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#ifndef _OP_LIGHT_ARM_H_
#define _OP_LIGHT_ARM_H_
////////////////////////////////////////////////////////////////////////////////
// Extract bgr555 color from Gouraud u32 fixed-pt 8.3:8.3:8.2 rgb triplet
//
// INPUT:
// 'gCol' input: rrrrrrrrXXXggggggggXXXbbbbbbbbXX
// ^ bit 31
// RETURNS:
// u16 output: 0bbbbbgggggrrrrr
// ^ bit 16
// Where 'r,g,b' are integer bits of colors, 'X' fixed-pt, and '0' zero
////////////////////////////////////////////////////////////////////////////////
GPU_INLINE uint_fast16_t gpuLightingRGBARM(u32 gCol)
{
uint_fast16_t out = 0x03E0; // don't need the mask after starting to write output
u32 tmp;
asm ("and %[tmp], %[gCol], %[out]\n\t" // tmp holds 0x000000bbbbb00000
"and %[out], %[out], %[gCol], lsr #0x0B\n\t" // out holds 0x000000ggggg00000
"orr %[tmp], %[out], %[tmp], lsl #0x05\n\t" // tmp holds 0x0bbbbbggggg00000
"orr %[out], %[tmp], %[gCol], lsr #0x1B\n\t" // out holds 0x0bbbbbgggggrrrrr
: [out] "+&r" (out), [tmp] "=&r" (tmp)
: [gCol] "r" (gCol)
);
return out;
}
////////////////////////////////////////////////////////////////////////////////
// Apply fast (low-precision) 5-bit lighting to bgr555 texture color:
//
// INPUT:
// 'r5','g5','b5' are unsigned 5-bit color values, value of 15
// is midpoint that doesn't modify that component of texture
// 'uSrc' input: mbbbbbgggggrrrrr
// ^ bit 16
// RETURNS:
// u16 output: mbbbbbgggggrrrrr
// Where 'X' are fixed-pt bits.
////////////////////////////////////////////////////////////////////////////////
GPU_INLINE uint_fast16_t gpuLightingTXTARM(uint_fast16_t uSrc, u8 r5, u8 g5, u8 b5)
{
uint_fast16_t out = 0x03E0;
u32 db, dg;
// Using `g` for src, `G` for dest
asm ("and %[dg], %[out], %[src] \n\t" // dg holds 0x000000ggggg00000
"orr %[dg], %[dg], %[g5] \n\t" // dg holds 0x000000gggggGGGGG
"and %[db], %[out], %[src], lsr #0x05 \n\t" // db holds 0x000000bbbbb00000
"ldrb %[dg], [%[lut], %[dg]] \n\t" // dg holds result 0x00000000000ggggg
"and %[out], %[out], %[src], lsl #0x05 \n\t" // out holds 0x000000rrrrr00000
"orr %[out], %[out], %[r5] \n\t" // out holds 0x000000rrrrrRRRRR
"orr %[db], %[db], %[b5] \n\t" // db holds 0x000000bbbbbBBBBB
"ldrb %[out], [%[lut], %[out]] \n\t" // out holds result 0x00000000000rrrrr
"ldrb %[db], [%[lut], %[db]] \n\t" // db holds result 0x00000000000bbbbb
"tst %[src], #0x8000\n\t" // check whether msb was set on uSrc
"orr %[out], %[out], %[dg], lsl #0x05 \n\t" // out holds 0x000000gggggrrrrr
"orrne %[out], %[out], #0x8000\n\t" // add msb to out if set on uSrc
"orr %[out], %[out], %[db], lsl #0x0A \n\t" // out holds 0xmbbbbbgggggrrrrr
: [out] "=&r" (out), [db] "=&r" (db), [dg] "=&r" (dg)
: [r5] "r" (r5), [g5] "r" (g5), [b5] "r" (b5),
[lut] "r" (gpu_unai.LightLUT), [src] "r" (uSrc), "0" (out)
: "cc");
return out;
}
////////////////////////////////////////////////////////////////////////////////
// Apply fast (low-precision) 5-bit Gouraud lighting to bgr555 texture color:
//
// INPUT:
// 'gCol' is a packed Gouraud u32 fixed-pt 8.3:8.3:8.2 rgb triplet, value of
// 15.0 is midpoint that does not modify color of texture
// gCol input : rrrrrXXXXXXgggggXXXXXXbbbbbXXXXX
// ^ bit 31
// 'uSrc' input: mbbbbbgggggrrrrr
// ^ bit 16
// RETURNS:
// u16 output: mbbbbbgggggrrrrr
// Where 'X' are fixed-pt bits, '0' is zero-padding, and '-' is don't care
////////////////////////////////////////////////////////////////////////////////
GPU_INLINE uint_fast16_t gpuLightingTXTGouraudARM(uint_fast16_t uSrc, u32 gCol)
{
uint_fast16_t out = 0x03E0; // don't need the mask after starting to write output
u32 db,dg,gtmp;
// Using `g` for src, `G` for dest
asm ("and %[dg], %[out], %[src] \n\t" // dg holds 0x000000ggggg00000
"and %[gtmp],%[out], %[gCol], lsr #0x0B \n\t" // gtmp holds 0x000000GGGGG00000
"and %[db], %[out], %[src], lsr #0x05 \n\t" // db holds 0x000000bbbbb00000
"orr %[dg], %[dg], %[gtmp], lsr #0x05 \n\t" // dg holds 0x000000gggggGGGGG
"and %[gtmp],%[out], %[gCol] \n\t" // gtmp holds 0x000000BBBBB00000
"ldrb %[dg], [%[lut], %[dg]] \n\t" // dg holds result 0x00000000000ggggg
"and %[out], %[out], %[src], lsl #0x05 \n\t" // out holds 0x000000rrrrr00000
"orr %[out], %[out], %[gCol], lsr #0x1B \n\t" // out holds 0x000000rrrrrRRRRR
"orr %[db], %[db], %[gtmp], lsr #0x05 \n\t" // db holds 0x000000bbbbbBBBBB
"ldrb %[out], [%[lut], %[out]] \n\t" // out holds result 0x00000000000rrrrr
"ldrb %[db], [%[lut], %[db]] \n\t" // db holds result 0x00000000000bbbbb
"tst %[src], #0x8000\n\t" // check whether msb was set on uSrc
"orr %[out], %[out], %[dg], lsl #0x05 \n\t" // out holds 0x000000gggggrrrrr
"orrne %[out], %[out], #0x8000\n\t" // add msb to out if set on uSrc
"orr %[out], %[out], %[db], lsl #0x0A \n\t" // out holds 0xmbbbbbgggggrrrrr
: [out] "=&r" (out), [db] "=&r" (db), [dg] "=&r" (dg),
[gtmp] "=&r" (gtmp) \
: [gCol] "r" (gCol), [lut] "r" (gpu_unai.LightLUT), "0" (out), [src] "r" (uSrc)
: "cc");
return out;
}
#endif //_OP_LIGHT_ARM_H_
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