mirror of
https://github.com/ClassiCube/ClassiCube.git
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537 lines
13 KiB
ArmAsm
537 lines
13 KiB
ArmAsm
#include <rsp_queue.inc>
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#include <rdpq_macros.h>
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#include "gl_constants.h"
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.data
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RSPQ_BeginOverlayHeader
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RSPQ_DefineCommand GPUCmd_SetByte, 8 # 0x0
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RSPQ_DefineCommand GPUCmd_SetShort, 8 # 0x1
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RSPQ_DefineCommand GPUCmd_SetWord, 8 # 0x2
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RSPQ_DefineCommand GPUCmd_SetLong, 12 # 0x3
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RSPQ_DefineCommand GPUCmd_DrawTriangle, 8 # 0x4
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RSPQ_DefineCommand GPUCmd_UploadVertex, 24 # 0x5
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RSPQ_DefineCommand GPUCmd_MatrixLoad, 68 # 0x6
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RSPQ_EndOverlayHeader
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.align 4
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BANNER0: .ascii " RSP OpenGL T&L "
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BANNER1: .ascii "Rasky & Snacchus"
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RSPQ_BeginSavedState
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GL_STATE:
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# This is the GL state that is also used by the pipeline.
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GL_MATRIX_MVP: .ds.b MATRIX_SIZE
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GL_VIEWPORT_SCALE: .half 0,0,0,0
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GL_VIEWPORT_OFFSET: .half 0,0,0,0
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GL_STATE_TEX_SIZE: .half 0,0
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GL_STATE_TEX_OFFSET: .half 0,0
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GL_TRI_CMD: .half 0
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GL_TRI_CULL: .half 0
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.align 3
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VERTEX_CACHE: .dcb.b PRIM_VTX_SIZE * VERTEX_CACHE_SIZE
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RSPQ_EndSavedState
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.align 4
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CACHE_OFFSETS: .half 2,4,6,8,10,12,14,16,18
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CLIP_CODE_FACTORS: .half 1, 1, GUARD_BAND_FACTOR, GUARD_BAND_FACTOR
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#define CLIPPING_PLANE_COUNT 6
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#define CLIPPING_CACHE_SIZE 9
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#define CLIPPING_PLANE_SIZE 8
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#define SCREEN_VTX_CS_POSi 0 // X, Y, Z, W (all 32-bit)
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#define SCREEN_VTX_CS_POSf 8 // X, Y, Z, W (all 32-bit)
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#define SCREEN_VTX_X 16
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#define SCREEN_VTX_Y 18
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#define SCREEN_VTX_Z 20
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#define SCREEN_VTX_CLIP_CODE 22
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#define SCREEN_VTX_PADDING 23
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#define SCREEN_VTX_RGBA 24
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#define SCREEN_VTX_S 28
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#define SCREEN_VTX_T 30
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#define SCREEN_VTX_W 32 // FIXME: this is duplicated in CS_POS
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#define SCREEN_VTX_INVW 36 // 32-bit
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#define SCREEN_VTX_SIZE 40
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.text
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.func GPUCmd_SetByte
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GPUCmd_SetByte:
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jr ra
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sb a1, %lo(GL_STATE)(a0)
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.endfunc
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.func GPUCmd_SetShort
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GPUCmd_SetShort:
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jr ra
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sh a1, %lo(GL_STATE)(a0)
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.endfunc
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.func GPUCmd_SetWord
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GPUCmd_SetWord:
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jr ra
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sw a1, %lo(GL_STATE) + 0(a0)
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.endfunc
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.func GPUCmd_SetLong
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GPUCmd_SetLong:
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sw a2, %lo(GL_STATE) + 4(a0)
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jr ra
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sw a1, %lo(GL_STATE) + 0(a0)
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.endfunc
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########################################
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# GPUCmd_UploadVertex
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#
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# Arguments:
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# * 0x00 (a0): offset within VERTEX_CACHE
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# * 0x04 (a1): object space X, Y (16-bit)
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# * 0x08 (a2): object space Z, W (16-bit)
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# * 0x0C (a3): RGBA (8-bit each one)
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# * 0x10: S, T (16-bit)
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# * 0x14: normal X, Y, Z (8-bit each one) (LSB must be 0)
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#
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########################################
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.align 3
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.func GPUCmd_UploadVertex
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GPUCmd_UploadVertex:
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#define vtx a0
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#define mtx_ptr s0
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#define cmd_ptr s4
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#define v___ $v01
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#define vmtx0_i $v16 // m00 m01 m02 m03
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#define vmtx0_f $v17
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#define vmtx1_i $v18 // m10 m11 m12 m13
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#define vmtx1_f $v19
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#define vmtx2_i $v20 // m20 m21 m22 m23
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#define vmtx2_f $v21
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#define vmtx3_i $v22 // m30 m31 m32 m03
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#define vmtx3_f $v23
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#define vpos $v24
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#define vcol $v25
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#define vtex $v26
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#define vcspos_i $v28
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#define vcspos_f $v29
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#define x e0
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#define y e1
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#define z e2
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#define w e3
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addi cmd_ptr, rspq_dmem_buf_ptr, %lo(RSPQ_DMEM_BUFFER) + 4
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sub cmd_ptr, rspq_cmd_size
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ldv vpos, 0, cmd_ptr # Load X, Y, Z, W
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ldv vcol, 8, cmd_ptr # Load R, G, B, A
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llv vtex, 16, cmd_ptr # Load U, V
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addi vtx, %lo(VERTEX_CACHE)
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sdv vpos, PRIM_VTX_X ,vtx
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sdv vcol, PRIM_VTX_R ,vtx
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slv vtex, PRIM_VTX_TEX_S ,vtx
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# == matrix multiply ==
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li mtx_ptr, %lo(GL_MATRIX_MVP)
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ldv vmtx0_i.e0, 0x00,mtx_ptr
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ldv vmtx1_i.e0, 0x08,mtx_ptr
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ldv vmtx2_i.e0, 0x10,mtx_ptr
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ldv vmtx3_i.e0, 0x18,mtx_ptr
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ldv vmtx0_f.e0, 0x20,mtx_ptr
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ldv vmtx1_f.e0, 0x28,mtx_ptr
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ldv vmtx2_f.e0, 0x30,mtx_ptr
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ldv vmtx3_f.e0, 0x38,mtx_ptr
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vmudn v___, vmtx0_f, vpos.h0
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vmadh v___, vmtx0_i, vpos.h0
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vmadn v___, vmtx1_f, vpos.h1
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vmadh v___, vmtx1_i, vpos.h1
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vmadn v___, vmtx2_f, vpos.h2
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vmadh v___, vmtx2_i, vpos.h2
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vmadn v___, vmtx3_f, vpos.h3
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vmadh vcspos_i, vmtx3_i, vpos.h3
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vmadn vcspos_f, vzero, vzero
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# == end matrix multiply ==
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# 32-bit right shift by 5, to keep the clip space coordinates unscaled
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vmudm vcspos_i, vcspos_i, vshift8.e4
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vmadl vcspos_f, vcspos_f, vshift8.e4
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sdv vcspos_i, PRIM_VTX_CS_POSi,vtx
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sdv vcspos_f, PRIM_VTX_CS_POSf,vtx
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# Calculate and store clipping flags against CS.W.
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# These will be used for trivial rejections.
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vch v___, vcspos_i, vcspos_i.w
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vcl v___, vcspos_f, vcspos_f.w
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cfc2 t0, COP2_CTRL_VCC
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andi t0, 0x707 # Isolate X/Y/Z flags
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# Compress flags to 8 bit
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srl t1, t0, 5
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andi t0, 0x7
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or t0, t1
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jr ra
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sb t0, PRIM_VTX_TRCODE(vtx)
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#undef cmd_ptr
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#undef vtx
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#undef in_xy
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#undef in_zw
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#undef in_rgba
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#undef vtx_id
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#undef x
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#undef y
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#undef z
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#undef w
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#undef v___
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#undef vmtx0_i
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#undef vmtx0_f
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#undef vmtx1_i
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#undef vmtx1_f
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#undef vmtx2_i
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#undef vmtx2_f
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#undef vmtx3_i
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#undef vmtx3_f
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#undef vpos
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#undef vcspos_i
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#undef vcspos_f
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.endfunc
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################################################################
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# GL_CalcScreenSpace
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#
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# Args:
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# s3 = Destination vertex address
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# $v02 = Clip space position (fractional part)
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# $v03 = Clip space position (integer part)
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#
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################################################################
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.func GL_CalcScreenSpace
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GL_CalcScreenSpace:
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#define dst s3
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#define vcspos_f $v02
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#define vcspos_i $v03
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#define vinvw_f $v23
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#define vinvw_i $v24
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#define vviewscale $v25
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#define vviewoff $v26
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#define vscreenpos_i $v27
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#define vscreenpos_f $v28
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#define v___ $v29
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#define w e3
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# Calculate 32-bit inverse W
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# TODO: NR?
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vrcph vinvw_i.w, vcspos_i.w
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vrcpl vinvw_f.w, vcspos_f.w
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vrcph vinvw_i.w, vzero.e0
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# Calculate screenspace coords
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li t0, %lo(GL_VIEWPORT_SCALE)
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ldv vviewscale, 0,t0
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ldv vviewoff, 8,t0
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vmudl v___, vcspos_f, vinvw_f.w
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vmadm v___, vcspos_i, vinvw_f.w
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vmadn vscreenpos_f, vcspos_f, vinvw_i.w
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vmadh vscreenpos_i, vcspos_i, vinvw_i.w
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vmudn vscreenpos_f, vscreenpos_f, vviewscale
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vmadh vscreenpos_i, vscreenpos_i, vviewscale
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vadd vscreenpos_i, vviewoff
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sdv vscreenpos_i, SCREEN_VTX_X ,dst
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ssv vcspos_i.w, SCREEN_VTX_W+0 ,dst
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ssv vcspos_f.w, SCREEN_VTX_W+2 ,dst
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ssv vinvw_i.w, SCREEN_VTX_INVW+0,dst
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ssv vinvw_f.w, SCREEN_VTX_INVW+2,dst
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jr ra
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sb zero, SCREEN_VTX_PADDING(dst)
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#undef dst
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#undef vcspos_f
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#undef vcspos_i
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#undef vinvw_f
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#undef vinvw_i
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#undef vviewscale
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#undef vviewoff
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#undef vscreenpos_i
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#undef vscreenpos_f
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#undef v___
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#undef w
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.endfunc
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################################################################
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# GL_CalcClipCodes
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#
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# Args:
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# s3 = Destination vertex address
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# $v02 = Clip space position (fractional part)
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# $v03 = Clip space position (integer part)
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#
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################################################################
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.func GL_CalcClipCodes
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GL_CalcClipCodes:
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#define dst s3
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#define vcspos_f $v02
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#define vcspos_i $v03
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#define vguard_f $v27
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#define vguard_i $v28
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#define v___ $v29
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#define w e3
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li t0, %lo(CLIP_CODE_FACTORS)
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ldv vguard_i, 0,t0
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vmudn vguard_f, vcspos_f, vguard_i
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vmadh vguard_i, vcspos_i, vguard_i
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vch v___, vguard_i, vguard_i.w
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vcl v___, vguard_f, vguard_f.w
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cfc2 t0, COP2_CTRL_VCC
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andi t0, 0x707
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srl t1, t0, 5
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andi t0, 0x7
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or t0, t1
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jr ra
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sb t0, SCREEN_VTX_CLIP_CODE(dst)
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#undef dst
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#undef vcspos_i
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#undef vcspos_f
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#undef vguard_i
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#undef vguard_f
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#undef v___
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#undef w
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.endfunc
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################################################################
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# GL_TnL
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#
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# Args:
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# s3 = address of the vertex in DMEM (usually within VERTEX_CACHE)
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#
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################################################################
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.func GL_TnL
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GL_TnL:
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#define tmp_ptr s2
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#define vtx s3
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#define s e0
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move ra2, ra
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#define v___ $v01
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#define vrgba $v04
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ldv vrgba.e0, PRIM_VTX_R, vtx # R + G + B + A
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ldv vrgba.e4, PRIM_VTX_R, vtx # R + G + B + A
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#define vtexsize $v06
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#define vtexoffset $v07
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#define vst $v08
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llv vst, PRIM_VTX_TEX_S,vtx # S + T
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suv vrgba, SCREEN_VTX_RGBA,vtx
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li s1, %lo(GL_STATE_TEX_SIZE)
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llv vtexsize.s, 0,s1
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llv vtexoffset.s, 4,s1
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#define vst_i $v28
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#define vst_f $v29
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# Scale texcoord by texsize and subtract offset (to correct for bilinear sampling if active)
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#vmudn v___, vst, vtexsize
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# vmadh vst, vtexoffset, K1
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#vmudn v___, vst, vtexsize
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#vmadh vst, vtexoffset, K1
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#vmudl vst, vst, vtexsize
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vmudh v___, vst, vtexsize
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vsar vst_i, COP2_ACC_HI
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vsar vst_f, COP2_ACC_MD
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vmudl vst_f, vst_f, K8192
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vmadm vst_i, vst_i, K8192
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vmadn vst, vzero, vzero
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#undef vst_i
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#undef vst_f
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#undef q
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lbu t0, PRIM_VTX_TRCODE(vtx)
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#define vcspos_f $v02
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#define vcspos_i $v03
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ldv vcspos_f, PRIM_VTX_CS_POSf,vtx
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ldv vcspos_i, PRIM_VTX_CS_POSi,vtx
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# Mark this vertex as having T&L applied
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ori t0, 0x80
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sb t0, PRIM_VTX_TRCODE(vtx)
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jal GL_CalcScreenSpace
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slv vst.s, SCREEN_VTX_S,vtx
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j GL_CalcClipCodes
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move ra, ra2
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#undef vcspos_f
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#undef vcspos_i
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#undef vtexsize
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#undef vtexoffset
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#undef vtx
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#undef v___
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#undef vrgba
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#undef vst
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#undef s
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.endfunc
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################################################################
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# GPUCmd_DrawTriangle
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#
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# Arguments:
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# a0: Bit 31..24: Command id
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# Bit 11..0: Offset into vertex cache of vtx1
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# a1: Bit 27..16: Offset into vertex cache of vtx2
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# Bit 11..0: Offset into vertex cache of vtx3
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#
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################################################################
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.func GPUCmd_DrawTriangle
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GPUCmd_DrawTriangle:
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#define vtx1 a1
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#define vtx2 a2
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#define vtx3 a3
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#define trcode1 t6
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#define trcode2 t7
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#define trcode3 t8
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addi vtx3, a1, %lo(VERTEX_CACHE)
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srl vtx2, a1, 16
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addi vtx2, %lo(VERTEX_CACHE)
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addi vtx1, a0, %lo(VERTEX_CACHE)
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# Trivial reject: if all the vertices are out of the same plane (at least one),
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# the triangle is out of the viewport.
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# NOTE: This deliberately uses lb instead of lbu so the sign bit is extended.
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# The MSB of each TR-code is a bit flag that is set if the vertex has already
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# had T&L applied once.
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lb trcode1, PRIM_VTX_TRCODE(vtx1)
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lb trcode2, PRIM_VTX_TRCODE(vtx2)
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lb trcode3, PRIM_VTX_TRCODE(vtx3)
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and t0, trcode1, trcode2
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and t0, trcode3
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andi t0, 0x3F
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bnez t0, JrRa
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nop
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# Perform T&L for each vertex if we haven't already
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bgezal trcode1, GL_TnL
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move s3, vtx1
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bgezal trcode2, GL_TnL
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move s3, vtx2
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bgezal trcode3, GL_TnL
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move s3, vtx3
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lbu t0, SCREEN_VTX_CLIP_CODE(vtx1)
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lbu t1, SCREEN_VTX_CLIP_CODE(vtx2)
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lbu t2, SCREEN_VTX_CLIP_CODE(vtx3)
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or t5, t0, t1
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or t5, t2
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move s1, zero
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beqz t5, gl_draw_single_triangle
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move s2, zero
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jal GL_ClipTriangle
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nop
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beqz v1, gl_draw_triangle_end
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addi s2, -6
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lhu s5, 0(s1)
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gl_draw_clipped_triangles_loop:
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move vtx1, s5
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lhu vtx2, 2(s1)
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lhu vtx3, 4(s1)
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gl_draw_single_triangle:
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addi vtx1, SCREEN_VTX_X
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addi vtx2, SCREEN_VTX_X
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addi vtx3, SCREEN_VTX_X
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lhu a0, %lo(GL_TRI_CMD)
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lh v0, %lo(GL_TRI_CULL)
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jal RDPQ_Triangle
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li s3, %lo(RDPQ_CMD_STAGING)
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jal RDPQ_Send
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li s4, %lo(RDPQ_CMD_STAGING)
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blt s1, s2, gl_draw_clipped_triangles_loop
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addi s1, 2
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gl_draw_triangle_end:
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j RSPQ_Loop
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nop
|
|
|
|
#undef vtx1
|
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#undef vtx2
|
|
#undef vtx3
|
|
|
|
.endfunc
|
|
|
|
|
|
GPUCmd_MatrixLoad:
|
|
#define src s6
|
|
#define dst s7
|
|
|
|
#define vrhs01_i $v02
|
|
#define vrhs01_f $v03
|
|
#define vrhs23_i $v04
|
|
#define vrhs23_f $v05
|
|
|
|
addi src, rspq_dmem_buf_ptr, %lo(RSPQ_DMEM_BUFFER) - 64
|
|
addi dst, zero, %lo(GL_MATRIX_MVP)
|
|
|
|
# Load the matrix from command parameters (misaligned)
|
|
lqv vrhs01_i, 0x00,src
|
|
lrv vrhs01_i, 0x10,src
|
|
lqv vrhs23_i, 0x10,src
|
|
lrv vrhs23_i, 0x20,src
|
|
lqv vrhs01_f, 0x20,src
|
|
lrv vrhs01_f, 0x30,src
|
|
lqv vrhs23_f, 0x30,src
|
|
lrv vrhs23_f, 0x40,src
|
|
|
|
sqv vrhs01_i, 0x00,dst
|
|
sqv vrhs23_i, 0x10,dst
|
|
sqv vrhs01_f, 0x20,dst
|
|
jr ra
|
|
sqv vrhs23_f, 0x30,dst
|
|
|
|
#include "rsp_gpu_clipping.inc"
|
|
#include <rsp_rdpq.inc>
|