Dreamcast: Tidy up the assembly a bit

This commit is contained in:
UnknownShadow200 2024-06-09 12:36:55 +10:00
parent 7f37bb8ddc
commit e6d19d7ca1
4 changed files with 166 additions and 152 deletions

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@ -13,7 +13,7 @@ concurrency:
jobs: jobs:
build: build:
if: ${{ inputs.WEBHOOK_URL != '' }} if: ${{ secrets.GHCR_ACCESS_KEY != '' }}
runs-on: ubuntu-latest runs-on: ubuntu-latest
container: container:
image: ghcr.io/classicube/minimal-osxcross:latest image: ghcr.io/classicube/minimal-osxcross:latest

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@ -1,27 +1,3 @@
!r0 = clip flags
!r1 = GPU command
!r2 = temp
!r3 = prefetch address
!r4 = src pointer ARG
!r5 = dst pointer ARG
!r6 = quads count ARG
!r7 = ?
!fr0 = temp
!fr1 = u (0.0)
!fr2 = v (0.0)
!fr3 = c
!fr4 = x
!fr5 = y
!fr6 = z
!fr7 = w
!fr8 = VIEWPORT_HWIDTH
!fr9 = VIEWPORT_HHEIGHT
!fr10 = VIEWPORT_X_PLUS_HWIDTH
!fr11 = VIEWPORT_Y_PLUS_HHEIGHT
!fv4 = XYZW
#include "ViewportTransform.S" #include "ViewportTransform.S"
.global _DrawColouredQuads .global _DrawColouredQuads
.align 4 .align 4
@ -90,4 +66,4 @@ _VP_COL_X_PLUS_HWIDTH: .long 0
.global _VP_COL_Y_PLUS_HHEIGHT .global _VP_COL_Y_PLUS_HHEIGHT
.type _VP_COL_Y_PLUS_HHEIGHT,%object .type _VP_COL_Y_PLUS_HHEIGHT,%object
_VP_COL_Y_PLUS_HHEIGHT: .long 0 _VP_COL_Y_PLUS_HHEIGHT: .long 0

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@ -1,27 +1,3 @@
!r0 = clip flags
!r1 = GPU command
!r2 = temp
!r3 = prefetch address
!r4 = src pointer ARG
!r5 = dst pointer ARG
!r6 = quads count ARG
!r7 = ?
!fr0 = temp
!fr1 = u
!fr2 = v
!fr3 = c
!fr4 = x
!fr5 = y
!fr6 = z
!fr7 = w
!fr8 = VIEWPORT_HWIDTH
!fr9 = VIEWPORT_HHEIGHT
!fr10 = VIEWPORT_X_PLUS_HWIDTH
!fr11 = VIEWPORT_Y_PLUS_HHEIGHT
!fv4 = XYZW
#include "ViewportTransform.S" #include "ViewportTransform.S"
.global _DrawTexturedQuads .global _DrawTexturedQuads
.align 4 .align 4
@ -88,4 +64,4 @@ _VP_TEX_X_PLUS_HWIDTH: .long 0
.global _VP_TEX_Y_PLUS_HHEIGHT .global _VP_TEX_Y_PLUS_HHEIGHT
.type _VP_TEX_Y_PLUS_HHEIGHT,%object .type _VP_TEX_Y_PLUS_HHEIGHT,%object
_VP_TEX_Y_PLUS_HHEIGHT: .long 0 _VP_TEX_Y_PLUS_HHEIGHT: .long 0

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@ -1,108 +1,170 @@
! =========================================================
! ======================== PROCESSOR INFO =================
! =========================================================
! The SH4 can dual issue (i.e. parallel execution) instructions
! as long as the groups of the two instructions are different:
! * LS - most APU and FPU register load/stores
! * EX - most APU arithmetic instructions
! * MT - TST, CMP, NOP, MOV Rm,Rn
! * FE - most FPU arithmetic instructions
! * CO - other instructions
! Thee following general aspects of instructions are important to note per the SH4 manual:
! * Issue rate: Interval between the issue of an instruction and that of the next instruction
! * Latency: Interval between the issue of an instruction and the generation of its result (completion)
! * Latency is also the interval between the execution of two instructions with an interdependent relationship.
! (although different cases may either increase or decrease Latency)
!
! The instructions have the following latencies
! * FADD.S/FMUL.S/FSUB.S/FMAC.S - 3/4
! * FTRV - 5/8
! * SHL/SHR - 1
! * ADD/SUB/OR/XOR - 1
! =========================================================
! ======================== REGISTER USAGES ================
! =========================================================
! SH4 C ABI:
! - R0 to R3 are return values (can be overwritten)
! - R4 to R7 are input arguments (can be overwritten)
! - R8 to R13 are non-volatile (must be restored at end)
! - R14 is the frame pointer (must be restored at end)
! - R15 is the stack pointer (must be restored at end)
! - FR0 to FR3 are return values (can be overwritten)
! - FR4 to FR11 are input arguments (can be overwritten)
! - FR12 to FR13 are non-volatile (must be restored at end)
!r0 = clip flags
!r1 = GPU command
!r2 = temp
!r3 = prefetch address
!r4 = src pointer ARG
!r5 = dst pointer ARG
!r6 = quads count ARG
!r7 = ?
!fr0 = temp
!fr1 = u
!fr2 = v
!fr3 = c
!fr4 = x
!fr5 = y
!fr6 = z
!fr7 = w
!fr8 = VIEWPORT_HWIDTH
!fr9 = VIEWPORT_HHEIGHT
!fr10 = VIEWPORT_X_PLUS_HWIDTH
!fr11 = VIEWPORT_Y_PLUS_HHEIGHT
!fv4 = XYZW
! ========================================================= ! =========================================================
! ========================= VERTEX LOADING ================ ! ========================= VERTEX LOADING ================
! ========================================================= ! =========================================================
.macro LoadColouredVertex .macro LoadColouredVertex
! PREPARE NEXT VERTEX ! PREPARE NEXT VERTEX
add #16, r3 ! r3 += VERTEX_STRIDE add #16, r3 ! EX, r3 += VERTEX_STRIDE
pref @r3 ! PREFETCH r3 (next vertex) pref @r3 ! LS, PREFETCH r3 (next vertex)
add #64, r5 ! r5 += 2 * sizeof(VERTEX) add #64, r5 ! EX, r5 += 2 * sizeof(VERTEX)
! LOAD XYZ ! LOAD XYZ
fmov @r4+, fr4 ! X = src->x fmov @r4+, fr4 ! LS, X = src->x
fmov @r4+, fr5 ! Y = src->y fmov @r4+, fr5 ! LS, Y = src->y
fmov @r4+, fr6 ! Z = src->z fmov @r4+, fr6 ! LS, Z = src->z
fldi1 fr7 ! W = 1.0 fldi1 fr7 ! LS, W = 1.0
! TRANSFORM VERTEX ! TRANSFORM VERTEX
ftrv xmtrx, fv4 ! TRANSFORM(XYZW) ftrv xmtrx, fv4 ! FE, TRANSFORM(XYZW)
! LOAD ATTRIBUTES ! LOAD ATTRIBUTES
fmov @r4+,fr3 ! C = src->color fmov @r4+,fr3 ! LS, C = src->color
.endm .endm
.macro LoadTexturedVertex .macro LoadTexturedVertex
! PREPARE NEXT VERTEX ! PREPARE NEXT VERTEX
add #24, r3 ! r3 += VERTEX_STRIDE add #24, r3 ! EX, r3 += VERTEX_STRIDE
pref @r3 ! PREFETCH r3 (next vertex) pref @r3 ! LS, PREFETCH r3 (next vertex)
add #64, r5 ! r5 += 2 * sizeof(VERTEX) add #64, r5 ! EX, r5 += 2 * sizeof(VERTEX)
! LOAD XYZ ! LOAD XYZ
fmov @r4+, fr4 ! X = src->x fmov @r4+, fr4 ! LS, X = src->x
fmov @r4+, fr5 ! Y = src->y fmov @r4+, fr5 ! LS, Y = src->y
fmov @r4+, fr6 ! Z = src->z fmov @r4+, fr6 ! LS, Z = src->z
fldi1 fr7 ! W = 1.0 fldi1 fr7 ! LS, W = 1.0
! TRANSFORM VERTEX ! TRANSFORM VERTEX
ftrv xmtrx, fv4 ! TRANSFORM(XYZW) ftrv xmtrx, fv4 ! FE, TRANSFORM(XYZW)
! LOAD ATTRIBUTES ! LOAD ATTRIBUTES
fmov @r4+,fr3 ! C = src->color fmov @r4+,fr3 ! LS, C = src->color
fmov @r4+,fr1 ! U = src->u fmov @r4+,fr1 ! LS, U = src->u
fmov @r4+,fr2 ! V = src->v fmov @r4+,fr2 ! LS, V = src->v
.endm .endm
! ========================================================= ! =========================================================
! ========================= VERTEX OUTPUT ================= ! ========================= VERTEX OUTPUT =================
! ========================================================= ! =========================================================
! To take advantage of SH4 dual instruction processing, interleave ! To take advantage of SH4 dual instruction processing,
! the clipflag calculation and vertex output instructions ! clipflag calculation and vertex output are interleaved
.macro ProcessVertex1 .macro ProcessVertex1
fmov.s fr7,@-r5 ! dst->w = W fmov.s fr7,@-r5 ! LS, dst->w = W
fmov.s fr3,@-r5 ! dst->c = C fmov.s fr3,@-r5 ! LS, dst->c = C
fneg fr7 ! W = -W fneg fr7 ! LS, W = -W
fmov.s fr2,@-r5 ! dst->v = V fmov.s fr2,@-r5 ! LS, dst->v = V
fcmp/gt fr7,fr6 ! T = Z > W (i.e. Z > -W) fcmp/gt fr7,fr6 ! CO, T = Z > W (i.e. Z > -W)
fmov.s fr1,@-r5 ! dst->u = U fmov.s fr1,@-r5 ! LS, dst->u = U
movt r0 ! CLIPFLAGS = T movt r0 ! EX, CLIPFLAGS = T
fmov.s fr6,@-r5 ! dst->z = Z fmov.s fr6,@-r5 ! LS, dst->z = Z
fmov.s fr5,@-r5 ! dst->y = Y fmov.s fr5,@-r5 ! LS, dst->y = Y
fmov.s fr4,@-r5 ! dst->x = X fmov.s fr4,@-r5 ! LS, dst->x = X
mov.l r1,@-r5 ! dst->flags = CMD_VERT mov.l r1,@-r5 ! LS, dst->flags = CMD_VERT
.endm .endm
.macro ProcessVertex2 .macro ProcessVertex2
fmov.s fr7,@-r5 ! dst->w = W fmov.s fr7,@-r5 ! LS, dst->w = W
fmov.s fr3,@-r5 ! dst->c = C fmov.s fr3,@-r5 ! LS, dst->c = C
fneg fr7 ! W = -W fneg fr7 ! LS, W = -W
fmov.s fr2,@-r5 ! dst->v = V fmov.s fr2,@-r5 ! LS, dst->v = V
fcmp/gt fr7,fr6 ! T = Z > W (i.e. Z > -W) fcmp/gt fr7,fr6 ! CO, T = Z > W (i.e. Z > -W)
fmov.s fr1,@-r5 ! dst->u = U fmov.s fr1,@-r5 ! LS, dst->u = U
movt r2 ! tmp = T movt r2 ! EX, tmp = T
fmov.s fr6,@-r5 ! dst->z = Z fmov.s fr6,@-r5 ! LS, dst->z = Z
add r2,r2 ! tmp = tmp + tmp add r2,r2 ! EX, tmp = tmp + tmp
fmov.s fr5,@-r5 ! dst->y = Y fmov.s fr5,@-r5 ! LS, dst->y = Y
or r2,r0 ! CLIPFLAGS |= tmp (T << 1) or r2,r0 ! EX, CLIPFLAGS |= tmp (T << 1)
fmov.s fr4,@-r5 ! dst->x = X fmov.s fr4,@-r5 ! LS, dst->x = X
mov.l r1,@-r5 ! dst->flags = CMD_VERT mov.l r1,@-r5 ! LS, dst->flags = CMD_VERT
.endm .endm
.macro ProcessVertex3 .macro ProcessVertex3
fmov.s fr7,@-r5 ! dst->w = W fmov.s fr7,@-r5 ! LS, dst->w = W
fmov.s fr3,@-r5 ! dst->c = C fmov.s fr3,@-r5 ! LS, dst->c = C
fneg fr7 ! W = -W fneg fr7 ! LS, W = -W
fmov.s fr2,@-r5 ! dst->v = V fmov.s fr2,@-r5 ! LS, dst->v = V
fcmp/gt fr7,fr6 ! T = Z > W (i.e. Z > -W) fcmp/gt fr7,fr6 ! CO, T = Z > W (i.e. Z > -W)
fmov.s fr1,@-r5 ! dst->u = U fmov.s fr1,@-r5 ! LS, dst->u = U
movt r2 ! tmp = T movt r2 ! EX, tmp = T
fmov.s fr6,@-r5 ! dst->z = Z fmov.s fr6,@-r5 ! LS, dst->z = Z
fmov.s fr5,@-r5 ! dst->y = Y fmov.s fr5,@-r5 ! LS, dst->y = Y
shll2 r2 ! tmp = tmp << 2 shll2 r2 ! EX, tmp = tmp << 2
fmov.s fr4,@-r5 ! dst->x = X fmov.s fr4,@-r5 ! LS, dst->x = X
or r2,r0 ! CLIPFLAGS |= tmp (T << 2) or r2,r0 ! EX, CLIPFLAGS |= tmp (T << 2)
mov.l r1,@-r5 ! dst->flags = CMD_VERT mov.l r1,@-r5 ! LS, dst->flags = CMD_VERT
.endm .endm
.macro ProcessVertex4 eos_addr .macro ProcessVertex4 eos_addr
fmov.s fr7,@-r5 ! dst->w = W fmov.s fr7,@-r5 ! LS, dst->w = W
fmov.s fr3,@-r5 ! dst->c = C fmov.s fr3,@-r5 ! LS, dst->c = C
fneg fr7 ! W = -W fneg fr7 ! LS, W = -W
fmov.s fr2,@-r5 ! dst->v = V fmov.s fr2,@-r5 ! LS, dst->v = V
fcmp/gt fr7,fr6 ! T = Z > W (i.e. Z > -W) fcmp/gt fr7,fr6 ! CO, T = Z > W (i.e. Z > -W)
fmov.s fr1,@-r5 ! dst->u = U fmov.s fr1,@-r5 ! LS, dst->u = U
movt r2 ! tmp = T movt r2 ! EX, tmp = T
fmov.s fr6,@-r5 ! dst->z = Z fmov.s fr6,@-r5 ! LS, dst->z = Z
shll2 r2 ! tmp = tmp << 2 shll2 r2 ! EX, tmp = tmp << 2
fmov.s fr5,@-r5 ! dst->y = Y fmov.s fr5,@-r5 ! LS, dst->y = Y
add r2,r2 ! tmp = (tmp << 2) + (tmp << 2) add r2,r2 ! EX, tmp = (tmp << 2) + (tmp << 2)
fmov.s fr4,@-r5 ! dst->x = X fmov.s fr4,@-r5 ! LS, dst->x = X
mov.l \eos_addr, r1 ! r1 = GPU EOS command mov.l \eos_addr, r1 ! LS, r1 = GPU EOS command
or r2,r0 ! CLIPFLAGS |= tmp (T << 3) or r2,r0 ! EX, CLIPFLAGS |= tmp (T << 3)
or r0,r1 ! r1 |= CLIPFLAGS or r0,r1 ! EX, r1 |= CLIPFLAGS
mov.l r1,@-r5 ! dst->flags = GPU EOS | CLIPFLAGS mov.l r1,@-r5 ! LS, dst->flags = GPU EOS | CLIPFLAGS
.endm .endm
@ -123,39 +185,39 @@
!fr11 = VIEWPORT_Y_PLUS_HHEIGHT !fr11 = VIEWPORT_Y_PLUS_HHEIGHT
.macro ViewportTransformSetup viewport_addr .macro ViewportTransformSetup viewport_addr
mova \viewport_addr, r0 mova \viewport_addr, r0 ! EX, r0 = &VIEWPORT
fmov.s @r0+,fr8 ! fr8 = VIEWPORT_HWIDTH fmov.s @r0+,fr8 ! LS, fr8 = VIEWPORT_HWIDTH
fmov.s @r0+,fr9 ! fr9 = VIEWPORT_HHEIGHT fmov.s @r0+,fr9 ! LS, fr9 = VIEWPORT_HHEIGHT
fmov.s @r0+,fr10 ! fr10 = VIEWPORT_X_PLUS_HWIDTH fmov.s @r0+,fr10 ! LS, fr10 = VIEWPORT_X_PLUS_HWIDTH
fmov.s @r0+,fr11 ! fr11 = VIEWPORT_Y_PLUS_HHEIGHT fmov.s @r0+,fr11 ! LS, fr11 = VIEWPORT_Y_PLUS_HHEIGHT
nop ! align to even instructions nop ! MT, align to even instructions
.endm .endm
.macro ViewportTransformVertex .macro ViewportTransformVertex
! INVERSE W CALCULATION ! INVERSE W CALCULATION
add #28, r5 ! r5 = &vertex->w add #28, r5 ! EX, r5 = &vertex->w
fmov.s @r5,fr0 ! fr0 = vertex->w fmov.s @r5,fr0 ! LS, fr0 = vertex->w
fmul fr0,fr0 ! fr0 = fr0 * fr0 fmul fr0,fr0 ! FE, fr0 = fr0 * fr0
add #-24, r5 ! r5 = &vertex->x add #-24, r5 ! EX, r5 = &vertex->x
fsrra fr0 ! fr0 = 1 / sqrt(fr0) -> 1 / vertex->w fsrra fr0 ! FE, fr0 = 1 / sqrt(fr0) -> 1 / vertex->w
! TRANSFORM X ! TRANSFORM X
fmov.s @r5,fr4 ! fr4 = vertex->x fmov.s @r5,fr4 ! LS, fr4 = vertex->x
fmov fr10,fr5 ! fr5 = VIEWPORT_X_PLUS_HWIDTH fmov fr10,fr5 ! LS, fr5 = VIEWPORT_X_PLUS_HWIDTH
fmul fr8,fr4 ! fr4 = VIEWPORT_HWIDTH * vertex->x fmul fr8,fr4 ! FE, fr4 = VIEWPORT_HWIDTH * vertex->x
fmac fr0,fr4,fr5 ! fr5 = fr0 * fr4 + fr5 -- (X * F * hwidth) + x_plus_hwidth fmac fr0,fr4,fr5 ! FE, fr5 = fr0 * fr4 + fr5 -- (X * F * hwidth) + x_plus_hwidth
fmov.s fr5,@r5 ! vertex->x = fr5 fmov.s fr5,@r5 ! LS, vertex->x = fr5
add #4, r5 ! r5 = &vertex->y add #4, r5 ! EX, r5 = &vertex->y
! TRANSFORM Y ! TRANSFORM Y
fmov.s @r5,fr4 ! fr4 = vertex->y fmov.s @r5,fr4 ! LS, fr4 = vertex->y
fmov fr11,fr5 ! fr5 = VIEWPORT_Y_PLUS_HHEIGHT fmov fr11,fr5 ! LS, fr5 = VIEWPORT_Y_PLUS_HHEIGHT
fmul fr9,fr4 ! fr4 = VIEWPORT_HHEIGHT * vertex->y fmul fr9,fr4 ! FE, fr4 = VIEWPORT_HHEIGHT * vertex->y
fmac fr0,fr4,fr5 ! fr5 = fr0 * fr4 + fr5 -- (Y * F * hheight) + y_plus_hheight fmac fr0,fr4,fr5 ! FE, fr5 = fr0 * fr4 + fr5 -- (Y * F * hheight) + y_plus_hheight
fmov.s fr5,@r5 ! vertex->y = fr5 fmov.s fr5,@r5 ! LS, vertex->y = fr5
add #4, r5 ! r5 = &vertex->z add #4, r5 ! EX, r5 = &vertex->z
! ASSIGN Z ! ASSIGN Z
fmov.s fr0,@r5 ! vertex->z = fr0 fmov.s fr0,@r5 ! LS, vertex->z = fr0
add #20, r5 ! r5 += 20 (points to start of next vertex) add #20, r5 ! EX, r5 += 20 (points to start of next vertex)
.endm .endm