use pc-relative offsets for PIC too
[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 #define RENDER_INTERLACE_ENABLED                          0x1
24
25 #include "psx_gpu_offsets.h"
26
27 #define psx_gpu_b_dx_offset (psx_gpu_b_block_span_offset + 4)
28
29 #define edge_data_left_x_offset                           0
30 #define edge_data_num_blocks_offset                       2
31 #define edge_data_right_mask_offset                       4
32 #define edge_data_y_offset                                6
33
34 .syntax unified
35 .text
36
37 #define psx_gpu                                           r0
38 #define v_a                                               r1
39 #define v_b                                               r2
40 #define v_c                                               r3
41
42 #define x0                                                r4
43 #define x1                                                r5
44 #define x2                                                r6
45 #define x0_x1                                             r5
46 #define x1_x2                                             r6
47 #define y0                                                r7
48 #define y1                                                r8
49 #define y2                                                r9
50 #define y0_y1                                             r7
51 #define y1_y2                                             r8
52 #define b0                                                r9
53 #define b1                                                r10
54 #define b2                                                r11
55 #define b0_b1                                             r10
56 #define b1_b2                                             r11
57
58
59 #define area_r_s                                          r5
60
61 #define g_bx0                                             r2
62 #define g_bx                                              r3
63 #define g_bx2                                             r4
64 #define g_bx3                                             r5
65 #define b_base                                            r6
66 #define g_by                                              r8
67
68 #define gs_bx                                             r7
69 #define gs_by                                             r10
70
71 #define ga_bx                                             g_bx
72 #define ga_by                                             g_by
73
74 #define gw_bx_h                                           g_bx
75 #define gw_by_h                                           g_by
76
77 #define gw_bx_l                                           r11
78 #define gw_by_l                                           gw_bx_l
79
80 #define store_a                                           r0
81 #define store_b                                           r1
82 #define store_inc                                         r5
83
84
85 #define v0                                                q0
86 #define uvrgb0                                            d0
87 #define x0_y0                                             d1
88
89 #define v1                                                q1
90 #define uvrgb1                                            d2
91 #define x1_y1                                             d3
92
93 #define v2                                                q2
94 #define uvrgb2                                            d4
95 #define x2_y2                                             d5
96
97 #define x0_ab                                             q3
98 #define uvrg_xxxx0                                        q3
99 #define uvrg0                                             d6
100 #define xxxx0                                             d7
101
102 #define x1_ab                                             q4
103 #define uvrg_xxxx1                                        q4
104 #define uvrg1                                             d8
105 #define xxxx1                                             d9
106
107 #define x2_ab                                             q5
108 #define uvrg_xxxx2                                        q5
109 #define uvrg2                                             d10
110 #define xxxx2                                             d11
111
112 #define y0_ab                                             q6
113 #define yyyy_uvrg0                                        q6
114 #define yyyy0                                             d12
115 #define uvrg0b                                            d13
116
117 #define y1_ab                                             q7
118 #define yyyy_uvrg1                                        q7
119 #define yyyy1                                             d14
120 #define uvrg1b                                            d15
121
122 #define y2_ab                                             q8
123 #define yyyy_uvrg2                                        q8
124 #define yyyy2                                             d16
125 #define uvrg2b                                            d17
126
127 #define d0_ab                                             q9
128 #define d0_a                                              d18
129 #define d0_b                                              d19
130
131 #define d1_ab                                             q10
132 #define d1_a                                              d20
133 #define d1_b                                              d21
134
135 #define d2_ab                                             q11
136 #define d2_a                                              d22
137 #define d2_b                                              d23
138
139 #define d3_ab                                             q12
140 #define d3_a                                              d24
141 #define d3_b                                              d25
142
143 #define ga_uvrg_x                                         q1
144 #define ga_uvrg_y                                         q4
145
146 #define dx                                                x0_x1
147 #define dy                                                y0_y1
148 #define db                                                b0_b1
149
150 #define uvrg_base                                         q11
151
152 #define gs_uvrg_x                                         q5
153 #define gs_uvrg_y                                         q6
154
155 #define g_uvrg_x                                          q1
156 #define ga_uv_x                                           d2
157 #define g_uv_x                                            d2
158 #define ga_rg_x                                           d3
159 #define g_rg_x                                            d3
160
161 #define g_uvrg_y                                          q4
162 #define ga_uv_y                                           d8
163 #define g_uv_y                                            d8
164 #define ga_rg_y                                           d9
165 #define g_rg_y                                            d9
166
167 #define gw_uv_x                                           q1
168 #define gw_rg_x                                           q2
169 #define gw_uv_y                                           q4
170 #define gw_rg_y                                           q3
171
172 #define w_mask                                            q9
173 #define w_mask_l                                          d18
174
175 #define r_shift                                           q10
176
177 #define uvrg_dx0                                          q0
178 #define uvrg_dx0l                                         d0
179 #define uvrg_dx0h                                         d1
180
181 #define uvrg_dx1                                          q1
182 #define uvrg_dx1l                                         d2
183 #define uvrg_dx1h                                         d3
184
185 #define uvrg_dx2                                          q2
186 #define uvrg_dx2l                                         d4
187 #define uvrg_dx2h                                         d5
188
189 #define uvrg_dx3                                          q3
190 #define uvrg_dx3l                                         d6
191 #define uvrg_dx3h                                         d7
192
193 #define uvrgb_phase                                       q13
194
195 .align 4
196
197 #include "arm_features.h"
198
199 #define function(name) FUNCTION(name):
200
201 #ifndef TEXRELS_FORBIDDEN
202
203 #define JT_OP_REL(table_label, index_reg, temp)
204 #define JT_OP(x...) x
205 #define JTE(start, target) target
206
207 #else
208
209 #define JT_OP_REL(table_label, index_reg, temp)                                \
210   adr temp, table_label;                                                       \
211   ldr temp, [temp, index_reg, lsl #2];                                         \
212   add pc, pc, temp                                                             \
213
214 #define JT_OP(x...)
215 #define JTE(start, target) (target - start)
216
217 #endif
218
219 #ifdef __MACH__
220 #define flush_render_block_buffer _flush_render_block_buffer
221 #define setup_sprite_untextured_simple _setup_sprite_untextured_simple
222 #define update_texture_8bpp_cache _update_texture_8bpp_cache
223 #endif
224
225 @ r0: psx_gpu
226 @ r1: v_a
227 @ r2: v_b
228 @ r3: v_c
229
230 function(compute_all_gradients)
231   // First compute the triangle area reciprocal and shift. The division will
232   // happen concurrently with much of the work which follows.
233   @ r12 = psx_gpu->triangle_area
234   ldr r12, [psx_gpu, #psx_gpu_triangle_area_offset]
235   stmdb sp!, { r4 - r11, lr }
236
237   @ load exponent of 62 into upper half of double
238   movw r4, #0
239   clz r14, r12                       @ r14 = shift
240
241   movt r4, #((62 + 1023) << 4)
242   mov r12, r12, lsl r14              @ r12 = triangle_area_normalized
243
244   @ load area normalized into lower half of double
245   mov r5, r12, lsr #10
246   vmov.f64 d30, r5, r4               @ d30 = (1 << 62) + ta_n
247
248   movt r4, #((1022 + 31) << 4)
249   mov r5, r12, lsl #20
250
251   add r4, r4, r12, lsr #11
252   vmov.f64 d31, r5, r4
253
254   vdiv.f64 d30, d30, d31             @ d30 = ((1 << 62) + ta_n) / ta_n
255
256   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
257   // ( d0       *  d1      ) - ( d2       *  d3      ) =
258   // ( m0                  ) - ( m1                  ) = gradient
259
260   // This is split to do 12 elements at a time over three sets: a, b, and c.
261   // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
262   // two of the slots are unused.
263
264   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
265   // is g.
266
267   // First type is:  uvrg bxxx xxxx 
268   // Second type is: yyyy ybyy uvrg 
269   // Since x_a and y_c are the same the same variable is used for both. 
270
271   vld1.u32 { v0 }, [v_a, :128]       @ v0 = { uvrg0, b0, x0, y0 }
272   ldrsh x0, [v_a, #8]                @ load x0
273
274   vld1.u32 { v1 }, [v_b, :128]       @ v1 = { uvrg1, b1, x1, y1}
275   ldrh x1, [v_b, #8]                 @ load x1
276
277   vld1.u32 { v2 }, [v_c, :128]       @ v2 = { uvrg2, b2, x2, y2 }
278   ldrh x2, [v_c, #8]                 @ load x2
279
280   vmovl.u8 uvrg_xxxx0, uvrgb0        @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
281   ldrh y0, [v_a, #10]                @ load y0
282
283   vmovl.u8 uvrg_xxxx1, uvrgb1        @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
284   ldrh y1, [v_b, #10]                @ load y1
285
286   vmovl.u8 uvrg_xxxx2, uvrgb2        @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
287   ldrh y2, [v_c, #10]                @ load y2
288
289   vmov.u8 uvrg0b, uvrg0              @ uvrg0b = { uv0, rg0 }
290   vdup.u16 xxxx0, x0_y0[0]           @ xxxx0 = { xx0, xx0 }
291
292   orr x1_x2, x1, x2, lsl #16         @ x1_x2 = { x1, x2 }
293   pkhbt x0_x1, x0, x1, lsl #16       @ x0_x1 = { x0, x1 }
294
295   vmov.u8 uvrg1b, uvrg1              @ uvrg1b = { uv1, rg1 }
296   vdup.u16 xxxx1, x1_y1[0]           @ xxxx1 = { xx1, xx1 }
297
298   vmov.u8 uvrg2b, uvrg2              @ uvrg2b = { uv2, rg2 }
299   vdup.u16 xxxx2, x2_y2[0]           @ xxxx2 = { xx2, xx2 }
300
301   ldrb b2, [v_c, #4]                 @ load b2
302   orr y0_y1, y0, y1, lsl #16         @ y0_y1 = { y0, y1 }
303
304   ldrb b1, [v_b, #4]                 @ load b1
305   orr y1_y2, y1, y2, lsl #16         @ y1_y2 = { y1, y2 }
306
307   vdup.u16 yyyy0, x0_y0[1]           @ yyyy0 = { yy0, yy0 }
308   vsub.s16 d0_ab, x1_ab, x0_ab
309
310   ldrb b0, [v_a, #4]                 @ load b0
311   orr b1_b2, b1, b2, lsl #16         @ b1_b2 = { b1, b2 }
312
313   vdup.u16 yyyy1, x1_y1[1]           @ yyyy1 = { yy1, yy1 }
314   vsub.s16 d2_ab, x2_ab, x1_ab
315
316   vdup.u16 yyyy2, x2_y2[1]           @ yyyy2 = { yy2, yy2 }
317   vsub.s16 d1_ab, y2_ab, y1_ab
318
319   orr b0_b1, b0, b1, lsl #16         @ b1_b2 = { b1, b2 }
320   ssub16 dx, x1_x2, x0_x1            @ dx = { x1 - x0, x2 - x1 }
321
322   ssub16 dy, y1_y2, y0_y1            @ dy = { y1 - y0, y2 - y1 }
323   ssub16 db, b1_b2, b0_b1            @ db = { b1 - b0, b2 - b1 }
324
325   vsub.s16 d3_ab, y1_ab, y0_ab
326   smusdx ga_by, dx, db               @ ga_by = ((x1 - x0) * (b2 - b1)) -
327                                      @         ((x2 - X1) * (b1 - b0)) 
328   vmull.s16 ga_uvrg_x, d0_a, d1_a
329   smusdx ga_bx, db, dy               @ ga_bx = ((b1 - b0) * (y2 - y1)) -
330                                      @         ((b2 - b1) * (y1 - y0))
331   vmlsl.s16 ga_uvrg_x, d2_a, d3_a
332   movs gs_bx, ga_bx, asr #31
333
334   vmull.s16 ga_uvrg_y, d0_b, d1_b
335   rsbmi ga_bx, ga_bx, #0
336
337   @ r12 = psx_gpu->uvrgb_phase
338   ldr r12, [psx_gpu, #psx_gpu_uvrgb_phase_offset]
339
340   vmlsl.s16 ga_uvrg_y, d2_b, d3_b
341   movs gs_by, ga_by, asr #31
342
343   vshr.u64 d0, d30, #22
344   add b_base, r12, b0, lsl #16
345
346   vdup.u32 uvrgb_phase, r12
347
348   rsbmi ga_by, ga_by, #0
349   vclt.s32 gs_uvrg_x, ga_uvrg_x, #0  @ gs_uvrg_x = ga_uvrg_x < 0
350
351   @ r12 = psx_gpu->triangle_winding_offset
352   ldrb r12, [psx_gpu, #psx_gpu_triangle_winding_offset]
353   vclt.s32 gs_uvrg_y, ga_uvrg_y, #0  @ gs_uvrg_y = ga_uvrg_y < 0
354
355   rsb r12, r12, #0                   @ r12 = -(triangle->winding)
356
357   vdup.u32 w_mask, r12               @ w_mask = { -w, -w, -w, -w }
358   sub r14, r14, #(62 - 12)           @ r14 = shift - (62 - FIXED_BITS)
359
360   vshll.u16 uvrg_base, uvrg0, #16    @ uvrg_base = uvrg0 << 16
361   vdup.u32 r_shift, r14              @ r_shift = { shift, shift, shift, shift }
362
363   vadd.u32 uvrg_base, uvrgb_phase
364   vabs.s32 ga_uvrg_x, ga_uvrg_x      @ ga_uvrg_x = abs(ga_uvrg_x)
365
366   vmov area_r_s, s0                  @ area_r_s = triangle_reciprocal
367   vabs.s32 ga_uvrg_y, ga_uvrg_y      @ ga_uvrg_y = abs(ga_uvrg_y)
368
369   vmull.u32 gw_rg_x, ga_rg_x, d0[0]
370   vmull.u32 gw_uv_x, ga_uv_x, d0[0]
371   vmull.u32 gw_rg_y, ga_rg_y, d0[0]
372   vmull.u32 gw_uv_y, ga_uv_y, d0[0]
373
374   vshl.u64 gw_rg_x, gw_rg_x, r_shift
375   vshl.u64 gw_uv_x, gw_uv_x, r_shift
376   vshl.u64 gw_rg_y, gw_rg_y, r_shift
377   vshl.u64 gw_uv_y, gw_uv_y, r_shift
378
379   veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
380   vmovn.u64 g_uv_x, gw_uv_x
381
382   veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
383   vmovn.u64 g_rg_x, gw_rg_x
384
385   veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
386   vmovn.u64 g_uv_y, gw_uv_y
387
388   vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
389   vmovn.u64 g_rg_y, gw_rg_y
390
391   veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
392   mov ga_bx, ga_bx, lsl #13
393
394   vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
395   mov ga_by, ga_by, lsl #13
396
397   vdup.u32 x0_y0, x0
398   umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
399
400   vshl.u32 g_uvrg_x, g_uvrg_x, #4
401   vshl.u32 g_uvrg_y, g_uvrg_y, #4
402
403   umull gw_by_l, gw_by_h, ga_by, area_r_s
404   vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
405
406   eor gs_bx, gs_bx, r12
407   vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
408
409   veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
410   eor gs_by, gs_by, r12
411
412   rsb r11, r14, #0                   @ r11 = negative shift for scalar lsr
413   add store_a, psx_gpu, #psx_gpu_uvrg_offset
414
415   sub r11, r11, #(32 - 13)
416
417   add store_b, store_a, #16
418   mov store_inc, #32
419
420   vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
421   vst1.u32 { uvrg_base }, [store_a, :128], store_inc
422
423   vst1.u32 { uvrg_dx1 }, [store_b, :128], store_inc
424   mov g_bx, gw_bx_h, lsr r11
425
426   vst1.u32 { g_uvrg_y }, [store_a, :128], store_inc
427   mov g_by, gw_by_h, lsr r11
428
429   vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l },                     \
430    [store_b, :128], store_inc
431   eor g_bx, g_bx, gs_bx
432
433   vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h },                     \
434    [store_b, :128], store_inc
435   sub g_bx, g_bx, gs_bx
436
437   lsl g_bx, g_bx, #4  
438   eor g_by, g_by, gs_by
439
440   mls b_base, g_bx, x0, b_base
441   sub g_by, g_by, gs_by
442
443   lsl g_by, g_by, #4
444   mov g_bx0, #0
445
446   add g_bx2, g_bx, g_bx
447   add g_bx3, g_bx, g_bx2
448
449   stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
450
451   ldmia sp!, { r4 - r11, pc }
452
453
454 #define psx_gpu                                  r0
455 #define v_a                                      r1
456 #define v_b                                      r2
457 #define v_c                                      r3
458
459 #define temp                                     r14
460
461 #define x_a                                      r4
462 #define x_b                                      r5
463 #define x_c                                      r6
464 #define y_a                                      r1
465 #define y_b                                      r2
466 #define y_c                                      r3
467
468 #define height_minor_a                           r7
469 #define height_minor_b                           r8
470 #define height_major                             r9
471 #define height                                   r9
472
473 #define reciprocal_table_ptr                     r10
474
475 #define edge_alt_low                             r4
476 #define edge_alt_high                            r5
477 #define edge_dx_dy_alt                           r6
478 #define edge_shift_alt                           r10
479
480 #define edge_dx_dy_alt_low                       r4
481 #define edge_dx_dy_alt_high                      r5
482
483 #define span_edge_data                           r4
484 #define span_uvrg_offset                         r5
485 #define span_b_offset                            r6
486
487 #define clip                                     r14
488
489 #define b                                        r11
490 #define b_dy                                     r12
491
492
493 #define alternate_x                              q0
494 #define alternate_dx_dy                          q1
495 #define alternate_x_32                           q2
496
497 #define alternate_x_low                          d0
498 #define alternate_x_high                         d1
499 #define alternate_dx_dy_low                      d2
500 #define alternate_dx_dy_high                     d3
501 #define alternate_x_32_low                       d4
502 #define alternate_x_32_high                      d5
503
504 #define left_x                                   q3
505 #define right_x                                  q4
506 #define left_dx_dy                               q5
507 #define right_dx_dy                              q6
508 #define left_edge                                q7
509 #define right_edge                               q8
510
511 #define left_x_low                               d6
512 #define left_x_high                              d7
513 #define right_x_low                              d8
514 #define right_x_high                             d9
515 #define left_dx_dy_low                           d10
516 #define left_dx_dy_high                          d11
517 #define right_dx_dy_low                          d12
518 #define right_dx_dy_high                         d13
519 #define left_edge_low                            d14
520 #define left_edge_high                           d15
521 #define right_edge_low                           d16
522 #define right_edge_high                          d17
523
524 #define y_mid_point                              d18
525 #define c_0x0004                                 d19
526
527 #define left_right_x_16                          q11
528 #define span_shifts_y                            q12
529 #define c_0x0001                                 q13
530
531 #define span_shifts                              d24
532 #define y_x4                                     d25
533 #define c_0xFFFE                                 d26
534 #define c_0x0007                                 d27
535
536 #define left_right_x_16_low                      d22
537 #define left_right_x_16_high                     d23
538
539 #define uvrg                                     q14
540 #define uvrg_dy                                  q15
541
542 #define alternate_x_16                           d4
543
544 #define v_clip                                   q3
545 #define v_clip_low                               d6
546
547 #define right_x_32                               q10
548 #define left_x_32                                q11
549 #define alternate_select                         d24
550
551 #define right_x_32_low                           d20
552 #define right_x_32_high                          d21
553 #define left_x_32_low                            d22
554 #define left_x_32_high                           d23
555
556 #define edges_xy                                 q0
557 #define edges_dx_dy                              d2
558 #define edge_shifts                              d3
559 #define edge_shifts_64                           q2
560
561 #define edges_xy_left                            d0
562 #define edges_xy_right                           d1
563
564 #define height_reciprocals                       d6
565 #define heights                                  d7
566
567 #define widths                                   d8
568 #define c_0x01                                   d9
569 #define x_starts                                 d10
570 #define x_ends                                   d11
571
572 #define heights_b                                d12
573 #define edges_dx_dy_64                           q10
574
575 #define edges_dx_dy_64_left                      d20
576 #define edges_dx_dy_64_right                     d21
577
578
579 #define setup_spans_prologue()                                                 \
580   stmdb sp!, { r4 - r11, lr };                                                 \
581                                                                                \
582   ldrsh x_a, [v_a, #8];                                                        \
583   ldrsh x_b, [v_b, #8];                                                        \
584   ldrsh x_c, [v_c, #8];                                                        \
585   ldrsh y_a, [v_a, #10];                                                       \
586   ldrsh y_b, [v_b, #10];                                                       \
587   ldrsh y_c, [v_c, #10];                                                       \
588                                                                                \
589   add temp, psx_gpu, #psx_gpu_uvrg_offset;                                     \
590   vld1.32 { uvrg }, [temp];                                                    \
591   add temp, psx_gpu, #psx_gpu_uvrg_dy_offset;                                  \
592   vld1.32 { uvrg_dy }, [temp];                                                 \
593   ldr reciprocal_table_ptr, [psx_gpu, #psx_gpu_reciprocal_table_ptr_offset];   \
594                                                                                \
595   vmov.u32 c_0x01, #0x01                                                       \
596
597 #define setup_spans_load_b()                                                   \
598   ldr b, [psx_gpu, #psx_gpu_b_offset];                                         \
599   ldr b_dy, [psx_gpu, #psx_gpu_b_dy_offset]                                    \
600
601 #define setup_spans_prologue_b()                                               \
602   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
603   add temp, psx_gpu, #psx_gpu_viewport_start_x_offset;                         \
604                                                                                \
605   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
606   vmov.u16 c_0x0004, #0x0004;                                                  \
607                                                                                \
608   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
609   vmov.u16 c_0x0001, #0x0001;                                                  \
610                                                                                \
611   vld1.u16 { left_edge_low[], left_edge_high[] }, [temp];                      \
612   add temp, psx_gpu, #psx_gpu_viewport_end_x_offset;                           \
613                                                                                \
614   vld1.u16 { right_edge_low[], right_edge_high[] }, [temp];                    \
615   vadd.u16 right_edge, right_edge, c_0x0001;                                   \
616                                                                                \
617   vmov.u16 c_0x0007, #0x0007;                                                  \
618   vmvn.u16 c_0xFFFE, #0x0001                                                   \
619
620
621 #define compute_edge_delta_x2()                                                \
622   ldr temp, [reciprocal_table_ptr, height, lsl #2];                            \
623                                                                                \
624   vdup.u32 heights, height;                                                    \
625   vsub.u32 widths, x_ends, x_starts;                                           \
626                                                                                \
627   vdup.u32 edge_shifts, temp;                                                  \
628   vsub.u32 heights_b, heights, c_0x01;                                         \
629   vshr.u32 height_reciprocals, edge_shifts, #10;                               \
630                                                                                \
631   vmla.s32 heights_b, x_starts, heights;                                       \
632   vbic.u16 edge_shifts, #0xE0;                                                 \
633   vmul.s32 edges_dx_dy, widths, height_reciprocals;                            \
634   vmull.s32 edges_xy, heights_b, height_reciprocals                            \
635
636 #define width_alt                 r6
637 #define height_reciprocal_alt     r11
638 #define height_b_alt              r12
639
640 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
641   vmov heights, height_a, height_b;                                            \
642   ldr temp, [reciprocal_table_ptr, height_a, lsl #2];                          \
643   vmov.u32 edge_shifts[0], temp;                                               \
644   ldr temp, [reciprocal_table_ptr, height_b, lsl #2];                          \
645   vmov.u32 edge_shifts[1], temp;                                               \
646   ldr edge_shift_alt, [reciprocal_table_ptr, height_minor_b, lsl #2];          \
647                                                                                \
648   vsub.u32 widths, x_ends, x_starts;                                           \
649   sub width_alt, x_c, start_c;                                                 \
650                                                                                \
651   vsub.u32 heights_b, heights, c_0x01;                                         \
652   sub height_b_alt, height_minor_b, #1;                                        \
653                                                                                \
654   vshr.u32 height_reciprocals, edge_shifts, #10;                               \
655   lsr height_reciprocal_alt, edge_shift_alt, #10;                              \
656                                                                                \
657   vmla.s32 heights_b, x_starts, heights;                                       \
658   mla height_b_alt, height_minor_b, start_c, height_b_alt;                     \
659                                                                                \
660   vbic.u16 edge_shifts, #0xE0;                                                 \
661   and edge_shift_alt, edge_shift_alt, #0x1F;                                   \
662                                                                                \
663   vmul.s32 edges_dx_dy, widths, height_reciprocals;                            \
664   mul edge_dx_dy_alt, width_alt, height_reciprocal_alt;                        \
665                                                                                \
666   vmull.s32 edges_xy, heights_b, height_reciprocals;                           \
667   smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt       \
668
669
670 #define setup_spans_adjust_y_up()                                              \
671   vsub.u32 y_x4, y_x4, c_0x0004                                                \
672
673 #define setup_spans_adjust_y_down()                                            \
674   vadd.u32 y_x4, y_x4, c_0x0004                                                \
675
676 #define setup_spans_adjust_interpolants_up()                                   \
677   vsub.u32 uvrg, uvrg, uvrg_dy;                                                \
678   sub b, b, b_dy                                                               \
679
680 #define setup_spans_adjust_interpolants_down()                                 \
681   vadd.u32 uvrg, uvrg, uvrg_dy;                                                \
682   add b, b, b_dy                                                               \
683
684
685 #define setup_spans_clip_interpolants_increment()                              \
686   mla b, b_dy, clip, b;                                                        \
687   vmla.s32 uvrg, uvrg_dy, v_clip                                               \
688
689 #define setup_spans_clip_interpolants_decrement()                              \
690   mls b, b_dy, clip, b;                                                        \
691   vmls.s32 uvrg, uvrg_dy, v_clip                                               \
692
693 #define setup_spans_clip_alternate_yes()                                       \
694   smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip                      \
695
696 #define setup_spans_clip_alternate_no()                                        \
697
698 #define setup_spans_clip(direction, alternate_active)                          \
699   vdup.u32 v_clip, clip;                                                       \
700   setup_spans_clip_alternate_##alternate_active();                             \
701   setup_spans_clip_interpolants_##direction();                                 \
702   vmlal.s32 edges_xy, edges_dx_dy, v_clip_low                                  \
703
704
705 #define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
706   vmovl.s32 edge_shifts_64, edge_shifts;                                       \
707   vmovl.s32 edges_dx_dy_64, edges_dx_dy;                                       \
708                                                                                \
709   vshl.s64 edges_xy, edges_xy, edge_shifts_64;                                 \
710   vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64;                     \
711                                                                                \
712   vmov left_x_low, edges_xy_##left_index;                                      \
713   vmov right_x_low, edges_xy_##right_index;                                    \
714                                                                                \
715   vmov left_dx_dy_low, edges_dx_dy_64_##left_index;                            \
716   vmov left_dx_dy_high, edges_dx_dy_64_##left_index;                           \
717   vmov right_dx_dy_low, edges_dx_dy_64_##right_index;                          \
718   vmov right_dx_dy_high, edges_dx_dy_64_##right_index;                         \
719                                                                                \
720   vadd.u64 left_x_high, left_x_low, left_dx_dy_low;                            \
721   vadd.u64 right_x_high, right_x_low, right_dx_dy_low;                         \
722                                                                                \
723   vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy;                                 \
724   vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy                               \
725
726
727 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
728   setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
729                                                                                \
730   vdup.u16 y_mid_point, y_b;                                                   \
731   rsb temp, edge_shift_alt, #32;                                               \
732                                                                                \
733   lsl edge_alt_high, edge_alt_high, edge_shift_alt;                            \
734   orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp;                    \
735   lsl edge_alt_low, edge_alt_low, edge_shift_alt;                              \
736   vmov alternate_x_low, edge_alt_low, edge_alt_high;                           \
737                                                                                \
738   asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp;                               \
739   lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt;                      \
740   vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high;           \
741   vmov alternate_dx_dy_high, alternate_dx_dy_low;                              \
742                                                                                \
743   vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low;             \
744   vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy                   \
745
746
747 #define setup_spans_y_select_up()                                              \
748   vclt.s16 alternate_select, y_x4, y_mid_point                                 \
749
750 #define setup_spans_y_select_down()                                            \
751   vcgt.s16 alternate_select, y_x4, y_mid_point                                 \
752
753
754 #define setup_spans_alternate_select_left()                                    \
755   vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select               \
756
757 #define setup_spans_alternate_select_right()                                   \
758   vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select              \
759
760
761 #define setup_spans_set_x4_alternate_yes(alternate, direction)                 \
762   vshrn.s64 alternate_x_32_low, alternate_x, #32;                              \
763   vshrn.s64 left_x_32_low, left_x, #32;                                        \
764   vshrn.s64 right_x_32_low, right_x, #32;                                      \
765                                                                                \
766   vadd.u64 alternate_x, alternate_x, alternate_dx_dy;                          \
767   vadd.u64 left_x, left_x, left_dx_dy;                                         \
768   vadd.u64 right_x, right_x, right_dx_dy;                                      \
769                                                                                \
770   vshrn.s64 alternate_x_32_high, alternate_x, #32;                             \
771   vshrn.s64 left_x_32_high, left_x, #32;                                       \
772   vshrn.s64 right_x_32_high, right_x, #32;                                     \
773                                                                                \
774   vadd.u64 alternate_x, alternate_x, alternate_dx_dy;                          \
775   vadd.u64 left_x, left_x, left_dx_dy;                                         \
776   vadd.u64 right_x, right_x, right_dx_dy;                                      \
777                                                                                \
778   vmovn.u32 alternate_x_16, alternate_x_32;                                    \
779   setup_spans_y_select_##direction();                                          \
780   vmovn.u32 left_right_x_16_low, left_x_32;                                    \
781                                                                                \
782   vmovn.u32 left_right_x_16_high, right_x_32;                                  \
783   setup_spans_alternate_select_##alternate();                                  \
784                                                                                \
785   vst1.u32 { uvrg }, [span_uvrg_offset, :128]!;                                \
786   str b, [span_b_offset], #4;                                                  \
787   setup_spans_adjust_interpolants_##direction();                               \
788                                                                                \
789   vmax.s16 left_right_x_16, left_right_x_16, left_edge;                        \
790                                                                                \
791   vst1.u32 { uvrg }, [span_uvrg_offset, :128]!;                                \
792   str b, [span_b_offset], #4;                                                  \
793   setup_spans_adjust_interpolants_##direction();                               \
794                                                                                \
795   vmin.s16 left_right_x_16, left_right_x_16, right_edge;                       \
796                                                                                \
797   vst1.u32 { uvrg }, [span_uvrg_offset, :128]!;                                \
798   str b, [span_b_offset], #4;                                                  \
799   setup_spans_adjust_interpolants_##direction();                               \
800                                                                                \
801   vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low;    \
802   vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007;               \
803   vand.u16 span_shifts, left_right_x_16_high, c_0x0007;                        \
804                                                                                \
805   vst1.u32 { uvrg }, [span_uvrg_offset, :128]!;                                \
806   str b, [span_b_offset], #4;                                                  \
807   setup_spans_adjust_interpolants_##direction();                               \
808                                                                                \
809   vshr.u16 left_right_x_16_high, left_right_x_16_high, #3;                     \
810   vshl.u16 span_shifts, c_0xFFFE, span_shifts;                                 \
811                                                                                \
812   vst4.u16 { left_right_x_16, span_shifts_y }, [span_edge_data]!;              \
813                                                                                \
814   setup_spans_adjust_y_##direction()                                           \
815
816
817 #define setup_spans_set_x4_alternate_no(alternate, direction)                  \
818   vshrn.s64 left_x_32_low, left_x, #32;                                        \
819   vshrn.s64 right_x_32_low, right_x, #32;                                      \
820                                                                                \
821   vadd.u64 left_x, left_x, left_dx_dy;                                         \
822   vadd.u64 right_x, right_x, right_dx_dy;                                      \
823                                                                                \
824   vshrn.s64 left_x_32_high, left_x, #32;                                       \
825   vshrn.s64 right_x_32_high, right_x, #32;                                     \
826                                                                                \
827   vadd.u64 left_x, left_x, left_dx_dy;                                         \
828   vadd.u64 right_x, right_x, right_dx_dy;                                      \
829                                                                                \
830   vmovn.u32 left_right_x_16_low, left_x_32;                                    \
831   vmovn.u32 left_right_x_16_high, right_x_32;                                  \
832                                                                                \
833   vst1.u32 { uvrg }, [span_uvrg_offset, :128]!;                                \
834   str b, [span_b_offset], #4;                                                  \
835   setup_spans_adjust_interpolants_##direction();                               \
836                                                                                \
837   vmax.s16 left_right_x_16, left_right_x_16, left_edge;                        \
838                                                                                \
839   vst1.u32 { uvrg }, [span_uvrg_offset, :128]!;                                \
840   str b, [span_b_offset], #4;                                                  \
841   setup_spans_adjust_interpolants_##direction();                               \
842                                                                                \
843   vmin.s16 left_right_x_16, left_right_x_16, right_edge;                       \
844                                                                                \
845   vst1.u32 { uvrg }, [span_uvrg_offset, :128]!;                                \
846   str b, [span_b_offset], #4;                                                  \
847   setup_spans_adjust_interpolants_##direction();                               \
848                                                                                \
849   vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low;    \
850   vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007;               \
851   vand.u16 span_shifts, left_right_x_16_high, c_0x0007;                        \
852                                                                                \
853   vst1.u32 { uvrg }, [span_uvrg_offset, :128]!;                                \
854   str b, [span_b_offset], #4;                                                  \
855   setup_spans_adjust_interpolants_##direction();                               \
856                                                                                \
857   vshl.u16 span_shifts, c_0xFFFE, span_shifts;                                 \
858   vshr.u16 left_right_x_16_high, left_right_x_16_high, #3;                     \
859                                                                                \
860   vst4.u16 { left_right_x_16, span_shifts_y }, [span_edge_data]!;              \
861                                                                                \
862   setup_spans_adjust_y_##direction()                                           \
863
864
865 #define edge_adjust_low           r11
866 #define edge_adjust_high          r12
867
868 #define setup_spans_alternate_adjust_yes()                                     \
869   smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a;     \
870   subs edge_alt_low, edge_alt_low, edge_adjust_low;                            \
871   sbc edge_alt_high, edge_alt_high, edge_adjust_high                           \
872
873 #define setup_spans_alternate_adjust_no()                                      \
874
875
876 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
877   setup_spans_alternate_adjust_##alternate_active();                           \
878   setup_spans_load_b();                                                        \
879                                                                                \
880   ldrsh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset];                       \
881   subs y_c, y_c, temp;                                                         \
882   subgt height, height, y_c;                                                   \
883   addgt height, height, #1;                                                    \
884                                                                                \
885   ldrsh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset];                     \
886   subs clip, temp, y_a;                                                        \
887   ble 0f;                                                                      \
888                                                                                \
889   sub height, height, clip;                                                    \
890   add y_a, y_a, clip;                                                          \
891   setup_spans_clip(increment, alternate_active);                               \
892                                                                                \
893  0:                                                                            \
894   cmp height, #0;                                                              \
895   ble 1f;                                                                      \
896                                                                                \
897   orr temp, y_a, y_a, lsl #16;                                                 \
898   add temp, temp, #(1 << 16);                                                  \
899   add y_a, temp, #2;                                                           \
900   add y_a, y_a, #(2 << 16);                                                    \
901   vmov y_x4, temp, y_a;                                                        \
902                                                                                \
903   setup_spans_adjust_edges_alternate_##alternate_active(left_index,            \
904    right_index);                                                               \
905   setup_spans_prologue_b();                                                    \
906                                                                                \
907   strh height, [psx_gpu, #psx_gpu_num_spans_offset];                           \
908                                                                                \
909  2:                                                                            \
910   setup_spans_set_x4_alternate_##alternate_active(alternate, down);            \
911   subs height, height, #4;                                                     \
912   bhi 2b;                                                                      \
913                                                                                \
914  1:                                                                            \
915
916
917 #define setup_spans_alternate_pre_increment_yes()                              \
918   adds edge_alt_low, edge_alt_low, edge_dx_dy_alt;                             \
919   adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31                    \
920
921 #define setup_spans_alternate_pre_increment_no()                               \
922
923
924 #define setup_spans_up_decrement_yes()                                         \
925   suble height, height, #1                                                     \
926
927 #define setup_spans_up_decrement_no()                                          \
928
929
930 #define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
931   setup_spans_alternate_adjust_##alternate_active();                           \
932   setup_spans_load_b();                                                        \
933   sub y_a, y_a, #1;                                                            \
934                                                                                \
935   ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset];                      \
936   subs temp, temp, y_c;                                                        \
937   subgt height, height, temp;                                                  \
938   setup_spans_up_decrement_##alternate_active();                               \
939                                                                                \
940   ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset];                        \
941   subs clip, y_a, temp;                                                        \
942   ble 0f;                                                                      \
943                                                                                \
944   sub height, height, clip;                                                    \
945   sub y_a, y_a, clip;                                                          \
946   setup_spans_clip(decrement, alternate_active);                               \
947                                                                                \
948  0:                                                                            \
949   cmp height, #0;                                                              \
950   ble 1f;                                                                      \
951                                                                                \
952   orr temp, y_a, y_a, lsl #16;                                                 \
953   sub temp, temp, #(1 << 16);                                                  \
954   sub y_a, temp, #2;                                                           \
955   sub y_a, y_a, #(2 << 16);                                                    \
956   vmov y_x4, temp, y_a;                                                        \
957                                                                                \
958   vaddw.s32 edges_xy, edges_xy, edges_dx_dy;                                   \
959                                                                                \
960   setup_spans_alternate_pre_increment_##alternate_active();                    \
961   setup_spans_adjust_edges_alternate_##alternate_active(left_index,            \
962    right_index);                                                               \
963   setup_spans_adjust_interpolants_up();                                        \
964   setup_spans_prologue_b();                                                    \
965                                                                                \
966   strh height, [psx_gpu, #psx_gpu_num_spans_offset];                           \
967                                                                                \
968  2:                                                                            \
969   setup_spans_set_x4_alternate_##alternate_active(alternate, up);              \
970   subs height, height, #4;                                                     \
971   bhi 2b;                                                                      \
972                                                                                \
973  1:                                                                            \
974
975
976 #define setup_spans_epilogue()                                                 \
977   ldmia sp!, { r4 - r11, pc }                                                  \
978
979
980 #define setup_spans_up_up(minor, major)                                        \
981   setup_spans_prologue();                                                      \
982   sub height_minor_a, y_a, y_b;                                                \
983   sub height_minor_b, y_b, y_c;                                                \
984   sub height, y_a, y_c;                                                        \
985                                                                                \
986   vdup.u32 x_starts, x_a;                                                      \
987   vmov x_ends, x_c, x_b;                                                       \
988                                                                                \
989   compute_edge_delta_x3(x_b, height_major, height_minor_a);                    \
990   setup_spans_up(major, minor, minor, yes);                                    \
991   setup_spans_epilogue()                                                       \
992
993 function(setup_spans_up_left)
994   setup_spans_up_up(left, right)
995
996 function(setup_spans_up_right)
997   setup_spans_up_up(right, left)
998
999 #define setup_spans_down_down(minor, major)                                    \
1000   setup_spans_prologue();                                                      \
1001   sub height_minor_a, y_b, y_a;                                                \
1002   sub height_minor_b, y_c, y_b;                                                \
1003   sub height, y_c, y_a;                                                        \
1004                                                                                \
1005   vdup.u32 x_starts, x_a;                                                      \
1006   vmov x_ends, x_c, x_b;                                                       \
1007                                                                                \
1008   compute_edge_delta_x3(x_b, height_major, height_minor_a);                    \
1009   setup_spans_down(major, minor, minor, yes);                                  \
1010   setup_spans_epilogue()                                                       \
1011
1012 function(setup_spans_down_left)
1013   setup_spans_down_down(left, right)
1014
1015 function(setup_spans_down_right)
1016   setup_spans_down_down(right, left)
1017
1018
1019 #define setup_spans_up_flat()                                                  \
1020   sub height, y_a, y_c;                                                        \
1021                                                                                \
1022   compute_edge_delta_x2();                                                     \
1023   setup_spans_up(left, right, none, no);                                       \
1024   setup_spans_epilogue()                                                       \
1025
1026 function(setup_spans_up_a)
1027   setup_spans_prologue()
1028
1029   vmov x_starts, x_a, x_b
1030   vdup.u32 x_ends, x_c
1031
1032   setup_spans_up_flat()
1033
1034 function(setup_spans_up_b)
1035   setup_spans_prologue()
1036
1037   vdup.u32 x_starts, x_a
1038   vmov x_ends, x_b, x_c
1039
1040   setup_spans_up_flat()
1041
1042 #define setup_spans_down_flat()                                                \
1043   sub height, y_c, y_a;                                                        \
1044                                                                                \
1045   compute_edge_delta_x2();                                                     \
1046   setup_spans_down(left, right, none, no);                                     \
1047   setup_spans_epilogue()                                                       \
1048
1049 function(setup_spans_down_a)
1050   setup_spans_prologue()
1051
1052   vmov x_starts, x_a, x_b
1053   vdup.u32 x_ends, x_c
1054
1055   setup_spans_down_flat()
1056
1057 function(setup_spans_down_b)
1058   setup_spans_prologue()
1059
1060   vdup.u32 x_starts, x_a
1061   vmov x_ends, x_b, x_c
1062
1063   setup_spans_down_flat()
1064
1065
1066 #define middle_y                                          r9
1067
1068 #define edges_xy_b                                        q11
1069 #define edges_dx_dy_b                                     d26
1070 #define edge_shifts_b                                     d27
1071 #define edges_dx_dy_and_shifts_b                          q13
1072 #define height_increment                                  d20
1073
1074 #define edges_dx_dy_and_shifts                            q1
1075
1076 #define edges_xy_b_left                                   d22
1077 #define edges_xy_b_right                                  d23
1078
1079 #define setup_spans_up_down_load_edge_set_b()                                  \
1080   vmov edges_xy, edges_xy_b;                                                   \
1081   vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b                        \
1082
1083
1084 function(setup_spans_up_down)
1085   setup_spans_prologue()
1086
1087   // s32 middle_y = y_a;
1088   sub height_minor_a, y_a, y_b
1089   sub height_minor_b, y_c, y_a
1090   sub height_major, y_c, y_b
1091
1092   vmov x_starts, x_a, x_c
1093   vdup.u32 x_ends, x_b
1094
1095   compute_edge_delta_x3(x_a, height_minor_a, height_major)
1096
1097   mov temp, #0
1098   vmov height_increment, temp, height_minor_b
1099   vmlal.s32 edges_xy, edges_dx_dy, height_increment
1100
1101   vmov edges_xy_b_left, edge_alt_low, edge_alt_high
1102   vmov edges_xy_b_right, edges_xy_right
1103
1104   vmov edge_shifts_b, edge_shifts
1105   vmov.u32 edge_shifts_b[0], edge_shift_alt
1106
1107   vneg.s32 edges_dx_dy_b, edges_dx_dy
1108   vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
1109
1110   mov middle_y, y_a
1111   
1112   setup_spans_load_b()
1113   sub y_a, y_a, #1
1114
1115   ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]
1116   subs temp, temp, y_b
1117   subgt height_minor_a, height_minor_a, temp
1118
1119   ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]
1120   subs clip, y_a, temp
1121   ble 0f
1122
1123   sub height_minor_a, height_minor_a, clip
1124   sub y_a, y_a, clip
1125   setup_spans_clip(decrement, no)
1126
1127  0:                                                                
1128   cmp height_minor_a, #0
1129   ble 3f
1130
1131   orr temp, y_a, y_a, lsl #16
1132   sub temp, temp, #(1 << 16)
1133   sub y_a, temp, #2
1134   sub y_a, y_a, #(2 << 16)
1135   vmov y_x4, temp, y_a
1136
1137   vaddw.s32 edges_xy, edges_xy, edges_dx_dy
1138
1139   strh height_minor_a, [psx_gpu, #psx_gpu_num_spans_offset]
1140
1141   setup_spans_adjust_edges_alternate_no(left, right); 
1142   setup_spans_adjust_interpolants_up()
1143   setup_spans_up_down_load_edge_set_b()
1144
1145   setup_spans_prologue_b()
1146
1147
1148  2: 
1149   setup_spans_set_x4_alternate_no(none, up)
1150   subs height_minor_a, height_minor_a, #4
1151   bhi 2b
1152
1153   add span_edge_data, span_edge_data, height_minor_a, lsl #3
1154   add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
1155   add span_b_offset, span_b_offset, height_minor_a, lsl #2
1156
1157  4:
1158   add temp, psx_gpu, #psx_gpu_uvrg_offset
1159   vld1.32 { uvrg }, [temp]
1160   mov y_a, middle_y
1161   
1162   setup_spans_load_b()
1163
1164   ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]
1165   subs y_c, y_c, temp
1166   subgt height_minor_b, height_minor_b, y_c
1167   addgt height_minor_b, height_minor_b, #1
1168
1169   ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]
1170   subs clip, temp, y_a
1171   ble 0f
1172
1173   sub height_minor_b, height_minor_b, clip
1174   add y_a, y_a, clip
1175   setup_spans_clip(increment, no)
1176
1177  0:
1178   cmp height_minor_b, #0
1179   ble 1f
1180
1181   orr temp, y_a, y_a, lsl #16
1182   add temp, temp, #(1 << 16) 
1183   add y_a, temp, #2
1184   add y_a, y_a, #(2 << 16)
1185   vmov y_x4, temp, y_a
1186
1187   setup_spans_adjust_edges_alternate_no(left, right)
1188
1189   ldrh temp, [psx_gpu, #psx_gpu_num_spans_offset]
1190   add temp, temp, height_minor_b
1191
1192   cmp temp, #MAX_SPANS
1193   beq 5f
1194
1195   strh temp, [psx_gpu, #psx_gpu_num_spans_offset]
1196
1197  2:                                                     
1198   setup_spans_set_x4_alternate_no(none, down)
1199   subs height_minor_b, height_minor_b, #4
1200   bhi 2b
1201
1202  1:
1203   setup_spans_epilogue()
1204
1205  3:
1206   setup_spans_up_down_load_edge_set_b()
1207   setup_spans_prologue_b()
1208   bal 4b
1209
1210  5:
1211   // FIXME: overflow corner case
1212   sub temp, temp, height_minor_b
1213   bics height_minor_b, #3
1214   add temp, temp, height_minor_b
1215   strh temp, [psx_gpu, #psx_gpu_num_spans_offset]
1216   bne 2b
1217   bal 1b
1218
1219 #undef span_uvrg_offset
1220 #undef span_edge_data
1221 #undef span_b_offset
1222 #undef left_x
1223 #undef b
1224
1225 #define psx_gpu                                  r0
1226 #define num_spans                                r1
1227 #define span_uvrg_offset                         r2
1228 #define span_edge_data                           r3
1229 #define span_b_offset                            r4
1230 #define b_dx                                     r5
1231 #define span_num_blocks                          r6
1232 #define y                                        r7
1233 #define left_x                                   r8
1234 #define b                                        r9
1235 #define dither_offset_ptr                        r10
1236 #define block_ptr_a                              r11
1237 #define fb_ptr                                   r12
1238 #define num_blocks                               r14
1239
1240 #define uvrg_dx_ptr                              r2
1241 #define texture_mask_ptr                         r3
1242 #define dither_shift                             r8
1243 #define dither_row                               r10
1244
1245 #define c_32                                     r7
1246 #define b_dx4                                    r8
1247 #define b_dx8                                    r9
1248 #define block_ptr_b                              r10
1249
1250 #define block_span_ptr                           r10
1251 #define right_mask                               r8
1252
1253 #define color                                    r2
1254 #define color_r                                  r3
1255 #define color_g                                  r4
1256 #define color_b                                  r5
1257
1258 #undef uvrg
1259
1260 #define u_block                                  q0
1261 #define v_block                                  q1
1262 #define r_block                                  q2
1263 #define g_block                                  q3
1264 #define b_block                                  q4
1265
1266 #define uv_dx4                                   d10
1267 #define rg_dx4                                   d11
1268 #define uv_dx8                                   d12
1269 #define rg_dx8                                   d13
1270 #define b_whole_8                                d14
1271 #define fb_mask_ptrs                             d15
1272
1273 #define uvrg_dx4                                 q5
1274 #define uvrg_dx8                                 q6
1275 #define uv_dx8                                   d12
1276 #define rg_dx8                                   d13
1277
1278 #define u_whole                                  q8
1279 #define v_whole                                  q9
1280 #define r_whole                                  q10
1281 #define g_whole                                  q11
1282 #define b_whole                                  q12
1283
1284 #define u_whole_low                              d16
1285 #define u_whole_high                             d17
1286 #define v_whole_low                              d18
1287 #define v_whole_high                             d19
1288 #define r_whole_low                              d20
1289 #define r_whole_high                             d21
1290 #define g_whole_low                              d22
1291 #define g_whole_high                             d23
1292 #define b_whole_low                              d24
1293 #define b_whole_high                             d25
1294
1295 #define dx4                                      q13
1296 #define dx8                                      q13
1297
1298 #define u_whole_8                                d26
1299 #define v_whole_8                                d27
1300 #define u_whole_8b                               d24
1301 #define r_whole_8                                d24
1302 #define g_whole_8                                d25
1303
1304 #define uv_whole_8                               q13
1305 #define uv_whole_8b                              q14
1306
1307 #define dither_offsets                           q14
1308 #define texture_mask                             q15
1309 #define texture_mask_u                           d30
1310 #define texture_mask_v                           d31
1311
1312 #define dither_offsets_short                     d28
1313
1314 #define v_left_x                                 q8
1315 #define uvrg                                     q9
1316 #define block_span                               q10
1317
1318 #define uv                                       d18
1319 #define rg                                       d19
1320
1321 #define draw_mask                                q1
1322 #define draw_mask_edge                           q13
1323 #define test_mask                                q0
1324
1325 #define uvrg_dx                                  q3
1326
1327 #define colors                                   q2
1328
1329 #define setup_blocks_texture_swizzled()                                        \
1330   vand.u8 u_whole_8b, u_whole_8, texture_mask_u;                               \
1331   vsli.u8 u_whole_8, v_whole_8, #4;                                            \
1332   vsri.u8 v_whole_8, u_whole_8b, #4                                            \
1333
1334 #define setup_blocks_texture_unswizzled()                                      \
1335
1336
1337 #define setup_blocks_shaded_textured_builder(swizzling)                        \
1338 .align 3;                                                                      \
1339                                                                                \
1340 function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect)         \
1341   ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset];                        \
1342   add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset;                           \
1343                                                                                \
1344   vld1.u32 { uvrg_dx }, [uvrg_dx_ptr, :128];                                   \
1345   add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset;           \
1346                                                                                \
1347   cmp num_spans, #0;                                                           \
1348   bxeq lr;                                                                     \
1349                                                                                \
1350   stmdb sp!, { r4 - r11, r14 };                                                \
1351   vshl.u32 uvrg_dx4, uvrg_dx, #2;                                              \
1352                                                                                \
1353   ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset];                                   \
1354   vshl.u32 uvrg_dx8, uvrg_dx, #3;                                              \
1355                                                                                \
1356   vld2.u8 { texture_mask_u[], texture_mask_v[] }, [texture_mask_ptr, :16];     \
1357   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
1358                                                                                \
1359   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
1360   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
1361                                                                                \
1362   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
1363   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1364                                                                                \
1365   add block_ptr_a, block_ptr_a, num_blocks, lsl #6;                            \
1366                                                                                \
1367  0:                                                                            \
1368   vmov.u8 fb_mask_ptrs, #0;                                                    \
1369                                                                                \
1370   ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset];        \
1371   add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset;                \
1372                                                                                \
1373   ldrh y, [span_edge_data, #edge_data_y_offset];                               \
1374   ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset];                         \
1375                                                                                \
1376   cmp span_num_blocks, #0;                                                     \
1377   beq 1f;                                                                      \
1378                                                                                \
1379   ldrh left_x, [span_edge_data, #edge_data_left_x_offset];                     \
1380   add num_blocks, span_num_blocks, num_blocks;                                 \
1381                                                                                \
1382   cmp num_blocks, #MAX_BLOCKS;                                                 \
1383   bgt 2f;                                                                      \
1384                                                                                \
1385  3:                                                                            \
1386   ldr b, [span_b_offset];                                                      \
1387   add fb_ptr, fb_ptr, y, lsl #11;                                              \
1388                                                                                \
1389   vdup.u32 v_left_x, left_x;                                                   \
1390   and y, y, #0x3;                                                              \
1391                                                                                \
1392   ldr dither_row, [dither_offset_ptr, y, lsl #2];                              \
1393   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
1394                                                                                \
1395   mla b, b_dx, left_x, b;                                                      \
1396   and dither_shift, left_x, #0x03;                                             \
1397                                                                                \
1398   vld1.u32 { uvrg }, [span_uvrg_offset, :128];                                 \
1399   vshr.u32 uvrg_dx, uvrg_dx4, #2;                                              \
1400                                                                                \
1401   mov dither_shift, dither_shift, lsl #3;                                      \
1402   vmla.u32 uvrg, uvrg_dx, v_left_x;                                            \
1403                                                                                \
1404   mov c_32, #32;                                                               \
1405   subs span_num_blocks, span_num_blocks, #1;                                   \
1406                                                                                \
1407   mov dither_row, dither_row, ror dither_shift;                                \
1408   mov b_dx4, b_dx, lsl #2;                                                     \
1409                                                                                \
1410   vdup.u32 dither_offsets_short, dither_row;                                   \
1411   add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset;                   \
1412                                                                                \
1413   vdup.u32 b_block, b;                                                         \
1414   vshll.s8 dither_offsets, dither_offsets_short, #4;                           \
1415                                                                                \
1416   vdup.u32 u_block, uv[0];                                                     \
1417   mov b_dx8, b_dx, lsl #3;                                                     \
1418                                                                                \
1419   vdup.u32 v_block, uv[1];                                                     \
1420   vdup.u32 r_block, rg[0];                                                     \
1421   vdup.u32 g_block, rg[1];                                                     \
1422                                                                                \
1423   vld1.u32 { block_span }, [block_span_ptr, :128]!;                            \
1424                                                                                \
1425   vadd.u32 u_block, u_block, block_span;                                       \
1426   vld1.u32 { block_span }, [block_span_ptr, :128]!;                            \
1427                                                                                \
1428   vadd.u32 v_block, v_block, block_span;                                       \
1429   vld1.u32 { block_span }, [block_span_ptr, :128]!;                            \
1430                                                                                \
1431   vadd.u32 r_block, r_block, block_span;                                       \
1432   vld1.u32 { block_span }, [block_span_ptr, :128]!;                            \
1433                                                                                \
1434   vadd.u32 g_block, g_block, block_span;                                       \
1435   vld1.u32 { block_span }, [block_span_ptr, :128];                             \
1436                                                                                \
1437   vadd.u32 b_block, b_block, block_span;                                       \
1438   add block_ptr_b, block_ptr_a, #16;                                           \
1439                                                                                \
1440   vshrn.u32 u_whole_low, u_block, #16;                                         \
1441   vshrn.u32 v_whole_low, v_block, #16;                                         \
1442   vshrn.u32 r_whole_low, r_block, #16;                                         \
1443   vshrn.u32 g_whole_low, g_block, #16;                                         \
1444                                                                                \
1445   vdup.u32 dx4, uv_dx4[0];                                                     \
1446   vshrn.u32 b_whole_low, b_block, #16;                                         \
1447                                                                                \
1448   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1449   vdup.u32 dx4, uv_dx4[1];                                                     \
1450                                                                                \
1451   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1452   vdup.u32 dx4, rg_dx4[0];                                                     \
1453                                                                                \
1454   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
1455   vdup.u32 dx4, rg_dx4[1];                                                     \
1456                                                                                \
1457   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
1458   vdup.u32 dx4, b_dx4;                                                         \
1459                                                                                \
1460   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
1461   vdup.u32 dx8, uv_dx8[0];                                                     \
1462                                                                                \
1463   vadd.u32 u_block, u_block, dx8;                                              \
1464   vdup.u32 dx8, uv_dx8[1];                                                     \
1465                                                                                \
1466   vadd.u32 v_block, v_block, dx8;                                              \
1467   vdup.u32 dx8, rg_dx8[0];                                                     \
1468                                                                                \
1469   vadd.u32 r_block, r_block, dx8;                                              \
1470   vdup.u32 dx8, rg_dx8[1];                                                     \
1471                                                                                \
1472   vadd.u32 g_block, g_block, dx8;                                              \
1473   vdup.u32 dx8, b_dx8;                                                         \
1474                                                                                \
1475   vadd.u32 b_block, b_block, dx8;                                              \
1476   vmovn.u16 u_whole_8, u_whole;                                                \
1477                                                                                \
1478   vmovn.u16 v_whole_8, v_whole;                                                \
1479                                                                                \
1480   vmovn.u16 b_whole_8, b_whole;                                                \
1481   pld [fb_ptr];                                                                \
1482   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1483                                                                                \
1484   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1485   setup_blocks_texture_##swizzling();                                          \
1486                                                                                \
1487   vmovn.u16 r_whole_8, r_whole;                                                \
1488   beq 5f;                                                                      \
1489                                                                                \
1490  4:                                                                            \
1491   vmovn.u16 g_whole_8, g_whole;                                                \
1492   vshrn.u32 u_whole_low, u_block, #16;                                         \
1493                                                                                \
1494   vst2.u8 { u_whole_8, v_whole_8 }, [block_ptr_a, :128], c_32;                 \
1495   vshrn.u32 v_whole_low, v_block, #16;                                         \
1496                                                                                \
1497   vst1.u32 { r_whole_8, g_whole_8 }, [block_ptr_b, :128], c_32;                \
1498   vshrn.u32 r_whole_low, r_block, #16;                                         \
1499                                                                                \
1500   vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32;             \
1501   vshrn.u32 g_whole_low, g_block, #16;                                         \
1502                                                                                \
1503   vdup.u32 dx4, uv_dx4[0];                                                     \
1504   vshrn.u32 b_whole_low, b_block, #16;                                         \
1505                                                                                \
1506   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1507   vdup.u32 dx4, uv_dx4[1];                                                     \
1508                                                                                \
1509   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1510   vdup.u32 dx4, rg_dx4[0];                                                     \
1511                                                                                \
1512   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
1513   vdup.u32 dx4, rg_dx4[1];                                                     \
1514                                                                                \
1515   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
1516   vdup.u32 dx4, b_dx4;                                                         \
1517                                                                                \
1518   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
1519   vdup.u32 dx8, uv_dx8[0];                                                     \
1520                                                                                \
1521   vadd.u32 u_block, u_block, dx8;                                              \
1522   vdup.u32 dx8, uv_dx8[1];                                                     \
1523                                                                                \
1524   vadd.u32 v_block, v_block, dx8;                                              \
1525   vdup.u32 dx8, rg_dx8[0];                                                     \
1526                                                                                \
1527   vadd.u32 r_block, r_block, dx8;                                              \
1528   vdup.u32 dx8, rg_dx8[1];                                                     \
1529                                                                                \
1530   vadd.u32 g_block, g_block, dx8;                                              \
1531   vdup.u32 dx8, b_dx8;                                                         \
1532                                                                                \
1533   vadd.u32 b_block, b_block, dx8;                                              \
1534   vmovn.u16 u_whole_8, u_whole;                                                \
1535                                                                                \
1536   add fb_ptr, fb_ptr, #16;                                                     \
1537   vmovn.u16 v_whole_8, v_whole;                                                \
1538                                                                                \
1539   vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32;                      \
1540   vmovn.u16 b_whole_8, b_whole;                                                \
1541                                                                                \
1542   pld [fb_ptr];                                                                \
1543                                                                                \
1544   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1545   subs span_num_blocks, span_num_blocks, #1;                                   \
1546                                                                                \
1547   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1548   setup_blocks_texture_##swizzling();                                          \
1549                                                                                \
1550   vmovn.u16 r_whole_8, r_whole;                                                \
1551   bne 4b;                                                                      \
1552                                                                                \
1553  5:                                                                            \
1554   vmovn.u16 g_whole_8, g_whole;                                                \
1555   ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset];             \
1556                                                                                \
1557   vld1.u32 { test_mask }, [psx_gpu, :128];                                     \
1558   vdup.u8 draw_mask, right_mask;                                               \
1559                                                                                \
1560   vmov.u32 fb_mask_ptrs[0], right_mask;                                        \
1561   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
1562   vzip.u8 u_whole_8, v_whole_8;                                                \
1563                                                                                \
1564   vbic.u16 uv_whole_8, uv_whole_8, draw_mask;                                  \
1565   vst1.u32 { r_whole_8, g_whole_8 }, [block_ptr_b, :128], c_32;                \
1566   vst1.u32 { uv_whole_8 }, [block_ptr_a, :128], c_32;                          \
1567   vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32;                      \
1568   vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32;             \
1569                                                                                \
1570  1:                                                                            \
1571   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
1572   add span_b_offset, span_b_offset, #4;                                        \
1573                                                                                \
1574   add span_edge_data, span_edge_data, #8;                                      \
1575   subs num_spans, num_spans, #1;                                               \
1576                                                                                \
1577   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
1578   bne 0b;                                                                      \
1579                                                                                \
1580   ldmia sp!, { r4 - r11, pc };                                                 \
1581                                                                                \
1582  2:                                                                            \
1583   /* TODO: Load from psx_gpu instead of saving/restoring these               */\
1584   vpush { texture_mask };                                                      \
1585   vpush { uvrg_dx4 };                                                          \
1586                                                                                \
1587   stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 };                        \
1588   bl flush_render_block_buffer;                                                \
1589   ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 };                        \
1590                                                                                \
1591   vpop { uvrg_dx4 };                                                           \
1592   vpop { texture_mask };                                                       \
1593                                                                                \
1594   vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4;                                       \
1595   vmov.u8 fb_mask_ptrs, #0;                                                    \
1596                                                                                \
1597   mov num_blocks, span_num_blocks;                                             \
1598   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1599   bal 3b                                                                       \
1600
1601
1602 setup_blocks_shaded_textured_builder(swizzled)
1603 setup_blocks_shaded_textured_builder(unswizzled)
1604
1605
1606 #define setup_blocks_unshaded_textured_builder(swizzling)                      \
1607 .align 3;                                                                      \
1608                                                                                \
1609 function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect)       \
1610   ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset];                        \
1611   add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset;                           \
1612                                                                                \
1613   vld1.u32 { uvrg_dx }, [uvrg_dx_ptr, :128];                                   \
1614   add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset;           \
1615                                                                                \
1616   cmp num_spans, #0;                                                           \
1617   bxeq lr;                                                                     \
1618                                                                                \
1619   stmdb sp!, { r4 - r11, r14 };                                                \
1620   vshl.u32 uvrg_dx4, uvrg_dx, #2;                                              \
1621                                                                                \
1622   vshl.u32 uvrg_dx8, uvrg_dx, #3;                                              \
1623                                                                                \
1624   vld2.u8 { texture_mask_u[], texture_mask_v[] }, [texture_mask_ptr, :16];     \
1625   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
1626                                                                                \
1627   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
1628   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
1629                                                                                \
1630   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1631                                                                                \
1632   add block_ptr_a, block_ptr_a, num_blocks, lsl #6;                            \
1633                                                                                \
1634  0:                                                                            \
1635   vmov.u8 fb_mask_ptrs, #0;                                                    \
1636                                                                                \
1637   ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset];        \
1638   add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset;                \
1639                                                                                \
1640   ldrh y, [span_edge_data, #edge_data_y_offset];                               \
1641   ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset];                         \
1642                                                                                \
1643   cmp span_num_blocks, #0;                                                     \
1644   beq 1f;                                                                      \
1645                                                                                \
1646   ldrh left_x, [span_edge_data, #edge_data_left_x_offset];                     \
1647   add num_blocks, span_num_blocks, num_blocks;                                 \
1648                                                                                \
1649   cmp num_blocks, #MAX_BLOCKS;                                                 \
1650   bgt 2f;                                                                      \
1651                                                                                \
1652  3:                                                                            \
1653   add fb_ptr, fb_ptr, y, lsl #11;                                              \
1654                                                                                \
1655   vdup.u32 v_left_x, left_x;                                                   \
1656   and y, y, #0x3;                                                              \
1657                                                                                \
1658   ldr dither_row, [dither_offset_ptr, y, lsl #2];                              \
1659   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
1660                                                                                \
1661   and dither_shift, left_x, #0x03;                                             \
1662                                                                                \
1663   vld1.u32 { uvrg }, [span_uvrg_offset, :128];                                 \
1664   vshr.u32 uvrg_dx, uvrg_dx4, #2;                                              \
1665                                                                                \
1666   mov dither_shift, dither_shift, lsl #3;                                      \
1667   vmla.u32 uvrg, uvrg_dx, v_left_x;                                            \
1668                                                                                \
1669   mov c_32, #32;                                                               \
1670   subs span_num_blocks, span_num_blocks, #1;                                   \
1671                                                                                \
1672   mov dither_row, dither_row, ror dither_shift;                                \
1673                                                                                \
1674   vdup.u32 dither_offsets_short, dither_row;                                   \
1675   add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset;                   \
1676                                                                                \
1677   vshll.s8 dither_offsets, dither_offsets_short, #4;                           \
1678                                                                                \
1679   vdup.u32 u_block, uv[0];                                                     \
1680                                                                                \
1681   vdup.u32 v_block, uv[1];                                                     \
1682   vld1.u32 { block_span }, [block_span_ptr, :128]!;                            \
1683                                                                                \
1684   vadd.u32 u_block, u_block, block_span;                                       \
1685   vld1.u32 { block_span }, [block_span_ptr, :128]!;                            \
1686                                                                                \
1687   vadd.u32 v_block, v_block, block_span;                                       \
1688   add block_ptr_b, block_ptr_a, #16;                                           \
1689                                                                                \
1690   vshrn.u32 u_whole_low, u_block, #16;                                         \
1691   vshrn.u32 v_whole_low, v_block, #16;                                         \
1692                                                                                \
1693   vdup.u32 dx4, uv_dx4[0];                                                     \
1694                                                                                \
1695   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1696   vdup.u32 dx4, uv_dx4[1];                                                     \
1697                                                                                \
1698   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1699   vdup.u32 dx8, uv_dx8[0];                                                     \
1700                                                                                \
1701   vadd.u32 u_block, u_block, dx8;                                              \
1702   vdup.u32 dx8, uv_dx8[1];                                                     \
1703                                                                                \
1704   vadd.u32 v_block, v_block, dx8;                                              \
1705   vmovn.u16 u_whole_8, u_whole;                                                \
1706                                                                                \
1707   vmovn.u16 v_whole_8, v_whole;                                                \
1708                                                                                \
1709   pld [fb_ptr];                                                                \
1710   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1711                                                                                \
1712   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1713   setup_blocks_texture_##swizzling();                                          \
1714                                                                                \
1715   beq 5f;                                                                      \
1716                                                                                \
1717  4:                                                                            \
1718   vshrn.u32 u_whole_low, u_block, #16;                                         \
1719                                                                                \
1720   vst2.u8 { u_whole_8, v_whole_8 }, [block_ptr_a, :128], c_32;                 \
1721   vshrn.u32 v_whole_low, v_block, #16;                                         \
1722                                                                                \
1723   add block_ptr_b, block_ptr_b, #32;                                           \
1724   vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32;             \
1725                                                                                \
1726   vdup.u32 dx4, uv_dx4[0];                                                     \
1727   vaddhn.u32 u_whole_high, u_block, dx4;                                       \
1728   vdup.u32 dx4, uv_dx4[1];                                                     \
1729                                                                                \
1730   vaddhn.u32 v_whole_high, v_block, dx4;                                       \
1731   vdup.u32 dx8, uv_dx8[0];                                                     \
1732                                                                                \
1733   vadd.u32 u_block, u_block, dx8;                                              \
1734   vdup.u32 dx8, uv_dx8[1];                                                     \
1735                                                                                \
1736   vadd.u32 v_block, v_block, dx8;                                              \
1737   vmovn.u16 u_whole_8, u_whole;                                                \
1738                                                                                \
1739   add fb_ptr, fb_ptr, #16;                                                     \
1740   vmovn.u16 v_whole_8, v_whole;                                                \
1741                                                                                \
1742   vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32;                      \
1743   pld [fb_ptr];                                                                \
1744                                                                                \
1745   vmov.u32 fb_mask_ptrs[1], fb_ptr;                                            \
1746   subs span_num_blocks, span_num_blocks, #1;                                   \
1747                                                                                \
1748   vand.u8 uv_whole_8, uv_whole_8, texture_mask;                                \
1749   setup_blocks_texture_##swizzling();                                          \
1750                                                                                \
1751   bne 4b;                                                                      \
1752                                                                                \
1753  5:                                                                            \
1754   ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset];             \
1755                                                                                \
1756   vld1.u32 { test_mask }, [psx_gpu, :128];                                     \
1757   vdup.u8 draw_mask, right_mask;                                               \
1758                                                                                \
1759   vmov.u32 fb_mask_ptrs[0], right_mask;                                        \
1760   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
1761   vzip.u8 u_whole_8, v_whole_8;                                                \
1762                                                                                \
1763   vbic.u16 uv_whole_8, uv_whole_8, draw_mask;                                  \
1764   add block_ptr_b, block_ptr_b, #32;                                           \
1765   vst1.u32 { uv_whole_8 }, [block_ptr_a, :128], c_32;                          \
1766   vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32;                      \
1767   vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32;             \
1768                                                                                \
1769  1:                                                                            \
1770   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
1771   add span_edge_data, span_edge_data, #8;                                      \
1772   subs num_spans, num_spans, #1;                                               \
1773                                                                                \
1774   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
1775   bne 0b;                                                                      \
1776                                                                                \
1777   ldmia sp!, { r4 - r11, pc };                                                 \
1778                                                                                \
1779  2:                                                                            \
1780   /* TODO: Load from psx_gpu instead of saving/restoring these               */\
1781   vpush { texture_mask };                                                      \
1782   vpush { uvrg_dx4 };                                                          \
1783                                                                                \
1784   stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 };                        \
1785   bl flush_render_block_buffer;                                                \
1786   ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 };                        \
1787                                                                                \
1788   vpop { uvrg_dx4 };                                                           \
1789   vpop { texture_mask };                                                       \
1790                                                                                \
1791   vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4;                                       \
1792   vmov.u8 fb_mask_ptrs, #0;                                                    \
1793                                                                                \
1794   mov num_blocks, span_num_blocks;                                             \
1795   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
1796   bal 3b                                                                       \
1797
1798
1799 setup_blocks_unshaded_textured_builder(swizzled)
1800 setup_blocks_unshaded_textured_builder(unswizzled)
1801
1802
1803 .align 3
1804
1805 function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect)
1806   ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]
1807   veor.u32 draw_mask, draw_mask, draw_mask
1808
1809   cmp num_spans, #0
1810   bxeq lr
1811
1812   stmdb sp!, { r4 - r11, r14 }
1813   vld1.u32 { test_mask }, [psx_gpu, :128]
1814
1815   ldr color, [psx_gpu, #psx_gpu_triangle_color_offset]
1816
1817   ubfx color_r, color, #3, #5
1818   ubfx color_g, color, #11, #5
1819   ubfx color_b, color, #19, #5
1820
1821   orr color, color_r, color_b, lsl #10
1822   orr color, color, color_g, lsl #5
1823
1824   vdup.u16 colors, color
1825
1826   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
1827   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1828
1829   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1830   add block_ptr_a, block_ptr_a, num_blocks, lsl #6
1831
1832  0:
1833   ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]
1834   ldrh y, [span_edge_data, #edge_data_y_offset]
1835
1836   ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]
1837
1838   cmp span_num_blocks, #0
1839   beq 1f
1840
1841   ldrh left_x, [span_edge_data, #edge_data_left_x_offset]
1842   add num_blocks, span_num_blocks, num_blocks
1843
1844   cmp num_blocks, #MAX_BLOCKS
1845   bgt 2f
1846
1847  3:
1848   add fb_ptr, fb_ptr, y, lsl #11
1849   and y, y, #0x3
1850
1851   add fb_ptr, fb_ptr, left_x, lsl #1
1852   mov c_32, #32
1853
1854   subs span_num_blocks, span_num_blocks, #1
1855
1856   add block_ptr_b, block_ptr_a, #16
1857   pld [fb_ptr]
1858
1859   vmov.u32 fb_mask_ptrs[1], fb_ptr
1860   beq 5f
1861
1862  4:
1863   vst1.u32 { draw_mask }, [block_ptr_a, :128], c_32
1864   vst1.u32 { colors }, [block_ptr_b, :128], c_32
1865   vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32
1866
1867   add fb_ptr, fb_ptr, #16
1868   add block_ptr_b, block_ptr_b, #32
1869
1870   pld [fb_ptr]
1871
1872   vmov.u32 fb_mask_ptrs[1], fb_ptr
1873   subs span_num_blocks, span_num_blocks, #1
1874
1875   bne 4b
1876
1877  5:
1878   ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]
1879
1880   vdup.u8 draw_mask_edge, right_mask
1881   vtst.u16 draw_mask_edge, draw_mask_edge, test_mask
1882
1883   vst1.u32 { colors }, [block_ptr_b, :128], c_32
1884   vst1.u32 { draw_mask_edge }, [block_ptr_a, :128], c_32
1885   add block_ptr_b, block_ptr_b, #32
1886   vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32
1887
1888  1:
1889   add span_edge_data, span_edge_data, #8
1890   subs num_spans, num_spans, #1
1891
1892   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
1893   bne 0b
1894
1895   ldmia sp!, { r4 - r11, pc }
1896                                                                            
1897  2:
1898   vpush { colors }
1899
1900   stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
1901   bl flush_render_block_buffer
1902   ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
1903
1904   vpop { colors }
1905
1906   vld1.u32 { test_mask }, [psx_gpu, :128]
1907   veor.u32 draw_mask, draw_mask, draw_mask
1908
1909   mov num_blocks, span_num_blocks
1910   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
1911   bal 3b
1912
1913
1914 #define mask_msb_scalar                                   r14
1915
1916 #define msb_mask                                          q15
1917
1918 #define pixels_low                                        d16
1919
1920 #define msb_mask_low                                      d30
1921 #define msb_mask_high                                     d31
1922
1923
1924 .align 3
1925
1926 function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
1927   ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]
1928
1929   cmp num_spans, #0
1930   bxeq lr
1931
1932   stmdb sp!, { r4 - r11, r14 }
1933
1934   ldr color, [psx_gpu, #psx_gpu_triangle_color_offset]
1935
1936   ubfx color_r, color, #3, #5
1937   ubfx color_g, color, #11, #5
1938
1939   ldrh mask_msb_scalar, [psx_gpu, #psx_gpu_mask_msb_offset]
1940   ubfx color_b, color, #19, #5
1941
1942   orr color, color_r, color_b, lsl #10
1943   orr color, color, color_g, lsl #5
1944   orr color, color, mask_msb_scalar
1945
1946   vdup.u16 colors, color
1947
1948   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
1949   orr color, color, color, lsl #16
1950
1951
1952  0:
1953   ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]
1954   ldrh y, [span_edge_data, #edge_data_y_offset]
1955
1956   ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]
1957
1958   cmp span_num_blocks, #0
1959   beq 1f
1960
1961   ldrh left_x, [span_edge_data, #edge_data_left_x_offset]
1962
1963   add fb_ptr, fb_ptr, y, lsl #11
1964   subs span_num_blocks, span_num_blocks, #1
1965
1966   add fb_ptr, fb_ptr, left_x, lsl #1
1967   beq 3f
1968
1969  2:
1970   vst1.u32 { colors }, [fb_ptr]!
1971   subs span_num_blocks, span_num_blocks, #1
1972
1973   bne 2b
1974
1975  3:
1976   ldrb right_mask, [span_edge_data, #edge_data_right_mask_offset]
1977
1978   cmp right_mask, #0x0
1979   beq 5f
1980
1981   tst right_mask, #0xF
1982   streq color, [fb_ptr], #4
1983   moveq right_mask, right_mask, lsr #4
1984   streq color, [fb_ptr], #4
1985
1986   tst right_mask, #0x3
1987   streq color, [fb_ptr], #4
1988   moveq right_mask, right_mask, lsr #2
1989
1990   tst right_mask, #0x1
1991   strheq color, [fb_ptr]
1992
1993  1:
1994   add span_edge_data, span_edge_data, #8
1995   subs num_spans, num_spans, #1
1996   bne 0b
1997
1998   ldmia sp!, { r4 - r11, pc }
1999                                                                            
2000  5:
2001   vst1.u32 { colors }, [fb_ptr]
2002   bal 1b
2003
2004
2005 #undef c_64
2006
2007 #define c_64                                              r7
2008 #define rg_dx_ptr                                         r2
2009
2010
2011 #undef r_block
2012 #undef g_block
2013 #undef b_block
2014 #undef r_whole
2015 #undef g_whole
2016 #undef b_whole
2017 #undef r_whole_low
2018 #undef r_whole_high
2019 #undef g_whole_low
2020 #undef g_whole_high
2021 #undef b_whole_low
2022 #undef b_whole_high
2023 #undef r_whole_8
2024 #undef g_whole_8
2025 #undef b_whole_8
2026 #undef dither_offsets
2027 #undef rg_dx4
2028 #undef rg_dx8
2029 #undef dx4
2030 #undef dx8
2031 #undef v_left_x
2032 #undef uvrg
2033 #undef block_span
2034 #undef rg
2035 #undef draw_mask
2036 #undef test_mask
2037
2038 #define r_block                                           q0
2039 #define g_block                                           q1
2040 #define b_block                                           q2
2041
2042 #define r_whole                                           q3
2043 #define g_whole                                           q4
2044 #define b_whole                                           q5
2045
2046 #define r_whole_low                                       d6
2047 #define r_whole_high                                      d7
2048 #define g_whole_low                                       d8
2049 #define g_whole_high                                      d9
2050 #define b_whole_low                                       d10
2051 #define b_whole_high                                      d11
2052
2053 #define gb_whole_8                                        q6
2054
2055 #define g_whole_8                                         d12
2056 #define b_whole_8                                         d13
2057
2058 #define r_whole_8                                         d14
2059
2060 #define pixels                                            q8
2061
2062 #define rg_dx4                                            d18
2063 #define rg_dx8                                            d19
2064
2065 #define dx4                                               q10
2066 #define dx8                                               q10
2067
2068 #define v_left_x                                          d6
2069 #define uvrg                                              q4
2070 #define block_span                                        q5
2071
2072 #define rg                                                d9
2073
2074 #define d64_1                                             d22
2075 #define d64_128                                           d23
2076
2077 #define d128_4                                            q12
2078 #define d128_0x7                                          q13
2079
2080 #define d64_4                                             d24
2081
2082 #define dither_offsets                                    q14
2083 #define draw_mask                                         q15
2084
2085 #define dither_offsets_low                                d28
2086
2087 #define rg_dx                                             d0
2088 #define test_mask                                         q10
2089
2090
2091 #define setup_blocks_shaded_untextured_dither_a_dithered()                     \
2092   vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low;                           \
2093   vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets;                             \
2094
2095 #define setup_blocks_shaded_untextured_dither_b_dithered()                     \
2096   vqsub.u8 r_whole_8, r_whole_8, d64_4;                                        \
2097   vqsub.u8 gb_whole_8, gb_whole_8, d128_4                                      \
2098
2099 #define setup_blocks_shaded_untextured_dither_a_undithered()                   \
2100
2101 #define setup_blocks_shaded_untextured_dither_b_undithered()                   \
2102
2103
2104 #define setup_blocks_shaded_untextured_indirect_builder(dithering)             \
2105 .align 3;                                                                      \
2106                                                                                \
2107 function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect)     \
2108   ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset];                        \
2109   add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8);                       \
2110                                                                                \
2111   vld1.u32 { rg_dx }, [rg_dx_ptr, :64];                                        \
2112                                                                                \
2113   cmp num_spans, #0;                                                           \
2114   bxeq lr;                                                                     \
2115                                                                                \
2116   stmdb sp!, { r4 - r11, r14 };                                                \
2117   vshl.u32 rg_dx4, rg_dx, #2;                                                  \
2118                                                                                \
2119   ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset];                                   \
2120   vshl.u32 rg_dx8, rg_dx, #3;                                                  \
2121                                                                                \
2122   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
2123                                                                                \
2124   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
2125   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
2126                                                                                \
2127   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
2128   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
2129                                                                                \
2130   add block_ptr_a, block_ptr_a, num_blocks, lsl #6;                            \
2131   vmov.u8 d64_1, #1;                                                           \
2132                                                                                \
2133   vmov.u8 d128_4, #4;                                                          \
2134   vmov.u8 d64_128, #128;                                                       \
2135                                                                                \
2136   vmov.u8 d128_0x7, #0x7;                                                      \
2137                                                                                \
2138  0:                                                                            \
2139   ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset];        \
2140   add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset;                \
2141                                                                                \
2142   ldrh y, [span_edge_data, #edge_data_y_offset];                               \
2143   ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset];                         \
2144                                                                                \
2145   cmp span_num_blocks, #0;                                                     \
2146   beq 1f;                                                                      \
2147                                                                                \
2148   ldrh left_x, [span_edge_data, #edge_data_left_x_offset];                     \
2149   add num_blocks, span_num_blocks, num_blocks;                                 \
2150                                                                                \
2151   cmp num_blocks, #MAX_BLOCKS;                                                 \
2152   bgt 2f;                                                                      \
2153                                                                                \
2154  3:                                                                            \
2155   ldr b, [span_b_offset];                                                      \
2156   add fb_ptr, fb_ptr, y, lsl #11;                                              \
2157                                                                                \
2158   vdup.u32 v_left_x, left_x;                                                   \
2159   and y, y, #0x3;                                                              \
2160                                                                                \
2161   ldr dither_row, [dither_offset_ptr, y, lsl #2];                              \
2162   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
2163                                                                                \
2164   mla b, b_dx, left_x, b;                                                      \
2165   and dither_shift, left_x, #0x03;                                             \
2166                                                                                \
2167   vld1.u32 { uvrg }, [span_uvrg_offset, :128];                                 \
2168   vshr.u32 rg_dx, rg_dx4, #2;                                                  \
2169                                                                                \
2170   mov dither_shift, dither_shift, lsl #3;                                      \
2171   vmla.u32 rg, rg_dx, v_left_x;                                                \
2172                                                                                \
2173   mov c_64, #64;                                                               \
2174   subs span_num_blocks, span_num_blocks, #1;                                   \
2175                                                                                \
2176   mov dither_row, dither_row, ror dither_shift;                                \
2177   mov b_dx4, b_dx, lsl #2;                                                     \
2178                                                                                \
2179   vdup.u32 dither_offsets, dither_row;                                         \
2180   add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset;                   \
2181                                                                                \
2182   vdup.u32 b_block, b;                                                         \
2183   vadd.u8 dither_offsets, dither_offsets, d128_4;                              \
2184                                                                                \
2185   mov b_dx8, b_dx, lsl #3;                                                     \
2186   vdup.u32 r_block, rg[0];                                                     \
2187   vdup.u32 g_block, rg[1];                                                     \
2188                                                                                \
2189   vld1.u32 { block_span }, [block_span_ptr, :128]!;                            \
2190                                                                                \
2191   vadd.u32 r_block, r_block, block_span;                                       \
2192   vld1.u32 { block_span }, [block_span_ptr, :128]!;                            \
2193                                                                                \
2194   vadd.u32 g_block, g_block, block_span;                                       \
2195   vld1.u32 { block_span }, [block_span_ptr, :128];                             \
2196                                                                                \
2197   vadd.u32 b_block, b_block, block_span;                                       \
2198   add block_ptr_b, block_ptr_a, #16;                                           \
2199                                                                                \
2200   vshrn.u32 r_whole_low, r_block, #16;                                         \
2201   vshrn.u32 g_whole_low, g_block, #16;                                         \
2202   vshrn.u32 b_whole_low, b_block, #16;                                         \
2203   vdup.u32 dx4, rg_dx4[0];                                                     \
2204                                                                                \
2205   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2206   vdup.u32 dx4, rg_dx4[1];                                                     \
2207                                                                                \
2208   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2209   vdup.u32 dx4, b_dx4;                                                         \
2210                                                                                \
2211   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2212   vdup.u32 dx8, rg_dx8[0];                                                     \
2213                                                                                \
2214   vadd.u32 r_block, r_block, dx8;                                              \
2215   vdup.u32 dx8, rg_dx8[1];                                                     \
2216                                                                                \
2217   vadd.u32 g_block, g_block, dx8;                                              \
2218   vdup.u32 dx8, b_dx8;                                                         \
2219                                                                                \
2220   vadd.u32 b_block, b_block, dx8;                                              \
2221                                                                                \
2222   vmovn.u16 r_whole_8, r_whole;                                                \
2223   vmovn.u16 g_whole_8, g_whole;                                                \
2224   vmovn.u16 b_whole_8, b_whole;                                                \
2225                                                                                \
2226   beq 5f;                                                                      \
2227   veor.u32 draw_mask, draw_mask, draw_mask;                                    \
2228                                                                                \
2229  4:                                                                            \
2230   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2231   vshrn.u32 r_whole_low, r_block, #16;                                         \
2232                                                                                \
2233   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2234   vshrn.u32 g_whole_low, g_block, #16;                                         \
2235                                                                                \
2236   vshrn.u32 b_whole_low, b_block, #16;                                         \
2237   str fb_ptr, [block_ptr_a, #44];                                              \
2238                                                                                \
2239   vdup.u32 dx4, rg_dx4[0];                                                     \
2240   vshr.u8 r_whole_8, r_whole_8, #3;                                            \
2241   vbic.u8 gb_whole_8, gb_whole_8, d128_0x7;                                    \
2242                                                                                \
2243   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2244   vdup.u32 dx4, rg_dx4[1];                                                     \
2245                                                                                \
2246   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2247   vdup.u32 dx4, b_dx4;                                                         \
2248                                                                                \
2249   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2250   vdup.u32 dx8, rg_dx8[0];                                                     \
2251                                                                                \
2252   vmull.u8 pixels, r_whole_8, d64_1;                                           \
2253   vmlal.u8 pixels, g_whole_8, d64_4;                                           \
2254   vmlal.u8 pixels, b_whole_8, d64_128;                                         \
2255                                                                                \
2256   vadd.u32 r_block, r_block, dx8;                                              \
2257   vdup.u32 dx8, rg_dx8[1];                                                     \
2258                                                                                \
2259   vadd.u32 g_block, g_block, dx8;                                              \
2260   vdup.u32 dx8, b_dx8;                                                         \
2261                                                                                \
2262   vadd.u32 b_block, b_block, dx8;                                              \
2263   add fb_ptr, fb_ptr, #16;                                                     \
2264                                                                                \
2265   vmovn.u16 r_whole_8, r_whole;                                                \
2266   vmovn.u16 g_whole_8, g_whole;                                                \
2267   vmovn.u16 b_whole_8, b_whole;                                                \
2268                                                                                \
2269   vst1.u32 { draw_mask }, [block_ptr_a, :128], c_64;                           \
2270   vst1.u32 { pixels }, [block_ptr_b, :128], c_64;                              \
2271                                                                                \
2272   pld [fb_ptr];                                                                \
2273                                                                                \
2274   subs span_num_blocks, span_num_blocks, #1;                                   \
2275   bne 4b;                                                                      \
2276                                                                                \
2277  5:                                                                            \
2278   str fb_ptr, [block_ptr_a, #44];                                              \
2279   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2280                                                                                \
2281   ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset];             \
2282   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2283                                                                                \
2284   vshr.u8 r_whole_8, r_whole_8, #3;                                            \
2285   vdup.u8 draw_mask, right_mask;                                               \
2286                                                                                \
2287   vbic.u8 gb_whole_8, gb_whole_8, d128_0x7;                                    \
2288   vld1.u32 { test_mask }, [psx_gpu, :128];                                     \
2289                                                                                \
2290   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
2291                                                                                \
2292   vmull.u8 pixels, r_whole_8, d64_1;                                           \
2293   vmlal.u8 pixels, g_whole_8, d64_4;                                           \
2294   vmlal.u8 pixels, b_whole_8, d64_128;                                         \
2295                                                                                \
2296   vst1.u32 { draw_mask }, [block_ptr_a, :128], c_64;                           \
2297   vst1.u32 { pixels }, [block_ptr_b, :128], c_64;                              \
2298                                                                                \
2299  1:                                                                            \
2300   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
2301   add span_b_offset, span_b_offset, #4;                                        \
2302                                                                                \
2303   add span_edge_data, span_edge_data, #8;                                      \
2304   subs num_spans, num_spans, #1;                                               \
2305                                                                                \
2306   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
2307   bne 0b;                                                                      \
2308                                                                                \
2309   ldmia sp!, { r4 - r11, pc };                                                 \
2310                                                                                \
2311  2:                                                                            \
2312   /* TODO: Load from psx_gpu instead of saving/restoring these               */\
2313   vpush { rg_dx4 };                                                            \
2314                                                                                \
2315   stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 };                        \
2316   bl flush_render_block_buffer;                                                \
2317   ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 };                        \
2318                                                                                \
2319   vpop { rg_dx4 };                                                             \
2320                                                                                \
2321   vmov.u8 d64_1, #1;                                                           \
2322   vmov.u8 d128_4, #4;                                                          \
2323   vmov.u8 d64_128, #128;                                                       \
2324   vmov.u8 d128_0x7, #0x7;                                                      \
2325                                                                                \
2326   vadd.u32 rg_dx8, rg_dx4, rg_dx4;                                             \
2327                                                                                \
2328   mov num_blocks, span_num_blocks;                                             \
2329   add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset;                            \
2330   bal 3b                                                                       \
2331
2332
2333 setup_blocks_shaded_untextured_indirect_builder(undithered)
2334 setup_blocks_shaded_untextured_indirect_builder(dithered)
2335
2336
2337 #undef draw_mask
2338
2339 #define mask_msb_ptr                                      r14
2340
2341 #define draw_mask                                         q0
2342 #define pixels_low                                        d16
2343 #define pixels_high                                       d17
2344
2345
2346
2347 #define setup_blocks_shaded_untextured_direct_builder(dithering)               \
2348 .align 3;                                                                      \
2349                                                                                \
2350 function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct)       \
2351   ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset];                        \
2352   add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8);                       \
2353                                                                                \
2354   vld1.u32 { rg_dx }, [rg_dx_ptr, :64];                                        \
2355                                                                                \
2356   cmp num_spans, #0;                                                           \
2357   bxeq lr;                                                                     \
2358                                                                                \
2359   stmdb sp!, { r4 - r11, r14 };                                                \
2360   vshl.u32 rg_dx4, rg_dx, #2;                                                  \
2361                                                                                \
2362   ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset];                                   \
2363   vshl.u32 rg_dx8, rg_dx, #3;                                                  \
2364                                                                                \
2365   add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset;             \
2366   add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset;                 \
2367                                                                                \
2368   add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset;                   \
2369   vmov.u8 d64_1, #1;                                                           \
2370                                                                                \
2371   vmov.u8 d128_4, #4;                                                          \
2372   vmov.u8 d64_128, #128;                                                       \
2373                                                                                \
2374   vmov.u8 d128_0x7, #0x7;                                                      \
2375   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
2376   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16];           \
2377                                                                                \
2378  0:                                                                            \
2379   ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset];        \
2380   add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset;                \
2381                                                                                \
2382   ldrh y, [span_edge_data, #edge_data_y_offset];                               \
2383   ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset];                         \
2384                                                                                \
2385   cmp span_num_blocks, #0;                                                     \
2386   beq 1f;                                                                      \
2387                                                                                \
2388   ldrh left_x, [span_edge_data, #edge_data_left_x_offset];                     \
2389   add fb_ptr, fb_ptr, y, lsl #11;                                              \
2390                                                                                \
2391   ldr b, [span_b_offset];                                                      \
2392   vdup.u32 v_left_x, left_x;                                                   \
2393   and y, y, #0x3;                                                              \
2394                                                                                \
2395   ldr dither_row, [dither_offset_ptr, y, lsl #2];                              \
2396   add fb_ptr, fb_ptr, left_x, lsl #1;                                          \
2397                                                                                \
2398   mla b, b_dx, left_x, b;                                                      \
2399   and dither_shift, left_x, #0x03;                                             \
2400                                                                                \
2401   vld1.u32 { uvrg }, [span_uvrg_offset, :128];                                 \
2402   vshr.u32 rg_dx, rg_dx4, #2;                                                  \
2403                                                                                \
2404   mov dither_shift, dither_shift, lsl #3;                                      \
2405   vmla.u32 rg, rg_dx, v_left_x;                                                \
2406                                                                                \
2407   subs span_num_blocks, span_num_blocks, #1;                                   \
2408                                                                                \
2409   mov dither_row, dither_row, ror dither_shift;                                \
2410   mov b_dx4, b_dx, lsl #2;                                                     \
2411                                                                                \
2412   vdup.u32 dither_offsets, dither_row;                                         \
2413   add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset;                   \
2414                                                                                \
2415   vdup.u32 b_block, b;                                                         \
2416   vadd.u8 dither_offsets, dither_offsets, d128_4;                              \
2417                                                                                \
2418   mov b_dx8, b_dx, lsl #3;                                                     \
2419   vdup.u32 r_block, rg[0];                                                     \
2420   vdup.u32 g_block, rg[1];                                                     \
2421                                                                                \
2422   vld1.u32 { block_span }, [block_span_ptr, :128]!;                            \
2423                                                                                \
2424   vadd.u32 r_block, r_block, block_span;                                       \
2425   vld1.u32 { block_span }, [block_span_ptr, :128]!;                            \
2426                                                                                \
2427   vadd.u32 g_block, g_block, block_span;                                       \
2428   vld1.u32 { block_span }, [block_span_ptr, :128];                             \
2429                                                                                \
2430   vadd.u32 b_block, b_block, block_span;                                       \
2431   add block_ptr_b, block_ptr_a, #16;                                           \
2432                                                                                \
2433   vshrn.u32 r_whole_low, r_block, #16;                                         \
2434   vshrn.u32 g_whole_low, g_block, #16;                                         \
2435   vshrn.u32 b_whole_low, b_block, #16;                                         \
2436   vdup.u32 dx4, rg_dx4[0];                                                     \
2437                                                                                \
2438   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2439   vdup.u32 dx4, rg_dx4[1];                                                     \
2440                                                                                \
2441   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2442   vdup.u32 dx4, b_dx4;                                                         \
2443                                                                                \
2444   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2445   vdup.u32 dx8, rg_dx8[0];                                                     \
2446                                                                                \
2447   vadd.u32 r_block, r_block, dx8;                                              \
2448   vdup.u32 dx8, rg_dx8[1];                                                     \
2449                                                                                \
2450   vadd.u32 g_block, g_block, dx8;                                              \
2451   vdup.u32 dx8, b_dx8;                                                         \
2452                                                                                \
2453   vadd.u32 b_block, b_block, dx8;                                              \
2454                                                                                \
2455   vmovn.u16 r_whole_8, r_whole;                                                \
2456   vmovn.u16 g_whole_8, g_whole;                                                \
2457   vmovn.u16 b_whole_8, b_whole;                                                \
2458                                                                                \
2459   beq 3f;                                                                      \
2460                                                                                \
2461  2:                                                                            \
2462   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2463   vshrn.u32 r_whole_low, r_block, #16;                                         \
2464                                                                                \
2465   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2466   vshrn.u32 g_whole_low, g_block, #16;                                         \
2467                                                                                \
2468   vshrn.u32 b_whole_low, b_block, #16;                                         \
2469                                                                                \
2470   vdup.u32 dx4, rg_dx4[0];                                                     \
2471   vshr.u8 r_whole_8, r_whole_8, #3;                                            \
2472   vbic.u8 gb_whole_8, gb_whole_8, d128_0x7;                                    \
2473                                                                                \
2474   vaddhn.u32 r_whole_high, r_block, dx4;                                       \
2475   vdup.u32 dx4, rg_dx4[1];                                                     \
2476                                                                                \
2477   vmov pixels, msb_mask;                                                       \
2478   vaddhn.u32 g_whole_high, g_block, dx4;                                       \
2479   vdup.u32 dx4, b_dx4;                                                         \
2480                                                                                \
2481   vaddhn.u32 b_whole_high, b_block, dx4;                                       \
2482   vdup.u32 dx8, rg_dx8[0];                                                     \
2483                                                                                \
2484   vmlal.u8 pixels, r_whole_8, d64_1;                                           \
2485   vmlal.u8 pixels, g_whole_8, d64_4;                                           \
2486   vmlal.u8 pixels, b_whole_8, d64_128;                                         \
2487                                                                                \
2488   vadd.u32 r_block, r_block, dx8;                                              \
2489   vdup.u32 dx8, rg_dx8[1];                                                     \
2490                                                                                \
2491   vadd.u32 g_block, g_block, dx8;                                              \
2492   vdup.u32 dx8, b_dx8;                                                         \
2493                                                                                \
2494   vadd.u32 b_block, b_block, dx8;                                              \
2495                                                                                \
2496   vmovn.u16 r_whole_8, r_whole;                                                \
2497   vmovn.u16 g_whole_8, g_whole;                                                \
2498   vmovn.u16 b_whole_8, b_whole;                                                \
2499                                                                                \
2500   vst1.u32 { pixels }, [fb_ptr]!;                                              \
2501   subs span_num_blocks, span_num_blocks, #1;                                   \
2502   bne 2b;                                                                      \
2503                                                                                \
2504  3:                                                                            \
2505   setup_blocks_shaded_untextured_dither_a_##dithering();                       \
2506                                                                                \
2507   ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset];             \
2508   setup_blocks_shaded_untextured_dither_b_##dithering();                       \
2509                                                                                \
2510   vshr.u8 r_whole_8, r_whole_8, #3;                                            \
2511   rbit right_mask, right_mask;                                                 \
2512   vmov pixels, msb_mask;                                                       \
2513   vbic.u8 gb_whole_8, gb_whole_8, d128_0x7;                                    \
2514   clz right_mask, right_mask;                                                  \
2515                                                                                \
2516   vmlal.u8 pixels, r_whole_8, d64_1;                                           \
2517   vmlal.u8 pixels, g_whole_8, d64_4;                                           \
2518   vmlal.u8 pixels, b_whole_8, d64_128;                                         \
2519                                                                                \
2520   JT_OP_REL(100f, right_mask, temp);                                           \
2521   JT_OP(ldr pc, [pc, right_mask, lsl #2]);                                     \
2522   nop;                                                                         \
2523  100:                                                                          \
2524   nop;                                                                         \
2525   .word JTE(100b, 4f);                                                         \
2526   .word JTE(100b, 5f);                                                         \
2527   .word JTE(100b, 6f);                                                         \
2528   .word JTE(100b, 7f);                                                         \
2529   .word JTE(100b, 8f);                                                         \
2530   .word JTE(100b, 9f);                                                         \
2531   .word JTE(100b, 10f);                                                        \
2532   .word JTE(100b, 11f);                                                        \
2533                                                                                \
2534  4:                                                                            \
2535   vst1.u16 { pixels_low[0] }, [fb_ptr];                                        \
2536   bal 1f;                                                                      \
2537                                                                                \
2538  5:                                                                            \
2539   vst1.u32 { pixels_low[0] }, [fb_ptr];                                        \
2540   bal 1f;                                                                      \
2541                                                                                \
2542  6:                                                                            \
2543   vst1.u32 { pixels_low[0] }, [fb_ptr]!;                                       \
2544   vst1.u16 { pixels_low[2] }, [fb_ptr];                                        \
2545   bal 1f;                                                                      \
2546                                                                                \
2547  7:                                                                            \
2548   vst1.u32 { pixels_low }, [fb_ptr];                                           \
2549   bal 1f;                                                                      \
2550                                                                                \
2551  8:                                                                            \
2552   vst1.u32 { pixels_low }, [fb_ptr]!;                                          \
2553   vst1.u16 { pixels_high[0] }, [fb_ptr];                                       \
2554   bal 1f;                                                                      \
2555                                                                                \
2556  9:                                                                            \
2557   vst1.u32 { pixels_low }, [fb_ptr]!;                                          \
2558   vst1.u32 { pixels_high[0] }, [fb_ptr]!;                                      \
2559   bal 1f;                                                                      \
2560                                                                                \
2561  10:                                                                           \
2562   vst1.u32 { pixels_low }, [fb_ptr]!;                                          \
2563   vst1.u32 { pixels_high[0] }, [fb_ptr]!;                                      \
2564   vst1.u16 { pixels_high[2] }, [fb_ptr];                                       \
2565   bal 1f;                                                                      \
2566                                                                                \
2567  11:                                                                           \
2568   vst1.u32 { pixels }, [fb_ptr];                                               \
2569   bal 1f;                                                                      \
2570                                                                                \
2571  1:                                                                            \
2572   add span_uvrg_offset, span_uvrg_offset, #16;                                 \
2573   add span_b_offset, span_b_offset, #4;                                        \
2574                                                                                \
2575   add span_edge_data, span_edge_data, #8;                                      \
2576   subs num_spans, num_spans, #1;                                               \
2577                                                                                \
2578   bne 0b;                                                                      \
2579                                                                                \
2580   ldmia sp!, { r4 - r11, pc }                                                  \
2581
2582 setup_blocks_shaded_untextured_direct_builder(undithered)
2583 setup_blocks_shaded_untextured_direct_builder(dithered)
2584
2585
2586 #undef psx_gpu
2587 #undef num_blocks
2588 #undef triangle
2589 #undef c_64
2590
2591 #define psx_gpu                                  r0
2592 #define block_ptr                                r1
2593 #define num_blocks                               r2
2594 #define uv_01                                    r3
2595 #define uv_23                                    r4
2596 #define uv_45                                    r5
2597 #define uv_67                                    r6
2598 #define uv_0                                     r7
2599 #define uv_1                                     r3
2600 #define uv_2                                     r8
2601 #define uv_3                                     r4
2602 #define uv_4                                     r9
2603 #define uv_5                                     r5
2604 #define uv_6                                     r10
2605 #define uv_7                                     r6
2606 #define texture_ptr                              r11
2607
2608 #define pixel_0                                  r7
2609 #define pixel_1                                  r3
2610 #define pixel_2                                  r8
2611 #define pixel_3                                  r4
2612 #define pixel_4                                  r9
2613 #define pixel_5                                  r5
2614 #define pixel_6                                  r10
2615 #define pixel_7                                  r6
2616
2617 #define pixels_a                                 r7
2618 #define pixels_b                                 r9
2619 #define pixels_c                                 r8
2620 #define pixels_d                                 r10
2621
2622 #define c_64                                     r0
2623
2624 #define clut_ptr                                 r12
2625 #define current_texture_mask                     r5
2626 #define dirty_textures_mask                      r6
2627
2628 #define texels                                   d0
2629
2630 #define clut_low_a                               d2
2631 #define clut_low_b                               d3
2632 #define clut_high_a                              d4
2633 #define clut_high_b                              d5
2634
2635 #define clut_a                                   q1
2636 #define clut_b                                   q2
2637
2638 #define texels_low                               d6
2639 #define texels_high                              d7
2640
2641 .align 3
2642
2643 function(texture_blocks_untextured)
2644   bx lr
2645
2646
2647 .align 3
2648
2649 function(texture_blocks_4bpp)
2650   stmdb sp!, { r3 - r11, r14 }
2651   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2652
2653   ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
2654   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
2655
2656   ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]
2657   vld1.u32 { clut_a, clut_b }, [clut_ptr, :128]
2658
2659   ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]
2660   vuzp.u8 clut_a, clut_b
2661
2662   ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]
2663   tst dirty_textures_mask, current_texture_mask
2664
2665   bne 1f
2666   mov c_64, #64
2667
2668 0:
2669   ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2670
2671   uxtah uv_0, texture_ptr, uv_01
2672   uxtah uv_1, texture_ptr, uv_01, ror #16
2673
2674   uxtah uv_2, texture_ptr, uv_23
2675   uxtah uv_3, texture_ptr, uv_23, ror #16
2676
2677   uxtah uv_4, texture_ptr, uv_45
2678   ldrb pixel_0, [uv_0]
2679
2680   uxtah uv_5, texture_ptr, uv_45, ror #16
2681   ldrb pixel_1, [uv_1]
2682
2683   uxtah uv_6, texture_ptr, uv_67
2684   ldrb pixel_2, [uv_2]
2685
2686   uxtah uv_7, texture_ptr, uv_67, ror #16
2687   ldrb pixel_3, [uv_3]
2688
2689   ldrb pixel_4, [uv_4]
2690   subs num_blocks, num_blocks, #1
2691
2692   ldrb pixel_5, [uv_5]
2693   orr pixels_a, pixel_0, pixel_1, lsl #8
2694
2695   ldrb pixel_6, [uv_6]
2696   orr pixels_b, pixel_4, pixel_5, lsl #8
2697
2698   ldrb pixel_7, [uv_7]
2699   orr pixels_a, pixels_a, pixel_2, lsl #16
2700
2701   orr pixels_b, pixels_b, pixel_6, lsl #16
2702   orr pixels_a, pixels_a, pixel_3, lsl #24
2703
2704   orr pixels_b, pixels_b, pixel_7, lsl #24
2705   vmov texels, pixels_a, pixels_b
2706
2707   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
2708   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
2709
2710   vst2.u8 { texels_low, texels_high }, [block_ptr, :128], c_64
2711   bne 0b
2712
2713   ldmia sp!, { r3 - r11, pc }
2714
2715 1:
2716   stmdb sp!, { r1 - r2 }  
2717   bl update_texture_4bpp_cache
2718
2719   mov c_64, #64
2720   ldmia sp!, { r1 - r2 }
2721   bal 0b
2722
2723
2724 .align 3
2725
2726 function(texture_blocks_8bpp)
2727   stmdb sp!, { r3 - r11, r14 }
2728   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2729
2730   ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
2731   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
2732
2733   ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]
2734   ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]
2735
2736   ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset]
2737   tst dirty_textures_mask, current_texture_mask
2738
2739   bne 1f
2740   nop
2741
2742 0:
2743   ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
2744
2745   uxtah uv_0, texture_ptr, uv_01
2746   uxtah uv_1, texture_ptr, uv_01, ror #16
2747
2748   uxtah uv_2, texture_ptr, uv_23
2749   uxtah uv_3, texture_ptr, uv_23, ror #16
2750
2751   uxtah uv_4, texture_ptr, uv_45
2752   ldrb pixel_0, [uv_0]
2753
2754   uxtah uv_5, texture_ptr, uv_45, ror #16
2755   ldrb pixel_1, [uv_1]
2756
2757   uxtah uv_6, texture_ptr, uv_67
2758   ldrb pixel_2, [uv_2]
2759
2760   uxtah uv_7, texture_ptr, uv_67, ror #16
2761   ldrb pixel_3, [uv_3]
2762
2763   ldrb pixel_4, [uv_4]
2764   add pixel_0, pixel_0, pixel_0
2765
2766   ldrb pixel_5, [uv_5]
2767   add pixel_1, pixel_1, pixel_1
2768
2769   ldrb pixel_6, [uv_6]
2770   add pixel_2, pixel_2, pixel_2
2771
2772   ldrb pixel_7, [uv_7]
2773   add pixel_3, pixel_3, pixel_3
2774
2775   ldrh pixel_0, [clut_ptr, pixel_0]
2776   add pixel_4, pixel_4, pixel_4
2777
2778   ldrh pixel_1, [clut_ptr, pixel_1]
2779   add pixel_5, pixel_5, pixel_5
2780
2781   ldrh pixel_2, [clut_ptr, pixel_2]
2782   add pixel_6, pixel_6, pixel_6
2783
2784   ldrh pixel_3, [clut_ptr, pixel_3]
2785   add pixel_7, pixel_7, pixel_7
2786
2787   ldrh pixel_4, [clut_ptr, pixel_4]
2788   orr pixels_a, pixel_0, pixel_1, lsl #16
2789
2790   ldrh pixel_5, [clut_ptr, pixel_5]
2791   orr pixels_c, pixel_2, pixel_3, lsl #16
2792
2793   ldrh pixel_6, [clut_ptr, pixel_6]
2794   subs num_blocks, num_blocks, #1
2795
2796   ldrh pixel_7, [clut_ptr, pixel_7]
2797   orr pixels_b, pixel_4, pixel_5, lsl #16
2798
2799   orr pixels_d, pixel_6, pixel_7, lsl #16
2800   stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d } 
2801
2802   add block_ptr, block_ptr, #64
2803   bne 0b
2804
2805   ldmia sp!, { r3 - r11, pc }
2806
2807 1:
2808   stmdb sp!, { r1 - r2, EXTRA_UNSAVED_REGS r12 }
2809
2810   bl update_texture_8bpp_cache
2811
2812   ldmia sp!, { r1 - r2, EXTRA_UNSAVED_REGS r12 }
2813   bal 0b
2814
2815
2816 #undef uv_0
2817 #undef uv_1
2818 #undef uv_2
2819 #undef uv_3
2820 #undef uv_4
2821 #undef uv_5
2822 #undef uv_6
2823 #undef uv_7
2824
2825 #undef pixel_0
2826 #undef pixel_1
2827 #undef pixel_2
2828 #undef pixel_3
2829 #undef pixel_4
2830 #undef pixel_5
2831 #undef pixel_6
2832 #undef pixel_7
2833
2834 #undef texture_ptr
2835
2836 #undef pixels_a
2837 #undef pixels_b
2838 #undef pixels_c
2839 #undef pixels_d
2840
2841 #define psx_gpu                                  r0
2842 #define block_ptr                                r1
2843 #define num_blocks                               r2
2844
2845 #define uv_0                                     r3
2846 #define uv_1                                     r4
2847 #define u_0                                      r3
2848 #define u_1                                      r4
2849 #define v_0                                      r5
2850 #define v_1                                      r6
2851
2852 #define uv_2                                     r5
2853 #define uv_3                                     r6
2854 #define u_2                                      r5
2855 #define u_3                                      r6
2856 #define v_2                                      r7
2857 #define v_3                                      r8
2858
2859 #define uv_4                                     r7
2860 #define uv_5                                     r8
2861 #define u_4                                      r7
2862 #define u_5                                      r8
2863 #define v_4                                      r9
2864 #define v_5                                      r10
2865
2866 #define uv_6                                     r9
2867 #define uv_7                                     r10
2868 #define u_6                                      r9
2869 #define u_7                                      r10
2870 #define v_6                                      r11
2871 #define v_7                                      r0
2872
2873 #define pixel_0                                  r3
2874 #define pixel_1                                  r4
2875 #define pixel_2                                  r5
2876 #define pixel_3                                  r6
2877 #define pixel_4                                  r7
2878 #define pixel_5                                  r8
2879 #define pixel_6                                  r9
2880 #define pixel_7                                  r10
2881
2882 #define pixels_a                                 r3
2883 #define pixels_b                                 r5
2884 #define pixels_c                                 r7
2885 #define pixels_d                                 r9
2886
2887 #define texture_ptr                              r12
2888
2889
2890 .align 3
2891
2892 function(texture_blocks_16bpp)
2893   stmdb sp!, { r3 - r11, r14 }
2894   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
2895
2896   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
2897   ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
2898
2899 0:
2900   ldrh uv_0, [block_ptr]
2901   subs num_blocks, num_blocks, #1
2902
2903   ldrh uv_1, [block_ptr, #2]
2904
2905   and v_0, uv_0, #0xFF00
2906   and v_1, uv_1, #0xFF00
2907
2908   and u_0, uv_0, #0xFF
2909   and u_1, uv_1, #0xFF
2910
2911   add uv_0, u_0, v_0, lsl #2
2912   ldrh uv_2, [block_ptr, #4]
2913
2914   add uv_1, u_1, v_1, lsl #2
2915   ldrh uv_3, [block_ptr, #6]
2916
2917   add uv_0, uv_0, uv_0
2918   add uv_1, uv_1, uv_1
2919
2920   and v_2, uv_2, #0xFF00
2921   and v_3, uv_3, #0xFF00
2922
2923   and u_2, uv_2, #0xFF
2924   and u_3, uv_3, #0xFF
2925
2926   add uv_2, u_2, v_2, lsl #2
2927   ldrh uv_4, [block_ptr, #8]
2928
2929   add uv_3, u_3, v_3, lsl #2
2930   ldrh uv_5, [block_ptr, #10]
2931
2932   add uv_2, uv_2, uv_2
2933   add uv_3, uv_3, uv_3
2934
2935   and v_4, uv_4, #0xFF00
2936   and v_5, uv_5, #0xFF00
2937
2938   and u_4, uv_4, #0xFF
2939   and u_5, uv_5, #0xFF
2940
2941   add uv_4, u_4, v_4, lsl #2
2942   ldrh uv_6, [block_ptr, #12]
2943
2944   add uv_5, u_5, v_5, lsl #2
2945   ldrh uv_7, [block_ptr, #14]
2946
2947   add uv_4, uv_4, uv_4
2948   ldrh pixel_0, [texture_ptr, uv_0]
2949
2950   add uv_5, uv_5, uv_5
2951   ldrh pixel_1, [texture_ptr, uv_1]
2952
2953   and v_6, uv_6, #0xFF00
2954   ldrh pixel_2, [texture_ptr, uv_2]
2955
2956   and v_7, uv_7, #0xFF00
2957   ldrh pixel_3, [texture_ptr, uv_3]
2958
2959   and u_6, uv_6, #0xFF
2960   ldrh pixel_4, [texture_ptr, uv_4]
2961
2962   and u_7, uv_7, #0xFF
2963   ldrh pixel_5, [texture_ptr, uv_5]
2964
2965   add uv_6, u_6, v_6, lsl #2
2966   add uv_7, u_7, v_7, lsl #2
2967
2968   add uv_6, uv_6, uv_6
2969   add uv_7, uv_7, uv_7
2970
2971   orr pixels_a, pixel_0, pixel_1, lsl #16
2972   orr pixels_b, pixel_2, pixel_3, lsl #16
2973
2974   ldrh pixel_6, [texture_ptr, uv_6]
2975   orr pixels_c, pixel_4, pixel_5, lsl #16
2976
2977   ldrh pixel_7, [texture_ptr, uv_7]
2978   orr pixels_d, pixel_6, pixel_7, lsl #16
2979
2980   stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d }
2981   add block_ptr, block_ptr, #64
2982
2983   bne 0b
2984
2985   ldmia sp!, { r3 - r11, pc }
2986
2987
2988 #undef num_blocks
2989
2990 #undef test_mask
2991 #undef texels
2992 #undef pixels_b
2993 #undef pixels
2994 #undef d64_1
2995 #undef d64_4
2996 #undef d64_128
2997 #undef draw_mask
2998 #undef msb_mask
2999 #undef msb_mask_low
3000 #undef msb_mask_high
3001 #undef fb_pixels
3002
3003 #undef c_32
3004 #undef fb_ptr
3005 #undef mask_msb_ptr
3006
3007 #define psx_gpu                                  r0
3008 #define num_blocks                               r1
3009 #define color_ptr                                r2
3010 #define colors_scalar                            r2
3011 #define colors_scalar_compare                    r3
3012 #define mask_msb_ptr                             r2
3013
3014 #define block_ptr_load_a                         r0
3015 #define block_ptr_store                          r3
3016 #define block_ptr_load_b                         r12
3017 #define c_32                                     r2
3018
3019 #define c_48                                     r4
3020 #define fb_ptr                                   r14
3021 #define draw_mask_bits_scalar                    r5
3022
3023 #define d128_0x07                                q0
3024 #define d128_0x1F                                q1
3025 #define d128_0x8000                              q2
3026 #define test_mask                                q3
3027 #define texels                                   q4
3028 #define colors_rg                                q5
3029 #define colors_b_dm_bits                         q6
3030 #define texels_rg                                q7
3031 #define pixels_r                                 q8
3032 #define pixels_g                                 q9
3033 #define pixels_b                                 q10
3034 #define pixels                                   q11
3035 #define zero_mask                                q4
3036 #define draw_mask                                q12
3037 #define msb_mask                                 q13
3038
3039 #define fb_pixels                                q8
3040
3041 #define pixels_gb_low                            q9
3042
3043 #define colors_r                                 d10
3044 #define colors_g                                 d11
3045 #define colors_b                                 d12
3046 #define draw_mask_bits                           d13
3047 #define texels_r                                 d14
3048 #define texels_g                                 d15
3049 #define pixels_r_low                             d16
3050 #define pixels_g_low                             d18
3051 #define pixels_b_low                             d19
3052 #define msb_mask_low                             d26
3053 #define msb_mask_high                            d27
3054
3055 #define d64_1                                    d28
3056 #define d64_4                                    d29
3057 #define d64_128                                  d30
3058 #define texels_b                                 d31
3059
3060 #define shade_blocks_textured_modulated_prologue_indirect()                    \
3061   mov c_48, #48;                                                               \
3062   add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset                         \
3063
3064 #define shade_blocks_textured_modulated_prologue_direct()                      \
3065   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3066   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]            \
3067
3068
3069 #define shade_blocks_textured_modulated_prologue_shaded(dithering, target)     \
3070   
3071 #define shade_blocks_textured_false_modulation_check_undithered(target)        \
3072   ldr colors_scalar, [psx_gpu, #psx_gpu_triangle_color_offset];                \
3073   movw colors_scalar_compare, #0x8080;                                         \
3074                                                                                \
3075   movt colors_scalar_compare, #0x80;                                           \
3076   cmp colors_scalar, colors_scalar_compare;                                    \
3077   beq shade_blocks_textured_unmodulated_##target                               \
3078
3079 #define shade_blocks_textured_false_modulation_check_dithered(target)          \
3080
3081 #define shade_blocks_textured_modulated_prologue_unshaded(dithering, target)   \
3082   shade_blocks_textured_false_modulation_check_##dithering(target);            \
3083   add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset;                      \
3084   vld1.u32 { colors_r[] }, [color_ptr, :32];                                   \
3085   vdup.u8 colors_g, colors_r[1];                                               \
3086   vdup.u8 colors_b, colors_r[2];                                               \
3087   vdup.u8 colors_r, colors_r[0]                                                \
3088
3089
3090 #define shade_blocks_textured_modulated_load_dithered(target)                  \
3091   vld1.u32 { target }, [block_ptr_load_b, :128]                                \
3092
3093 #define shade_blocks_textured_modulated_load_last_dithered(target)             \
3094   vld1.u32 { target }, [block_ptr_load_b, :128], c_32                          \
3095
3096 #define shade_blocks_textured_modulated_load_undithered(target)                \
3097
3098 #define shade_blocks_textured_modulated_load_last_undithered(target)           \
3099   add block_ptr_load_b, block_ptr_load_b, #32                                  \
3100
3101 #define shade_blocks_textured_modulate_dithered(channel)                       \
3102   vmlal.u8 pixels_##channel, texels_##channel, colors_##channel                \
3103
3104 #define shade_blocks_textured_modulate_undithered(channel)                     \
3105   vmull.u8 pixels_##channel, texels_##channel, colors_##channel                \
3106
3107
3108 #define shade_blocks_textured_modulated_store_draw_mask_indirect(offset)       \
3109   vst1.u32 { draw_mask }, [block_ptr_store, :128]!                             \
3110
3111 #define shade_blocks_textured_modulated_store_draw_mask_direct(offset)         \
3112   ldr fb_ptr, [block_ptr_load_b, #(offset - 64)];                              \
3113   vld1.u32 { fb_pixels }, [fb_ptr];                                            \
3114   vbit.u16 pixels, fb_pixels, draw_mask                                        \
3115
3116 #define shade_blocks_textured_modulated_store_pixels_indirect()                \
3117   vst1.u32 { pixels }, [block_ptr_store, :128], c_48                           \
3118
3119 #define shade_blocks_textured_modulated_store_pixels_direct()                  \
3120   vst1.u32 { pixels }, [fb_ptr]                                                \
3121
3122
3123 #define shade_blocks_textured_modulated_load_rg_shaded()                       \
3124   vld1.u32 { colors_r, colors_g }, [block_ptr_load_b, :128], c_32              \
3125
3126 #define shade_blocks_textured_modulated_load_rg_unshaded()                     \
3127   add block_ptr_load_b, block_ptr_load_b, #32                                  \
3128
3129 #define shade_blocks_textured_modulated_load_bdm_shaded()                      \
3130   vld1.u32 { colors_b, draw_mask_bits }, [block_ptr_load_a, :128], c_32        \
3131
3132 #define shade_blocks_textured_modulated_load_bdm_unshaded()                    \
3133   ldr draw_mask_bits_scalar, [block_ptr_load_a, #8];                           \
3134   add block_ptr_load_a, block_ptr_load_a, #32                                  \
3135
3136 #define shade_blocks_textured_modulated_expand_draw_mask_shaded()              \
3137   vdup.u16 draw_mask, draw_mask_bits[0]                                        \
3138
3139 #define shade_blocks_textured_modulated_expand_draw_mask_unshaded()            \
3140   vdup.u16 draw_mask, draw_mask_bits_scalar                                    \
3141
3142
3143 #define shade_blocks_textured_modulated_apply_msb_mask_indirect()              \
3144
3145 #define shade_blocks_textured_modulated_apply_msb_mask_direct()                \
3146   vorr.u16 pixels, pixels, msb_mask                                            \
3147
3148
3149 #define shade_blocks_textured_modulated_builder(shading, dithering, target)    \
3150 .align 3;                                                                      \
3151                                                                                \
3152 function(shade_blocks_##shading##_textured_modulated_##dithering##_##target)   \
3153   shade_blocks_textured_modulated_prologue_##shading(dithering, target);       \
3154   stmdb sp!, { r4 - r5, lr };                                                  \
3155   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
3156                                                                                \
3157   vld1.u32 { test_mask }, [psx_gpu, :128];                                     \
3158                                                                                \
3159   shade_blocks_textured_modulated_prologue_##target();                         \
3160                                                                                \
3161   add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset;                       \
3162   mov c_32, #32;                                                               \
3163                                                                                \
3164   add block_ptr_load_b, block_ptr_load_a, #16;                                 \
3165   vmov.u8 d64_1, #1;                                                           \
3166   vmov.u8 d64_4, #4;                                                           \
3167   vmov.u8 d64_128, #128;                                                       \
3168                                                                                \
3169   vld1.u32 { texels }, [block_ptr_load_a, :128], c_32;                         \
3170   vmov.u8 d128_0x07, #0x07;                                                    \
3171                                                                                \
3172   shade_blocks_textured_modulated_load_rg_##shading();                         \
3173   vmov.u8 d128_0x1F, #0x1F;                                                    \
3174                                                                                \
3175   shade_blocks_textured_modulated_load_bdm_##shading();                        \
3176   vmov.u16 d128_0x8000, #0x8000;                                               \
3177                                                                                \
3178   vmovn.u16 texels_r, texels;                                                  \
3179   vshrn.u16 texels_g, texels, #5;                                              \
3180                                                                                \
3181   vshrn.u16 texels_b, texels, #7;                                              \
3182   shade_blocks_textured_modulated_expand_draw_mask_##shading();                \
3183                                                                                \
3184   shade_blocks_textured_modulated_load_##dithering(pixels_r);                  \
3185   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
3186                                                                                \
3187   shade_blocks_textured_modulated_load_##dithering(pixels_g);                  \
3188   vand.u8 texels_rg, texels_rg, d128_0x1F;                                     \
3189                                                                                \
3190   shade_blocks_textured_modulated_load_last_##dithering(pixels_b);             \
3191   vshr.u8 texels_b, texels_b, #3;                                              \
3192                                                                                \
3193   shade_blocks_textured_modulate_##dithering(r);                               \
3194   shade_blocks_textured_modulate_##dithering(g);                               \
3195   shade_blocks_textured_modulate_##dithering(b);                               \
3196                                                                                \
3197   vand.u16 pixels, texels, d128_0x8000;                                        \
3198   vceq.u16 zero_mask, texels, #0;                                              \
3199                                                                                \
3200   vqshrun.s16 pixels_r_low, pixels_r, #4;                                      \
3201   vqshrun.s16 pixels_g_low, pixels_g, #4;                                      \
3202   vqshrun.s16 pixels_b_low, pixels_b, #4;                                      \
3203                                                                                \
3204   shade_blocks_textured_modulated_apply_msb_mask_##target();                   \
3205   vorr.u16 draw_mask, draw_mask, zero_mask;                                    \
3206   vshr.u8 pixels_r_low, pixels_r_low, #3;                                      \
3207   vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07;                             \
3208                                                                                \
3209   subs num_blocks, num_blocks, #1;                                             \
3210   beq 1f;                                                                      \
3211                                                                                \
3212  .align 3;                                                                     \
3213                                                                                \
3214  0:                                                                            \
3215   vld1.u32 { texels }, [block_ptr_load_a, :128], c_32;                         \
3216   shade_blocks_textured_modulated_load_rg_##shading();                         \
3217   vshrn.u16 texels_g, texels, #5;                                              \
3218                                                                                \
3219   shade_blocks_textured_modulated_load_bdm_##shading();                        \
3220   vshrn.u16 texels_b, texels, #7;                                              \
3221                                                                                \
3222   pld [block_ptr_load_a];                                                      \
3223   vmovn.u16 texels_r, texels;                                                  \
3224   vmlal.u8 pixels, pixels_r_low, d64_1;                                        \
3225                                                                                \
3226   vmlal.u8 pixels, pixels_g_low, d64_4;                                        \
3227   vmlal.u8 pixels, pixels_b_low, d64_128;                                      \
3228   shade_blocks_textured_modulated_store_draw_mask_##target(-4);                \
3229                                                                                \
3230   shade_blocks_textured_modulated_load_##dithering(pixels_r);                  \
3231   shade_blocks_textured_modulated_expand_draw_mask_##shading();                \
3232                                                                                \
3233   shade_blocks_textured_modulated_load_##dithering(pixels_g);                  \
3234   vand.u8 texels_rg, texels_rg, d128_0x1F;                                     \
3235                                                                                \
3236   shade_blocks_textured_modulated_load_last_##dithering(pixels_b);             \
3237   vtst.u16 draw_mask, draw_mask, test_mask;                                    \
3238                                                                                \
3239   shade_blocks_textured_modulated_store_pixels_##target();                     \
3240   vshr.u8 texels_b, texels_b, #3;                                              \
3241                                                                                \
3242   shade_blocks_textured_modulate_##dithering(r);                               \
3243   shade_blocks_textured_modulate_##dithering(g);                               \
3244   shade_blocks_textured_modulate_##dithering(b);                               \
3245                                                                                \
3246   vand.u16 pixels, texels, d128_0x8000;                                        \
3247   vceq.u16 zero_mask, texels, #0;                                              \
3248                                                                                \
3249   subs num_blocks, num_blocks, #1;                                             \
3250                                                                                \
3251   vqshrun.s16 pixels_r_low, pixels_r, #4;                                      \
3252   vqshrun.s16 pixels_g_low, pixels_g, #4;                                      \
3253   vqshrun.s16 pixels_b_low, pixels_b, #4;                                      \
3254                                                                                \
3255   shade_blocks_textured_modulated_apply_msb_mask_##target();                   \
3256   vorr.u16 draw_mask, draw_mask, zero_mask;                                    \
3257   vshr.u8 pixels_r_low, pixels_r_low, #3;                                      \
3258   vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07;                             \
3259                                                                                \
3260   bne 0b;                                                                      \
3261                                                                                \
3262  1:                                                                            \
3263   vmlal.u8 pixels, pixels_r_low, d64_1;                                        \
3264   vmlal.u8 pixels, pixels_g_low, d64_4;                                        \
3265   vmlal.u8 pixels, pixels_b_low, d64_128;                                      \
3266                                                                                \
3267   shade_blocks_textured_modulated_store_draw_mask_##target(28);                \
3268   shade_blocks_textured_modulated_store_pixels_##target();                     \
3269                                                                                \
3270   ldmia sp!, { r4 - r5, pc }                                                   \
3271
3272
3273 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
3274 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
3275 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
3276 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
3277
3278 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
3279 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
3280 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
3281 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
3282
3283
3284 #undef c_64
3285 #undef fb_ptr
3286 #undef color_ptr
3287
3288 #undef color_r
3289 #undef color_g
3290 #undef color_b
3291
3292 #undef test_mask
3293 #undef pixels
3294 #undef draw_mask
3295 #undef zero_mask
3296 #undef fb_pixels
3297 #undef msb_mask
3298 #undef msb_mask_low
3299 #undef msb_mask_high
3300
3301 #define psx_gpu                                  r0
3302 #define num_blocks                               r1
3303 #define mask_msb_ptr                             r2
3304 #define color_ptr                                r3
3305
3306 #define block_ptr_load                           r0
3307 #define draw_mask_store_ptr                      r3
3308 #define draw_mask_bits_ptr                       r12
3309 #define draw_mask_ptr                            r12
3310 #define pixel_store_ptr                          r14
3311
3312 #define fb_ptr_cmp                               r4
3313
3314 #define fb_ptr                                   r3
3315 #define fb_ptr_next                              r14
3316
3317 #define c_64                                     r2
3318
3319 #define test_mask                                q0
3320 #define pixels                                   q1
3321 #define draw_mask                                q2
3322 #define zero_mask                                q3
3323 #define draw_mask_combined                       q4
3324 #define fb_pixels                                q5
3325 #define fb_pixels_next                           q6
3326 #define msb_mask                                 q7
3327
3328 #define draw_mask_low                            d4
3329 #define draw_mask_high                           d5
3330 #define msb_mask_low                             d14
3331 #define msb_mask_high                            d15
3332
3333 .align 3
3334 function(shade_blocks_textured_unmodulated_indirect)
3335   str r14, [sp, #-4]
3336   add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3337
3338   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
3339   add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3340
3341   vld1.u32 { test_mask }, [psx_gpu, :128]
3342   add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset
3343
3344   mov c_64, #64
3345   add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3346
3347   vld1.u32 { pixels }, [block_ptr_load, :128], c_64
3348   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3349    [draw_mask_bits_ptr, :16], c_64
3350   vceq.u16 zero_mask, pixels, #0
3351
3352   vtst.u16 draw_mask, draw_mask, test_mask
3353   vst1.u32 { pixels }, [pixel_store_ptr, :128], c_64
3354
3355   subs num_blocks, num_blocks, #1
3356   beq 1f
3357
3358  0:
3359   vld1.u32 { pixels }, [block_ptr_load, :128], c_64
3360   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3361
3362   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3363    [draw_mask_bits_ptr, :16], c_64
3364   vceq.u16 zero_mask, pixels, #0
3365
3366   vtst.u16 draw_mask, draw_mask, test_mask
3367   vst1.u32 { pixels }, [pixel_store_ptr, :128], c_64
3368
3369   vst1.u32 { draw_mask_combined }, [draw_mask_store_ptr, :128], c_64
3370   subs num_blocks, num_blocks, #1
3371
3372   bne 0b
3373
3374  1:
3375   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3376   vst1.u32 { draw_mask_combined }, [draw_mask_store_ptr, :128], c_64
3377
3378   ldr pc, [sp, #-4]
3379
3380
3381 .align 3
3382
3383 function(shade_blocks_textured_unmodulated_direct)
3384   stmdb sp!, { r4, r14 }
3385   add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40)
3386
3387   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
3388   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3389
3390   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]
3391   mov c_64, #64
3392
3393   vld1.u32 { test_mask }, [psx_gpu, :128]
3394   add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset
3395
3396   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3397    [draw_mask_bits_ptr, :16], c_64
3398   ldr fb_ptr_next, [block_ptr_load, #44]
3399
3400   vld1.u32 { pixels }, [block_ptr_load, :128], c_64
3401   vld1.u16 { fb_pixels_next }, [fb_ptr_next]
3402   vceq.u16 zero_mask, pixels, #0
3403   vtst.u16 draw_mask, draw_mask, test_mask
3404
3405   subs num_blocks, num_blocks, #1
3406   beq 1f
3407
3408  0:
3409   mov fb_ptr, fb_ptr_next
3410   ldr fb_ptr_next, [block_ptr_load, #44]
3411
3412   vorr.u16 pixels, pixels, msb_mask
3413
3414   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3415   vmov fb_pixels, fb_pixels_next
3416
3417   vld1.u16 { draw_mask_low[], draw_mask_high[] },                              \
3418    [draw_mask_bits_ptr, :16], c_64
3419   vbif.u16 fb_pixels, pixels, draw_mask_combined
3420
3421   sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3422   pld [fb_ptr_next, #64]
3423
3424   add fb_ptr_cmp, fb_ptr_cmp, #14
3425   vld1.u32 { pixels }, [block_ptr_load, :128], c_64
3426
3427   cmp fb_ptr_cmp, #28
3428   bls 4f
3429
3430   vld1.u16 { fb_pixels_next }, [fb_ptr_next]
3431   vceq.u16 zero_mask, pixels, #0
3432
3433   vst1.u16 { fb_pixels }, [fb_ptr]
3434   vtst.u16 draw_mask, draw_mask, test_mask
3435
3436  3:
3437   subs num_blocks, num_blocks, #1
3438   bne 0b
3439
3440  1:
3441   vorr.u16 draw_mask_combined, draw_mask, zero_mask
3442   vbif.u16 fb_pixels_next, pixels, draw_mask_combined
3443
3444   vst1.u16 { fb_pixels_next }, [fb_ptr_next]
3445
3446   ldmia sp!, { r4, pc }
3447
3448  4:
3449   vst1.u16 { fb_pixels }, [fb_ptr]
3450   vceq.u16 zero_mask, pixels, #0
3451
3452   vld1.u16 { fb_pixels_next }, [fb_ptr_next]
3453   vtst.u16 draw_mask, draw_mask, test_mask
3454
3455   bal 3b
3456
3457
3458 function(shade_blocks_unshaded_untextured_indirect)
3459   bx lr
3460
3461 .align 3
3462
3463 function(shade_blocks_unshaded_untextured_direct)
3464   stmdb sp!, { r4, r14 }
3465   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
3466
3467   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
3468   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
3469
3470   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]
3471   add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
3472
3473   add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44)
3474   vld1.u16 { pixels }, [color_ptr, :128]
3475
3476   mov c_64, #64
3477   vld1.u16 { draw_mask }, [draw_mask_ptr, :128], c_64
3478
3479   vorr.u16 pixels, pixels, msb_mask
3480   subs num_blocks, num_blocks, #1
3481
3482   ldr fb_ptr_next, [block_ptr_load], #64
3483
3484   vld1.u16 { fb_pixels_next }, [fb_ptr_next]
3485   beq 1f
3486
3487  0:
3488   vmov fb_pixels, fb_pixels_next
3489   mov fb_ptr, fb_ptr_next
3490   ldr fb_ptr_next, [block_ptr_load], #64
3491
3492   vbif.u16 fb_pixels, pixels, draw_mask
3493   vld1.u16 { draw_mask }, [draw_mask_ptr, :128], c_64
3494
3495   sub fb_ptr_cmp, fb_ptr_next, fb_ptr
3496   add fb_ptr_cmp, fb_ptr_cmp, #14
3497   cmp fb_ptr_cmp, #28
3498   bls 4f
3499
3500   vld1.u16 { fb_pixels_next }, [fb_ptr_next]
3501   vst1.u16 { fb_pixels }, [fb_ptr]
3502
3503  3:
3504   subs num_blocks, num_blocks, #1
3505   bne 0b
3506
3507  1:
3508   vbif.u16 fb_pixels_next, pixels, draw_mask
3509   vst1.u16 { fb_pixels_next }, [fb_ptr_next]
3510
3511   ldmia sp!, { r4, pc }
3512
3513  4:
3514   vst1.u16 { fb_pixels }, [fb_ptr]
3515   vld1.u16 { fb_pixels_next }, [fb_ptr_next]
3516   bal 3b
3517
3518
3519 #undef draw_mask_ptr
3520 #undef c_64
3521 #undef fb_ptr
3522 #undef fb_ptr_next
3523 #undef fb_ptr_cmp
3524
3525 #define psx_gpu                                  r0
3526 #define num_blocks                               r1
3527 #define msb_mask_ptr                             r2
3528 #define pixel_ptr                                r3
3529 #define draw_mask_ptr                            r0
3530 #define c_64                                     r2
3531 #define fb_ptr                                   r12
3532 #define fb_ptr_next                              r14
3533 #define fb_ptr_cmp                               r4
3534
3535 #undef msb_mask
3536 #undef draw_mask
3537 #undef pixels
3538 #undef fb_pixels
3539 #undef d128_0x8000
3540 #undef msb_mask_low
3541 #undef msb_mask_high
3542 #undef draw_mask_next
3543 #undef pixels_g
3544 #undef blend_pixels
3545 #undef fb_pixels_next
3546
3547 #define msb_mask                                 q0
3548 #define draw_mask                                q1
3549 #define pixels                                   q2
3550 #define fb_pixels                                q3
3551 #define blend_pixels                             q4
3552 #define pixels_no_msb                            q5
3553 #define blend_mask                               q6
3554 #define fb_pixels_no_msb                         q7
3555 #define d128_0x8000                              q8
3556 #define d128_0x0421                              q9
3557 #define fb_pixels_next                           q10
3558 #define blend_pixels_next                        q11
3559 #define pixels_next                              q12
3560 #define draw_mask_next                           q13
3561 #define write_mask                               q14
3562
3563 #define pixels_rb                                q5
3564 #define pixels_mg                                q7
3565 #define pixels_g                                 q7
3566 #define d128_0x7C1F                              q8
3567 #define d128_0x03E0                              q9
3568 #define fb_pixels_rb                             q10
3569 #define fb_pixels_g                              q11
3570 #define fb_pixels_masked                         q11
3571 #define d128_0x83E0                              q15
3572 #define pixels_fourth                            q7
3573 #define d128_0x1C07                              q12
3574 #define d128_0x00E0                              q13
3575 #define d128_0x80E0                              q13
3576
3577 #define msb_mask_low                             d0
3578 #define msb_mask_high                            d1
3579
3580 #define blend_blocks_average_set_blend_mask_textured(source)                   \
3581   vclt.s16 blend_mask, source, #0                                              \
3582
3583 #define blend_blocks_average_set_stp_bit_textured()                            \
3584   vorr.u16 blend_pixels, #0x8000                                               \
3585
3586 #define blend_blocks_average_combine_textured(source)                          \
3587   vbif.u16 blend_pixels, source, blend_mask                                    \
3588   
3589 #define blend_blocks_average_set_blend_mask_untextured(source)                 \
3590
3591 #define blend_blocks_average_set_stp_bit_untextured()                          \
3592
3593 #define blend_blocks_average_combine_untextured(source)                        \
3594
3595 #define blend_blocks_average_mask_set_on()                                     \
3596   vclt.s16 write_mask, fb_pixels_next, #0                                      \
3597
3598 #define blend_blocks_average_mask_copy_on()                                    \
3599   vorr.u16 draw_mask, draw_mask_next, write_mask                               \
3600
3601 #define blend_blocks_average_mask_copy_b_on()                                  \
3602   vorr.u16 draw_mask_next, draw_mask_next, write_mask                          \
3603
3604 #define blend_blocks_average_mask_set_off()                                    \
3605
3606 #define blend_blocks_average_mask_copy_off()                                   \
3607   vmov draw_mask, draw_mask_next                                               \
3608
3609 #define blend_blocks_average_mask_copy_b_off()                                 \
3610
3611 #define blend_blocks_average_builder(texturing, mask_evaluate)                 \
3612 .align 3;                                                                      \
3613                                                                                \
3614 function(blend_blocks_##texturing##_average_##mask_evaluate)                   \
3615   stmdb sp!, { r4, r14 };                                                      \
3616   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3617   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
3618                                                                                \
3619   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3620   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16];           \
3621                                                                                \
3622   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3623   mov c_64, #64;                                                               \
3624                                                                                \
3625   vmov.u16 d128_0x8000, #0x8000;                                               \
3626   vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64;                    \
3627   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
3628                                                                                \
3629   vmov.u16 d128_0x0421, #0x0400;                                               \
3630   vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64;                           \
3631                                                                                \
3632   vorr.u16 d128_0x0421, #0x0021;                                               \
3633   vld1.u16 { fb_pixels_next }, [fb_ptr_next];                                  \
3634                                                                                \
3635   veor.u16 blend_pixels_next, pixels_next, fb_pixels_next;                     \
3636   vbic.u16 pixels_no_msb, pixels_next, d128_0x8000;                            \
3637   vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421;                  \
3638   vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next;                \
3639   blend_blocks_average_mask_set_##mask_evaluate();                             \
3640   vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000;                      \
3641                                                                                \
3642   subs num_blocks, num_blocks, #1;                                             \
3643   beq 1f;                                                                      \
3644                                                                                \
3645  0:                                                                            \
3646   mov fb_ptr, fb_ptr_next;                                                     \
3647   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
3648                                                                                \
3649   vmov pixels, pixels_next;                                                    \
3650   vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64;                           \
3651                                                                                \
3652   vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next;                 \
3653                                                                                \
3654   blend_blocks_average_mask_copy_##mask_evaluate();                            \
3655   vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64;                    \
3656                                                                                \
3657   blend_blocks_average_set_blend_mask_##texturing(pixels);                     \
3658   blend_blocks_average_set_stp_bit_##texturing();                              \
3659   vmov fb_pixels, fb_pixels_next;                                              \
3660   blend_blocks_average_combine_##texturing(pixels);                            \
3661                                                                                \
3662   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3663   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
3664   cmp fb_ptr_cmp, #28;                                                         \
3665   bls 2f;                                                                      \
3666                                                                                \
3667   vld1.u16 { fb_pixels_next }, [fb_ptr_next];                                  \
3668   veor.u16 blend_pixels_next, pixels_next, fb_pixels_next;                     \
3669                                                                                \
3670   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3671   vbic.u16 pixels_no_msb, pixels_next, d128_0x8000;                            \
3672                                                                                \
3673   vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421;                  \
3674   vbif.u16 fb_pixels, blend_pixels, draw_mask;                                 \
3675                                                                                \
3676   vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000;                      \
3677   vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next;                \
3678   blend_blocks_average_mask_set_##mask_evaluate();                             \
3679   vst1.u16 { fb_pixels }, [fb_ptr];                                            \
3680                                                                                \
3681  3:                                                                            \
3682   subs num_blocks, num_blocks, #1;                                             \
3683   bne 0b;                                                                      \
3684                                                                                \
3685  1:                                                                            \
3686   blend_blocks_average_mask_copy_b_##mask_evaluate();                          \
3687   vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next;                 \
3688                                                                                \
3689   blend_blocks_average_set_blend_mask_##texturing(pixels_next);                \
3690   blend_blocks_average_set_stp_bit_##texturing();                              \
3691   blend_blocks_average_combine_##texturing(pixels_next);                       \
3692                                                                                \
3693   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3694   vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next;                       \
3695   vst1.u16 { fb_pixels_next }, [fb_ptr_next];                                  \
3696                                                                                \
3697   ldmia sp!, { r4, pc };                                                       \
3698                                                                                \
3699  2:                                                                            \
3700   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3701   vbif.u16 fb_pixels, blend_pixels, draw_mask;                                 \
3702   vst1.u16 { fb_pixels }, [fb_ptr];                                            \
3703                                                                                \
3704   vld1.u16 { fb_pixels_next }, [fb_ptr_next];                                  \
3705   veor.u16 blend_pixels_next, pixels_next, fb_pixels_next;                     \
3706   vbic.u16 pixels_no_msb, pixels_next, d128_0x8000;                            \
3707   vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421;                  \
3708   vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next;                \
3709   vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000;                      \
3710                                                                                \
3711   bal 3b                                                                       \
3712
3713 blend_blocks_average_builder(textured, off)
3714 blend_blocks_average_builder(untextured, off)
3715 blend_blocks_average_builder(textured, on)
3716 blend_blocks_average_builder(untextured, on)
3717
3718
3719 #define blend_blocks_add_mask_set_on()                                         \
3720   vclt.s16 write_mask, fb_pixels, #0                                           \
3721
3722 #define blend_blocks_add_mask_copy_on()                                        \
3723   vorr.u16 draw_mask, draw_mask, write_mask                                    \
3724
3725 #define blend_blocks_add_mask_set_off()                                        \
3726
3727 #define blend_blocks_add_mask_copy_off()                                       \
3728
3729
3730 #define blend_blocks_add_textured_builder(mask_evaluate)                       \
3731 .align 3;                                                                      \
3732                                                                                \
3733 function(blend_blocks_textured_add_##mask_evaluate)                            \
3734   stmdb sp!, { r4, r14 };                                                      \
3735   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3736   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
3737                                                                                \
3738   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3739   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16];           \
3740                                                                                \
3741   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3742   mov c_64, #64;                                                               \
3743                                                                                \
3744   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
3745   vmov.u16 d128_0x03E0, #0x0300;                                               \
3746   vmov.u16 d128_0x83E0, #0x8000;                                               \
3747   vorr.u16 d128_0x03E0, #0x00E0;                                               \
3748   vorr.u16 d128_0x7C1F, #0x001F;                                               \
3749   vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0;                              \
3750                                                                                \
3751   vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64;                         \
3752   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
3753   vld1.u32 { pixels }, [pixel_ptr, :128], c_64;                                \
3754   vclt.s16 blend_mask, pixels, #0;                                             \
3755   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
3756   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3757   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3758                                                                                \
3759   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3760   vorr.u16 pixels, pixels, msb_mask;                                           \
3761   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
3762   vand.u16 pixels_mg, pixels, d128_0x83E0;                                     \
3763   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
3764   vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0;                         \
3765   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3766   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg;                                \
3767   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3768   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0;                              \
3769                                                                                \
3770   subs num_blocks, num_blocks, #1;                                             \
3771   beq 1f;                                                                      \
3772                                                                                \
3773  0:                                                                            \
3774   mov fb_ptr, fb_ptr_next;                                                     \
3775                                                                                \
3776   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
3777                                                                                \
3778   vld1.u32 { pixels }, [pixel_ptr, :128], c_64;                                \
3779   vclt.s16 blend_mask, pixels, #0;                                             \
3780                                                                                \
3781   vorr.u16 pixels, pixels, msb_mask;                                           \
3782   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3783   vand.u16 pixels_mg, pixels, d128_0x83E0;                                     \
3784                                                                                \
3785   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3786   pld [fb_ptr_next, #64];                                                      \
3787                                                                                \
3788   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3789   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3790                                                                                \
3791   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
3792   vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64;                         \
3793                                                                                \
3794   cmp fb_ptr_cmp, #28;                                                         \
3795   bls 2f;                                                                      \
3796                                                                                \
3797   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
3798   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3799   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
3800   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3801   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3802   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
3803   vst1.u16 { blend_pixels }, [fb_ptr];                                         \
3804                                                                                \
3805  3:                                                                            \
3806   vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0;                         \
3807   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3808   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg;                                \
3809   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3810   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0;                              \
3811                                                                                \
3812   subs num_blocks, num_blocks, #1;                                             \
3813   bne 0b;                                                                      \
3814                                                                                \
3815  1:                                                                            \
3816   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3817   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3818   vst1.u16 { blend_pixels }, [fb_ptr_next];                                    \
3819                                                                                \
3820   ldmia sp!, { r4, pc };                                                       \
3821                                                                                \
3822  2:                                                                            \
3823   vst1.u16 { blend_pixels }, [fb_ptr];                                         \
3824   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3825                                                                                \
3826   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
3827   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3828   vand.u16 fb_pixels_masked, fb_pixels, blend_mask;                            \
3829   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3830   vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F;                        \
3831   bal 3b                                                                       \
3832
3833
3834 #define blend_blocks_add_untextured_builder(mask_evaluate)                     \
3835 .align 3;                                                                      \
3836                                                                                \
3837 function(blend_blocks_untextured_add_##mask_evaluate)                          \
3838   stmdb sp!, { r4, r14 };                                                      \
3839   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3840   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
3841                                                                                \
3842   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3843   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16];           \
3844                                                                                \
3845   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3846   mov c_64, #64;                                                               \
3847                                                                                \
3848   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
3849   vmov.u16 d128_0x03E0, #0x0300;                                               \
3850   vorr.u16 d128_0x7C1F, #0x001F;                                               \
3851   vorr.u16 d128_0x03E0, #0x00E0;                                               \
3852                                                                                \
3853   vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64;                         \
3854   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
3855   vld1.u32 { pixels }, [pixel_ptr, :128], c_64;                                \
3856   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
3857   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3858   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3859                                                                                \
3860   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3861   vand.u16 pixels_g, pixels, d128_0x03E0;                                      \
3862   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3863   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
3864   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3865   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
3866   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3867   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
3868                                                                                \
3869   subs num_blocks, num_blocks, #1;                                             \
3870   beq 1f;                                                                      \
3871                                                                                \
3872  0:                                                                            \
3873   mov fb_ptr, fb_ptr_next;                                                     \
3874                                                                                \
3875   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
3876                                                                                \
3877   vld1.u32 { pixels }, [pixel_ptr, :128], c_64;                                \
3878                                                                                \
3879   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3880   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3881   vand.u16 pixels_g, pixels, d128_0x03E0;                                      \
3882                                                                                \
3883   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3884   vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64;                         \
3885                                                                                \
3886   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
3887   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
3888   cmp fb_ptr_cmp, #28;                                                         \
3889   bls 2f;                                                                      \
3890                                                                                \
3891   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
3892   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3893   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3894   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3895   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3896   vst1.u16 { blend_pixels }, [fb_ptr];                                         \
3897                                                                                \
3898  3:                                                                            \
3899   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
3900   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3901   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
3902   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
3903   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
3904                                                                                \
3905   subs num_blocks, num_blocks, #1;                                             \
3906   bne 0b;                                                                      \
3907                                                                                \
3908  1:                                                                            \
3909   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
3910   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
3911   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
3912   vst1.u16 { blend_pixels }, [fb_ptr_next];                                    \
3913                                                                                \
3914   ldmia sp!, { r4, pc };                                                       \
3915                                                                                \
3916  2:                                                                            \
3917   vst1.u16 { blend_pixels }, [fb_ptr];                                         \
3918   vand.u16 pixels_rb, pixels, d128_0x7C1F;                                     \
3919                                                                                \
3920   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
3921   blend_blocks_add_mask_set_##mask_evaluate();                                 \
3922   blend_blocks_add_mask_copy_##mask_evaluate();                                \
3923   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3924   bal 3b                                                                       \
3925
3926
3927 blend_blocks_add_textured_builder(off)
3928 blend_blocks_add_textured_builder(on)
3929 blend_blocks_add_untextured_builder(off)
3930 blend_blocks_add_untextured_builder(on)
3931
3932 #define blend_blocks_subtract_set_blend_mask_textured()                        \
3933   vclt.s16 blend_mask, pixels_next, #0                                         \
3934
3935 #define blend_blocks_subtract_combine_textured()                               \
3936   vbif.u16 blend_pixels, pixels, blend_mask                                    \
3937
3938 #define blend_blocks_subtract_set_stb_textured()                               \
3939   vorr.u16 blend_pixels, #0x8000                                               \
3940
3941 #define blend_blocks_subtract_msb_mask_textured()                              \
3942   vorr.u16 pixels, pixels_next, msb_mask                                       \
3943
3944 #define blend_blocks_subtract_set_blend_mask_untextured()                      \
3945
3946 #define blend_blocks_subtract_combine_untextured()                             \
3947
3948 #define blend_blocks_subtract_set_stb_untextured()                             \
3949   vorr.u16 blend_pixels, blend_pixels, msb_mask                                \
3950
3951 #define blend_blocks_subtract_msb_mask_untextured()                            \
3952
3953
3954 #define blend_blocks_subtract_mask_set_on()                                    \
3955   vclt.s16 write_mask, fb_pixels, #0                                           \
3956
3957 #define blend_blocks_subtract_mask_copy_on()                                   \
3958   vorr.u16 draw_mask, draw_mask_next, write_mask                               \
3959
3960 #define blend_blocks_subtract_mask_set_off()                                   \
3961
3962 #define blend_blocks_subtract_mask_copy_off()                                  \
3963   vmov draw_mask, draw_mask_next                                               \
3964
3965
3966 #define blend_blocks_subtract_builder(texturing, mask_evaluate)                \
3967 .align 3;                                                                      \
3968                                                                                \
3969 function(blend_blocks_##texturing##_subtract_##mask_evaluate)                  \
3970   stmdb sp!, { r4, r14 };                                                      \
3971   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
3972   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
3973                                                                                \
3974   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
3975   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16];           \
3976                                                                                \
3977   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
3978   mov c_64, #64;                                                               \
3979                                                                                \
3980   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
3981   vmov.u16 d128_0x03E0, #0x0300;                                               \
3982   vorr.u16 d128_0x7C1F, #0x001F;                                               \
3983   vorr.u16 d128_0x03E0, #0x00E0;                                               \
3984                                                                                \
3985   vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64;                    \
3986   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
3987   vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64;                           \
3988   blend_blocks_subtract_set_blend_mask_##texturing();                          \
3989   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
3990   blend_blocks_subtract_mask_set_##mask_evaluate();                            \
3991   vand.u16 pixels_rb, pixels_next, d128_0x7C1F;                                \
3992                                                                                \
3993   vand.u16 pixels_g, pixels_next, d128_0x03E0;                                 \
3994   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
3995   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
3996   vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
3997   vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                \
3998                                                                                \
3999   subs num_blocks, num_blocks, #1;                                             \
4000   beq 1f;                                                                      \
4001                                                                                \
4002  0:                                                                            \
4003   blend_blocks_subtract_mask_copy_##mask_evaluate();                           \
4004   mov fb_ptr, fb_ptr_next;                                                     \
4005   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
4006                                                                                \
4007   vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64;                    \
4008   blend_blocks_subtract_msb_mask_##texturing();                                \
4009                                                                                \
4010   vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64;                           \
4011   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4012   vand.u16 pixels_rb, pixels_next, d128_0x7C1F;                                \
4013   blend_blocks_subtract_set_stb_##texturing();                                 \
4014   vand.u16 pixels_g, pixels_next, d128_0x03E0;                                 \
4015   blend_blocks_subtract_combine_##texturing();                                 \
4016   blend_blocks_subtract_set_blend_mask_##texturing();                          \
4017   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4018                                                                                \
4019   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
4020   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
4021   cmp fb_ptr_cmp, #28;                                                         \
4022   bls 2f;                                                                      \
4023                                                                                \
4024   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
4025   blend_blocks_subtract_mask_set_##mask_evaluate();                            \
4026   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4027   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4028   vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4029   vst1.u16 { blend_pixels }, [fb_ptr];                                         \
4030   vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                \
4031                                                                                \
4032  3:                                                                            \
4033   subs num_blocks, num_blocks, #1;                                             \
4034   bne 0b;                                                                      \
4035                                                                                \
4036  1:                                                                            \
4037   blend_blocks_subtract_mask_copy_##mask_evaluate();                           \
4038                                                                                \
4039   blend_blocks_subtract_msb_mask_##texturing();                                \
4040   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4041   blend_blocks_subtract_set_stb_##texturing();                                 \
4042   blend_blocks_subtract_combine_##texturing();                                 \
4043   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4044   vst1.u16 { blend_pixels }, [fb_ptr_next];                                    \
4045                                                                                \
4046   ldmia sp!, { r4, pc };                                                       \
4047                                                                                \
4048  2:                                                                            \
4049   vst1.u16 { blend_pixels }, [fb_ptr];                                         \
4050   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
4051   blend_blocks_subtract_mask_set_##mask_evaluate();                            \
4052   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4053   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4054   vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4055   vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                \
4056   bal 3b                                                                       \
4057
4058
4059 blend_blocks_subtract_builder(textured, off)
4060 blend_blocks_subtract_builder(textured, on)
4061 blend_blocks_subtract_builder(untextured, off)
4062 blend_blocks_subtract_builder(untextured, on)
4063
4064
4065 #define blend_blocks_add_fourth_textured_builder(mask_evaluate)                \
4066 .align 3;                                                                      \
4067                                                                                \
4068 function(blend_blocks_textured_add_fourth_##mask_evaluate)                     \
4069   stmdb sp!, { r4, r14 };                                                      \
4070   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
4071   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
4072                                                                                \
4073   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
4074   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16];           \
4075                                                                                \
4076   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
4077   mov c_64, #64;                                                               \
4078                                                                                \
4079   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
4080   vmov.u16 d128_0x03E0, #0x0300;                                               \
4081   vmov.u16 d128_0x1C07, #0x1C00;                                               \
4082   vmov.u16 d128_0x00E0, #0x00E0;                                               \
4083   vorr.u16 d128_0x7C1F, #0x001F;                                               \
4084   vorr.u16 d128_0x03E0, #0x00E0;                                               \
4085   vorr.u16 d128_0x1C07, #0x0007;                                               \
4086                                                                                \
4087   vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64;                         \
4088   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
4089   vld1.u32 { pixels }, [pixel_ptr, :128], c_64;                                \
4090   vclt.s16 blend_mask, pixels, #0;                                             \
4091   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
4092   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4093   vshr.s16 pixels_fourth, pixels, #2;                                          \
4094   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4095                                                                                \
4096   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4097   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4098   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4099   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4100   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4101   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
4102   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4103   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
4104                                                                                \
4105   subs num_blocks, num_blocks, #1;                                             \
4106   beq 1f;                                                                      \
4107                                                                                \
4108  0:                                                                            \
4109   mov fb_ptr, fb_ptr_next;                                                     \
4110   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
4111                                                                                \
4112   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4113   vbif.u16 blend_pixels, pixels, blend_mask;                                   \
4114                                                                                \
4115   vld1.u32 { pixels }, [pixel_ptr, :128], c_64;                                \
4116   vclt.s16 blend_mask, pixels, #0;                                             \
4117   vshr.s16 pixels_fourth, pixels, #2;                                          \
4118   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
4119   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4120                                                                                \
4121   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4122   vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64;                         \
4123                                                                                \
4124   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
4125   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
4126   cmp fb_ptr_cmp, #28;                                                         \
4127   bls 2f;                                                                      \
4128                                                                                \
4129   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
4130   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4131   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4132   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4133   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4134   vst1.u16 { blend_pixels }, [fb_ptr];                                         \
4135                                                                                \
4136  3:                                                                            \
4137   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4138   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4139   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
4140   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4141   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
4142                                                                                \
4143   subs num_blocks, num_blocks, #1;                                             \
4144   bne 0b;                                                                      \
4145                                                                                \
4146  1:                                                                            \
4147   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4148   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
4149   vbif.u16 blend_pixels, pixels, blend_mask;                                   \
4150   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4151   vst1.u16 { blend_pixels }, [fb_ptr_next];                                    \
4152                                                                                \
4153   ldmia sp!, { r4, pc };                                                       \
4154                                                                                \
4155  2:                                                                            \
4156   vst1.u16 { blend_pixels }, [fb_ptr];                                         \
4157   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4158                                                                                \
4159   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
4160   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4161   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4162   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4163   bal 3b                                                                       \
4164
4165
4166
4167 #define blend_blocks_add_fourth_untextured_builder(mask_evaluate)              \
4168 .align 3;                                                                      \
4169                                                                                \
4170 function(blend_blocks_untextured_add_fourth_##mask_evaluate)                   \
4171   stmdb sp!, { r4, r14 };                                                      \
4172   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset;                         \
4173   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
4174                                                                                \
4175   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16);                       \
4176   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16];           \
4177                                                                                \
4178   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset;                          \
4179   mov c_64, #64;                                                               \
4180                                                                                \
4181   vmov.u16 d128_0x7C1F, #0x7C00;                                               \
4182   vmov.u16 d128_0x03E0, #0x0300;                                               \
4183   vmov.u16 d128_0x1C07, #0x1C00;                                               \
4184   vmov.u16 d128_0x00E0, #0x00E0;                                               \
4185   vorr.u16 d128_0x7C1F, #0x001F;                                               \
4186   vorr.u16 d128_0x03E0, #0x00E0;                                               \
4187   vorr.u16 d128_0x1C07, #0x0007;                                               \
4188                                                                                \
4189   vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64;                         \
4190   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
4191   vld1.u32 { pixels }, [pixel_ptr, :128], c_64;                                \
4192   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
4193   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4194   vshr.s16 pixels_fourth, pixels, #2;                                          \
4195   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4196                                                                                \
4197   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4198   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4199   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4200   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4201   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4202   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
4203   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4204   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
4205                                                                                \
4206   subs num_blocks, num_blocks, #1;                                             \
4207   beq 1f;                                                                      \
4208                                                                                \
4209  0:                                                                            \
4210   mov fb_ptr, fb_ptr_next;                                                     \
4211   ldr fb_ptr_next, [pixel_ptr, #28];                                           \
4212                                                                                \
4213   vld1.u32 { pixels }, [pixel_ptr, :128], c_64;                                \
4214                                                                                \
4215   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4216   vshr.s16 pixels_fourth, pixels, #2;                                          \
4217   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
4218   vand.u16 pixels_rb, pixels_fourth, d128_0x1C07;                              \
4219                                                                                \
4220   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4221   vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64;                         \
4222                                                                                \
4223   sub fb_ptr_cmp, fb_ptr_next, fb_ptr;                                         \
4224   add fb_ptr_cmp, fb_ptr_cmp, #14;                                             \
4225   cmp fb_ptr_cmp, #28;                                                         \
4226   bls 2f;                                                                      \
4227                                                                                \
4228   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
4229   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4230   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4231   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4232   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4233   vst1.u16 { blend_pixels }, [fb_ptr];                                         \
4234                                                                                \
4235  3:                                                                            \
4236   vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0;                                \
4237   vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb;                              \
4238   vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g;                                 \
4239   vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F;                             \
4240   vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0;                              \
4241                                                                                \
4242   subs num_blocks, num_blocks, #1;                                             \
4243   bne 0b;                                                                      \
4244                                                                                \
4245  1:                                                                            \
4246   vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g;                            \
4247   vorr.u16 blend_pixels, blend_pixels, msb_mask;                               \
4248   vbit.u16 blend_pixels, fb_pixels, draw_mask;                                 \
4249   vst1.u16 { blend_pixels }, [fb_ptr_next];                                    \
4250                                                                                \
4251   ldmia sp!, { r4, pc };                                                       \
4252                                                                                \
4253  2:                                                                            \
4254   vst1.u16 { blend_pixels }, [fb_ptr];                                         \
4255   vand.u16 pixels_g, pixels_fourth, d128_0x00E0;                               \
4256                                                                                \
4257   vld1.u16 { fb_pixels }, [fb_ptr_next];                                       \
4258   blend_blocks_add_mask_set_##mask_evaluate();                                 \
4259   blend_blocks_add_mask_copy_##mask_evaluate();                                \
4260   vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F;                               \
4261   bal 3b                                                                       \
4262
4263
4264 blend_blocks_add_fourth_textured_builder(off)
4265 blend_blocks_add_fourth_textured_builder(on)
4266 blend_blocks_add_fourth_untextured_builder(off)
4267 blend_blocks_add_fourth_untextured_builder(on)
4268
4269 // TODO: Optimize this more. Need a scene that actually uses it for
4270 // confirmation..
4271
4272 .align 3
4273
4274 function(blend_blocks_textured_unblended_on)         
4275   stmdb sp!, { r4, r14 }
4276   add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
4277   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
4278
4279   add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
4280   vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]
4281
4282   add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset
4283   mov c_64, #64
4284
4285   ldr fb_ptr, [pixel_ptr, #28]
4286   vld1.u16 { fb_pixels }, [fb_ptr]
4287   vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64
4288   vclt.s16 write_mask, fb_pixels, #0
4289   vld1.u32 { pixels }, [pixel_ptr, :128], c_64
4290
4291   subs num_blocks, num_blocks, #1
4292   beq 1f
4293
4294  0:
4295   vorr.u16 pixels, pixels, msb_mask
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   ldr fb_ptr, [pixel_ptr, #28]
4301   vld1.u16 { fb_pixels }, [fb_ptr]
4302   vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64
4303   vclt.s16 write_mask, fb_pixels, #0
4304   vld1.u32 { pixels }, [pixel_ptr, :128], c_64
4305
4306   subs num_blocks, num_blocks, #1
4307   bne 0b
4308  
4309  1:
4310   vorr.u16 pixels, pixels, msb_mask
4311   vorr.u16 draw_mask, draw_mask, write_mask
4312   vbif.u16 fb_pixels, pixels, draw_mask
4313   vst1.u16 { fb_pixels }, [fb_ptr]
4314
4315   ldmia sp!, { r4, pc }
4316
4317
4318 function(blend_blocks_textured_unblended_off)
4319   bx lr
4320
4321
4322 function(warmup)
4323   mov r3, #64
4324   cmp r0, #0
4325   bxeq lr
4326
4327  0:
4328   vld1.u32 { u_whole_8, v_whole_8 }, [r1, :128], r3
4329
4330   subs r0, r0, #1
4331   bne 0b
4332
4333   bx lr
4334
4335 #undef vram_ptr
4336 #undef color
4337 #undef width
4338 #undef height
4339 #undef pitch
4340
4341 #define vram_ptr                                          r0
4342 #define color                                             r1
4343 #define width                                             r2
4344 #define height                                            r3
4345
4346 #define pitch                                             r1
4347
4348 #define num_width                                         r12
4349
4350 #undef colors_a
4351 #undef colors_b
4352
4353 #define colors_a                                          q0
4354 #define colors_b                                          q1
4355
4356 .align 3
4357
4358 function(render_block_fill_body)
4359   vdup.u16 colors_a, color
4360   mov pitch, #2048
4361
4362   vmov colors_b, colors_a
4363   sub pitch, pitch, width, lsl #1
4364
4365   mov num_width, width
4366
4367  0:  
4368   vst1.u32 { colors_a, colors_b }, [vram_ptr, :256]!
4369
4370   subs num_width, num_width, #16
4371   bne 0b
4372
4373   add vram_ptr, vram_ptr, pitch
4374   mov num_width, width
4375
4376   subs height, height, #1
4377   bne 0b
4378
4379   bx lr
4380  
4381
4382 #undef x
4383 #undef y
4384 #undef width
4385 #undef height
4386 #undef fb_ptr
4387 #undef texture_mask
4388 #undef num_blocks
4389 #undef temp
4390 #undef dirty_textures_mask
4391 #undef clut_ptr
4392 #undef current_texture_mask
4393
4394 #define psx_gpu                                           r0
4395 #define x                                                 r1
4396 #define y                                                 r2
4397 #define u                                                 r3
4398 #define v                                                 r4
4399 #define width                                             r5
4400 #define height                                            r6
4401 #define offset_u                                          r8
4402 #define offset_v                                          r9
4403 #define offset_u_right                                    r10
4404 #define width_rounded                                     r11
4405 #define height_rounded                                    r12
4406
4407 #define texture_offset_base                               r1
4408 #define tile_width                                        r2
4409 #define tile_height                                       r3
4410 #define num_blocks                                        r4
4411 #define block                                             r5
4412 #define sub_tile_height                                   r6
4413 #define fb_ptr                                            r7
4414 #define texture_mask                                      r8
4415 #define column_data                                       r9
4416 #define texture_offset                                    r10
4417 #define tiles_remaining                                   r11
4418 #define fb_ptr_advance_column                             r12
4419 #define texture_block_ptr                                 r14
4420
4421 #define temp                                              r14
4422
4423 #define texture_page_ptr                                  r3
4424 #define left_block_mask                                   r4
4425 #define right_block_mask                                  r5
4426 #define texture_mask_rev                                  r10
4427 #define control_mask                                      r11
4428
4429 #define dirty_textures_mask                               r4
4430 #define clut_ptr                                          r5
4431 #define current_texture_mask                              r6
4432
4433
4434 #undef texels
4435 #undef clut_low_a
4436 #undef clut_low_b
4437 #undef clut_high_a
4438 #undef clut_high_b
4439 #undef clut_a
4440 #undef clut_b
4441 #undef texels_low
4442 #undef texels_high
4443
4444 #define texels                                            d0
4445 #define draw_masks_fb_ptrs                                q1
4446
4447 #define draw_mask_fb_ptr_left                             d2
4448 #define draw_mask_fb_ptr_right                            d3
4449
4450 #define draw_mask_fb_ptr_left_a                           d2
4451 #define draw_mask_fb_ptr_left_b                           d3
4452 #define draw_mask_fb_ptr_right_a                          d10
4453 #define draw_mask_fb_ptr_right_b                          d11
4454 #define draw_masks_fb_ptrs2                               q5
4455
4456 #define clut_low_a                                        d4
4457 #define clut_low_b                                        d5
4458 #define clut_high_a                                       d6
4459 #define clut_high_b                                       d7
4460
4461 #define block_masks                                       d8
4462 #define block_masks_shifted                               d9
4463
4464 #define clut_a                                            q2
4465 #define clut_b                                            q3
4466
4467 #define texels_low                                        d12
4468 #define texels_high                                       d13
4469
4470 #define texels_wide_low                                   d14
4471 #define texels_wide_high                                  d15
4472 #define texels_wide                                       q7
4473
4474
4475 setup_sprite_flush_blocks:
4476   vpush { q1 - q5 }
4477
4478   stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
4479   bl flush_render_block_buffer
4480   ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
4481
4482   vpop { q1 - q5 }
4483
4484   add block, psx_gpu, #psx_gpu_blocks_offset
4485   bx lr
4486
4487
4488 setup_sprite_update_texture_4bpp_cache:
4489   stmdb sp!, { r0 - r3, r14 }
4490   bl update_texture_4bpp_cache
4491   ldmia sp!, { r0 - r3, pc }
4492
4493
4494 setup_sprite_update_texture_8bpp_cache:
4495   stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r14 }
4496   bl update_texture_8bpp_cache
4497   ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS pc }
4498
4499
4500 #define setup_sprite_tiled_initialize_4bpp()                                   \
4501   ldr dirty_textures_mask,                                                     \
4502    [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset];                        \
4503   ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset];                           \
4504                                                                                \
4505   ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset];   \
4506   vld1.u32 { clut_a, clut_b }, [clut_ptr, :128];                               \
4507                                                                                \
4508   tst current_texture_mask, dirty_textures_mask;                               \
4509   vuzp.u8 clut_a, clut_b;                                                      \
4510                                                                                \
4511   blne setup_sprite_update_texture_4bpp_cache                                  \
4512
4513 #define setup_sprite_tiled_initialize_8bpp()                                   \
4514   ldr dirty_textures_mask,                                                     \
4515    [psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset];                        \
4516   ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset];   \
4517                                                                                \
4518   tst current_texture_mask, dirty_textures_mask;                               \
4519   blne setup_sprite_update_texture_8bpp_cache                                  \
4520
4521
4522 #define setup_sprite_block_count_single()                                      \
4523   sub_tile_height                                                              \
4524
4525 #define setup_sprite_block_count_double()                                      \
4526   sub_tile_height, lsl #1                                                      \
4527
4528 #define setup_sprite_tile_add_blocks(type)                                     \
4529   add num_blocks, num_blocks, setup_sprite_block_count_##type();               \
4530   cmp num_blocks, #MAX_BLOCKS;                                                 \
4531                                                                                \
4532   movgt num_blocks, setup_sprite_block_count_##type();                         \
4533   blgt setup_sprite_flush_blocks                                               \
4534
4535
4536 #define setup_sprite_tile_full_4bpp(edge)                                      \
4537   setup_sprite_tile_add_blocks(double);                                        \
4538                                                                                \
4539  4:                                                                            \
4540   and texture_block_ptr, texture_offset, texture_mask;                         \
4541   vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr;                                   \
4542                                                                                \
4543   pld [fb_ptr];                                                                \
4544   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4545   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
4546                                                                                \
4547   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4548   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4549                                                                                \
4550   vst2.u8 { texels_low, texels_high }, [block, :128];                          \
4551   add texture_block_ptr, texture_offset, #8;                                   \
4552                                                                                \
4553   and texture_block_ptr, texture_block_ptr, texture_mask;                      \
4554   add block, block, #40;                                                       \
4555                                                                                \
4556   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4557   add fb_ptr, fb_ptr, #16;                                                     \
4558                                                                                \
4559   vst1.u32 { draw_mask_fb_ptr_left }, [block, :64];                            \
4560   add block, block, #24;                                                       \
4561                                                                                \
4562   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
4563   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4564                                                                                \
4565   pld [fb_ptr];                                                                \
4566   vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr;                                  \
4567   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4568                                                                                \
4569   vst2.u8 { texels_low, texels_high }, [block, :128];                          \
4570   add block, block, #40;                                                       \
4571                                                                                \
4572   add texture_offset, texture_offset, #0x10;                                   \
4573   add fb_ptr, fb_ptr, #(2048 - 16);                                            \
4574                                                                                \
4575   vst1.u32 { draw_mask_fb_ptr_right }, [block, :64];                           \
4576   add block, block, #24;                                                       \
4577                                                                                \
4578   subs sub_tile_height, sub_tile_height, #1;                                   \
4579   bne 4b;                                                                      \
4580                                                                                \
4581   add texture_offset, texture_offset, #0xF00;                                  \
4582   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]                       \
4583
4584   
4585 #define setup_sprite_tile_half_4bpp(edge)                                      \
4586   setup_sprite_tile_add_blocks(single);                                        \
4587                                                                                \
4588  4:                                                                            \
4589   and texture_block_ptr, texture_offset, texture_mask;                         \
4590   vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr;                                 \
4591                                                                                \
4592   pld [fb_ptr];                                                                \
4593   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4594   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
4595                                                                                \
4596   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4597   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4598                                                                                \
4599   vst2.u8 { texels_low, texels_high }, [block, :128];                          \
4600   add block, block, #40;                                                       \
4601                                                                                \
4602   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4603   vst1.u32 { draw_mask_fb_ptr_##edge }, [block, :64];                          \
4604                                                                                \
4605   add block, block, #24;                                                       \
4606   add texture_offset, texture_offset, #0x10;                                   \
4607                                                                                \
4608   add fb_ptr, fb_ptr, #2048;                                                   \
4609   subs sub_tile_height, sub_tile_height, #1;                                   \
4610                                                                                \
4611   bne 4b;                                                                      \
4612                                                                                \
4613   add texture_offset, texture_offset, #0xF00;                                  \
4614   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]                       \
4615  
4616  
4617 #define setup_sprite_tile_full_8bpp(edge)                                      \
4618   setup_sprite_tile_add_blocks(double);                                        \
4619   add block, block, #16;                                                       \
4620                                                                                \
4621  4:                                                                            \
4622   and texture_block_ptr, texture_offset, texture_mask;                         \
4623   vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr;                                   \
4624                                                                                \
4625   pld [fb_ptr];                                                                \
4626   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4627   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
4628                                                                                \
4629   add texture_block_ptr, texture_offset, #8;                                   \
4630   vst1.u32 { texels }, [block, :64];                                           \
4631                                                                                \
4632   and texture_block_ptr, texture_block_ptr, texture_mask;                      \
4633   add block, block, #24;                                                       \
4634                                                                                \
4635   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4636                                                                                \
4637   add fb_ptr, fb_ptr, #16;                                                     \
4638   vst1.u32 { draw_mask_fb_ptr_left }, [block, :64];                            \
4639                                                                                \
4640   add block, block, #40;                                                       \
4641   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
4642   pld [fb_ptr];                                                                \
4643                                                                                \
4644   vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr;                                  \
4645   vst1.u32 { texels }, [block, :64];                                           \
4646   add block, block, #24;                                                       \
4647                                                                                \
4648   add texture_offset, texture_offset, #0x10;                                   \
4649   add fb_ptr, fb_ptr, #(2048 - 16);                                            \
4650                                                                                \
4651   vst1.u32 { draw_mask_fb_ptr_right }, [block, :64];                           \
4652   add block, block, #40;                                                       \
4653                                                                                \
4654   subs sub_tile_height, sub_tile_height, #1;                                   \
4655   bne 4b;                                                                      \
4656                                                                                \
4657   sub block, block, #16;                                                       \
4658   add texture_offset, texture_offset, #0xF00;                                  \
4659   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]                       \
4660
4661   
4662 #define setup_sprite_tile_half_8bpp(edge)                                      \
4663   setup_sprite_tile_add_blocks(single);                                        \
4664   add block, block, #16;                                                       \
4665                                                                                \
4666  4:                                                                            \
4667   and texture_block_ptr, texture_offset, texture_mask;                         \
4668   vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr;                                 \
4669   pld [fb_ptr];                                                                \
4670                                                                                \
4671   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4672   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
4673                                                                                \
4674   vst1.u32 { texels }, [block, :64];                                           \
4675   add block, block, #24;                                                       \
4676                                                                                \
4677   vst1.u32 { draw_mask_fb_ptr_##edge }, [block, :64];                          \
4678   add block, block, #40;                                                       \
4679                                                                                \
4680   add texture_offset, texture_offset, #0x10;                                   \
4681   add fb_ptr, fb_ptr, #2048;                                                   \
4682                                                                                \
4683   subs sub_tile_height, sub_tile_height, #1;                                   \
4684   bne 4b;                                                                      \
4685                                                                                \
4686   sub block, block, #16;                                                       \
4687   add texture_offset, texture_offset, #0xF00;                                  \
4688   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]                       \
4689
4690  
4691 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
4692   add texture_offset, texture_offset_base, #8;                                 \
4693   add fb_ptr, fb_ptr, #16                                                      \
4694
4695 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
4696   mov texture_offset, texture_offset_base                                      \
4697
4698 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
4699   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
4700
4701 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
4702   mov texture_offset, texture_offset_base                                      \
4703
4704 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
4705   sub fb_ptr, fb_ptr, #16                                                      \
4706
4707 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
4708
4709 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
4710   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
4711
4712 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
4713
4714
4715 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode,  \
4716  x4mode)                                                                       \
4717   mov sub_tile_height, column_data;                                            \
4718   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
4719   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
4720   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge)          \
4721
4722 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode,   \
4723  x4mode)                                                                       \
4724   and sub_tile_height, column_data, #0xFF;                                     \
4725   mov tiles_remaining, column_data, lsr #16;                                   \
4726   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
4727   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
4728                                                                                \
4729   subs tiles_remaining, tiles_remaining, #1;                                   \
4730   beq 2f;                                                                      \
4731                                                                                \
4732  3:                                                                            \
4733   mov sub_tile_height, #16;                                                    \
4734   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
4735   subs tiles_remaining, tiles_remaining, #1;                                   \
4736   bne 3b;                                                                      \
4737                                                                                \
4738  2:                                                                            \
4739   uxtb sub_tile_height, column_data, ror #8;                                   \
4740   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
4741   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge)          \
4742
4743
4744 #define setup_sprite_column_data_single()                                      \
4745   mov column_data, height;                                                     \
4746   ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]            \
4747
4748 #define setup_sprite_column_data_multi()                                       \
4749   and height_rounded, height_rounded, #0xF;                                    \
4750   rsb column_data, offset_v, #16;                                              \
4751                                                                                \
4752   add height_rounded, height_rounded, #1;                                      \
4753   sub tile_height, tile_height, #1;                                            \
4754                                                                                \
4755   orr column_data, column_data, tile_height, lsl #16;                          \
4756   ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset];           \
4757                                                                                \
4758   orr column_data, column_data, height_rounded, lsl #8                         \
4759
4760 #define setup_sprite_setup_left_draw_mask_fb_ptr()                             \
4761   vdup.u8 draw_mask_fb_ptr_left, block_masks[0];                               \
4762   vdup.u8 draw_mask_fb_ptr_right, block_masks[1]                               \
4763
4764 #define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column()              \
4765   mov fb_ptr_advance_column, #32;                                              \
4766   vdup.u8 draw_mask_fb_ptr_left, block_masks[0];                               \
4767                                                                                \
4768   sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11;           \
4769   vdup.u8 draw_mask_fb_ptr_right, block_masks[1]                               \
4770
4771 #define setup_sprite_setup_right_draw_mask_fb_ptr()                            \
4772   vdup.u8 draw_mask_fb_ptr_left, block_masks[4];                               \
4773   vdup.u8 draw_mask_fb_ptr_right, block_masks[5]                               \
4774
4775 #define setup_sprite_tile_column_width_single(tm, multi_height, edge_mode,     \
4776  edge, x4mode)                                                                 \
4777  setup_sprite_##tm##_single_##multi_height##_##edge_mode##_##edge##x4mode:     \
4778   setup_sprite_column_data_##multi_height();                                   \
4779   vext.32 block_masks_shifted, block_masks, block_masks, #1;                   \
4780   vorr.u32 block_masks, block_masks, block_masks_shifted;                      \
4781   setup_sprite_setup_left_draw_mask_fb_ptr##x4mode();                          \
4782                                                                                \
4783   setup_sprite_tile_column_height_##multi_height(edge_mode, edge, tm, x4mode); \
4784   ldmia sp!, { r4 - r11, pc }                                                  \
4785
4786 #define setup_sprite_tiled_advance_column()                                    \
4787   add texture_offset_base, texture_offset_base, #0x100;                        \
4788   tst texture_offset_base, #0xF00;                                             \
4789   subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00)             \
4790
4791 #define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode,      \
4792  right_mode, x4mode)                                                           \
4793  setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode##x4mode:\
4794   setup_sprite_column_data_##multi_height();                                   \
4795                                                                                \
4796   setup_sprite_setup_left_draw_mask_fb_ptr_advance_column##x4mode();           \
4797                                                                                \
4798   setup_sprite_tile_column_height_##multi_height(left_mode, right, tm, x4mode);\
4799                                                                                \
4800   subs tile_width, tile_width, #2;                                             \
4801   add fb_ptr, fb_ptr, fb_ptr_advance_column;                                   \
4802                                                                                \
4803   beq 1f;                                                                      \
4804                                                                                \
4805   vmov.u8 draw_masks_fb_ptrs, #0;                                              \
4806   vmov.u8 draw_masks_fb_ptrs2, #0;                                             \
4807                                                                                \
4808  0:                                                                            \
4809   setup_sprite_tiled_advance_column();                                         \
4810   setup_sprite_tile_column_height_##multi_height(full, none, tm, x4mode);      \
4811   add fb_ptr, fb_ptr, fb_ptr_advance_column;                                   \
4812   subs tile_width, tile_width, #1;                                             \
4813   bne 0b;                                                                      \
4814                                                                                \
4815  1:                                                                            \
4816   setup_sprite_setup_right_draw_mask_fb_ptr##x4mode();                         \
4817                                                                                \
4818   setup_sprite_tiled_advance_column();                                         \
4819   setup_sprite_tile_column_height_##multi_height(right_mode, left, tm, x4mode);\
4820   ldmia sp!, { r4 - r11, pc }                                                  \
4821
4822
4823 #define setup_sprite_offset_u_adjust()                                         \
4824
4825 #define setup_sprite_get_left_block_mask()                                     \
4826   and left_block_mask, left_block_mask, #0xFF                                  \
4827
4828 #define setup_sprite_compare_left_block_mask()                                 \
4829   cmp left_block_mask, #0xFF                                                   \
4830
4831 #define setup_sprite_get_right_block_mask()                                    \
4832   uxtb right_block_mask, right_block_mask, ror #8                              \
4833
4834 #define setup_sprite_compare_right_block_mask()                                \
4835   cmp right_block_mask, #0xFF                                                  \
4836
4837
4838
4839 /* 4x stuff */
4840 #define fb_ptr2 column_data
4841
4842 #define setup_sprite_offset_u_adjust_4x()                                      \
4843   sub fb_ptr, fb_ptr, offset_u, lsl #1;                                        \
4844   lsl offset_u_right, #1;                                                      \
4845   lsl offset_u, #1;                                                            \
4846   add offset_u_right, #1                                                       \
4847
4848 #define setup_sprite_get_left_block_mask_4x()                                  \
4849   sxth left_block_mask, left_block_mask                                        \
4850
4851 #define setup_sprite_compare_left_block_mask_4x()                              \
4852   cmp left_block_mask, #0xFFFFFFFF                                             \
4853
4854 #define setup_sprite_get_right_block_mask_4x()                                 \
4855   sxth right_block_mask, right_block_mask, ror #16                             \
4856
4857 #define setup_sprite_compare_right_block_mask_4x()                             \
4858   cmp right_block_mask, #0xFFFFFFFF                                            \
4859
4860
4861 #define widen_texels_16bpp(texels_)                                            \
4862   vmov texels_wide_low, texels_;                                               \
4863   vmov texels_wide_high, texels_;                                              \
4864   vzip.16 texels_wide_low, texels_wide_high                                    \
4865
4866 #define widen_texels_8bpp(texels_)                                             \
4867   vmov texels_wide_low, texels_;                                               \
4868   vmov texels_wide_high, texels_;                                              \
4869   vzip.8 texels_wide_low, texels_wide_high                                     \
4870
4871 #define write_block_16bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_)         \
4872   vst1.u32 { texels_ }, [block_, :128];                                        \
4873   add block_, block_, #40;                                                     \
4874                                                                                \
4875   vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_;                                      \
4876   vst1.u32 { draw_mask_fb_ptr_ }, [block_, :64];                               \
4877   add block_, block_, #24                                                      \
4878
4879 /* assumes 16-byte offset already added to block_ */
4880 #define write_block_8bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_)          \
4881   vst1.u32 { texels_ }, [block_, :64];                                         \
4882   add block_, block_, #24;                                                     \
4883                                                                                \
4884   vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_;                                      \
4885   vst1.u32 { draw_mask_fb_ptr_ }, [block_, :64];                               \
4886   add block_, block_, #40                                                      \
4887
4888 #define do_texture_block_16bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_,             \
4889  draw_mask_fb_ptr_b_)                                                          \
4890   widen_texels_16bpp(texels_low);                                              \
4891   add fb_ptr_tmp, fb_ptr, #1024*2;                                             \
4892                                                                                \
4893   write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr);          \
4894                                                                                \
4895   write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr_tmp);      \
4896   widen_texels_16bpp(texels_high);                                             \
4897                                                                                \
4898   add fb_ptr_tmp, fb_ptr, #8*2;                                                \
4899   write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp);      \
4900                                                                                \
4901   add fb_ptr_tmp, fb_ptr_tmp, #1024*2;                                         \
4902   write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp)       \
4903
4904 #define do_texture_block_8bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_,              \
4905  draw_mask_fb_ptr_b_)                                                          \
4906   widen_texels_8bpp(texels);                                                   \
4907   add fb_ptr_tmp, fb_ptr, #1024*2;                                             \
4908                                                                                \
4909   write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr);       \
4910   write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr_tmp);   \
4911                                                                                \
4912   add fb_ptr_tmp, fb_ptr, #8*2;                                                \
4913   write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp);  \
4914                                                                                \
4915   add fb_ptr_tmp, fb_ptr_tmp, #1024*2;                                         \
4916   write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp)   \
4917
4918
4919 #define setup_sprite_tiled_initialize_4bpp_4x()                                \
4920   ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset];                           \
4921   vld1.u32 { clut_a, clut_b }, [clut_ptr, :128];                               \
4922                                                                                \
4923   vuzp.u8 clut_a, clut_b                                                       \
4924
4925 #define setup_sprite_tiled_initialize_8bpp_4x()                                \
4926
4927
4928 #define setup_sprite_block_count_single_4x()                                   \
4929   sub_tile_height, lsl #2                                                      \
4930
4931 #define setup_sprite_block_count_double_4x()                                   \
4932   sub_tile_height, lsl #(1+2)                                                  \
4933
4934 #define setup_sprite_tile_full_4bpp_4x(edge)                                   \
4935   setup_sprite_tile_add_blocks(double_4x);                                     \
4936   str column_data, [sp, #-8]!; /* fb_ptr2 */                                   \
4937                                                                                \
4938  4:                                                                            \
4939   and texture_block_ptr, texture_offset, texture_mask;                         \
4940   pld [fb_ptr];                                                                \
4941                                                                                \
4942   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4943   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
4944                                                                                \
4945   add texture_block_ptr, texture_offset, #8;                                   \
4946   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4947                                                                                \
4948   and texture_block_ptr, texture_block_ptr, texture_mask;                      \
4949   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4950                                                                                \
4951   vzip.8 texels_low, texels_high;                                              \
4952   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a,                  \
4953    draw_mask_fb_ptr_left_b);                                                   \
4954                                                                                \
4955   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4956   pld [fb_ptr, #2048];                                                         \
4957                                                                                \
4958   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
4959   add fb_ptr, fb_ptr, #16*2;                                                   \
4960                                                                                \
4961   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4962   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4963                                                                                \
4964   vzip.8 texels_low, texels_high;                                              \
4965   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a,                 \
4966    draw_mask_fb_ptr_right_b);                                                  \
4967                                                                                \
4968   add texture_offset, texture_offset, #0x10;                                   \
4969   add fb_ptr, fb_ptr, #(2048 - 16) * 2;                                        \
4970                                                                                \
4971   subs sub_tile_height, sub_tile_height, #1;                                   \
4972   bne 4b;                                                                      \
4973                                                                                \
4974   ldr column_data, [sp], #8; /* fb_ptr2 */                                     \
4975   add texture_offset, texture_offset, #0xF00;                                  \
4976   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]                       \
4977
4978
4979 #define setup_sprite_tile_half_4bpp_4x(edge)                                   \
4980   setup_sprite_tile_add_blocks(single_4x);                                     \
4981   str column_data, [sp, #-8]!; /* fb_ptr2 */                                   \
4982                                                                                \
4983  4:                                                                            \
4984   and texture_block_ptr, texture_offset, texture_mask;                         \
4985   pld [fb_ptr];                                                                \
4986                                                                                \
4987   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4988   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
4989                                                                                \
4990   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
4991   vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels;                       \
4992                                                                                \
4993   vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels;                    \
4994   add texture_offset, texture_offset, #0x10;                                   \
4995                                                                                \
4996   vzip.8 texels_low, texels_high;                                              \
4997   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a,              \
4998    draw_mask_fb_ptr_##edge##_b);                                               \
4999                                                                                \
5000   pld [fb_ptr, #2048];                                                         \
5001   add fb_ptr, fb_ptr, #2048 * 2;                                               \
5002                                                                                \
5003   subs sub_tile_height, sub_tile_height, #1;                                   \
5004   bne 4b;                                                                      \
5005                                                                                \
5006   ldr column_data, [sp], #8; /* fb_ptr2 */                                     \
5007   add texture_offset, texture_offset, #0xF00;                                  \
5008   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]                       \
5009
5010
5011 #define setup_sprite_tile_full_8bpp_4x(edge)                                   \
5012   setup_sprite_tile_add_blocks(double_4x);                                     \
5013   add block, block, #16;                                                       \
5014   str column_data, [sp, #-8]!; /* fb_ptr2 */                                   \
5015                                                                                \
5016  4:                                                                            \
5017   and texture_block_ptr, texture_offset, texture_mask;                         \
5018   pld [fb_ptr];                                                                \
5019                                                                                \
5020   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
5021   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
5022                                                                                \
5023   add texture_block_ptr, texture_offset, #8;                                   \
5024   do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a,                   \
5025    draw_mask_fb_ptr_left_b);                                                   \
5026                                                                                \
5027   pld [fb_ptr, #2048];                                                         \
5028   and texture_block_ptr, texture_block_ptr, texture_mask;                      \
5029                                                                                \
5030   add fb_ptr, fb_ptr, #16*2;                                                   \
5031   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
5032                                                                                \
5033   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
5034                                                                                \
5035   do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a,                  \
5036    draw_mask_fb_ptr_right_b);                                                  \
5037                                                                                \
5038   add texture_offset, texture_offset, #0x10;                                   \
5039   add fb_ptr, fb_ptr, #(2048 - 16) * 2;                                        \
5040                                                                                \
5041   subs sub_tile_height, sub_tile_height, #1;                                   \
5042   bne 4b;                                                                      \
5043                                                                                \
5044   sub block, block, #16;                                                       \
5045   ldr column_data, [sp], #8; /* fb_ptr2 */                                     \
5046   add texture_offset, texture_offset, #0xF00;                                  \
5047   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]                       \
5048
5049   
5050 #define setup_sprite_tile_half_8bpp_4x(edge)                                   \
5051   setup_sprite_tile_add_blocks(single_4x);                                     \
5052   add block, block, #16;                                                       \
5053   str column_data, [sp, #-8]!; /* fb_ptr2 */                                   \
5054                                                                                \
5055  4:                                                                            \
5056   and texture_block_ptr, texture_offset, texture_mask;                         \
5057   pld [fb_ptr];                                                                \
5058                                                                                \
5059   add texture_block_ptr, texture_page_ptr, texture_block_ptr;                  \
5060   vld1.u32 { texels }, [texture_block_ptr, :64];                               \
5061                                                                                \
5062   pld [fb_ptr, #2048];                                                         \
5063   do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a,               \
5064    draw_mask_fb_ptr_##edge##_b);                                               \
5065                                                                                \
5066   add texture_offset, texture_offset, #0x10;                                   \
5067   add fb_ptr, fb_ptr, #2048 * 2;                                               \
5068                                                                                \
5069   subs sub_tile_height, sub_tile_height, #1;                                   \
5070   bne 4b;                                                                      \
5071                                                                                \
5072   sub block, block, #16;                                                       \
5073   ldr column_data, [sp], #8; /* fb_ptr2 */                                     \
5074   add texture_offset, texture_offset, #0xF00;                                  \
5075   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]                       \
5076
5077  
5078 #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x()               \
5079   add texture_offset, texture_offset_base, #8;                                 \
5080   add fb_ptr, fb_ptr, #16 * 2                                                  \
5081
5082 #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x()                \
5083   mov texture_offset, texture_offset_base                                      \
5084
5085 #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge)                 \
5086   setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x()                  \
5087
5088 #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge)                 \
5089   mov texture_offset, texture_offset_base                                      \
5090
5091 #define setup_sprite_tile_column_edge_post_adjust_half_right_4x()              \
5092   sub fb_ptr, fb_ptr, #16 * 2                                                  \
5093
5094 #define setup_sprite_tile_column_edge_post_adjust_half_left_4x()               \
5095
5096 #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge)                \
5097   setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x()                 \
5098
5099 #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge)                \
5100
5101
5102 #define setup_sprite_setup_left_draw_mask_fb_ptr_4x()                          \
5103   vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0];                             \
5104   vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1];                             \
5105   vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2];                            \
5106   vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3]                             \
5107
5108 #define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column_4x()           \
5109   mov fb_ptr_advance_column, #32 * 2;                                          \
5110   vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0];                             \
5111   vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1];                             \
5112   sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11 + 1;       \
5113   vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2];                            \
5114   vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3]                             \
5115
5116 #define setup_sprite_setup_right_draw_mask_fb_ptr_4x()                         \
5117   vdup.u8 draw_mask_fb_ptr_left_a, block_masks[4];                             \
5118   vdup.u8 draw_mask_fb_ptr_left_b, block_masks[5];                             \
5119   vdup.u8 draw_mask_fb_ptr_right_a, block_masks[6];                            \
5120   vdup.u8 draw_mask_fb_ptr_right_b, block_masks[7]                             \
5121
5122
5123 // r0: psx_gpu
5124 // r1: x
5125 // r2: y
5126 // r3: u
5127 // [sp]: v
5128 // [sp + 4]: width
5129 // [sp + 8]: height
5130 // [sp + 12]: color (unused)
5131
5132 #define setup_sprite_tiled_builder(texture_mode, x4mode)                       \
5133                                                                                \
5134 setup_sprite_tile_column_width_multi(texture_mode,  multi,  full, full,        \
5135   x4mode);                                                                     \
5136 setup_sprite_tile_column_width_single(texture_mode, multi,  full, none,        \
5137   x4mode);                                                                     \
5138 setup_sprite_tile_column_width_multi(texture_mode,  single, full, full,        \
5139   x4mode);                                                                     \
5140 setup_sprite_tile_column_width_single(texture_mode, single, full, none,        \
5141   x4mode);                                                                     \
5142 setup_sprite_tile_column_width_multi(texture_mode,  multi,  half, full,        \
5143   x4mode);                                                                     \
5144 setup_sprite_tile_column_width_single(texture_mode, multi,  half, right,       \
5145   x4mode);                                                                     \
5146 setup_sprite_tile_column_width_multi(texture_mode,  single, half, full,        \
5147   x4mode);                                                                     \
5148 setup_sprite_tile_column_width_single(texture_mode, single, half, right,       \
5149   x4mode);                                                                     \
5150 setup_sprite_tile_column_width_multi(texture_mode,  multi,  full, half,        \
5151   x4mode);                                                                     \
5152 setup_sprite_tile_column_width_single(texture_mode, multi,  half, left,        \
5153   x4mode);                                                                     \
5154 setup_sprite_tile_column_width_multi(texture_mode,  single, full, half,        \
5155   x4mode);                                                                     \
5156 setup_sprite_tile_column_width_single(texture_mode, single, half, left,        \
5157   x4mode);                                                                     \
5158 setup_sprite_tile_column_width_multi(texture_mode,  multi,  half, half,        \
5159   x4mode);                                                                     \
5160 setup_sprite_tile_column_width_multi(texture_mode,  single, half, half,        \
5161   x4mode);                                                                     \
5162                                                                                \
5163 .align 4;                                                                      \
5164                                                                                \
5165 function(setup_sprite_##texture_mode##x4mode)                                  \
5166   stmdb sp!, { r4 - r11, r14 };                                                \
5167   setup_sprite_tiled_initialize_##texture_mode##x4mode();                      \
5168                                                                                \
5169   ldr v, [sp, #36];                                                            \
5170   and offset_u, u, #0xF;                                                       \
5171                                                                                \
5172   ldr width, [sp, #40];                                                        \
5173   ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset];                         \
5174                                                                                \
5175   ldr height, [sp, #44];                                                       \
5176   add fb_ptr, fb_ptr, y, lsl #11;                                              \
5177                                                                                \
5178   add fb_ptr, fb_ptr, x, lsl #1;                                               \
5179   and offset_v, v, #0xF;                                                       \
5180                                                                                \
5181   sub fb_ptr, fb_ptr, offset_u, lsl #1;                                        \
5182   add width_rounded, offset_u, width;                                          \
5183                                                                                \
5184   add height_rounded, offset_v, height;                                        \
5185   add width_rounded, width_rounded, #15;                                       \
5186                                                                                \
5187   add height_rounded, height_rounded, #15;                                     \
5188   mov tile_width, width_rounded, lsr #4;                                       \
5189                                                                                \
5190   /* texture_offset_base = VH-VL-00-00                                       */\
5191   mov texture_offset_base, v, lsl #8;                                          \
5192   and offset_u_right, width_rounded, #0xF;                                     \
5193                                                                                \
5194   /* texture_offset_base = VH-UH-UL-00                                       */\
5195   bfi texture_offset_base, u, #4, #8;                                          \
5196   mov right_block_mask, #0xFFFFFFFE;                                           \
5197                                                                                \
5198   setup_sprite_offset_u_adjust##x4mode();                                      \
5199                                                                                \
5200   /* texture_offset_base = VH-UH-VL-00                                       */\
5201   bfi texture_offset_base, v, #4, #4;                                          \
5202   mov left_block_mask, #0xFFFFFFFF;                                            \
5203                                                                                \
5204   mov tile_height, height_rounded, lsr #4;                                     \
5205   mvn left_block_mask, left_block_mask, lsl offset_u;                          \
5206                                                                                \
5207   /* texture_mask = HH-HL-WH-WL                                              */\
5208   ldrh texture_mask, [psx_gpu, #psx_gpu_texture_mask_width_offset];            \
5209   mov right_block_mask, right_block_mask, lsl offset_u_right;                  \
5210                                                                                \
5211   /* texture_mask_rev = WH-WL-HH-HL                                          */\
5212   rev16 texture_mask_rev, texture_mask;                                        \
5213   vmov block_masks, left_block_mask, right_block_mask;                         \
5214                                                                                \
5215   /* texture_mask = HH-HL-HL-WL                                              */\
5216   bfi texture_mask, texture_mask_rev, #4, #4;                                  \
5217   /* texture_mask_rev = 00-00-00-WH                                          */\
5218   mov texture_mask_rev, texture_mask_rev, lsr #12;                             \
5219                                                                                \
5220   /* texture_mask = HH-WH-HL-WL                                              */\
5221   bfi texture_mask, texture_mask_rev, #8, #4;                                  \
5222   setup_sprite_get_left_block_mask##x4mode();                                  \
5223                                                                                \
5224   mov control_mask, #0;                                                        \
5225   setup_sprite_compare_left_block_mask##x4mode();                              \
5226                                                                                \
5227   setup_sprite_get_right_block_mask##x4mode();                                 \
5228   orreq control_mask, control_mask, #0x4;                                      \
5229                                                                                \
5230   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset];                      \
5231   setup_sprite_compare_right_block_mask##x4mode();                             \
5232                                                                                \
5233   orreq control_mask, control_mask, #0x8;                                      \
5234   cmp tile_width, #1;                                                          \
5235                                                                                \
5236   add block, psx_gpu, #psx_gpu_blocks_offset;                                  \
5237   orreq control_mask, control_mask, #0x1;                                      \
5238                                                                                \
5239   cmp tile_height, #1;                                                         \
5240   add block, block, num_blocks, lsl #6;                                        \
5241                                                                                \
5242   orreq control_mask, control_mask, #0x2;                                      \
5243   JT_OP_REL(9f, control_mask, temp);                                           \
5244   JT_OP(ldr pc, [pc, control_mask, lsl #2]);                                   \
5245   nop;                                                                         \
5246                                                                                \
5247  9:                                                                            \
5248  .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_full_full##x4mode);   \
5249  .word JTE(9b, setup_sprite_##texture_mode##_single_multi_full_none##x4mode);  \
5250  .word JTE(9b, setup_sprite_##texture_mode##_multi_single_full_full##x4mode);  \
5251  .word JTE(9b, setup_sprite_##texture_mode##_single_single_full_none##x4mode); \
5252  .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_half_full##x4mode);   \
5253  .word JTE(9b, setup_sprite_##texture_mode##_single_multi_half_right##x4mode); \
5254  .word JTE(9b, setup_sprite_##texture_mode##_multi_single_half_full##x4mode);  \
5255  .word JTE(9b, setup_sprite_##texture_mode##_single_single_half_right##x4mode);\
5256  .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_full_half##x4mode);   \
5257  .word JTE(9b, setup_sprite_##texture_mode##_single_multi_half_left##x4mode);  \
5258  .word JTE(9b, setup_sprite_##texture_mode##_multi_single_full_half##x4mode);  \
5259  .word JTE(9b, setup_sprite_##texture_mode##_single_single_half_left##x4mode); \
5260  .word JTE(9b, setup_sprite_##texture_mode##_multi_multi_half_half##x4mode);   \
5261  .word 0x00000000;                                                             \
5262  .word JTE(9b, setup_sprite_##texture_mode##_multi_single_half_half##x4mode);  \
5263
5264
5265 setup_sprite_tiled_builder(4bpp,);
5266 setup_sprite_tiled_builder(8bpp,);
5267
5268 #undef draw_mask_fb_ptr_left
5269 #undef draw_mask_fb_ptr_right
5270
5271 setup_sprite_tiled_builder(4bpp, _4x);
5272 setup_sprite_tiled_builder(8bpp, _4x);
5273
5274
5275 #undef block_ptr
5276 #undef num_blocks
5277 #undef clut_ptr
5278
5279 #define psx_gpu                                           r0
5280 #define block_ptr                                         r0
5281 #define num_blocks                                        r1
5282 #define clut_ptr                                          r2
5283 #define texel_shift_mask                                  r3
5284 #define block_pixels_a                                    r4
5285 #define block_pixels_b                                    r5
5286 #define texel_0                                           r6
5287 #define texel_2                                           r7
5288 #define texel_4                                           r8
5289 #define texel_6                                           r9
5290 #define texel_1                                           r10
5291 #define texel_3                                           r11
5292 #define texel_5                                           r12
5293 #define texel_7                                           r14
5294 #define texels_01                                         r6
5295 #define texels_23                                         r7
5296 #define texels_45                                         r8
5297 #define texels_67                                         r9
5298
5299 function(texture_sprite_blocks_8bpp)
5300   stmdb sp!, { r4 - r11, r14 }
5301   movw texel_shift_mask, #(0xFF << 1)
5302
5303   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
5304   ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]
5305
5306   add block_ptr, psx_gpu, #psx_gpu_blocks_offset
5307   ldr block_pixels_a, [block_ptr, #16]
5308
5309  0:
5310   and texel_0, texel_shift_mask, block_pixels_a, lsl #1
5311   ldr block_pixels_b, [block_ptr, #20]
5312
5313   and texel_1, texel_shift_mask, block_pixels_a, lsr #7
5314   ldrh texel_0, [clut_ptr, texel_0]
5315
5316   and texel_2, texel_shift_mask, block_pixels_a, lsr #15
5317   ldrh texel_1, [clut_ptr, texel_1]
5318
5319   and texel_3, texel_shift_mask, block_pixels_a, lsr #23
5320   ldr block_pixels_a, [block_ptr, #(64 + 16)]
5321
5322   ldrh texel_2, [clut_ptr, texel_2]
5323   and texel_4, texel_shift_mask, block_pixels_b, lsl #1
5324
5325   ldrh texel_3, [clut_ptr, texel_3]
5326   and texel_5, texel_shift_mask, block_pixels_b, lsr #7
5327
5328   ldrh texel_4, [clut_ptr, texel_4]
5329   and texel_6, texel_shift_mask, block_pixels_b, lsr #15
5330
5331   ldrh texel_5, [clut_ptr, texel_5]
5332   and texel_7, texel_shift_mask, block_pixels_b, lsr #23
5333
5334   ldrh texel_6, [clut_ptr, texel_6]
5335   orr texels_01, texel_0, texel_1, lsl #16
5336
5337   ldrh texel_7, [clut_ptr, texel_7]
5338   orr texels_23, texel_2, texel_3, lsl #16
5339
5340   orr texels_45, texel_4, texel_5, lsl #16
5341   str texels_01, [block_ptr, #0]
5342
5343   orr texels_67, texel_6, texel_7, lsl #16
5344   str texels_23, [block_ptr, #4]
5345
5346   subs num_blocks, num_blocks, #1
5347   str texels_45, [block_ptr, #8]
5348
5349   str texels_67, [block_ptr, #12]
5350   add block_ptr, block_ptr, #64
5351
5352   bne 0b
5353
5354   ldmia sp!, { r4 - r11, pc }
5355
5356
5357 #undef width_rounded
5358 #undef texture_mask
5359 #undef num_blocks
5360 #undef texture_offset
5361 #undef texels_low
5362 #undef texels_high
5363 #undef texels_wide_low
5364 #undef texels_wide_high
5365 #undef texels_wide
5366 #undef fb_ptr2
5367 #undef temp
5368
5369 #define psx_gpu                                           r0
5370 #define x                                                 r1
5371 #define y                                                 r2
5372 #define u                                                 r3
5373 #define v                                                 r4
5374 #define width                                             r5
5375 #define height                                            r6
5376 #define left_offset                                       r8
5377 #define width_rounded                                     r9
5378 #define right_width                                       r10
5379
5380 #define block_width                                       r11
5381
5382 #define texture_offset_base                               r1
5383 #define texture_mask                                      r2
5384 #define texture_page_ptr                                  r3
5385 #define num_blocks                                        r4
5386 #define block                                             r5
5387 #define fb_ptr                                            r7
5388 #define texture_offset                                    r8
5389 #define blocks_remaining                                  r9
5390 #define fb_ptr2                                           r10
5391 #define fb_ptr_pitch                                      r12
5392 #define texture_block_ptr                                 r14
5393
5394 #define texture_mask_width                                r2
5395 #define texture_mask_height                               r3
5396 #define left_mask_bits                                    r4
5397 #define right_mask_bits                                   r5
5398
5399
5400 #undef block_masks
5401 #undef block_masks_shifted
5402 #undef texels
5403
5404 #define block_masks                                       d0
5405 #define block_masks_shifted                               d1
5406 #define draw_mask_fb_ptr                                  d2
5407 #define texels                                            q2
5408
5409 #define draw_mask_fb_ptr_a                                d2
5410 #define draw_mask_fb_ptr_b                                d3
5411 #define texels_low                                        d4
5412 #define texels_high                                       d5
5413 #define texels_wide_low                                   d6
5414 #define texels_wide_high                                  d7
5415 #define texels_wide                                       q3
5416
5417
5418 setup_sprites_16bpp_flush:
5419   vpush { d0 - d3 }
5420
5421   stmdb sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
5422   bl flush_render_block_buffer
5423   ldmia sp!, { r0 - r3, EXTRA_UNSAVED_REGS r12, r14 }
5424
5425   vpop { d0 - d3 }
5426
5427   add block, psx_gpu, #psx_gpu_blocks_offset
5428   mov num_blocks, block_width
5429
5430   bx lr
5431
5432 function(setup_sprite_16bpp)
5433   stmdb sp!, { r4 - r11, r14 }
5434   ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]
5435
5436   ldr v, [sp, #36]
5437   add fb_ptr, fb_ptr, y, lsl #11
5438
5439   ldr width, [sp, #40]
5440   add fb_ptr, fb_ptr, x, lsl #1
5441
5442   ldr height, [sp, #44]
5443   and left_offset, u, #0x7
5444
5445   add texture_offset_base, u, u
5446   add width_rounded, width, #7
5447
5448   add texture_offset_base, texture_offset_base, v, lsl #11
5449   mov left_mask_bits, #0xFF
5450   
5451   ldrb texture_mask_width, [psx_gpu, #psx_gpu_texture_mask_width_offset]
5452   add width_rounded, width_rounded, left_offset
5453
5454   ldrb texture_mask_height, [psx_gpu, #psx_gpu_texture_mask_height_offset]
5455   sub fb_ptr, fb_ptr, left_offset, lsl #1
5456
5457   add texture_mask, texture_mask_width, texture_mask_width
5458   mov right_mask_bits, #0xFE
5459
5460   and right_width, width_rounded, #0x7
5461   mvn left_mask_bits, left_mask_bits, lsl left_offset
5462
5463   add texture_mask, texture_mask, texture_mask_height, lsl #11
5464   mov block_width, width_rounded, lsr #3
5465
5466   mov right_mask_bits, right_mask_bits, lsl right_width
5467   movw fb_ptr_pitch, #(2048 + 16)
5468
5469   sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4
5470   vmov block_masks, left_mask_bits, right_mask_bits
5471
5472   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
5473   add block, psx_gpu, #psx_gpu_blocks_offset
5474
5475   bic texture_offset_base, texture_offset_base, #0xF
5476   cmp block_width, #1
5477
5478   ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
5479   add block, block, num_blocks, lsl #6
5480
5481   bne 0f
5482
5483   vext.32 block_masks_shifted, block_masks, block_masks, #1
5484   vorr.u32 block_masks, block_masks, block_masks_shifted
5485   vdup.u8 draw_mask_fb_ptr, block_masks[0]
5486
5487  1:
5488   add num_blocks, num_blocks, #1
5489   cmp num_blocks, #MAX_BLOCKS
5490   blgt setup_sprites_16bpp_flush
5491
5492   and texture_block_ptr, texture_offset_base, texture_mask
5493   subs height, height, #1
5494
5495   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5496   vld1.u32 { texels }, [texture_block_ptr, :128]
5497
5498   vst1.u32 { texels }, [block, :128]
5499   add block, block, #40
5500
5501   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5502   pld [fb_ptr]
5503
5504   vst1.u32 { draw_mask_fb_ptr }, [block, :64]
5505
5506   add block, block, #24
5507   add texture_offset_base, texture_offset_base, #2048
5508   add fb_ptr, fb_ptr, #2048
5509   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
5510   bne 1b
5511
5512   ldmia sp!, { r4 - r11, pc }
5513
5514  0:
5515   add num_blocks, num_blocks, block_width
5516   mov texture_offset, texture_offset_base
5517
5518   cmp num_blocks, #MAX_BLOCKS
5519   blgt setup_sprites_16bpp_flush
5520
5521   add texture_offset_base, texture_offset_base, #2048
5522   and texture_block_ptr, texture_offset, texture_mask
5523
5524   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5525   vld1.u32 { texels }, [texture_block_ptr, :128]  
5526
5527   vst1.u32 { texels }, [block, :128]
5528   add block, block, #40
5529
5530   vdup.u8 draw_mask_fb_ptr, block_masks[0]
5531   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5532   pld [fb_ptr]
5533
5534   vst1.u32 { draw_mask_fb_ptr }, [block, :64]
5535   subs blocks_remaining, block_width, #2
5536
5537   add texture_offset, texture_offset, #16
5538   add fb_ptr, fb_ptr, #16
5539
5540   vmov.u8 draw_mask_fb_ptr, #0
5541
5542   add block, block, #24
5543   beq 2f
5544
5545  1:
5546   and texture_block_ptr, texture_offset, texture_mask
5547   subs blocks_remaining, blocks_remaining, #1
5548
5549   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5550   vld1.u32 { texels }, [texture_block_ptr, :128]
5551
5552   vst1.u32 { texels }, [block, :128]
5553   add block, block, #40
5554
5555   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5556   pld [fb_ptr]
5557
5558   vst1.u32 { draw_mask_fb_ptr }, [block, :64]
5559   
5560   add texture_offset, texture_offset, #16
5561   add fb_ptr, fb_ptr, #16
5562
5563   add block, block, #24
5564   bne 1b
5565
5566  2:
5567   and texture_block_ptr, texture_offset, texture_mask
5568   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5569
5570   vld1.u32 { texels }, [texture_block_ptr, :128]
5571   vdup.u8 draw_mask_fb_ptr, block_masks[4]
5572
5573   vst1.u32 { texels }, [block, :128]
5574   add block, block, #40
5575
5576   vmov.u32 draw_mask_fb_ptr[1], fb_ptr
5577   vst1.u32 { draw_mask_fb_ptr }, [block, :64]
5578   
5579   add block, block, #24
5580   subs height, height, #1
5581
5582   add fb_ptr, fb_ptr, fb_ptr_pitch
5583   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
5584
5585   bne 0b
5586
5587   ldmia sp!, { r4 - r11, pc }
5588
5589
5590 // 4x version
5591 // FIXME: duplicate code with normal version :(
5592 #undef draw_mask_fb_ptr
5593
5594 function(setup_sprite_16bpp_4x)
5595   stmdb sp!, { r4 - r11, r14 }
5596   ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]
5597
5598   ldr v, [sp, #36]
5599   add fb_ptr, fb_ptr, y, lsl #11
5600
5601   ldr width, [sp, #40]
5602   add fb_ptr, fb_ptr, x, lsl #1
5603
5604   ldr height, [sp, #44]
5605   and left_offset, u, #0x7
5606
5607   add texture_offset_base, u, u
5608   add width_rounded, width, #7
5609
5610   add texture_offset_base, texture_offset_base, v, lsl #11
5611   movw left_mask_bits, #0xFFFF
5612   
5613   ldrb texture_mask_width, [psx_gpu, #psx_gpu_texture_mask_width_offset]
5614   add width_rounded, width_rounded, left_offset
5615
5616   lsl left_offset, #1
5617
5618   ldrb texture_mask_height, [psx_gpu, #psx_gpu_texture_mask_height_offset]
5619   sub fb_ptr, fb_ptr, left_offset, lsl #1
5620
5621   add texture_mask, texture_mask_width, texture_mask_width
5622   movw right_mask_bits, #0xFFFC
5623
5624   and right_width, width_rounded, #0x7
5625   mvn left_mask_bits, left_mask_bits, lsl left_offset
5626
5627   lsl right_width, #1
5628
5629   add texture_mask, texture_mask, texture_mask_height, lsl #11
5630   mov block_width, width_rounded, lsr #3
5631
5632   mov right_mask_bits, right_mask_bits, lsl right_width
5633   movw fb_ptr_pitch, #(2048 + 16) * 2
5634
5635   sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4+1
5636   vmov block_masks, left_mask_bits, right_mask_bits
5637
5638   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
5639   add block, psx_gpu, #psx_gpu_blocks_offset
5640
5641   bic texture_offset_base, texture_offset_base, #0xF
5642   cmp block_width, #1
5643
5644   ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]
5645   add block, block, num_blocks, lsl #6
5646
5647   lsl block_width, #2
5648   bne 0f
5649
5650   vext.32 block_masks_shifted, block_masks, block_masks, #1
5651   vorr.u32 block_masks, block_masks, block_masks_shifted
5652   vdup.u8 draw_mask_fb_ptr_a, block_masks[0]
5653   vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5654
5655  1:
5656   add num_blocks, num_blocks, block_width
5657   cmp num_blocks, #MAX_BLOCKS
5658   blgt setup_sprites_16bpp_flush
5659
5660   and texture_block_ptr, texture_offset_base, texture_mask
5661   subs height, height, #1
5662
5663   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5664   vld1.u32 { texels }, [texture_block_ptr, :128]
5665
5666   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5667
5668   add texture_offset_base, texture_offset_base, #2048
5669   add fb_ptr, fb_ptr, #2048*2
5670   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
5671   bne 1b
5672
5673   ldmia sp!, { r4 - r11, pc }
5674
5675  0:
5676   add num_blocks, num_blocks, block_width
5677   mov texture_offset, texture_offset_base
5678
5679   vdup.u8 draw_mask_fb_ptr_a, block_masks[0] // left_mask_bits
5680   vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
5681
5682   cmp num_blocks, #MAX_BLOCKS
5683   blgt setup_sprites_16bpp_flush
5684
5685   add texture_offset_base, texture_offset_base, #2048
5686   and texture_block_ptr, texture_offset, texture_mask
5687
5688   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5689   vld1.u32 { texels }, [texture_block_ptr, :128]
5690
5691   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5692
5693   subs blocks_remaining, block_width, #2*4
5694   add texture_offset, texture_offset, #16
5695
5696   vmov.u8 draw_mask_fb_ptr_a, #0
5697   vmov.u8 draw_mask_fb_ptr_b, #0
5698
5699   add fb_ptr, fb_ptr, #16*2
5700   beq 2f
5701
5702  1:
5703   and texture_block_ptr, texture_offset, texture_mask
5704   subs blocks_remaining, blocks_remaining, #4
5705
5706   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5707   vld1.u32 { texels }, [texture_block_ptr, :128]
5708
5709   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5710   add texture_offset, texture_offset, #16
5711
5712   add fb_ptr, fb_ptr, #16*2
5713   bgt 1b
5714
5715  2:
5716   vdup.u8 draw_mask_fb_ptr_a, block_masks[4] // right_mask_bits
5717   vdup.u8 draw_mask_fb_ptr_b, block_masks[5]
5718
5719   and texture_block_ptr, texture_offset, texture_mask
5720   add texture_block_ptr, texture_page_ptr, texture_block_ptr
5721
5722   vld1.u32 { texels }, [texture_block_ptr, :128]
5723
5724   do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
5725   subs height, height, #1
5726
5727   add fb_ptr, fb_ptr, fb_ptr_pitch
5728   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
5729
5730   bne 0b
5731
5732   ldmia sp!, { r4 - r11, pc }
5733
5734
5735 #undef width
5736 #undef right_width
5737 #undef right_mask_bits
5738 #undef color
5739 #undef height
5740 #undef blocks_remaining
5741 #undef colors
5742 #undef right_mask
5743 #undef test_mask
5744 #undef draw_mask
5745
5746 #define psx_gpu                                           r0
5747 #define x                                                 r1
5748 #define y                                                 r2
5749 #define width                                             r3
5750 #define right_width                                       r5
5751 #define right_mask_bits                                   r6
5752 #define fb_ptr                                            r7
5753 #define color                                             r8
5754 #define height                                            r9
5755 #define fb_ptr_pitch                                      r12
5756
5757 // referenced by setup_sprites_16bpp_flush
5758 #define num_blocks                                        r4
5759 #define block                                             r5
5760 #define block_width                                       r11
5761
5762 #define color_r                                           r1
5763 #define color_g                                           r2
5764 #define color_b                                           r8
5765 #define blocks_remaining                                  r6
5766
5767 #define colors                                            q0
5768 #define right_mask                                        q1
5769 #define test_mask                                         q2
5770 #define draw_mask                                         q2
5771 #define draw_mask_bits_fb_ptr                             d6
5772
5773
5774 .align 3
5775
5776 function(setup_sprite_untextured)
5777   ldrh r12, [psx_gpu, #psx_gpu_render_state_offset]
5778   tst r12, #(RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS         \
5779     | RENDER_FLAGS_BLEND)
5780   ldrbeq r12, [psx_gpu, #psx_gpu_render_mode_offset]
5781   tsteq r12, #RENDER_INTERLACE_ENABLED
5782   beq setup_sprite_untextured_simple
5783
5784   stmdb sp!, { r4 - r11, r14 }
5785
5786   ldr width, [sp, #40]
5787   ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]
5788
5789   ldr height, [sp, #44]
5790   add fb_ptr, fb_ptr, y, lsl #11
5791
5792   add fb_ptr, fb_ptr, x, lsl #1
5793   sub right_width, width, #1
5794
5795   ldr color, [sp, #48]
5796   and right_width, #7
5797
5798   add block_width, width, #7
5799   add right_width, #1
5800
5801   lsr block_width, #3
5802   mov right_mask_bits, #0xff
5803
5804   sub fb_ptr_pitch, block_width, #1
5805   lsl right_mask_bits, right_width
5806
5807   lsl fb_ptr_pitch, #3+1
5808   ubfx color_r, color, #3, #5
5809
5810   rsb fb_ptr_pitch, #1024*2
5811   ubfx color_g, color, #11, #5
5812
5813   vld1.u32 { test_mask }, [psx_gpu, :128]
5814   ubfx color_b, color, #19, #5
5815
5816   vdup.u16 right_mask, right_mask_bits
5817   orr color, color_r, color_b, lsl #10
5818
5819   ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
5820   orr color, color, color_g, lsl #5
5821
5822   vtst.u16 right_mask, right_mask, test_mask
5823   add block, psx_gpu, #psx_gpu_blocks_offset
5824
5825   vdup.u16 colors, color
5826   add block, block, num_blocks, lsl #6
5827
5828
5829 setup_sprite_untextured_height_loop:
5830   add num_blocks, block_width
5831   sub blocks_remaining, block_width, #1
5832
5833   cmp num_blocks, #MAX_BLOCKS
5834   blgt setup_sprites_16bpp_flush
5835
5836   cmp blocks_remaining, #0
5837   ble 1f
5838
5839   vmov.u8 draw_mask, #0 /* zero_mask */
5840   vmov.u8 draw_mask_bits_fb_ptr, #0
5841
5842  0:
5843   vst1.u32 { draw_mask }, [block, :128]!
5844   subs blocks_remaining, #1
5845
5846   vst1.u32 { colors }, [block, :128]
5847   add block, block, #24
5848
5849   vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5850   vst1.u32 { draw_mask_bits_fb_ptr }, [block, :64]
5851   
5852   add block, block, #24
5853   add fb_ptr, #8*2
5854   bgt 0b
5855
5856  1:
5857   vst1.u32 { right_mask }, [block, :128]!
5858   subs height, #1
5859
5860   vst1.u32 { colors }, [block, :128]
5861   add block, block, #24
5862
5863   vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr
5864   vst1.u32 { draw_mask_bits_fb_ptr }, [block, :64]
5865   
5866   add block, block, #24
5867   add fb_ptr, fb_ptr_pitch
5868
5869   strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]
5870   bgt setup_sprite_untextured_height_loop
5871
5872   ldmia sp!, { r4 - r11, pc }
5873
5874
5875
5876 #undef texture_page_ptr
5877 #undef vram_ptr
5878 #undef dirty_textures_mask
5879 #undef current_texture_mask
5880
5881 #define psx_gpu                                           r0
5882 #define current_texture_page                              r1
5883 #define texture_page_ptr                                  r2
5884 #define vram_ptr_a                                        r3
5885 #define current_texture_page_x                            r12
5886 #define current_texture_page_y                            r4
5887 #define dirty_textures_mask                               r5
5888 #define tile_y                                            r6
5889 #define tile_x                                            r7
5890 #define sub_y                                             r8
5891 #define current_texture_mask                              r9
5892 #define c_4096                                            r10
5893 #define vram_ptr_b                                        r11
5894
5895 #define texel_block_a                                     d0
5896 #define texel_block_b                                     d1
5897 #define texel_block_expanded_a                            q1
5898 #define texel_block_expanded_b                            q2
5899 #define texel_block_expanded_ab                           q2
5900 #define texel_block_expanded_c                            q3
5901 #define texel_block_expanded_d                            q4
5902 #define texel_block_expanded_cd                           q3
5903
5904 function(update_texture_4bpp_cache)
5905   stmdb sp!, { r4 - r11, r14 }
5906   vpush { q0 - q3 }
5907
5908   ldrb current_texture_page, [psx_gpu, #psx_gpu_current_texture_page_offset]
5909
5910   ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_base_offset]
5911   ldr vram_ptr_a, [psx_gpu, #psx_gpu_vram_ptr_offset]
5912
5913   and current_texture_page_x, current_texture_page, #0xF
5914   ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]
5915
5916   mov current_texture_page_y, current_texture_page, lsr #4
5917   ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]
5918
5919   add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19
5920   mov tile_y, #16
5921
5922   add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7  
5923   bic dirty_textures_mask, current_texture_mask
5924   
5925   mov tile_x, #16
5926   str dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]
5927
5928   mov sub_y, #8
5929   movw c_4096, #4096
5930
5931   add vram_ptr_b, vram_ptr_a, #2048
5932
5933  0:
5934   vld1.u32 { texel_block_a }, [vram_ptr_a, :64], c_4096
5935   vld1.u32 { texel_block_b }, [vram_ptr_b, :64], c_4096
5936
5937   vmovl.u8 texel_block_expanded_a, texel_block_a
5938   vshll.u8 texel_block_expanded_b, texel_block_a, #4
5939   vmovl.u8 texel_block_expanded_c, texel_block_b
5940   vshll.u8 texel_block_expanded_d, texel_block_b, #4
5941
5942   vbic.u16 texel_block_expanded_a, #0x00F0
5943   vbic.u16 texel_block_expanded_b, #0x00F0
5944   vbic.u16 texel_block_expanded_c, #0x00F0
5945   vbic.u16 texel_block_expanded_d, #0x00F0
5946
5947   vorr.u16 texel_block_expanded_ab, texel_block_expanded_a,                    \
5948    texel_block_expanded_b
5949   vorr.u16 texel_block_expanded_cd, texel_block_expanded_c,                    \
5950    texel_block_expanded_d
5951
5952   vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd },               \
5953    [texture_page_ptr, :256]!
5954
5955   subs sub_y, sub_y, #1
5956   bne 0b
5957
5958   mov sub_y, #8
5959   add vram_ptr_a, vram_ptr_a, #8
5960   add vram_ptr_b, vram_ptr_b, #8
5961
5962   sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
5963   sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
5964
5965   subs tile_x, tile_x, #1
5966   bne 0b
5967
5968   mov tile_x, #16
5969   add vram_ptr_a, vram_ptr_a, #(16 * 2048)
5970   add vram_ptr_b, vram_ptr_b, #(16 * 2048)
5971
5972   sub vram_ptr_a, vram_ptr_a, #(8 * 16)
5973   sub vram_ptr_b, vram_ptr_b, #(8 * 16)
5974
5975   subs tile_y, tile_y, #1
5976   bne 0b
5977
5978   vpop { q0 - q3 }
5979   ldmia sp!, { r4 - r11, pc }
5980
5981
5982 #undef current_texture_page
5983
5984 #define psx_gpu                                           r0
5985 #define texture_page                                      r1
5986 #define texture_page_ptr                                  r2
5987 #define vram_ptr_a                                        r3
5988 #define texture_page_x                                    r12
5989 #define texture_page_y                                    r4
5990 #define current_texture_page                              r5
5991 #define tile_y                                            r6
5992 #define tile_x                                            r7
5993 #define sub_y                                             r8
5994 #define c_4096                                            r10
5995 #define vram_ptr_b                                        r11
5996
5997
5998 #undef texels_a
5999 #undef texels_b
6000
6001 #define texels_a                                          q0
6002 #define texels_b                                          q1
6003 #define texels_c                                          q2
6004 #define texels_d                                          q3
6005
6006
6007 function(update_texture_8bpp_cache_slice)
6008   stmdb sp!, { r4 - r11, r14 }
6009   vpush { q0 - q3 }
6010
6011   ldrb current_texture_page, [psx_gpu, #psx_gpu_current_texture_page_offset]
6012   ldr vram_ptr_a, [psx_gpu, #psx_gpu_vram_ptr_offset]
6013
6014   ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_base_offset]
6015   mov tile_y, #16
6016
6017   and texture_page_x, texture_page, #0xF
6018   mov texture_page_y, texture_page, lsr #4
6019
6020   add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7  
6021   mov tile_x, #8
6022
6023   add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
6024   eor current_texture_page, current_texture_page, texture_page
6025
6026   ands current_texture_page, current_texture_page, #0x1
6027   mov sub_y, #4
6028
6029   addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6030   movw c_4096, #4096
6031
6032   add vram_ptr_b, vram_ptr_a, #2048
6033
6034  0:
6035   vld1.u32 { texels_a }, [vram_ptr_a, :128], c_4096
6036   vld1.u32 { texels_b }, [vram_ptr_b, :128], c_4096
6037   vld1.u32 { texels_c }, [vram_ptr_a, :128], c_4096
6038   vld1.u32 { texels_d }, [vram_ptr_b, :128], c_4096
6039
6040   vst1.u32 { texels_a, texels_b }, [texture_page_ptr, :256]!
6041   vst1.u32 { texels_c, texels_d }, [texture_page_ptr, :256]!
6042
6043   subs sub_y, sub_y, #1
6044   bne 0b
6045
6046   mov sub_y, #4
6047
6048   add vram_ptr_a, vram_ptr_a, #16
6049   add vram_ptr_b, vram_ptr_b, #16
6050
6051   sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
6052   sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
6053
6054   subs tile_x, tile_x, #1
6055   bne 0b
6056
6057   mov tile_x, #8
6058
6059   add vram_ptr_a, vram_ptr_a, #(16 * 2048)
6060   add vram_ptr_b, vram_ptr_b, #(16 * 2048)
6061
6062   sub vram_ptr_a, vram_ptr_a, #(8 * 16)
6063   sub vram_ptr_b, vram_ptr_b, #(8 * 16)
6064
6065   subs tile_y, tile_y, #1
6066   add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
6067
6068   bne 0b
6069
6070   vpop { q0 - q3 }
6071   ldmia sp!, { r4 - r11, pc }
6072
6073
6074 /* void scale2x_tiles8(void *dst, const void *src, int w8, int h) */
6075 function(scale2x_tiles8)
6076   push { r4, r14 }
6077
6078   mov r4, r1
6079   add r12, r0, #1024*2
6080   mov r14, r2
6081
6082 0:
6083   vld1.u16 { q0 }, [r1, :128]!
6084   vld1.u16 { q2 }, [r1, :128]!
6085   vmov q1, q0
6086   vmov q3, q2
6087   vzip.16 q0, q1
6088   vzip.16 q2, q3
6089   subs r14, #2
6090   vst1.u16 { q0, q1 }, [r0, :128]!
6091   vst1.u16 { q0, q1 }, [r12, :128]!
6092   blt 1f
6093   vst1.u16 { q2, q3 }, [r0, :128]!
6094   vst1.u16 { q2, q3 }, [r12, :128]!
6095   bgt 0b
6096 1:
6097   subs r3, #1
6098   mov r14, r2
6099   add r0, #1024*2*2
6100   add r4, #1024*2
6101   sub r0, r0, r2, lsl #4+1
6102   mov r1, r4
6103   add r12, r0, #1024*2
6104   bgt 0b
6105   nop
6106
6107   pop { r4, pc }
6108
6109 // vim:filetype=armasm