb_ptr_next;                                                     \
4198   ldr fb_ptr_next, [ pixel_ptr, #28 ];                                         \
4199                                                                                \
4200   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64;                              \
4201                                                                                \
4202   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4203   vshr.s16 pixels_fourth, pixels, #2;                                          \
4204   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
4205   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4206                                                                                \
4207   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4208   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64;                       \
4209                                                                                \
4210   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
4211   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
4212   cmp fb_ptr_cmp, #28;                                                         \
4213   bls 2f;                                                                      \
4214                                                                                \
4215   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4216   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4217   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4218   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4219   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4220   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
4221                                                                                \
4222  3:                                                                            \
4223   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4224   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4225   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
4226   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4227   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
4228                                                                                \
4229   subs num_blocks, num_blocks, #1;                                             \
4230   bne 0b;                                                                      \
4231                                                                                \
4232  1:                                                                            \
4233   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4234   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
4235   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4236   vst1.u16 { blend_pixels }, [ fb_ptr_next ];                                  \
4237                                                                                \
4238   ldmia sp!, { r4, pc };                                                       \
4239                                                                                \
4240  2:                                                                            \
4241   vst1.u16 { blend_pixels }, [ fb_ptr ];                                       \
4242   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4243                                                                                \
4244   vld1.u16 { fb_pixels }, [ fb_ptr_next ];                                     \
4245   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4246   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4247   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4248   bal 3b                                                                       \
4249
4250
4251 blend_blocks_add_fourth_textured_builder(off)
4252 blend_blocks_add_fourth_textured_builder(on)
4253 blend_blocks_add_fourth_untextured_builder(off)
4254 blend_blocks_add_fourth_untextured_builder(on)
4255
4256 // TODO: Optimize this more. Need a scene that actually uses it for
4257 // confirmation..
4258
4259 .align 3
4260
4261 function(blend_blocks_textured_unblended_on)         
4262   stmdb sp!, { r4, r14 }
4263   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
4264   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
4265
4266   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
4267   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
4268
4269   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
4270   mov c_64, #64
4271
4272   ldr fb_ptr, [ pixel_ptr, #28 ]
4273   vld1.u16 { fb_pixels }, [ fb_ptr ]
4274   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4275   vclt.s16 write_mask, fb_pixels, #0
4276   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4277
4278   subs num_blocks, num_blocks, #1
4279   beq 1f
4280
4281  0:
4282   vorr.u16 draw_mask, draw_mask, write_mask
4283   vbif.u16 fb_pixels, pixels, draw_mask
4284   vst1.u16 { fb_pixels }, [ fb_ptr ]
4285
4286   ldr fb_ptr, [ pixel_ptr, #28 ]
4287   vld1.u16 { fb_pixels }, [ fb_ptr ]
4288   vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64
4289   vclt.s16 write_mask, fb_pixels, #0
4290   vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
4291
4292   subs num_blocks, num_blocks, #1
4293   bne 0b
4294  
4295  1:
4296   vorr.u16 draw_mask, draw_mask, write_mask
4297   vbif.u16 fb_pixels, pixels, draw_mask
4298   vst1.u16 { fb_pixels }, [ fb_ptr ]
4299
4300   ldmia sp!, { r4, pc }
4301
4302
4303 function(blend_blocks_textured_unblended_off)
4304   bx lr
4305
4306
4307 function(warmup)
4308   mov r3, #64
4309   cmp r0, #0
4310   bxeq lr
4311
4312  0:
4313   vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3
4314
4315   subs r0, r0, #1
4316   bne 0b
4317
4318   bx lr
4319
4320 #undef vram_ptr
4321 #undef color
4322 #undef width
4323 #undef height
4324 #undef pitch
4325
4326 #define vram_ptr                                          r0
4327 #define color                                             r1
4328 #define width                                             r2
4329 #define height                                            r3
4330
4331 #define pitch                                             r1
4332
4333 #define num_width                                         r12
4334
4335 #undef colors_a
4336 #undef colors_b
4337
4338 #define colors_a                                          q0
4339 #define colors_b                                          q1
4340
4341 .align 3
4342
4343 function(render_block_fill_body)
4344   vdup.u16 colors_a, color
4345   mov pitch, #2048
4346
4347   vmov colors_b, colors_a
4348   sub pitch, pitch, width, lsl #1
4349
4350   mov num_width, width
4351
4352  0:  
4353   vst1.u32 { colors_a, colors_b }, [ vram_ptr, :256 ]!
4354
4355   subs num_width, num_width, #16
4356   bne 0b
4357
4358   add vram_ptr, vram_ptr, pitch
4359   mov num_width, width
4360
4361   subs height, height, #1
4362   bne 0b
4363
4364   bx lr
4365  
4366
4367 #undef x
4368 #undef y
4369 #undef width
4370 #undef height
4371 #undef fb_ptr
4372 #undef texture_mask
4373 #undef num_blocks
4374 #undef temp
4375 #undef dirty_textures_mask
4376 #undef clut_ptr
4377 #undef current_texture_mask
4378
4379 #define psx_gpu                                           r0
4380 #define x                                                 r1
4381 #define y                                                 r2
4382 #define u                                                 r3
4383 #define v                                                 r4
4384 #define width                                             r5
4385 #define height                                            r6
4386 #define offset_u                                          r8
4387 #define offset_v                                          r9
4388 #define offset_u_right                                    r10
4389 #define width_rounded                                     r11
4390 #define height_rounded                                    r12
4391
4392 #define texture_offset_base                               r1
4393 #define tile_width                                        r2
4394 #define tile_height                                       r3
4395 #define num_blocks                                        r4
4396 #define block                                             r5
4397 #define sub_tile_height                                   r6
4398 #define fb_ptr                                            r7
4399 #define texture_mask                                      r8
4400 #define column_data                                       r9
4401 #define texture_offset                                    r10
4402 #define tiles_remaining                                   r11
4403 #define fb_ptr_advance_column                             r12
4404 #define texture_block_ptr                                 r14
4405
4406 #define texture_page_ptr                                  r3
4407 #define left_block_mask                                   r4
4408 #define right_block_mask                                  r5
4409 #define texture_mask_rev                                  r10
4410 #define control_mask                                      r11
4411
4412 #define dirty_textures_mask                               r4
4413 #define clut_ptr                                          r5
4414 #define current_texture_mask                              r6
4415
4416
4417 #undef texels
4418 #undef clut_low_a
4419 #undef clut_low_b
4420 #undef clut_high_a
4421 #undef clut_high_b
4422 #undef clut_a
4423 #undef clut_b
4424 #undef texels_low
4425 #undef texels_high
4426
4427 #define texels                                            d0
4428 #define draw_masks_fb_ptrs                                q1
4429
4430 #define draw_mask_fb_ptr_left                             d2
4431 #define draw_mask_fb_ptr_right                            d3
4432
4433 #define draw_mask_fb_ptr_left_a                           d2
4434 #define draw_mask_fb_ptr_left_b                           d3
4435 #define draw_mask_fb_ptr_right_a                          d10
4436 #define draw_mask_fb_ptr_right_b                          d11
4437 #define draw_masks_fb_ptrs2                               q5
4438
4439 #define clut_low_a                                        d4
4440 #define clut_low_b                                        d5
4441 #define clut_high_a                                       d6
4442 #define clut_high_b                                       d7
4443
4444 #define block_masks                                       d8
4445 #define block_masks_shifted                               d9
4446
4447 #define clut_a                                            q2
4448 #define clut_b                                            q3
4449
4450 #define texels_low                                        d12
4451 #define texels_high                                       d13
4452
4453 #define texels_wide_low                                   d14
4454 #define texels_wide_high                                  d15
4455 #define texels_wide                                       q7
4456
4457
4458 setup_sprite_flush_blocks:
4459   vpush { q1 - q5 }
4460
4461   stmdb sp!, { r0 - r3, r12, r14 }
4462   bl flush_render_block_buffer
4463   ldmia sp!, { r0 - r3, r12, r14 }
4464
4465   vpop { q1 - q5 }
4466
4467   add block, psx_gpu, #psx_gpu_blocks_offset
4468   bx lr
4469
4470
4471 setup_sprite_update_texture_4bpp_cache:
4472   stmdb sp!, { r0 - r3, r14 }
4473   bl update_texture_4bpp_cache
4474   ldmia sp!, { r0 - r3, pc }
4475
4476
4477 setup_sprite_update_texture_8bpp_cache:
4478   stmdb sp!, { r0 - r3, r14 }
4479   bl update_texture_8bpp_cache
4480   ldmia sp!, { r0 - r3, pc }
4481
4482
4483 #define setup_sprite_tiled_initialize_4bpp()                                   \
4484   ldr dirty_textures_mask,                                                     \
4485    [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ];                      \
4486   ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ];                         \
4487                                                                                \
4488   ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4489   vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ];                             \
4490                                                                                \
4491   tst current_texture_mask, dirty_textures_mask;                               \
4492   vuzp.u8 clut_a, clut_b;                                                      \
4493                                                                                \
4494   blne setup_sprite_update_texture_4bpp_cache                                  \
4495
4496 #define setup_sprite_tiled_initialize_8bpp()                                   \
4497   ldr dirty_textures_mask,                                                     \
4498    [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ];                      \
4499   ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \
4500                                                                                \
4501   tst current_texture_mask, dirty_textures_mask;                               \
4502   blne setup_sprite_update_texture_8bpp_cache                                  \
4503
4504
4505 #define setup_sprite_block_count_single()                                      \
4506   sub_tile_height                                                              \
4507
4508 #define setup_sprite_block_count_double()                                      \
4509   sub_tile_height, lsl #1                                                      \
4510
4511 #define setup_sprite_tile_add_blocks(type)                                     \
4512   add num_blocks, num_blocks, setup_sprite_block_count_##type();               \
4513   cmp num_blocks, #MAX_BLOCKS;                                                 \
4514                                                                                \
4515   movgt num_blocks, setup_sprite_block_count_##type();                         \
4516   blgt setup_sprite_flush_blocks                                               \
4517
4518
4519 #define setup_sprite_tile_full_4bpp(edge)                                      \
4520   setup_sprite_tile_add_blocks(double);                                        \
4521                                                                                \
4522  4:                                                                            \
4523   and texture_block_ptr, texture_offset, texture_mask;                         \
4524   vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr;                                   \
4525                                                                                \
4526   pld [ fb_ptr ];                                                              \
4527   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4528   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4529                                                                                \
4530   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4531   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4532                                                                                \
4533   vst2.u8 { texels_low, texels_high }, [ block, :128 ];                        \
4534   add texture_block_ptr, texture_offset, #8;                                   \
4535                                                                                \
4536   and texture_block_ptr, texture_block_ptr, texture_mask;                      \
4537   add block, block, #40;                                                       \
4538                                                                                \
4539   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4540   add fb_ptr, fb_ptr, #16;                                                     \
4541                                                                                \
4542   vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ];                          \
4543   add block, block, #24;                                                       \
4544                                                                                \
4545   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4546   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4547                                                                                \
4548   pld [ fb_ptr ];                                                              \
4549   vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr;                                  \
4550   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4551                                                                                \
4552   vst2.u8 { texels_low, texels_high }, [ block, :128 ];                        \
4553   add block, block, #40;                                                       \
4554                                                                                \
4555   add texture_offset, texture_offset, #0x10;                                   \
4556   add fb_ptr, fb_ptr, #(2048 - 16);                                            \
4557                                                                                \
4558   vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ];                         \
4559   add block, block, #24;                                                       \
4560                                                                                \
4561   subs sub_tile_height, sub_tile_height, #1;                                   \
4562   bne 4b;                                                                      \
4563                                                                                \
4564   add texture_offset, texture_offset, #0xF00;                                  \
4565   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
4566
4567   
4568 #define setup_sprite_tile_half_4bpp(edge)                                      \
4569   setup_sprite_tile_add_blocks(single);                                        \
4570                                                                                \
4571  4:                                                                            \
4572   and texture_block_ptr, texture_offset, texture_mask;                         \
4573   vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr;                                 \
4574                                                                                \
4575   pld [ fb_ptr ];                                                              \
4576   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4577   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4578                                                                                \
4579   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4580   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4581                                                                                \
4582   vst2.u8 { texels_low, texels_high }, [ block, :128 ];                        \
4583   add block, block, #40;                                                       \
4584                                                                                \
4585   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4586   vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ];                        \
4587                                                                                \
4588   add block, block, #24;                                                       \
4589   add texture_offset, texture_offset, #0x10;                                   \
4590                                                                                \
4591   add fb_ptr, fb_ptr, #2048;                                                   \
4592   subs sub_tile_height, sub_tile_height, #1;                                   \
4593                                                                                \
4594   bne 4b;                                                                      \
4595                                                                                \
4596   add texture_offset, texture_offset, #0xF00;                                  \
4597   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
4598  
4599  
4600 #define setup_sprite_tile_full_8bpp(edge)                                      \
4601   setup_sprite_tile_add_blocks(double);                                        \
4602   add block, block, #16;                                                       \
4603                                                                                \
4604  4:                                                                            \
4605   and texture_block_ptr, texture_offset, texture_mask;                         \
4606   vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr;                                   \
4607                                                                                \
4608   pld [ fb_ptr ];                                                              \
4609   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4610   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4611                                                                                \
4612   add texture_block_ptr, texture_offset, #8;                                   \
4613   vst1.u32 { texels }, [ block, :64 ];                                         \
4614                                                                                \
4615   and texture_block_ptr, texture_block_ptr, texture_mask;                      \
4616   add block, block, #24;                                                       \
4617                                                                                \
4618   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4619                                                                                \
4620   add fb_ptr, fb_ptr, #16;                                                     \
4621   vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ];                          \
4622                                                                                \
4623   add block, block, #40;                                                       \
4624   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4625   pld [ fb_ptr ];                                                              \
4626                                                                                \
4627   vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr;                                  \
4628   vst1.u32 { texels }, [ block, :64 ];                                         \
4629   add block, block, #24;                                                       \
4630                                                                                \
4631   add texture_offset, texture_offset, #0x10;                                   \
4632   add fb_ptr, fb_ptr, #(2048 - 16);                                            \
4633                                                                                \
4634   vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ];                         \
4635   add block, block, #40;                                                       \
4636                                                                                \
4637   subs sub_tile_height, sub_tile_height, #1;                                   \
4638   bne 4b;                                                                      \
4639                                                                                \
4640   sub block, block, #16;                                                       \
4641   add texture_offset, texture_offset, #0xF00;                                  \
4642   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
4643
4644   
4645 #define setup_sprite_tile_half_8bpp(edge)                                      \
4646   setup_sprite_tile_add_blocks(single);                                        \
4647   add block, block, #16;                                                       \
4648                                                                                \
4649  4:                                                                            \
4650   and texture_block_ptr, texture_offset, texture_mask;                         \
4651   vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr;                                 \
4652   pld [ fb_ptr ];                                                              \
4653                                                                                \
4654   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4655   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4656                                                                                \
4657   vst1.u32 { texels }, [ block, :64 ];                                         \
4658   add block, block, #24;                                                       \
4659                                                                                \
4660   vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ];                        \
4661   add block, block, #40;                                                       \
4662                                                                                \
4663   add texture_offset, texture_offset, #0x10;                                   \
4664   add fb_ptr, fb_ptr, #2048;                                                   \
4665                                                                                \
4666   subs sub_tile_height, sub_tile_height, #1;                                   \
4667   bne 4b;                                                                      \
4668                                                                                \
4669   sub block, block, #16;                                                       \
4670   add texture_offset, texture_offset, #0xF00;                                  \
4671   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
4672
4673  
4674 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
4675   add texture_offset, texture_offset_base, #8;                                 \
4676   add fb_ptr, fb_ptr, #16                                                      \
4677
4678 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
4679   mov texture_offset, texture_offset_base                                      \
4680
4681 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
4682   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
4683
4684 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
4685   mov texture_offset, texture_offset_base                                      \
4686
4687 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
4688   sub fb_ptr, fb_ptr, #16                                                      \
4689
4690 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
4691
4692 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
4693   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
4694
4695 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
4696
4697
4698 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode,  \
4699  x4mode)                                                                       \
4700   mov sub_tile_height, column_data;                                            \
4701   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
4702   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
4703   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge)          \
4704
4705 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode,   \
4706  x4mode)                                                                       \
4707   and sub_tile_height, column_data, #0xFF;                                     \
4708   mov tiles_remaining, column_data, lsr #16;                                   \
4709   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
4710   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
4711                                                                                \
4712   subs tiles_remaining, tiles_remaining, #1;                                   \
4713   beq 2f;                                                                      \
4714                                                                                \
4715  3:                                                                            \
4716   mov sub_tile_height, #16;                                                    \
4717   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
4718   subs tiles_remaining, tiles_remaining, #1;                                   \
4719   bne 3b;                                                                      \
4720                                                                                \
4721  2:                                                                            \
4722   uxtb sub_tile_height, column_data, ror #8;                                   \
4723   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
4724   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge)          \
4725
4726
4727 #define setup_sprite_column_data_single()                                      \
4728   mov column_data, height;                                                     \
4729   ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]          \
4730
4731 #define setup_sprite_column_data_multi()                                       \
4732   and height_rounded, height_rounded, #0xF;                                    \
4733   rsb column_data, offset_v, #16;                                              \
4734                                                                                \
4735   add height_rounded, height_rounded, #1;                                      \
4736   sub tile_height, tile_height, #1;                                            \
4737                                                                                \
4738   orr column_data, column_data, tile_height, lsl #16;                          \
4739   ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ];         \
4740                                                                                \
4741   orr column_data, column_data, height_rounded, lsl #8                         \
4742
4743 #define setup_sprite_setup_left_draw_mask_fb_ptr()                             \
4744   vdup.u8 draw_mask_fb_ptr_left, block_masks[0];                               \
4745   vdup.u8 draw_mask_fb_ptr_right, block_masks[1]                               \
4746
4747 #define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column()              \
4748   mov fb_ptr_advance_column, #32;                                              \
4749   vdup.u8 draw_mask_fb_ptr_left, block_masks[0];                               \
4750                                                                                \
4751   sub fb_ptr_advance_column, height, lsl #11;                                  \
4752   vdup.u8 draw_mask_fb_ptr_right, block_masks[1]                               \
4753
4754 #define setup_sprite_setup_right_draw_mask_fb_ptr()                            \
4755   vdup.u8 draw_mask_fb_ptr_left, block_masks[4];                               \
4756   vdup.u8 draw_mask_fb_ptr_right, block_masks[5]                               \
4757
4758 #define setup_sprite_tile_column_width_single(tm, multi_height, edge_mode,     \
4759  edge, x4mode)                                                                 \
4760  setup_sprite_##tm##_single_##multi_height##_##edge_mode##_##edge##x4mode:     \
4761   setup_sprite_column_data_##multi_height();                                   \
4762   vext.32 block_masks_shifted, block_masks, block_masks, #1;                   \
4763   vorr.u32 block_masks, block_masks, block_masks_shifted;                      \
4764   setup_sprite_setup_left_draw_mask_fb_ptr##x4mode();                          \
4765                                                                                \
4766   setup_sprite_tile_column_height_##multi_height(edge_mode, edge, tm, x4mode); \
4767   ldmia sp!, { r4 - r11, pc }                                                  \
4768
4769 #define setup_sprite_tiled_advance_column()                                    \
4770   add texture_offset_base, texture_offset_base, #0x100;                        \
4771   tst texture_offset_base, #0xF00;                                             \
4772   subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00)             \
4773
4774 #define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode,      \
4775  right_mode, x4mode)                                                           \
4776  setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode##x4mode:\
4777   setup_sprite_column_data_##multi_height();                                   \
4778                                                                                \
4779   setup_sprite_setup_left_draw_mask_fb_ptr_advance_column##x4mode();           \
4780                                                                                \
4781   setup_sprite_tile_column_height_##multi_height(left_mode, right, tm, x4mode);\
4782                                                                                \
4783   subs tile_width, tile_width, #2;                                             \
4784   add fb_ptr, fb_ptr, fb_ptr_advance_column;                                   \
4785                                                                                \
4786   beq 1f;                                                                      \
4787                                                                                \
4788   vmov.u8 draw_masks_fb_ptrs, #0;                                              \
4789   vmov.u8 draw_masks_fb_ptrs2, #0;                                             \
4790                                                                                \
4791  0:                                                                            \
4792   setup_sprite_tiled_advance_column();                                         \
4793   setup_sprite_tile_column_height_##multi_height(full, none, tm, x4mode);      \
4794   add fb_ptr, fb_ptr, fb_ptr_advance_column;                                   \
4795   subs tile_width, tile_width, #1;                                             \
4796   bne 0b;                                                                      \
4797                                                                                \
4798  1:                                                                            \
4799   setup_sprite_setup_right_draw_mask_fb_ptr##x4mode();                         \
4800                                                                                \
4801   setup_sprite_tiled_advance_column();                                         \
4802   setup_sprite_tile_column_height_##multi_height(right_mode, left, tm, x4mode);\
4803   ldmia sp!, { r4 - r11, pc }                                                  \
4804
4805
4806 #define setup_sprite_offset_u_adjust()                                         \
4807
4808 #define setup_sprite_get_left_block_mask()                                     \
4809   and left_block_mask, left_block_mask, #0xFF                                  \
4810
4811 #define setup_sprite_compare_left_block_mask()                                 \
4812   cmp left_block_mask, #0xFF                                                   \
4813
4814 #define setup_sprite_get_right_block_mask()                                    \
4815   uxtb right_block_mask, right_block_mask, ror #8                              \
4816
4817 #define setup_sprite_compare_right_block_mask()                                \
4818   cmp right_block_mask, #0xFF                                                  \
4819
4820
4821
4822 /* 4x stuff */
4823 #define fb_ptr2 column_data
4824
4825 #define setup_sprite_offset_u_adjust_4x()                                      \
4826   sub fb_ptr, fb_ptr, offset_u, lsl #1;                                        \
4827   lsl offset_u_right, #1;                                                      \
4828   lsl offset_u, #1;                                                            \
4829   add offset_u_right, #1                                                       \
4830
4831 #define setup_sprite_get_left_block_mask_4x()                                  \
4832   sxth left_block_mask, left_block_mask                                        \
4833
4834 #define setup_sprite_compare_left_block_mask_4x()                              \
4835   cmp left_block_mask, #0xFFFFFFFF                                             \
4836
4837 #define setup_sprite_get_right_block_mask_4x()                                 \
4838   sxth right_block_mask, right_block_mask, ror #16                             \
4839
4840 #define setup_sprite_compare_right_block_mask_4x()                             \
4841   cmp right_block_mask, #0xFFFFFFFF                                            \
4842
4843
4844 #define widen_texels_16bpp(texels_)                                            \
4845   vmov texels_wide_low, texels_;                                               \
4846   vmov texels_wide_high, texels_;                                              \
4847   vzip.16 texels_wide_low, texels_wide_high                                    \
4848
4849 #define widen_texels_8bpp(texels_)                                             \
4850   vmov texels_wide_low, texels_;                                               \
4851   vmov texels_wide_high, texels_;                                              \
4852   vzip.8 texels_wide_low, texels_wide_high                                     \
4853
4854 #define write_block_16bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_)         \
4855   vst1.u32 { texels_ }, [ block_, :128 ];                                      \
4856   add block_, block_, #40;                                                     \
4857                                                                                \
4858   vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_;                                      \
4859   vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ];                             \
4860   add block_, block_, #24                                                      \
4861
4862 /* assumes 16-byte offset already added to block_ */
4863 #define write_block_8bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_)          \
4864   vst1.u32 { texels_ }, [ block_, :64 ];                                       \
4865   add block_, block_, #24;                                                     \
4866                                                                                \
4867   vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_;                                      \
4868   vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ];                             \
4869   add block_, block_, #40                                                      \
4870
4871 #define do_texture_block_16bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_,             \
4872  draw_mask_fb_ptr_b_)                                                          \
4873   widen_texels_16bpp(texels_low);                                              \
4874   add fb_ptr_tmp, fb_ptr, #1024*2;                                             \
4875                                                                                \
4876   write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr);          \
4877                                                                                \
4878   write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr_tmp);      \
4879   widen_texels_16bpp(texels_high);                                             \
4880                                                                                \
4881   add fb_ptr_tmp, fb_ptr, #8*2;                                                \
4882   write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp);      \
4883                                                                                \
4884   add fb_ptr_tmp, fb_ptr_tmp, #1024*2;                                         \
4885   write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp)       \
4886
4887 #define do_texture_block_8bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_,              \
4888  draw_mask_fb_ptr_b_)                                                          \
4889   widen_texels_8bpp(texels);                                                   \
4890   add fb_ptr_tmp, fb_ptr, #1024*2;                                             \
4891                                                                                \
4892   write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr);       \
4893   write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr_tmp);   \
4894                                                                                \
4895   add fb_ptr_tmp, fb_ptr, #8*2;                                                \
4896   write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp);  \
4897                                                                                \
4898   add fb_ptr_tmp, fb_ptr_tmp, #1024*2;                                         \
4899   write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp)   \
4900
4901
4902 #define setup_sprite_tiled_initialize_4bpp_4x()                                \
4903   ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ];                         \
4904   vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ];                             \
4905                                                                                \
4906   vuzp.u8 clut_a, clut_b                                                       \
4907
4908 #define setup_sprite_tiled_initialize_8bpp_4x()                                \
4909
4910
4911 #define setup_sprite_block_count_single_4x()                                   \
4912   sub_tile_height, lsl #2                                                      \
4913
4914 #define setup_sprite_block_count_double_4x()                                   \
4915   sub_tile_height, lsl #(1+2)                                                  \
4916
4917 #define setup_sprite_tile_full_4bpp_4x(edge)                                   \
4918   setup_sprite_tile_add_blocks(double_4x);                                     \
4919   str column_data, [sp, #-8]!; /* fb_ptr2 */                                   \
4920                                                                                \
4921  4:                                                                            \
4922   and texture_block_ptr, texture_offset, texture_mask;                         \
4923   pld [ fb_ptr ];                                                              \
4924                                                                                \
4925   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4926   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4927                                                                                \
4928   add texture_block_ptr, texture_offset, #8;                                   \
4929   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4930                                                                                \
4931   and texture_block_ptr, texture_block_ptr, texture_mask;                      \
4932   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4933                                                                                \
4934   vzip.8 texels_low, texels_high;                                              \
4935   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a,                  \
4936    draw_mask_fb_ptr_left_b);                                                   \
4937                                                                                \
4938   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4939   pld [ fb_ptr, #2048 ];                                                       \
4940                                                                                \
4941   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4942   add fb_ptr, fb_ptr, #16*2;                                                   \
4943                                                                                \
4944   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4945   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4946                                                                                \
4947   vzip.8 texels_low, texels_high;                                              \
4948   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a,                 \
4949    draw_mask_fb_ptr_right_b);                                                  \
4950                                                                                \
4951   add texture_offset, texture_offset, #0x10;                                   \
4952   add fb_ptr, fb_ptr, #(2048 - 16) * 2;                                        \
4953                                                                                \
4954   subs sub_tile_height, sub_tile_height, #1;                                   \
4955   bne 4b;                                                                      \
4956                                                                                \
4957   ldr column_data, [sp], #8; /* fb_ptr2 */                                     \
4958   add texture_offset, texture_offset, #0xF00;                                  \
4959   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
4960
4961
4962 #define setup_sprite_tile_half_4bpp_4x(edge)                                   \
4963   setup_sprite_tile_add_blocks(single_4x);                                     \
4964   str column_data, [sp, #-8]!; /* fb_ptr2 */                                   \
4965                                                                                \
4966  4:                                                                            \
4967   and texture_block_ptr, texture_offset, texture_mask;                         \
4968   pld [ fb_ptr ];                                                              \
4969                                                                                \
4970   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4971   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
4972                                                                                \
4973   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4974   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4975                                                                                \
4976   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4977   add texture_offset, texture_offset, #0x10;                                   \
4978                                                                                \
4979   vzip.8 texels_low, texels_high;                                              \
4980   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a,              \
4981    draw_mask_fb_ptr_##edge##_b);                                               \
4982                                                                                \
4983   pld [ fb_ptr, #2048 ];                                                       \
4984   add fb_ptr, fb_ptr, #2048 * 2;                                               \
4985                                                                                \
4986   subs sub_tile_height, sub_tile_height, #1;                                   \
4987   bne 4b;                                                                      \
4988                                                                                \
4989   ldr column_data, [sp], #8; /* fb_ptr2 */                                     \
4990   add texture_offset, texture_offset, #0xF00;                                  \
4991   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
4992
4993
4994 #define setup_sprite_tile_full_8bpp_4x(edge)                                   \
4995   setup_sprite_tile_add_blocks(double_4x);                                     \
4996   add block, block, #16;                                                       \
4997   str column_data, [sp, #-8]!; /* fb_ptr2 */                                   \
4998                                                                                \
4999  4:                                                                            \
5000   and texture_block_ptr, texture_offset, texture_mask;                         \
5001   pld [ fb_ptr ];                                                              \
5002                                                                                \
5003   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
5004   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
5005                                                                                \
5006   add texture_block_ptr, texture_offset, #8;                                   \
5007   do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a,                   \
5008    draw_mask_fb_ptr_left_b);                                                   \
5009                                                                                \
5010   pld [ fb_ptr, #2048 ];                                                       \
5011   and texture_block_ptr, texture_block_ptr, texture_mask;                      \
5012                                                                                \
5013   add fb_ptr, fb_ptr, #16*2;                                                   \
5014   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
5015                                                                                \
5016   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
5017                                                                                \
5018   do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a,                  \
5019    draw_mask_fb_ptr_right_b);                                                  \
5020                                                                                \
5021   add texture_offset, texture_offset, #0x10;                                   \
5022   add fb_ptr, fb_ptr, #(2048 - 16) * 2;                                        \
5023                                                                                \
5024   subs sub_tile_height, sub_tile_height, #1;                                   \
5025   bne 4b;                                                                      \
5026                                                                                \
5027   sub block, block, #16;                                                       \
5028   ldr column_data, [sp], #8; /* fb_ptr2 */                                     \
5029   add texture_offset, texture_offset, #0xF00;                                  \
5030   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
5031
5032   
5033 #define setup_sprite_tile_half_8bpp_4x(edge)                                   \
5034   setup_sprite_tile_add_blocks(single_4x);                                     \
5035   add block, block, #16;                                                       \
5036   str column_data, [sp, #-8]!; /* fb_ptr2 */                                   \
5037                                                                                \
5038  4:                                                                            \
5039   and texture_block_ptr, texture_offset, texture_mask;                         \
5040   pld [ fb_ptr ];                                                              \
5041                                                                                \
5042   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
5043   vld1.u32 { texels }, [ texture_block_ptr, :64 ];                             \
5044                                                                                \
5045   pld [ fb_ptr, #2048 ];                                                       \
5046   do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a,               \
5047    draw_mask_fb_ptr_##edge##_b);                                               \
5048                                                                                \
5049   add texture_offset, texture_offset, #0x10;                                   \
5050   add fb_ptr, fb_ptr, #2048 * 2;                                               \
5051                                                                                \
5052   subs sub_tile_height, sub_tile_height, #1;                                   \
5053   bne 4b;                                                                      \
5054                                                                                \
5055   sub block, block, #16;                                                       \
5056   ldr column_data, [sp], #8; /* fb_ptr2 */                                     \
5057   add texture_offset, texture_offset, #0xF00;                                  \
5058   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]                     \
5059
5060  
5061 #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x()               \
5062   add texture_offset, texture_offset_base, #8;                                 \
5063   add fb_ptr, fb_ptr, #16 * 2                                                  \
5064
5065 #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x()                \
5066   mov texture_offset, texture_offset_base                                      \
5067
5068 #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge)                 \
5069   setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x()                  \
5070
5071 #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge)                 \
5072   mov texture_offset, texture_offset_base                                      \
5073
5074 #define setup_sprite_tile_column_edge_post_adjust_half_right_4x()              \
5075   sub fb_ptr, fb_ptr, #16 * 2                                                  \
5076
5077 #define setup_sprite_tile_column_edge_post_adjust_half_left_4x()               \
5078
5079 #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge)                \
5080   setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x()                 \
5081
5082 #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge)                \
5083
5084
5085 #define setup_sprite_setup_left_draw_mask_fb_ptr_4x()                          \
5086   vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0];                             \
5087   vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1];                             \
5088   vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2];                            \
5089   vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3]                             \
5090
5091 #define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column_4x()           \
5092   mov fb_ptr_advance_column, #32 * 2;                                          \
5093   vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0];                             \
5094   vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1];                             \
5095   sub fb_ptr_advance_column, height, lsl #11 + 1;                              \
5096   vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2];                            \
5097   vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3]                             \
5098
5099 #define setup_sprite_setup_right_draw_mask_fb_ptr_4x()                         \
5100   vdup.u8 draw_mask_fb_ptr_left_a, block_masks[4];                             \
5101   vdup.u8 draw_mask_fb_ptr_left_b, block_masks[5];                             \
5102   vdup.u8 draw_mask_fb_ptr_right_a, block_masks[6];                            \
5103   vdup.u8 draw_mask_fb_ptr_right_b, block_masks[7]                             \
5104
5105
5106 // r0: psx_gpu
5107 // r1: x
5108 // r2: y
5109 // r3: u
5110 // [ sp ]: v
5111 // [ sp + 4 ]: width
5112 // [ sp + 8 ]: height
5113 // [ sp + 12 ]: color (unused)
5114
5115 #define setup_sprite_tiled_builder(texture_mode, x4mode)                       \
5116                                                                                \
5117 setup_sprite_tile_column_width_multi(texture_mode,  multi,  full, full,        \
5118   x4mode);                                                                     \
5119 setup_sprite_tile_column_width_single(texture_mode, multi,  full, none,        \
5120   x4mode);                                                                     \
5121 setup_sprite_tile_column_width_multi(texture_mode,  single, full, full,        \
5122   x4mode);                                                                     \
5123 setup_sprite_tile_column_width_single(texture_mode, single, full, none,        \
5124   x4mode);                                                                     \
5125 setup_sprite_tile_column_width_multi(texture_mode,  multi,  half, full,        \
5126   x4mode);                                                                     \
5127 setup_sprite_tile_column_width_single(texture_mode, multi,  half, right,       \
5128   x4mode);                                                                     \
5129 setup_sprite_tile_column_width_multi(texture_mode,  single, half, full,        \
5130   x4mode);                                                                     \
5131 setup_sprite_tile_column_width_single(texture_mode, single, half, right,       \
5132   x4mode);                                                                     \
5133 setup_sprite_tile_column_width_multi(texture_mode,  multi,  full, half,        \
5134   x4mode);                                                                     \
5135 setup_sprite_tile_column_width_single(texture_mode, multi,  half, left,        \
5136   x4mode);                                                                     \
5137 setup_sprite_tile_column_width_multi(texture_mode,  single, full, half,        \
5138   x4mode);                                                                     \
5139 setup_sprite_tile_column_width_single(texture_mode, single, half, left,        \
5140   x4mode);                                                                     \
5141 setup_sprite_tile_column_width_multi(texture_mode,  multi,  half, half,        \
5142   x4mode);                                                                     \
5143 setup_sprite_tile_column_width_multi(texture_mode,  single, half, half,        \
5144   x4mode);                                                                     \
5145                                                                                \
5146 .align 4;                                                                      \
5147                                                                                \
5148 function(setup_sprite_##texture_mode##x4mode)                                  \
5149   stmdb sp!, { r4 - r11, r14 };                                                \
5150   setup_sprite_tiled_initialize_##texture_mode##x4mode();                      \
5151                                                                                \
5152   ldr v, [ sp, #36 ];                                                          \
5153   and offset_u, u, #0xF;                                                       \
5154                                                                                \
5155   ldr width, [ sp, #40 ];                                                      \
5156   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ];                       \
5157                                                                                \
5158   ldr height, [ sp, #44 ];                                                     \
5159   add fb_ptr, fb_ptr, y, lsl #11;                                              \
5160                                                                                \
5161   add fb_ptr, fb_ptr, x, lsl #1;                                               \
5162   and offset_v, v, #0xF;                                                       \
5163                                                                                \
5164   sub fb_ptr, fb_ptr, offset_u, lsl #1;                                        \
5165   add width_rounded, offset_u, width;                                          \
5166                                                                                \
5167   add height_rounded, offset_v, height;                                        \
5168   add width_rounded, width_rounded, #15;                                       \
5169                                                                                \
5170   add height_rounded, height_rounded, #15;                                     \
5171   mov tile_width, width_rounded, lsr #4;                                       \
5172                                                                                \
5173   /* texture_offset_base = VH-VL-00-00                                       */\
5174   mov texture_offset_base, v, lsl #8;                                          \
5175   and offset_u_right, width_rounded, #0xF;                                     \
5176                                                                                \
5177   /* texture_offset_base = VH-UH-UL-00                                       */\
5178   bfi texture_offset_base, u, #4, #8;                                          \
5179   mov right_block_mask, #0xFFFFFFFE;                                           \
5180                                                                                \
5181   setup_sprite_offset_u_adjust##x4mode();                                      \
5182                                                                                \
5183   /* texture_offset_base = VH-UH-VL-00                                       */\
5184   bfi texture_offset_base, v, #4, #4;                                          \
5185   mov left_block_mask, #0xFFFFFFFF;                                            \
5186                                                                                \
5187   mov tile_height, height_rounded, lsr #4;                                     \
5188   mvn left_block_mask, left_block_mask, lsl offset_u;                          \
5189                                                                                \
5190   /* texture_mask = HH-HL-WH-WL                                              */\
5191   ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ];          \
5192   mov right_block_mask, right_block_mask, lsl offset_u_right;                  \
5193                                                                                \
5194   /* texture_mask_rev = WH-WL-HH-HL                                          */\
5195   rev16 texture_mask_rev, texture_mask;                                        \
5196   vmov block_masks, left_block_mask, right_block_mask;                         \
5197                                                                                \
5198   /* texture_mask = HH-HL-HL-WL                                              */\
5199   bfi texture_mask, texture_mask_rev, #4, #4;                                  \
5200   /* texture_mask_rev = 00-00-00-WH                                          */\
5201   mov texture_mask_rev, texture_mask_rev, lsr #12;                             \
5202                                                                                \
5203   /* texture_mask = HH-WH-HL-WL                                              */\
5204   bfi texture_mask, texture_mask_rev, #8, #4;                                  \
5205   setup_sprite_get_left_block_mask##x4mode();                                  \
5206                                                                                \
5207   mov control_mask, #0;                                                        \
5208   setup_sprite_compare_left_block_mask##x4mode();                              \
5209                                                                                \
5210   setup_sprite_get_right_block_mask##x4mode();                                 \
5211   orreq control_mask, control_mask, #0x4;                                      \
5212                                                                                \
5213   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ];                    \
5214   setup_sprite_compare_right_block_mask##x4mode();                             \
5215                                                                                \
5216   orreq control_mask, control_mask, #0x8;                                      \
5217   cmp tile_width, #1;                                                          \
5218                                                                                \
5219   add block, psx_gpu, #psx_gpu_blocks_offset;                                  \
5220   orreq control_mask, control_mask, #0x1;                                      \
5221                                                                                \
5222   cmp tile_height, #1;                                                         \
5223   add block, block, num_blocks, lsl #6;                                        \
5224                                                                                \
5225   orreq control_mask, control_mask, #0x2;                                      \
5226   ldr pc, [ pc, control_mask, lsl #2 ];                                        \
5227   nop;                                                                         \
5228                                                                                \
5229  .word setup_sprite_##texture_mode##_multi_multi_full_full##x4mode;            \
5230  .word setup_sprite_##texture_mode##_single_multi_full_none##x4mode;           \
5231  .word setup_sprite_##texture_mode##_multi_single_full_full##x4mode;           \
5232  .word setup_sprite_##texture_mode##_single_single_full_none##x4mode;          \
5233  .word setup_sprite_##texture_mode##_multi_multi_half_full##x4mode;            \
5234  .word setup_sprite_##texture_mode##_single_multi_half_right##x4mode;          \
5235  .word setup_sprite_##texture_mode##_multi_single_half_full##x4mode;           \
5236  .word setup_sprite_##texture_mode##_single_single_half_right##x4mode;         \
5237  .word setup_sprite_##texture_mode##_multi_multi_full_half##x4mode;            \
5238  .word setup_sprite_##texture_mode##_single_multi_half_left##x4mode;           \
5239  .word setup_sprite_##texture_mode##_multi_single_full_half##x4mode;           \
5240  .word setup_sprite_##texture_mode##_single_single_half_left##x4mode;          \
5241  .word setup_sprite_##texture_mode##_multi_multi_half_half##x4mode;            \
5242  .word 0x00000000;                                                             \
5243  .word setup_sprite_##texture_mode##_multi_single_half_half##x4mode;           \
5244
5245
5246 setup_sprite_tiled_builder(4bpp,);
5247 setup_sprite_tiled_builder(8bpp,);
5248
5249 #undef draw_mask_fb_ptr_left
5250 #undef draw_mask_fb_ptr_right
5251
5252 setup_sprite_tiled_builder(4bpp, _4x);
5253 setup_sprite_tiled_builder(8bpp, _4x);
5254
5255
5256 #undef block_ptr
5257 #undef num_blocks
5258 #undef clut_ptr
5259
5260 #define psx_gpu                                           r0
5261 #define block_ptr                                         r0
5262 #define num_blocks                                        r1
5263 #define clut_ptr                                          r2
5264 #define texel_shift_mask                                  r3
5265 #define block_pixels_a                                    r4
5266 #define block_pixels_b                                    r5
5267 #define texel_0                                           r6
5268 #define texel_2                                           r7
5269 #define texel_4                                           r8
5270 #define texel_6                                           r9
5271 #define texel_1                                           r10
5272 #define texel_3                                           r11
5273 #define texel_5                                           r12
5274 #define texel_7                                           r14
5275 #define texels_01                                         r6
5276 #define texels_23                                         r7
5277 #define texels_45                                         r8
5278 #define texels_67                                         r9
5279
5280 function(texture_sprite_blocks_8bpp)
5281   stmdb sp!, { r4 - r11, r14 }
5282   movw texel_shift_mask, #(0xFF << 1)
5283
5284   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5285   ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]
5286
5287   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
5288   ldr block_pixels_a, [ block_ptr, #16 ]
5289
5290  0:
5291   and texel_0, texel_shift_mask, block_pixels_a, lsl #1
5292   ldr block_pixels_b, [ block_ptr, #20 ]
5293
5294   and texel_1, texel_shift_mask, block_pixels_a, lsr #7
5295   ldrh texel_0, [ clut_ptr, texel_0 ]
5296
5297   and texel_2, texel_shift_mask, block_pixels_a, lsr #15
5298   ldrh texel_1, [ clut_ptr, texel_1 ]
5299
5300   and texel_3, texel_shift_mask, block_pixels_a, lsr #23
5301   ldr block_pixels_a, [ block_ptr, #(64 + 16) ]
5302
5303   ldrh texel_2, [ clut_ptr, texel_2 ]
5304   and texel_4, texel_shift_mask, block_pixels_b, lsl #1
5305
5306   ldrh texel_3, [ clut_ptr, texel_3 ]
5307   and texel_5, texel_shift_mask, block_pixels_b, lsr #7
5308
5309   ldrh texel_4, [ clut_ptr, texel_4 ]
5310   and texel_6, texel_shift_mask, block_pixels_b, lsr #15
5311
5312   ldrh texel_5, [ clut_ptr, texel_5 ]
5313   and texel_7, texel_shift_mask, block_pixels_b, lsr #23
5314
5315   ldrh texel_6, [ clut_ptr, texel_6 ]
5316   orr texels_01, texel_0, texel_1, lsl #16
5317
5318   ldrh texel_7, [ clut_ptr, texel_7 ]
5319   orr texels_23, texel_2, texel_3, lsl #16
5320
5321   orr texels_45, texel_4, texel_5, lsl #16
5322   str texels_01, [ block_ptr, #0 ]
5323
5324   orr texels_67, texel_6, texel_7, lsl #16
5325   str texels_23, [ block_ptr, #4 ]
5326
5327   subs num_blocks, num_blocks, #1
5328   str texels_45, [ block_ptr, #8 ]
5329
5330   str texels_67, [ block_ptr, #12 ]
5331   add block_ptr, block_ptr, #64
5332
5333   bne 0b
5334
5335   ldmia sp!, { r4 - r11, pc }
5336
5337
5338 #undef width_rounded
5339 #undef texture_mask
5340 #undef num_blocks
5341 #undef texture_offset
5342 #undef texels_low
5343 #undef texels_high
5344 #undef texels_wide_low
5345 #undef texels_wide_high
5346 #undef texels_wide
5347 #undef fb_ptr2
5348
5349 #define psx_gpu                                           r0
5350 #define x                                                 r1
5351 #define y                                                 r2
5352 #define u                                                 r3
5353 #define v                                                 r4
5354 #define width                                             r5
5355 #define height                                            r6
5356 #define left_offset                                       r8
5357 #define width_rounded                                     r9
5358 #define right_width                                       r10
5359
5360 #define block_width                                       r11
5361
5362 #define texture_offset_base                               r1
5363 #define texture_mask                                      r2
5364 #define texture_page_ptr                                  r3
5365 #define num_blocks                                        r4
5366 #define block                                             r5
5367 #define fb_ptr                                            r7
5368 #define texture_offset                                    r8
5369 #define blocks_remaining                                  r9
5370 #define fb_ptr2                                           r10
5371 #define fb_ptr_pitch                                      r12
5372 #define texture_block_ptr                                 r14
5373
5374 #define texture_mask_width                                r2
5375 #define texture_mask_height                               r3
5376 #define left_mask_bits                                    r4
5377 #define right_mask_bits                                   r5
5378
5379
5380 #undef block_masks
5381 #undef block_masks_shifted
5382 #undef texels
5383
5384 #define block_masks                                       d0
5385 #define block_masks_shifted                               d1
5386 #define draw_mask_fb_ptr                                  d2
5387 #define texels                                            q2
5388
5389 #define draw_mask_fb_ptr_a                                d2
5390 #define draw_mask_fb_ptr_b                                d3
5391 #define texels_low                                        d4
5392 #define texels_high                                       d5
5393 #define texels_wide_low                                   d6
5394 #define texels_wide_high                                  d7
5395 #define texels_wide                                       q3
5396
5397
5398 setup_sprites_16bpp_flush:
5399   vpush { d0 - d3 }
5400
5401   stmdb sp!, { r0 - r3, r12, r14 }
5402   bl flush_render_block_buffer
5403   ldmia sp!, { r0 - r3, r12, r14 }
5404
5405   vpop { d0 - d3 }
5406
5407   add block, psx_gpu, #psx_gpu_blocks_offset
5408   mov num_blocks, block_width
5409
5410   bx lr
5411
5412 function(setup_sprite_16bpp)
5413   stmdb sp!, { r4 - r11, r14 }
5414   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5415
5416   ldr v, [ sp, #36 ]
5417   add fb_ptr, fb_ptr, y, lsl #11
5418
5419   ldr width, [ sp, #40 ]
5420   add fb_ptr, fb_ptr, x, lsl #1
5421
5422   ldr height, [ sp, #44 ]
5423   and left_offset, u, #0x7
5424
5425   add texture_offset_base, u, u
5426   add width_rounded, width, #7
5427
5428   add texture_offset_base, v, lsl #11
5429   mov left_mask_bits, #0xFF
5430   
5431   ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5432   add width_rounded, width_rounded, left_offset
5433
5434   ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5435   sub fb_ptr, fb_ptr, left_offset, lsl #1
5436
5437   add texture_mask, texture_mask_width, texture_mask_width
5438   mov right_mask_bits, #0xFE
5439
5440   and right_width, width_rounded, #0x7
5441   mvn left_mask_bits, left_mask_bits, lsl left_offset
5442
5443   add texture_mask, texture_mask_height, lsl #11
5444   mov block_width, width_rounded, lsr #3
5445
5446   mov right_mask_bits, right_mask_bits, lsl right_width
5447   movw fb_ptr_pitch, #(2048 + 16)
5448
5449   sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
5450   vmov block_masks, left_mask_bits, right_mask_bits
5451
5452   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5453   add block, psx_gpu, #psx_gpu_blocks_offset
5454
5455   bic texture_offset_base, texture_offset_base, #0xF
5456   cmp block_width, #1
5457
5458   ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5459   add block, block, num_blocks, lsl #6
5460
5461   bne 0f
5462
5463   vext.32 block_masks_shifted, block_masks, block_masks, #1
5464   vorr.u32 block_masks, block_masks, block_masks_shifted
5465   vdup.u8 draw_mask_fb_ptr, block_masks[0]
5466
5467  1:
5468   add num_blocks, num_blocks, #1
5469   cmp num_blocks, #MAX_BLOCKS
5470   blgt setup_sprites_16bpp_flush
5471
5472   and texture_block_ptr, texture_offset_base, texture_mask
5473   subs height, height, #1
5474
5475   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5476   vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5477
5478   vst1.u32 { texels }, [ block, :128 ]
5479   add block, block, #40
5480
5481   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5482   pld [ fb_ptr ]
5483
5484   vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5485
5486   add block, block, #24
5487   add texture_offset_base, texture_offset_base, #2048
5488   add fb_ptr, fb_ptr, #2048
5489   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5490   bne 1b
5491
5492   ldmia sp!, { r4 - r11, pc }
5493
5494  0:
5495   add num_blocks, num_blocks, block_width
5496   mov texture_offset, texture_offset_base
5497
5498   cmp num_blocks, #MAX_BLOCKS
5499   blgt setup_sprites_16bpp_flush
5500
5501   add texture_offset_base, texture_offset_base, #2048
5502   and texture_block_ptr, texture_offset, texture_mask
5503
5504   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5505   vld1.u32 { texels }, [ texture_block_ptr, :128 ]  
5506
5507   vst1.u32 { texels }, [ block, :128 ]
5508   add block, block, #40
5509
5510   vdup.u8 draw_mask_fb_ptr, block_masks[0]
5511   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5512   pld [ fb_ptr ]
5513
5514   vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5515   subs blocks_remaining, block_width, #2
5516
5517   add texture_offset, texture_offset, #16
5518   add fb_ptr, fb_ptr, #16
5519
5520   vmov.u8 draw_mask_fb_ptr, #0
5521
5522   add block, block, #24
5523   beq 2f
5524
5525  1:
5526   and texture_block_ptr, texture_offset, texture_mask
5527   subs blocks_remaining, blocks_remaining, #1
5528
5529   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5530   vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5531
5532   vst1.u32 { texels }, [ block, :128 ]
5533   add block, block, #40
5534
5535   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5536   pld [ fb_ptr ]
5537
5538   vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5539   
5540   add texture_offset, texture_offset, #16
5541   add fb_ptr, fb_ptr, #16
5542
5543   add block, block, #24
5544   bne 1b
5545
5546  2:
5547   and texture_block_ptr, texture_offset, texture_mask
5548   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5549
5550   vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5551   vdup.u8 draw_mask_fb_ptr, block_masks[4]
5552
5553   vst1.u32 { texels }, [ block, :128 ]
5554   add block, block, #40
5555
5556   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5557   vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
5558   
5559   add block, block, #24
5560   subs height, height, #1
5561
5562   add fb_ptr, fb_ptr, fb_ptr_pitch
5563   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5564
5565   bne 0b
5566
5567   ldmia sp!, { r4 - r11, pc }
5568
5569
5570 // 4x version
5571 // FIXME: duplicate code with normal version :(
5572 #undef draw_mask_fb_ptr
5573
5574 function(setup_sprite_16bpp_4x)
5575   stmdb sp!, { r4 - r11, r14 }
5576   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5577
5578   ldr v, [ sp, #36 ]
5579   add fb_ptr, fb_ptr, y, lsl #11
5580
5581   ldr width, [ sp, #40 ]
5582   add fb_ptr, fb_ptr, x, lsl #1
5583
5584   ldr height, [ sp, #44 ]
5585   and left_offset, u, #0x7
5586
5587   add texture_offset_base, u, u
5588   add width_rounded, width, #7
5589
5590   add texture_offset_base, v, lsl #11
5591   movw left_mask_bits, #0xFFFF
5592   
5593   ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]
5594   add width_rounded, width_rounded, left_offset
5595
5596   lsl left_offset, #1
5597
5598   ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ]
5599   sub fb_ptr, fb_ptr, left_offset, lsl #1
5600
5601   add texture_mask, texture_mask_width, texture_mask_width
5602   movw right_mask_bits, #0xFFFC
5603
5604   and right_width, width_rounded, #0x7
5605   mvn left_mask_bits, left_mask_bits, lsl left_offset
5606
5607   lsl right_width, #1
5608
5609   add texture_mask, texture_mask_height, lsl #11
5610   mov block_width, width_rounded, lsr #3
5611
5612   mov right_mask_bits, right_mask_bits, lsl right_width
5613   movw fb_ptr_pitch, #(2048 + 16) * 2
5614
5615   sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4+1
5616   vmov block_masks, left_mask_bits, right_mask_bits
5617
5618   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5619   add block, psx_gpu, #psx_gpu_blocks_offset
5620
5621   bic texture_offset_base, texture_offset_base, #0xF
5622   cmp block_width, #1
5623
5624   ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]
5625   add block, block, num_blocks, lsl #6
5626
5627   lsl block_width, #2
5628   bne 0f
5629
5630   vext.32 block_masks_shifted, block_masks, block_masks, #1
5631   vorr.u32 block_masks, block_masks, block_masks_shifted
5632   vdup.u8 draw_mask_fb_ptr_a, block_masks[0]
5633   vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5634
5635  1:
5636   add num_blocks, num_blocks, block_width
5637   cmp num_blocks, #MAX_BLOCKS
5638   blgt setup_sprites_16bpp_flush
5639
5640   and texture_block_ptr, texture_offset_base, texture_mask
5641   subs height, height, #1
5642
5643   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5644   vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5645
5646   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5647
5648   add texture_offset_base, texture_offset_base, #2048
5649   add fb_ptr, fb_ptr, #2048*2
5650   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5651   bne 1b
5652
5653   ldmia sp!, { r4 - r11, pc }
5654
5655  0:
5656   add num_blocks, num_blocks, block_width
5657   mov texture_offset, texture_offset_base
5658
5659   vdup.u8 draw_mask_fb_ptr_a, block_masks[0] // left_mask_bits
5660   vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5661
5662   cmp num_blocks, #MAX_BLOCKS
5663   blgt setup_sprites_16bpp_flush
5664
5665   add texture_offset_base, texture_offset_base, #2048
5666   and texture_block_ptr, texture_offset, texture_mask
5667
5668   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5669   vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5670
5671   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5672
5673   subs blocks_remaining, block_width, #2*4
5674   add texture_offset, texture_offset, #16
5675
5676   vmov.u8 draw_mask_fb_ptr_a, #0
5677   vmov.u8 draw_mask_fb_ptr_b, #0
5678
5679   add fb_ptr, fb_ptr, #16*2
5680   beq 2f
5681
5682  1:
5683   and texture_block_ptr, texture_offset, texture_mask
5684   subs blocks_remaining, blocks_remaining, #4
5685
5686   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5687   vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5688
5689   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5690   add texture_offset, texture_offset, #16
5691
5692   add fb_ptr, fb_ptr, #16*2
5693   bgt 1b
5694
5695  2:
5696   vdup.u8 draw_mask_fb_ptr_a, block_masks[4] // right_mask_bits
5697   vdup.u8 draw_mask_fb_ptr_b, block_masks[5]
5698
5699   and texture_block_ptr, texture_offset, texture_mask
5700   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5701
5702   vld1.u32 { texels }, [ texture_block_ptr, :128 ]
5703
5704   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5705   subs height, height, #1
5706
5707   add fb_ptr, fb_ptr, fb_ptr_pitch
5708   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5709
5710   bne 0b
5711
5712   ldmia sp!, { r4 - r11, pc }
5713
5714
5715 #undef width
5716 #undef right_width
5717 #undef right_mask_bits
5718 #undef color
5719 #undef height
5720 #undef blocks_remaining
5721 #undef colors
5722 #undef right_mask
5723 #undef test_mask
5724 #undef draw_mask
5725
5726 #define psx_gpu                                           r0
5727 #define x                                                 r1
5728 #define y                                                 r2
5729 #define width                                             r3
5730 #define right_width                                       r5
5731 #define right_mask_bits                                   r6
5732 #define fb_ptr                                            r7
5733 #define color                                             r8
5734 #define height                                            r9
5735 #define fb_ptr_pitch                                      r12
5736
5737 // referenced by setup_sprites_16bpp_flush
5738 #define num_blocks                                        r4
5739 #define block                                             r5
5740 #define block_width                                       r11
5741
5742 #define color_r                                           r1
5743 #define color_g                                           r2
5744 #define color_b                                           r8
5745 #define blocks_remaining                                  r6
5746
5747 #define colors                                            q0
5748 #define right_mask                                        q1
5749 #define test_mask                                         q2
5750 #define draw_mask                                         q2
5751 #define draw_mask_bits_fb_ptr                             d6
5752
5753
5754 .align 3
5755
5756 function(setup_sprite_untextured)
5757   ldrh r12, [ psx_gpu, #psx_gpu_render_state_offset ]
5758   tst r12, #(RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS         \
5759     | RENDER_FLAGS_BLEND)
5760   beq setup_sprite_untextured_simple
5761
5762   stmdb sp!, { r4 - r11, r14 }
5763
5764   ldr width, [ sp, #40 ]
5765   ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
5766
5767   ldr height, [ sp, #44 ]
5768   add fb_ptr, fb_ptr, y, lsl #11
5769
5770   add fb_ptr, fb_ptr, x, lsl #1
5771   sub right_width, width, #1
5772
5773   ldr color, [ sp, #48 ]
5774   and right_width, #7
5775
5776   add block_width, width, #7
5777   add right_width, #1
5778
5779   lsr block_width, #3
5780   mov right_mask_bits, #0xff
5781
5782   sub fb_ptr_pitch, block_width, #1
5783   lsl right_mask_bits, right_width
5784
5785   lsl fb_ptr_pitch, #3+1
5786   ubfx color_r, color, #3, #5
5787
5788   rsb fb_ptr_pitch, #1024*2
5789   ubfx color_g, color, #11, #5
5790
5791   vld1.u32 { test_mask }, [ psx_gpu, :128 ]
5792   ubfx color_b, color, #19, #5
5793
5794   vdup.u16 right_mask, right_mask_bits
5795   orr color, color_r, color_b, lsl #10
5796
5797   ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5798   orr color, color, color_g, lsl #5
5799
5800   vtst.u16 right_mask, right_mask, test_mask
5801   add block, psx_gpu, #psx_gpu_blocks_offset
5802
5803   vdup.u16 colors, color
5804   add block, block, num_blocks, lsl #6
5805
5806
5807 setup_sprite_untextured_height_loop:
5808   add num_blocks, block_width
5809   sub blocks_remaining, block_width, #1
5810
5811   cmp num_blocks, #MAX_BLOCKS
5812   blgt setup_sprites_16bpp_flush
5813
5814   cmp blocks_remaining, #0
5815   ble 1f
5816
5817   vmov.u8 draw_mask, #0 /* zero_mask */
5818   vmov.u8 draw_mask_bits_fb_ptr, #0
5819
5820  0:
5821   vst1.u32 { draw_mask }, [ block, :128 ]!
5822   subs blocks_remaining, #1
5823
5824   vst1.u32 { colors }, [ block, :128 ]
5825   add block, block, #24
5826
5827   vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5828   vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
5829   
5830   add block, block, #24
5831   add fb_ptr, #8*2
5832   bgt 0b
5833
5834  1:
5835   vst1.u32 { right_mask }, [ block, :128 ]!
5836   subs height, #1
5837
5838   vst1.u32 { colors }, [ block, :128 ]
5839   add block, block, #24
5840
5841   vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5842   vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ]
5843   
5844   add block, block, #24
5845   add fb_ptr, fb_ptr_pitch
5846
5847   strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
5848   bgt setup_sprite_untextured_height_loop
5849
5850   ldmia sp!, { r4 - r11, pc }
5851
5852
5853
5854 #undef texture_page_ptr
5855 #undef vram_ptr
5856 #undef dirty_textures_mask
5857 #undef current_texture_mask
5858
5859 #define psx_gpu                                           r0
5860 #define current_texture_page                              r1
5861 #define texture_page_ptr                                  r2
5862 #define vram_ptr_a                                        r3
5863 #define current_texture_page_x                            r12
5864 #define current_texture_page_y                            r4
5865 #define dirty_textures_mask                               r5
5866 #define tile_y                                            r6
5867 #define tile_x                                            r7
5868 #define sub_y                                             r8
5869 #define current_texture_mask                              r9
5870 #define c_4096                                            r10
5871 #define vram_ptr_b                                        r11
5872
5873 #define texel_block_a                                     d0
5874 #define texel_block_b                                     d1
5875 #define texel_block_expanded_a                            q1
5876 #define texel_block_expanded_b                            q2
5877 #define texel_block_expanded_ab                           q2
5878 #define texel_block_expanded_c                            q3
5879 #define texel_block_expanded_d                            q4
5880 #define texel_block_expanded_cd                           q3
5881
5882 function(update_texture_4bpp_cache)
5883   stmdb sp!, { r4 - r11, r14 }
5884   vpush { q0 - q3 }
5885
5886   ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5887
5888   ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
5889   ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5890
5891   and current_texture_page_x, current_texture_page, #0xF
5892   ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]
5893
5894   mov current_texture_page_y, current_texture_page, lsr #4
5895   ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5896
5897   add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
5898   mov tile_y, #16
5899
5900   add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7  
5901   bic dirty_textures_mask, current_texture_mask
5902   
5903   mov tile_x, #16
5904   str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
5905
5906   mov sub_y, #8
5907   movw c_4096, #4096
5908
5909   add vram_ptr_b, vram_ptr_a, #2048
5910
5911  0:
5912   vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096
5913   vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096
5914
5915   vmovl.u8 texel_block_expanded_a, texel_block_a
5916   vshll.u8 texel_block_expanded_b, texel_block_a, #4
5917   vmovl.u8 texel_block_expanded_c, texel_block_b
5918   vshll.u8 texel_block_expanded_d, texel_block_b, #4
5919
5920   vbic.u16 texel_block_expanded_a, #0x00F0
5921   vbic.u16 texel_block_expanded_b, #0x00F0
5922   vbic.u16 texel_block_expanded_c, #0x00F0
5923   vbic.u16 texel_block_expanded_d, #0x00F0
5924
5925   vorr.u16 texel_block_expanded_ab, texel_block_expanded_a,                    \
5926    texel_block_expanded_b
5927   vorr.u16 texel_block_expanded_cd, texel_block_expanded_c,                    \
5928    texel_block_expanded_d
5929
5930   vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd },               \
5931    [ texture_page_ptr, :256 ]!
5932
5933   subs sub_y, sub_y, #1
5934   bne 0b
5935
5936   mov sub_y, #8
5937   add vram_ptr_a, vram_ptr_a, #8
5938   add vram_ptr_b, vram_ptr_b, #8
5939
5940   sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5941   sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5942
5943   subs tile_x, tile_x, #1
5944   bne 0b
5945
5946   mov tile_x, #16
5947   add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5948   add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5949
5950   sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5951   sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5952
5953   subs tile_y, tile_y, #1
5954   bne 0b
5955
5956   vpop { q0 - q3 }
5957   ldmia sp!, { r4 - r11, pc }
5958
5959
5960 #undef current_texture_page
5961
5962 #define psx_gpu                                           r0
5963 #define texture_page                                      r1
5964 #define texture_page_ptr                                  r2
5965 #define vram_ptr_a                                        r3
5966 #define texture_page_x                                    r12
5967 #define texture_page_y                                    r4
5968 #define current_texture_page                              r5
5969 #define tile_y                                            r6
5970 #define tile_x                                            r7
5971 #define sub_y                                             r8
5972 #define c_4096                                            r10
5973 #define vram_ptr_b                                        r11
5974
5975
5976 #undef texels_a
5977 #undef texels_b
5978
5979 #define texels_a                                          q0
5980 #define texels_b                                          q1
5981 #define texels_c                                          q2
5982 #define texels_d                                          q3
5983
5984
5985 function(update_texture_8bpp_cache_slice)
5986   stmdb sp!, { r4 - r11, r14 }
5987   vpush { q0 - q3 }
5988
5989   ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ]
5990   ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ]
5991
5992   ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
5993   mov tile_y, #16
5994
5995   and texture_page_x, texture_page, #0xF
5996   mov texture_page_y, texture_page, lsr #4
5997
5998   add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7  
5999   mov tile_x, #8
6000
6001   add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
6002   eor current_texture_page, current_texture_page, texture_page
6003
6004   ands current_texture_page, current_texture_page, #0x1
6005   mov sub_y, #4
6006
6007   addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6008   movw c_4096, #4096
6009
6010   add vram_ptr_b, vram_ptr_a, #2048
6011
6012  0:
6013   vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096
6014   vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096
6015   vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096
6016   vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096
6017
6018   vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]!
6019   vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]!
6020
6021   subs sub_y, sub_y, #1
6022   bne 0b
6023
6024   mov sub_y, #4
6025
6026   add vram_ptr_a, vram_ptr_a, #16
6027   add vram_ptr_b, vram_ptr_b, #16
6028
6029   sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
6030   sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
6031
6032   subs tile_x, tile_x, #1
6033   bne 0b
6034
6035   mov tile_x, #8
6036
6037   add vram_ptr_a, vram_ptr_a, #(16 * 2048)
6038   add vram_ptr_b, vram_ptr_b, #(16 * 2048)
6039
6040   sub vram_ptr_a, vram_ptr_a, #(8 * 16)
6041   sub vram_ptr_b, vram_ptr_b, #(8 * 16)
6042
6043   subs tile_y, tile_y, #1
6044   add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6045
6046   bne 0b
6047
6048   vpop { q0 - q3 }
6049   ldmia sp!, { r4 - r11, pc }
6050
6051
6052 /* void scale2x_tiles8(void *dst, const void *src, int w8, int h) */
6053 function(scale2x_tiles8)
6054   push { r4, r14 }
6055
6056   mov r4, r1
6057   add r12, r0, #1024*2
6058   mov r14, r2
6059
6060 0:
6061   vld1.u16 { q0 }, [ r1, :128 ]!
6062   vld1.u16 { q2 }, [ r1, :128 ]!
6063   vmov q1, q0
6064   vmov q3, q2
6065   vzip.16 q0, q1
6066   vzip.16 q2, q3
6067   subs r14, #2
6068   vst1.u16 { q0, q1 }, [ r0, :128 ]!
6069   vst1.u16 { q0, q1 }, [ r12, :128 ]!
6070   blt 1f
6071   vst1.u16 { q2, q3 }, [ r0, :128 ]!
6072   vst1.u16 { q2, q3 }, [ r12, :128 ]!
6073   bgt 0b
6074 1:
6075   subs r3, #1
6076   mov r14, r2
6077   add r0, #1024*2*2
6078   add r4, #1024*2
6079   sub r0, r2, lsl #4+1
6080   mov r1, r4
6081   add r12, r0, #1024*2
6082   bgt 0b
6083   nop
6084
6085   pop { r4, pc }
6086
6087 // vim:filetype=armasm