diff options
Diffstat (limited to 'plugins/gpu_neon')
-rw-r--r-- | plugins/gpu_neon/psx_gpu/psx_gpu_arm_neon.S | 1178 |
1 files changed, 589 insertions, 589 deletions
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 efb065d..110c868 100644 --- a/plugins/gpu_neon/psx_gpu/psx_gpu_arm_neon.S +++ b/plugins/gpu_neon/psx_gpu/psx_gpu_arm_neon.S @@ -216,7 +216,7 @@ #define JT_OP_REL(table_label, index_reg, temp) \ adr temp, table_label; \ - ldr temp, [ temp, index_reg, lsl #2 ]; \ + ldr temp, [temp, index_reg, lsl #2]; \ add pc, pc, temp \ #define JT_OP(x...) @@ -240,7 +240,7 @@ function(compute_all_gradients) // First compute the triangle area reciprocal and shift. The division will // happen concurrently with much of the work which follows. @ r12 = psx_gpu->triangle_area - ldr r12, [ psx_gpu, #psx_gpu_triangle_area_offset ] + ldr r12, [psx_gpu, #psx_gpu_triangle_area_offset] stmdb sp!, { r4 - r11, lr } @ load exponent of 62 into upper half of double @@ -277,23 +277,23 @@ function(compute_all_gradients) // Second type is: yyyy ybyy uvrg // Since x_a and y_c are the same the same variable is used for both. - vld1.u32 { v0 }, [ v_a, : 128 ] @ v0 = { uvrg0, b0, x0, y0 } - ldrsh x0, [ v_a, #8 ] @ load x0 + vld1.u32 { v0 }, [v_a, :128] @ v0 = { uvrg0, b0, x0, y0 } + ldrsh x0, [v_a, #8] @ load x0 - vld1.u32 { v1 }, [ v_b, : 128 ] @ v1 = { uvrg1, b1, x1, y1} - ldrh x1, [ v_b, #8 ] @ load x1 + vld1.u32 { v1 }, [v_b, :128] @ v1 = { uvrg1, b1, x1, y1} + ldrh x1, [v_b, #8] @ load x1 - vld1.u32 { v2 }, [ v_c, : 128 ] @ v2 = { uvrg2, b2, x2, y2 } - ldrh x2, [ v_c, #8 ] @ load x2 + vld1.u32 { v2 }, [v_c, :128] @ v2 = { uvrg2, b2, x2, y2 } + ldrh x2, [v_c, #8] @ load x2 vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- } - ldrh y0, [ v_a, #10 ] @ load y0 + ldrh y0, [v_a, #10] @ load y0 vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- } - ldrh y1, [ v_b, #10 ] @ load y1 + ldrh y1, [v_b, #10] @ load y1 vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- } - ldrh y2, [ v_c, #10 ] @ load y2 + ldrh y2, [v_c, #10] @ load y2 vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 } vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 } @@ -307,16 +307,16 @@ function(compute_all_gradients) vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 } vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 } - ldrb b2, [ v_c, #4 ] @ load b2 + ldrb b2, [v_c, #4] @ load b2 orr y0_y1, y0, y1, lsl #16 @ y0_y1 = { y0, y1 } - ldrb b1, [ v_b, #4 ] @ load b1 + ldrb b1, [v_b, #4] @ load b1 orr y1_y2, y1, y2, lsl #16 @ y1_y2 = { y1, y2 } vdup.u16 yyyy0, x0_y0[1] @ yyyy0 = { yy0, yy0 } vsub.s16 d0_ab, x1_ab, x0_ab - ldrb b0, [ v_a, #4 ] @ load b0 + ldrb b0, [v_a, #4] @ load b0 orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 } vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 } @@ -344,7 +344,7 @@ function(compute_all_gradients) rsbmi ga_bx, ga_bx, #0 @ r12 = psx_gpu->uvrgb_phase - ldr r12, [ psx_gpu, #psx_gpu_uvrgb_phase_offset ] + ldr r12, [psx_gpu, #psx_gpu_uvrgb_phase_offset] vmlsl.s16 ga_uvrg_y, d2_b, d3_b movs gs_by, ga_by, asr #31 @@ -358,7 +358,7 @@ function(compute_all_gradients) vclt.s32 gs_uvrg_x, ga_uvrg_x, #0 @ gs_uvrg_x = ga_uvrg_x < 0 @ r12 = psx_gpu->triangle_winding_offset - ldrb r12, [ psx_gpu, #psx_gpu_triangle_winding_offset ] + ldrb r12, [psx_gpu, #psx_gpu_triangle_winding_offset] vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0 rsb r12, r12, #0 @ r12 = -(triangle->winding) @@ -427,20 +427,20 @@ function(compute_all_gradients) mov store_inc, #32 vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1 - vst1.u32 { uvrg_base }, [ store_a, : 128 ], store_inc + vst1.u32 { uvrg_base }, [store_a, :128], store_inc - vst1.u32 { uvrg_dx1 }, [ store_b, : 128 ], store_inc + vst1.u32 { uvrg_dx1 }, [store_b, :128], store_inc mov g_bx, gw_bx_h, lsr r11 - vst1.u32 { g_uvrg_y }, [ store_a, : 128 ], store_inc + vst1.u32 { g_uvrg_y }, [store_a, :128], store_inc mov g_by, gw_by_h, lsr r11 vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \ - [ store_b, : 128 ], store_inc + [store_b, :128], store_inc eor g_bx, g_bx, gs_bx vst4.u32 { uvrg_dx0h, uvrg_dx1h, uvrg_dx2h, uvrg_dx3h }, \ - [ store_b, : 128 ], store_inc + [store_b, :128], store_inc sub g_bx, g_bx, gs_bx lsl g_bx, g_bx, #4 @@ -588,24 +588,24 @@ function(compute_all_gradients) #define setup_spans_prologue() \ stmdb sp!, { r4 - r11, lr }; \ \ - ldrsh x_a, [ v_a, #8 ]; \ - ldrsh x_b, [ v_b, #8 ]; \ - ldrsh x_c, [ v_c, #8 ]; \ - ldrsh y_a, [ v_a, #10 ]; \ - ldrsh y_b, [ v_b, #10 ]; \ - ldrsh y_c, [ v_c, #10 ]; \ + ldrsh x_a, [v_a, #8]; \ + ldrsh x_b, [v_b, #8]; \ + ldrsh x_c, [v_c, #8]; \ + ldrsh y_a, [v_a, #10]; \ + ldrsh y_b, [v_b, #10]; \ + ldrsh y_c, [v_c, #10]; \ \ add temp, psx_gpu, #psx_gpu_uvrg_offset; \ - vld1.32 { uvrg }, [ temp ]; \ + vld1.32 { uvrg }, [temp]; \ add temp, psx_gpu, #psx_gpu_uvrg_dy_offset; \ - vld1.32 { uvrg_dy }, [ temp ]; \ - ldr reciprocal_table_ptr, [ psx_gpu, #psx_gpu_reciprocal_table_ptr_offset ]; \ + vld1.32 { uvrg_dy }, [temp]; \ + ldr reciprocal_table_ptr, [psx_gpu, #psx_gpu_reciprocal_table_ptr_offset]; \ \ vmov.u32 c_0x01, #0x01 \ #define setup_spans_load_b() \ - ldr b, [ psx_gpu, #psx_gpu_b_offset ]; \ - ldr b_dy, [ psx_gpu, #psx_gpu_b_dy_offset ] \ + ldr b, [psx_gpu, #psx_gpu_b_offset]; \ + ldr b_dy, [psx_gpu, #psx_gpu_b_dy_offset] \ #define setup_spans_prologue_b() \ add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \ @@ -617,10 +617,10 @@ function(compute_all_gradients) add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \ vmov.u16 c_0x0001, #0x0001; \ \ - vld1.u16 { left_edge_low[], left_edge_high[] }, [ temp ]; \ + vld1.u16 { left_edge_low[], left_edge_high[] }, [temp]; \ add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \ \ - vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \ + vld1.u16 { right_edge_low[], right_edge_high[] }, [temp]; \ vadd.u16 right_edge, right_edge, c_0x0001; \ \ vmov.u16 c_0x0007, #0x0007; \ @@ -628,7 +628,7 @@ function(compute_all_gradients) #define compute_edge_delta_x2() \ - ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \ + ldr temp, [reciprocal_table_ptr, height, lsl #2]; \ \ vdup.u32 heights, height; \ vsub.u32 widths, x_ends, x_starts; \ @@ -648,11 +648,11 @@ function(compute_all_gradients) #define compute_edge_delta_x3(start_c, height_a, height_b) \ vmov heights, height_a, height_b; \ - ldr temp, [ reciprocal_table_ptr, height_a, lsl #2 ]; \ + ldr temp, [reciprocal_table_ptr, height_a, lsl #2]; \ vmov.u32 edge_shifts[0], temp; \ - ldr temp, [ reciprocal_table_ptr, height_b, lsl #2 ]; \ + ldr temp, [reciprocal_table_ptr, height_b, lsl #2]; \ vmov.u32 edge_shifts[1], temp; \ - ldr edge_shift_alt, [ reciprocal_table_ptr, height_minor_b, lsl #2 ]; \ + ldr edge_shift_alt, [reciprocal_table_ptr, height_minor_b, lsl #2]; \ \ vsub.u32 widths, x_ends, x_starts; \ sub width_alt, x_c, start_c; \ @@ -791,34 +791,34 @@ function(compute_all_gradients) vmovn.u32 left_right_x_16_high, right_x_32; \ setup_spans_alternate_select_##alternate(); \ \ - vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ - str b, [ span_b_offset ], #4; \ + vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \ + str b, [span_b_offset], #4; \ setup_spans_adjust_interpolants_##direction(); \ \ vmax.s16 left_right_x_16, left_right_x_16, left_edge; \ \ - vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ - str b, [ span_b_offset ], #4; \ + vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \ + str b, [span_b_offset], #4; \ setup_spans_adjust_interpolants_##direction(); \ \ vmin.s16 left_right_x_16, left_right_x_16, right_edge; \ \ - vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ - str b, [ span_b_offset ], #4; \ + vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \ + str b, [span_b_offset], #4; \ setup_spans_adjust_interpolants_##direction(); \ \ vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \ vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \ vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \ \ - vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ - str b, [ span_b_offset ], #4; \ + vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \ + str b, [span_b_offset], #4; \ setup_spans_adjust_interpolants_##direction(); \ \ vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \ vshl.u16 span_shifts, c_0xFFFE, span_shifts; \ \ - vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \ + vst4.u16 { left_right_x_16, span_shifts_y }, [span_edge_data]!; \ \ setup_spans_adjust_y_##direction() \ @@ -839,34 +839,34 @@ function(compute_all_gradients) vmovn.u32 left_right_x_16_low, left_x_32; \ vmovn.u32 left_right_x_16_high, right_x_32; \ \ - vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ - str b, [ span_b_offset ], #4; \ + vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \ + str b, [span_b_offset], #4; \ setup_spans_adjust_interpolants_##direction(); \ \ vmax.s16 left_right_x_16, left_right_x_16, left_edge; \ \ - vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ - str b, [ span_b_offset ], #4; \ + vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \ + str b, [span_b_offset], #4; \ setup_spans_adjust_interpolants_##direction(); \ \ vmin.s16 left_right_x_16, left_right_x_16, right_edge; \ \ - vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ - str b, [ span_b_offset ], #4; \ + vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \ + str b, [span_b_offset], #4; \ setup_spans_adjust_interpolants_##direction(); \ \ vsub.u16 left_right_x_16_high, left_right_x_16_high, left_right_x_16_low; \ vadd.u16 left_right_x_16_high, left_right_x_16_high, c_0x0007; \ vand.u16 span_shifts, left_right_x_16_high, c_0x0007; \ \ - vst1.u32 { uvrg }, [ span_uvrg_offset, :128 ]!; \ - str b, [ span_b_offset ], #4; \ + vst1.u32 { uvrg }, [span_uvrg_offset, :128]!; \ + str b, [span_b_offset], #4; \ setup_spans_adjust_interpolants_##direction(); \ \ vshl.u16 span_shifts, c_0xFFFE, span_shifts; \ vshr.u16 left_right_x_16_high, left_right_x_16_high, #3; \ \ - vst4.u16 { left_right_x_16, span_shifts_y }, [ span_edge_data ]!; \ + vst4.u16 { left_right_x_16, span_shifts_y }, [span_edge_data]!; \ \ setup_spans_adjust_y_##direction() \ @@ -886,12 +886,12 @@ function(compute_all_gradients) setup_spans_alternate_adjust_##alternate_active(); \ setup_spans_load_b(); \ \ - ldrsh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \ + ldrsh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]; \ subs y_c, y_c, temp; \ subgt height, height, y_c; \ addgt height, height, #1; \ \ - ldrsh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \ + ldrsh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]; \ subs clip, temp, y_a; \ ble 0f; \ \ @@ -913,7 +913,7 @@ function(compute_all_gradients) right_index); \ setup_spans_prologue_b(); \ \ - strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + strh height, [psx_gpu, #psx_gpu_num_spans_offset]; \ \ 2: \ setup_spans_set_x4_alternate_##alternate_active(alternate, down); \ @@ -941,12 +941,12 @@ function(compute_all_gradients) setup_spans_load_b(); \ sub y_a, y_a, #1; \ \ - ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ]; \ + ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset]; \ subs temp, temp, y_c; \ subgt height, height, temp; \ setup_spans_up_decrement_##alternate_active(); \ \ - ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ]; \ + ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset]; \ subs clip, y_a, temp; \ ble 0f; \ \ @@ -972,7 +972,7 @@ function(compute_all_gradients) setup_spans_adjust_interpolants_up(); \ setup_spans_prologue_b(); \ \ - strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + strh height, [psx_gpu, #psx_gpu_num_spans_offset]; \ \ 2: \ setup_spans_set_x4_alternate_##alternate_active(alternate, up); \ @@ -1121,11 +1121,11 @@ function(setup_spans_up_down) setup_spans_load_b() sub y_a, y_a, #1 - ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ] + ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset] subs temp, temp, y_b subgt height_minor_a, height_minor_a, temp - ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ] + ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset] subs clip, y_a, temp ble 0f @@ -1145,7 +1145,7 @@ function(setup_spans_up_down) vaddw.s32 edges_xy, edges_xy, edges_dx_dy - strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ] + strh height_minor_a, [psx_gpu, #psx_gpu_num_spans_offset] setup_spans_adjust_edges_alternate_no(left, right); setup_spans_adjust_interpolants_up() @@ -1165,17 +1165,17 @@ function(setup_spans_up_down) 4: add temp, psx_gpu, #psx_gpu_uvrg_offset - vld1.32 { uvrg }, [ temp ] + vld1.32 { uvrg }, [temp] mov y_a, middle_y setup_spans_load_b() - ldrh temp, [ psx_gpu, #psx_gpu_viewport_end_y_offset ] + ldrh temp, [psx_gpu, #psx_gpu_viewport_end_y_offset] subs y_c, y_c, temp subgt height_minor_b, height_minor_b, y_c addgt height_minor_b, height_minor_b, #1 - ldrh temp, [ psx_gpu, #psx_gpu_viewport_start_y_offset ] + ldrh temp, [psx_gpu, #psx_gpu_viewport_start_y_offset] subs clip, temp, y_a ble 0f @@ -1195,13 +1195,13 @@ function(setup_spans_up_down) setup_spans_adjust_edges_alternate_no(left, right) - ldrh temp, [ psx_gpu, #psx_gpu_num_spans_offset ] + ldrh temp, [psx_gpu, #psx_gpu_num_spans_offset] add temp, temp, height_minor_b cmp temp, #MAX_SPANS beq 5f - strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ] + strh temp, [psx_gpu, #psx_gpu_num_spans_offset] 2: setup_spans_set_x4_alternate_no(none, down) @@ -1221,7 +1221,7 @@ function(setup_spans_up_down) sub temp, temp, height_minor_b bics height_minor_b, #3 add temp, temp, height_minor_b - strh temp, [ psx_gpu, #psx_gpu_num_spans_offset ] + strh temp, [psx_gpu, #psx_gpu_num_spans_offset] bne 2b bal 1b @@ -1347,10 +1347,10 @@ function(setup_spans_up_down) .align 3; \ \ function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \ - ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \ add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \ \ - vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \ + vld1.u32 { uvrg_dx }, [uvrg_dx_ptr, :128]; \ add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \ \ cmp num_spans, #0; \ @@ -1359,13 +1359,13 @@ function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \ stmdb sp!, { r4 - r11, r14 }; \ vshl.u32 uvrg_dx4, uvrg_dx, #2; \ \ - ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \ + ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset]; \ vshl.u32 uvrg_dx8, uvrg_dx, #3; \ \ - vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \ + vld2.u8 { texture_mask_u[], texture_mask_v[] }, [texture_mask_ptr, :16]; \ add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \ \ - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \ \ add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \ @@ -1376,35 +1376,35 @@ function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \ 0: \ vmov.u8 fb_mask_ptrs, #0; \ \ - ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \ + ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \ add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \ \ - ldrh y, [ span_edge_data, #edge_data_y_offset ]; \ - ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \ + ldrh y, [span_edge_data, #edge_data_y_offset]; \ + ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \ \ cmp span_num_blocks, #0; \ beq 1f; \ \ - ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \ + ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \ add num_blocks, span_num_blocks, num_blocks; \ \ cmp num_blocks, #MAX_BLOCKS; \ bgt 2f; \ \ 3: \ - ldr b, [ span_b_offset ]; \ + ldr b, [span_b_offset]; \ add fb_ptr, fb_ptr, y, lsl #11; \ \ vdup.u32 v_left_x, left_x; \ and y, y, #0x3; \ \ - ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \ + ldr dither_row, [dither_offset_ptr, y, lsl #2]; \ add fb_ptr, fb_ptr, left_x, lsl #1; \ \ mla b, b_dx, left_x, b; \ and dither_shift, left_x, #0x03; \ \ - vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \ + vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \ vshr.u32 uvrg_dx, uvrg_dx4, #2; \ \ mov dither_shift, dither_shift, lsl #3; \ @@ -1429,19 +1429,19 @@ function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \ vdup.u32 r_block, rg[0]; \ vdup.u32 g_block, rg[1]; \ \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + vld1.u32 { block_span }, [block_span_ptr, :128]!; \ \ vadd.u32 u_block, u_block, block_span; \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + vld1.u32 { block_span }, [block_span_ptr, :128]!; \ \ vadd.u32 v_block, v_block, block_span; \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + vld1.u32 { block_span }, [block_span_ptr, :128]!; \ \ vadd.u32 r_block, r_block, block_span; \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + vld1.u32 { block_span }, [block_span_ptr, :128]!; \ \ vadd.u32 g_block, g_block, block_span; \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \ + vld1.u32 { block_span }, [block_span_ptr, :128]; \ \ vadd.u32 b_block, b_block, block_span; \ add block_ptr_b, block_ptr_a, #16; \ @@ -1487,7 +1487,7 @@ function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \ vmovn.u16 v_whole_8, v_whole; \ \ vmovn.u16 b_whole_8, b_whole; \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ vmov.u32 fb_mask_ptrs[1], fb_ptr; \ \ vand.u8 uv_whole_8, uv_whole_8, texture_mask; \ @@ -1500,13 +1500,13 @@ function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \ vmovn.u16 g_whole_8, g_whole; \ vshrn.u32 u_whole_low, u_block, #16; \ \ - vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \ + vst2.u8 { u_whole_8, v_whole_8 }, [block_ptr_a, :128], c_32; \ vshrn.u32 v_whole_low, v_block, #16; \ \ - vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \ + vst1.u32 { r_whole_8, g_whole_8 }, [block_ptr_b, :128], c_32; \ vshrn.u32 r_whole_low, r_block, #16; \ \ - vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \ + vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \ vshrn.u32 g_whole_low, g_block, #16; \ \ vdup.u32 dx4, uv_dx4[0]; \ @@ -1545,10 +1545,10 @@ function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \ add fb_ptr, fb_ptr, #16; \ vmovn.u16 v_whole_8, v_whole; \ \ - vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \ + vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \ vmovn.u16 b_whole_8, b_whole; \ \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ \ vmov.u32 fb_mask_ptrs[1], fb_ptr; \ subs span_num_blocks, span_num_blocks, #1; \ @@ -1561,9 +1561,9 @@ function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \ \ 5: \ vmovn.u16 g_whole_8, g_whole; \ - ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \ + ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]; \ \ - vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \ + vld1.u32 { test_mask }, [psx_gpu, :128]; \ vdup.u8 draw_mask, right_mask; \ \ vmov.u32 fb_mask_ptrs[0], right_mask; \ @@ -1571,10 +1571,10 @@ function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \ vzip.u8 u_whole_8, v_whole_8; \ \ vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \ - vst1.u32 { r_whole_8, g_whole_8 }, [ block_ptr_b, :128 ], c_32; \ - vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \ - vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \ - vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \ + vst1.u32 { r_whole_8, g_whole_8 }, [block_ptr_b, :128], c_32; \ + vst1.u32 { uv_whole_8 }, [block_ptr_a, :128], c_32; \ + vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \ + vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \ \ 1: \ add span_uvrg_offset, span_uvrg_offset, #16; \ @@ -1583,7 +1583,7 @@ function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \ add span_edge_data, span_edge_data, #8; \ subs num_spans, num_spans, #1; \ \ - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ bne 0b; \ \ ldmia sp!, { r4 - r11, pc }; \ @@ -1616,10 +1616,10 @@ setup_blocks_shaded_textured_builder(unswizzled) .align 3; \ \ function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \ - ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \ add uvrg_dx_ptr, psx_gpu, #psx_gpu_uvrg_dx_offset; \ \ - vld1.u32 { uvrg_dx }, [ uvrg_dx_ptr, :128 ]; \ + vld1.u32 { uvrg_dx }, [uvrg_dx_ptr, :128]; \ add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \ \ cmp num_spans, #0; \ @@ -1630,10 +1630,10 @@ function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \ \ vshl.u32 uvrg_dx8, uvrg_dx, #3; \ \ - vld2.u8 { texture_mask_u[], texture_mask_v[] }, [ texture_mask_ptr, :16 ]; \ + vld2.u8 { texture_mask_u[], texture_mask_v[] }, [texture_mask_ptr, :16]; \ add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \ \ - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \ \ add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \ @@ -1643,16 +1643,16 @@ function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \ 0: \ vmov.u8 fb_mask_ptrs, #0; \ \ - ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \ + ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \ add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \ \ - ldrh y, [ span_edge_data, #edge_data_y_offset ]; \ - ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \ + ldrh y, [span_edge_data, #edge_data_y_offset]; \ + ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \ \ cmp span_num_blocks, #0; \ beq 1f; \ \ - ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \ + ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \ add num_blocks, span_num_blocks, num_blocks; \ \ cmp num_blocks, #MAX_BLOCKS; \ @@ -1664,12 +1664,12 @@ function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \ vdup.u32 v_left_x, left_x; \ and y, y, #0x3; \ \ - ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \ + ldr dither_row, [dither_offset_ptr, y, lsl #2]; \ add fb_ptr, fb_ptr, left_x, lsl #1; \ \ and dither_shift, left_x, #0x03; \ \ - vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \ + vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \ vshr.u32 uvrg_dx, uvrg_dx4, #2; \ \ mov dither_shift, dither_shift, lsl #3; \ @@ -1688,10 +1688,10 @@ function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \ vdup.u32 u_block, uv[0]; \ \ vdup.u32 v_block, uv[1]; \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + vld1.u32 { block_span }, [block_span_ptr, :128]!; \ \ vadd.u32 u_block, u_block, block_span; \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + vld1.u32 { block_span }, [block_span_ptr, :128]!; \ \ vadd.u32 v_block, v_block, block_span; \ add block_ptr_b, block_ptr_a, #16; \ @@ -1715,7 +1715,7 @@ function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \ \ vmovn.u16 v_whole_8, v_whole; \ \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ vmov.u32 fb_mask_ptrs[1], fb_ptr; \ \ vand.u8 uv_whole_8, uv_whole_8, texture_mask; \ @@ -1726,11 +1726,11 @@ function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \ 4: \ vshrn.u32 u_whole_low, u_block, #16; \ \ - vst2.u8 { u_whole_8, v_whole_8 }, [ block_ptr_a, :128 ], c_32; \ + vst2.u8 { u_whole_8, v_whole_8 }, [block_ptr_a, :128], c_32; \ vshrn.u32 v_whole_low, v_block, #16; \ \ add block_ptr_b, block_ptr_b, #32; \ - vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \ + vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \ \ vdup.u32 dx4, uv_dx4[0]; \ vaddhn.u32 u_whole_high, u_block, dx4; \ @@ -1748,8 +1748,8 @@ function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \ add fb_ptr, fb_ptr, #16; \ vmovn.u16 v_whole_8, v_whole; \ \ - vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \ - pld [ fb_ptr ]; \ + vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \ + pld [fb_ptr]; \ \ vmov.u32 fb_mask_ptrs[1], fb_ptr; \ subs span_num_blocks, span_num_blocks, #1; \ @@ -1760,9 +1760,9 @@ function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \ bne 4b; \ \ 5: \ - ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \ + ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]; \ \ - vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \ + vld1.u32 { test_mask }, [psx_gpu, :128]; \ vdup.u8 draw_mask, right_mask; \ \ vmov.u32 fb_mask_ptrs[0], right_mask; \ @@ -1771,16 +1771,16 @@ function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \ \ vbic.u16 uv_whole_8, uv_whole_8, draw_mask; \ add block_ptr_b, block_ptr_b, #32; \ - vst1.u32 { uv_whole_8 }, [ block_ptr_a, :128 ], c_32; \ - vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \ - vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32; \ + vst1.u32 { uv_whole_8 }, [block_ptr_a, :128], c_32; \ + vst1.u32 { dither_offsets }, [block_ptr_b, :128], c_32; \ + vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32; \ \ 1: \ add span_uvrg_offset, span_uvrg_offset, #16; \ add span_edge_data, span_edge_data, #8; \ subs num_spans, num_spans, #1; \ \ - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ bne 0b; \ \ ldmia sp!, { r4 - r11, pc }; \ @@ -1812,16 +1812,16 @@ setup_blocks_unshaded_textured_builder(unswizzled) .align 3 function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect) - ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ] + ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset] veor.u32 draw_mask, draw_mask, draw_mask cmp num_spans, #0 bxeq lr stmdb sp!, { r4 - r11, r14 } - vld1.u32 { test_mask }, [ psx_gpu, :128 ] + vld1.u32 { test_mask }, [psx_gpu, :128] - ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ] + ldr color, [psx_gpu, #psx_gpu_triangle_color_offset] ubfx color_r, color, #3, #5 ubfx color_g, color, #11, #5 @@ -1832,22 +1832,22 @@ function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect) vdup.u16 colors, color - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset add block_ptr_a, block_ptr_a, num_blocks, lsl #6 0: - ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ] - ldrh y, [ span_edge_data, #edge_data_y_offset ] + ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset] + ldrh y, [span_edge_data, #edge_data_y_offset] - ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ] + ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset] cmp span_num_blocks, #0 beq 1f - ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ] + ldrh left_x, [span_edge_data, #edge_data_left_x_offset] add num_blocks, span_num_blocks, num_blocks cmp num_blocks, #MAX_BLOCKS @@ -1863,20 +1863,20 @@ function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect) subs span_num_blocks, span_num_blocks, #1 add block_ptr_b, block_ptr_a, #16 - pld [ fb_ptr ] + pld [fb_ptr] vmov.u32 fb_mask_ptrs[1], fb_ptr beq 5f 4: - vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_32 - vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32 - vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32 + vst1.u32 { draw_mask }, [block_ptr_a, :128], c_32 + vst1.u32 { colors }, [block_ptr_b, :128], c_32 + vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32 add fb_ptr, fb_ptr, #16 add block_ptr_b, block_ptr_b, #32 - pld [ fb_ptr ] + pld [fb_ptr] vmov.u32 fb_mask_ptrs[1], fb_ptr subs span_num_blocks, span_num_blocks, #1 @@ -1884,21 +1884,21 @@ function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect) bne 4b 5: - ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ] + ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset] vdup.u8 draw_mask_edge, right_mask vtst.u16 draw_mask_edge, draw_mask_edge, test_mask - vst1.u32 { colors }, [ block_ptr_b, :128 ], c_32 - vst1.u32 { draw_mask_edge }, [ block_ptr_a, :128 ], c_32 + vst1.u32 { colors }, [block_ptr_b, :128], c_32 + vst1.u32 { draw_mask_edge }, [block_ptr_a, :128], c_32 add block_ptr_b, block_ptr_b, #32 - vst1.u32 { b_whole_8, fb_mask_ptrs }, [ block_ptr_a, :128 ], c_32 + vst1.u32 { b_whole_8, fb_mask_ptrs }, [block_ptr_a, :128], c_32 1: add span_edge_data, span_edge_data, #8 subs num_spans, num_spans, #1 - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] bne 0b ldmia sp!, { r4 - r11, pc } @@ -1912,7 +1912,7 @@ function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect) vpop { colors } - vld1.u32 { test_mask }, [ psx_gpu, :128 ] + vld1.u32 { test_mask }, [psx_gpu, :128] veor.u32 draw_mask, draw_mask, draw_mask mov num_blocks, span_num_blocks @@ -1933,19 +1933,19 @@ function(setup_blocks_unshaded_untextured_undithered_unswizzled_indirect) .align 3 function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct) - ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ] + ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset] cmp num_spans, #0 bxeq lr stmdb sp!, { r4 - r11, r14 } - ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ] + ldr color, [psx_gpu, #psx_gpu_triangle_color_offset] ubfx color_r, color, #3, #5 ubfx color_g, color, #11, #5 - ldrh mask_msb_scalar, [ psx_gpu, #psx_gpu_mask_msb_offset ] + ldrh mask_msb_scalar, [psx_gpu, #psx_gpu_mask_msb_offset] ubfx color_b, color, #19, #5 orr color, color_r, color_b, lsl #10 @@ -1959,15 +1959,15 @@ function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct) 0: - ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ] - ldrh y, [ span_edge_data, #edge_data_y_offset ] + ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset] + ldrh y, [span_edge_data, #edge_data_y_offset] - ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ] + ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset] cmp span_num_blocks, #0 beq 1f - ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ] + ldrh left_x, [span_edge_data, #edge_data_left_x_offset] add fb_ptr, fb_ptr, y, lsl #11 subs span_num_blocks, span_num_blocks, #1 @@ -1976,28 +1976,28 @@ function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct) beq 3f 2: - vst1.u32 { colors }, [ fb_ptr ]! + vst1.u32 { colors }, [fb_ptr]! subs span_num_blocks, span_num_blocks, #1 bne 2b 3: - ldrb right_mask, [ span_edge_data, #edge_data_right_mask_offset ] + ldrb right_mask, [span_edge_data, #edge_data_right_mask_offset] cmp right_mask, #0x0 beq 5f tst right_mask, #0xF - streq color, [ fb_ptr ], #4 + streq color, [fb_ptr], #4 moveq right_mask, right_mask, lsr #4 - streq color, [ fb_ptr ], #4 + streq color, [fb_ptr], #4 tst right_mask, #0x3 - streq color, [ fb_ptr ], #4 + streq color, [fb_ptr], #4 moveq right_mask, right_mask, lsr #2 tst right_mask, #0x1 - strheq color, [ fb_ptr ] + strheq color, [fb_ptr] 1: add span_edge_data, span_edge_data, #8 @@ -2007,7 +2007,7 @@ function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct) ldmia sp!, { r4 - r11, pc } 5: - vst1.u32 { colors }, [ fb_ptr ] + vst1.u32 { colors }, [fb_ptr] bal 1b @@ -2114,10 +2114,10 @@ function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct) .align 3; \ \ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \ - ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \ add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \ \ - vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \ + vld1.u32 { rg_dx }, [rg_dx_ptr, :64]; \ \ cmp num_spans, #0; \ bxeq lr; \ @@ -2125,12 +2125,12 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \ stmdb sp!, { r4 - r11, r14 }; \ vshl.u32 rg_dx4, rg_dx, #2; \ \ - ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \ + ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset]; \ vshl.u32 rg_dx8, rg_dx, #3; \ \ add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \ \ - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \ \ add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \ @@ -2145,35 +2145,35 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \ vmov.u8 d128_0x7, #0x7; \ \ 0: \ - ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \ + ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \ add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \ \ - ldrh y, [ span_edge_data, #edge_data_y_offset ]; \ - ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \ + ldrh y, [span_edge_data, #edge_data_y_offset]; \ + ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \ \ cmp span_num_blocks, #0; \ beq 1f; \ \ - ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \ + ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \ add num_blocks, span_num_blocks, num_blocks; \ \ cmp num_blocks, #MAX_BLOCKS; \ bgt 2f; \ \ 3: \ - ldr b, [ span_b_offset ]; \ + ldr b, [span_b_offset]; \ add fb_ptr, fb_ptr, y, lsl #11; \ \ vdup.u32 v_left_x, left_x; \ and y, y, #0x3; \ \ - ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \ + ldr dither_row, [dither_offset_ptr, y, lsl #2]; \ add fb_ptr, fb_ptr, left_x, lsl #1; \ \ mla b, b_dx, left_x, b; \ and dither_shift, left_x, #0x03; \ \ - vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \ + vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \ vshr.u32 rg_dx, rg_dx4, #2; \ \ mov dither_shift, dither_shift, lsl #3; \ @@ -2195,13 +2195,13 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \ vdup.u32 r_block, rg[0]; \ vdup.u32 g_block, rg[1]; \ \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + vld1.u32 { block_span }, [block_span_ptr, :128]!; \ \ vadd.u32 r_block, r_block, block_span; \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + vld1.u32 { block_span }, [block_span_ptr, :128]!; \ \ vadd.u32 g_block, g_block, block_span; \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \ + vld1.u32 { block_span }, [block_span_ptr, :128]; \ \ vadd.u32 b_block, b_block, block_span; \ add block_ptr_b, block_ptr_a, #16; \ @@ -2243,7 +2243,7 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \ vshrn.u32 g_whole_low, g_block, #16; \ \ vshrn.u32 b_whole_low, b_block, #16; \ - str fb_ptr, [ block_ptr_a, #44 ]; \ + str fb_ptr, [block_ptr_a, #44]; \ \ vdup.u32 dx4, rg_dx4[0]; \ vshr.u8 r_whole_8, r_whole_8, #3; \ @@ -2275,26 +2275,26 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \ vmovn.u16 g_whole_8, g_whole; \ vmovn.u16 b_whole_8, b_whole; \ \ - vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \ - vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \ + vst1.u32 { draw_mask }, [block_ptr_a, :128], c_64; \ + vst1.u32 { pixels }, [block_ptr_b, :128], c_64; \ \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ \ subs span_num_blocks, span_num_blocks, #1; \ bne 4b; \ \ 5: \ - str fb_ptr, [ block_ptr_a, #44 ]; \ + str fb_ptr, [block_ptr_a, #44]; \ setup_blocks_shaded_untextured_dither_a_##dithering(); \ \ - ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \ + ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]; \ setup_blocks_shaded_untextured_dither_b_##dithering(); \ \ vshr.u8 r_whole_8, r_whole_8, #3; \ vdup.u8 draw_mask, right_mask; \ \ vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \ - vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \ + vld1.u32 { test_mask }, [psx_gpu, :128]; \ \ vtst.u16 draw_mask, draw_mask, test_mask; \ \ @@ -2302,8 +2302,8 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \ vmlal.u8 pixels, g_whole_8, d64_4; \ vmlal.u8 pixels, b_whole_8, d64_128; \ \ - vst1.u32 { draw_mask }, [ block_ptr_a, :128 ], c_64; \ - vst1.u32 { pixels }, [ block_ptr_b, :128 ], c_64; \ + vst1.u32 { draw_mask }, [block_ptr_a, :128], c_64; \ + vst1.u32 { pixels }, [block_ptr_b, :128], c_64; \ \ 1: \ add span_uvrg_offset, span_uvrg_offset, #16; \ @@ -2312,7 +2312,7 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \ add span_edge_data, span_edge_data, #8; \ subs num_spans, num_spans, #1; \ \ - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ bne 0b; \ \ ldmia sp!, { r4 - r11, pc }; \ @@ -2357,10 +2357,10 @@ setup_blocks_shaded_untextured_indirect_builder(dithered) .align 3; \ \ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \ - ldrh num_spans, [ psx_gpu, #psx_gpu_num_spans_offset ]; \ + ldrh num_spans, [psx_gpu, #psx_gpu_num_spans_offset]; \ add rg_dx_ptr, psx_gpu, #(psx_gpu_uvrg_dx_offset + 8); \ \ - vld1.u32 { rg_dx }, [ rg_dx_ptr, :64 ]; \ + vld1.u32 { rg_dx }, [rg_dx_ptr, :64]; \ \ cmp num_spans, #0; \ bxeq lr; \ @@ -2368,7 +2368,7 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \ stmdb sp!, { r4 - r11, r14 }; \ vshl.u32 rg_dx4, rg_dx, #2; \ \ - ldr b_dx, [ psx_gpu, #psx_gpu_b_dx_offset ]; \ + ldr b_dx, [psx_gpu, #psx_gpu_b_dx_offset]; \ vshl.u32 rg_dx8, rg_dx, #3; \ \ add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \ @@ -2382,32 +2382,32 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \ \ vmov.u8 d128_0x7, #0x7; \ add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ - vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \ \ 0: \ - ldrh span_num_blocks, [ span_edge_data, #edge_data_num_blocks_offset ]; \ + ldrh span_num_blocks, [span_edge_data, #edge_data_num_blocks_offset]; \ add dither_offset_ptr, psx_gpu, #psx_gpu_dither_table_offset; \ \ - ldrh y, [ span_edge_data, #edge_data_y_offset ]; \ - ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \ + ldrh y, [span_edge_data, #edge_data_y_offset]; \ + ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \ \ cmp span_num_blocks, #0; \ beq 1f; \ \ - ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \ + ldrh left_x, [span_edge_data, #edge_data_left_x_offset]; \ add fb_ptr, fb_ptr, y, lsl #11; \ \ - ldr b, [ span_b_offset ]; \ + ldr b, [span_b_offset]; \ vdup.u32 v_left_x, left_x; \ and y, y, #0x3; \ \ - ldr dither_row, [ dither_offset_ptr, y, lsl #2 ]; \ + ldr dither_row, [dither_offset_ptr, y, lsl #2]; \ add fb_ptr, fb_ptr, left_x, lsl #1; \ \ mla b, b_dx, left_x, b; \ and dither_shift, left_x, #0x03; \ \ - vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \ + vld1.u32 { uvrg }, [span_uvrg_offset, :128]; \ vshr.u32 rg_dx, rg_dx4, #2; \ \ mov dither_shift, dither_shift, lsl #3; \ @@ -2428,13 +2428,13 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \ vdup.u32 r_block, rg[0]; \ vdup.u32 g_block, rg[1]; \ \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + vld1.u32 { block_span }, [block_span_ptr, :128]!; \ \ vadd.u32 r_block, r_block, block_span; \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \ + vld1.u32 { block_span }, [block_span_ptr, :128]!; \ \ vadd.u32 g_block, g_block, block_span; \ - vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \ + vld1.u32 { block_span }, [block_span_ptr, :128]; \ \ vadd.u32 b_block, b_block, block_span; \ add block_ptr_b, block_ptr_a, #16; \ @@ -2506,14 +2506,14 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \ vmovn.u16 g_whole_8, g_whole; \ vmovn.u16 b_whole_8, b_whole; \ \ - vst1.u32 { pixels }, [ fb_ptr ]!; \ + vst1.u32 { pixels }, [fb_ptr]!; \ subs span_num_blocks, span_num_blocks, #1; \ bne 2b; \ \ 3: \ setup_blocks_shaded_untextured_dither_a_##dithering(); \ \ - ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \ + ldrh right_mask, [span_edge_data, #edge_data_right_mask_offset]; \ setup_blocks_shaded_untextured_dither_b_##dithering(); \ \ vshr.u8 r_whole_8, r_whole_8, #3; \ @@ -2527,7 +2527,7 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \ vmlal.u8 pixels, b_whole_8, d64_128; \ \ JT_OP_REL(100f, right_mask, temp); \ - JT_OP(ldr pc, [ pc, right_mask, lsl #2 ]); \ + JT_OP(ldr pc, [pc, right_mask, lsl #2]); \ nop; \ 100: \ nop; \ @@ -2541,40 +2541,40 @@ function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \ .word JTE(100b, 11f); \ \ 4: \ - vst1.u16 { pixels_low[0] }, [ fb_ptr ]; \ + vst1.u16 { pixels_low[0] }, [fb_ptr]; \ bal 1f; \ \ 5: \ - vst1.u32 { pixels_low[0] }, [ fb_ptr ]; \ + vst1.u32 { pixels_low[0] }, [fb_ptr]; \ bal 1f; \ \ 6: \ - vst1.u32 { pixels_low[0] }, [ fb_ptr ]!; \ - vst1.u16 { pixels_low[2] }, [ fb_ptr ]; \ + vst1.u32 { pixels_low[0] }, [fb_ptr]!; \ + vst1.u16 { pixels_low[2] }, [fb_ptr]; \ bal 1f; \ \ 7: \ - vst1.u32 { pixels_low }, [ fb_ptr ]; \ + vst1.u32 { pixels_low }, [fb_ptr]; \ bal 1f; \ \ 8: \ - vst1.u32 { pixels_low }, [ fb_ptr ]!; \ - vst1.u16 { pixels_high[0] }, [ fb_ptr ]; \ + vst1.u32 { pixels_low }, [fb_ptr]!; \ + vst1.u16 { pixels_high[0] }, [fb_ptr]; \ bal 1f; \ \ 9: \ - vst1.u32 { pixels_low }, [ fb_ptr ]!; \ - vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \ + vst1.u32 { pixels_low }, [fb_ptr]!; \ + vst1.u32 { pixels_high[0] }, [fb_ptr]!; \ bal 1f; \ \ 10: \ - vst1.u32 { pixels_low }, [ fb_ptr ]!; \ - vst1.u32 { pixels_high[0] }, [ fb_ptr ]!; \ - vst1.u16 { pixels_high[2] }, [ fb_ptr ]; \ + vst1.u32 { pixels_low }, [fb_ptr]!; \ + vst1.u32 { pixels_high[0] }, [fb_ptr]!; \ + vst1.u16 { pixels_high[2] }, [fb_ptr]; \ bal 1f; \ \ 11: \ - vst1.u32 { pixels }, [ fb_ptr ]; \ + vst1.u32 { pixels }, [fb_ptr]; \ bal 1f; \ \ 1: \ @@ -2659,16 +2659,16 @@ function(texture_blocks_4bpp) stmdb sp!, { r3 - r11, r14 } add block_ptr, psx_gpu, #psx_gpu_blocks_offset - ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] - ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ] - vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ] + ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset] + vld1.u32 { clut_a, clut_b }, [clut_ptr, :128] - ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ] + ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset] vuzp.u8 clut_a, clut_b - ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ] + ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset] tst dirty_textures_mask, current_texture_mask bne 1f @@ -2684,27 +2684,27 @@ function(texture_blocks_4bpp) uxtah uv_3, texture_ptr, uv_23, ror #16 uxtah uv_4, texture_ptr, uv_45 - ldrb pixel_0, [ uv_0 ] + ldrb pixel_0, [uv_0] uxtah uv_5, texture_ptr, uv_45, ror #16 - ldrb pixel_1, [ uv_1 ] + ldrb pixel_1, [uv_1] uxtah uv_6, texture_ptr, uv_67 - ldrb pixel_2, [ uv_2 ] + ldrb pixel_2, [uv_2] uxtah uv_7, texture_ptr, uv_67, ror #16 - ldrb pixel_3, [ uv_3 ] + ldrb pixel_3, [uv_3] - ldrb pixel_4, [ uv_4 ] + ldrb pixel_4, [uv_4] subs num_blocks, num_blocks, #1 - ldrb pixel_5, [ uv_5 ] + ldrb pixel_5, [uv_5] orr pixels_a, pixel_0, pixel_1, lsl #8 - ldrb pixel_6, [ uv_6 ] + ldrb pixel_6, [uv_6] orr pixels_b, pixel_4, pixel_5, lsl #8 - ldrb pixel_7, [ uv_7 ] + ldrb pixel_7, [uv_7] orr pixels_a, pixels_a, pixel_2, lsl #16 orr pixels_b, pixels_b, pixel_6, lsl #16 @@ -2716,7 +2716,7 @@ function(texture_blocks_4bpp) vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels - vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64 + vst2.u8 { texels_low, texels_high }, [block_ptr, :128], c_64 bne 0b ldmia sp!, { r3 - r11, pc } @@ -2736,13 +2736,13 @@ function(texture_blocks_8bpp) stmdb sp!, { r3 - r11, r14 } add block_ptr, psx_gpu, #psx_gpu_blocks_offset - ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] - ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ] - ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ] + ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset] + ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset] - ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ] + ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset] tst dirty_textures_mask, current_texture_mask bne 1f @@ -2758,51 +2758,51 @@ function(texture_blocks_8bpp) uxtah uv_3, texture_ptr, uv_23, ror #16 uxtah uv_4, texture_ptr, uv_45 - ldrb pixel_0, [ uv_0 ] + ldrb pixel_0, [uv_0] uxtah uv_5, texture_ptr, uv_45, ror #16 - ldrb pixel_1, [ uv_1 ] + ldrb pixel_1, [uv_1] uxtah uv_6, texture_ptr, uv_67 - ldrb pixel_2, [ uv_2 ] + ldrb pixel_2, [uv_2] uxtah uv_7, texture_ptr, uv_67, ror #16 - ldrb pixel_3, [ uv_3 ] + ldrb pixel_3, [uv_3] - ldrb pixel_4, [ uv_4 ] + ldrb pixel_4, [uv_4] add pixel_0, pixel_0, pixel_0 - ldrb pixel_5, [ uv_5 ] + ldrb pixel_5, [uv_5] add pixel_1, pixel_1, pixel_1 - ldrb pixel_6, [ uv_6 ] + ldrb pixel_6, [uv_6] add pixel_2, pixel_2, pixel_2 - ldrb pixel_7, [ uv_7 ] + ldrb pixel_7, [uv_7] add pixel_3, pixel_3, pixel_3 - ldrh pixel_0, [ clut_ptr, pixel_0 ] + ldrh pixel_0, [clut_ptr, pixel_0] add pixel_4, pixel_4, pixel_4 - ldrh pixel_1, [ clut_ptr, pixel_1 ] + ldrh pixel_1, [clut_ptr, pixel_1] add pixel_5, pixel_5, pixel_5 - ldrh pixel_2, [ clut_ptr, pixel_2 ] + ldrh pixel_2, [clut_ptr, pixel_2] add pixel_6, pixel_6, pixel_6 - ldrh pixel_3, [ clut_ptr, pixel_3 ] + ldrh pixel_3, [clut_ptr, pixel_3] add pixel_7, pixel_7, pixel_7 - ldrh pixel_4, [ clut_ptr, pixel_4 ] + ldrh pixel_4, [clut_ptr, pixel_4] orr pixels_a, pixel_0, pixel_1, lsl #16 - ldrh pixel_5, [ clut_ptr, pixel_5 ] + ldrh pixel_5, [clut_ptr, pixel_5] orr pixels_c, pixel_2, pixel_3, lsl #16 - ldrh pixel_6, [ clut_ptr, pixel_6 ] + ldrh pixel_6, [clut_ptr, pixel_6] subs num_blocks, num_blocks, #1 - ldrh pixel_7, [ clut_ptr, pixel_7 ] + ldrh pixel_7, [clut_ptr, pixel_7] orr pixels_b, pixel_4, pixel_5, lsl #16 orr pixels_d, pixel_6, pixel_7, lsl #16 @@ -2902,14 +2902,14 @@ function(texture_blocks_16bpp) stmdb sp!, { r3 - r11, r14 } add block_ptr, psx_gpu, #psx_gpu_blocks_offset - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] - ldr texture_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] + ldr texture_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset] 0: - ldrh uv_0, [ block_ptr ] + ldrh uv_0, [block_ptr] subs num_blocks, num_blocks, #1 - ldrh uv_1, [ block_ptr, #2 ] + ldrh uv_1, [block_ptr, #2] and v_0, uv_0, #0xFF00 and v_1, uv_1, #0xFF00 @@ -2918,10 +2918,10 @@ function(texture_blocks_16bpp) and u_1, uv_1, #0xFF add uv_0, u_0, v_0, lsl #2 - ldrh uv_2, [ block_ptr, #4 ] + ldrh uv_2, [block_ptr, #4] add uv_1, u_1, v_1, lsl #2 - ldrh uv_3, [ block_ptr, #6 ] + ldrh uv_3, [block_ptr, #6] add uv_0, uv_0, uv_0 add uv_1, uv_1, uv_1 @@ -2933,10 +2933,10 @@ function(texture_blocks_16bpp) and u_3, uv_3, #0xFF add uv_2, u_2, v_2, lsl #2 - ldrh uv_4, [ block_ptr, #8 ] + ldrh uv_4, [block_ptr, #8] add uv_3, u_3, v_3, lsl #2 - ldrh uv_5, [ block_ptr, #10 ] + ldrh uv_5, [block_ptr, #10] add uv_2, uv_2, uv_2 add uv_3, uv_3, uv_3 @@ -2948,28 +2948,28 @@ function(texture_blocks_16bpp) and u_5, uv_5, #0xFF add uv_4, u_4, v_4, lsl #2 - ldrh uv_6, [ block_ptr, #12 ] + ldrh uv_6, [block_ptr, #12] add uv_5, u_5, v_5, lsl #2 - ldrh uv_7, [ block_ptr, #14 ] + ldrh uv_7, [block_ptr, #14] add uv_4, uv_4, uv_4 - ldrh pixel_0, [ texture_ptr, uv_0 ] + ldrh pixel_0, [texture_ptr, uv_0] add uv_5, uv_5, uv_5 - ldrh pixel_1, [ texture_ptr, uv_1 ] + ldrh pixel_1, [texture_ptr, uv_1] and v_6, uv_6, #0xFF00 - ldrh pixel_2, [ texture_ptr, uv_2 ] + ldrh pixel_2, [texture_ptr, uv_2] and v_7, uv_7, #0xFF00 - ldrh pixel_3, [ texture_ptr, uv_3 ] + ldrh pixel_3, [texture_ptr, uv_3] and u_6, uv_6, #0xFF - ldrh pixel_4, [ texture_ptr, uv_4 ] + ldrh pixel_4, [texture_ptr, uv_4] and u_7, uv_7, #0xFF - ldrh pixel_5, [ texture_ptr, uv_5 ] + ldrh pixel_5, [texture_ptr, uv_5] add uv_6, u_6, v_6, lsl #2 add uv_7, u_7, v_7, lsl #2 @@ -2980,10 +2980,10 @@ function(texture_blocks_16bpp) orr pixels_a, pixel_0, pixel_1, lsl #16 orr pixels_b, pixel_2, pixel_3, lsl #16 - ldrh pixel_6, [ texture_ptr, uv_6 ] + ldrh pixel_6, [texture_ptr, uv_6] orr pixels_c, pixel_4, pixel_5, lsl #16 - ldrh pixel_7, [ texture_ptr, uv_7 ] + ldrh pixel_7, [texture_ptr, uv_7] orr pixels_d, pixel_6, pixel_7, lsl #16 stm block_ptr, { pixels_a, pixels_b, pixels_c, pixels_d } @@ -3072,13 +3072,13 @@ function(texture_blocks_16bpp) #define shade_blocks_textured_modulated_prologue_direct() \ add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ - vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16] \ #define shade_blocks_textured_modulated_prologue_shaded(dithering, target) \ #define shade_blocks_textured_false_modulation_check_undithered(target) \ - ldr colors_scalar, [ psx_gpu, #psx_gpu_triangle_color_offset ]; \ + ldr colors_scalar, [psx_gpu, #psx_gpu_triangle_color_offset]; \ movw colors_scalar_compare, #0x8080; \ \ movt colors_scalar_compare, #0x80; \ @@ -3090,17 +3090,17 @@ function(texture_blocks_16bpp) #define shade_blocks_textured_modulated_prologue_unshaded(dithering, target) \ shade_blocks_textured_false_modulation_check_##dithering(target); \ add color_ptr, psx_gpu, #psx_gpu_triangle_color_offset; \ - vld1.u32 { colors_r[] }, [ color_ptr, :32 ]; \ + vld1.u32 { colors_r[] }, [color_ptr, :32]; \ vdup.u8 colors_g, colors_r[1]; \ vdup.u8 colors_b, colors_r[2]; \ vdup.u8 colors_r, colors_r[0] \ #define shade_blocks_textured_modulated_load_dithered(target) \ - vld1.u32 { target }, [ block_ptr_load_b, :128 ] \ + vld1.u32 { target }, [block_ptr_load_b, :128] \ #define shade_blocks_textured_modulated_load_last_dithered(target) \ - vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32 \ + vld1.u32 { target }, [block_ptr_load_b, :128], c_32 \ #define shade_blocks_textured_modulated_load_undithered(target) \ @@ -3115,31 +3115,31 @@ function(texture_blocks_16bpp) #define shade_blocks_textured_modulated_store_draw_mask_indirect(offset) \ - vst1.u32 { draw_mask }, [ block_ptr_store, :128 ]! \ + vst1.u32 { draw_mask }, [block_ptr_store, :128]! \ #define shade_blocks_textured_modulated_store_draw_mask_direct(offset) \ - ldr fb_ptr, [ block_ptr_load_b, #(offset - 64) ]; \ - vld1.u32 { fb_pixels }, [ fb_ptr ]; \ + ldr fb_ptr, [block_ptr_load_b, #(offset - 64)]; \ + vld1.u32 { fb_pixels }, [fb_ptr]; \ vbit.u16 pixels, fb_pixels, draw_mask \ #define shade_blocks_textured_modulated_store_pixels_indirect() \ - vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48 \ + vst1.u32 { pixels }, [block_ptr_store, :128], c_48 \ #define shade_blocks_textured_modulated_store_pixels_direct() \ - vst1.u32 { pixels }, [ fb_ptr ] \ + vst1.u32 { pixels }, [fb_ptr] \ #define shade_blocks_textured_modulated_load_rg_shaded() \ - vld1.u32 { colors_r, colors_g }, [ block_ptr_load_b, :128 ], c_32 \ + vld1.u32 { colors_r, colors_g }, [block_ptr_load_b, :128], c_32 \ #define shade_blocks_textured_modulated_load_rg_unshaded() \ add block_ptr_load_b, block_ptr_load_b, #32 \ #define shade_blocks_textured_modulated_load_bdm_shaded() \ - vld1.u32 { colors_b, draw_mask_bits }, [ block_ptr_load_a, :128 ], c_32 \ + vld1.u32 { colors_b, draw_mask_bits }, [block_ptr_load_a, :128], c_32 \ #define shade_blocks_textured_modulated_load_bdm_unshaded() \ - ldr draw_mask_bits_scalar, [ block_ptr_load_a, #8 ]; \ + ldr draw_mask_bits_scalar, [block_ptr_load_a, #8]; \ add block_ptr_load_a, block_ptr_load_a, #32 \ #define shade_blocks_textured_modulated_expand_draw_mask_shaded() \ @@ -3161,9 +3161,9 @@ function(texture_blocks_16bpp) function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \ shade_blocks_textured_modulated_prologue_##shading(dithering, target); \ stmdb sp!, { r4 - r5, lr }; \ - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ \ - vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \ + vld1.u32 { test_mask }, [psx_gpu, :128]; \ \ shade_blocks_textured_modulated_prologue_##target(); \ \ @@ -3175,7 +3175,7 @@ function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \ vmov.u8 d64_4, #4; \ vmov.u8 d64_128, #128; \ \ - vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \ + vld1.u32 { texels }, [block_ptr_load_a, :128], c_32; \ vmov.u8 d128_0x07, #0x07; \ \ shade_blocks_textured_modulated_load_rg_##shading(); \ @@ -3221,14 +3221,14 @@ function(shade_blocks_##shading##_textured_modulated_##dithering##_##target) \ .align 3; \ \ 0: \ - vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \ + vld1.u32 { texels }, [block_ptr_load_a, :128], c_32; \ shade_blocks_textured_modulated_load_rg_##shading(); \ vshrn.u16 texels_g, texels, #5; \ \ shade_blocks_textured_modulated_load_bdm_##shading(); \ vshrn.u16 texels_b, texels, #7; \ \ - pld [ block_ptr_load_a ]; \ + pld [block_ptr_load_a]; \ vmovn.u16 texels_r, texels; \ vmlal.u8 pixels, pixels_r_low, d64_1; \ \ @@ -3341,50 +3341,50 @@ shade_blocks_textured_modulated_builder(unshaded, undithered, indirect); .align 3 function(shade_blocks_textured_unmodulated_indirect) - str r14, [ sp, #-4 ] + str r14, [sp, #-4] add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40) - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16) - vld1.u32 { test_mask }, [ psx_gpu, :128 ] + vld1.u32 { test_mask }, [psx_gpu, :128] add draw_mask_store_ptr, psx_gpu, #psx_gpu_blocks_offset mov c_64, #64 add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset - vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64 + vld1.u32 { pixels }, [block_ptr_load, :128], c_64 vld1.u16 { draw_mask_low[], draw_mask_high[] }, \ - [ draw_mask_bits_ptr, :16 ], c_64 + [draw_mask_bits_ptr, :16], c_64 vceq.u16 zero_mask, pixels, #0 vtst.u16 draw_mask, draw_mask, test_mask - vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64 + vst1.u32 { pixels }, [pixel_store_ptr, :128], c_64 subs num_blocks, num_blocks, #1 beq 1f 0: - vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64 + vld1.u32 { pixels }, [block_ptr_load, :128], c_64 vorr.u16 draw_mask_combined, draw_mask, zero_mask vld1.u16 { draw_mask_low[], draw_mask_high[] }, \ - [ draw_mask_bits_ptr, :16 ], c_64 + [draw_mask_bits_ptr, :16], c_64 vceq.u16 zero_mask, pixels, #0 vtst.u16 draw_mask, draw_mask, test_mask - vst1.u32 { pixels }, [ pixel_store_ptr, :128 ], c_64 + vst1.u32 { pixels }, [pixel_store_ptr, :128], c_64 - vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64 + vst1.u32 { draw_mask_combined }, [draw_mask_store_ptr, :128], c_64 subs num_blocks, num_blocks, #1 bne 0b 1: vorr.u16 draw_mask_combined, draw_mask, zero_mask - vst1.u32 { draw_mask_combined }, [ draw_mask_store_ptr, :128 ], c_64 + vst1.u32 { draw_mask_combined }, [draw_mask_store_ptr, :128], c_64 - ldr pc, [ sp, #-4 ] + ldr pc, [sp, #-4] .align 3 @@ -3393,21 +3393,21 @@ function(shade_blocks_textured_unmodulated_direct) stmdb sp!, { r4, r14 } add draw_mask_bits_ptr, psx_gpu, #(psx_gpu_blocks_offset + 40) - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset - vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16] mov c_64, #64 - vld1.u32 { test_mask }, [ psx_gpu, :128 ] + vld1.u32 { test_mask }, [psx_gpu, :128] add block_ptr_load, psx_gpu, #psx_gpu_blocks_offset vld1.u16 { draw_mask_low[], draw_mask_high[] }, \ - [ draw_mask_bits_ptr, :16 ], c_64 - ldr fb_ptr_next, [ block_ptr_load, #44 ] + [draw_mask_bits_ptr, :16], c_64 + ldr fb_ptr_next, [block_ptr_load, #44] - vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64 - vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] + vld1.u32 { pixels }, [block_ptr_load, :128], c_64 + vld1.u16 { fb_pixels_next }, [fb_ptr_next] vceq.u16 zero_mask, pixels, #0 vtst.u16 draw_mask, draw_mask, test_mask @@ -3416,7 +3416,7 @@ function(shade_blocks_textured_unmodulated_direct) 0: mov fb_ptr, fb_ptr_next - ldr fb_ptr_next, [ block_ptr_load, #44 ] + ldr fb_ptr_next, [block_ptr_load, #44] vorr.u16 pixels, pixels, msb_mask @@ -3424,22 +3424,22 @@ function(shade_blocks_textured_unmodulated_direct) vmov fb_pixels, fb_pixels_next vld1.u16 { draw_mask_low[], draw_mask_high[] }, \ - [ draw_mask_bits_ptr, :16 ], c_64 + [draw_mask_bits_ptr, :16], c_64 vbif.u16 fb_pixels, pixels, draw_mask_combined sub fb_ptr_cmp, fb_ptr_next, fb_ptr - pld [ fb_ptr_next, #64 ] + pld [fb_ptr_next, #64] add fb_ptr_cmp, fb_ptr_cmp, #14 - vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64 + vld1.u32 { pixels }, [block_ptr_load, :128], c_64 cmp fb_ptr_cmp, #28 bls 4f - vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] + vld1.u16 { fb_pixels_next }, [fb_ptr_next] vceq.u16 zero_mask, pixels, #0 - vst1.u16 { fb_pixels }, [ fb_ptr ] + vst1.u16 { fb_pixels }, [fb_ptr] vtst.u16 draw_mask, draw_mask, test_mask 3: @@ -3450,15 +3450,15 @@ function(shade_blocks_textured_unmodulated_direct) vorr.u16 draw_mask_combined, draw_mask, zero_mask vbif.u16 fb_pixels_next, pixels, draw_mask_combined - vst1.u16 { fb_pixels_next }, [ fb_ptr_next ] + vst1.u16 { fb_pixels_next }, [fb_ptr_next] ldmia sp!, { r4, pc } 4: - vst1.u16 { fb_pixels }, [ fb_ptr ] + vst1.u16 { fb_pixels }, [fb_ptr] vceq.u16 zero_mask, pixels, #0 - vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] + vld1.u16 { fb_pixels_next }, [fb_ptr_next] vtst.u16 draw_mask, draw_mask, test_mask bal 3b @@ -3473,41 +3473,41 @@ function(shade_blocks_unshaded_untextured_direct) stmdb sp!, { r4, r14 } add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset - vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16] add color_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16) add block_ptr_load, psx_gpu, #(psx_gpu_blocks_offset + 44) - vld1.u16 { pixels }, [ color_ptr, :128 ] + vld1.u16 { pixels }, [color_ptr, :128] mov c_64, #64 - vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64 + vld1.u16 { draw_mask }, [draw_mask_ptr, :128], c_64 vorr.u16 pixels, pixels, msb_mask subs num_blocks, num_blocks, #1 - ldr fb_ptr_next, [ block_ptr_load ], #64 + ldr fb_ptr_next, [block_ptr_load], #64 - vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] + vld1.u16 { fb_pixels_next }, [fb_ptr_next] beq 1f 0: vmov fb_pixels, fb_pixels_next mov fb_ptr, fb_ptr_next - ldr fb_ptr_next, [ block_ptr_load ], #64 + ldr fb_ptr_next, [block_ptr_load], #64 vbif.u16 fb_pixels, pixels, draw_mask - vld1.u16 { draw_mask }, [ draw_mask_ptr, :128 ], c_64 + vld1.u16 { draw_mask }, [draw_mask_ptr, :128], c_64 sub fb_ptr_cmp, fb_ptr_next, fb_ptr add fb_ptr_cmp, fb_ptr_cmp, #14 cmp fb_ptr_cmp, #28 bls 4f - vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] - vst1.u16 { fb_pixels }, [ fb_ptr ] + vld1.u16 { fb_pixels_next }, [fb_ptr_next] + vst1.u16 { fb_pixels }, [fb_ptr] 3: subs num_blocks, num_blocks, #1 @@ -3515,13 +3515,13 @@ function(shade_blocks_unshaded_untextured_direct) 1: vbif.u16 fb_pixels_next, pixels, draw_mask - vst1.u16 { fb_pixels_next }, [ fb_ptr_next ] + vst1.u16 { fb_pixels_next }, [fb_ptr_next] ldmia sp!, { r4, pc } 4: - vst1.u16 { fb_pixels }, [ fb_ptr ] - vld1.u16 { fb_pixels_next }, [ fb_ptr_next ] + vst1.u16 { fb_pixels }, [fb_ptr] + vld1.u16 { fb_pixels_next }, [fb_ptr_next] bal 3b @@ -3623,23 +3623,23 @@ function(shade_blocks_unshaded_untextured_direct) function(blend_blocks_##texturing##_average_##mask_evaluate) \ stmdb sp!, { r4, r14 }; \ add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ \ add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ - vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \ \ add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ mov c_64, #64; \ \ vmov.u16 d128_0x8000, #0x8000; \ - vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ \ vmov.u16 d128_0x0421, #0x0400; \ - vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \ + vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \ \ vorr.u16 d128_0x0421, #0x0021; \ - vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels_next }, [fb_ptr_next]; \ \ veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \ vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \ @@ -3653,15 +3653,15 @@ function(blend_blocks_##texturing##_average_##mask_evaluate) \ \ 0: \ mov fb_ptr, fb_ptr_next; \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ \ vmov pixels, pixels_next; \ - vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \ + vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \ \ vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \ \ blend_blocks_average_mask_copy_##mask_evaluate(); \ - vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \ + vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \ \ blend_blocks_average_set_blend_mask_##texturing(pixels); \ blend_blocks_average_set_stp_bit_##texturing(); \ @@ -3673,7 +3673,7 @@ function(blend_blocks_##texturing##_average_##mask_evaluate) \ cmp fb_ptr_cmp, #28; \ bls 2f; \ \ - vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels_next }, [fb_ptr_next]; \ veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \ \ vorr.u16 blend_pixels, blend_pixels, msb_mask; \ @@ -3685,7 +3685,7 @@ function(blend_blocks_##texturing##_average_##mask_evaluate) \ vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \ vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \ blend_blocks_average_mask_set_##mask_evaluate(); \ - vst1.u16 { fb_pixels }, [ fb_ptr ]; \ + vst1.u16 { fb_pixels }, [fb_ptr]; \ \ 3: \ subs num_blocks, num_blocks, #1; \ @@ -3701,16 +3701,16 @@ function(blend_blocks_##texturing##_average_##mask_evaluate) \ \ vorr.u16 blend_pixels, blend_pixels, msb_mask; \ vbif.u16 fb_pixels_next, blend_pixels, draw_mask_next; \ - vst1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \ + vst1.u16 { fb_pixels_next }, [fb_ptr_next]; \ \ ldmia sp!, { r4, pc }; \ \ 2: \ vorr.u16 blend_pixels, blend_pixels, msb_mask; \ vbif.u16 fb_pixels, blend_pixels, draw_mask; \ - vst1.u16 { fb_pixels }, [ fb_ptr ]; \ + vst1.u16 { fb_pixels }, [fb_ptr]; \ \ - vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels_next }, [fb_ptr_next]; \ veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \ vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \ vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \ @@ -3742,10 +3742,10 @@ blend_blocks_average_builder(untextured, on) function(blend_blocks_textured_add_##mask_evaluate) \ stmdb sp!, { r4, r14 }; \ add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ \ add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ - vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \ \ add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ mov c_64, #64; \ @@ -3757,11 +3757,11 @@ function(blend_blocks_textured_add_##mask_evaluate) \ vorr.u16 d128_0x7C1F, #0x001F; \ vorr.u16 d128_0x83E0, d128_0x83E0, d128_0x03E0; \ \ - vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ - vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ + vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \ vclt.s16 blend_mask, pixels, #0; \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ vand.u16 pixels_rb, pixels, d128_0x7C1F; \ \ @@ -3782,9 +3782,9 @@ function(blend_blocks_textured_add_##mask_evaluate) \ 0: \ mov fb_ptr, fb_ptr_next; \ \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ \ - vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \ vclt.s16 blend_mask, pixels, #0; \ \ vorr.u16 pixels, pixels, msb_mask; \ @@ -3792,24 +3792,24 @@ function(blend_blocks_textured_add_##mask_evaluate) \ vand.u16 pixels_mg, pixels, d128_0x83E0; \ \ sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \ - pld [ fb_ptr_next, #64 ]; \ + pld [fb_ptr_next, #64]; \ \ sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \ vbit.u16 blend_pixels, fb_pixels, draw_mask; \ \ add fb_ptr_cmp, fb_ptr_cmp, #14; \ - vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \ \ cmp fb_ptr_cmp, #28; \ bls 2f; \ \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \ blend_blocks_add_mask_copy_##mask_evaluate(); \ vand.u16 pixels_rb, pixels, d128_0x7C1F; \ vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \ - vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vst1.u16 { blend_pixels }, [fb_ptr]; \ \ 3: \ vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \ @@ -3824,15 +3824,15 @@ function(blend_blocks_textured_add_##mask_evaluate) \ 1: \ vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ vbit.u16 blend_pixels, fb_pixels, draw_mask; \ - vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \ + vst1.u16 { blend_pixels }, [fb_ptr_next]; \ \ ldmia sp!, { r4, pc }; \ \ 2: \ - vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vst1.u16 { blend_pixels }, [fb_ptr]; \ vand.u16 pixels_rb, pixels, d128_0x7C1F; \ \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \ blend_blocks_add_mask_copy_##mask_evaluate(); \ @@ -3846,10 +3846,10 @@ function(blend_blocks_textured_add_##mask_evaluate) \ function(blend_blocks_untextured_add_##mask_evaluate) \ stmdb sp!, { r4, r14 }; \ add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ \ add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ - vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \ \ add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ mov c_64, #64; \ @@ -3859,10 +3859,10 @@ function(blend_blocks_untextured_add_##mask_evaluate) \ vorr.u16 d128_0x7C1F, #0x001F; \ vorr.u16 d128_0x03E0, #0x00E0; \ \ - vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ - vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ + vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ vand.u16 pixels_rb, pixels, d128_0x7C1F; \ \ @@ -3881,28 +3881,28 @@ function(blend_blocks_untextured_add_##mask_evaluate) \ 0: \ mov fb_ptr, fb_ptr_next; \ \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ \ - vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \ \ vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ vorr.u16 blend_pixels, blend_pixels, msb_mask; \ vand.u16 pixels_g, pixels, d128_0x03E0; \ \ vbit.u16 blend_pixels, fb_pixels, draw_mask; \ - vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \ \ sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \ add fb_ptr_cmp, fb_ptr_cmp, #14; \ cmp fb_ptr_cmp, #28; \ bls 2f; \ \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ blend_blocks_add_mask_copy_##mask_evaluate(); \ vand.u16 pixels_rb, pixels, d128_0x7C1F; \ vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ - vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vst1.u16 { blend_pixels }, [fb_ptr]; \ \ 3: \ vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ @@ -3918,15 +3918,15 @@ function(blend_blocks_untextured_add_##mask_evaluate) \ vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ vorr.u16 blend_pixels, blend_pixels, msb_mask; \ vbit.u16 blend_pixels, fb_pixels, draw_mask; \ - vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \ + vst1.u16 { blend_pixels }, [fb_ptr_next]; \ \ ldmia sp!, { r4, pc }; \ \ 2: \ - vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vst1.u16 { blend_pixels }, [fb_ptr]; \ vand.u16 pixels_rb, pixels, d128_0x7C1F; \ \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ blend_blocks_add_mask_copy_##mask_evaluate(); \ vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ @@ -3978,10 +3978,10 @@ blend_blocks_add_untextured_builder(on) function(blend_blocks_##texturing##_subtract_##mask_evaluate) \ stmdb sp!, { r4, r14 }; \ add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ \ add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ - vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \ \ add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ mov c_64, #64; \ @@ -3991,11 +3991,11 @@ function(blend_blocks_##texturing##_subtract_##mask_evaluate) \ vorr.u16 d128_0x7C1F, #0x001F; \ vorr.u16 d128_0x03E0, #0x00E0; \ \ - vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ - vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \ + vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ + vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \ blend_blocks_subtract_set_blend_mask_##texturing(); \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_subtract_mask_set_##mask_evaluate(); \ vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \ \ @@ -4011,12 +4011,12 @@ function(blend_blocks_##texturing##_subtract_##mask_evaluate) \ 0: \ blend_blocks_subtract_mask_copy_##mask_evaluate(); \ mov fb_ptr, fb_ptr_next; \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ \ - vld1.u32 { draw_mask_next }, [ draw_mask_ptr, :128 ], c_64; \ + vld1.u32 { draw_mask_next }, [draw_mask_ptr, :128], c_64; \ blend_blocks_subtract_msb_mask_##texturing(); \ \ - vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \ + vld1.u32 { pixels_next }, [pixel_ptr, :128], c_64; \ vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \ blend_blocks_subtract_set_stb_##texturing(); \ @@ -4030,12 +4030,12 @@ function(blend_blocks_##texturing##_subtract_##mask_evaluate) \ cmp fb_ptr_cmp, #28; \ bls 2f; \ \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_subtract_mask_set_##mask_evaluate(); \ vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \ - vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vst1.u16 { blend_pixels }, [fb_ptr]; \ vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \ \ 3: \ @@ -4050,13 +4050,13 @@ function(blend_blocks_##texturing##_subtract_##mask_evaluate) \ blend_blocks_subtract_set_stb_##texturing(); \ blend_blocks_subtract_combine_##texturing(); \ vbit.u16 blend_pixels, fb_pixels, draw_mask; \ - vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \ + vst1.u16 { blend_pixels }, [fb_ptr_next]; \ \ ldmia sp!, { r4, pc }; \ \ 2: \ - vst1.u16 { blend_pixels }, [ fb_ptr ]; \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vst1.u16 { blend_pixels }, [fb_ptr]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_subtract_mask_set_##mask_evaluate(); \ vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ @@ -4077,10 +4077,10 @@ blend_blocks_subtract_builder(untextured, on) function(blend_blocks_textured_add_fourth_##mask_evaluate) \ stmdb sp!, { r4, r14 }; \ add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ \ add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ - vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \ \ add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ mov c_64, #64; \ @@ -4093,11 +4093,11 @@ function(blend_blocks_textured_add_fourth_##mask_evaluate) \ vorr.u16 d128_0x03E0, #0x00E0; \ vorr.u16 d128_0x1C07, #0x0007; \ \ - vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ - vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ + vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \ vclt.s16 blend_mask, pixels, #0; \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ vshr.s16 pixels_fourth, pixels, #2; \ vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \ @@ -4116,31 +4116,31 @@ function(blend_blocks_textured_add_fourth_##mask_evaluate) \ \ 0: \ mov fb_ptr, fb_ptr_next; \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ \ vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ vbif.u16 blend_pixels, pixels, blend_mask; \ \ - vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \ vclt.s16 blend_mask, pixels, #0; \ vshr.s16 pixels_fourth, pixels, #2; \ vorr.u16 blend_pixels, blend_pixels, msb_mask; \ vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \ \ vbit.u16 blend_pixels, fb_pixels, draw_mask; \ - vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \ \ sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \ add fb_ptr_cmp, fb_ptr_cmp, #14; \ cmp fb_ptr_cmp, #28; \ bls 2f; \ \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ blend_blocks_add_mask_copy_##mask_evaluate(); \ vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \ vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ - vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vst1.u16 { blend_pixels }, [fb_ptr]; \ \ 3: \ vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ @@ -4157,15 +4157,15 @@ function(blend_blocks_textured_add_fourth_##mask_evaluate) \ vorr.u16 blend_pixels, blend_pixels, msb_mask; \ vbif.u16 blend_pixels, pixels, blend_mask; \ vbit.u16 blend_pixels, fb_pixels, draw_mask; \ - vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \ + vst1.u16 { blend_pixels }, [fb_ptr_next]; \ \ ldmia sp!, { r4, pc }; \ \ 2: \ - vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vst1.u16 { blend_pixels }, [fb_ptr]; \ vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \ \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ blend_blocks_add_mask_copy_##mask_evaluate(); \ vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ @@ -4179,10 +4179,10 @@ function(blend_blocks_textured_add_fourth_##mask_evaluate) \ function(blend_blocks_untextured_add_fourth_##mask_evaluate) \ stmdb sp!, { r4, r14 }; \ add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset; \ - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ \ add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16); \ - vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]; \ + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16]; \ \ add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset; \ mov c_64, #64; \ @@ -4195,10 +4195,10 @@ function(blend_blocks_untextured_add_fourth_##mask_evaluate) \ vorr.u16 d128_0x03E0, #0x00E0; \ vorr.u16 d128_0x1C07, #0x0007; \ \ - vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ - vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ + vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ vshr.s16 pixels_fourth, pixels, #2; \ vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \ @@ -4217,9 +4217,9 @@ function(blend_blocks_untextured_add_fourth_##mask_evaluate) \ \ 0: \ mov fb_ptr, fb_ptr_next; \ - ldr fb_ptr_next, [ pixel_ptr, #28 ]; \ + ldr fb_ptr_next, [pixel_ptr, #28]; \ \ - vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \ + vld1.u32 { pixels }, [pixel_ptr, :128], c_64; \ \ vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ vshr.s16 pixels_fourth, pixels, #2; \ @@ -4227,19 +4227,19 @@ function(blend_blocks_untextured_add_fourth_##mask_evaluate) \ vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \ \ vbit.u16 blend_pixels, fb_pixels, draw_mask; \ - vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64; \ + vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64; \ \ sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \ add fb_ptr_cmp, fb_ptr_cmp, #14; \ cmp fb_ptr_cmp, #28; \ bls 2f; \ \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ blend_blocks_add_mask_copy_##mask_evaluate(); \ vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \ vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ - vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vst1.u16 { blend_pixels }, [fb_ptr]; \ \ 3: \ vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \ @@ -4255,15 +4255,15 @@ function(blend_blocks_untextured_add_fourth_##mask_evaluate) \ vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \ vorr.u16 blend_pixels, blend_pixels, msb_mask; \ vbit.u16 blend_pixels, fb_pixels, draw_mask; \ - vst1.u16 { blend_pixels }, [ fb_ptr_next ]; \ + vst1.u16 { blend_pixels }, [fb_ptr_next]; \ \ ldmia sp!, { r4, pc }; \ \ 2: \ - vst1.u16 { blend_pixels }, [ fb_ptr ]; \ + vst1.u16 { blend_pixels }, [fb_ptr]; \ vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \ \ - vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \ + vld1.u16 { fb_pixels }, [fb_ptr_next]; \ blend_blocks_add_mask_set_##mask_evaluate(); \ blend_blocks_add_mask_copy_##mask_evaluate(); \ vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \ @@ -4283,19 +4283,19 @@ blend_blocks_add_fourth_untextured_builder(on) function(blend_blocks_textured_unblended_on) stmdb sp!, { r4, r14 } add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16) - vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ] + vld1.u16 { msb_mask_low[], msb_mask_high[] }, [mask_msb_ptr, :16] add draw_mask_ptr, psx_gpu, #psx_gpu_blocks_offset mov c_64, #64 - ldr fb_ptr, [ pixel_ptr, #28 ] - vld1.u16 { fb_pixels }, [ fb_ptr ] - vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64 + ldr fb_ptr, [pixel_ptr, #28] + vld1.u16 { fb_pixels }, [fb_ptr] + vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64 vclt.s16 write_mask, fb_pixels, #0 - vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64 + vld1.u32 { pixels }, [pixel_ptr, :128], c_64 subs num_blocks, num_blocks, #1 beq 1f @@ -4304,13 +4304,13 @@ function(blend_blocks_textured_unblended_on) vorr.u16 pixels, pixels, msb_mask vorr.u16 draw_mask, draw_mask, write_mask vbif.u16 fb_pixels, pixels, draw_mask - vst1.u16 { fb_pixels }, [ fb_ptr ] + vst1.u16 { fb_pixels }, [fb_ptr] - ldr fb_ptr, [ pixel_ptr, #28 ] - vld1.u16 { fb_pixels }, [ fb_ptr ] - vld1.u32 { draw_mask }, [ draw_mask_ptr, :128 ], c_64 + ldr fb_ptr, [pixel_ptr, #28] + vld1.u16 { fb_pixels }, [fb_ptr] + vld1.u32 { draw_mask }, [draw_mask_ptr, :128], c_64 vclt.s16 write_mask, fb_pixels, #0 - vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64 + vld1.u32 { pixels }, [pixel_ptr, :128], c_64 subs num_blocks, num_blocks, #1 bne 0b @@ -4319,7 +4319,7 @@ function(blend_blocks_textured_unblended_on) vorr.u16 pixels, pixels, msb_mask vorr.u16 draw_mask, draw_mask, write_mask vbif.u16 fb_pixels, pixels, draw_mask - vst1.u16 { fb_pixels }, [ fb_ptr ] + vst1.u16 { fb_pixels }, [fb_ptr] ldmia sp!, { r4, pc } @@ -4334,7 +4334,7 @@ function(warmup) bxeq lr 0: - vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3 + vld1.u32 { u_whole_8, v_whole_8 }, [r1, :128], r3 subs r0, r0, #1 bne 0b @@ -4374,7 +4374,7 @@ function(render_block_fill_body) mov num_width, width 0: - vst1.u32 { colors_a, colors_b }, [ vram_ptr, :256 ]! + vst1.u32 { colors_a, colors_b }, [vram_ptr, :256]! subs num_width, num_width, #16 bne 0b @@ -4508,11 +4508,11 @@ setup_sprite_update_texture_8bpp_cache: #define setup_sprite_tiled_initialize_4bpp() \ ldr dirty_textures_mask, \ - [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]; \ - ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \ + [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset]; \ + ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]; \ \ - ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \ - vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \ + ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]; \ + vld1.u32 { clut_a, clut_b }, [clut_ptr, :128]; \ \ tst current_texture_mask, dirty_textures_mask; \ vuzp.u8 clut_a, clut_b; \ @@ -4521,8 +4521,8 @@ setup_sprite_update_texture_8bpp_cache: #define setup_sprite_tiled_initialize_8bpp() \ ldr dirty_textures_mask, \ - [ psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset ]; \ - ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ]; \ + [psx_gpu, #psx_gpu_dirty_textures_8bpp_mask_offset]; \ + ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset]; \ \ tst current_texture_mask, dirty_textures_mask; \ blne setup_sprite_update_texture_8bpp_cache \ @@ -4549,14 +4549,14 @@ setup_sprite_update_texture_8bpp_cache: and texture_block_ptr, texture_offset, texture_mask; \ vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \ \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ \ vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \ vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \ \ - vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \ + vst2.u8 { texels_low, texels_high }, [block, :128]; \ add texture_block_ptr, texture_offset, #8; \ \ and texture_block_ptr, texture_block_ptr, texture_mask; \ @@ -4565,30 +4565,30 @@ setup_sprite_update_texture_8bpp_cache: add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ add fb_ptr, fb_ptr, #16; \ \ - vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \ + vst1.u32 { draw_mask_fb_ptr_left }, [block, :64]; \ add block, block, #24; \ \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \ \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \ vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \ \ - vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \ + vst2.u8 { texels_low, texels_high }, [block, :128]; \ add block, block, #40; \ \ add texture_offset, texture_offset, #0x10; \ add fb_ptr, fb_ptr, #(2048 - 16); \ \ - vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \ + vst1.u32 { draw_mask_fb_ptr_right }, [block, :64]; \ add block, block, #24; \ \ subs sub_tile_height, sub_tile_height, #1; \ bne 4b; \ \ add texture_offset, texture_offset, #0xF00; \ - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \ #define setup_sprite_tile_half_4bpp(edge) \ @@ -4598,18 +4598,18 @@ setup_sprite_update_texture_8bpp_cache: and texture_block_ptr, texture_offset, texture_mask; \ vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \ \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ \ vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \ vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \ \ - vst2.u8 { texels_low, texels_high }, [ block, :128 ]; \ + vst2.u8 { texels_low, texels_high }, [block, :128]; \ add block, block, #40; \ \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ - vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \ + vst1.u32 { draw_mask_fb_ptr_##edge }, [block, :64]; \ \ add block, block, #24; \ add texture_offset, texture_offset, #0x10; \ @@ -4620,7 +4620,7 @@ setup_sprite_update_texture_8bpp_cache: bne 4b; \ \ add texture_offset, texture_offset, #0xF00; \ - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \ #define setup_sprite_tile_full_8bpp(edge) \ @@ -4631,12 +4631,12 @@ setup_sprite_update_texture_8bpp_cache: and texture_block_ptr, texture_offset, texture_mask; \ vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \ \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ \ add texture_block_ptr, texture_offset, #8; \ - vst1.u32 { texels }, [ block, :64 ]; \ + vst1.u32 { texels }, [block, :64]; \ \ and texture_block_ptr, texture_block_ptr, texture_mask; \ add block, block, #24; \ @@ -4644,20 +4644,20 @@ setup_sprite_update_texture_8bpp_cache: add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ \ add fb_ptr, fb_ptr, #16; \ - vst1.u32 { draw_mask_fb_ptr_left }, [ block, :64 ]; \ + vst1.u32 { draw_mask_fb_ptr_left }, [block, :64]; \ \ add block, block, #40; \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ - pld [ fb_ptr ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ + pld [fb_ptr]; \ \ vmov.u32 draw_mask_fb_ptr_right[1], fb_ptr; \ - vst1.u32 { texels }, [ block, :64 ]; \ + vst1.u32 { texels }, [block, :64]; \ add block, block, #24; \ \ add texture_offset, texture_offset, #0x10; \ add fb_ptr, fb_ptr, #(2048 - 16); \ \ - vst1.u32 { draw_mask_fb_ptr_right }, [ block, :64 ]; \ + vst1.u32 { draw_mask_fb_ptr_right }, [block, :64]; \ add block, block, #40; \ \ subs sub_tile_height, sub_tile_height, #1; \ @@ -4665,7 +4665,7 @@ setup_sprite_update_texture_8bpp_cache: \ sub block, block, #16; \ add texture_offset, texture_offset, #0xF00; \ - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \ #define setup_sprite_tile_half_8bpp(edge) \ @@ -4675,15 +4675,15 @@ setup_sprite_update_texture_8bpp_cache: 4: \ and texture_block_ptr, texture_offset, texture_mask; \ vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ \ - vst1.u32 { texels }, [ block, :64 ]; \ + vst1.u32 { texels }, [block, :64]; \ add block, block, #24; \ \ - vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \ + vst1.u32 { draw_mask_fb_ptr_##edge }, [block, :64]; \ add block, block, #40; \ \ add texture_offset, texture_offset, #0x10; \ @@ -4694,7 +4694,7 @@ setup_sprite_update_texture_8bpp_cache: \ sub block, block, #16; \ add texture_offset, texture_offset, #0xF00; \ - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \ #define setup_sprite_tile_column_edge_pre_adjust_half_right() \ @@ -4752,7 +4752,7 @@ setup_sprite_update_texture_8bpp_cache: #define setup_sprite_column_data_single() \ mov column_data, height; \ - ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] \ + ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset] \ #define setup_sprite_column_data_multi() \ and height_rounded, height_rounded, #0xF; \ @@ -4762,7 +4762,7 @@ setup_sprite_update_texture_8bpp_cache: sub tile_height, tile_height, #1; \ \ orr column_data, column_data, tile_height, lsl #16; \ - ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ]; \ + ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset]; \ \ orr column_data, column_data, height_rounded, lsl #8 \ @@ -4878,20 +4878,20 @@ setup_sprite_update_texture_8bpp_cache: vzip.8 texels_wide_low, texels_wide_high \ #define write_block_16bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \ - vst1.u32 { texels_ }, [ block_, :128 ]; \ + vst1.u32 { texels_ }, [block_, :128]; \ add block_, block_, #40; \ \ vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \ - vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \ + vst1.u32 { draw_mask_fb_ptr_ }, [block_, :64]; \ add block_, block_, #24 \ /* assumes 16-byte offset already added to block_ */ #define write_block_8bpp(texels_, block_, draw_mask_fb_ptr_, fb_ptr_) \ - vst1.u32 { texels_ }, [ block_, :64 ]; \ + vst1.u32 { texels_ }, [block_, :64]; \ add block_, block_, #24; \ \ vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \ - vst1.u32 { draw_mask_fb_ptr_ }, [ block_, :64 ]; \ + vst1.u32 { draw_mask_fb_ptr_ }, [block_, :64]; \ add block_, block_, #40 \ #define do_texture_block_16bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \ @@ -4926,8 +4926,8 @@ setup_sprite_update_texture_8bpp_cache: #define setup_sprite_tiled_initialize_4bpp_4x() \ - ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ]; \ - vld1.u32 { clut_a, clut_b }, [ clut_ptr, :128 ]; \ + ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset]; \ + vld1.u32 { clut_a, clut_b }, [clut_ptr, :128]; \ \ vuzp.u8 clut_a, clut_b \ @@ -4946,10 +4946,10 @@ setup_sprite_update_texture_8bpp_cache: \ 4: \ and texture_block_ptr, texture_offset, texture_mask; \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ \ add texture_block_ptr, texture_offset, #8; \ vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \ @@ -4962,9 +4962,9 @@ setup_sprite_update_texture_8bpp_cache: draw_mask_fb_ptr_left_b); \ \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ - pld [ fb_ptr, #2048 ]; \ + pld [fb_ptr, #2048]; \ \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ add fb_ptr, fb_ptr, #16*2; \ \ vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \ @@ -4982,7 +4982,7 @@ setup_sprite_update_texture_8bpp_cache: \ ldr column_data, [sp], #8; /* fb_ptr2 */ \ add texture_offset, texture_offset, #0xF00; \ - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \ #define setup_sprite_tile_half_4bpp_4x(edge) \ @@ -4991,10 +4991,10 @@ setup_sprite_update_texture_8bpp_cache: \ 4: \ and texture_block_ptr, texture_offset, texture_mask; \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \ @@ -5006,7 +5006,7 @@ setup_sprite_update_texture_8bpp_cache: do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \ draw_mask_fb_ptr_##edge##_b); \ \ - pld [ fb_ptr, #2048 ]; \ + pld [fb_ptr, #2048]; \ add fb_ptr, fb_ptr, #2048 * 2; \ \ subs sub_tile_height, sub_tile_height, #1; \ @@ -5014,7 +5014,7 @@ setup_sprite_update_texture_8bpp_cache: \ ldr column_data, [sp], #8; /* fb_ptr2 */ \ add texture_offset, texture_offset, #0xF00; \ - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \ #define setup_sprite_tile_full_8bpp_4x(edge) \ @@ -5024,22 +5024,22 @@ setup_sprite_update_texture_8bpp_cache: \ 4: \ and texture_block_ptr, texture_offset, texture_mask; \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ \ add texture_block_ptr, texture_offset, #8; \ do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \ draw_mask_fb_ptr_left_b); \ \ - pld [ fb_ptr, #2048 ]; \ + pld [fb_ptr, #2048]; \ and texture_block_ptr, texture_block_ptr, texture_mask; \ \ add fb_ptr, fb_ptr, #16*2; \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ \ do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \ draw_mask_fb_ptr_right_b); \ @@ -5053,7 +5053,7 @@ setup_sprite_update_texture_8bpp_cache: sub block, block, #16; \ ldr column_data, [sp], #8; /* fb_ptr2 */ \ add texture_offset, texture_offset, #0xF00; \ - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \ #define setup_sprite_tile_half_8bpp_4x(edge) \ @@ -5063,12 +5063,12 @@ setup_sprite_update_texture_8bpp_cache: \ 4: \ and texture_block_ptr, texture_offset, texture_mask; \ - pld [ fb_ptr ]; \ + pld [fb_ptr]; \ \ add texture_block_ptr, texture_page_ptr, texture_block_ptr; \ - vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \ + vld1.u32 { texels }, [texture_block_ptr, :64]; \ \ - pld [ fb_ptr, #2048 ]; \ + pld [fb_ptr, #2048]; \ do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \ draw_mask_fb_ptr_##edge##_b); \ \ @@ -5081,7 +5081,7 @@ setup_sprite_update_texture_8bpp_cache: sub block, block, #16; \ ldr column_data, [sp], #8; /* fb_ptr2 */ \ add texture_offset, texture_offset, #0xF00; \ - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \ + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] \ #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \ @@ -5133,10 +5133,10 @@ setup_sprite_update_texture_8bpp_cache: // r1: x // r2: y // r3: u -// [ sp ]: v -// [ sp + 4 ]: width -// [ sp + 8 ]: height -// [ sp + 12 ]: color (unused) +// [sp]: v +// [sp + 4]: width +// [sp + 8]: height +// [sp + 12]: color (unused) #define setup_sprite_tiled_builder(texture_mode, x4mode) \ \ @@ -5175,13 +5175,13 @@ function(setup_sprite_##texture_mode##x4mode) \ stmdb sp!, { r4 - r11, r14 }; \ setup_sprite_tiled_initialize_##texture_mode##x4mode(); \ \ - ldr v, [ sp, #36 ]; \ + ldr v, [sp, #36]; \ and offset_u, u, #0xF; \ \ - ldr width, [ sp, #40 ]; \ - ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]; \ + ldr width, [sp, #40]; \ + ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset]; \ \ - ldr height, [ sp, #44 ]; \ + ldr height, [sp, #44]; \ add fb_ptr, fb_ptr, y, lsl #11; \ \ add fb_ptr, fb_ptr, x, lsl #1; \ @@ -5214,7 +5214,7 @@ function(setup_sprite_##texture_mode##x4mode) \ mvn left_block_mask, left_block_mask, lsl offset_u; \ \ /* texture_mask = HH-HL-WH-WL */\ - ldrh texture_mask, [ psx_gpu, #psx_gpu_texture_mask_width_offset ]; \ + ldrh texture_mask, [psx_gpu, #psx_gpu_texture_mask_width_offset]; \ mov right_block_mask, right_block_mask, lsl offset_u_right; \ \ /* texture_mask_rev = WH-WL-HH-HL */\ @@ -5236,7 +5236,7 @@ function(setup_sprite_##texture_mode##x4mode) \ setup_sprite_get_right_block_mask##x4mode(); \ orreq control_mask, control_mask, #0x4; \ \ - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \ + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset]; \ setup_sprite_compare_right_block_mask##x4mode(); \ \ orreq control_mask, control_mask, #0x8; \ @@ -5250,7 +5250,7 @@ function(setup_sprite_##texture_mode##x4mode) \ \ orreq control_mask, control_mask, #0x2; \ JT_OP_REL(9f, control_mask, temp); \ - JT_OP(ldr pc, [ pc, control_mask, lsl #2 ]); \ + JT_OP(ldr pc, [pc, control_mask, lsl #2]); \ nop; \ \ 9: \ @@ -5309,53 +5309,53 @@ function(texture_sprite_blocks_8bpp) stmdb sp!, { r4 - r11, r14 } movw texel_shift_mask, #(0xFF << 1) - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] - ldr clut_ptr, [ psx_gpu, #psx_gpu_clut_ptr_offset ] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] + ldr clut_ptr, [psx_gpu, #psx_gpu_clut_ptr_offset] add block_ptr, psx_gpu, #psx_gpu_blocks_offset - ldr block_pixels_a, [ block_ptr, #16 ] + ldr block_pixels_a, [block_ptr, #16] 0: and texel_0, texel_shift_mask, block_pixels_a, lsl #1 - ldr block_pixels_b, [ block_ptr, #20 ] + ldr block_pixels_b, [block_ptr, #20] and texel_1, texel_shift_mask, block_pixels_a, lsr #7 - ldrh texel_0, [ clut_ptr, texel_0 ] + ldrh texel_0, [clut_ptr, texel_0] and texel_2, texel_shift_mask, block_pixels_a, lsr #15 - ldrh texel_1, [ clut_ptr, texel_1 ] + ldrh texel_1, [clut_ptr, texel_1] and texel_3, texel_shift_mask, block_pixels_a, lsr #23 - ldr block_pixels_a, [ block_ptr, #(64 + 16) ] + ldr block_pixels_a, [block_ptr, #(64 + 16)] - ldrh texel_2, [ clut_ptr, texel_2 ] + ldrh texel_2, [clut_ptr, texel_2] and texel_4, texel_shift_mask, block_pixels_b, lsl #1 - ldrh texel_3, [ clut_ptr, texel_3 ] + ldrh texel_3, [clut_ptr, texel_3] and texel_5, texel_shift_mask, block_pixels_b, lsr #7 - ldrh texel_4, [ clut_ptr, texel_4 ] + ldrh texel_4, [clut_ptr, texel_4] and texel_6, texel_shift_mask, block_pixels_b, lsr #15 - ldrh texel_5, [ clut_ptr, texel_5 ] + ldrh texel_5, [clut_ptr, texel_5] and texel_7, texel_shift_mask, block_pixels_b, lsr #23 - ldrh texel_6, [ clut_ptr, texel_6 ] + ldrh texel_6, [clut_ptr, texel_6] orr texels_01, texel_0, texel_1, lsl #16 - ldrh texel_7, [ clut_ptr, texel_7 ] + ldrh texel_7, [clut_ptr, texel_7] orr texels_23, texel_2, texel_3, lsl #16 orr texels_45, texel_4, texel_5, lsl #16 - str texels_01, [ block_ptr, #0 ] + str texels_01, [block_ptr, #0] orr texels_67, texel_6, texel_7, lsl #16 - str texels_23, [ block_ptr, #4 ] + str texels_23, [block_ptr, #4] subs num_blocks, num_blocks, #1 - str texels_45, [ block_ptr, #8 ] + str texels_45, [block_ptr, #8] - str texels_67, [ block_ptr, #12 ] + str texels_67, [block_ptr, #12] add block_ptr, block_ptr, #64 bne 0b @@ -5440,15 +5440,15 @@ setup_sprites_16bpp_flush: function(setup_sprite_16bpp) stmdb sp!, { r4 - r11, r14 } - ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ] + ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset] - ldr v, [ sp, #36 ] + ldr v, [sp, #36] add fb_ptr, fb_ptr, y, lsl #11 - ldr width, [ sp, #40 ] + ldr width, [sp, #40] add fb_ptr, fb_ptr, x, lsl #1 - ldr height, [ sp, #44 ] + ldr height, [sp, #44] and left_offset, u, #0x7 add texture_offset_base, u, u @@ -5457,10 +5457,10 @@ function(setup_sprite_16bpp) 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 ] + ldrb texture_mask_width, [psx_gpu, #psx_gpu_texture_mask_width_offset] add width_rounded, width_rounded, left_offset - ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ] + ldrb texture_mask_height, [psx_gpu, #psx_gpu_texture_mask_height_offset] sub fb_ptr, fb_ptr, left_offset, lsl #1 add texture_mask, texture_mask_width, texture_mask_width @@ -5478,13 +5478,13 @@ function(setup_sprite_16bpp) sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4 vmov block_masks, left_mask_bits, right_mask_bits - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] add block, psx_gpu, #psx_gpu_blocks_offset bic texture_offset_base, texture_offset_base, #0xF cmp block_width, #1 - ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] + ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset] add block, block, num_blocks, lsl #6 bne 0f @@ -5502,20 +5502,20 @@ function(setup_sprite_16bpp) subs height, height, #1 add texture_block_ptr, texture_page_ptr, texture_block_ptr - vld1.u32 { texels }, [ texture_block_ptr, :128 ] + vld1.u32 { texels }, [texture_block_ptr, :128] - vst1.u32 { texels }, [ block, :128 ] + vst1.u32 { texels }, [block, :128] add block, block, #40 vmov.u32 draw_mask_fb_ptr[1], fb_ptr - pld [ fb_ptr ] + pld [fb_ptr] - vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ] + vst1.u32 { draw_mask_fb_ptr }, [block, :64] add block, block, #24 add texture_offset_base, texture_offset_base, #2048 add fb_ptr, fb_ptr, #2048 - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] bne 1b ldmia sp!, { r4 - r11, pc } @@ -5531,16 +5531,16 @@ function(setup_sprite_16bpp) and texture_block_ptr, texture_offset, texture_mask add texture_block_ptr, texture_page_ptr, texture_block_ptr - vld1.u32 { texels }, [ texture_block_ptr, :128 ] + vld1.u32 { texels }, [texture_block_ptr, :128] - vst1.u32 { texels }, [ block, :128 ] + vst1.u32 { texels }, [block, :128] add block, block, #40 vdup.u8 draw_mask_fb_ptr, block_masks[0] vmov.u32 draw_mask_fb_ptr[1], fb_ptr - pld [ fb_ptr ] + pld [fb_ptr] - vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ] + vst1.u32 { draw_mask_fb_ptr }, [block, :64] subs blocks_remaining, block_width, #2 add texture_offset, texture_offset, #16 @@ -5556,15 +5556,15 @@ function(setup_sprite_16bpp) subs blocks_remaining, blocks_remaining, #1 add texture_block_ptr, texture_page_ptr, texture_block_ptr - vld1.u32 { texels }, [ texture_block_ptr, :128 ] + vld1.u32 { texels }, [texture_block_ptr, :128] - vst1.u32 { texels }, [ block, :128 ] + vst1.u32 { texels }, [block, :128] add block, block, #40 vmov.u32 draw_mask_fb_ptr[1], fb_ptr - pld [ fb_ptr ] + pld [fb_ptr] - vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ] + vst1.u32 { draw_mask_fb_ptr }, [block, :64] add texture_offset, texture_offset, #16 add fb_ptr, fb_ptr, #16 @@ -5576,20 +5576,20 @@ function(setup_sprite_16bpp) and texture_block_ptr, texture_offset, texture_mask add texture_block_ptr, texture_page_ptr, texture_block_ptr - vld1.u32 { texels }, [ texture_block_ptr, :128 ] + vld1.u32 { texels }, [texture_block_ptr, :128] vdup.u8 draw_mask_fb_ptr, block_masks[4] - vst1.u32 { texels }, [ block, :128 ] + vst1.u32 { texels }, [block, :128] add block, block, #40 vmov.u32 draw_mask_fb_ptr[1], fb_ptr - vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ] + vst1.u32 { draw_mask_fb_ptr }, [block, :64] add block, block, #24 subs height, height, #1 add fb_ptr, fb_ptr, fb_ptr_pitch - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] bne 0b @@ -5602,15 +5602,15 @@ function(setup_sprite_16bpp) function(setup_sprite_16bpp_4x) stmdb sp!, { r4 - r11, r14 } - ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ] + ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset] - ldr v, [ sp, #36 ] + ldr v, [sp, #36] add fb_ptr, fb_ptr, y, lsl #11 - ldr width, [ sp, #40 ] + ldr width, [sp, #40] add fb_ptr, fb_ptr, x, lsl #1 - ldr height, [ sp, #44 ] + ldr height, [sp, #44] and left_offset, u, #0x7 add texture_offset_base, u, u @@ -5619,12 +5619,12 @@ function(setup_sprite_16bpp_4x) 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 ] + ldrb texture_mask_width, [psx_gpu, #psx_gpu_texture_mask_width_offset] add width_rounded, width_rounded, left_offset lsl left_offset, #1 - ldrb texture_mask_height, [ psx_gpu, #psx_gpu_texture_mask_height_offset ] + ldrb texture_mask_height, [psx_gpu, #psx_gpu_texture_mask_height_offset] sub fb_ptr, fb_ptr, left_offset, lsl #1 add texture_mask, texture_mask_width, texture_mask_width @@ -5644,13 +5644,13 @@ function(setup_sprite_16bpp_4x) sub fb_ptr_pitch, fb_ptr_pitch, block_width, lsl #4+1 vmov block_masks, left_mask_bits, right_mask_bits - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] add block, psx_gpu, #psx_gpu_blocks_offset bic texture_offset_base, texture_offset_base, #0xF cmp block_width, #1 - ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] + ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_ptr_offset] add block, block, num_blocks, lsl #6 lsl block_width, #2 @@ -5670,13 +5670,13 @@ function(setup_sprite_16bpp_4x) subs height, height, #1 add texture_block_ptr, texture_page_ptr, texture_block_ptr - vld1.u32 { texels }, [ texture_block_ptr, :128 ] + vld1.u32 { texels }, [texture_block_ptr, :128] do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b) add texture_offset_base, texture_offset_base, #2048 add fb_ptr, fb_ptr, #2048*2 - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] bne 1b ldmia sp!, { r4 - r11, pc } @@ -5695,7 +5695,7 @@ function(setup_sprite_16bpp_4x) and texture_block_ptr, texture_offset, texture_mask add texture_block_ptr, texture_page_ptr, texture_block_ptr - vld1.u32 { texels }, [ texture_block_ptr, :128 ] + vld1.u32 { texels }, [texture_block_ptr, :128] do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b) @@ -5713,7 +5713,7 @@ function(setup_sprite_16bpp_4x) subs blocks_remaining, blocks_remaining, #4 add texture_block_ptr, texture_page_ptr, texture_block_ptr - vld1.u32 { texels }, [ texture_block_ptr, :128 ] + vld1.u32 { texels }, [texture_block_ptr, :128] do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b) add texture_offset, texture_offset, #16 @@ -5728,13 +5728,13 @@ function(setup_sprite_16bpp_4x) and texture_block_ptr, texture_offset, texture_mask add texture_block_ptr, texture_page_ptr, texture_block_ptr - vld1.u32 { texels }, [ texture_block_ptr, :128 ] + vld1.u32 { texels }, [texture_block_ptr, :128] do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b) subs height, height, #1 add fb_ptr, fb_ptr, fb_ptr_pitch - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] bne 0b @@ -5783,25 +5783,25 @@ function(setup_sprite_16bpp_4x) .align 3 function(setup_sprite_untextured) - ldrh r12, [ psx_gpu, #psx_gpu_render_state_offset ] + ldrh r12, [psx_gpu, #psx_gpu_render_state_offset] tst r12, #(RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS \ | RENDER_FLAGS_BLEND) - ldrbeq 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 stmdb sp!, { r4 - r11, r14 } - ldr width, [ sp, #40 ] - ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ] + ldr width, [sp, #40] + ldr fb_ptr, [psx_gpu, #psx_gpu_vram_out_ptr_offset] - ldr height, [ sp, #44 ] + ldr height, [sp, #44] add fb_ptr, fb_ptr, y, lsl #11 add fb_ptr, fb_ptr, x, lsl #1 sub right_width, width, #1 - ldr color, [ sp, #48 ] + ldr color, [sp, #48] and right_width, #7 add block_width, width, #7 @@ -5819,13 +5819,13 @@ function(setup_sprite_untextured) rsb fb_ptr_pitch, #1024*2 ubfx color_g, color, #11, #5 - vld1.u32 { test_mask }, [ psx_gpu, :128 ] + vld1.u32 { test_mask }, [psx_gpu, :128] ubfx color_b, color, #19, #5 vdup.u16 right_mask, right_mask_bits orr color, color_r, color_b, lsl #10 - ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + ldrh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] orr color, color, color_g, lsl #5 vtst.u16 right_mask, right_mask, test_mask @@ -5849,33 +5849,33 @@ setup_sprite_untextured_height_loop: vmov.u8 draw_mask_bits_fb_ptr, #0 0: - vst1.u32 { draw_mask }, [ block, :128 ]! + vst1.u32 { draw_mask }, [block, :128]! subs blocks_remaining, #1 - vst1.u32 { colors }, [ block, :128 ] + vst1.u32 { colors }, [block, :128] add block, block, #24 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr - vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ] + vst1.u32 { draw_mask_bits_fb_ptr }, [block, :64] add block, block, #24 add fb_ptr, #8*2 bgt 0b 1: - vst1.u32 { right_mask }, [ block, :128 ]! + vst1.u32 { right_mask }, [block, :128]! subs height, #1 - vst1.u32 { colors }, [ block, :128 ] + vst1.u32 { colors }, [block, :128] add block, block, #24 vmov.u32 draw_mask_bits_fb_ptr[1], fb_ptr - vst1.u32 { draw_mask_bits_fb_ptr }, [ block, :64 ] + vst1.u32 { draw_mask_bits_fb_ptr }, [block, :64] add block, block, #24 add fb_ptr, fb_ptr_pitch - strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] + strh num_blocks, [psx_gpu, #psx_gpu_num_blocks_offset] bgt setup_sprite_untextured_height_loop ldmia sp!, { r4 - r11, pc } @@ -5914,16 +5914,16 @@ function(update_texture_4bpp_cache) stmdb sp!, { r4 - r11, r14 } vpush { q0 - q3 } - ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ] + ldrb current_texture_page, [psx_gpu, #psx_gpu_current_texture_page_offset] - ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ] - ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ] + ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_base_offset] + ldr vram_ptr_a, [psx_gpu, #psx_gpu_vram_ptr_offset] and current_texture_page_x, current_texture_page, #0xF - ldr current_texture_mask, [ psx_gpu, #psx_gpu_current_texture_mask_offset ] + ldr current_texture_mask, [psx_gpu, #psx_gpu_current_texture_mask_offset] mov current_texture_page_y, current_texture_page, lsr #4 - ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ] + ldr dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset] add vram_ptr_a, vram_ptr_a, current_texture_page_y, lsl #19 mov tile_y, #16 @@ -5932,7 +5932,7 @@ function(update_texture_4bpp_cache) bic dirty_textures_mask, current_texture_mask mov tile_x, #16 - str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ] + str dirty_textures_mask, [psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset] mov sub_y, #8 movw c_4096, #4096 @@ -5940,8 +5940,8 @@ function(update_texture_4bpp_cache) add vram_ptr_b, vram_ptr_a, #2048 0: - vld1.u32 { texel_block_a }, [ vram_ptr_a, :64 ], c_4096 - vld1.u32 { texel_block_b }, [ vram_ptr_b, :64 ], c_4096 + vld1.u32 { texel_block_a }, [vram_ptr_a, :64], c_4096 + vld1.u32 { texel_block_b }, [vram_ptr_b, :64], c_4096 vmovl.u8 texel_block_expanded_a, texel_block_a vshll.u8 texel_block_expanded_b, texel_block_a, #4 @@ -5959,7 +5959,7 @@ function(update_texture_4bpp_cache) texel_block_expanded_d vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \ - [ texture_page_ptr, :256 ]! + [texture_page_ptr, :256]! subs sub_y, sub_y, #1 bne 0b @@ -6017,10 +6017,10 @@ function(update_texture_8bpp_cache_slice) stmdb sp!, { r4 - r11, r14 } vpush { q0 - q3 } - ldrb current_texture_page, [ psx_gpu, #psx_gpu_current_texture_page_offset ] - ldr vram_ptr_a, [ psx_gpu, #psx_gpu_vram_ptr_offset ] + ldrb current_texture_page, [psx_gpu, #psx_gpu_current_texture_page_offset] + ldr vram_ptr_a, [psx_gpu, #psx_gpu_vram_ptr_offset] - ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ] + ldr texture_page_ptr, [psx_gpu, #psx_gpu_texture_page_base_offset] mov tile_y, #16 and texture_page_x, texture_page, #0xF @@ -6041,13 +6041,13 @@ function(update_texture_8bpp_cache_slice) add vram_ptr_b, vram_ptr_a, #2048 0: - vld1.u32 { texels_a }, [ vram_ptr_a, :128 ], c_4096 - vld1.u32 { texels_b }, [ vram_ptr_b, :128 ], c_4096 - vld1.u32 { texels_c }, [ vram_ptr_a, :128 ], c_4096 - vld1.u32 { texels_d }, [ vram_ptr_b, :128 ], c_4096 + vld1.u32 { texels_a }, [vram_ptr_a, :128], c_4096 + vld1.u32 { texels_b }, [vram_ptr_b, :128], c_4096 + vld1.u32 { texels_c }, [vram_ptr_a, :128], c_4096 + vld1.u32 { texels_d }, [vram_ptr_b, :128], c_4096 - vst1.u32 { texels_a, texels_b }, [ texture_page_ptr, :256 ]! - vst1.u32 { texels_c, texels_d }, [ texture_page_ptr, :256 ]! + vst1.u32 { texels_a, texels_b }, [texture_page_ptr, :256]! + vst1.u32 { texels_c, texels_d }, [texture_page_ptr, :256]! subs sub_y, sub_y, #1 bne 0b @@ -6089,18 +6089,18 @@ function(scale2x_tiles8) mov r14, r2 0: - vld1.u16 { q0 }, [ r1, :128 ]! - vld1.u16 { q2 }, [ r1, :128 ]! + vld1.u16 { q0 }, [r1, :128]! + vld1.u16 { q2 }, [r1, :128]! vmov q1, q0 vmov q3, q2 vzip.16 q0, q1 vzip.16 q2, q3 subs r14, #2 - vst1.u16 { q0, q1 }, [ r0, :128 ]! - vst1.u16 { q0, q1 }, [ r12, :128 ]! + vst1.u16 { q0, q1 }, [r0, :128]! + vst1.u16 { q0, q1 }, [r12, :128]! blt 1f - vst1.u16 { q2, q3 }, [ r0, :128 ]! - vst1.u16 { q2, q3 }, [ r12, :128 ]! + vst1.u16 { q2, q3 }, [r0, :128]! + vst1.u16 { q2, q3 }, [r12, :128]! bgt 0b 1: subs r3, #1 |