X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?p=pcsx_rearmed.git;a=blobdiff_plain;f=plugins%2Fgpu_neon%2Fpsx_gpu%2Fpsx_gpu_arm_neon.S;fp=plugins%2Fgpu_neon%2Fpsx_gpu%2Fpsx_gpu_arm_neon.S;h=8df7acadc66ba55f0d7e89e3a0a204a2d07003b2;hp=d8fb15364e1f1a86a44096fc242b662c862b74a8;hb=ed0fd81dfdb63fe5941b9010ace353719168d3ae;hpb=cd2306936bb0e14363d91aeb0fb29167eb94dd2a diff --git a/plugins/gpu_neon/psx_gpu/psx_gpu_arm_neon.S b/plugins/gpu_neon/psx_gpu/psx_gpu_arm_neon.S index d8fb1536..8df7acad 100644 --- a/plugins/gpu_neon/psx_gpu/psx_gpu_arm_neon.S +++ b/plugins/gpu_neon/psx_gpu/psx_gpu_arm_neon.S @@ -31,6 +31,8 @@ #define edge_data_right_mask_offset 4 #define edge_data_y_offset 6 +.syntax unified +.text #define psx_gpu r0 #define v_a r1 @@ -192,18 +194,6 @@ .align 4 -/* FIXME: users of this should be in psx_gpu instead */ -#ifndef __PIC__ -#define load_pointer(register, pointer) \ - movw register, :lower16:pointer; \ - movt register, :upper16:pointer; \ - -#else -#define load_pointer(register, pointer) \ - ldr register, =pointer \ - -#endif - #define function(name) \ .global name; \ name: \ @@ -576,7 +566,7 @@ function(compute_all_gradients) vld1.32 { uvrg }, [ temp ]; \ add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \ vld1.32 { uvrg_dy }, [ temp ]; \ - load_pointer(reciprocal_table_ptr, reciprocal_table); \ + ldr reciprocal_table_ptr, [ psx_gpu, #psx_gpu_reciprocal_table_ptr_offset ]; \ \ vmov.u32 c_0x01, #0x01 \ @@ -624,7 +614,7 @@ function(compute_all_gradients) #define height_b_alt r12 #define compute_edge_delta_x3(start_c, height_a, height_b) \ - vmov.u32 heights, height_a, height_b; \ + vmov heights, height_a, height_b; \ ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \ vmov.u32 edge_shifts[0], temp; \ ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \ @@ -884,7 +874,7 @@ function(compute_all_gradients) add temp, temp, #(1 << 16); \ add y_a, temp, #2; \ add y_a, y_a, #(2 << 16); \ - vmov.u32 y_x4, temp, y_a; \ + vmov y_x4, temp, y_a; \ \ setup_spans_adjust_edges_alternate_##alternate_active(left_index, \ right_index); \ @@ -939,7 +929,7 @@ function(compute_all_gradients) sub temp, temp, #(1 << 16); \ sub y_a, temp, #2; \ sub y_a, y_a, #(2 << 16); \ - vmov.u32 y_x4, temp, y_a; \ + vmov y_x4, temp, y_a; \ \ vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \ \ @@ -970,7 +960,7 @@ function(compute_all_gradients) sub height, y_a, y_c; \ \ vdup.u32 x_starts, x_a; \ - vmov.u32 x_ends, x_c, x_b; \ + vmov x_ends, x_c, x_b; \ \ compute_edge_delta_x3(x_b, height_major, height_minor_a); \ setup_spans_up(major, minor, minor, yes); \ @@ -982,8 +972,6 @@ function(setup_spans_up_left) function(setup_spans_up_right) setup_spans_up_up(right, left) -.pool - #define setup_spans_down_down(minor, major) \ setup_spans_prologue(); \ sub height_minor_a, y_b, y_a; \ @@ -991,7 +979,7 @@ function(setup_spans_up_right) sub height, y_c, y_a; \ \ vdup.u32 x_starts, x_a; \ - vmov.u32 x_ends, x_c, x_b; \ + vmov x_ends, x_c, x_b; \ \ compute_edge_delta_x3(x_b, height_major, height_minor_a); \ setup_spans_down(major, minor, minor, yes); \ @@ -1014,7 +1002,7 @@ function(setup_spans_down_right) function(setup_spans_up_a) setup_spans_prologue() - vmov.u32 x_starts, x_a, x_b + vmov x_starts, x_a, x_b vdup.u32 x_ends, x_c setup_spans_up_flat() @@ -1023,7 +1011,7 @@ function(setup_spans_up_b) setup_spans_prologue() vdup.u32 x_starts, x_a - vmov.u32 x_ends, x_b, x_c + vmov x_ends, x_b, x_c setup_spans_up_flat() @@ -1037,7 +1025,7 @@ function(setup_spans_up_b) function(setup_spans_down_a) setup_spans_prologue() - vmov.u32 x_starts, x_a, x_b + vmov x_starts, x_a, x_b vdup.u32 x_ends, x_c setup_spans_down_flat() @@ -1046,7 +1034,7 @@ function(setup_spans_down_b) setup_spans_prologue() vdup.u32 x_starts, x_a - vmov.u32 x_ends, x_b, x_c + vmov x_ends, x_b, x_c setup_spans_down_flat() @@ -1077,13 +1065,13 @@ function(setup_spans_up_down) sub height_minor_b, y_c, y_a sub height_major, y_c, y_b - vmov.u32 x_starts, x_a, x_c + vmov x_starts, x_a, x_c vdup.u32 x_ends, x_b compute_edge_delta_x3(x_a, height_minor_a, height_major) mov temp, #0 - vmov.u32 height_increment, temp, height_minor_b + vmov height_increment, temp, height_minor_b vmlal.s32 edges_xy, edges_dx_dy, height_increment vmov edges_xy_b_left, edge_alt_low, edge_alt_high @@ -1120,7 +1108,7 @@ function(setup_spans_up_down) sub temp, temp, #(1 << 16) sub y_a, temp, #2 sub y_a, y_a, #(2 << 16) - vmov.u32 y_x4, temp, y_a + vmov y_x4, temp, y_a vaddw.s32 edges_xy, edges_xy, edges_dx_dy @@ -1170,7 +1158,7 @@ function(setup_spans_up_down) add temp, temp, #(1 << 16) add y_a, temp, #2 add y_a, y_a, #(2 << 16) - vmov.u32 y_x4, temp, y_a + vmov y_x4, temp, y_a setup_spans_adjust_edges_alternate_no(left, right) @@ -1204,8 +1192,6 @@ function(setup_spans_up_down) bne 2b bal 1b -.pool - #undef span_uvrg_offset #undef span_edge_data #undef span_b_offset @@ -1936,7 +1922,7 @@ function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct) vdup.u16 colors, color add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset - orr color, color, lsl #16 + orr color, color, color, lsl #16 0: @@ -1978,7 +1964,7 @@ function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct) moveq right_mask, right_mask, lsr #2 tst right_mask, #0x1 - streqh color, [ fb_ptr ] + strheq color, [ fb_ptr ] 1: add span_edge_data, span_edge_data, #8 @@ -2690,7 +2676,7 @@ function(texture_blocks_4bpp) orr pixels_a, pixels_a, pixel_3, lsl #24 orr pixels_b, pixels_b, pixel_7, lsl #24 - vmov.u32 texels, pixels_a, pixels_b + vmov texels, pixels_a, pixels_b vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels @@ -4751,7 +4737,7 @@ setup_sprite_update_texture_8bpp_cache: mov fb_ptr_advance_column, #32; \ vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \ \ - sub fb_ptr_advance_column, height, lsl #11; \ + sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11; \ vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \ #define setup_sprite_setup_right_draw_mask_fb_ptr() \ @@ -5095,7 +5081,7 @@ setup_sprite_update_texture_8bpp_cache: mov fb_ptr_advance_column, #32 * 2; \ vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \ vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \ - sub fb_ptr_advance_column, height, lsl #11 + 1; \ + sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11 + 1; \ vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \ vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \ @@ -5428,7 +5414,7 @@ function(setup_sprite_16bpp) add texture_offset_base, u, u add width_rounded, width, #7 - add texture_offset_base, v, lsl #11 + add texture_offset_base, texture_offset_base, v, lsl #11 mov left_mask_bits, #0xFF ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ] @@ -5443,7 +5429,7 @@ function(setup_sprite_16bpp) and right_width, width_rounded, #0x7 mvn left_mask_bits, left_mask_bits, lsl left_offset - add texture_mask, texture_mask_height, lsl #11 + add texture_mask, texture_mask, texture_mask_height, lsl #11 mov block_width, width_rounded, lsr #3 mov right_mask_bits, right_mask_bits, lsl right_width @@ -5590,7 +5576,7 @@ function(setup_sprite_16bpp_4x) add texture_offset_base, u, u add width_rounded, width, #7 - add texture_offset_base, v, lsl #11 + add texture_offset_base, texture_offset_base, v, lsl #11 movw left_mask_bits, #0xFFFF ldrb texture_mask_width, [ psx_gpu, #psx_gpu_texture_mask_width_offset ] @@ -5609,7 +5595,7 @@ function(setup_sprite_16bpp_4x) lsl right_width, #1 - add texture_mask, texture_mask_height, lsl #11 + add texture_mask, texture_mask, texture_mask_height, lsl #11 mov block_width, width_rounded, lsr #3 mov right_mask_bits, right_mask_bits, lsl right_width @@ -5760,7 +5746,7 @@ function(setup_sprite_untextured) ldrh r12, [ psx_gpu, #psx_gpu_render_state_offset ] tst r12, #(RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS \ | RENDER_FLAGS_BLEND) - ldreqb r12, [ psx_gpu, #psx_gpu_render_mode_offset ] + ldrbeq r12, [ psx_gpu, #psx_gpu_render_mode_offset ] tsteq r12, #RENDER_INTERLACE_ENABLED beq setup_sprite_untextured_simple @@ -6081,7 +6067,7 @@ function(scale2x_tiles8) mov r14, r2 add r0, #1024*2*2 add r4, #1024*2 - sub r0, r2, lsl #4+1 + sub r0, r0, r2, lsl #4+1 mov r1, r4 add r12, r0, #1024*2 bgt 0b