gsetup.s
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/****** NOTE:
******
****** This code is the optimized version for HARDWARE 2!
******
****** It won't run (100%) on hardware 1.
******
******/
##########################################################################
#
# Triangle Setup Routine.
# When entering this code we have a points buffer full of points,
# and registers r1, r2, r3 point to the three vertices of a triangle.
#
##########################################################################
#ifdef SETUP_ALONE
#include <rsp.h>
#include "mbi.h"
.text beginSetup
#include "gdmem.h"
#include "gfx_regs.h"
#endif
# ########################### CLIP TEST #################################
.name minp, $1
.name midp, $2
.name maxp, $3
.name tmp, $8
#cc,name rejectmask, $6
.name tmp2, $9
.name ccor, $11 # OR of all points' clip codes
.name ccand, $12 # AND of all points' clip codes
.ent clipAndSetup
clipAndSetup:
# ########################### CLIP TEST #################################
lh ccor, (RSP_PTS_CC)(maxp) # or Clip Codes together &
lh tmp, (RSP_PTS_CC)(midp) # and Clip Codes together
lh tmp2, (RSP_PTS_CC)(minp) #
and ccand, ccor, tmp #
or ccor, ccor, tmp #
and ccand, ccand, tmp2 #
#ifdef NEAR_CLIP_OFF
andi ccand, ccand, 0x7030 # only see reject + xyz, - xy
#else /* NEAR_CLIP_OFF */
andi ccand, ccand, 0x7070 # only see reject +/- xyz
#endif /* NEAR_CLIP_OFF */
#ifdef RETGFX1
/* return_save => gfx1 の変更に伴う処理 */
bne ccand, zero, SetupReject
#else
bne ccand, zero, GfxDone # Trivial rejection ?
#endif
or ccor, ccor, tmp2 #
### BRANCH OCCURS TO GfxDone: IF TRIVIALLY REJECTED
andi ccor, ccor, 0x4343 # only see clip/accept +/- xyz
bne ccor, zero, startClip # if ccor is 0, no clipping
### JUMP OCCURS to doClip or startClip: IF clipping is neccessary
### NOTE: delay slot is first instruction of beginSetup:
.end clipAndSetup
.unname ccor
.unname ccand
.unname minp
.unname midp
.unname maxp
.unname tmp
.unname tmp2
#cc.unname rejectmask
# ########################### END CLIP TEST #############################
#define one4th vconst[4]
#define LOWX 0 /* used to index elements of edge vectors */
#define LOWY 1
#define MIDX 2
#define MIDY 3
#define HIGHX 4
#define HIGHY 5
/* scalar registers: */
.name minp, $1
.name midp, $2
.name maxp, $3
.name miny, $9
.name tmp, $7
.name flatp, $4
.name rdp_cmd, $5
.name rdp_flg, $6
.name dscratchp, $8
.name midy, $10
.name maxy, $11
.name negR, $12
.name rendState, $13
/* these are "global", used for both edge and attribute setup */
.name DxXDyi, $v0
.name DxXDyf, $v1
.name yf, $v2
.name xHighf, $v3
.name EDel, $v4
.name invri, $v27
.name invrf, $v26
/* these registers are dynamic, allocated and released as they are used */
.name ri, $v29
.name rf, $v28
.name Hd, $v9
.name Md, $v10
.name Ld, $v11
.name td, $v12
.name vmin, $v13
.name vmid, $v14
.name vmax, $v15
.name frontrej, $14
.name backrej, $15
.name doreject, $16
.name bsignr, $17
.name jnk, $v16
.name t1i, $v17
.name t1f, $v18
.name t2i, $v19
.name t2f, $v20
.name allWi, $v5
.name allWf, $v6
.name wscl, $v21
.ent beginSetup
beginSetup:
# load screen coordinates (pre-sort):
llv vmin[0], RSP_PTS_XS(minp)
llv vmid[0], RSP_PTS_XS(midp) # element 1 is y
llv vmax[0], RSP_PTS_XS(maxp) # element 0 is x,
lw rendState, RSP_STATE_RENDER(rsp_state)
addi dscratchp, zero, RSP_SETUP_TMP_OFFSET
# load all the W's and Wscale for texture perspective while
# doing this.
lsv wscl[0], RSP_STATE_PERSPNORM(rsp_state)
lsv allWi[0], RSP_PTS_W_INT(minp)
vsub Md, vmid, vmin
lsv allWf[0], RSP_PTS_W_FRAC(minp)
vsub Hd, vmax, vmin
lsv allWi[2], RSP_PTS_W_INT(midp)
vsub td, vmin, vmid
lsv allWf[2], RSP_PTS_W_FRAC(midp)
lsv allWi[4], RSP_PTS_W_INT(maxp)
lsv allWf[4], RSP_PTS_W_FRAC(maxp)
# compute the partial products...
# careful with the math here...
vmudh jnk, Hd, Md[1]
lh miny, RSP_PTS_YS(minp) # get the y's (BEGIN SETUP)
vmadh jnk, td, Hd[1]
lh midy, RSP_PTS_YS(midp)
vsar rf, rf, rf[1]
lh maxy, RSP_PTS_YS(maxp)
vsar ri, ri, ri[0]
#ifdef FASTYSORT
#
# Y-SORT をテーブル引きで行なう & できるだけ早く CULL を判定する
# 全体のバランスを考えて CULL_BACK の方を優先し, 先に処理する.
#
sll backrej, rendState, 18 # G_CULL_BACK フラグを最上位に
mfc2 bsignr, jnk[0]
sh minp, RSP_SETUP_TMP_OFFSET+0($0)
sh midp, RSP_SETUP_TMP_OFFSET+2($0)
#ifdef REJECTSMALL
#
# r が 0 に近いなら消す
#
addi tmp, bsignr, 8
andi tmp, tmp, 0xfff0
beq tmp, zero, SetupReject
#endif
and backrej, bsignr, backrej
bltz backrej, BackReject
sh maxp, RSP_SETUP_TMP_OFFSET+4($0)
#
# tmp = [ maxy<midy | midy<miny | miny<maxy ]
#
# 0: maxy>=midy,midy>=miny,miny>=maxy miny=midy=maxy
# 1: maxy>=midy,midy>=miny,miny< maxy miny<midy<maxy
# 2: maxy>=midy,midy< miny,miny>=maxy midy<maxy<miny
# 3: maxy>=midy,midy< miny,miny< maxy midy<miny<maxy
# 4: maxy< midy,midy>=miny,miny>=maxy maxy<miny<midy
# 5: maxy< midy,midy>=miny,miny< maxy miny<maxy<midy
# 6: maxy< midy,midy< miny,miny>=maxy maxy<midy<miny
# 7: maxy< midy,midy< miny,miny< maxy --------------
#
slt tmp, maxy, midy
slt negR, midy, miny
add tmp, tmp, tmp
add tmp, tmp, negR
slt negR, miny, maxy
add tmp, tmp, tmp
add tmp, tmp, negR
lbu maxp, RSP_YSORT_MAX(tmp)
lbu midp, RSP_YSORT_MID(tmp)
lbu minp, RSP_YSORT_MIN(tmp)
lh maxp, RSP_SETUP_TMP_OFFSET(maxp)
lh midp, RSP_SETUP_TMP_OFFSET(midp)
lh minp, RSP_SETUP_TMP_OFFSET(minp)
lbu negR, RSP_YSORT_NEG(tmp)
llv vmax[0], RSP_PTS_XS(maxp) # element 0 is x,
llv vmid[0], RSP_PTS_XS(midp) # element 1 is y
blez negR, posiR
llv vmin[0], RSP_PTS_XS(minp)
vsubc rf, vconst, rf # negate R
vsub ri, vconst, ri
posiR:
#ifndef REJECTSMALL
beq bsignr, $0, SetupReject
#endif
vsub EDel, vmax, vmid # delay slot, low deltas
sll frontrej, rendState, 19
vsub Md, vmid, vmin
nor frontrej, frontrej, $0
vsub Hd, vmax, vmin
or frontrej, bsignr, frontrej
vmov ri[3], ri[0]
bgez frontrej, BackReject
vmov rf[3], rf[0]
ssv vmax[2], 2(outp)
vmov EDel[MIDX], Md[0]
ssv vmid[2], 4(outp)
vmov EDel[MIDY], Md[1]
ssv vmin[2], 6(outp)
vmov EDel[HIGHX], Hd[0]
# mfc2 rdp_flg, ri[0]
mfc2 rdp_flg, ri[5] # 命令数を減らすため
vmov EDel[HIGHY], Hd[1]
jal NewtonDiv
vmudn yf, vmin, vconst[4]
lb rdp_cmd, RSP_STATE_TRI(rsp_state)
.unname jnk
.unname t1i
.unname t1f
.unname t2i
.unname t2f
.unname td
.unname vmin
.unname vmid
.unname vmax
#else
#ifndef NOFRONTREJ
andi frontrej, rendState, G_CULL_FRONT
#endif
andi backrej, rendState, G_CULL_BACK
addi negR, zero, 0
# begin back-face test:
#
# Back-face test is the sign of the plane equation BEFORE VERTEX
# SORT, tested with the CULL_FRONT or CULL_BACK flags.
# We toggle a bit during the sort and possibly correct the
# pleq sign afterwards...
#
# Actual back-face computation is SU code weaved in among
# the VU code.
# y-sort. Remember, input screen coords are S11.2
#
# This sort code was written by Gudrun Achtenhagen, gudrun@engr.sgi.com
# Contact her if there are any bugs. :-)
#
swap1: slt tmp, midy, miny #if midy>miny, tmp gets 0
blez tmp, swap2 #if tmp>0, branch
add tmp, midy, $0 #put midy in tmp
add midy, miny, $0 #put miny in midy
add miny, tmp, $0 #put tmp in miny
addu tmp, midp, $0 #put midp in tmp
addu midp, minp, $0 #put minp in midp
addu minp, tmp, $0 #put tmp in minp
xori negR, negR, 0x0001
.align 8 # ensure dual-issue of branch target
swap2:
slt tmp, maxy, midy #if maxy>midy, tmp gets 0
blez tmp, sortDone #if tmp>0, branch
add tmp, maxy, $0 #put maxy in tmp
add maxy, midy, $0 #put midy in maxy
add midy, tmp, $0 #put midy in tmp
addu tmp, maxp, $0 #put maxp in tmp
addu maxp, midp, $0 #put midp in maxp
addu midp, tmp, $0 #put tmp in midp
j swap1
xori negR, negR, 0x0001
sortDone:
# this branch target is aligned for dual-issue (see above)
# load screen coordinates: (S11.2)
vlt invri, ri, vconst[0]
llv vmax[0], RSP_PTS_XS(maxp) # element 0 is x,
vor invrf, ri, rf
llv vmid[0], RSP_PTS_XS(midp) # element 1 is y
llv vmin[0], RSP_PTS_XS(minp)
# possibly negate R
blez negR, posiR
vsub EDel, vmax, vmid # delay slot, low deltas
vmudn rf, rf, vconst[3] # negate R
vmadh ri, ri, vconst[3]
vmadn rf, vconst, vconst[0]
posiR:
# compute edge deltas: (S11.2)
# (Need to do this again after the sort)
# save out vertex pointers for attribute processing
# while doing this.
vsub Md, vmid, vmin
mfc2 bsignr, invri[0]
vsub Hd, vmax, vmin
mfc2 doreject, invrf[0]
.unname jnk
.unname t1i
.unname t1f
.unname t2i
.unname t2f
.unname td
.unname vmin
.unname vmid
.unname vmax
# if (r < 0) then triangle is a back-face.
# finish back-face processing in the SU.
/* DELAY HERE! (2 clocks) */
# align these for Newton
sra bsignr, bsignr, 31
vmov ri[3], ri[0]
and backrej, backrej, bsignr
vmov rf[3], rf[0]
# If (r == 0), triangle is NULL, we should bail out completely.
vmov EDel[MIDX], Md[0]
beq doreject, zero, SetupReject
# note delay slot
# align these for speed later.
#ifndef NOFRONTREJ
xori bsignr, bsignr, 0xffff
#endif
# re-test the sign of r *after* the sort for left/right-ness
vlt invri, ri, vconst[0]
#ifndef NOFRONTREJ
and frontrej, frontrej, bsignr
#else
#ifdef RETGFX1
bgtz backrej, BackReject
#else
bgtz backrej, SetupReject
#endif
#endif
vmov EDel[MIDY], Md[1]
#ifndef NOFRONTREJ
or doreject, backrej, frontrej
#endif
vmov EDel[HIGHX], Hd[0]
#ifndef NOFRONTREJ
#ifdef RETGFX1
bgtz doreject, BackReject
#else
bgtz doreject, SetupReject
#endif
#endif
vmov EDel[HIGHY], Hd[1]
mfc2 tmp, invri[0]
#
# compute 1/r
# R is about 10 bits accurate coming from the rcp table.
# We need to do a Newton's iteration pass here to get more
# precision. Each iteration should get another 10 bits...
#
# (r and invr registers are coordinated with Newton routine)
#
jal NewtonDiv
addi rdp_flg, zero, 0x80 # delay slot
# identify left- or right-major triangle:
# if (r < 0) dir = 0 else dir = 1
#
bltz tmp, rightMajor
lb rdp_cmd, RSP_STATE_TRI(rsp_state) # delay slot
addi rdp_flg, zero, 0x0 # left-major
rightMajor:
#endif /* FASTYSORT */
.unname negR
.unname Hd
.unname Md
.unname Ld
.unname ri
.unname rf
.name invEDeli, $v7
.name invEDelf, $v8
.name EDeli, $v9
.name EDelf, $v10
# these registers are for some attribute (texture) computation
# that we are going to sneak in during edge setup.
.name nearWi, $v19
.name nearWf, $v20
# Ldx/Ldy, Mdx/Mdy, Hdx/Hdy:
#
# Since the rcp ROM is 10 bits, that's good enough for
# the edge slopes. Newton's doesn't help.
#
# Get triangle command from state and construct the proper RDP
# command while we do this.
#
vmudm EDeli, EDel, vconst[4] # make S15.16
#ifdef FASTYSORT
# srl rdp_flg, rdp_flg, 8
vmadn EDelf, vconst, vconst[0]
andi rdp_flg, rdp_flg, 0x80
#else
vmadn EDelf, vconst, vconst[0]
#endif
vrcp invEDelf[LOWY], EDel[LOWY] # 1.0/Ldy
ori rdp_cmd, rdp_cmd, G_TRI_FILL
vrcph invEDeli[LOWY], vconst[0]
# stick in tile number
lb tmp, RSP_STATE_TEX_TILE(rsp_state)
vrcp invEDelf[MIDY], EDel[MIDY] # 1.0/Mdy
vrcph invEDeli[MIDY], vconst[0]
vrcp invEDelf[HIGHY], EDel[HIGHY] # 1.0/Hdy
vrcph invEDeli[HIGHY], vconst[0]
or rdp_flg, rdp_flg, tmp # 3 cycles after load
# open for output
#if !(defined(OUTPUT_DRAM)||defined(OUTPUT_FIFO))
jal OutputOpen
addi $18, zero, 176 # worst case guess (delay slot)
#endif /* !(OUTPUT_DRAM || OUTPUT_FIFO) */
#
# We used to shift down the rcp results all the way,
# then do the multiply. If we don't shift it down all the
# way, do the mult, then shift some more, we get better
# precision on the degenerate cases.
#
#if 0
vmudl invEDelf, invEDelf, vconst1[2] # make S15.16
sb rdp_cmd, 0(outp) # output rdp command
vmadm invEDeli, invEDeli, vconst1[2]
sb rdp_flg, 1(outp) # output poly flag
vmadn invEDelf, vconst, vconst[0]
#else
vmudl invEDelf, invEDelf, vconst1[4] # make S15.16
sb rdp_cmd, 0(outp) # output rdp command
vmadm invEDeli, invEDeli, vconst1[4]
sb rdp_flg, 1(outp) # output poly flag
vmadn invEDelf, vconst, vconst[0]
#endif
# Do some other work during the pipeline delay:
# We scale up EDel so that later, during the attribute computation,
# the 1/r multiply gives us the right S15.16 aligned answer.
vmudh EDel, EDel, vconst[5] # mult by 4 for attributes
.name xi, $v12
.name xf, $v13
.unname frontrej
.unname backrej
.unname doreject
.unname bsignr
# x setup: (S15.16)
# we load these into unusual elements so we can group the
# multiplies later during the X adjust step...
# (finish edge slopes while we do this)
# The slope answer will end up in the Y element...
# scale W's down to match 1/w for texture perspective,
# while doing this.
lsv xi[(LOWX*2)], RSP_PTS_XS(midp)
vmudl allWf, allWf, wscl[0]
lsv xi[(MIDX*2)], RSP_PTS_XS(minp) # same as high
vmadm allWi, allWi, wscl[0]
lsv xi[(HIGHX*2)], RSP_PTS_XS(minp)
vmadn allWf, vconst, vconst[0]
# y setup: (S11.2)
#ifndef FASTYSORT
sll tmp, miny, 14 # get frac part of high y-coord
#endif
vmudl DxXDyf, invEDelf, EDelf[0q] # Ldx / Ldy
vmadm DxXDyf, invEDeli, EDelf[0q] # Mdx / Mdy
vmadn DxXDyf, invEDelf, EDeli[0q] # Hdx / Hdy
vmadh DxXDyi, invEDeli, EDeli[0q]
#ifndef FASTYSORT
mtc2 tmp, yf[0]
#endif
vmadn DxXDyf, vconst, vconst[0]
sw maxp, 0(dscratchp)
#if 0
# no downshift needed
#else
# shift down some more...
#
# we may be able to tolerate some slop, and not do a 2-part
# shift, once the bow-tie fix is in hardware
# Tue May 16 15:14:34 PDT 1995
#
vmudl invEDelf, invEDelf, vconst[4]
vmadm invEDeli, invEDeli, vconst[4]
vmadn invEDelf, vconst, vconst[0]
vmudl DxXDyf, DxXDyf, vconst[4]
vmadm DxXDyi, DxXDyi, vconst[4]
vmadn DxXDyf, vconst, vconst[0]
#endif
.unname EDeli
.unname EDelf
.name vtmp, $v16
# clear lower bits of slope fractions to match the edgewalker
# only use this chopped frac to back up the starting point.
# pass the complete slope to the stepper.
#ifndef FASTYSORT
sh maxy, 2(outp) # output y coords S11.2
#endif
vand vtmp, DxXDyf, vconst1[1]
# translate S11.2 x's to S15.16.
#ifndef FASTYSORT
sh miny, 6(outp)
#endif
vmudm xi, xi, one4th
sw midp, 4(dscratchp)
vmadn xf, vconst, vconst[0]
sw minp, 8(dscratchp)
# Check DxXDy for "nearly-horizontal". Make horizontal, if so.
# (only a single-precision clamp)
#ifndef FASTYSORT
sh midy, 4(outp)
#endif
vcr DxXDyi, DxXDyi, vconst1[6]
.unname miny
.unname midy
.unname maxy
# adjust x's to proper place:
#
# xHigh = xHigh - DxXHDy * yHigh.frac
# xMid = xHigh - DxXMDy * yHigh.frac
# xLow = xMid (already on sub-pixel grid)
#
# Start the output while we do this...
#
.name xHighi, $v9
.name t1i, $v10
.name t1f, $v11
# Clever use of registers, careful where answer ends up.
# Remember, the DxXDy slopes are in the Y elements...
# Do the mult for both equations at once, since we
# lined up the registers that way.
#
ssv xi[(LOWX*2)], 8(outp) # output xLow
#ifdef FASTYSORT
vmudl t1f, vtmp, yf[1]
#else
vmudl t1f, vtmp, yf[0]
#endif
ssv xf[(LOWX*2)], 10(outp)
#ifdef FASTYSORT
vmadm t1i, DxXDyi, yf[1]
#else
vmadm t1i, DxXDyi, yf[0]
#endif
ssv DxXDyi[(LOWY*2)], 12(outp)
vmadn t1f, vconst, vconst[0]
ssv DxXDyf[(LOWY*2)], 14(outp)
# do both subtracts at the same time, since we sneakily
# lined up xi/xf that way...
# find the nearest W while we do this.
# pre-compute these in the stall delay
.name ptpp, $15
.name toutp, $16
.name stmaxi, $v17
.name stmaxf, $v18
andi tmp, rdp_cmd, G_RDP_TRI_TXTR_MASK
addi ptpp, dscratchp, 8 # also the loop counter
addi toutp, dscratchp, 16
vsubc xHighf, xf, t1f[1q]
ssv DxXDyi[(HIGHY*2)], 20(outp)
vsub xHighi, xi, t1i[1q]
ssv DxXDyf[(HIGHY*2)], 22(outp)
vsubc wscl, allWf, allWf[1]
ssv DxXDyi[(MIDY*2)], 28(outp)
vlt nearWi, allWi, allWi[1]
ssv DxXDyf[(MIDY*2)], 30(outp)
vmrg nearWf, allWf, allWf[1]
ssv xHighi[(HIGHX*2)], 16(outp) # output xHigh
vsubc wscl, nearWf, allWf[2]
ssv xHighf[(HIGHX*2)], 18(outp)
vlt nearWi, nearWi, allWi[2]
ssv xHighi[(MIDX*2)], 24(outp) # output xMid
vmrg nearWf, nearWf, allWf[2]
ssv xHighf[(MIDX*2)], 26(outp)
addi outp, outp, 32 # increment output pointer
.unname xHighi
.unname vtmp
.unname t1i
.unname t1f
.unname xi
.unname xf
#
# Begin attribute setup:
#
/*
* at this point, the only registers in use should be:
*
* $v0 DxXDyi
* $v1 DxXDyf
* $v2 yf
* $v3 xHighf
* $v4 EDel
* $v27 invri
* $v26 invrf
* $v7 invEDeli
* $v8 invEDelf
*
* plus these texture things we already computed:
*
* $v5 allWi
* $v6 allWf
* $v17 stmaxi
* $v18 stmaxf
* $v19 nearWi
* $v20 nearWf
* $v21 wscl
*
*/
#define FAST_TXTR_SETUP
#ifdef FAST_TXTR_SETUP
#
# Texture setup. If we aren't doing texturing, we can skip
# around this.
#
# This version is unrolled, pipelining two groups of
# calculations. This is 23 instructions more, but
# 50 clock cycles faster.
#
blez tmp, AttributeSetup
# note delay slot.
.name ptp1, $14
.name ptp2, $17
.name ptp3, $18
.name ptTX1i, $v9 # these registers hold S, T, 1/W
.name ptTX1f, $v10 # for each vertex.
.name invW1f, $v11
.name invW1i, $v12
.name vtmpi, $v15
.name vtmpf, $v16
.name ptTX2i, $v22 # these registers hold S, T, 1/W
.name ptTX2f, $v23 # for each vertex.
.name invW2f, $v24
.name invW2i, $v25
# make sure nearW < 1.0. The reason we do this is
# to safeguard against numerical inaccuracies due to
# w divide, etc. If nearW/(nearest W) is not less than
# 1.0, the perspective scale will go the wrong direction,
# resulting in scrolling textures and wobbles.
# We've tried lots of methods to tune this, eventually
# settling on a scaling operation; we used to scale by 0.8
# but still see wobbles on large texture coordinates (repeated
# textures) so we now use 0.5.
#
# (get the point pointers while doing that)
vmudl nearWf, nearWf, vconst1[5]
lw ptp1, 0(ptpp)
vmadm nearWi, nearWi, vconst1[5]
lw ptp2, -4(ptpp)
vmadn nearWf, vconst, vconst[0]
lw ptp3, -8(ptpp)
# load S and T:
llv ptTX1i[0], RSP_PTS_S(ptp1)
llv ptTX1i[8], RSP_PTS_S(ptp2)
llv ptTX2i[0], RSP_PTS_S(ptp3)
# Load 1/W saved from vertex transform.
# Stick a magic number in for w. Later during the vmult
# this will scale and shift the frac up where we want it
# for the attribute calculations.
lsv invW1f[0], RSP_PTS_INVW_FRAC(ptp1)
lsv invW1i[0], RSP_PTS_INVW_INT(ptp1)
lsv invW1f[8], RSP_PTS_INVW_FRAC(ptp2)
vmov ptTX1i[2], vconst1[0]
lsv invW1i[8], RSP_PTS_INVW_INT(ptp2)
vmov ptTX1i[6], vconst1[0]
lsv invW2f[0], RSP_PTS_INVW_FRAC(ptp3)
vmov ptTX2i[2], vconst1[0]
lsv invW2i[0], RSP_PTS_INVW_INT(ptp3)
# normalize the W's:
# (this is NW/W)
# (we can't cheat here; we need the double-precision multiply
# in order to handle all kinds of w's, including orthographic...)
# Redundant store of nearW by the SU in the loop saves time later.
vmudl allWf, invW1f, nearWf[0]
vmadm allWf, invW1i, nearWf[0]
ssv nearWi[0], 68(dscratchp)
vmadn allWf, invW1f, nearWi[0]
ssv nearWf[0], 76(dscratchp)
vmadh allWi, invW1i, nearWi[0]
vmudl vtmpf, invW2f, nearWf[0]
vmadm vtmpf, invW2i, nearWf[0]
vmadn nearWf, invW2f, nearWi[0]
vmadh nearWi, invW2i, nearWi[0]
# multiply (S, T, W) by normalized 1/W's
vmudm vtmpf, ptTX1i, allWf[0h]
vmadh ptTX1i, ptTX1i, allWi[0h]
vmadn ptTX1f, vconst, vconst[0]
vmudm vtmpf, ptTX2i, nearWf[0]
vmadh ptTX2i, ptTX2i, nearWi[0]
vmadn ptTX2f, vconst, vconst[0]
# output to scratch memory
sdv ptTX1i[8], (16)(toutp)
sdv ptTX1f[8], (24)(toutp)
sdv ptTX1i[0], (0)(toutp)
sdv ptTX1f[0], (8)(toutp)
sdv ptTX2i[0], (32)(toutp)
sdv ptTX2f[0], (40)(toutp)
# single precision, yuk
vabs ptTX1i, ptTX1i, ptTX1i
llv nearWi[0], (16)(toutp)
vabs ptTX2i, ptTX2i, ptTX2i
llv nearWf[0], (24)(toutp)
vabs nearWi, nearWi, nearWi
# find max S' and T' coordinates for LOD normalization
vge stmaxi, ptTX1i, ptTX2i
vmrg stmaxf, ptTX1f, ptTX2f
/* DELAY HERE! */
vge stmaxi, stmaxi, nearWi
vmrg stmaxf, stmaxf, nearWf
# store of stmax happens below
.unname ptp1
.unname ptp2
.unname ptp3
.unname ptpp
.unname toutp
.unname ptTX1i
.unname ptTX1f
.unname ptTX2i
.unname ptTX2f
.unname allWi
.unname allWf
.unname vtmpi
.unname vtmpf
.unname invW1f
.unname invW1i
.unname invW2f
.unname invW2i
.unname wscl
#else
#
# Texture setup. If we aren't doing texturing, we can skip
# around this.
#
# We write out the vertex pointers, then loop through each
# vertex. This makes for the most compact code.
#
blez tmp, AttributeSetup
# note delay slot.
.name ptp, $14
.name ptTXi, $v9 # these registers hold S, T, 1/W
.name ptTXf, $v10 # for each vertex.
.name invWf, $v11
.name invWi, $v12
.name vtmpi, $v15
.name vtmpf, $v16
vmov stmaxi[0], vconst1[5] # max neg. num
vmov stmaxi[1], vconst1[5] # max neg. num
# make sure nearW < 1.0
vmudl nearWf, nearWf, vconst1[7]
vmadm nearWi, nearWi, vconst1[7]
vmadn nearWf, vconst, vconst[0]
# loop through min, mid, and max:
TexPerspLoop:
lw ptp, 0(ptpp) # get point pointer
# load S and T:
llv ptTXi[0], RSP_PTS_S(ptp)
# Load 1/W saved from vertex transform.
# Stick a magic number in for w. Later during the vmult
# this will scale and shift the frac up where we want it
# for the attribute calculations.
lsv invWf[0], RSP_PTS_INVW_FRAC(ptp)
lsv invWi[0], RSP_PTS_INVW_INT(ptp)
vmov ptTXi[2], vconst1[0]
# normalize the W's:
# (this is NW/W)
# (we can't cheat here; we need the double-precision multiply
# in order to handle all kinds of w's, including orthographic...)
# Redundant store of nearW by the SU in the loop saves time later.
/* DELAY HERE! */
vmudl allWf, nearWf, invWf[0]
vmadm allWf, nearWi, invWf[0]
ssv nearWi[0], 68(dscratchp)
vmadn allWf, nearWf, invWi[0]
ssv nearWf[0], 76(dscratchp)
vmadh allWi, nearWi, invWi[0]
# multiply (S, T, W, L) by normalized 1/W's
vmudm vtmpf, ptTXi, allWf[0]
vmadh ptTXi, ptTXi, allWi[0]
addi toutp, toutp, 16
vmadn ptTXf, vconst, vconst[0]
# single precision, yuk
vabs vtmpi, ptTXi, ptTXi
# output to scratch memory and
# find max S' and T' coordinates for LOD normalization
sdv ptTXi, (0-16)(toutp)
vge stmaxi, stmaxi, vtmpi
sdv ptTXf, (8-16)(toutp)
vmrg stmaxf, stmaxf, ptTXf
bne ptpp, dscratchp, TexPerspLoop
addi ptpp, ptpp, -4 # delay slot
# store of stmax happens below
.unname ptp
.unname ptpp
.unname toutp
.unname ptTXi
.unname ptTXf
.unname allWi
.unname allWf
.unname vtmpi
.unname vtmpf
.unname invWf
.unname wscl
.unname invWi
#endif
.name Hdai, $v9
.name Hdaf, $v10
.name Mdai, $v11
.name Mdaf, $v12
.name adei, $v13
.name adef, $v14
.name amin, $v15
.name aminf, $v16
.name tMdai, $v21
.name tMdaf, $v22
.name amid, $v23
.name amidf, $v24
.name amax, $v25
.name amaxf, $v5
.name vjunk, $v6
.name vjunkf, $v28
AttributeSetup:
# store max S' and T' coordinates for LOD normalization
slv stmaxi[0], 64(dscratchp)
slv stmaxf[0], 72(dscratchp)
.unname stmaxi
.unname stmaxf
.unname nearWi
.unname nearWf
.name ainiti, $v17
.name ainitf, $v18
.name tHdai, $v19
.name tHdaf, $v20
#
# If we aren't doing any attributes at all, let's
# bail out early.
# (clear out all the bits while we do this)
#
andi tmp, rdp_cmd, (G_RDP_TRI_ZBUFF_MASK | G_RDP_TRI_TXTR_MASK | G_RDP_TRI_SHADE_MASK)
blez tmp, SetupDone
vxor ainitf, vconst, vconst
#
# Collect all the attributes
# in a vector (r,g,b,a,s,t,w,z) with one left over (l).
# l (and z again) are computed in a second pass.
# load attributes:
# load smooth-shading colors first.
# RGBA, use fancy packed load, then shift.
# DMEM alignment is crucial here!
# add .5 to the colors in order to work around a hardware
# bug regarding span start color inprecision
# Thu Jun 8 18:49:52 PDT 1995
luv amax[0], RSP_PTS_R_NX(maxp)
vadd aminf, ainitf, vconst1[5]
luv amin[0], RSP_PTS_R_NX(minp)
vadd amidf, ainitf, vconst1[5]
andi tmp, rendState, G_SHADING_SMOOTH
vadd amaxf, ainitf, vconst1[5]
# test for flat shading
bgtz tmp, smoothShade
luv amid[0], RSP_PTS_R_NX(midp) # delay slot
# load flat-shading colors instead: (use same vertex)
luv amax[0], RSP_PTS_R_NX(flatp)
luv amin[0], RSP_PTS_R_NX(flatp)
luv amid[0], RSP_PTS_R_NX(flatp)
smoothShade:
vmudm amax, amax, vconst[7] # multiply by 1/512.0 to
vmudm amin, amin, vconst[7] # move things into lower byte.
vmudm amid, amid, vconst[7]
# load S, T, and W:
# These have been previously computed and stored in scratch memory.
ldv aminf[8], (16 + 8)(dscratchp)
ldv amin[8], (16 + 0)(dscratchp)
ldv amidf[8], (16 + 24)(dscratchp)
ldv amid[8], (16 + 16)(dscratchp)
ldv amaxf[8], (16 + 40)(dscratchp)
ldv amax[8], (16 + 32)(dscratchp)
# load z's.
# Use the proper 'screen-space' Z.
lsv aminf[14], RSP_PTS_ZSF(minp)
lsv amin[14], RSP_PTS_ZS(minp)
lsv amidf[14], RSP_PTS_ZSF(midp)
lsv amid[14], RSP_PTS_ZS(midp)
lsv amaxf[14], RSP_PTS_ZSF(maxp)
lsv amax[14], RSP_PTS_ZS(maxp)
# compute attribute deltas: (S15.16) watch alignment!
/* DELAY HERE! */
vsubc Mdaf, amidf, aminf
vsub Mdai, amid, amin
vsubc tHdaf, aminf, amaxf
vsub tHdai, amin, amax
vsubc Hdaf, amaxf, aminf
vsub Hdai, amax, amin
vsubc tMdaf, aminf, amidf
vsub tMdai, amin, amid
#
# These multiplies use the full precision of the accumulator.
# They are basically 32-bit integer multiplies, but the
# fractional component is also included, although only the
# upper 32-bits of answer are used.
#
# See note up above about why EDel is being scaled up.
#
# S15.16 * S11.4 = SS26.20
# (we only use the upper SS26.4, which we'll multiply
# by 1/r below)
#
#if 0
# compute DeAtt directly, divide Hda/ydelta,
# instead of: de = dy + dx * DxXHDy
vmudl vjunk, Hdaf, invEDelf[HIGHY]
vmadm vjunk, Hdai, invEDelf[HIGHY]
vmadn adef, Hdaf, invEDeli[HIGHY]
vmadh adei, Hdai, invEDeli[HIGHY]
# DxAtt = Mdy*Hda - Hdy*Mda
vmudn vjunk, Hdaf, EDel[MIDY]
vmadh vjunk, Hdai, EDel[MIDY]
vmadn vjunk, tMdaf, EDel[HIGHY]
vmadh vjunk, tMdai, EDel[HIGHY]
vsar Hdai, Hdai, Hdai[0]
vsar Hdaf, Hdaf, Hdaf[1]
# DyAtt = Hdx*Mda - Mdx*Hda
vmudn vjunk, Mdaf, EDel[HIGHX]
vmadh vjunk, Mdai, EDel[HIGHX]
vmadn vjunk, tHdaf, EDel[MIDX]
vmadh vjunk, tHdai, EDel[MIDX]
vsar Mdai, Mdai, Mdai[0]
vsar Mdaf, Mdaf, Mdaf[1]
# divide by r (S4.27)
# This multiply results in the proper S15.16 attributes
# that we need (texture is S10.21)
#
vmudl vjunk, Hdaf, invrf[3]
vmadm vjunk, Hdai, invrf[3]
vmadn Hdaf, Hdaf, invri[3]
vmadh Hdai, Hdai, invri[3]
vmudl vjunk, Mdaf, invrf[3]
vmadm vjunk, Mdai, invrf[3]
vmadn Mdaf, Mdaf, invri[3]
vmadh Mdai, Mdai, invri[3]
#else
/*
* We'd like to do it the above way, it's faster and
* shorter. But the precision errors keep biting us.
* If we do it this way, the errors are minimized:
*/
# DxAtt = Mdy*Hda - Hdy*Mda
vmudn vjunk, Hdaf, EDel[MIDY]
vmadh vjunk, Hdai, EDel[MIDY]
vmadn vjunk, tMdaf, EDel[HIGHY]
vmadh vjunk, tMdai, EDel[HIGHY]
vsar Hdai, Hdai, Hdai[0]
vsar Hdaf, Hdaf, Hdaf[1]
# DyAtt = Hdx*Mda - Mdx*Hda
vmudn vjunk, Mdaf, EDel[HIGHX]
vmadh vjunk, Mdai, EDel[HIGHX]
vmadn vjunk, tHdaf, EDel[MIDX]
vmadh vjunk, tHdai, EDel[MIDX]
vsar Mdai, Mdai, Mdai[0]
vsar Mdaf, Mdaf, Mdaf[1]
# divide by r (S4.27)
#
# This multiply results in the proper S15.16 attributes
# that we need (texture is S10.21)
#
# begin storing colors as we do this:
#
vmudl vjunk, Hdaf, invrf[3]
vmadm vjunk, Hdai, invrf[3]
vmadn Hdaf, Hdaf, invri[3]
vmadh Hdai, Hdai, invri[3]
vmudl vjunk, Mdaf, invrf[3]
vmadm vjunk, Mdai, invrf[3]
vmadn Mdaf, Mdaf, invri[3]
sdv Hdai[0], 8(outp)
vmadh Mdai, Mdai, invri[3]
sdv Hdaf[0], 24(outp)
# convert to edge slope representation:
# de = dy + dx * DxXHDy
/* DELAY HERE! */
vmudn vjunk, Mdaf, vconst[1]
vmadh vjunk, Mdai, vconst[1] # use accum for add...
vmadl vjunk, Hdaf, DxXDyf[HIGHY]
vmadm vjunk, Hdai, DxXDyf[HIGHY]
vmadn adef, Hdaf, DxXDyi[HIGHY]
sdv Mdai[0], 40(outp)
vmadh adei, Hdai, DxXDyi[HIGHY]
sdv Mdaf[0], 56(outp)
#endif
.unname vjunk
.unname vjunkf
.name pp1i, $v6
.name pp1f, $v28
# attribute X adjust:
# att = att - (de * yHigh.frac)
/* DELAY HERE! */
#ifdef FASTYSORT
vmudl pp1f, adef, yf[1]
#else
vmudl pp1f, adef, yf[0]
#endif
sdv adei[0], 32(outp)
#ifdef FASTYSORT
vmadm pp1i, adei, yf[1]
#else
vmadm pp1i, adei, yf[0]
#endif
sdv adef[0], 48(outp)
vmadn pp1f, vconst, vconst[0]
/* DELAY HERE! */
vsubc ainitf, aminf, pp1f
vsub ainiti, amin, pp1i # delay slot
.unname pp1i
.unname pp1f
andi tmp, rdp_cmd, G_RDP_TRI_SHADE_MASK
#
# All done.
# Write out the proper record to the RDP, based on the drawing
# modes.
#
# (get ready for next test in the branch delay slots)
# write out the rest of shade and increment outp
blez tmp, outputTXTR
andi tmp, rdp_cmd, G_RDP_TRI_TXTR_MASK # delay
addi outp, outp, 64 # increment output pointer
sdv ainiti[0], (0-64)(outp) # 0
sdv ainitf[0], (16-64)(outp) # 16
# write out texture
outputTXTR: blez tmp, outputZBUF
andi tmp, rdp_cmd, G_RDP_TRI_ZBUFF_MASK # delay
#
# Scale texture parameters to ensure that they all remain
# in-bounds for the hardware LOD computation:
#
# free up some registers
.unname amaxf
.unname tHdai
.unname tHdaf
.unname tMdai
.unname tMdaf
.unname amid
.unname amidf
.unname amax
.unname invri
.unname invrf
.name scalei, $v5
.name scalef, $v6
.name vtmpf, $v19
.name coordMi, $v20
.name coordMf, $v21
.name t1i, $v22
.name t1f, $v23
.name absdxi, $v24
.name absdyi, $v25
.name absdxf, $v26
.name absdyf, $v27
# shift >> 5 to get some guard bits for this computation:
addi $16, zero, 0x0800
mtc2 $16, vtmpf[0]
# find abs() of all the slopes:
# (sloppy, single-precision test only)
# use the original fractional vector when needed
# load maxS', maxT', and nearW into vector
vabs absdxi, Hdai, Hdai
ldv coordMi[8], 64(dscratchp)
vabs absdyi, Mdai, Mdai
ldv coordMf[8], 72(dscratchp)
# shift >> 5 to get some guard bits for this computation:
vmudm absdxi, absdxi, vtmpf[0]
vmadn absdxf, vconst, vconst[0]
vmudm absdyi, absdyi, vtmpf[0]
vmadn absdyf, vconst, vconst[0]
vmudl coordMf, coordMf, vtmpf[0]
vmadm coordMi, coordMi, vtmpf[0]
vmadn coordMf, vconst, vconst[0]
vmudn absdxf, absdxf, vconst[2]
vmadh absdxi, absdxi, vconst[2]
vmadn absdxf, vconst, vconst[0]
# compute |coordMax| + 2*|d?dx| + |d?dy|
# add using the accumulator:
vmadn t1f, absdyf, vconst[1]
vmadh t1i, absdyi, vconst[1]
#ifndef F3DEX_GBI
addi $16, zero, 0x0040
#endif
vmadn scalef, coordMf, vconst[1]
#ifndef F3DEX_GBI
mtc2 $16, vtmpf[0]
#endif
vmadh scalei, coordMi, vconst[1]
# find max of scale factors
vsubc t1f, scalef, scalef[5]
vge scalei, scalei, scalei[5]
vmrg scalef, scalef, scalef[5]
vsubc t1f, scalef, scalef[6]
vge scalei, scalei, scalei[6]
vmrg scalef, scalef, scalef[6]
# shift >> 10 to get the scale ratio:
#ifdef F3DEX_GBI
vmudl scalef, scalef, vconst1[3]
vmadm scalei, scalei, vconst1[3]
#else
vmudl scalef, scalef, vtmpf[0]
vmadm scalei, scalei, vtmpf[0]
#endif
vmadn scalef, vconst, vconst[0]
# compute 1/scalefactor
# sloppy, Newton's not needed.
vrcph t1f[0], scalei[4]
vrcpl scalef[0], scalef[4]
vrcph scalei[0], vconst[0]
# convert to s15.16
vmudn scalef, scalef, vconst[2]
vmadh scalei, scalei, vconst[2]
#if 0 /* CHECK_SCALEF for DEBUG */
ssv scalei[0], 0xffc(zero)
ssv scalef[0], 0xffe(zero)
#endif
# if scale > 1.0, make 1.0 (don't want to scale)
vlt scalei, scalei, vconst[1]
vmrg scalef, scalef, vconst[0]
.unname absdxi
.unname absdyi
.unname absdxf
.unname absdyf
.unname coordMi
.unname coordMf
.unname t1i
.unname t1f
.unname vtmpf
.name tiniti, $v19
.name tinitf, $v20
.name tHdai, $v21
.name tHdaf, $v22
.name tMdai, $v23
.name tMdaf, $v24
.name tadei, $v25
.name tadef, $v26
# scale init, dx, dy, de
/* DELAY HERE! */
vmudl tinitf, ainitf, scalef[0]
vmadm tinitf, ainiti, scalef[0]
vmadn tinitf, ainitf, scalei[0]
vmadh tiniti, ainiti, scalei[0]
vmudl tHdaf, Hdaf, scalef[0]
vmadm tHdaf, Hdai, scalef[0]
vmadn tHdaf, Hdaf, scalei[0]
sdv tiniti[8], 0(outp)
vmadh tHdai, Hdai, scalei[0]
sdv tinitf[8], 16(outp)
vmudl tMdaf, Mdaf, scalef[0]
vmadm tMdaf, Mdai, scalef[0]
vmadn tMdaf, Mdaf, scalei[0]
sdv tHdai[8], 8(outp)
vmadh tMdai, Mdai, scalei[0]
sdv tHdaf[8], 24(outp)
vmudl tadef, adef, scalef[0]
vmadm tadef, adei, scalef[0]
vmadn tadef, adef, scalei[0]
sdv tMdai[8], 40(outp)
vmadh tadei, adei, scalei[0]
sdv tMdaf[8], 56(outp)
# write out the rest of texture parameters and increment outp:
addi outp, outp, 64 # increment output pointer
sdv tadei[8], (32-64)(outp) # 32
sdv tadef[8], (48-64)(outp) # 48
.unname scalei
.unname scalef
.unname tiniti
.unname tinitf
.unname tHdai
.unname tHdaf
.unname tMdai
.unname tMdaf
.unname tadei
.unname tadef
outputZBUF:
blez tmp, SetupDone
# note delay slot
#
# Scale Z-values up, screen coordinates were limited
# to 10 integer bits, but the hardware floating point format
# needs valid bits in the upper range for best performance.
#
vmudn adef, adef, vconst1[4]
vmadh adei, adei, vconst1[4]
vmadn adef, vconst, vconst[0]
vmudn aminf, aminf, vconst1[4]
vmadh amin, amin, vconst1[4]
vmadn aminf, vconst, vconst[0]
ssv adei[14], 8(outp) # output z stuff.
vmudn Hdaf, Hdaf, vconst1[4]
ssv adef[14], 10(outp)
vmadh Hdai, Hdai, vconst1[4]
vmadn Hdaf, vconst, vconst[0]
vmudn Mdaf, Mdaf, vconst1[4]
vmadh Mdai, Mdai, vconst1[4]
vmadn Mdaf, vconst, vconst[0]
# clamp dzdy if near zero, for decal mode:
#ifndef F3DEX_GBI
lbu tmp, RSP_STATE_TEX_LOD(rsp_state)
sub tmp, zero, tmp
beq tmp, zero, noZClamp
mtc2 tmp, $v6[0]
vch Mdai, Mdai, $v6[0]
vcl Mdaf, Mdaf, vconst[0]
#endif
.name pp1i, $v6
.name pp1f, $v28
noZClamp:
# re-compute attribute X adjust after the Z scale:
# att = att - (de * yHigh.frac)
ssv Hdai[14], 4(outp)
#ifdef FASTYSORT
vmudl pp1f, adef, yf[1]
#else
vmudl pp1f, adef, yf[0]
#endif
ssv Hdaf[14], 6(outp)
#ifdef FASTYSORT
vmadm pp1i, adei, yf[1]
#else
vmadm pp1i, adei, yf[0]
#endif
ssv Mdai[14], 12(outp)
vmadn pp1f, vconst, vconst[0]
ssv Mdaf[14], 14(outp)
vsubc ainitf, aminf, pp1f
vsub ainiti, amin, pp1i
.unname pp1i
.unname pp1f
addi outp, outp, 16 # increment output pointer
ssv ainiti[14], (0-16)(outp) # 0
ssv ainitf[14], (2-16)(outp) # 2
SetupDone: # done or rejected. do any clean-up.
jal OutputClose
#ifdef RETGFX1
addi return, gfx1, 0 /* goto gfx1 */
# return_save => gfx1 の変更に伴う処理
# BackReject の場合 return = 0 で gfx1 へ飛ぶ
BackReject: addi return, zero, 0
SetupReject: jr gfx1
nop
#else
# note delay slot
SetupReject: # no OutputClose needed...
nop
jr return_save
nop
#endif
.end beginSetup
/* un-name scalar registers: */
.unname minp
.unname midp
.unname maxp
.unname flatp
.unname rdp_cmd
.unname rdp_flg
.unname tmp
.unname dscratchp
.unname rendState
/* un-name vector registers: */
.unname DxXDyi
.unname DxXDyf
.unname yf
.unname xHighf
.unname EDel
.unname invEDeli
.unname invEDelf
.unname Hdai
.unname Hdaf
.unname Mdai
.unname Mdaf
.unname adei
.unname adef
.unname ainiti
.unname ainitf
.unname amin
.unname aminf
#if 0
# test for thorough register un-naming.
.name r1, $1
.name r2, $2
.name r3, $3
.name r4, $4
.name r5, $5
.name r6, $6
.name r7, $7
.name r8, $8
.name r9, $9
.name r10, $10
.name r11, $11
.name r12, $12
.name r13, $13
.name r14, $14
.name r15, $15
.name r16, $16
.name r17, $17
.name r18, $18
.name r19, $19
.name r20, $20
.name vv0, $v0
.name vv1, $v1
.name vv2, $v2
.name vv3, $v3
.name vv4, $v4
.name vv5, $v5
.name vv6, $v6
.name vv7, $v7
.name vv8, $v8
.name vv9, $v9
.name vv10, $v10
.name vv11, $v11
.name vv12, $v12
.name vv13, $v13
.name vv14, $v14
.name vv15, $v15
.name vv16, $v16
.name vv17, $v17
.name vv18, $v18
.name vv19, $v19
.name vv20, $v20
.name vv21, $v21
.name vv22, $v22
.name vv23, $v23
.name vv24, $v24
.name vv25, $v25
.name vv26, $v26
.name vv27, $v27
.name vv28, $v28
.name vv29, $v29
#endif