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|
/*
* Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
* Copyright (C) 2012 Gražvydas Ignotas "notaz" <notasas@gmail.com>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of
* the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*/
#define MAX_SPANS 512
#define MAX_BLOCKS 64
#define MAX_BLOCKS_PER_ROW 128
#define RENDER_STATE_MASK_EVALUATE 0x20
#define RENDER_FLAGS_MODULATE_TEXELS 0x1
#define RENDER_FLAGS_BLEND 0x2
#define RENDER_INTERLACE_ENABLED 0x1
#include "psx_gpu_offsets.h"
#define psx_gpu_b_dx_offset (psx_gpu_b_block_span_offset + 4)
#define edge_data_left_x_offset 0
#define edge_data_num_blocks_offset 2
#define edge_data_right_mask_offset 4
#define edge_data_y_offset 6
.syntax unified
.text
#define psx_gpu r0
#define v_a r1
#define v_b r2
#define v_c r3
#define x0 r4
#define x1 r5
#define x2 r6
#define x0_x1 r5
#define x1_x2 r6
#define y0 r7
#define y1 r8
#define y2 r9
#define y0_y1 r7
#define y1_y2 r8
#define b0 r9
#define b1 r10
#define b2 r11
#define b0_b1 r10
#define b1_b2 r11
#define area_r_s r5
#define g_bx0 r2
#define g_bx r3
#define g_bx2 r4
#define g_bx3 r5
#define b_base r6
#define g_by r8
#define gs_bx r7
#define gs_by r10
#define ga_bx g_bx
#define ga_by g_by
#define gw_bx_h g_bx
#define gw_by_h g_by
#define gw_bx_l r11
#define gw_by_l gw_bx_l
#define store_a r0
#define store_b r1
#define store_inc r5
#define v0 q0
#define uvrgb0 d0
#define x0_y0 d1
#define v1 q1
#define uvrgb1 d2
#define x1_y1 d3
#define v2 q2
#define uvrgb2 d4
#define x2_y2 d5
#define x0_ab q3
#define uvrg_xxxx0 q3
#define uvrg0 d6
#define xxxx0 d7
#define x1_ab q4
#define uvrg_xxxx1 q4
#define uvrg1 d8
#define xxxx1 d9
#define x2_ab q5
#define uvrg_xxxx2 q5
#define uvrg2 d10
#define xxxx2 d11
#define y0_ab q6
#define yyyy_uvrg0 q6
#define yyyy0 d12
#define uvrg0b d13
#define y1_ab q7
#define yyyy_uvrg1 q7
#define yyyy1 d14
#define uvrg1b d15
#define y2_ab q8
#define yyyy_uvrg2 q8
#define yyyy2 d16
#define uvrg2b d17
#define d0_ab q9
#define d0_a d18
#define d0_b d19
#define d1_ab q10
#define d1_a d20
#define d1_b d21
#define d2_ab q11
#define d2_a d22
#define d2_b d23
#define d3_ab q12
#define d3_a d24
#define d3_b d25
#define ga_uvrg_x q1
#define ga_uvrg_y q4
#define dx x0_x1
#define dy y0_y1
#define db b0_b1
#define uvrg_base q11
#define gs_uvrg_x q5
#define gs_uvrg_y q6
#define g_uvrg_x q1
#define ga_uv_x d2
#define g_uv_x d2
#define ga_rg_x d3
#define g_rg_x d3
#define g_uvrg_y q4
#define ga_uv_y d8
#define g_uv_y d8
#define ga_rg_y d9
#define g_rg_y d9
#define gw_uv_x q1
#define gw_rg_x q2
#define gw_uv_y q4
#define gw_rg_y q3
#define w_mask q9
#define w_mask_l d18
#define r_shift q10
#define uvrg_dx0 q0
#define uvrg_dx0l d0
#define uvrg_dx0h d1
#define uvrg_dx1 q1
#define uvrg_dx1l d2
#define uvrg_dx1h d3
#define uvrg_dx2 q2
#define uvrg_dx2l d4
#define uvrg_dx2h d5
#define uvrg_dx3 q3
#define uvrg_dx3l d6
#define uvrg_dx3h d7
#define uvrgb_phase q13
.align 4
#ifndef __MACH__
#define function(name) \
.global name; \
.type name, %function; \
name: \
#define JT_OP_REL(table_label, index_reg, temp)
#define JT_OP(x...) x
#define JTE(start, target) target
#else
#define function(name) \
.globl _##name; \
name: \
_##name: \
#define JT_OP_REL(table_label, index_reg, temp) \
adr temp, table_label; \
ldr temp, [ temp, index_reg, lsl #2 ]; \
add pc, pc, temp \
#define JT_OP(x...)
#define JTE(start, target) (target - start)
#define flush_render_block_buffer _flush_render_block_buffer
#define setup_sprite_untextured_simple _setup_sprite_untextured_simple
#define update_texture_8bpp_cache _update_texture_8bpp_cache
#endif
@ r0: psx_gpu
@ r1: v_a
@ r2: v_b
@ r3: v_c
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 ]
stmdb sp!, { r4 - r11, lr }
@ load exponent of 62 into upper half of double
movw r4, #0
clz r14, r12 @ r14 = shift
movt r4, #((62 + 1023) << 4)
mov r12, r12, lsl r14 @ r12 = triangle_area_normalized
@ load area normalized into lower half of double
mov r5, r12, lsr #10
vmov.f64 d30, r5, r4 @ d30 = (1 << 62) + ta_n
movt r4, #((1022 + 31) << 4)
mov r5, r12, lsl #20
add r4, r4, r12, lsr #11
vmov.f64 d31, r5, r4
vdiv.f64 d30, d30, d31 @ d30 = ((1 << 62) + ta_n) / ta_n
// ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
// ( d0 * d1 ) - ( d2 * d3 ) =
// ( m0 ) - ( m1 ) = gradient
// This is split to do 12 elements at a time over three sets: a, b, and c.
// Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
// two of the slots are unused.
// Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
// is g.
// First type is: uvrg bxxx xxxx
// 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 { 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
vmovl.u8 uvrg_xxxx0, uvrgb0 @ uvrg_xxxx0 = { uv0, rg0, b0-, -- }
ldrh y0, [ v_a, #10 ] @ load y0
vmovl.u8 uvrg_xxxx1, uvrgb1 @ uvrg_xxxx1 = { uv1, rg1, b1-, -- }
ldrh y1, [ v_b, #10 ] @ load y1
vmovl.u8 uvrg_xxxx2, uvrgb2 @ uvrg_xxxx2 = { uv2, rg2, b2-, -- }
ldrh y2, [ v_c, #10 ] @ load y2
vmov.u8 uvrg0b, uvrg0 @ uvrg0b = { uv0, rg0 }
vdup.u16 xxxx0, x0_y0[0] @ xxxx0 = { xx0, xx0 }
orr x1_x2, x1, x2, lsl #16 @ x1_x2 = { x1, x2 }
pkhbt x0_x1, x0, x1, lsl #16 @ x0_x1 = { x0, x1 }
vmov.u8 uvrg1b, uvrg1 @ uvrg1b = { uv1, rg1 }
vdup.u16 xxxx1, x1_y1[0] @ xxxx1 = { xx1, xx1 }
vmov.u8 uvrg2b, uvrg2 @ uvrg2b = { uv2, rg2 }
vdup.u16 xxxx2, x2_y2[0] @ xxxx2 = { xx2, xx2 }
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
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
orr b1_b2, b1, b2, lsl #16 @ b1_b2 = { b1, b2 }
vdup.u16 yyyy1, x1_y1[1] @ yyyy1 = { yy1, yy1 }
vsub.s16 d2_ab, x2_ab, x1_ab
vdup.u16 yyyy2, x2_y2[1] @ yyyy2 = { yy2, yy2 }
vsub.s16 d1_ab, y2_ab, y1_ab
orr b0_b1, b0, b1, lsl #16 @ b1_b2 = { b1, b2 }
ssub16 dx, x1_x2, x0_x1 @ dx = { x1 - x0, x2 - x1 }
ssub16 dy, y1_y2, y0_y1 @ dy = { y1 - y0, y2 - y1 }
ssub16 db, b1_b2, b0_b1 @ db = { b1 - b0, b2 - b1 }
vsub.s16 d3_ab, y1_ab, y0_ab
smusdx ga_by, dx, db @ ga_by = ((x1 - x0) * (b2 - b1)) -
@ ((x2 - X1) * (b1 - b0))
vmull.s16 ga_uvrg_x, d0_a, d1_a
smusdx ga_bx, db, dy @ ga_bx = ((b1 - b0) * (y2 - y1)) -
@ ((b2 - b1) * (y1 - y0))
vmlsl.s16 ga_uvrg_x, d2_a, d3_a
movs gs_bx, ga_bx, asr #31
vmull.s16 ga_uvrg_y, d0_b, d1_b
rsbmi ga_bx, ga_bx, #0
@ r12 = psx_gpu->uvrgb_phase
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
vshr.u64 d0, d30, #22
add b_base, r12, b0, lsl #16
vdup.u32 uvrgb_phase, r12
rsbmi ga_by, ga_by, #0
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 ]
vclt.s32 gs_uvrg_y, ga_uvrg_y, #0 @ gs_uvrg_y = ga_uvrg_y < 0
rsb r12, r12, #0 @ r12 = -(triangle->winding)
vdup.u32 w_mask, r12 @ w_mask = { -w, -w, -w, -w }
sub r14, r14, #(62 - 12) @ r14 = shift - (62 - FIXED_BITS)
vshll.u16 uvrg_base, uvrg0, #16 @ uvrg_base = uvrg0 << 16
vdup.u32 r_shift, r14 @ r_shift = { shift, shift, shift, shift }
vadd.u32 uvrg_base, uvrgb_phase
vabs.s32 ga_uvrg_x, ga_uvrg_x @ ga_uvrg_x = abs(ga_uvrg_x)
vmov area_r_s, s0 @ area_r_s = triangle_reciprocal
vabs.s32 ga_uvrg_y, ga_uvrg_y @ ga_uvrg_y = abs(ga_uvrg_y)
vmull.u32 gw_rg_x, ga_rg_x, d0[0]
vmull.u32 gw_uv_x, ga_uv_x, d0[0]
vmull.u32 gw_rg_y, ga_rg_y, d0[0]
vmull.u32 gw_uv_y, ga_uv_y, d0[0]
vshl.u64 gw_rg_x, gw_rg_x, r_shift
vshl.u64 gw_uv_x, gw_uv_x, r_shift
vshl.u64 gw_rg_y, gw_rg_y, r_shift
vshl.u64 gw_uv_y, gw_uv_y, r_shift
veor.u32 gs_uvrg_x, gs_uvrg_x, w_mask
vmovn.u64 g_uv_x, gw_uv_x
veor.u32 gs_uvrg_y, gs_uvrg_y, w_mask
vmovn.u64 g_rg_x, gw_rg_x
veor.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
vmovn.u64 g_uv_y, gw_uv_y
vsub.u32 g_uvrg_x, g_uvrg_x, gs_uvrg_x
vmovn.u64 g_rg_y, gw_rg_y
veor.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
mov ga_bx, ga_bx, lsl #13
vsub.u32 g_uvrg_y, g_uvrg_y, gs_uvrg_y
mov ga_by, ga_by, lsl #13
vdup.u32 x0_y0, x0
umull gw_bx_l, gw_bx_h, ga_bx, area_r_s
vshl.u32 g_uvrg_x, g_uvrg_x, #4
vshl.u32 g_uvrg_y, g_uvrg_y, #4
umull gw_by_l, gw_by_h, ga_by, area_r_s
vmls.s32 uvrg_base, ga_uvrg_x, x0_y0[0]
eor gs_bx, gs_bx, r12
vadd.u32 uvrg_dx2, uvrg_dx1, uvrg_dx1
veor.u32 uvrg_dx0, uvrg_dx0, uvrg_dx0
eor gs_by, gs_by, r12
rsb r11, r14, #0 @ r11 = negative shift for scalar lsr
add store_a, psx_gpu, #psx_gpu_uvrg_offset
sub r11, r11, #(32 - 13)
add store_b, store_a, #16
mov store_inc, #32
vadd.u32 uvrg_dx3, uvrg_dx2, uvrg_dx1
vst1.u32 { uvrg_base }, [ store_a, : 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
mov g_by, gw_by_h, lsr r11
vst4.u32 { uvrg_dx0l, uvrg_dx1l, uvrg_dx2l, uvrg_dx3l }, \
[ 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
sub g_bx, g_bx, gs_bx
lsl g_bx, g_bx, #4
eor g_by, g_by, gs_by
mls b_base, g_bx, x0, b_base
sub g_by, g_by, gs_by
lsl g_by, g_by, #4
mov g_bx0, #0
add g_bx2, g_bx, g_bx
add g_bx3, g_bx, g_bx2
stmia store_b, { g_bx0, g_bx, g_bx2, g_bx3, b_base, g_by }
ldmia sp!, { r4 - r11, pc }
#define psx_gpu r0
#define v_a r1
#define v_b r2
#define v_c r3
#define temp r14
#define x_a r4
#define x_b r5
#define x_c r6
#define y_a r1
#define y_b r2
#define y_c r3
#define height_minor_a r7
#define height_minor_b r8
#define height_major r9
#define height r9
#define reciprocal_table_ptr r10
#define edge_alt_low r4
#define edge_alt_high r5
#define edge_dx_dy_alt r6
#define edge_shift_alt r10
#define edge_dx_dy_alt_low r4
#define edge_dx_dy_alt_high r5
#define span_edge_data r4
#define span_uvrg_offset r5
#define span_b_offset r6
#define clip r14
#define b r11
#define b_dy r12
#define alternate_x q0
#define alternate_dx_dy q1
#define alternate_x_32 q2
#define alternate_x_low d0
#define alternate_x_high d1
#define alternate_dx_dy_low d2
#define alternate_dx_dy_high d3
#define alternate_x_32_low d4
#define alternate_x_32_high d5
#define left_x q3
#define right_x q4
#define left_dx_dy q5
#define right_dx_dy q6
#define left_edge q7
#define right_edge q8
#define left_x_low d6
#define left_x_high d7
#define right_x_low d8
#define right_x_high d9
#define left_dx_dy_low d10
#define left_dx_dy_high d11
#define right_dx_dy_low d12
#define right_dx_dy_high d13
#define left_edge_low d14
#define left_edge_high d15
#define right_edge_low d16
#define right_edge_high d17
#define y_mid_point d18
#define c_0x0004 d19
#define left_right_x_16 q11
#define span_shifts_y q12
#define c_0x0001 q13
#define span_shifts d24
#define y_x4 d25
#define c_0xFFFE d26
#define c_0x0007 d27
#define left_right_x_16_low d22
#define left_right_x_16_high d23
#define uvrg q14
#define uvrg_dy q15
#define alternate_x_16 d4
#define v_clip q3
#define v_clip_low d6
#define right_x_32 q10
#define left_x_32 q11
#define alternate_select d24
#define right_x_32_low d20
#define right_x_32_high d21
#define left_x_32_low d22
#define left_x_32_high d23
#define edges_xy q0
#define edges_dx_dy d2
#define edge_shifts d3
#define edge_shifts_64 q2
#define edges_xy_left d0
#define edges_xy_right d1
#define height_reciprocals d6
#define heights d7
#define widths d8
#define c_0x01 d9
#define x_starts d10
#define x_ends d11
#define heights_b d12
#define edges_dx_dy_64 q10
#define edges_dx_dy_64_left d20
#define edges_dx_dy_64_right d21
#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 ]; \
\
add temp, psx_gpu, #psx_gpu_uvrg_offset; \
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 ]; \
\
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 ] \
#define setup_spans_prologue_b() \
add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_offset; \
add temp, psx_gpu, #psx_gpu_viewport_start_x_offset; \
\
add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
vmov.u16 c_0x0004, #0x0004; \
\
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 ]; \
add temp, psx_gpu, #psx_gpu_viewport_end_x_offset; \
\
vld1.u16 { right_edge_low[], right_edge_high[] }, [ temp ]; \
vadd.u16 right_edge, right_edge, c_0x0001; \
\
vmov.u16 c_0x0007, #0x0007; \
vmvn.u16 c_0xFFFE, #0x0001 \
#define compute_edge_delta_x2() \
ldr temp, [ reciprocal_table_ptr, height, lsl #2 ]; \
\
vdup.u32 heights, height; \
vsub.u32 widths, x_ends, x_starts; \
\
vdup.u32 edge_shifts, temp; \
vsub.u32 heights_b, heights, c_0x01; \
vshr.u32 height_reciprocals, edge_shifts, #10; \
\
vmla.s32 heights_b, x_starts, heights; \
vbic.u16 edge_shifts, #0xE0; \
vmul.s32 edges_dx_dy, widths, height_reciprocals; \
vmull.s32 edges_xy, heights_b, height_reciprocals \
#define width_alt r6
#define height_reciprocal_alt r11
#define height_b_alt r12
#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 ]; \
vmov.u32 edge_shifts[0], temp; \
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 ]; \
\
vsub.u32 widths, x_ends, x_starts; \
sub width_alt, x_c, start_c; \
\
vsub.u32 heights_b, heights, c_0x01; \
sub height_b_alt, height_minor_b, #1; \
\
vshr.u32 height_reciprocals, edge_shifts, #10; \
lsr height_reciprocal_alt, edge_shift_alt, #10; \
\
vmla.s32 heights_b, x_starts, heights; \
mla height_b_alt, height_minor_b, start_c, height_b_alt; \
\
vbic.u16 edge_shifts, #0xE0; \
and edge_shift_alt, edge_shift_alt, #0x1F; \
\
vmul.s32 edges_dx_dy, widths, height_reciprocals; \
mul edge_dx_dy_alt, width_alt, height_reciprocal_alt; \
\
vmull.s32 edges_xy, heights_b, height_reciprocals; \
smull edge_alt_low, edge_alt_high, height_b_alt, height_reciprocal_alt \
#define setup_spans_adjust_y_up() \
vsub.u32 y_x4, y_x4, c_0x0004 \
#define setup_spans_adjust_y_down() \
vadd.u32 y_x4, y_x4, c_0x0004 \
#define setup_spans_adjust_interpolants_up() \
vsub.u32 uvrg, uvrg, uvrg_dy; \
sub b, b, b_dy \
#define setup_spans_adjust_interpolants_down() \
vadd.u32 uvrg, uvrg, uvrg_dy; \
add b, b, b_dy \
#define setup_spans_clip_interpolants_increment() \
mla b, b_dy, clip, b; \
vmla.s32 uvrg, uvrg_dy, v_clip \
#define setup_spans_clip_interpolants_decrement() \
mls b, b_dy, clip, b; \
vmls.s32 uvrg, uvrg_dy, v_clip \
#define setup_spans_clip_alternate_yes() \
smlal edge_alt_low, edge_alt_high, edge_dx_dy_alt, clip \
#define setup_spans_clip_alternate_no() \
#define setup_spans_clip(direction, alternate_active) \
vdup.u32 v_clip, clip; \
setup_spans_clip_alternate_##alternate_active(); \
setup_spans_clip_interpolants_##direction(); \
vmlal.s32 edges_xy, edges_dx_dy, v_clip_low \
#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
vmovl.s32 edge_shifts_64, edge_shifts; \
vmovl.s32 edges_dx_dy_64, edges_dx_dy; \
\
vshl.s64 edges_xy, edges_xy, edge_shifts_64; \
vshl.s64 edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64; \
\
vmov left_x_low, edges_xy_##left_index; \
vmov right_x_low, edges_xy_##right_index; \
\
vmov left_dx_dy_low, edges_dx_dy_64_##left_index; \
vmov left_dx_dy_high, edges_dx_dy_64_##left_index; \
vmov right_dx_dy_low, edges_dx_dy_64_##right_index; \
vmov right_dx_dy_high, edges_dx_dy_64_##right_index; \
\
vadd.u64 left_x_high, left_x_low, left_dx_dy_low; \
vadd.u64 right_x_high, right_x_low, right_dx_dy_low; \
\
vadd.u64 left_dx_dy, left_dx_dy, left_dx_dy; \
vadd.u64 right_dx_dy, right_dx_dy, right_dx_dy \
#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
setup_spans_adjust_edges_alternate_no(left_index, right_index); \
\
vdup.u16 y_mid_point, y_b; \
rsb temp, edge_shift_alt, #32; \
\
lsl edge_alt_high, edge_alt_high, edge_shift_alt; \
orr edge_alt_high, edge_alt_high, edge_alt_low, lsr temp; \
lsl edge_alt_low, edge_alt_low, edge_shift_alt; \
vmov alternate_x_low, edge_alt_low, edge_alt_high; \
\
asr edge_dx_dy_alt_high, edge_dx_dy_alt, temp; \
lsl edge_dx_dy_alt_low, edge_dx_dy_alt, edge_shift_alt; \
vmov alternate_dx_dy_low, edge_dx_dy_alt_low, edge_dx_dy_alt_high; \
vmov alternate_dx_dy_high, alternate_dx_dy_low; \
\
vadd.u64 alternate_x_high, alternate_x_low, alternate_dx_dy_low; \
vadd.u64 alternate_dx_dy, alternate_dx_dy, alternate_dx_dy \
#define setup_spans_y_select_up() \
vclt.s16 alternate_select, y_x4, y_mid_point \
#define setup_spans_y_select_down() \
vcgt.s16 alternate_select, y_x4, y_mid_point \
#define setup_spans_alternate_select_left() \
vbit.u16 left_right_x_16_low, alternate_x_16, alternate_select \
#define setup_spans_alternate_select_right() \
vbit.u16 left_right_x_16_high, alternate_x_16, alternate_select \
#define setup_spans_set_x4_alternate_yes(alternate, direction) \
vshrn.s64 alternate_x_32_low, alternate_x, #32; \
vshrn.s64 left_x_32_low, left_x, #32; \
vshrn.s64 right_x_32_low, right_x, #32; \
\
vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
vadd.u64 left_x, left_x, left_dx_dy; \
vadd.u64 right_x, right_x, right_dx_dy; \
\
vshrn.s64 alternate_x_32_high, alternate_x, #32; \
vshrn.s64 left_x_32_high, left_x, #32; \
vshrn.s64 right_x_32_high, right_x, #32; \
\
vadd.u64 alternate_x, alternate_x, alternate_dx_dy; \
vadd.u64 left_x, left_x, left_dx_dy; \
vadd.u64 right_x, right_x, right_dx_dy; \
\
vmovn.u32 alternate_x_16, alternate_x_32; \
setup_spans_y_select_##direction(); \
vmovn.u32 left_right_x_16_low, left_x_32; \
\
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; \
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; \
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; \
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; \
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 ]!; \
\
setup_spans_adjust_y_##direction() \
#define setup_spans_set_x4_alternate_no(alternate, direction) \
vshrn.s64 left_x_32_low, left_x, #32; \
vshrn.s64 right_x_32_low, right_x, #32; \
\
vadd.u64 left_x, left_x, left_dx_dy; \
vadd.u64 right_x, right_x, right_dx_dy; \
\
vshrn.s64 left_x_32_high, left_x, #32; \
vshrn.s64 right_x_32_high, right_x, #32; \
\
vadd.u64 left_x, left_x, left_dx_dy; \
vadd.u64 right_x, right_x, right_dx_dy; \
\
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; \
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; \
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; \
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; \
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 ]!; \
\
setup_spans_adjust_y_##direction() \
#define edge_adjust_low r11
#define edge_adjust_high r12
#define setup_spans_alternate_adjust_yes() \
smull edge_adjust_low, edge_adjust_high, edge_dx_dy_alt, height_minor_a; \
subs edge_alt_low, edge_alt_low, edge_adjust_low; \
sbc edge_alt_high, edge_alt_high, edge_adjust_high \
#define setup_spans_alternate_adjust_no() \
#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
setup_spans_alternate_adjust_##alternate_active(); \
setup_spans_load_b(); \
\
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 ]; \
subs clip, temp, y_a; \
ble 0f; \
\
sub height, height, clip; \
add y_a, y_a, clip; \
setup_spans_clip(increment, alternate_active); \
\
0: \
cmp height, #0; \
ble 1f; \
\
orr temp, y_a, y_a, lsl #16; \
add temp, temp, #(1 << 16); \
add y_a, temp, #2; \
add y_a, y_a, #(2 << 16); \
vmov y_x4, temp, y_a; \
\
setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
right_index); \
setup_spans_prologue_b(); \
\
strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
\
2: \
setup_spans_set_x4_alternate_##alternate_active(alternate, down); \
subs height, height, #4; \
bhi 2b; \
\
1: \
#define setup_spans_alternate_pre_increment_yes() \
adds edge_alt_low, edge_alt_low, edge_dx_dy_alt; \
adc edge_alt_high, edge_alt_high, edge_dx_dy_alt, asr #31 \
#define setup_spans_alternate_pre_increment_no() \
#define setup_spans_up_decrement_yes() \
suble height, height, #1 \
#define setup_spans_up_decrement_no() \
#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
setup_spans_alternate_adjust_##alternate_active(); \
setup_spans_load_b(); \
sub y_a, y_a, #1; \
\
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 ]; \
subs clip, y_a, temp; \
ble 0f; \
\
sub height, height, clip; \
sub y_a, y_a, clip; \
setup_spans_clip(decrement, alternate_active); \
\
0: \
cmp height, #0; \
ble 1f; \
\
orr temp, y_a, y_a, lsl #16; \
sub temp, temp, #(1 << 16); \
sub y_a, temp, #2; \
sub y_a, y_a, #(2 << 16); \
vmov y_x4, temp, y_a; \
\
vaddw.s32 edges_xy, edges_xy, edges_dx_dy; \
\
setup_spans_alternate_pre_increment_##alternate_active(); \
setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
right_index); \
setup_spans_adjust_interpolants_up(); \
setup_spans_prologue_b(); \
\
strh height, [ psx_gpu, #psx_gpu_num_spans_offset ]; \
\
2: \
setup_spans_set_x4_alternate_##alternate_active(alternate, up); \
subs height, height, #4; \
bhi 2b; \
\
1: \
#define setup_spans_epilogue() \
ldmia sp!, { r4 - r11, pc } \
#define setup_spans_up_up(minor, major) \
setup_spans_prologue(); \
sub height_minor_a, y_a, y_b; \
sub height_minor_b, y_b, y_c; \
sub height, y_a, y_c; \
\
vdup.u32 x_starts, x_a; \
vmov x_ends, x_c, x_b; \
\
compute_edge_delta_x3(x_b, height_major, height_minor_a); \
setup_spans_up(major, minor, minor, yes); \
setup_spans_epilogue() \
function(setup_spans_up_left)
setup_spans_up_up(left, right)
function(setup_spans_up_right)
setup_spans_up_up(right, left)
#define setup_spans_down_down(minor, major) \
setup_spans_prologue(); \
sub height_minor_a, y_b, y_a; \
sub height_minor_b, y_c, y_b; \
sub height, y_c, y_a; \
\
vdup.u32 x_starts, x_a; \
vmov x_ends, x_c, x_b; \
\
compute_edge_delta_x3(x_b, height_major, height_minor_a); \
setup_spans_down(major, minor, minor, yes); \
setup_spans_epilogue() \
function(setup_spans_down_left)
setup_spans_down_down(left, right)
function(setup_spans_down_right)
setup_spans_down_down(right, left)
#define setup_spans_up_flat() \
sub height, y_a, y_c; \
\
compute_edge_delta_x2(); \
setup_spans_up(left, right, none, no); \
setup_spans_epilogue() \
function(setup_spans_up_a)
setup_spans_prologue()
vmov x_starts, x_a, x_b
vdup.u32 x_ends, x_c
setup_spans_up_flat()
function(setup_spans_up_b)
setup_spans_prologue()
vdup.u32 x_starts, x_a
vmov x_ends, x_b, x_c
setup_spans_up_flat()
#define setup_spans_down_flat() \
sub height, y_c, y_a; \
\
compute_edge_delta_x2(); \
setup_spans_down(left, right, none, no); \
setup_spans_epilogue() \
function(setup_spans_down_a)
setup_spans_prologue()
vmov x_starts, x_a, x_b
vdup.u32 x_ends, x_c
setup_spans_down_flat()
function(setup_spans_down_b)
setup_spans_prologue()
vdup.u32 x_starts, x_a
vmov x_ends, x_b, x_c
setup_spans_down_flat()
#define middle_y r9
#define edges_xy_b q11
#define edges_dx_dy_b d26
#define edge_shifts_b d27
#define edges_dx_dy_and_shifts_b q13
#define height_increment d20
#define edges_dx_dy_and_shifts q1
#define edges_xy_b_left d22
#define edges_xy_b_right d23
#define setup_spans_up_down_load_edge_set_b() \
vmov edges_xy, edges_xy_b; \
vmov edges_dx_dy_and_shifts, edges_dx_dy_and_shifts_b \
function(setup_spans_up_down)
setup_spans_prologue()
// s32 middle_y = y_a;
sub height_minor_a, y_a, y_b
sub height_minor_b, y_c, y_a
sub height_major, y_c, y_b
vmov x_starts, x_a, x_c
vdup.u32 x_ends, x_b
compute_edge_delta_x3(x_a, height_minor_a, height_major)
mov temp, #0
vmov height_increment, temp, height_minor_b
vmlal.s32 edges_xy, edges_dx_dy, height_increment
vmov edges_xy_b_left, edge_alt_low, edge_alt_high
vmov edges_xy_b_right, edges_xy_right
vmov edge_shifts_b, edge_shifts
vmov.u32 edge_shifts_b[0], edge_shift_alt
vneg.s32 edges_dx_dy_b, edges_dx_dy
vmov.u32 edges_dx_dy_b[0], edge_dx_dy_alt
mov middle_y, y_a
setup_spans_load_b()
sub y_a, y_a, #1
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 ]
subs clip, y_a, temp
ble 0f
sub height_minor_a, height_minor_a, clip
sub y_a, y_a, clip
setup_spans_clip(decrement, no)
0:
cmp height_minor_a, #0
ble 3f
orr temp, y_a, y_a, lsl #16
sub temp, temp, #(1 << 16)
sub y_a, temp, #2
sub y_a, y_a, #(2 << 16)
vmov y_x4, temp, y_a
vaddw.s32 edges_xy, edges_xy, edges_dx_dy
strh height_minor_a, [ psx_gpu, #psx_gpu_num_spans_offset ]
setup_spans_adjust_edges_alternate_no(left, right);
setup_spans_adjust_interpolants_up()
setup_spans_up_down_load_edge_set_b()
setup_spans_prologue_b()
2:
setup_spans_set_x4_alternate_no(none, up)
subs height_minor_a, height_minor_a, #4
bhi 2b
add span_edge_data, span_edge_data, height_minor_a, lsl #3
add span_uvrg_offset, span_uvrg_offset, height_minor_a, lsl #4
add span_b_offset, span_b_offset, height_minor_a, lsl #2
4:
add temp, psx_gpu, #psx_gpu_uvrg_offset
vld1.32 { uvrg }, [ temp ]
mov y_a, middle_y
setup_spans_load_b()
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 ]
subs clip, temp, y_a
ble 0f
sub height_minor_b, height_minor_b, clip
add y_a, y_a, clip
setup_spans_clip(increment, no)
0:
cmp height_minor_b, #0
ble 1f
orr temp, y_a, y_a, lsl #16
add temp, temp, #(1 << 16)
add y_a, temp, #2
add y_a, y_a, #(2 << 16)
vmov y_x4, temp, y_a
setup_spans_adjust_edges_alternate_no(left, right)
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 ]
2:
setup_spans_set_x4_alternate_no(none, down)
subs height_minor_b, height_minor_b, #4
bhi 2b
1:
setup_spans_epilogue()
3:
setup_spans_up_down_load_edge_set_b()
setup_spans_prologue_b()
bal 4b
5:
// FIXME: overflow corner case
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 ]
bne 2b
bal 1b
#undef span_uvrg_offset
#undef span_edge_data
#undef span_b_offset
#undef left_x
#undef b
#define psx_gpu r0
#define num_spans r1
#define span_uvrg_offset r2
#define span_edge_data r3
#define span_b_offset r4
#define b_dx r5
#define span_num_blocks r6
#define y r7
#define left_x r8
#define b r9
#define dither_offset_ptr r10
#define block_ptr_a r11
#define fb_ptr r12
#define num_blocks r14
#define uvrg_dx_ptr r2
#define texture_mask_ptr r3
#define dither_shift r8
#define dither_row r10
#define c_32 r7
#define b_dx4 r8
#define b_dx8 r9
#define block_ptr_b r10
#define block_span_ptr r10
#define right_mask r8
#define color r2
#define color_r r3
#define color_g r4
#define color_b r5
#undef uvrg
#define u_block q0
#define v_block q1
#define r_block q2
#define g_block q3
#define b_block q4
#define uv_dx4 d10
#define rg_dx4 d11
#define uv_dx8 d12
#define rg_dx8 d13
#define b_whole_8 d14
#define fb_mask_ptrs d15
#define uvrg_dx4 q5
#define uvrg_dx8 q6
#define uv_dx8 d12
#define rg_dx8 d13
#define u_whole q8
#define v_whole q9
#define r_whole q10
#define g_whole q11
#define b_whole q12
#define u_whole_low d16
#define u_whole_high d17
#define v_whole_low d18
#define v_whole_high d19
#define r_whole_low d20
#define r_whole_high d21
#define g_whole_low d22
#define g_whole_high d23
#define b_whole_low d24
#define b_whole_high d25
#define dx4 q13
#define dx8 q13
#define u_whole_8 d26
#define v_whole_8 d27
#define u_whole_8b d24
#define r_whole_8 d24
#define g_whole_8 d25
#define uv_whole_8 q13
#define uv_whole_8b q14
#define dither_offsets q14
#define texture_mask q15
#define texture_mask_u d30
#define texture_mask_v d31
#define dither_offsets_short d28
#define v_left_x q8
#define uvrg q9
#define block_span q10
#define uv d18
#define rg d19
#define draw_mask q1
#define draw_mask_edge q13
#define test_mask q0
#define uvrg_dx q3
#define colors q2
#define setup_blocks_texture_swizzled() \
vand.u8 u_whole_8b, u_whole_8, texture_mask_u; \
vsli.u8 u_whole_8, v_whole_8, #4; \
vsri.u8 v_whole_8, u_whole_8b, #4 \
#define setup_blocks_texture_unswizzled() \
#define setup_blocks_shaded_textured_builder(swizzling) \
.align 3; \
\
function(setup_blocks_shaded_textured_dithered_##swizzling##_indirect) \
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 ]; \
add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
\
cmp num_spans, #0; \
bxeq lr; \
\
stmdb sp!, { r4 - r11, r14 }; \
vshl.u32 uvrg_dx4, uvrg_dx, #2; \
\
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 ]; \
add span_uvrg_offset, psx_gpu, #psx_gpu_span_uvrg_offset_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; \
add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
\
add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
\
0: \
vmov.u8 fb_mask_ptrs, #0; \
\
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 ]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
\
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 ]; \
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 ]; \
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 ]; \
vshr.u32 uvrg_dx, uvrg_dx4, #2; \
\
mov dither_shift, dither_shift, lsl #3; \
vmla.u32 uvrg, uvrg_dx, v_left_x; \
\
mov c_32, #32; \
subs span_num_blocks, span_num_blocks, #1; \
\
mov dither_row, dither_row, ror dither_shift; \
mov b_dx4, b_dx, lsl #2; \
\
vdup.u32 dither_offsets_short, dither_row; \
add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
\
vdup.u32 b_block, b; \
vshll.s8 dither_offsets, dither_offsets_short, #4; \
\
vdup.u32 u_block, uv[0]; \
mov b_dx8, b_dx, lsl #3; \
\
vdup.u32 v_block, uv[1]; \
vdup.u32 r_block, rg[0]; \
vdup.u32 g_block, rg[1]; \
\
vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
\
vadd.u32 u_block, u_block, block_span; \
vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
\
vadd.u32 v_block, v_block, block_span; \
vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
\
vadd.u32 r_block, r_block, block_span; \
vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
\
vadd.u32 g_block, g_block, block_span; \
vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
\
vadd.u32 b_block, b_block, block_span; \
add block_ptr_b, block_ptr_a, #16; \
\
vshrn.u32 u_whole_low, u_block, #16; \
vshrn.u32 v_whole_low, v_block, #16; \
vshrn.u32 r_whole_low, r_block, #16; \
vshrn.u32 g_whole_low, g_block, #16; \
\
vdup.u32 dx4, uv_dx4[0]; \
vshrn.u32 b_whole_low, b_block, #16; \
\
vaddhn.u32 u_whole_high, u_block, dx4; \
vdup.u32 dx4, uv_dx4[1]; \
\
vaddhn.u32 v_whole_high, v_block, dx4; \
vdup.u32 dx4, rg_dx4[0]; \
\
vaddhn.u32 r_whole_high, r_block, dx4; \
vdup.u32 dx4, rg_dx4[1]; \
\
vaddhn.u32 g_whole_high, g_block, dx4; \
vdup.u32 dx4, b_dx4; \
\
vaddhn.u32 b_whole_high, b_block, dx4; \
vdup.u32 dx8, uv_dx8[0]; \
\
vadd.u32 u_block, u_block, dx8; \
vdup.u32 dx8, uv_dx8[1]; \
\
vadd.u32 v_block, v_block, dx8; \
vdup.u32 dx8, rg_dx8[0]; \
\
vadd.u32 r_block, r_block, dx8; \
vdup.u32 dx8, rg_dx8[1]; \
\
vadd.u32 g_block, g_block, dx8; \
vdup.u32 dx8, b_dx8; \
\
vadd.u32 b_block, b_block, dx8; \
vmovn.u16 u_whole_8, u_whole; \
\
vmovn.u16 v_whole_8, v_whole; \
\
vmovn.u16 b_whole_8, b_whole; \
pld [ fb_ptr ]; \
vmov.u32 fb_mask_ptrs[1], fb_ptr; \
\
vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
setup_blocks_texture_##swizzling(); \
\
vmovn.u16 r_whole_8, r_whole; \
beq 5f; \
\
4: \
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; \
vshrn.u32 v_whole_low, v_block, #16; \
\
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; \
vshrn.u32 g_whole_low, g_block, #16; \
\
vdup.u32 dx4, uv_dx4[0]; \
vshrn.u32 b_whole_low, b_block, #16; \
\
vaddhn.u32 u_whole_high, u_block, dx4; \
vdup.u32 dx4, uv_dx4[1]; \
\
vaddhn.u32 v_whole_high, v_block, dx4; \
vdup.u32 dx4, rg_dx4[0]; \
\
vaddhn.u32 r_whole_high, r_block, dx4; \
vdup.u32 dx4, rg_dx4[1]; \
\
vaddhn.u32 g_whole_high, g_block, dx4; \
vdup.u32 dx4, b_dx4; \
\
vaddhn.u32 b_whole_high, b_block, dx4; \
vdup.u32 dx8, uv_dx8[0]; \
\
vadd.u32 u_block, u_block, dx8; \
vdup.u32 dx8, uv_dx8[1]; \
\
vadd.u32 v_block, v_block, dx8; \
vdup.u32 dx8, rg_dx8[0]; \
\
vadd.u32 r_block, r_block, dx8; \
vdup.u32 dx8, rg_dx8[1]; \
\
vadd.u32 g_block, g_block, dx8; \
vdup.u32 dx8, b_dx8; \
\
vadd.u32 b_block, b_block, dx8; \
vmovn.u16 u_whole_8, u_whole; \
\
add fb_ptr, fb_ptr, #16; \
vmovn.u16 v_whole_8, v_whole; \
\
vst1.u32 { dither_offsets }, [ block_ptr_b, :128 ], c_32; \
vmovn.u16 b_whole_8, b_whole; \
\
pld [ fb_ptr ]; \
\
vmov.u32 fb_mask_ptrs[1], fb_ptr; \
subs span_num_blocks, span_num_blocks, #1; \
\
vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
setup_blocks_texture_##swizzling(); \
\
vmovn.u16 r_whole_8, r_whole; \
bne 4b; \
\
5: \
vmovn.u16 g_whole_8, g_whole; \
ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
\
vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
vdup.u8 draw_mask, right_mask; \
\
vmov.u32 fb_mask_ptrs[0], right_mask; \
vtst.u16 draw_mask, draw_mask, test_mask; \
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; \
\
1: \
add span_uvrg_offset, span_uvrg_offset, #16; \
add span_b_offset, span_b_offset, #4; \
\
add span_edge_data, span_edge_data, #8; \
subs num_spans, num_spans, #1; \
\
strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
bne 0b; \
\
ldmia sp!, { r4 - r11, pc }; \
\
2: \
/* TODO: Load from psx_gpu instead of saving/restoring these */\
vpush { texture_mask }; \
vpush { uvrg_dx4 }; \
\
stmdb sp!, { r0 - r3, r12, r14 }; \
bl flush_render_block_buffer; \
ldmia sp!, { r0 - r3, r12, r14 }; \
\
vpop { uvrg_dx4 }; \
vpop { texture_mask }; \
\
vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
vmov.u8 fb_mask_ptrs, #0; \
\
mov num_blocks, span_num_blocks; \
add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
bal 3b \
setup_blocks_shaded_textured_builder(swizzled)
setup_blocks_shaded_textured_builder(unswizzled)
#define setup_blocks_unshaded_textured_builder(swizzling) \
.align 3; \
\
function(setup_blocks_unshaded_textured_dithered_##swizzling##_indirect) \
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 ]; \
add texture_mask_ptr, psx_gpu, #psx_gpu_texture_mask_width_offset; \
\
cmp num_spans, #0; \
bxeq lr; \
\
stmdb sp!, { r4 - r11, r14 }; \
vshl.u32 uvrg_dx4, uvrg_dx, #2; \
\
vshl.u32 uvrg_dx8, uvrg_dx, #3; \
\
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 ]; \
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: \
vmov.u8 fb_mask_ptrs, #0; \
\
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 ]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
\
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: \
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 ]; \
add fb_ptr, fb_ptr, left_x, lsl #1; \
\
and dither_shift, left_x, #0x03; \
\
vld1.u32 { uvrg }, [ span_uvrg_offset, :128 ]; \
vshr.u32 uvrg_dx, uvrg_dx4, #2; \
\
mov dither_shift, dither_shift, lsl #3; \
vmla.u32 uvrg, uvrg_dx, v_left_x; \
\
mov c_32, #32; \
subs span_num_blocks, span_num_blocks, #1; \
\
mov dither_row, dither_row, ror dither_shift; \
\
vdup.u32 dither_offsets_short, dither_row; \
add block_span_ptr, psx_gpu, #psx_gpu_u_block_span_offset; \
\
vshll.s8 dither_offsets, dither_offsets_short, #4; \
\
vdup.u32 u_block, uv[0]; \
\
vdup.u32 v_block, uv[1]; \
vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
\
vadd.u32 u_block, u_block, block_span; \
vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
\
vadd.u32 v_block, v_block, block_span; \
add block_ptr_b, block_ptr_a, #16; \
\
vshrn.u32 u_whole_low, u_block, #16; \
vshrn.u32 v_whole_low, v_block, #16; \
\
vdup.u32 dx4, uv_dx4[0]; \
\
vaddhn.u32 u_whole_high, u_block, dx4; \
vdup.u32 dx4, uv_dx4[1]; \
\
vaddhn.u32 v_whole_high, v_block, dx4; \
vdup.u32 dx8, uv_dx8[0]; \
\
vadd.u32 u_block, u_block, dx8; \
vdup.u32 dx8, uv_dx8[1]; \
\
vadd.u32 v_block, v_block, dx8; \
vmovn.u16 u_whole_8, u_whole; \
\
vmovn.u16 v_whole_8, v_whole; \
\
pld [ fb_ptr ]; \
vmov.u32 fb_mask_ptrs[1], fb_ptr; \
\
vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
setup_blocks_texture_##swizzling(); \
\
beq 5f; \
\
4: \
vshrn.u32 u_whole_low, u_block, #16; \
\
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; \
\
vdup.u32 dx4, uv_dx4[0]; \
vaddhn.u32 u_whole_high, u_block, dx4; \
vdup.u32 dx4, uv_dx4[1]; \
\
vaddhn.u32 v_whole_high, v_block, dx4; \
vdup.u32 dx8, uv_dx8[0]; \
\
vadd.u32 u_block, u_block, dx8; \
vdup.u32 dx8, uv_dx8[1]; \
\
vadd.u32 v_block, v_block, dx8; \
vmovn.u16 u_whole_8, u_whole; \
\
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 ]; \
\
vmov.u32 fb_mask_ptrs[1], fb_ptr; \
subs span_num_blocks, span_num_blocks, #1; \
\
vand.u8 uv_whole_8, uv_whole_8, texture_mask; \
setup_blocks_texture_##swizzling(); \
\
bne 4b; \
\
5: \
ldrh right_mask, [ span_edge_data, #edge_data_right_mask_offset ]; \
\
vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
vdup.u8 draw_mask, right_mask; \
\
vmov.u32 fb_mask_ptrs[0], right_mask; \
vtst.u16 draw_mask, draw_mask, test_mask; \
vzip.u8 u_whole_8, v_whole_8; \
\
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; \
\
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 ]; \
bne 0b; \
\
ldmia sp!, { r4 - r11, pc }; \
\
2: \
/* TODO: Load from psx_gpu instead of saving/restoring these */\
vpush { texture_mask }; \
vpush { uvrg_dx4 }; \
\
stmdb sp!, { r0 - r3, r12, r14 }; \
bl flush_render_block_buffer; \
ldmia sp!, { r0 - r3, r12, r14 }; \
\
vpop { uvrg_dx4 }; \
vpop { texture_mask }; \
\
vadd.u32 uvrg_dx8, uvrg_dx4, uvrg_dx4; \
vmov.u8 fb_mask_ptrs, #0; \
\
mov num_blocks, span_num_blocks; \
add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
bal 3b \
setup_blocks_unshaded_textured_builder(swizzled)
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 ]
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 ]
ldr color, [ psx_gpu, #psx_gpu_triangle_color_offset ]
ubfx color_r, color, #3, #5
ubfx color_g, color, #11, #5
ubfx color_b, color, #19, #5
orr color, color_r, color_b, lsl #10
orr color, color, color_g, lsl #5
vdup.u16 colors, color
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 ]
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 ]
add num_blocks, span_num_blocks, num_blocks
cmp num_blocks, #MAX_BLOCKS
bgt 2f
3:
add fb_ptr, fb_ptr, y, lsl #11
and y, y, #0x3
add fb_ptr, fb_ptr, left_x, lsl #1
mov c_32, #32
subs span_num_blocks, span_num_blocks, #1
add block_ptr_b, block_ptr_a, #16
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
add fb_ptr, fb_ptr, #16
add block_ptr_b, block_ptr_b, #32
pld [ fb_ptr ]
vmov.u32 fb_mask_ptrs[1], fb_ptr
subs span_num_blocks, span_num_blocks, #1
bne 4b
5:
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
add block_ptr_b, block_ptr_b, #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 ]
bne 0b
ldmia sp!, { r4 - r11, pc }
2:
vpush { colors }
stmdb sp!, { r0 - r3, r12, r14 }
bl flush_render_block_buffer
ldmia sp!, { r0 - r3, r12, r14 }
vpop { colors }
vld1.u32 { test_mask }, [ psx_gpu, :128 ]
veor.u32 draw_mask, draw_mask, draw_mask
mov num_blocks, span_num_blocks
add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset
bal 3b
#define mask_msb_scalar r14
#define msb_mask q15
#define pixels_low d16
#define msb_mask_low d30
#define msb_mask_high d31
.align 3
function(setup_blocks_unshaded_untextured_undithered_unswizzled_direct)
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 ]
ubfx color_r, color, #3, #5
ubfx color_g, color, #11, #5
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
orr color, color, color_g, lsl #5
orr color, color, mask_msb_scalar
vdup.u16 colors, color
add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset
orr color, color, color, lsl #16
0:
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 ]
cmp span_num_blocks, #0
beq 1f
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
add fb_ptr, fb_ptr, left_x, lsl #1
beq 3f
2:
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 ]
cmp right_mask, #0x0
beq 5f
tst right_mask, #0xF
streq color, [ fb_ptr ], #4
moveq right_mask, right_mask, lsr #4
streq color, [ fb_ptr ], #4
tst right_mask, #0x3
streq color, [ fb_ptr ], #4
moveq right_mask, right_mask, lsr #2
tst right_mask, #0x1
strheq color, [ fb_ptr ]
1:
add span_edge_data, span_edge_data, #8
subs num_spans, num_spans, #1
bne 0b
ldmia sp!, { r4 - r11, pc }
5:
vst1.u32 { colors }, [ fb_ptr ]
bal 1b
#undef c_64
#define c_64 r7
#define rg_dx_ptr r2
#undef r_block
#undef g_block
#undef b_block
#undef r_whole
#undef g_whole
#undef b_whole
#undef r_whole_low
#undef r_whole_high
#undef g_whole_low
#undef g_whole_high
#undef b_whole_low
#undef b_whole_high
#undef r_whole_8
#undef g_whole_8
#undef b_whole_8
#undef dither_offsets
#undef rg_dx4
#undef rg_dx8
#undef dx4
#undef dx8
#undef v_left_x
#undef uvrg
#undef block_span
#undef rg
#undef draw_mask
#undef test_mask
#define r_block q0
#define g_block q1
#define b_block q2
#define r_whole q3
#define g_whole q4
#define b_whole q5
#define r_whole_low d6
#define r_whole_high d7
#define g_whole_low d8
#define g_whole_high d9
#define b_whole_low d10
#define b_whole_high d11
#define gb_whole_8 q6
#define g_whole_8 d12
#define b_whole_8 d13
#define r_whole_8 d14
#define pixels q8
#define rg_dx4 d18
#define rg_dx8 d19
#define dx4 q10
#define dx8 q10
#define v_left_x d6
#define uvrg q4
#define block_span q5
#define rg d9
#define d64_1 d22
#define d64_128 d23
#define d128_4 q12
#define d128_0x7 q13
#define d64_4 d24
#define dither_offsets q14
#define draw_mask q15
#define dither_offsets_low d28
#define rg_dx d0
#define test_mask q10
#define setup_blocks_shaded_untextured_dither_a_dithered() \
vqadd.u8 r_whole_8, r_whole_8, dither_offsets_low; \
vqadd.u8 gb_whole_8, gb_whole_8, dither_offsets; \
#define setup_blocks_shaded_untextured_dither_b_dithered() \
vqsub.u8 r_whole_8, r_whole_8, d64_4; \
vqsub.u8 gb_whole_8, gb_whole_8, d128_4 \
#define setup_blocks_shaded_untextured_dither_a_undithered() \
#define setup_blocks_shaded_untextured_dither_b_undithered() \
#define setup_blocks_shaded_untextured_indirect_builder(dithering) \
.align 3; \
\
function(setup_blocks_shaded_untextured_##dithering##_unswizzled_indirect) \
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 ]; \
\
cmp num_spans, #0; \
bxeq lr; \
\
stmdb sp!, { r4 - r11, r14 }; \
vshl.u32 rg_dx4, rg_dx, #2; \
\
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 ]; \
add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
\
add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
\
add block_ptr_a, block_ptr_a, num_blocks, lsl #6; \
vmov.u8 d64_1, #1; \
\
vmov.u8 d128_4, #4; \
vmov.u8 d64_128, #128; \
\
vmov.u8 d128_0x7, #0x7; \
\
0: \
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 ]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
\
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 ]; \
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 ]; \
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 ]; \
vshr.u32 rg_dx, rg_dx4, #2; \
\
mov dither_shift, dither_shift, lsl #3; \
vmla.u32 rg, rg_dx, v_left_x; \
\
mov c_64, #64; \
subs span_num_blocks, span_num_blocks, #1; \
\
mov dither_row, dither_row, ror dither_shift; \
mov b_dx4, b_dx, lsl #2; \
\
vdup.u32 dither_offsets, dither_row; \
add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
\
vdup.u32 b_block, b; \
vadd.u8 dither_offsets, dither_offsets, d128_4; \
\
mov b_dx8, b_dx, lsl #3; \
vdup.u32 r_block, rg[0]; \
vdup.u32 g_block, rg[1]; \
\
vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
\
vadd.u32 r_block, r_block, block_span; \
vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
\
vadd.u32 g_block, g_block, block_span; \
vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
\
vadd.u32 b_block, b_block, block_span; \
add block_ptr_b, block_ptr_a, #16; \
\
vshrn.u32 r_whole_low, r_block, #16; \
vshrn.u32 g_whole_low, g_block, #16; \
vshrn.u32 b_whole_low, b_block, #16; \
vdup.u32 dx4, rg_dx4[0]; \
\
vaddhn.u32 r_whole_high, r_block, dx4; \
vdup.u32 dx4, rg_dx4[1]; \
\
vaddhn.u32 g_whole_high, g_block, dx4; \
vdup.u32 dx4, b_dx4; \
\
vaddhn.u32 b_whole_high, b_block, dx4; \
vdup.u32 dx8, rg_dx8[0]; \
\
vadd.u32 r_block, r_block, dx8; \
vdup.u32 dx8, rg_dx8[1]; \
\
vadd.u32 g_block, g_block, dx8; \
vdup.u32 dx8, b_dx8; \
\
vadd.u32 b_block, b_block, dx8; \
\
vmovn.u16 r_whole_8, r_whole; \
vmovn.u16 g_whole_8, g_whole; \
vmovn.u16 b_whole_8, b_whole; \
\
beq 5f; \
veor.u32 draw_mask, draw_mask, draw_mask; \
\
4: \
setup_blocks_shaded_untextured_dither_a_##dithering(); \
vshrn.u32 r_whole_low, r_block, #16; \
\
setup_blocks_shaded_untextured_dither_b_##dithering(); \
vshrn.u32 g_whole_low, g_block, #16; \
\
vshrn.u32 b_whole_low, b_block, #16; \
str fb_ptr, [ block_ptr_a, #44 ]; \
\
vdup.u32 dx4, rg_dx4[0]; \
vshr.u8 r_whole_8, r_whole_8, #3; \
vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
\
vaddhn.u32 r_whole_high, r_block, dx4; \
vdup.u32 dx4, rg_dx4[1]; \
\
vaddhn.u32 g_whole_high, g_block, dx4; \
vdup.u32 dx4, b_dx4; \
\
vaddhn.u32 b_whole_high, b_block, dx4; \
vdup.u32 dx8, rg_dx8[0]; \
\
vmull.u8 pixels, r_whole_8, d64_1; \
vmlal.u8 pixels, g_whole_8, d64_4; \
vmlal.u8 pixels, b_whole_8, d64_128; \
\
vadd.u32 r_block, r_block, dx8; \
vdup.u32 dx8, rg_dx8[1]; \
\
vadd.u32 g_block, g_block, dx8; \
vdup.u32 dx8, b_dx8; \
\
vadd.u32 b_block, b_block, dx8; \
add fb_ptr, fb_ptr, #16; \
\
vmovn.u16 r_whole_8, r_whole; \
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; \
\
pld [ fb_ptr ]; \
\
subs span_num_blocks, span_num_blocks, #1; \
bne 4b; \
\
5: \
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 ]; \
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 ]; \
\
vtst.u16 draw_mask, draw_mask, test_mask; \
\
vmull.u8 pixels, r_whole_8, d64_1; \
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; \
\
1: \
add span_uvrg_offset, span_uvrg_offset, #16; \
add span_b_offset, span_b_offset, #4; \
\
add span_edge_data, span_edge_data, #8; \
subs num_spans, num_spans, #1; \
\
strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
bne 0b; \
\
ldmia sp!, { r4 - r11, pc }; \
\
2: \
/* TODO: Load from psx_gpu instead of saving/restoring these */\
vpush { rg_dx4 }; \
\
stmdb sp!, { r0 - r3, r12, r14 }; \
bl flush_render_block_buffer; \
ldmia sp!, { r0 - r3, r12, r14 }; \
\
vpop { rg_dx4 }; \
\
vmov.u8 d64_1, #1; \
vmov.u8 d128_4, #4; \
vmov.u8 d64_128, #128; \
vmov.u8 d128_0x7, #0x7; \
\
vadd.u32 rg_dx8, rg_dx4, rg_dx4; \
\
mov num_blocks, span_num_blocks; \
add block_ptr_a, psx_gpu, #psx_gpu_blocks_offset; \
bal 3b \
setup_blocks_shaded_untextured_indirect_builder(undithered)
setup_blocks_shaded_untextured_indirect_builder(dithered)
#undef draw_mask
#define mask_msb_ptr r14
#define draw_mask q0
#define pixels_low d16
#define pixels_high d17
#define setup_blocks_shaded_untextured_direct_builder(dithering) \
.align 3; \
\
function(setup_blocks_shaded_untextured_##dithering##_unswizzled_direct) \
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 ]; \
\
cmp num_spans, #0; \
bxeq lr; \
\
stmdb sp!, { r4 - r11, r14 }; \
vshl.u32 rg_dx4, rg_dx, #2; \
\
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; \
add span_edge_data, psx_gpu, #psx_gpu_span_edge_data_offset; \
\
add span_b_offset, psx_gpu, #psx_gpu_span_b_offset_offset; \
vmov.u8 d64_1, #1; \
\
vmov.u8 d128_4, #4; \
vmov.u8 d64_128, #128; \
\
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 ]; \
\
0: \
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 ]; \
\
cmp span_num_blocks, #0; \
beq 1f; \
\
ldrh left_x, [ span_edge_data, #edge_data_left_x_offset ]; \
add fb_ptr, fb_ptr, y, lsl #11; \
\
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 ]; \
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 ]; \
vshr.u32 rg_dx, rg_dx4, #2; \
\
mov dither_shift, dither_shift, lsl #3; \
vmla.u32 rg, rg_dx, v_left_x; \
\
subs span_num_blocks, span_num_blocks, #1; \
\
mov dither_row, dither_row, ror dither_shift; \
mov b_dx4, b_dx, lsl #2; \
\
vdup.u32 dither_offsets, dither_row; \
add block_span_ptr, psx_gpu, #psx_gpu_r_block_span_offset; \
\
vdup.u32 b_block, b; \
vadd.u8 dither_offsets, dither_offsets, d128_4; \
\
mov b_dx8, b_dx, lsl #3; \
vdup.u32 r_block, rg[0]; \
vdup.u32 g_block, rg[1]; \
\
vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
\
vadd.u32 r_block, r_block, block_span; \
vld1.u32 { block_span }, [ block_span_ptr, :128 ]!; \
\
vadd.u32 g_block, g_block, block_span; \
vld1.u32 { block_span }, [ block_span_ptr, :128 ]; \
\
vadd.u32 b_block, b_block, block_span; \
add block_ptr_b, block_ptr_a, #16; \
\
vshrn.u32 r_whole_low, r_block, #16; \
vshrn.u32 g_whole_low, g_block, #16; \
vshrn.u32 b_whole_low, b_block, #16; \
vdup.u32 dx4, rg_dx4[0]; \
\
vaddhn.u32 r_whole_high, r_block, dx4; \
vdup.u32 dx4, rg_dx4[1]; \
\
vaddhn.u32 g_whole_high, g_block, dx4; \
vdup.u32 dx4, b_dx4; \
\
vaddhn.u32 b_whole_high, b_block, dx4; \
vdup.u32 dx8, rg_dx8[0]; \
\
vadd.u32 r_block, r_block, dx8; \
vdup.u32 dx8, rg_dx8[1]; \
\
vadd.u32 g_block, g_block, dx8; \
vdup.u32 dx8, b_dx8; \
\
vadd.u32 b_block, b_block, dx8; \
\
vmovn.u16 r_whole_8, r_whole; \
vmovn.u16 g_whole_8, g_whole; \
vmovn.u16 b_whole_8, b_whole; \
\
beq 3f; \
\
2: \
setup_blocks_shaded_untextured_dither_a_##dithering(); \
vshrn.u32 r_whole_low, r_block, #16; \
\
setup_blocks_shaded_untextured_dither_b_##dithering(); \
vshrn.u32 g_whole_low, g_block, #16; \
\
vshrn.u32 b_whole_low, b_block, #16; \
\
vdup.u32 dx4, rg_dx4[0]; \
vshr.u8 r_whole_8, r_whole_8, #3; \
vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
\
vaddhn.u32 r_whole_high, r_block, dx4; \
vdup.u32 dx4, rg_dx4[1]; \
\
vmov pixels, msb_mask; \
vaddhn.u32 g_whole_high, g_block, dx4; \
vdup.u32 dx4, b_dx4; \
\
vaddhn.u32 b_whole_high, b_block, dx4; \
vdup.u32 dx8, rg_dx8[0]; \
\
vmlal.u8 pixels, r_whole_8, d64_1; \
vmlal.u8 pixels, g_whole_8, d64_4; \
vmlal.u8 pixels, b_whole_8, d64_128; \
\
vadd.u32 r_block, r_block, dx8; \
vdup.u32 dx8, rg_dx8[1]; \
\
vadd.u32 g_block, g_block, dx8; \
vdup.u32 dx8, b_dx8; \
\
vadd.u32 b_block, b_block, dx8; \
\
vmovn.u16 r_whole_8, r_whole; \
vmovn.u16 g_whole_8, g_whole; \
vmovn.u16 b_whole_8, b_whole; \
\
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 ]; \
setup_blocks_shaded_untextured_dither_b_##dithering(); \
\
vshr.u8 r_whole_8, r_whole_8, #3; \
rbit right_mask, right_mask; \
vmov pixels, msb_mask; \
vbic.u8 gb_whole_8, gb_whole_8, d128_0x7; \
clz right_mask, right_mask; \
\
vmlal.u8 pixels, r_whole_8, d64_1; \
vmlal.u8 pixels, g_whole_8, d64_4; \
vmlal.u8 pixels, b_whole_8, d64_128; \
\
JT_OP_REL(100f, right_mask, temp); \
JT_OP(ldr pc, [ pc, right_mask, lsl #2 ]); \
nop; \
100: \
nop; \
.word JTE(100b, 4f); \
.word JTE(100b, 5f); \
.word JTE(100b, 6f); \
.word JTE(100b, 7f); \
.word JTE(100b, 8f); \
.word JTE(100b, 9f); \
.word JTE(100b, 10f); \
.word JTE(100b, 11f); \
\
4: \
vst1.u16 { pixels_low[0] }, [ fb_ptr ]; \
bal 1f; \
\
5: \
vst1.u32 { pixels_low[0] }, [ fb_ptr ]; \
bal 1f; \
\
6: \
vst1.u32 { pixels_low[0] }, [ fb_ptr ]!; \
vst1.u16 { pixels_low[2] }, [ fb_ptr ]; \
bal 1f; \
\
7: \
vst1.u32 { pixels_low }, [ fb_ptr ]; \
bal 1f; \
\
8: \
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 ]!; \
bal 1f; \
\
10: \
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 ]; \
bal 1f; \
\
1: \
add span_uvrg_offset, span_uvrg_offset, #16; \
add span_b_offset, span_b_offset, #4; \
\
add span_edge_data, span_edge_data, #8; \
subs num_spans, num_spans, #1; \
\
bne 0b; \
\
ldmia sp!, { r4 - r11, pc } \
setup_blocks_shaded_untextured_direct_builder(undithered)
setup_blocks_shaded_untextured_direct_builder(dithered)
#undef psx_gpu
#undef num_blocks
#undef triangle
#undef c_64
#define psx_gpu r0
#define block_ptr r1
#define num_blocks r2
#define uv_01 r3
#define uv_23 r4
#define uv_45 r5
#define uv_67 r6
#define uv_0 r7
#define uv_1 r3
#define uv_2 r8
#define uv_3 r4
#define uv_4 r9
#define uv_5 r5
#define uv_6 r10
#define uv_7 r6
#define texture_ptr r11
#define pixel_0 r7
#define pixel_1 r3
#define pixel_2 r8
#define pixel_3 r4
#define pixel_4 r9
#define pixel_5 r5
#define pixel_6 r10
#define pixel_7 r6
#define pixels_a r7
#define pixels_b r9
#define pixels_c r8
#define pixels_d r10
#define c_64 r0
#define clut_ptr r12
#define current_texture_mask r5
#define dirty_textures_mask r6
#define texels d0
#define clut_low_a d2
#define clut_low_b d3
#define clut_high_a d4
#define clut_high_b d5
#define clut_a q1
#define clut_b q2
#define texels_low d6
#define texels_high d7
.align 3
function(texture_blocks_untextured)
bx lr
.align 3
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 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 ]
vuzp.u8 clut_a, clut_b
ldr dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
tst dirty_textures_mask, current_texture_mask
bne 1f
mov c_64, #64
0:
ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
uxtah uv_0, texture_ptr, uv_01
uxtah uv_1, texture_ptr, uv_01, ror #16
uxtah uv_2, texture_ptr, uv_23
uxtah uv_3, texture_ptr, uv_23, ror #16
uxtah uv_4, texture_ptr, uv_45
ldrb pixel_0, [ uv_0 ]
uxtah uv_5, texture_ptr, uv_45, ror #16
ldrb pixel_1, [ uv_1 ]
uxtah uv_6, texture_ptr, uv_67
ldrb pixel_2, [ uv_2 ]
uxtah uv_7, texture_ptr, uv_67, ror #16
ldrb pixel_3, [ uv_3 ]
ldrb pixel_4, [ uv_4 ]
subs num_blocks, num_blocks, #1
ldrb pixel_5, [ uv_5 ]
orr pixels_a, pixel_0, pixel_1, lsl #8
ldrb pixel_6, [ uv_6 ]
orr pixels_b, pixel_4, pixel_5, lsl #8
ldrb pixel_7, [ uv_7 ]
orr pixels_a, pixels_a, pixel_2, lsl #16
orr pixels_b, pixels_b, pixel_6, lsl #16
orr pixels_a, pixels_a, pixel_3, lsl #24
orr pixels_b, pixels_b, pixel_7, lsl #24
vmov texels, pixels_a, pixels_b
vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels
vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels
vst2.u8 { texels_low, texels_high }, [ block_ptr, :128 ], c_64
bne 0b
ldmia sp!, { r3 - r11, pc }
1:
stmdb sp!, { r1 - r2 }
bl update_texture_4bpp_cache
mov c_64, #64
ldmia sp!, { r1 - r2 }
bal 0b
.align 3
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 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 ]
tst dirty_textures_mask, current_texture_mask
bne 1f
nop
0:
ldm block_ptr, { uv_01, uv_23, uv_45, uv_67 }
uxtah uv_0, texture_ptr, uv_01
uxtah uv_1, texture_ptr, uv_01, ror #16
uxtah uv_2, texture_ptr, uv_23
uxtah uv_3, texture_ptr, uv_23, ror #16
uxtah uv_4, texture_ptr, uv_45
ldrb pixel_0, [ uv_0 ]
uxtah uv_5, texture_ptr, uv_45, ror #16
ldrb pixel_1, [ uv_1 ]
uxtah uv_6, texture_ptr, uv_67
ldrb pixel_2, [ uv_2 ]
uxtah uv_7, texture_ptr, uv_67, ror #16
ldrb pixel_3, [ uv_3 ]
ldrb pixel_4, [ uv_4 ]
add pixel_0, pixel_0, pixel_0
ldrb pixel_5, [ uv_5 ]
add pixel_1, pixel_1, pixel_1
ldrb pixel_6, [ uv_6 ]
add pixel_2, pixel_2, pixel_2
ldrb pixel_7, [ uv_7 ]
add pixel_3, pixel_3, pixel_3
ldrh pixel_0, [ clut_ptr, pixel_0 ]
add pixel_4, pixel_4, pixel_4
ldrh pixel_1, [ clut_ptr, pixel_1 ]
add pixel_5, pixel_5, pixel_5
ldrh pixel_2, [ clut_ptr, pixel_2 ]
add pixel_6, pixel_6, pixel_6
ldrh pixel_3, [ clut_ptr, pixel_3 ]
add pixel_7, pixel_7, pixel_7
ldrh pixel_4, [ clut_ptr, pixel_4 ]
orr pixels_a, pixel_0, pixel_1, lsl #16
ldrh pixel_5, [ clut_ptr, pixel_5 ]
orr pixels_c, pixel_2, pixel_3, lsl #16
ldrh pixel_6, [ clut_ptr, pixel_6 ]
subs num_blocks, num_blocks, #1
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
stm block_ptr, { pixels_a, pixels_c, pixels_b, pixels_d }
add block_ptr, block_ptr, #64
bne 0b
ldmia sp!, { r3 - r11, pc }
1:
stmdb sp!, { r1 - r2, r12 }
bl update_texture_8bpp_cache
ldmia sp!, { r1 - r2, r12 }
bal 0b
#undef uv_0
#undef uv_1
#undef uv_2
#undef uv_3
#undef uv_4
#undef uv_5
#undef uv_6
#undef uv_7
#undef pixel_0
#undef pixel_1
#undef pixel_2
#undef pixel_3
#undef pixel_4
#undef pixel_5
#undef pixel_6
#undef pixel_7
#undef texture_ptr
#undef pixels_a
#undef pixels_b
#undef pixels_c
#undef pixels_d
#define psx_gpu r0
#define block_ptr r1
#define num_blocks r2
#define uv_0 r3
#define uv_1 r4
#define u_0 r3
#define u_1 r4
#define v_0 r5
#define v_1 r6
#define uv_2 r5
#define uv_3 r6
#define u_2 r5
#define u_3 r6
#define v_2 r7
#define v_3 r8
#define uv_4 r7
#define uv_5 r8
#define u_4 r7
#define u_5 r8
#define v_4 r9
#define v_5 r10
#define uv_6 r9
#define uv_7 r10
#define u_6 r9
#define u_7 r10
#define v_6 r11
#define v_7 r0
#define pixel_0 r3
#define pixel_1 r4
#define pixel_2 r5
#define pixel_3 r6
#define pixel_4 r7
#define pixel_5 r8
#define pixel_6 r9
#define pixel_7 r10
#define pixels_a r3
#define pixels_b r5
#define pixels_c r7
#define pixels_d r9
#define texture_ptr r12
.align 3
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 ]
0:
ldrh uv_0, [ block_ptr ]
subs num_blocks, num_blocks, #1
ldrh uv_1, [ block_ptr, #2 ]
and v_0, uv_0, #0xFF00
and v_1, uv_1, #0xFF00
and u_0, uv_0, #0xFF
and u_1, uv_1, #0xFF
add uv_0, u_0, v_0, lsl #2
ldrh uv_2, [ block_ptr, #4 ]
add uv_1, u_1, v_1, lsl #2
ldrh uv_3, [ block_ptr, #6 ]
add uv_0, uv_0, uv_0
add uv_1, uv_1, uv_1
and v_2, uv_2, #0xFF00
and v_3, uv_3, #0xFF00
and u_2, uv_2, #0xFF
and u_3, uv_3, #0xFF
add uv_2, u_2, v_2, lsl #2
ldrh uv_4, [ block_ptr, #8 ]
add uv_3, u_3, v_3, lsl #2
ldrh uv_5, [ block_ptr, #10 ]
add uv_2, uv_2, uv_2
add uv_3, uv_3, uv_3
and v_4, uv_4, #0xFF00
and v_5, uv_5, #0xFF00
and u_4, uv_4, #0xFF
and u_5, uv_5, #0xFF
add uv_4, u_4, v_4, lsl #2
ldrh uv_6, [ block_ptr, #12 ]
add uv_5, u_5, v_5, lsl #2
ldrh uv_7, [ block_ptr, #14 ]
add uv_4, uv_4, uv_4
ldrh pixel_0, [ texture_ptr, uv_0 ]
add uv_5, uv_5, uv_5
ldrh pixel_1, [ texture_ptr, uv_1 ]
and v_6, uv_6, #0xFF00
ldrh pixel_2, [ texture_ptr, uv_2 ]
and v_7, uv_7, #0xFF00
ldrh pixel_3, [ texture_ptr, uv_3 ]
and u_6, uv_6, #0xFF
ldrh pixel_4, [ texture_ptr, uv_4 ]
and u_7, uv_7, #0xFF
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
add uv_6, uv_6, uv_6
add uv_7, uv_7, uv_7
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 ]
orr pixels_c, pixel_4, pixel_5, lsl #16
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 }
add block_ptr, block_ptr, #64
bne 0b
ldmia sp!, { r3 - r11, pc }
#undef num_blocks
#undef test_mask
#undef texels
#undef pixels_b
#undef pixels
#undef d64_1
#undef d64_4
#undef d64_128
#undef draw_mask
#undef msb_mask
#undef msb_mask_low
#undef msb_mask_high
#undef fb_pixels
#undef c_32
#undef fb_ptr
#undef mask_msb_ptr
#define psx_gpu r0
#define num_blocks r1
#define color_ptr r2
#define colors_scalar r2
#define colors_scalar_compare r3
#define mask_msb_ptr r2
#define block_ptr_load_a r0
#define block_ptr_store r3
#define block_ptr_load_b r12
#define c_32 r2
#define c_48 r4
#define fb_ptr r14
#define draw_mask_bits_scalar r5
#define d128_0x07 q0
#define d128_0x1F q1
#define d128_0x8000 q2
#define test_mask q3
#define texels q4
#define colors_rg q5
#define colors_b_dm_bits q6
#define texels_rg q7
#define pixels_r q8
#define pixels_g q9
#define pixels_b q10
#define pixels q11
#define zero_mask q4
#define draw_mask q12
#define msb_mask q13
#define fb_pixels q8
#define pixels_gb_low q9
#define colors_r d10
#define colors_g d11
#define colors_b d12
#define draw_mask_bits d13
#define texels_r d14
#define texels_g d15
#define pixels_r_low d16
#define pixels_g_low d18
#define pixels_b_low d19
#define msb_mask_low d26
#define msb_mask_high d27
#define d64_1 d28
#define d64_4 d29
#define d64_128 d30
#define texels_b d31
#define shade_blocks_textured_modulated_prologue_indirect() \
mov c_48, #48; \
add block_ptr_store, psx_gpu, #psx_gpu_blocks_offset \
#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 ] \
#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 ]; \
movw colors_scalar_compare, #0x8080; \
\
movt colors_scalar_compare, #0x80; \
cmp colors_scalar, colors_scalar_compare; \
beq shade_blocks_textured_unmodulated_##target \
#define shade_blocks_textured_false_modulation_check_dithered(target) \
#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 ]; \
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 ] \
#define shade_blocks_textured_modulated_load_last_dithered(target) \
vld1.u32 { target }, [ block_ptr_load_b, :128 ], c_32 \
#define shade_blocks_textured_modulated_load_undithered(target) \
#define shade_blocks_textured_modulated_load_last_undithered(target) \
add block_ptr_load_b, block_ptr_load_b, #32 \
#define shade_blocks_textured_modulate_dithered(channel) \
vmlal.u8 pixels_##channel, texels_##channel, colors_##channel \
#define shade_blocks_textured_modulate_undithered(channel) \
vmull.u8 pixels_##channel, texels_##channel, colors_##channel \
#define shade_blocks_textured_modulated_store_draw_mask_indirect(offset) \
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 ]; \
vbit.u16 pixels, fb_pixels, draw_mask \
#define shade_blocks_textured_modulated_store_pixels_indirect() \
vst1.u32 { pixels }, [ block_ptr_store, :128 ], c_48 \
#define shade_blocks_textured_modulated_store_pixels_direct() \
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 \
#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 \
#define shade_blocks_textured_modulated_load_bdm_unshaded() \
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() \
vdup.u16 draw_mask, draw_mask_bits[0] \
#define shade_blocks_textured_modulated_expand_draw_mask_unshaded() \
vdup.u16 draw_mask, draw_mask_bits_scalar \
#define shade_blocks_textured_modulated_apply_msb_mask_indirect() \
#define shade_blocks_textured_modulated_apply_msb_mask_direct() \
vorr.u16 pixels, pixels, msb_mask \
#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
.align 3; \
\
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 ]; \
\
vld1.u32 { test_mask }, [ psx_gpu, :128 ]; \
\
shade_blocks_textured_modulated_prologue_##target(); \
\
add block_ptr_load_a, psx_gpu, #psx_gpu_blocks_offset; \
mov c_32, #32; \
\
add block_ptr_load_b, block_ptr_load_a, #16; \
vmov.u8 d64_1, #1; \
vmov.u8 d64_4, #4; \
vmov.u8 d64_128, #128; \
\
vld1.u32 { texels }, [ block_ptr_load_a, :128 ], c_32; \
vmov.u8 d128_0x07, #0x07; \
\
shade_blocks_textured_modulated_load_rg_##shading(); \
vmov.u8 d128_0x1F, #0x1F; \
\
shade_blocks_textured_modulated_load_bdm_##shading(); \
vmov.u16 d128_0x8000, #0x8000; \
\
vmovn.u16 texels_r, texels; \
vshrn.u16 texels_g, texels, #5; \
\
vshrn.u16 texels_b, texels, #7; \
shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
\
shade_blocks_textured_modulated_load_##dithering(pixels_r); \
vtst.u16 draw_mask, draw_mask, test_mask; \
\
shade_blocks_textured_modulated_load_##dithering(pixels_g); \
vand.u8 texels_rg, texels_rg, d128_0x1F; \
\
shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
vshr.u8 texels_b, texels_b, #3; \
\
shade_blocks_textured_modulate_##dithering(r); \
shade_blocks_textured_modulate_##dithering(g); \
shade_blocks_textured_modulate_##dithering(b); \
\
vand.u16 pixels, texels, d128_0x8000; \
vceq.u16 zero_mask, texels, #0; \
\
vqshrun.s16 pixels_r_low, pixels_r, #4; \
vqshrun.s16 pixels_g_low, pixels_g, #4; \
vqshrun.s16 pixels_b_low, pixels_b, #4; \
\
shade_blocks_textured_modulated_apply_msb_mask_##target(); \
vorr.u16 draw_mask, draw_mask, zero_mask; \
vshr.u8 pixels_r_low, pixels_r_low, #3; \
vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
\
subs num_blocks, num_blocks, #1; \
beq 1f; \
\
.align 3; \
\
0: \
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 ]; \
vmovn.u16 texels_r, texels; \
vmlal.u8 pixels, pixels_r_low, d64_1; \
\
vmlal.u8 pixels, pixels_g_low, d64_4; \
vmlal.u8 pixels, pixels_b_low, d64_128; \
shade_blocks_textured_modulated_store_draw_mask_##target(-4); \
\
shade_blocks_textured_modulated_load_##dithering(pixels_r); \
shade_blocks_textured_modulated_expand_draw_mask_##shading(); \
\
shade_blocks_textured_modulated_load_##dithering(pixels_g); \
vand.u8 texels_rg, texels_rg, d128_0x1F; \
\
shade_blocks_textured_modulated_load_last_##dithering(pixels_b); \
vtst.u16 draw_mask, draw_mask, test_mask; \
\
shade_blocks_textured_modulated_store_pixels_##target(); \
vshr.u8 texels_b, texels_b, #3; \
\
shade_blocks_textured_modulate_##dithering(r); \
shade_blocks_textured_modulate_##dithering(g); \
shade_blocks_textured_modulate_##dithering(b); \
\
vand.u16 pixels, texels, d128_0x8000; \
vceq.u16 zero_mask, texels, #0; \
\
subs num_blocks, num_blocks, #1; \
\
vqshrun.s16 pixels_r_low, pixels_r, #4; \
vqshrun.s16 pixels_g_low, pixels_g, #4; \
vqshrun.s16 pixels_b_low, pixels_b, #4; \
\
shade_blocks_textured_modulated_apply_msb_mask_##target(); \
vorr.u16 draw_mask, draw_mask, zero_mask; \
vshr.u8 pixels_r_low, pixels_r_low, #3; \
vbic.u8 pixels_gb_low, pixels_gb_low, d128_0x07; \
\
bne 0b; \
\
1: \
vmlal.u8 pixels, pixels_r_low, d64_1; \
vmlal.u8 pixels, pixels_g_low, d64_4; \
vmlal.u8 pixels, pixels_b_low, d64_128; \
\
shade_blocks_textured_modulated_store_draw_mask_##target(28); \
shade_blocks_textured_modulated_store_pixels_##target(); \
\
ldmia sp!, { r4 - r5, pc } \
shade_blocks_textured_modulated_builder(shaded, dithered, direct);
shade_blocks_textured_modulated_builder(shaded, undithered, direct);
shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
#undef c_64
#undef fb_ptr
#undef color_ptr
#undef color_r
#undef color_g
#undef color_b
#undef test_mask
#undef pixels
#undef draw_mask
#undef zero_mask
#undef fb_pixels
#undef msb_mask
#undef msb_mask_low
#undef msb_mask_high
#define psx_gpu r0
#define num_blocks r1
#define mask_msb_ptr r2
#define color_ptr r3
#define block_ptr_load r0
#define draw_mask_store_ptr r3
#define draw_mask_bits_ptr r12
#define draw_mask_ptr r12
#define pixel_store_ptr r14
#define fb_ptr_cmp r4
#define fb_ptr r3
#define fb_ptr_next r14
#define c_64 r2
#define test_mask q0
#define pixels q1
#define draw_mask q2
#define zero_mask q3
#define draw_mask_combined q4
#define fb_pixels q5
#define fb_pixels_next q6
#define msb_mask q7
#define draw_mask_low d4
#define draw_mask_high d5
#define msb_mask_low d14
#define msb_mask_high d15
.align 3
function(shade_blocks_textured_unmodulated_indirect)
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 ]
add pixel_store_ptr, psx_gpu, #(psx_gpu_blocks_offset + 16)
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.u16 { draw_mask_low[], draw_mask_high[] }, \
[ 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
subs num_blocks, num_blocks, #1
beq 1f
0:
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
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 { 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
ldr pc, [ sp, #-4 ]
.align 3
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 ]
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
vld1.u16 { msb_mask_low[], msb_mask_high[] }, [ mask_msb_ptr, :16 ]
mov c_64, #64
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 ]
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
subs num_blocks, num_blocks, #1
beq 1f
0:
mov fb_ptr, fb_ptr_next
ldr fb_ptr_next, [ block_ptr_load, #44 ]
vorr.u16 pixels, pixels, msb_mask
vorr.u16 draw_mask_combined, draw_mask, zero_mask
vmov fb_pixels, fb_pixels_next
vld1.u16 { draw_mask_low[], draw_mask_high[] }, \
[ 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 ]
add fb_ptr_cmp, fb_ptr_cmp, #14
vld1.u32 { pixels }, [ block_ptr_load, :128 ], c_64
cmp fb_ptr_cmp, #28
bls 4f
vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
vceq.u16 zero_mask, pixels, #0
vst1.u16 { fb_pixels }, [ fb_ptr ]
vtst.u16 draw_mask, draw_mask, test_mask
3:
subs num_blocks, num_blocks, #1
bne 0b
1:
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 ]
ldmia sp!, { r4, pc }
4:
vst1.u16 { fb_pixels }, [ fb_ptr ]
vceq.u16 zero_mask, pixels, #0
vld1.u16 { fb_pixels_next }, [ fb_ptr_next ]
vtst.u16 draw_mask, draw_mask, test_mask
bal 3b
function(shade_blocks_unshaded_untextured_indirect)
bx lr
.align 3
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 ]
add mask_msb_ptr, psx_gpu, #psx_gpu_mask_msb_offset
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 ]
mov c_64, #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
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
vbif.u16 fb_pixels, pixels, draw_mask
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 ]
3:
subs num_blocks, num_blocks, #1
bne 0b
1:
vbif.u16 fb_pixels_next, pixels, draw_mask
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 ]
bal 3b
#undef draw_mask_ptr
#undef c_64
#undef fb_ptr
#undef fb_ptr_next
#undef fb_ptr_cmp
#define psx_gpu r0
#define num_blocks r1
#define msb_mask_ptr r2
#define pixel_ptr r3
#define draw_mask_ptr r0
#define c_64 r2
#define fb_ptr r12
#define fb_ptr_next r14
#define fb_ptr_cmp r4
#undef msb_mask
#undef draw_mask
#undef pixels
#undef fb_pixels
#undef d128_0x8000
#undef msb_mask_low
#undef msb_mask_high
#undef draw_mask_next
#undef pixels_g
#undef blend_pixels
#undef fb_pixels_next
#define msb_mask q0
#define draw_mask q1
#define pixels q2
#define fb_pixels q3
#define blend_pixels q4
#define pixels_no_msb q5
#define blend_mask q6
#define fb_pixels_no_msb q7
#define d128_0x8000 q8
#define d128_0x0421 q9
#define fb_pixels_next q10
#define blend_pixels_next q11
#define pixels_next q12
#define draw_mask_next q13
#define write_mask q14
#define pixels_rb q5
#define pixels_mg q7
#define pixels_g q7
#define d128_0x7C1F q8
#define d128_0x03E0 q9
#define fb_pixels_rb q10
#define fb_pixels_g q11
#define fb_pixels_masked q11
#define d128_0x83E0 q15
#define pixels_fourth q7
#define d128_0x1C07 q12
#define d128_0x00E0 q13
#define d128_0x80E0 q13
#define msb_mask_low d0
#define msb_mask_high d1
#define blend_blocks_average_set_blend_mask_textured(source) \
vclt.s16 blend_mask, source, #0 \
#define blend_blocks_average_set_stp_bit_textured() \
vorr.u16 blend_pixels, #0x8000 \
#define blend_blocks_average_combine_textured(source) \
vbif.u16 blend_pixels, source, blend_mask \
#define blend_blocks_average_set_blend_mask_untextured(source) \
#define blend_blocks_average_set_stp_bit_untextured() \
#define blend_blocks_average_combine_untextured(source) \
#define blend_blocks_average_mask_set_on() \
vclt.s16 write_mask, fb_pixels_next, #0 \
#define blend_blocks_average_mask_copy_on() \
vorr.u16 draw_mask, draw_mask_next, write_mask \
#define blend_blocks_average_mask_copy_b_on() \
vorr.u16 draw_mask_next, draw_mask_next, write_mask \
#define blend_blocks_average_mask_set_off() \
#define blend_blocks_average_mask_copy_off() \
vmov draw_mask, draw_mask_next \
#define blend_blocks_average_mask_copy_b_off() \
#define blend_blocks_average_builder(texturing, mask_evaluate) \
.align 3; \
\
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 ]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 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 ]; \
\
vmov.u16 d128_0x0421, #0x0400; \
vld1.u32 { pixels_next }, [ pixel_ptr, :128 ], c_64; \
\
vorr.u16 d128_0x0421, #0x0021; \
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; \
vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
blend_blocks_average_mask_set_##mask_evaluate(); \
vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
\
subs num_blocks, num_blocks, #1; \
beq 1f; \
\
0: \
mov fb_ptr, fb_ptr_next; \
ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
\
vmov pixels, pixels_next; \
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; \
\
blend_blocks_average_set_blend_mask_##texturing(pixels); \
blend_blocks_average_set_stp_bit_##texturing(); \
vmov fb_pixels, fb_pixels_next; \
blend_blocks_average_combine_##texturing(pixels); \
\
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_next }, [ fb_ptr_next ]; \
veor.u16 blend_pixels_next, pixels_next, fb_pixels_next; \
\
vorr.u16 blend_pixels, blend_pixels, msb_mask; \
vbic.u16 pixels_no_msb, pixels_next, d128_0x8000; \
\
vand.u16 blend_pixels_next, blend_pixels_next, d128_0x0421; \
vbif.u16 fb_pixels, blend_pixels, draw_mask; \
\
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 ]; \
\
3: \
subs num_blocks, num_blocks, #1; \
bne 0b; \
\
1: \
blend_blocks_average_mask_copy_b_##mask_evaluate(); \
vhadd.u16 blend_pixels, fb_pixels_no_msb, blend_pixels_next; \
\
blend_blocks_average_set_blend_mask_##texturing(pixels_next); \
blend_blocks_average_set_stp_bit_##texturing(); \
blend_blocks_average_combine_##texturing(pixels_next); \
\
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 ]; \
\
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 ]; \
\
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; \
vsub.u16 blend_pixels_next, pixels_no_msb, blend_pixels_next; \
vbic.u16 fb_pixels_no_msb, fb_pixels_next, d128_0x8000; \
\
bal 3b \
blend_blocks_average_builder(textured, off)
blend_blocks_average_builder(untextured, off)
blend_blocks_average_builder(textured, on)
blend_blocks_average_builder(untextured, on)
#define blend_blocks_add_mask_set_on() \
vclt.s16 write_mask, fb_pixels, #0 \
#define blend_blocks_add_mask_copy_on() \
vorr.u16 draw_mask, draw_mask, write_mask \
#define blend_blocks_add_mask_set_off() \
#define blend_blocks_add_mask_copy_off() \
#define blend_blocks_add_textured_builder(mask_evaluate) \
.align 3; \
\
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 ]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 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_0x7C1F, #0x7C00; \
vmov.u16 d128_0x03E0, #0x0300; \
vmov.u16 d128_0x83E0, #0x8000; \
vorr.u16 d128_0x03E0, #0x00E0; \
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; \
vclt.s16 blend_mask, pixels, #0; \
vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
vand.u16 pixels_rb, pixels, d128_0x7C1F; \
\
blend_blocks_add_mask_copy_##mask_evaluate(); \
vorr.u16 pixels, pixels, msb_mask; \
vand.u16 fb_pixels_masked, fb_pixels, blend_mask; \
vand.u16 pixels_mg, pixels, d128_0x83E0; \
vand.u16 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
\
subs num_blocks, num_blocks, #1; \
beq 1f; \
\
0: \
mov fb_ptr, fb_ptr_next; \
\
ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
\
vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
vclt.s16 blend_mask, pixels, #0; \
\
vorr.u16 pixels, pixels, msb_mask; \
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
vand.u16 pixels_mg, pixels, d128_0x83E0; \
\
sub fb_ptr_cmp, fb_ptr_next, fb_ptr; \
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; \
\
cmp fb_ptr_cmp, #28; \
bls 2f; \
\
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 ]; \
\
3: \
vand.u16 fb_pixels_g, fb_pixels_masked, d128_0x03E0; \
vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
vadd.u16 fb_pixels_g, fb_pixels_g, pixels_mg; \
vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x83E0; \
\
subs num_blocks, num_blocks, #1; \
bne 0b; \
\
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 ]; \
\
ldmia sp!, { r4, pc }; \
\
2: \
vst1.u16 { blend_pixels }, [ fb_ptr ]; \
vand.u16 pixels_rb, pixels, d128_0x7C1F; \
\
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 fb_pixels_rb, fb_pixels_masked, d128_0x7C1F; \
bal 3b \
#define blend_blocks_add_untextured_builder(mask_evaluate) \
.align 3; \
\
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 ]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 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_0x7C1F, #0x7C00; \
vmov.u16 d128_0x03E0, #0x0300; \
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 ]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
vand.u16 pixels_rb, pixels, d128_0x7C1F; \
\
blend_blocks_add_mask_copy_##mask_evaluate(); \
vand.u16 pixels_g, pixels, d128_0x03E0; \
vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
\
subs num_blocks, num_blocks, #1; \
beq 1f; \
\
0: \
mov fb_ptr, fb_ptr_next; \
\
ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
\
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; \
\
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 ]; \
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 ]; \
\
3: \
vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
\
subs num_blocks, num_blocks, #1; \
bne 0b; \
\
1: \
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 ]; \
\
ldmia sp!, { r4, pc }; \
\
2: \
vst1.u16 { blend_pixels }, [ fb_ptr ]; \
vand.u16 pixels_rb, pixels, d128_0x7C1F; \
\
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; \
bal 3b \
blend_blocks_add_textured_builder(off)
blend_blocks_add_textured_builder(on)
blend_blocks_add_untextured_builder(off)
blend_blocks_add_untextured_builder(on)
#define blend_blocks_subtract_set_blend_mask_textured() \
vclt.s16 blend_mask, pixels_next, #0 \
#define blend_blocks_subtract_combine_textured() \
vbif.u16 blend_pixels, pixels, blend_mask \
#define blend_blocks_subtract_set_stb_textured() \
vorr.u16 blend_pixels, #0x8000 \
#define blend_blocks_subtract_msb_mask_textured() \
vorr.u16 pixels, pixels_next, msb_mask \
#define blend_blocks_subtract_set_blend_mask_untextured() \
#define blend_blocks_subtract_combine_untextured() \
#define blend_blocks_subtract_set_stb_untextured() \
vorr.u16 blend_pixels, blend_pixels, msb_mask \
#define blend_blocks_subtract_msb_mask_untextured() \
#define blend_blocks_subtract_mask_set_on() \
vclt.s16 write_mask, fb_pixels, #0 \
#define blend_blocks_subtract_mask_copy_on() \
vorr.u16 draw_mask, draw_mask_next, write_mask \
#define blend_blocks_subtract_mask_set_off() \
#define blend_blocks_subtract_mask_copy_off() \
vmov draw_mask, draw_mask_next \
#define blend_blocks_subtract_builder(texturing, mask_evaluate) \
.align 3; \
\
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 ]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 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_0x7C1F, #0x7C00; \
vmov.u16 d128_0x03E0, #0x0300; \
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; \
blend_blocks_subtract_set_blend_mask_##texturing(); \
vld1.u16 { fb_pixels }, [ fb_ptr_next ]; \
blend_blocks_subtract_mask_set_##mask_evaluate(); \
vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
\
vand.u16 pixels_g, pixels_next, d128_0x03E0; \
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; \
vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
\
subs num_blocks, num_blocks, #1; \
beq 1f; \
\
0: \
blend_blocks_subtract_mask_copy_##mask_evaluate(); \
mov fb_ptr, fb_ptr_next; \
ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
\
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; \
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
vand.u16 pixels_rb, pixels_next, d128_0x7C1F; \
blend_blocks_subtract_set_stb_##texturing(); \
vand.u16 pixels_g, pixels_next, d128_0x03E0; \
blend_blocks_subtract_combine_##texturing(); \
blend_blocks_subtract_set_blend_mask_##texturing(); \
vbit.u16 blend_pixels, fb_pixels, draw_mask; \
\
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 ]; \
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 ]; \
vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
\
3: \
subs num_blocks, num_blocks, #1; \
bne 0b; \
\
1: \
blend_blocks_subtract_mask_copy_##mask_evaluate(); \
\
blend_blocks_subtract_msb_mask_##texturing(); \
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
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 ]; \
\
ldmia sp!, { r4, pc }; \
\
2: \
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; \
vqsub.u8 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
vqsub.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
bal 3b \
blend_blocks_subtract_builder(textured, off)
blend_blocks_subtract_builder(textured, on)
blend_blocks_subtract_builder(untextured, off)
blend_blocks_subtract_builder(untextured, on)
#define blend_blocks_add_fourth_textured_builder(mask_evaluate) \
.align 3; \
\
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 ]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 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_0x7C1F, #0x7C00; \
vmov.u16 d128_0x03E0, #0x0300; \
vmov.u16 d128_0x1C07, #0x1C00; \
vmov.u16 d128_0x00E0, #0x00E0; \
vorr.u16 d128_0x7C1F, #0x001F; \
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; \
vclt.s16 blend_mask, pixels, #0; \
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; \
\
blend_blocks_add_mask_copy_##mask_evaluate(); \
vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
\
subs num_blocks, num_blocks, #1; \
beq 1f; \
\
0: \
mov fb_ptr, fb_ptr_next; \
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; \
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; \
\
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 ]; \
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 ]; \
\
3: \
vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
\
subs num_blocks, num_blocks, #1; \
bne 0b; \
\
1: \
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
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 ]; \
\
ldmia sp!, { r4, pc }; \
\
2: \
vst1.u16 { blend_pixels }, [ fb_ptr ]; \
vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
\
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; \
bal 3b \
#define blend_blocks_add_fourth_untextured_builder(mask_evaluate) \
.align 3; \
\
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 ]; \
\
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 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_0x7C1F, #0x7C00; \
vmov.u16 d128_0x03E0, #0x0300; \
vmov.u16 d128_0x1C07, #0x1C00; \
vmov.u16 d128_0x00E0, #0x00E0; \
vorr.u16 d128_0x7C1F, #0x001F; \
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 ]; \
blend_blocks_add_mask_set_##mask_evaluate(); \
vshr.s16 pixels_fourth, pixels, #2; \
vand.u16 pixels_rb, pixels_fourth, d128_0x1C07; \
\
blend_blocks_add_mask_copy_##mask_evaluate(); \
vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
vand.u16 fb_pixels_rb, fb_pixels, d128_0x7C1F; \
vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
\
subs num_blocks, num_blocks, #1; \
beq 1f; \
\
0: \
mov fb_ptr, fb_ptr_next; \
ldr fb_ptr_next, [ pixel_ptr, #28 ]; \
\
vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64; \
\
vorr.u16 blend_pixels, fb_pixels_rb, fb_pixels_g; \
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; \
\
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 ]; \
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 ]; \
\
3: \
vand.u16 fb_pixels_g, fb_pixels, d128_0x03E0; \
vadd.u16 fb_pixels_rb, fb_pixels_rb, pixels_rb; \
vadd.u16 fb_pixels_g, fb_pixels_g, pixels_g; \
vmin.u8 fb_pixels_rb, fb_pixels_rb, d128_0x7C1F; \
vmin.u16 fb_pixels_g, fb_pixels_g, d128_0x03E0; \
\
subs num_blocks, num_blocks, #1; \
bne 0b; \
\
1: \
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 ]; \
\
ldmia sp!, { r4, pc }; \
\
2: \
vst1.u16 { blend_pixels }, [ fb_ptr ]; \
vand.u16 pixels_g, pixels_fourth, d128_0x00E0; \
\
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; \
bal 3b \
blend_blocks_add_fourth_textured_builder(off)
blend_blocks_add_fourth_textured_builder(on)
blend_blocks_add_fourth_untextured_builder(off)
blend_blocks_add_fourth_untextured_builder(on)
// TODO: Optimize this more. Need a scene that actually uses it for
// confirmation..
.align 3
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 ]
add pixel_ptr, psx_gpu, #(psx_gpu_blocks_offset + 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
vclt.s16 write_mask, fb_pixels, #0
vld1.u32 { pixels }, [ pixel_ptr, :128 ], c_64
subs num_blocks, num_blocks, #1
beq 1f
0:
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 ]
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
subs num_blocks, num_blocks, #1
bne 0b
1:
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 ]
ldmia sp!, { r4, pc }
function(blend_blocks_textured_unblended_off)
bx lr
function(warmup)
mov r3, #64
cmp r0, #0
bxeq lr
0:
vld1.u32 { u_whole_8, v_whole_8 }, [ r1, :128 ], r3
subs r0, r0, #1
bne 0b
bx lr
#undef vram_ptr
#undef color
#undef width
#undef height
#undef pitch
#define vram_ptr r0
#define color r1
#define width r2
#define height r3
#define pitch r1
#define num_width r12
#undef colors_a
#undef colors_b
#define colors_a q0
#define colors_b q1
.align 3
function(render_block_fill_body)
vdup.u16 colors_a, color
mov pitch, #2048
vmov colors_b, colors_a
sub pitch, pitch, width, lsl #1
mov num_width, width
0:
vst1.u32 { colors_a, colors_b }, [ vram_ptr, :256 ]!
subs num_width, num_width, #16
bne 0b
add vram_ptr, vram_ptr, pitch
mov num_width, width
subs height, height, #1
bne 0b
bx lr
#undef x
#undef y
#undef width
#undef height
#undef fb_ptr
#undef texture_mask
#undef num_blocks
#undef temp
#undef dirty_textures_mask
#undef clut_ptr
#undef current_texture_mask
#define psx_gpu r0
#define x r1
#define y r2
#define u r3
#define v r4
#define width r5
#define height r6
#define offset_u r8
#define offset_v r9
#define offset_u_right r10
#define width_rounded r11
#define height_rounded r12
#define texture_offset_base r1
#define tile_width r2
#define tile_height r3
#define num_blocks r4
#define block r5
#define sub_tile_height r6
#define fb_ptr r7
#define texture_mask r8
#define column_data r9
#define texture_offset r10
#define tiles_remaining r11
#define fb_ptr_advance_column r12
#define texture_block_ptr r14
#define temp r14
#define texture_page_ptr r3
#define left_block_mask r4
#define right_block_mask r5
#define texture_mask_rev r10
#define control_mask r11
#define dirty_textures_mask r4
#define clut_ptr r5
#define current_texture_mask r6
#undef texels
#undef clut_low_a
#undef clut_low_b
#undef clut_high_a
#undef clut_high_b
#undef clut_a
#undef clut_b
#undef texels_low
#undef texels_high
#define texels d0
#define draw_masks_fb_ptrs q1
#define draw_mask_fb_ptr_left d2
#define draw_mask_fb_ptr_right d3
#define draw_mask_fb_ptr_left_a d2
#define draw_mask_fb_ptr_left_b d3
#define draw_mask_fb_ptr_right_a d10
#define draw_mask_fb_ptr_right_b d11
#define draw_masks_fb_ptrs2 q5
#define clut_low_a d4
#define clut_low_b d5
#define clut_high_a d6
#define clut_high_b d7
#define block_masks d8
#define block_masks_shifted d9
#define clut_a q2
#define clut_b q3
#define texels_low d12
#define texels_high d13
#define texels_wide_low d14
#define texels_wide_high d15
#define texels_wide q7
setup_sprite_flush_blocks:
vpush { q1 - q5 }
stmdb sp!, { r0 - r3, r12, r14 }
bl flush_render_block_buffer
ldmia sp!, { r0 - r3, r12, r14 }
vpop { q1 - q5 }
add block, psx_gpu, #psx_gpu_blocks_offset
bx lr
setup_sprite_update_texture_4bpp_cache:
stmdb sp!, { r0 - r3, r14 }
bl update_texture_4bpp_cache
ldmia sp!, { r0 - r3, pc }
setup_sprite_update_texture_8bpp_cache:
stmdb sp!, { r0 - r3, r14 }
bl update_texture_8bpp_cache
ldmia sp!, { r0 - r3, pc }
#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 ]; \
\
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; \
\
blne setup_sprite_update_texture_4bpp_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 ]; \
\
tst current_texture_mask, dirty_textures_mask; \
blne setup_sprite_update_texture_8bpp_cache \
#define setup_sprite_block_count_single() \
sub_tile_height \
#define setup_sprite_block_count_double() \
sub_tile_height, lsl #1 \
#define setup_sprite_tile_add_blocks(type) \
add num_blocks, num_blocks, setup_sprite_block_count_##type(); \
cmp num_blocks, #MAX_BLOCKS; \
\
movgt num_blocks, setup_sprite_block_count_##type(); \
blgt setup_sprite_flush_blocks \
#define setup_sprite_tile_full_4bpp(edge) \
setup_sprite_tile_add_blocks(double); \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
\
pld [ fb_ptr ]; \
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
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 ]; \
add texture_block_ptr, texture_offset, #8; \
\
and texture_block_ptr, texture_block_ptr, texture_mask; \
add block, block, #40; \
\
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 ]; \
add block, block, #24; \
\
vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
vtbl.8 texels_low, { clut_low_a, clut_low_b }, texels; \
\
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 ]; \
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 ]; \
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 ] \
#define setup_sprite_tile_half_4bpp(edge) \
setup_sprite_tile_add_blocks(single); \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
\
pld [ fb_ptr ]; \
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
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 ]; \
add block, block, #40; \
\
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
\
add block, block, #24; \
add texture_offset, texture_offset, #0x10; \
\
add fb_ptr, fb_ptr, #2048; \
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 ] \
#define setup_sprite_tile_full_8bpp(edge) \
setup_sprite_tile_add_blocks(double); \
add block, block, #16; \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
vmov.u32 draw_mask_fb_ptr_left[1], fb_ptr; \
\
pld [ fb_ptr ]; \
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
\
add texture_block_ptr, texture_offset, #8; \
vst1.u32 { texels }, [ block, :64 ]; \
\
and texture_block_ptr, texture_block_ptr, texture_mask; \
add block, block, #24; \
\
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 ]; \
\
add block, block, #40; \
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 ]; \
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 ]; \
add block, block, #40; \
\
subs sub_tile_height, sub_tile_height, #1; \
bne 4b; \
\
sub block, block, #16; \
add texture_offset, texture_offset, #0xF00; \
strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
#define setup_sprite_tile_half_8bpp(edge) \
setup_sprite_tile_add_blocks(single); \
add block, block, #16; \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
vmov.u32 draw_mask_fb_ptr_##edge[1], fb_ptr; \
pld [ fb_ptr ]; \
\
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
\
vst1.u32 { texels }, [ block, :64 ]; \
add block, block, #24; \
\
vst1.u32 { draw_mask_fb_ptr_##edge }, [ block, :64 ]; \
add block, block, #40; \
\
add texture_offset, texture_offset, #0x10; \
add fb_ptr, fb_ptr, #2048; \
\
subs sub_tile_height, sub_tile_height, #1; \
bne 4b; \
\
sub block, block, #16; \
add texture_offset, texture_offset, #0xF00; \
strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
add texture_offset, texture_offset_base, #8; \
add fb_ptr, fb_ptr, #16 \
#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
mov texture_offset, texture_offset_base \
#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
mov texture_offset, texture_offset_base \
#define setup_sprite_tile_column_edge_post_adjust_half_right() \
sub fb_ptr, fb_ptr, #16 \
#define setup_sprite_tile_column_edge_post_adjust_half_left() \
#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
setup_sprite_tile_column_edge_post_adjust_half_##edge() \
#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
x4mode) \
mov sub_tile_height, column_data; \
setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
x4mode) \
and sub_tile_height, column_data, #0xFF; \
mov tiles_remaining, column_data, lsr #16; \
setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
\
subs tiles_remaining, tiles_remaining, #1; \
beq 2f; \
\
3: \
mov sub_tile_height, #16; \
setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
subs tiles_remaining, tiles_remaining, #1; \
bne 3b; \
\
2: \
uxtb sub_tile_height, column_data, ror #8; \
setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge) \
#define setup_sprite_column_data_single() \
mov column_data, height; \
ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_ptr_offset ] \
#define setup_sprite_column_data_multi() \
and height_rounded, height_rounded, #0xF; \
rsb column_data, offset_v, #16; \
\
add height_rounded, height_rounded, #1; \
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 ]; \
\
orr column_data, column_data, height_rounded, lsl #8 \
#define setup_sprite_setup_left_draw_mask_fb_ptr() \
vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column() \
mov fb_ptr_advance_column, #32; \
vdup.u8 draw_mask_fb_ptr_left, block_masks[0]; \
\
sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11; \
vdup.u8 draw_mask_fb_ptr_right, block_masks[1] \
#define setup_sprite_setup_right_draw_mask_fb_ptr() \
vdup.u8 draw_mask_fb_ptr_left, block_masks[4]; \
vdup.u8 draw_mask_fb_ptr_right, block_masks[5] \
#define setup_sprite_tile_column_width_single(tm, multi_height, edge_mode, \
edge, x4mode) \
setup_sprite_##tm##_single_##multi_height##_##edge_mode##_##edge##x4mode: \
setup_sprite_column_data_##multi_height(); \
vext.32 block_masks_shifted, block_masks, block_masks, #1; \
vorr.u32 block_masks, block_masks, block_masks_shifted; \
setup_sprite_setup_left_draw_mask_fb_ptr##x4mode(); \
\
setup_sprite_tile_column_height_##multi_height(edge_mode, edge, tm, x4mode); \
ldmia sp!, { r4 - r11, pc } \
#define setup_sprite_tiled_advance_column() \
add texture_offset_base, texture_offset_base, #0x100; \
tst texture_offset_base, #0xF00; \
subeq texture_offset_base, texture_offset_base, #(0x100 + 0xF00) \
#define setup_sprite_tile_column_width_multi(tm, multi_height, left_mode, \
right_mode, x4mode) \
setup_sprite_##tm##_multi_##multi_height##_##left_mode##_##right_mode##x4mode:\
setup_sprite_column_data_##multi_height(); \
\
setup_sprite_setup_left_draw_mask_fb_ptr_advance_column##x4mode(); \
\
setup_sprite_tile_column_height_##multi_height(left_mode, right, tm, x4mode);\
\
subs tile_width, tile_width, #2; \
add fb_ptr, fb_ptr, fb_ptr_advance_column; \
\
beq 1f; \
\
vmov.u8 draw_masks_fb_ptrs, #0; \
vmov.u8 draw_masks_fb_ptrs2, #0; \
\
0: \
setup_sprite_tiled_advance_column(); \
setup_sprite_tile_column_height_##multi_height(full, none, tm, x4mode); \
add fb_ptr, fb_ptr, fb_ptr_advance_column; \
subs tile_width, tile_width, #1; \
bne 0b; \
\
1: \
setup_sprite_setup_right_draw_mask_fb_ptr##x4mode(); \
\
setup_sprite_tiled_advance_column(); \
setup_sprite_tile_column_height_##multi_height(right_mode, left, tm, x4mode);\
ldmia sp!, { r4 - r11, pc } \
#define setup_sprite_offset_u_adjust() \
#define setup_sprite_get_left_block_mask() \
and left_block_mask, left_block_mask, #0xFF \
#define setup_sprite_compare_left_block_mask() \
cmp left_block_mask, #0xFF \
#define setup_sprite_get_right_block_mask() \
uxtb right_block_mask, right_block_mask, ror #8 \
#define setup_sprite_compare_right_block_mask() \
cmp right_block_mask, #0xFF \
/* 4x stuff */
#define fb_ptr2 column_data
#define setup_sprite_offset_u_adjust_4x() \
sub fb_ptr, fb_ptr, offset_u, lsl #1; \
lsl offset_u_right, #1; \
lsl offset_u, #1; \
add offset_u_right, #1 \
#define setup_sprite_get_left_block_mask_4x() \
sxth left_block_mask, left_block_mask \
#define setup_sprite_compare_left_block_mask_4x() \
cmp left_block_mask, #0xFFFFFFFF \
#define setup_sprite_get_right_block_mask_4x() \
sxth right_block_mask, right_block_mask, ror #16 \
#define setup_sprite_compare_right_block_mask_4x() \
cmp right_block_mask, #0xFFFFFFFF \
#define widen_texels_16bpp(texels_) \
vmov texels_wide_low, texels_; \
vmov texels_wide_high, texels_; \
vzip.16 texels_wide_low, texels_wide_high \
#define widen_texels_8bpp(texels_) \
vmov texels_wide_low, texels_; \
vmov texels_wide_high, texels_; \
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 ]; \
add block_, block_, #40; \
\
vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
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 ]; \
add block_, block_, #24; \
\
vmov.u32 draw_mask_fb_ptr_[1], fb_ptr_; \
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_, \
draw_mask_fb_ptr_b_) \
widen_texels_16bpp(texels_low); \
add fb_ptr_tmp, fb_ptr, #1024*2; \
\
write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr); \
\
write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
widen_texels_16bpp(texels_high); \
\
add fb_ptr_tmp, fb_ptr, #8*2; \
write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
\
add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
write_block_16bpp(texels_wide, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
#define do_texture_block_8bpp_4x(fb_ptr_tmp, draw_mask_fb_ptr_a_, \
draw_mask_fb_ptr_b_) \
widen_texels_8bpp(texels); \
add fb_ptr_tmp, fb_ptr, #1024*2; \
\
write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr); \
write_block_8bpp(texels_wide_low, block, draw_mask_fb_ptr_a_, fb_ptr_tmp); \
\
add fb_ptr_tmp, fb_ptr, #8*2; \
write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp); \
\
add fb_ptr_tmp, fb_ptr_tmp, #1024*2; \
write_block_8bpp(texels_wide_high, block, draw_mask_fb_ptr_b_, fb_ptr_tmp) \
#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 ]; \
\
vuzp.u8 clut_a, clut_b \
#define setup_sprite_tiled_initialize_8bpp_4x() \
#define setup_sprite_block_count_single_4x() \
sub_tile_height, lsl #2 \
#define setup_sprite_block_count_double_4x() \
sub_tile_height, lsl #(1+2) \
#define setup_sprite_tile_full_4bpp_4x(edge) \
setup_sprite_tile_add_blocks(double_4x); \
str column_data, [sp, #-8]!; /* fb_ptr2 */ \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
pld [ fb_ptr ]; \
\
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
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; \
\
and texture_block_ptr, texture_block_ptr, texture_mask; \
vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
\
vzip.8 texels_low, texels_high; \
do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_left_a, \
draw_mask_fb_ptr_left_b); \
\
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
pld [ fb_ptr, #2048 ]; \
\
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; \
vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
\
vzip.8 texels_low, texels_high; \
do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
draw_mask_fb_ptr_right_b); \
\
add texture_offset, texture_offset, #0x10; \
add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
\
subs sub_tile_height, sub_tile_height, #1; \
bne 4b; \
\
ldr column_data, [sp], #8; /* fb_ptr2 */ \
add texture_offset, texture_offset, #0xF00; \
strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
#define setup_sprite_tile_half_4bpp_4x(edge) \
setup_sprite_tile_add_blocks(single_4x); \
str column_data, [sp, #-8]!; /* fb_ptr2 */ \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
pld [ fb_ptr ]; \
\
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
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; \
\
vtbl.8 texels_high, { clut_high_a, clut_high_b }, texels; \
add texture_offset, texture_offset, #0x10; \
\
vzip.8 texels_low, texels_high; \
do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
draw_mask_fb_ptr_##edge##_b); \
\
pld [ fb_ptr, #2048 ]; \
add fb_ptr, fb_ptr, #2048 * 2; \
\
subs sub_tile_height, sub_tile_height, #1; \
bne 4b; \
\
ldr column_data, [sp], #8; /* fb_ptr2 */ \
add texture_offset, texture_offset, #0xF00; \
strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ] \
#define setup_sprite_tile_full_8bpp_4x(edge) \
setup_sprite_tile_add_blocks(double_4x); \
add block, block, #16; \
str column_data, [sp, #-8]!; /* fb_ptr2 */ \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
pld [ fb_ptr ]; \
\
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
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 ]; \
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 ]; \
\
do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_right_a, \
draw_mask_fb_ptr_right_b); \
\
add texture_offset, texture_offset, #0x10; \
add fb_ptr, fb_ptr, #(2048 - 16) * 2; \
\
subs sub_tile_height, sub_tile_height, #1; \
bne 4b; \
\
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 ] \
#define setup_sprite_tile_half_8bpp_4x(edge) \
setup_sprite_tile_add_blocks(single_4x); \
add block, block, #16; \
str column_data, [sp, #-8]!; /* fb_ptr2 */ \
\
4: \
and texture_block_ptr, texture_offset, texture_mask; \
pld [ fb_ptr ]; \
\
add texture_block_ptr, texture_page_ptr, texture_block_ptr; \
vld1.u32 { texels }, [ texture_block_ptr, :64 ]; \
\
pld [ fb_ptr, #2048 ]; \
do_texture_block_8bpp_4x(fb_ptr2, draw_mask_fb_ptr_##edge##_a, \
draw_mask_fb_ptr_##edge##_b); \
\
add texture_offset, texture_offset, #0x10; \
add fb_ptr, fb_ptr, #2048 * 2; \
\
subs sub_tile_height, sub_tile_height, #1; \
bne 4b; \
\
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 ] \
#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
add texture_offset, texture_offset_base, #8; \
add fb_ptr, fb_ptr, #16 * 2 \
#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
mov texture_offset, texture_offset_base \
#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
mov texture_offset, texture_offset_base \
#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
sub fb_ptr, fb_ptr, #16 * 2 \
#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
#define setup_sprite_setup_left_draw_mask_fb_ptr_4x() \
vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
#define setup_sprite_setup_left_draw_mask_fb_ptr_advance_column_4x() \
mov fb_ptr_advance_column, #32 * 2; \
vdup.u8 draw_mask_fb_ptr_left_a, block_masks[0]; \
vdup.u8 draw_mask_fb_ptr_left_b, block_masks[1]; \
sub fb_ptr_advance_column, fb_ptr_advance_column, height, lsl #11 + 1; \
vdup.u8 draw_mask_fb_ptr_right_a, block_masks[2]; \
vdup.u8 draw_mask_fb_ptr_right_b, block_masks[3] \
#define setup_sprite_setup_right_draw_mask_fb_ptr_4x() \
vdup.u8 draw_mask_fb_ptr_left_a, block_masks[4]; \
vdup.u8 draw_mask_fb_ptr_left_b, block_masks[5]; \
vdup.u8 draw_mask_fb_ptr_right_a, block_masks[6]; \
vdup.u8 draw_mask_fb_ptr_right_b, block_masks[7] \
// r0: psx_gpu
// r1: x
// r2: y
// r3: u
// [ sp ]: v
// [ sp + 4 ]: width
// [ sp + 8 ]: height
// [ sp + 12 ]: color (unused)
#define setup_sprite_tiled_builder(texture_mode, x4mode) \
\
setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
x4mode); \
setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
x4mode); \
setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
x4mode); \
setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
x4mode); \
setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
x4mode); \
setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
x4mode); \
setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
x4mode); \
setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
x4mode); \
setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
x4mode); \
setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
x4mode); \
setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
x4mode); \
setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
x4mode); \
setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
x4mode); \
setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
x4mode); \
\
.align 4; \
\
function(setup_sprite_##texture_mode##x4mode) \
stmdb sp!, { r4 - r11, r14 }; \
setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
\
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 height, [ sp, #44 ]; \
add fb_ptr, fb_ptr, y, lsl #11; \
\
add fb_ptr, fb_ptr, x, lsl #1; \
and offset_v, v, #0xF; \
\
sub fb_ptr, fb_ptr, offset_u, lsl #1; \
add width_rounded, offset_u, width; \
\
add height_rounded, offset_v, height; \
add width_rounded, width_rounded, #15; \
\
add height_rounded, height_rounded, #15; \
mov tile_width, width_rounded, lsr #4; \
\
/* texture_offset_base = VH-VL-00-00 */\
mov texture_offset_base, v, lsl #8; \
and offset_u_right, width_rounded, #0xF; \
\
/* texture_offset_base = VH-UH-UL-00 */\
bfi texture_offset_base, u, #4, #8; \
mov right_block_mask, #0xFFFFFFFE; \
\
setup_sprite_offset_u_adjust##x4mode(); \
\
/* texture_offset_base = VH-UH-VL-00 */\
bfi texture_offset_base, v, #4, #4; \
mov left_block_mask, #0xFFFFFFFF; \
\
mov tile_height, height_rounded, lsr #4; \
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 ]; \
mov right_block_mask, right_block_mask, lsl offset_u_right; \
\
/* texture_mask_rev = WH-WL-HH-HL */\
rev16 texture_mask_rev, texture_mask; \
vmov block_masks, left_block_mask, right_block_mask; \
\
/* texture_mask = HH-HL-HL-WL */\
bfi texture_mask, texture_mask_rev, #4, #4; \
/* texture_mask_rev = 00-00-00-WH */\
mov texture_mask_rev, texture_mask_rev, lsr #12; \
\
/* texture_mask = HH-WH-HL-WL */\
bfi texture_mask, texture_mask_rev, #8, #4; \
setup_sprite_get_left_block_mask##x4mode(); \
\
mov control_mask, #0; \
setup_sprite_compare_left_block_mask##x4mode(); \
\
setup_sprite_get_right_block_mask##x4mode(); \
orreq control_mask, control_mask, #0x4; \
\
ldrh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]; \
setup_sprite_compare_right_block_mask##x4mode(); \
\
orreq control_mask, control_mask, #0x8; \
cmp tile_width, #1; \
\
add block, psx_gpu, #psx_gpu_blocks_offset; \
orreq control_mask, control_mask, #0x1; \
\
cmp tile_height, #1; \
add block, block, num_blocks, lsl #6; \
\
orreq control_mask, control_mask, #0x2; \
JT_OP_REL(9f, control_mask, temp); \
JT_OP(ldr pc, [ pc, control_mask, lsl #2 ]); \
nop; \
\
9: \
.word JTE(9b, setup_sprite_##texture_mode##_multi_multi_full_full##x4mode); \
.word JTE(9b, setup_sprite_##texture_mode##_single_multi_full_none##x4mode); \
.word JTE(9b, setup_sprite_##texture_mode##_multi_single_full_full##x4mode); \
.word JTE(9b, setup_sprite_##texture_mode##_single_single_full_none##x4mode); \
.word JTE(9b, setup_sprite_##texture_mode##_multi_multi_half_full##x4mode); \
.word JTE(9b, setup_sprite_##texture_mode##_single_multi_half_right##x4mode); \
.word JTE(9b, setup_sprite_##texture_mode##_multi_single_half_full##x4mode); \
.word JTE(9b, setup_sprite_##texture_mode##_single_single_half_right##x4mode);\
.word JTE(9b, setup_sprite_##texture_mode##_multi_multi_full_half##x4mode); \
.word JTE(9b, setup_sprite_##texture_mode##_single_multi_half_left##x4mode); \
.word JTE(9b, setup_sprite_##texture_mode##_multi_single_full_half##x4mode); \
.word JTE(9b, setup_sprite_##texture_mode##_single_single_half_left##x4mode); \
.word JTE(9b, setup_sprite_##texture_mode##_multi_multi_half_half##x4mode); \
.word 0x00000000; \
.word JTE(9b, setup_sprite_##texture_mode##_multi_single_half_half##x4mode); \
setup_sprite_tiled_builder(4bpp,);
setup_sprite_tiled_builder(8bpp,);
#undef draw_mask_fb_ptr_left
#undef draw_mask_fb_ptr_right
setup_sprite_tiled_builder(4bpp, _4x);
setup_sprite_tiled_builder(8bpp, _4x);
#undef block_ptr
#undef num_blocks
#undef clut_ptr
#define psx_gpu r0
#define block_ptr r0
#define num_blocks r1
#define clut_ptr r2
#define texel_shift_mask r3
#define block_pixels_a r4
#define block_pixels_b r5
#define texel_0 r6
#define texel_2 r7
#define texel_4 r8
#define texel_6 r9
#define texel_1 r10
#define texel_3 r11
#define texel_5 r12
#define texel_7 r14
#define texels_01 r6
#define texels_23 r7
#define texels_45 r8
#define texels_67 r9
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 ]
add block_ptr, psx_gpu, #psx_gpu_blocks_offset
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 ]
and texel_1, texel_shift_mask, block_pixels_a, lsr #7
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 ]
and texel_3, texel_shift_mask, block_pixels_a, lsr #23
ldr block_pixels_a, [ block_ptr, #(64 + 16) ]
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 ]
and texel_5, texel_shift_mask, block_pixels_b, lsr #7
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 ]
and texel_7, texel_shift_mask, block_pixels_b, lsr #23
ldrh texel_6, [ clut_ptr, texel_6 ]
orr texels_01, texel_0, texel_1, lsl #16
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 ]
orr texels_67, texel_6, texel_7, lsl #16
str texels_23, [ block_ptr, #4 ]
subs num_blocks, num_blocks, #1
str texels_45, [ block_ptr, #8 ]
str texels_67, [ block_ptr, #12 ]
add block_ptr, block_ptr, #64
bne 0b
ldmia sp!, { r4 - r11, pc }
#undef width_rounded
#undef texture_mask
#undef num_blocks
#undef texture_offset
#undef texels_low
#undef texels_high
#undef texels_wide_low
#undef texels_wide_high
#undef texels_wide
#undef fb_ptr2
#undef temp
#define psx_gpu r0
#define x r1
#define y r2
#define u r3
#define v r4
#define width r5
#define height r6
#define left_offset r8
#define width_rounded r9
#define right_width r10
#define block_width r11
#define texture_offset_base r1
#define texture_mask r2
#define texture_page_ptr r3
#define num_blocks r4
#define block r5
#define fb_ptr r7
#define texture_offset r8
#define blocks_remaining r9
#define fb_ptr2 r10
#define fb_ptr_pitch r12
#define texture_block_ptr r14
#define texture_mask_width r2
#define texture_mask_height r3
#define left_mask_bits r4
#define right_mask_bits r5
#undef block_masks
#undef block_masks_shifted
#undef texels
#define block_masks d0
#define block_masks_shifted d1
#define draw_mask_fb_ptr d2
#define texels q2
#define draw_mask_fb_ptr_a d2
#define draw_mask_fb_ptr_b d3
#define texels_low d4
#define texels_high d5
#define texels_wide_low d6
#define texels_wide_high d7
#define texels_wide q3
setup_sprites_16bpp_flush:
vpush { d0 - d3 }
stmdb sp!, { r0 - r3, r12, r14 }
bl flush_render_block_buffer
ldmia sp!, { r0 - r3, r12, r14 }
vpop { d0 - d3 }
add block, psx_gpu, #psx_gpu_blocks_offset
mov num_blocks, block_width
bx lr
function(setup_sprite_16bpp)
stmdb sp!, { r4 - r11, r14 }
ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
ldr v, [ sp, #36 ]
add fb_ptr, fb_ptr, y, lsl #11
ldr width, [ sp, #40 ]
add fb_ptr, fb_ptr, x, lsl #1
ldr height, [ sp, #44 ]
and left_offset, u, #0x7
add texture_offset_base, u, u
add width_rounded, width, #7
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 ]
add width_rounded, width_rounded, left_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
mov right_mask_bits, #0xFE
and right_width, width_rounded, #0x7
mvn left_mask_bits, left_mask_bits, lsl left_offset
add texture_mask, texture_mask, texture_mask_height, lsl #11
mov block_width, width_rounded, lsr #3
mov right_mask_bits, right_mask_bits, lsl right_width
movw fb_ptr_pitch, #(2048 + 16)
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 ]
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 ]
add block, block, num_blocks, lsl #6
bne 0f
vext.32 block_masks_shifted, block_masks, block_masks, #1
vorr.u32 block_masks, block_masks, block_masks_shifted
vdup.u8 draw_mask_fb_ptr, block_masks[0]
1:
add num_blocks, num_blocks, #1
cmp num_blocks, #MAX_BLOCKS
blgt setup_sprites_16bpp_flush
and texture_block_ptr, texture_offset_base, texture_mask
subs height, height, #1
add texture_block_ptr, texture_page_ptr, texture_block_ptr
vld1.u32 { texels }, [ texture_block_ptr, :128 ]
vst1.u32 { texels }, [ block, :128 ]
add block, block, #40
vmov.u32 draw_mask_fb_ptr[1], fb_ptr
pld [ fb_ptr ]
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 ]
bne 1b
ldmia sp!, { r4 - r11, pc }
0:
add num_blocks, num_blocks, block_width
mov texture_offset, texture_offset_base
cmp num_blocks, #MAX_BLOCKS
blgt setup_sprites_16bpp_flush
add texture_offset_base, texture_offset_base, #2048
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 ]
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 ]
vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
subs blocks_remaining, block_width, #2
add texture_offset, texture_offset, #16
add fb_ptr, fb_ptr, #16
vmov.u8 draw_mask_fb_ptr, #0
add block, block, #24
beq 2f
1:
and texture_block_ptr, texture_offset, texture_mask
subs blocks_remaining, blocks_remaining, #1
add texture_block_ptr, texture_page_ptr, texture_block_ptr
vld1.u32 { texels }, [ texture_block_ptr, :128 ]
vst1.u32 { texels }, [ block, :128 ]
add block, block, #40
vmov.u32 draw_mask_fb_ptr[1], fb_ptr
pld [ fb_ptr ]
vst1.u32 { draw_mask_fb_ptr }, [ block, :64 ]
add texture_offset, texture_offset, #16
add fb_ptr, fb_ptr, #16
add block, block, #24
bne 1b
2:
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 ]
vdup.u8 draw_mask_fb_ptr, block_masks[4]
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 ]
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 ]
bne 0b
ldmia sp!, { r4 - r11, pc }
// 4x version
// FIXME: duplicate code with normal version :(
#undef draw_mask_fb_ptr
function(setup_sprite_16bpp_4x)
stmdb sp!, { r4 - r11, r14 }
ldr fb_ptr, [ psx_gpu, #psx_gpu_vram_out_ptr_offset ]
ldr v, [ sp, #36 ]
add fb_ptr, fb_ptr, y, lsl #11
ldr width, [ sp, #40 ]
add fb_ptr, fb_ptr, x, lsl #1
ldr height, [ sp, #44 ]
and left_offset, u, #0x7
add texture_offset_base, u, u
add width_rounded, width, #7
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 ]
add width_rounded, width_rounded, left_offset
lsl left_offset, #1
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
movw right_mask_bits, #0xFFFC
and right_width, width_rounded, #0x7
mvn left_mask_bits, left_mask_bits, lsl left_offset
lsl right_width, #1
add texture_mask, texture_mask, texture_mask_height, lsl #11
mov block_width, width_rounded, lsr #3
mov right_mask_bits, right_mask_bits, lsl right_width
movw fb_ptr_pitch, #(2048 + 16) * 2
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 ]
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 ]
add block, block, num_blocks, lsl #6
lsl block_width, #2
bne 0f
vext.32 block_masks_shifted, block_masks, block_masks, #1
vorr.u32 block_masks, block_masks, block_masks_shifted
vdup.u8 draw_mask_fb_ptr_a, block_masks[0]
vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
1:
add num_blocks, num_blocks, block_width
cmp num_blocks, #MAX_BLOCKS
blgt setup_sprites_16bpp_flush
and texture_block_ptr, texture_offset_base, texture_mask
subs height, height, #1
add texture_block_ptr, texture_page_ptr, texture_block_ptr
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 ]
bne 1b
ldmia sp!, { r4 - r11, pc }
0:
add num_blocks, num_blocks, block_width
mov texture_offset, texture_offset_base
vdup.u8 draw_mask_fb_ptr_a, block_masks[0] // left_mask_bits
vdup.u8 draw_mask_fb_ptr_b, block_masks[1]
cmp num_blocks, #MAX_BLOCKS
blgt setup_sprites_16bpp_flush
add texture_offset_base, texture_offset_base, #2048
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 ]
do_texture_block_16bpp_4x(fb_ptr2, draw_mask_fb_ptr_a, draw_mask_fb_ptr_b)
subs blocks_remaining, block_width, #2*4
add texture_offset, texture_offset, #16
vmov.u8 draw_mask_fb_ptr_a, #0
vmov.u8 draw_mask_fb_ptr_b, #0
add fb_ptr, fb_ptr, #16*2
beq 2f
1:
and texture_block_ptr, texture_offset, texture_mask
subs blocks_remaining, blocks_remaining, #4
add texture_block_ptr, texture_page_ptr, texture_block_ptr
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
add fb_ptr, fb_ptr, #16*2
bgt 1b
2:
vdup.u8 draw_mask_fb_ptr_a, block_masks[4] // right_mask_bits
vdup.u8 draw_mask_fb_ptr_b, block_masks[5]
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 ]
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 ]
bne 0b
ldmia sp!, { r4 - r11, pc }
#undef width
#undef right_width
#undef right_mask_bits
#undef color
#undef height
#undef blocks_remaining
#undef colors
#undef right_mask
#undef test_mask
#undef draw_mask
#define psx_gpu r0
#define x r1
#define y r2
#define width r3
#define right_width r5
#define right_mask_bits r6
#define fb_ptr r7
#define color r8
#define height r9
#define fb_ptr_pitch r12
// referenced by setup_sprites_16bpp_flush
#define num_blocks r4
#define block r5
#define block_width r11
#define color_r r1
#define color_g r2
#define color_b r8
#define blocks_remaining r6
#define colors q0
#define right_mask q1
#define test_mask q2
#define draw_mask q2
#define draw_mask_bits_fb_ptr d6
.align 3
function(setup_sprite_untextured)
ldrh r12, [ psx_gpu, #psx_gpu_render_state_offset ]
tst r12, #(RENDER_STATE_MASK_EVALUATE | RENDER_FLAGS_MODULATE_TEXELS \
| RENDER_FLAGS_BLEND)
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 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 ]
and right_width, #7
add block_width, width, #7
add right_width, #1
lsr block_width, #3
mov right_mask_bits, #0xff
sub fb_ptr_pitch, block_width, #1
lsl right_mask_bits, right_width
lsl fb_ptr_pitch, #3+1
ubfx color_r, color, #3, #5
rsb fb_ptr_pitch, #1024*2
ubfx color_g, color, #11, #5
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 ]
orr color, color, color_g, lsl #5
vtst.u16 right_mask, right_mask, test_mask
add block, psx_gpu, #psx_gpu_blocks_offset
vdup.u16 colors, color
add block, block, num_blocks, lsl #6
setup_sprite_untextured_height_loop:
add num_blocks, block_width
sub blocks_remaining, block_width, #1
cmp num_blocks, #MAX_BLOCKS
blgt setup_sprites_16bpp_flush
cmp blocks_remaining, #0
ble 1f
vmov.u8 draw_mask, #0 /* zero_mask */
vmov.u8 draw_mask_bits_fb_ptr, #0
0:
vst1.u32 { draw_mask }, [ block, :128 ]!
subs blocks_remaining, #1
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 ]
add block, block, #24
add fb_ptr, #8*2
bgt 0b
1:
vst1.u32 { right_mask }, [ block, :128 ]!
subs height, #1
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 ]
add block, block, #24
add fb_ptr, fb_ptr_pitch
strh num_blocks, [ psx_gpu, #psx_gpu_num_blocks_offset ]
bgt setup_sprite_untextured_height_loop
ldmia sp!, { r4 - r11, pc }
#undef texture_page_ptr
#undef vram_ptr
#undef dirty_textures_mask
#undef current_texture_mask
#define psx_gpu r0
#define current_texture_page r1
#define texture_page_ptr r2
#define vram_ptr_a r3
#define current_texture_page_x r12
#define current_texture_page_y r4
#define dirty_textures_mask r5
#define tile_y r6
#define tile_x r7
#define sub_y r8
#define current_texture_mask r9
#define c_4096 r10
#define vram_ptr_b r11
#define texel_block_a d0
#define texel_block_b d1
#define texel_block_expanded_a q1
#define texel_block_expanded_b q2
#define texel_block_expanded_ab q2
#define texel_block_expanded_c q3
#define texel_block_expanded_d q4
#define texel_block_expanded_cd q3
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 ]
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 ]
mov current_texture_page_y, current_texture_page, lsr #4
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
add vram_ptr_a, vram_ptr_a, current_texture_page_x, lsl #7
bic dirty_textures_mask, current_texture_mask
mov tile_x, #16
str dirty_textures_mask, [ psx_gpu, #psx_gpu_dirty_textures_4bpp_mask_offset ]
mov sub_y, #8
movw c_4096, #4096
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
vmovl.u8 texel_block_expanded_a, texel_block_a
vshll.u8 texel_block_expanded_b, texel_block_a, #4
vmovl.u8 texel_block_expanded_c, texel_block_b
vshll.u8 texel_block_expanded_d, texel_block_b, #4
vbic.u16 texel_block_expanded_a, #0x00F0
vbic.u16 texel_block_expanded_b, #0x00F0
vbic.u16 texel_block_expanded_c, #0x00F0
vbic.u16 texel_block_expanded_d, #0x00F0
vorr.u16 texel_block_expanded_ab, texel_block_expanded_a, \
texel_block_expanded_b
vorr.u16 texel_block_expanded_cd, texel_block_expanded_c, \
texel_block_expanded_d
vst1.u32 { texel_block_expanded_ab, texel_block_expanded_cd }, \
[ texture_page_ptr, :256 ]!
subs sub_y, sub_y, #1
bne 0b
mov sub_y, #8
add vram_ptr_a, vram_ptr_a, #8
add vram_ptr_b, vram_ptr_b, #8
sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
subs tile_x, tile_x, #1
bne 0b
mov tile_x, #16
add vram_ptr_a, vram_ptr_a, #(16 * 2048)
add vram_ptr_b, vram_ptr_b, #(16 * 2048)
sub vram_ptr_a, vram_ptr_a, #(8 * 16)
sub vram_ptr_b, vram_ptr_b, #(8 * 16)
subs tile_y, tile_y, #1
bne 0b
vpop { q0 - q3 }
ldmia sp!, { r4 - r11, pc }
#undef current_texture_page
#define psx_gpu r0
#define texture_page r1
#define texture_page_ptr r2
#define vram_ptr_a r3
#define texture_page_x r12
#define texture_page_y r4
#define current_texture_page r5
#define tile_y r6
#define tile_x r7
#define sub_y r8
#define c_4096 r10
#define vram_ptr_b r11
#undef texels_a
#undef texels_b
#define texels_a q0
#define texels_b q1
#define texels_c q2
#define texels_d q3
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 ]
ldr texture_page_ptr, [ psx_gpu, #psx_gpu_texture_page_base_offset ]
mov tile_y, #16
and texture_page_x, texture_page, #0xF
mov texture_page_y, texture_page, lsr #4
add vram_ptr_a, vram_ptr_a, texture_page_x, lsl #7
mov tile_x, #8
add vram_ptr_a, vram_ptr_a, texture_page_y, lsl #19
eor current_texture_page, current_texture_page, texture_page
ands current_texture_page, current_texture_page, #0x1
mov sub_y, #4
addne texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
movw c_4096, #4096
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
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
mov sub_y, #4
add vram_ptr_a, vram_ptr_a, #16
add vram_ptr_b, vram_ptr_b, #16
sub vram_ptr_a, vram_ptr_a, #(16 * 2048)
sub vram_ptr_b, vram_ptr_b, #(16 * 2048)
subs tile_x, tile_x, #1
bne 0b
mov tile_x, #8
add vram_ptr_a, vram_ptr_a, #(16 * 2048)
add vram_ptr_b, vram_ptr_b, #(16 * 2048)
sub vram_ptr_a, vram_ptr_a, #(8 * 16)
sub vram_ptr_b, vram_ptr_b, #(8 * 16)
subs tile_y, tile_y, #1
add texture_page_ptr, texture_page_ptr, #(8 * 16 * 16)
bne 0b
vpop { q0 - q3 }
ldmia sp!, { r4 - r11, pc }
/* void scale2x_tiles8(void *dst, const void *src, int w8, int h) */
function(scale2x_tiles8)
push { r4, r14 }
mov r4, r1
add r12, r0, #1024*2
mov r14, r2
0:
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 ]!
blt 1f
vst1.u16 { q2, q3 }, [ r0, :128 ]!
vst1.u16 { q2, q3 }, [ r12, :128 ]!
bgt 0b
1:
subs r3, #1
mov r14, r2
add r0, #1024*2*2
add r4, #1024*2
sub r0, r0, r2, lsl #4+1
mov r1, r4
add r12, r0, #1024*2
bgt 0b
nop
pop { r4, pc }
// vim:filetype=armasm
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