gline.s
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##########################################################################
#
# Line Setup Routine.
# When entering this code we have a points buffer full of points,
# and registers r1, r2 point to the two vertices of a line.
# r4 points to the vertex with the normal for flat-shaded case.
#
# Kevin Luster, kluster@sgi.com
#
##########################################################################
# pointers to vertices
.name minp, $1
.name maxp, $2
.name flatp, $4
# point y coordinates
.name miny, $3
.name maxy, $17
.name rdp_cmd, $5
.name rdp_flg, $6
.name temp, $7
.name minx, $8
.name maxx, $9
.name Hdx, $10
.name Hdy, $11
.name xHigh, $12
.name xMid, $13
.name yHigh, $14
.name yMid, $15
.name yLow, $16
.name attrmask, $18
# vector registers
.name vzero, $v0
.name vtmp, $v1
.name vHdxi, $v2
.name vHdxf, $v3
.name aMini, $v4
.name aMinf, $v5
.name aDeli, $v6
.name iHdyi, $v8
.name iHdyf, $v9
.name dxyHi, $v10
.name dxyHf, $v11
.name dxyMi, $v12
.name dxyMf, $v13
.name xHi, $v14
.name xHf, $v15
.name xMi, $v16
.name xMf, $v17
.name iHdxi, $v20
.name iHdxf, $v21
.name aMaxi, $v22
.name aMaxf, $v23
.name aDelf, $v24
.name dadei, $v26
.name dadef, $v27
.name dadyi, $v28
.name dadyf, $v29
.ent lineSetup
lineSetup:
# Store what's in RSP_STATE_TRI off into rdp_cmd
lb rdp_cmd, RSP_STATE_TRI(rsp_state)
ori rdp_cmd, rdp_cmd, G_TRI_FILL
# set up a zero register for use in various places
vxor vzero, vzero, vzero
# open for output, do this here before register 18
# gets used for output values
#if !(defined(OUTPUT_DRAM)||defined(OUTPUT_FIFO))
jal OutputOpen
addi $18, zero, 184 # worst case guess (delay slot)
#endif /* !(OUTPUT_DRAM || OUTPUT_FIFO) */
sort: # Sort input points along the y direction
lh miny, RSP_PTS_YS(minp)
lh maxy, RSP_PTS_YS(maxp)
slt temp, maxy, miny
# jump to done if points already sorted
blez temp, sortDone
# swap y values
addi temp, miny, 0
addi miny, maxy, 0
addi maxy, temp, 0
# swap point buffer pointers
addi temp, minp, 0
addi minp, maxp, 0
addi maxp, temp, 0
.unname temp
.name rendState, $7
sortDone:
# load in point x values
lh minx, RSP_PTS_XS(minp)
lh maxx, RSP_PTS_XS(maxp)
# check to see if we need to do any attribute setup
andi attrmask, rdp_cmd, (G_RDP_TRI_ZBUFF_MASK | G_RDP_TRI_TXTR_MASK | G_RDP_TRI_SHADE_MASK)
blez attrmask, SetupDone
# do some preliminary setup for the attribute
# calculation. Code is here since we rename the
# minp and maxp registers later
# load in rgba values, will get trashed if branch
# not taken..
luv aMini[0], RSP_PTS_R_NX(minp)
#
lw rendState, RSP_STATE_RENDER(rsp_state)
andi rendState, rendState, G_SHADING_SMOOTH
bgtz rendState, smoothShade
# delay slot, value will get trashed if branch
# not taken..
luv aMaxi[0], RSP_PTS_R_NX(maxp)
# ok, we're doing flat shading, so load in
# the flat vertex rgba values instead
#ifdef F3DEX_GBI
luv aMini[0], RSP_PTS_R_NX(gfx0)
luv aMaxi[0], RSP_PTS_R_NX(gfx0)
#else
luv aMini[0], RSP_PTS_R_NX(flatp)
luv aMaxi[0], RSP_PTS_R_NX(flatp)
#endif
.unname rendState
.name temp, $7
smoothShade:
# zero out the fractional registers since we need to
# do some massaging on the rgba values before loading
# in the Z values
vadd aMinf, vzero, vzero
vadd aMaxf, vzero, vzero
# Now multiply the rgba attribute values by 1/128 to
# get their real values I x F
vmudm aMini, aMini, vconst[7]
vmudm aMaxi, aMaxi, vconst[7]
# at this point the rgba values are loaded and ready to
# go. Now need to load in the Z values into the integer
# and fractional locations
lsv aMini[8], RSP_PTS_ZS(minp)
lsv aMaxi[8], RSP_PTS_ZS(maxp)
lsv aMinf[8], RSP_PTS_ZSF(minp)
lsv aMaxf[8], RSP_PTS_ZSF(maxp)
# load in S and T values for both points
# there are no fractional values to load
llv aMini[10], RSP_PTS_S(minp)
llv aMaxi[10], RSP_PTS_S(maxp)
# Now that all values are loaded, we do an IF subtract
# to get what the attribute delta values are
vsubc aDelf, aMaxf, aMinf
vsub aDeli, aMaxi, aMini
# now multiply aDel down so that we get maximal precision
# later when computing the attribute slopes IF X F
vmudl aDelf, aDelf, vconst1[2]
vmadm aDeli, aDeli, vconst1[2]
vmadn aDelf, vconst, vconst[0]
.unname minp
.unname maxp
.name sXH, $1
.name sXL, $2
SetupDone:
# Now load the user specified scissor
# X coordinates. For veritical lines
# we use these values, for horizontal
# lines they may be changed
lh sXH, RSP_STATE_SCISSOR_XH(rsp_state)
lh sXL, RSP_STATE_SCISSOR_XL(rsp_state)
# now compute Hdy and Hdx
sub Hdy, maxy, miny
sub Hdx, maxx, minx
# now compute Hdx/Hdy
# load scaler registers into vector registers
# get rid of this later
mtc2 Hdy, vtmp[0]
mtc2 Hdx, vHdxi[0]
vmov vHdxf[0], vconst[0]
# now compute 1/Hdx
vrcp iHdxf[0], vHdxi[0]
vrcph iHdxi[0], vconst[0]
# jump over all of the below calculations if
# we have an exactly horizontal line
beq Hdy, zero, Horizontal
# now compute 1/Hdy, Hdy is stored in vtmp
vrcp iHdyf[0], vtmp[0]
vrcph iHdyi[0], vconst[0]
# shift Hdx right by 15 so that
# the multiplication later by 1/Hdy
# lines up correctly. We don't lose
# any precision in this shift since
# Hdx was loaded into the integer
# portion of the register pair.
vmudl vHdxf, vHdxf, vconst[2]
vmadm vHdxi, vHdxi, vconst[2]
vmadn vHdxf, vconst, vconst[0]
# now multiply 1/Hdy by Hdx to get slope.
vmudl dxyHf, iHdyf, vHdxf[0]
vmadm dxyHf, iHdyi, vHdxf[0]
vmadn dxyHf, iHdyf, vHdxi[0]
vmadh dxyHi, iHdyi, vHdxi[0]
# now do edge walker clear of low slope bits (ick)
vand dxyHf, dxyHf, vconst1[1]
# if we don't need to do any attribute goop then
# jump around it
blez attrmask, dadeDone
# Now we set up dade. This code is common
# to horizontal and vertical lines, so
# we do it here
# note that aDelf has been aligned such that
# we get maximal precision out of this multiply,
# we don't lose any bits of either operand
# do an IF x IF on 1/Hdy and aDelf
vmudl dadef, aDelf, iHdyf[0]
vmadm dadef, aDeli, iHdyf[0]
vmadn dadef, aDelf, iHdyi[0]
vmadh dadei, aDeli, iHdyi[0]
# now we check to see if the slope is going to cause
# a problem when we do the subpixel adjustment. We
# compare the absolute value of the integer part of
# the slope with 1877 and clamp if it is greater
.unname flatp
.name adxyHi, $4
dadeDone:
# Absolute value code compliments of alesha@anya.Princeton.EDU
# (Alexei Lebedev), wins because it needs one fewer register.
# computes: temp=x>>31; absx = x^temp + (temp & 1);
mfc2 adxyHi, dxyHi[0]
sra temp, adxyHi, 31
xor adxyHi, temp, adxyHi
andi temp, temp, 1
add adxyHi, adxyHi, temp
# at this point adxyHi contains |dxyHi|, now we check it against
# the hardcoded maximum value allowed and possibly clamp Hdy
mfc2 temp, vconst1[12]
slt adxyHi, adxyHi, temp
bgtz adxyHi, SlopeFine
nop
# slope is bad, so we zero out Hdy, everything
# else afterwards should compute out fine
xor Hdy, Hdy, Hdy
.unname adxyHi
# Now do the decision as to whether we're doing
# horizontal or vertical code. For now we're just
# using Rich Webb's scaler branching algorithm.
SlopeFine:
bgtz Hdx, HdxPositive
.unname vHdxf
.unname vHdxi
HdxNegative:
add temp, Hdy, Hdx
bgez temp, Vertical
nop
j Horizontal
HdxPositive:
sub temp, Hdy, Hdx
bltz temp, Horizontal
nop
# All the code above this point should be
# shareable between the horizontal and
# vertical sections...
Vertical:
# stuff away fact that we have a vertical line
# used later when doing subpixel backups
addi temp, zero, 0
sb temp, (2+RSP_SCRATCH_OFFSET)(zero)
# now we set up the attribute values
# We are going to eventually use the attribute
# values stored in aMin{i,f} and since those are
# the ones we want, we don't have to do anything
# else for setup
# now set up XHigh and XMid
# do the line thickness +/- in scaler
# land first, so that don't have to dork with
# double precision vector operations
# hack for line width. See comment in ../gimm.s
lh $21, CLIP_STATE_TABLE(zero)
sub xHigh, minx, $21
add xMid, minx, $21
#if 0
addi xHigh, minx, 0xfffd
addi xMid, minx, 0x0003
#endif
mtc2 xHigh, xHi[0]
vmov xHf[0], vconst[0]
mtc2 xMid, xMi[0]
vmov xMf[0], vconst[0]
# now do the shift to the right by 2
# to get the subpixel part into the
# fractional register.
# accomplish this by doing an IF x F
vmudl xHf, xHf, vconst[4]
vmadm xHi, xHi, vconst[4]
vmadn xHf, vconst, vconst[0]
vmudl xMf, xMf, vconst[4]
vmadm xMi, xMi, vconst[4]
vmadn xMf, vconst, vconst[0]
jal AttrBackup
# delay slot
addi temp, miny, 0
# hard coded left major triangle
addi rdp_flg, zero, 0x80
# set up yHigh, yMid, yLow here so that we
# can have a common output routine later
addi yLow, maxy, 0
addi yMid, maxy, 0
addi yHigh, miny, 0
.name dadxi, $v2
.name dadxf, $v3
# check to see if we need to do any attribute setup
blez attrmask, VdadxDone
# delay slot
# DxMdy = DxHdy
vadd dxyMi, vzero, dxyHi
# fractional part pushed down to
# delay slot below..
# set up the other attribute slope registers here
# in vertical lines, dadx = 0
vxor dadxi, dadxi, dadxi
vxor dadxf, dadxf, dadxf
# in vertical lines, dady = dade
vadd dadyi, vzero, dadei
vadd dadyf, vzero, dadef
VdadxDone:
j Exit
# delay slot
vadd dxyMf, vzero, dxyHf
Horizontal:
# stuff away fact that we have a horizontal line
# used later when doing subpixel backups
addi temp, zero, 1
sb temp, (2+RSP_SCRATCH_OFFSET)(zero)
# check to see if we need to do any attribute setup
blez attrmask, HdadxDone
# now we set up the attribute values
# note that dade has already been setup
# Do it here since code should be the
# same for both types of Horizontal lines
# note that aDelf has been aligned such that
# we get maximal precision out of this multiply,
# we don't lose any bits of either operand
# do an IF x IF on 1/Hdx and aDelf
vmudl dadxf, aDelf, iHdxf[0]
vmadm dadxf, aDeli, iHdxf[0]
vmadn dadxf, aDelf, iHdxi[0]
vmadh dadxi, aDeli, iHdxi[0]
HdadxDone:
# Now setup the scissor coordinates
# For now we've got hard coded scissor coordinates
# These commands will be repeated in the two sections
# below with correct values
slt temp, maxx, minx
blez temp, xSorted
# store attrmask away since we're going to trash
# its register. blah! blah! blah!
# delay slot
sb attrmask, (0+RSP_SCRATCH_OFFSET)(zero)
.unname attrmask
.name cXH, $4
.name cXL, $18
.name d, $19
.name s, $20
xNotSorted:
add cXH, zero, maxx
add cXL, zero, minx
j MiniMaxX
nop
xSorted:
add cXH, zero, minx
add cXL, zero, maxx
MiniMaxX:
# Now we compute the minimax and maximin of
# what the real scissor box should be
# Using Rich Webb's min/max algorithm
# compute max of sXH, cXH
sub d, sXH, cXH
sra s, d, 31
and d, s, d
sub sXH, sXH, d
# compute min of sXL, cXL
sub d, sXL, cXL
sra s, d, 31
and d, s, d
add sXL, cXL, d
# addi sXH, cXH, 0
# addi sXL, cXL, 0
slt temp, maxx, minx
blez temp, RightMajor
.unname cXH
.unname cXL
.unname d
.unname s
.name attrmask, $18
LeftMajor: # left major
addi rdp_flg, zero, 0x80
j Done
nop
RightMajor: #right major
addi rdp_flg, zero, 0x00
Done:
# restore stored attrmask to correct register
lb attrmask, (0+RSP_SCRATCH_OFFSET)(zero)
bgtz Hdy, MostlyHorizontal
nop
ExactlyHorizontal:
# check to see if we need to do any attribute setup
blez attrmask, ExHattDone
# special case setting up initial attribute
# values.
vadd aMini, vzero, aMaxi
# zero out dade for exactly horizontal lines
vxor dadef, dadef, dadef
vxor dadei, dadei, dadei
# for exactly horizontal lines, the high and mid
# slopes are zero
vxor dxyHi, dxyHi, dxyHi
vxor dxyHf, dxyHf, dxyHf
vxor dxyMi, dxyMi, dxyMi
vxor dxyMf, dxyMf, dxyMf
ExHattDone:
# Now set up xHigh and xMid
mtc2 maxx, xHi[0]
vmov xHf[0], vconst[0]
mtc2 minx, xMi[0]
vmov xMf[0], vconst[0]
# now do the shift to the right by 2
# to get the subpixel part into the
# fractional register.
# accomplish this by doing an IF x F
vmudl xHf, xHf, vconst[4]
vmadm xHi, xHi, vconst[4]
vmadn xHf, vconst, vconst[0]
vmudl xMf, xMf, vconst[4]
vmadm xMi, xMi, vconst[4]
vmadn xMf, vconst, vconst[0]
# Note that no subpixel adjustment is needed
# in the exactly horizontal case
# now set up ymax and ymin so that they can be
# popped into the yHigh->yLow code below. Need
# to add and subtract the line thickness from each
# We use maxy because miny==maxy for exactly
# horizontal lines. This is not true for those
# lines which have been clamped to being exactly
# horizontal, but the maximum error in not doing
# an average is 1/2 of a quarter pixel, which is
# the same error we'd get in doing an average
# hack for line width. See comment in ../gimm.s
lh $21, CLIP_STATE_TABLE(zero)
add yLow, maxy, $21
add yMid, maxy, $21
sub yHigh, maxy, $21
#if 0
addi yLow, maxy, 0x0003
addi yMid, maxy, 0x0003
addi yHigh, maxy, 0xfffd
#endif
j AdjustAlpha
nop
MostlyHorizontal:
# initial attributes are already in aMin{i,f} so we
# don't have to do anything special to set them up
# Now set up xHigh
mtc2 minx, xHi[0]
vmov xHf[0], vconst[0]
# now do the shift to the right by 2
# to get the subpixel part into the
# fractional register.
# accomplish this by doing an IF x F
vmudl xHf, xHf, vconst[4]
vmadm xHi, xHi, vconst[4]
vmadn xHf, vconst, vconst[0]
# now copy over the xHigh values into
# the xLow values. The xHigh values
# are modified below when we do the
# sub pixel adjustment
vmov xMi[0], xHi[0]
vmov xMf[0], xHf[0]
# now set up ymax and ymin so that they can be
# popped into the yHigh->yLow code below. Need
# to add and subtract the line thickness from each
# hack for line width. See comment in ../gimm.s
lh $21, CLIP_STATE_TABLE(zero)
sub yHigh, miny, $21
add yMid, miny, $21
add yLow, maxy, $21
#if 0
addi yHigh, miny, 0xfffd
addi yMid, miny, 0x0003
addi yLow, maxy, 0x0003
#endif
jal AttrBackup
# delay slot
addi temp, yHigh, 0
# for mostly horizontal lines, mid slope is zero
vxor dxyMi, dxyMi, dxyMi
vxor dxyMf, dxyMf, dxyMf
# now do specific output routine
addi outp, outp, 8 # increment output pointer
# need to write out XLow values for nearly horizontal lines
ssv xMi[0], 8(outp) # XL = XM
ssv xMf[0], 10(outp) # XL, frac = XM, frac
ssv dxyHi[0], 12(outp) # DxLDy = DxHDy
ssv dxyHf[0], 14(outp) # DxLDy, frac = DxHDy, frac
addi outp, outp, 0xfff8
AdjustAlpha:
nop
# set up the other attribute slope registers here
# in horizontal lines, dady = 0
vxor dadyi, dadyi, dadyi
vxor dadyf, dadyf, dadyf
.unname miny
.unname maxy
.unname minx
.unname maxx
.unname Hdx
.unname Hdy
.unname xHigh
.unname xMid
Exit:
# now do output routine, dump out
# the calculated values above. everybody
# should already be happy with their location
addi temp, zero, G_SETSCISSOR
sb temp, 0(outp) # output rdp command
# now merge together user Y values with computed
# X values
lh temp, RSP_STATE_SCISSOR_YH(rsp_state)
sll sXH, sXH, 20
sll temp, temp, 8
or sXH, sXH, temp
lh temp, RSP_STATE_SCISSOR_YL(rsp_state)
sll sXL, sXL, 12
or sXL, sXL, temp
# I'm writing out 4 bytes below instead of 3 in each
# command, so I'm making them overlap and have the
# second write contain the real data for the overlapped
# byte
sw sXH, 1(outp) # XH and YH
sw sXL, 4(outp) # flags, XL and YL
# now increment outp pointer so that next batch of output
# is with respect to beginning of the edge structure
addi outp, outp, 8 # increment output pointer
# addi rdp_cmd, zero, G_TRI_SHADE_ZBUFF
sb rdp_cmd, 0(outp) # output rdp command
sb rdp_flg, 1(outp) # output poly flag
sh yLow, 2(outp) # YL
sh yMid, 4(outp) # YM
sh yHigh, 6(outp) # YH
# now squat out xhigh values
ssv xHi[0], 16(outp) # XH
ssv xHf[0], 18(outp) # XH, frac
ssv dxyHi[0], 20(outp) # DxHDy
ssv dxyHf[0], 22(outp) # DxHDy, frac
# now do xmid
ssv xMi[0], 24(outp) # XM
ssv xMf[0], 26(outp) # XM, frac
ssv dxyMi[0], 28(outp) # DxMDy
ssv dxyMf[0], 30(outp) # DxMDy, frac
# check if we need to write out shade values and slopes
andi temp, rdp_cmd, G_RDP_TRI_SHADE_MASK
blez temp, SHADEBEDONE
# now increment outp pointer to point after edge structure
# delay slot
addi outp, outp, 32
# write out attribute slopes and initial values
sdv aMini[0], 0(outp) # {rgba}
sdv dadxi[0], 8(outp) # D{r,g,b,a}Dx
sdv vzero[0], 16(outp) # {rgba}, frac
sdv dadxf[0], 24(outp) # D{r,g,b,a}Dx, frac
sdv dadyi[0], 40(outp) # D{r,g,b,a}Dy
sdv dadyf[0], 56(outp) # D{r,g,b,a}Dy, frac
sdv dadei[0], 32(outp) # D{r,g,b,a}De
sdv dadef[0], 48(outp) # D{r,g,b,a}De, frac
# now increment outp pointer to point after shade structure
addi outp, outp, 64
SHADEBEDONE:
# Check if we need to write out texture values and slopes
andi temp, rdp_cmd, G_RDP_TRI_TXTR_MASK
blez temp, TEXBEDONE
nop # delay slot
slv aMini[10], 0(outp) # {s,t}
ssv vconst[1], 4(outp) # w = 1
ssv vconst[0], 6(outp) # l = 0
slv dadxi[10], 8(outp) # D{s,t}Dx
slv vzero[0], 12(outp) # D{w,l}Dx = 0
slv aMinf[10], 16(outp) # {s,t}, frac
slv vzero[0], 20(outp) # {w,l}, frac = 0
slv dadxf[10], 24(outp) # D{s,t}Dx, frac
slv vzero[0], 28(outp) # D{w,l}Dx, frac = 0
slv dadei[10], 32(outp) # D{s,t}De
slv vzero[0], 36(outp) # D{w,l}De = 0
slv dadyi[10], 40(outp) # D{s,t}Dy
slv vzero[0], 44(outp) # D{w,l}Dy = 0
slv dadef[10], 48(outp) # D{s,t}De, frac
slv vzero[0], 52(outp) # D{w,l}De, frac = 0
slv dadyf[10], 56(outp) # D{s,t}Dy, frac
slv vzero[0], 60(outp) # D{w,l}Dy, frac = 0
# now increment outp pointer to point after texture structure
addi outp, outp, 64
TEXBEDONE:
# Check if we need to write out z buffer values and slopes
andi temp, rdp_cmd, G_RDP_TRI_ZBUFF_MASK
blez temp, ZBEDONE
nop # delay slot
# Scale all the Z related values up to match what's being done
# in the poly microcode
# Scale up Z
vmudn aMinf, aMinf, vconst1[4]
vmadh aMini, aMini, vconst1[4]
vmadn aMinf, vconst, vconst[0]
# Scale up DzDx
vmudn dadxf, dadxf, vconst1[4]
vmadh dadxi, dadxi, vconst1[4]
vmadn dadxf, vconst, vconst[0]
# Scale up DzDe
vmudn dadef, dadef, vconst1[4]
vmadh dadei, dadei, vconst1[4]
vmadn dadef, vconst, vconst[0]
# Scale up DzDy
vmudn dadyf, dadyf, vconst1[4]
vmadh dadyi, dadyi, vconst1[4]
vmadn dadyf, vconst, vconst[0]
ssv aMini[8], 0(outp) # Z
ssv aMinf[8], 2(outp) # Z, frac
ssv dadxi[8], 4(outp) # DzDx
ssv dadxf[8], 6(outp) # DzDx, frac
ssv dadei[8], 8(outp) # DzDe
ssv dadef[8], 10(outp) # DzDe, frac
ssv dadyi[8], 12(outp) # DzDy
ssv dadyf[8], 14(outp) # DzDy, frac
# now increment outp pointer so that next triangle output starts
# at the correct place.
addi outp, outp, 16 # increment output pointer
ZBEDONE:
# now clean up the output buffers
jal OutputClose
# reload the return address that got hosed by the output close
# delay slot
lw return, RSP_L_0(zero)
# go back to the processing loop
jr return
nop # delay slot
.end lineSetup
.unname rdp_cmd
.unname rdp_flg
.unname temp
.name temp, $7
.name miny, $3
.name Adjf, $v18
.name Adji, $v19
AttrBackup:
# Back up the starting X and attribute values
# now do the subpixel adjustment to the
# xMid and xHigh values
# the operation being effected is:
# xH = xH - dx/dy [(yHigh & 0x03) << 14]
# xM = xM - dx/dy [(yHigh & 0x03) << 14]
# first we load in yHigh and then shift
# left by 14 bits to get the fractional part
# then we load it into a fractional vector
# register
# note that temp has already been loaded with
# the correct value in the delay slot of the
# jump that got us here
sll temp, temp, 14
mtc2 temp, vtmp
# now we do an IF x F on this fractional
# y shift with the high slope
vmudl Adjf, dxyHf, vtmp[0]
vmadm Adji, dxyHi, vtmp[0]
vmadn Adjf, vconst, vconst[0]
# now we do a 32 bit subtract to adjust
# xHigh and xMid to their pixel values
vsubc xHf, xHf, Adjf
# rest of subtraction is shoved down to
# delay slot below. doh.
# now check if we're doing a horizontal or
# vertical line. If Horizontal, then jump
# to end
lb temp, (2+RSP_SCRATCH_OFFSET)(zero)
bgtz temp, XBackupDone
# delay slot
vsub xHi, xHi, Adji
# This is not done for horizontal lines
vsubc xMf, xMf, Adjf
vsub xMi, xMi, Adji
XBackupDone:
blez attrmask, AttrBackupDone
nop
# do the actual attribute backup in here.
# now we do an IF x F on this fractional
# y shift with the starting attribute values
vmudl Adjf, dadef, vtmp[0]
vmadm Adji, dadei, vtmp[0]
vmadn Adjf, vconst, vconst[0]
# now we do a 32 bit subtract to adjust
# xHigh and xMid to their pixel values
vsubc aMinf, aMinf, Adjf
vsub aMini, aMini, Adji
AttrBackupDone:
jr return
nop
.unname temp
.unname miny
.unname Adjf
.unname Adji
.unname attrmask