mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-08-03 18:57:27 -04:00
623 lines
16 KiB
ArmAsm
623 lines
16 KiB
ArmAsm
#include <rsp_queue.inc>
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#include <rdpq_macros.h>
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#define GUARD_BAND_FACTOR 2
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// 1 << VTX_SHIFT, keep in sync with gpu.c
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#define ONE_W K32
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#define xxxxXXXX h0
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#define yyyyYYYY h1
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#define zzzzZZZZ h2
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#define wwwwWWWW h3
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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_T 28 // 28 S, 30 T
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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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//0-39 same as screenvtx
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#define PRIM_VTX_TRCODE 40 // trivial-reject clipping flags (against -w/+w)
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#define PRIM_VTX_SIZE 48
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#define V0_OFFSET 0 * PRIM_VTX_SIZE
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#define V1_OFFSET 1 * PRIM_VTX_SIZE
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#define V2_OFFSET 2 * PRIM_VTX_SIZE
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#define V3_OFFSET 3 * PRIM_VTX_SIZE
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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_DrawQuad, 68 # 0x4
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RSPQ_DefineCommand GPUCmd_MatrixLoad, 68 # 0x5
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RSPQ_DefineCommand GPUCmd_PushRDP, 12 # 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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GPU_MATRIX_MVP: .ds.b 128
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GL_STATE:
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# This is the GL state that is updated by CPU via GPUCmd_Set commands
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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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RSPQ_EndSavedState
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.align 4
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CLIP_CODE_FACTORS: .half 1, 1, GUARD_BAND_FACTOR, GUARD_BAND_FACTOR
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DRAW_TRI_RA: .word 0
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.bss
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.align 3
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VERTEX_CACHE: .dcb.b PRIM_VTX_SIZE * 4
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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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.func GPUCmd_PushRDP
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GPUCmd_PushRDP:
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# RDP command is expected in a0 and a1
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move a0, a1
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move a1, a2
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jal_and_j RDPQ_Write8, RDPQ_Finalize
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.endfunc
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.func GPUCmd_MatrixLoad
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GPUCmd_MatrixLoad:
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#define src s6
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#define dst s7
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#define vmat0_i $v02
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#define vmat1_i $v03
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#define vmat2_i $v04
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#define vmat3_i $v05
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#define vmat0_f $v06
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#define vmat1_f $v07
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#define vmat2_f $v08
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#define vmat3_f $v09
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addi src, rspq_dmem_buf_ptr, %lo(RSPQ_DMEM_BUFFER) - 64
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addi dst, zero, %lo(GPU_MATRIX_MVP)
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// Load the matrix from command parameters
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ldv vmat0_i, 0x00,src
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ldv vmat1_i, 0x08,src
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ldv vmat2_i, 0x10,src
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ldv vmat3_i, 0x18,src
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ldv vmat0_f, 0x20,src
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ldv vmat1_f, 0x28,src
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ldv vmat2_f, 0x30,src
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ldv vmat3_f, 0x38,src
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// Store the matrices, with each row stored twice
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// This is used by T&L to transform two vertices at once
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sdv vmat0_i, 0x00,dst
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sdv vmat0_i, 0x08,dst
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sdv vmat1_i, 0x10,dst
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sdv vmat1_i, 0x18,dst
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sdv vmat2_i, 0x20,dst
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sdv vmat2_i, 0x28,dst
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sdv vmat3_i, 0x30,dst
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sdv vmat3_i, 0x38,dst
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sdv vmat0_f, 0x40,dst
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sdv vmat0_f, 0x48,dst
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sdv vmat1_f, 0x50,dst
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sdv vmat1_f, 0x58,dst
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sdv vmat2_f, 0x60,dst
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sdv vmat2_f, 0x68,dst
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sdv vmat3_f, 0x70,dst
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jr ra
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sdv vmat3_f, 0x78,dst
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#undef src
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#undef dst
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.endfunc
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.align 3
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.func GPUCmd_DrawQuad
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GPUCmd_DrawQuad:
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#define vtx a0
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#define mtx_ptr s0
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#define src_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 src_ptr, rspq_dmem_buf_ptr, %lo(RSPQ_DMEM_BUFFER) - 64
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li vtx, %lo(VERTEX_CACHE)
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li mtx_ptr, %lo(GPU_MATRIX_MVP)
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lqv vmtx0_i, 0x00,mtx_ptr // [m00.I m01.I m02.I m03.I m00.I m01.I m02.I m03.I]
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lqv vmtx1_i, 0x10,mtx_ptr // etc
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lqv vmtx2_i, 0x20,mtx_ptr
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lqv vmtx3_i, 0x30,mtx_ptr
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lqv vmtx0_f, 0x40,mtx_ptr
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lqv vmtx1_f, 0x50,mtx_ptr
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lqv vmtx2_f, 0x60,mtx_ptr
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lqv vmtx3_f, 0x70,mtx_ptr
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### VERTEX 0
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ldv vpos.e0, 0, src_ptr // Load v0 X, Y, Z
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ldv vpos.e4, 16, src_ptr // Load v1 X, Y, Z
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# matrix multiply
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vmudn v___, vmtx0_f, vpos.xxxxXXXX
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vmadh v___, vmtx0_i, vpos.xxxxXXXX
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vmadn v___, vmtx1_f, vpos.yyyyYYYY
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vmadh v___, vmtx1_i, vpos.yyyyYYYY
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vmadn v___, vmtx2_f, vpos.zzzzZZZZ
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vmadh v___, vmtx2_i, vpos.zzzzZZZZ
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vmadn v___, vmtx3_f, ONE_W
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vmadh vcspos_i, vmtx3_i, ONE_W
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vmadn vcspos_f, vzero, vzero
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llv vcol.e0, 8, src_ptr // Load v0 RGBA
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llv vtex.e0, 12, src_ptr // Load v0 U, V
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llv vcol.e2, 24, src_ptr // Load v1 RGBA
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llv vtex.e2, 28, src_ptr // Load v1 U, V
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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, K2048
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vmadl vcspos_f, vcspos_f, K2048
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slv vcol.e0, SCREEN_VTX_RGBA + V0_OFFSET, vtx
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slv vtex.e0, SCREEN_VTX_S_T + V0_OFFSET, vtx
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slv vcol.e2, SCREEN_VTX_RGBA + V1_OFFSET, vtx
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slv vtex.e2, SCREEN_VTX_S_T + V1_OFFSET, 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.wwwwWWWW
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vcl v___, vcspos_f, vcspos_f.wwwwWWWW
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cfc2 t0, COP2_CTRL_VCC
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sdv vcspos_i.e0, SCREEN_VTX_CS_POSi + V0_OFFSET, vtx
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sdv vcspos_f.e0, SCREEN_VTX_CS_POSf + V0_OFFSET, vtx
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sdv vcspos_i.e4, SCREEN_VTX_CS_POSi + V1_OFFSET, vtx
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sdv vcspos_f.e4, SCREEN_VTX_CS_POSf + V1_OFFSET, vtx
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###################### VERTEX 2
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ldv vpos.e0, 32, src_ptr // Load v2 X, Y, Z
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ldv vpos.e4, 48, src_ptr // Load v3 X, Y, Z
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andi t2, t0, 0x707 // Isolate X/Y/Z clipping flags
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srl t1, t2, 5 // Shift hi flags to be aligned next to lo flags
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andi t2, t2, 0x7 // Isolate lo clip flags
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or t2, t1 // Merge clip flags (compressed to 6 bits)
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# matrix multiply
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vmudn v___, vmtx0_f, vpos.xxxxXXXX
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vmadh v___, vmtx0_i, vpos.xxxxXXXX
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vmadn v___, vmtx1_f, vpos.yyyyYYYY
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sb t2, (PRIM_VTX_TRCODE + V0_OFFSET)(vtx)
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vmadh v___, vmtx1_i, vpos.yyyyYYYY
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srl t0, t0, 4
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vmadn v___, vmtx2_f, vpos.zzzzZZZZ
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andi t2, t0, 0x707 // Isolate X/Y/Z clipping flags
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vmadh v___, vmtx2_i, vpos.zzzzZZZZ
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srl t1, t2, 5 // Shift hi flags to be aligned next to lo flags
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vmadn v___, vmtx3_f, ONE_W
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andi t2, t2, 0x7 // Isolate lo clip flags
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vmadh vcspos_i, vmtx3_i, ONE_W
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or t2, t1 // Merge clip flags (compressed to 6 bits)
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vmadn vcspos_f, vzero, vzero
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sb t2, (PRIM_VTX_TRCODE + V1_OFFSET)(vtx)
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llv vcol.e4, 40, src_ptr # Load v2 RGBA
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llv vtex.e4, 44, src_ptr # Load v2 U, V
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llv vcol.e6, 56, src_ptr # Load v3 RGBA
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llv vtex.e6, 60, src_ptr # Load v3 U, V
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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, K2048
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vmadl vcspos_f, vcspos_f, K2048
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slv vcol.e4, SCREEN_VTX_RGBA + V2_OFFSET, vtx
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slv vtex.e4, SCREEN_VTX_S_T + V2_OFFSET, vtx
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slv vcol.e6, SCREEN_VTX_RGBA + V3_OFFSET, vtx
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slv vtex.e6, SCREEN_VTX_S_T + V3_OFFSET, 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.wwwwWWWW
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vcl v___, vcspos_f, vcspos_f.wwwwWWWW
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cfc2 t0, COP2_CTRL_VCC
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sdv vcspos_i.e0, SCREEN_VTX_CS_POSi + V2_OFFSET, vtx
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sdv vcspos_f.e0, SCREEN_VTX_CS_POSf + V2_OFFSET, vtx
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andi t2, t0, 0x707 // Isolate X/Y/Z clipping flags
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srl t1, t2, 5 // Shift hi flags to be aligned next to lo flags
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andi t2, t2, 0x7 // Isolate lo clip flags
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or t2, t1 // Merge clip flags (compressed to 6 bits)
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sb t2, (PRIM_VTX_TRCODE + V2_OFFSET)(vtx)
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###################### VERTEX 3
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sdv vcspos_i.e4, SCREEN_VTX_CS_POSi + V3_OFFSET, vtx
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sdv vcspos_f.e4, SCREEN_VTX_CS_POSf + V3_OFFSET, vtx
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srl t0, t0, 4
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andi t2, t0, 0x707 // Isolate X/Y/Z clipping flags
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srl t1, t2, 5 // Shift hi flags to be aligned next to lo flags
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andi t2, t2, 0x7 // Isolate lo clip flags
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or t2, t1 // Merge clip flags (compressed to 6 bits)
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sb t2, (PRIM_VTX_TRCODE + V3_OFFSET)(vtx)
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# now do the actual drawing
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li a1, %lo(VERTEX_CACHE) + V0_OFFSET
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li a2, %lo(VERTEX_CACHE) + V1_OFFSET
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jal GPUCmd_DrawTriangle
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li a3, %lo(VERTEX_CACHE) + V2_OFFSET
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li a1, %lo(VERTEX_CACHE) + V0_OFFSET
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li a2, %lo(VERTEX_CACHE) + V2_OFFSET
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jal GPUCmd_DrawTriangle
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li a3, %lo(VERTEX_CACHE) + V3_OFFSET
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j RSPQ_Loop
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nop
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#undef src_ptr
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#undef vtx
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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
|
|
andi t2, t0, 0x707 // Isolate X/Y/Z clipping flags
|
|
srl t1, t2, 5 // Shift hi flags to be aligned next to lo flags
|
|
andi t2, t2, 0x7 // Isolate lo clip flags
|
|
or t2, t1 // Merge clip flags (compressed to 6 bits)
|
|
jr ra
|
|
sb t2, SCREEN_VTX_CLIP_CODE(dst)
|
|
|
|
#undef dst
|
|
#undef vcspos_i
|
|
#undef vcspos_f
|
|
#undef vguard_i
|
|
#undef vguard_f
|
|
#undef v___
|
|
#undef w
|
|
|
|
.endfunc
|
|
|
|
################################################################
|
|
# GL_TnL
|
|
#
|
|
# Args:
|
|
# s3 = address of the vertex in DMEM (usually within VERTEX_CACHE)
|
|
#
|
|
################################################################
|
|
.func GL_TnL
|
|
GL_TnL:
|
|
#define vtx s3
|
|
|
|
#define v___ $v01
|
|
#define vcspos_f $v02
|
|
#define vcspos_i $v03
|
|
#define vtexsize $v06
|
|
#define vtexoffset $v07
|
|
#define vst $v08
|
|
#define vst_i $v28
|
|
#define vst_f $v29
|
|
move ra2, ra
|
|
|
|
llv vst, SCREEN_VTX_S_T, vtx # S + T
|
|
|
|
li t0, %lo(GL_STATE_TEX_SIZE)
|
|
llv vtexsize, 0,t0
|
|
llv vtexoffset, 4,t0
|
|
|
|
# Scale texcoord by texsize and subtract offset (to correct for bilinear sampling if active)
|
|
#vmudn v___, vst, vtexsize
|
|
# vmadh vst, vtexoffset, K1
|
|
|
|
#vmudn v___, vst, vtexsize
|
|
#vmadh vst, vtexoffset, K1
|
|
#vmudl vst, vst, vtexsize
|
|
|
|
vmudn vst_f, vst, vtexsize # ACC = vst * vtexsize, VST_F = ACC & 0xFFFF
|
|
vmadh vst_i, vzero, vzero # ACC += zero * zero, VST_I = ACC >> 16
|
|
|
|
// Shift texture coords 5 bits right
|
|
vmudm v___, vst_i, K2048 # ACC = (vst_i << 11)
|
|
vmadl vst, vst_f, K2048 # ACC += (vst_f << 11) >> 16, VST = ACC & 0xFFFF
|
|
|
|
#undef vst_i
|
|
#undef vst_f
|
|
|
|
lbu t0, PRIM_VTX_TRCODE(vtx)
|
|
slv vst, SCREEN_VTX_S_T, vtx
|
|
|
|
ldv vcspos_f, SCREEN_VTX_CS_POSf,vtx
|
|
ldv vcspos_i, SCREEN_VTX_CS_POSi,vtx
|
|
|
|
# Mark this vertex as having T&L applied
|
|
ori t0, 0x80
|
|
|
|
jal GL_CalcScreenSpace
|
|
sb t0, PRIM_VTX_TRCODE(vtx)
|
|
|
|
j GL_CalcClipCodes
|
|
move ra, ra2
|
|
|
|
#undef vcspos_f
|
|
#undef vcspos_i
|
|
#undef vtexsize
|
|
#undef vtexoffset
|
|
|
|
#undef vtx
|
|
|
|
#undef v___
|
|
#undef vrgba
|
|
#undef vst
|
|
#undef s
|
|
|
|
.endfunc
|
|
|
|
|
|
.func GPUCmd_DrawTriangle
|
|
GPUCmd_DrawTriangle:
|
|
#define vtx1 a1
|
|
#define vtx2 a2
|
|
#define vtx3 a3
|
|
#define trcode1 t6
|
|
#define trcode2 t7
|
|
#define trcode3 t8
|
|
sw ra, %lo(DRAW_TRI_RA) # TODO find a register for this
|
|
|
|
# Trivial reject: if all the vertices are out of the same plane (at least one),
|
|
# the triangle is out of the viewport.
|
|
# NOTE: This deliberately uses lb instead of lbu so the sign bit is extended.
|
|
# The MSB of each TR-code is a bit flag that is set if the vertex has already
|
|
# had T&L applied once.
|
|
lb trcode1, PRIM_VTX_TRCODE(vtx1)
|
|
lb trcode2, PRIM_VTX_TRCODE(vtx2)
|
|
lb trcode3, PRIM_VTX_TRCODE(vtx3)
|
|
and t0, trcode1, trcode2
|
|
and t0, trcode3
|
|
andi t0, 0x3F
|
|
bnez t0, JrRa
|
|
nop
|
|
|
|
# Perform T&L for each vertex if we haven't already
|
|
bgezal trcode1, GL_TnL
|
|
move s3, vtx1
|
|
|
|
bgezal trcode2, GL_TnL
|
|
move s3, vtx2
|
|
|
|
bgezal trcode3, GL_TnL
|
|
move s3, vtx3
|
|
|
|
lbu t0, SCREEN_VTX_CLIP_CODE(vtx1)
|
|
lbu t1, SCREEN_VTX_CLIP_CODE(vtx2)
|
|
lbu t2, SCREEN_VTX_CLIP_CODE(vtx3)
|
|
or t5, t0, t1
|
|
or t5, t2
|
|
|
|
move s1, zero
|
|
beqz t5, gl_draw_single_triangle
|
|
move s2, zero
|
|
|
|
jal GL_ClipTriangle
|
|
nop
|
|
|
|
beqz v1, gl_draw_triangle_end
|
|
addi s2, -6
|
|
lhu s5, 0(s1)
|
|
gl_draw_clipped_triangles_loop:
|
|
move vtx1, s5
|
|
lhu vtx2, 2(s1)
|
|
lhu vtx3, 4(s1)
|
|
|
|
gl_draw_single_triangle:
|
|
addi vtx1, SCREEN_VTX_X
|
|
addi vtx2, SCREEN_VTX_X
|
|
addi vtx3, SCREEN_VTX_X
|
|
|
|
lhu a0, %lo(GL_TRI_CMD)
|
|
lh v0, %lo(GL_TRI_CULL)
|
|
jal RDPQ_Triangle
|
|
li s3, %lo(RDPQ_CMD_STAGING)
|
|
|
|
jal RDPQ_Send
|
|
li s4, %lo(RDPQ_CMD_STAGING)
|
|
|
|
blt s1, s2, gl_draw_clipped_triangles_loop
|
|
addi s1, 2
|
|
|
|
gl_draw_triangle_end:
|
|
lw ra, %lo(DRAW_TRI_RA)
|
|
jr ra
|
|
nop
|
|
|
|
#undef vtx1
|
|
#undef vtx2
|
|
#undef vtx3
|
|
.endfunc
|
|
|
|
#include "rsp_gpu_clipping.inc"
|
|
#include <rsp_rdpq.inc>
|