gsprite.s
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############################################################################
#
# Process the G_SPRITE command.
#
# in_bufp holds pointer to sprite data structure
#
# Kevin Luster, kluster@sgi.com
#
#
############################################################################
# scaler registers
.name ScaleY, $1
.name YStartP, $2
.name YEndR, $3
.name TEndR, $4
.name TEndP, $5
.name PScreenY, $6
.name TStartP, $7
.name temp, $8
.name FractionalOffset, $9
.name NumLinesPerLoad, $10
.name UNUSED11, $11
.name UNUSED12, $12
.name UNUSED13, $13
.name SubImageHeight, $14
.name SourceImageOffsetT, $15
.name UNUSED16, $16
.name TexLoadStart, $17
.name TexLoadEnd, $18
.name UNUSED19, $19
.name TStartR, $20
.name YStartR, $21
# vector registers
.name vzero, $v0
.name vtmp1, $v1
.name vtmp2, $v2
.name NumLinesPerLoadi, $v5
.name iNumLinesPerRectanglei, $v7
.name iNumLinesPerRectanglef, $v8
.name NumLoadsi, $v9
# .ent case_G_SPRITE
# case_G_SPRITE:
# Check if we have a color index texture
lb temp, RSP_SP_SOURCETYPE(in_bufp)
addi temp, temp, -G_IM_FMT_CI
bne temp, zero, NoCITexture
# zero out vzero, delay slot
vxor vzero, vzero, vzero
j LoadSpriteTLUT
nop # delay slot
NoCITexture:
addi temp, zero, G_TT_NONE
Resume:
jal WriteOutSetTextureLUT
nop # delay slot
jal ComputeLoadingParameters
nop # delay slot
jal InitialSetup
# Store done=0 into memory location
sh zero, (6+RSP_SCRATCH_OFFSET)(zero) # delay slot
jal ComputeRectangles
nop # delay slot
j ExitSprite
nop # delay slot
############################################################################
.unname UNUSED11
.unname UNUSED19
.name modewd, $11
.name mask, $19
WriteOutSetTextureLUT:
# store return address since jump below will clobber it
sh return, (10+RSP_SCRATCH_OFFSET)(zero)
#if !(defined(OUTPUT_DRAM)||defined(OUTPUT_FIFO))
jal OutputOpen
addi $18, zero, 8 # Total size of all commands written out
#endif /* !(OUTPUT_DRAM || OUTPUT_FIFO) */
# Write out gDPSetTextureLUT command
lw modewd, RSP_STATE_OTHER_H(rsp_state)
# addiu appears to be broken, so have to work around
addi mask, zero, -1
sll mask, mask, 16
addi mask, mask, 0x3fff
and mask, modewd, mask
andi temp, temp, 0xffff
or modewd, mask, temp
sw modewd, RSP_STATE_OTHER_H(rsp_state)
sw modewd, 0(outp) # output rdp command
lw temp, RSP_STATE_OTHER_L(rsp_state)
sw temp, 4(outp) # rest of otherword command
jal OutputClose
# delay slot
addi outp, outp, 8 # increment output pointer
# retrieve return address
lh return, (10+RSP_SCRATCH_OFFSET)(zero)
jr return
nop # delay slot
.unname modewd
.unname mask
.name UNUSED11, $11
.name UNUSED19, $19
############################################################################
.unname UNUSED16
.name TLUTCount, $16
LoadSpriteTLUT:
#if !(defined(OUTPUT_DRAM)||defined(OUTPUT_FIFO))
jal OutputOpen
addi $18, zero, 48 # Total size of all commands written out
#endif /* !(OUTPUT_DRAM || OUTPUT_FIFO) */
lb temp, RSP_SP_SOURCEBITSIZE(in_bufp)
addi temp, temp, -1
bne temp, zero, Load4BitPalette
nop # delay slot
Load8BitPalette:
j WriteOutTLUTCommands
# TLUTCount = 255, delay slot
addi TLUTCount, zero, 255
Load4BitPalette:
# Note that we are using a hard coded palette number of 0
# TLUTCount = 15
addi TLUTCount, zero, 15
WriteOutTLUTCommands:
# Write out the gDPSetTextureImage command
addi temp, zero, G_SETTIMG
sb temp, 0(outp) # output rdp command
# Now write out format and size values
# Load in SourceImageType
addi temp, zero, G_IM_FMT_RGBA << 2
# sll temp, temp, 2
ori temp, temp, G_IM_SIZ_16b
sll temp, temp, 3
sb temp, 1(outp) # output format & size
# for some bizarre reason, the gsSetImage() gbi macro
# subtracts 1 from the image width. Why?
addi temp, zero, 0
sh temp, 2(outp) # output width
.unname UNUSED19
.name addr, $19
# Load in SourceImagePointer
lw addr, RSP_SP_TLUTP(in_bufp)
# Subroutine uses registers $11,$12,$13,$19
jal AddrFixup
nop # delay slot
sw addr, 4(outp) # output DRAM address
# pop back return address stored earlier
lh return, (10+RSP_SCRATCH_OFFSET)(zero)
.unname addr
.name UNUSED19, $19
addi outp, outp, 8 # increment output pointer
# Write out the gDPTileSync command
addi temp, zero, G_RDPTILESYNC
sll temp, temp, 24 # shift over command
sw temp, 0(outp) # output rdp command
sw zero, 4(outp)
addi outp, outp, 8 # increment output pointer
# Write out the gDPSetTile command
addi temp, zero, G_SETTILE
sb temp, 0(outp) # output rdp command
# Now write out 4 bytes, these will overlap
# with the next 4 bytes written out, so we
# will set up the tile parameter below
# Everything but the Tmem adrs = 0
addi temp, zero, 256
sll temp, temp, 8
sw temp, 1(outp)
# Put in Tile number = G_TX_LOADTILE
addi temp, zero, G_TX_LOADTILE
sll temp, temp, 24
# Now write out second set of overlapping 4 bytes
# This write has the correct Tile information
sw temp, 4(outp)
addi outp, outp, 8 # increment output pointer
# Write out the gDPLoadSync command
addi temp, zero, G_RDPLOADSYNC
sll temp, temp, 24 # shift over command
sw temp, 0(outp) # output rdp command
sw zero, 4(outp)
addi outp, outp, 8 # increment output pointer
# Write out the gDPLoadTLUTCmd command
addi temp, zero, G_LOADTLUT
sll temp, temp, 24 # shift over command
sw temp, 0(outp) # output rdp command
addi temp, zero, G_TX_LOADTILE
sll temp, temp, 10
or temp, temp, TLUTCount
sll temp, temp, 14
sw temp, 4(outp)
addi outp, outp, 8 # increment output pointer
# Write out the gDPipeSync command
addi temp, zero, G_RDPPIPESYNC
sll temp, temp, 24 # shift over command
sw temp, 0(outp) # output rdp command
sw zero, 4(outp)
addi outp, outp, 8 # increment output pointer
jal OutputClose
# delay slot, set up for WriteOutSetTextureLUT
addi temp, zero, G_TT_RGBA16
.unname TLUTCount
.name UNUSED16, $16
.unname UNUSED11
.unname UNUSED19
.name modewd, $11
.name mask, $19
j Resume
nop # delay slot
.unname modewd
.unname mask
.name UNUSED11, $11
.name UNUSED19, $19
############################################################################
ComputeLoadingParameters:
.unname UNUSED16
.name NumWordsPerLine, $16
# Load ScaleY now since we need it for the hacks
lh ScaleY, RSP_SP_SCALEY(in_bufp)
# Compute FractionalOffset first part, delay slot
lh PScreenY, RSP_SP_PSCREENY(in_bufp)
andi FractionalOffset, PScreenY, 0x03
# Now we start the disgusting hacks section
# The above hacks were just to wet your appetite
lh NumWordsPerLine, RSP_SP_SUBWIDTH(in_bufp)
# Only need to do hacks if we're rendering a 32 bit image
lb temp, RSP_SP_SOURCEBITSIZE(in_bufp)
addi temp, temp, -3
bne temp, zero, DisgustingHackDone
# delay slot
# Check if we have > 512 width
addi temp, NumWordsPerLine, -512
blez temp, DisgustingHackDone
Hack1:
# If you're trying to render a 32 bit texture, *and* you wish to
# scale in the
# Y axis, then you're limited to a maximum width of 512
# pixels. Have to track down and figure out why this is causing a
# problem
# lb temp, RSP_SP_FLIPY(in_bufp)
# bne temp, zero, DoDisgustingHack1
# nop # delay slot
addi temp, ScaleY, -1024
beq temp, zero, Hack2
nop # delay slot
DoDisgustingHack1:
addi NumWordsPerLine, zero, 512
j DisgustingHackDone
# delay slot
sh NumWordsPerLine, RSP_SP_SUBWIDTH(in_bufp)
Hack2:
# If you're trying to render a 32 bit texture, *and* you wish the screen
# rectangle to be aligned on a fractional pixel in the vertical direction
# *and* you want to display more than 512 pixels per row, then you would
# need to load more than 4K of texture into TMEM, which won't fit. So you
# either have to special case that situation and tile the image horizontally
# as well as vertically, or you take the weenie way out and either clamp
# the width to being 512, or clamp the vertical alignment to being on a
# pixel boundary. Otherwise you will get a divide by 0 error when computing
# the NumLoads parameter in ComputeLoadingParameters(). We take the visually
# better approach of clamping the vertical placement to an integer boundary
beq FractionalOffset, zero, DisgustingHackDone
nop # delay slot
DoDisgustingHack2:
addi FractionalOffset, zero, 0
andi PScreenY, PScreenY, 0xfffc
DisgustingHackDone:
.unname UNUSED11
.name iScaleXYi, $v10
.name iScaleXYf, $v11
.name ScaleXYi, $v3
.name ScaleXYf, $v4
# Compute 1/ScaleY, and 1/ScaleX
# We load the ScaleXY values into a fractional register so that we
# get maximal precision later out of the Newton iteration (loading
# into a fractional register causes the inverse to end up mainly in
# the integer result register, which gives you many low order bits
# to play with when doing the newton correction
# move ScaleY into fractional register
mtc2 ScaleY, ScaleXYf[0]
# move ScaleX into fractional register
lh temp, RSP_SP_SCALEX(in_bufp)
mtc2 temp, ScaleXYf[2]
# zero out ScaleXYi
vxor ScaleXYi, ScaleXYi, ScaleXYi
# Now compute inverse of ScaleXY
vrcph iScaleXYi[0], ScaleXYi[0]
vrcpl iScaleXYf[0], ScaleXYf[0]
vrcph iScaleXYi[0], ScaleXYi[1]
vrcpl iScaleXYf[1], ScaleXYf[1]
vrcph iScaleXYi[1], vzero[0]
# Now scale up the inverse by 2
vmudn iScaleXYf, iScaleXYf, vconst[2]
vmadh iScaleXYi, iScaleXYi, vconst[2]
vmadn iScaleXYf, vzero, vzero[0]
.unname vtmp1
.unname vtmp2
.name vTempi, $v1
.name vTempf, $v2
.name r2i, $v12
.name r2f, $v13
# Now do a Newton iteration on this inverse
lqv vTempi[0], VNEWT_OFFSET(zero)
vxor vTempf, vTempf, vTempf
vmudl r2f, iScaleXYf, ScaleXYf # R*X
vmadm r2f, iScaleXYi, ScaleXYf
vmadn r2f, iScaleXYf, ScaleXYi
vmadh r2i, iScaleXYi, ScaleXYi
vsubc r2f, vTempf, r2f # 2 - (R*X)
vsub r2i, vTempi, r2i
vmudl vTempf, iScaleXYf, r2f # R * (2-R*X)
vmadm vTempi, iScaleXYi, r2f
vmadn iScaleXYf, iScaleXYf, r2i
vmadh iScaleXYi, iScaleXYi, r2i
.unname ScaleXYi
.unname ScaleXYf
.unname vTempi
.unname vTempf
.unname r2i
.unname r2f
.name vtmp1, $v1
.name vtmp2, $v2
.name TargetRectangleWidthi, $v3
.name TargetRectangleWidthf, $v4
# Compute TargetRectangleWidth = (int) ((float) (SubImageWidth << 12) / (float) ScaleX) ;
vadd TargetRectangleWidthi, vzero, iScaleXYi
vadd TargetRectangleWidthf, vzero, iScaleXYf
# Now shift the computed iScaleX to the right by 4, IFxF = IF
vmudl TargetRectangleWidthf, TargetRectangleWidthf, vconst1[1]
vmadm TargetRectangleWidthi, TargetRectangleWidthi, vconst1[1]
vmadn TargetRectangleWidthf, vzero, vzero[0]
# Load SubImageWidth into vector register
lh temp, RSP_SP_SUBWIDTH(in_bufp)
mtc2 temp, vtmp1[0]
# Now do IFxI multiplication of 1/ScaleX by SubImageWidth
vmudn TargetRectangleWidthf, TargetRectangleWidthf, vtmp1[0]
vmadh TargetRectangleWidthi, TargetRectangleWidthi, vtmp1[0]
vmadn TargetRectangleWidthf, vzero, vzero[0]
# Now store the TargetRectangleWidth into scratch buffer
mfc2 temp, TargetRectangleWidthi[2]
sh temp, (0+RSP_SCRATCH_OFFSET)(zero)
.unname TargetRectangleWidthi
.unname TargetRectangleWidthf
.name TextureLoadSize, $11
# Compute TextureLoadSize
# THIS GETS LOADED IN A LOT, TRY TO MAKE IT A PERMANENT VALUE
# Load in SourceImageType
lb temp, RSP_SP_SOURCETYPE(in_bufp)
addi temp, temp, -G_IM_FMT_CI
beq temp, zero, TextureLoadSize256
# Load in SourceImageBitSize
lb temp, RSP_SP_SOURCEBITSIZE(in_bufp)
addi temp, temp, -3
beq temp, zero, TextureLoadSize256
nop # delay slot
TextureLoadSize512:
j TextureLoadSizeDone
# delay slot
addi TextureLoadSize, zero, 512
TextureLoadSize256:
addi TextureLoadSize, zero, 256
TextureLoadSizeDone:
# Compute NumWordsPerLine
# Load in SourceImageBitSize
lb temp, RSP_SP_SOURCEBITSIZE(in_bufp)
bne temp, zero, TextureisNot4Bit
nop # delay slot
Textureis4Bit:
.unname UNUSED12
.name temp2, $12
# NumWordsPerLine = (SubImageWidth * 4 +
# ((SubImageWidth & 0x01) ? 4 : 0) +
# (((SubImageWidth + SourceImageOffsetS) & 0x01) ? 4 : 0) + 63) >> 6;
# NumWordsPerLine already contains SubImageWidth from above
addi temp2, NumWordsPerLine, 0
sll NumWordsPerLine, NumWordsPerLine, 2
andi temp, temp2, 0x01
sll temp, temp, 2
add NumWordsPerLine, NumWordsPerLine, temp
lh temp, RSP_SP_SOURCEOFFSETS(in_bufp)
add temp, temp, temp2
andi temp, temp, 0x01
sll temp, temp, 2
j SourceBitSizeDone
add NumWordsPerLine, NumWordsPerLine, temp
TextureisNot4Bit:
# NumWordsPerLine = (SubImageWidth * (TileBitSize[SourceImageBitSize] == 32 ?
# 16 : TileBitSize[SourceImageBitSize]) + 63) >> 6;
# NumWordsPerLine already contains SubImageWidth from above
addi temp, temp, -1
beq temp, zero, SourceBitSize1
nop # delay slot
j SourceBitSizeDone
# delay slot
sll NumWordsPerLine, NumWordsPerLine, 4
SourceBitSize1:
sll NumWordsPerLine, NumWordsPerLine, 3
SourceBitSizeDone:
addi NumWordsPerLine, NumWordsPerLine, 63
srl NumWordsPerLine, NumWordsPerLine, 6
# Compute NumLinesPerLoad
.unname vtmp1
.unname vtmp2
.name NumWordsPerLinei, $v14
.name NumWordsPerLinef, $v15
.name iNumWordsPerLinei, $v3
.name iNumWordsPerLinef, $v4
# Compute 1/NumWordsPerLine
# mtc2 NumWordsPerLine, vtmp1[0]
# vrcp iNumWordsPerLinef[0], vtmp1[0]
# vrcph iNumWordsPerLinei[0], vconst[0]
# We load the NumWordsPerLine into a fractional register so that we
# get maximal precision later out of the Newton iteration (loading
# into a fractional register causes the inverse to end up mainly in
# the integer result register, which gives you many low order bits
# to play with when doing the newton correction
# move NumWordsPerLine into fractional register
mtc2 NumWordsPerLine, NumWordsPerLinef[0]
# zero out NumWordsPerLinei
vxor NumWordsPerLinei, NumWordsPerLinei, NumWordsPerLinei
# Now compute inverse of NumWordsPerLine
vrcph iNumWordsPerLinei[0], NumWordsPerLinei[0]
vrcpl iNumWordsPerLinef[0], NumWordsPerLinef[0]
vrcph iNumWordsPerLinei[0], vzero[0]
# Now scale up the inverse by 2
vmudn iNumWordsPerLinef, iNumWordsPerLinef, vconst[2]
vmadh iNumWordsPerLinei, iNumWordsPerLinei, vconst[2]
vmadn iNumWordsPerLinef, vzero, vzero[0]
.name vTempi, $v1
.name vTempf, $v2
.name r2i, $v12
.name r2f, $v13
# Now do a Newton iteration on this inverse
lqv vTempi[0], VNEWT_OFFSET(zero)
vxor vTempf, vTempf, vTempf
vmudl r2f, iNumWordsPerLinef, NumWordsPerLinef # R*X
vmadm r2f, iNumWordsPerLinei, NumWordsPerLinef
vmadn r2f, iNumWordsPerLinef, NumWordsPerLinei
vmadh r2i, iNumWordsPerLinei, NumWordsPerLinei
vsubc r2f, vTempf, r2f # 2 - (R*X)
vsub r2i, vTempi, r2i
vmudl vTempf, iNumWordsPerLinef, r2f # R * (2-R*X)
vmadm vTempi, iNumWordsPerLinei, r2f
vmadn iNumWordsPerLinef, iNumWordsPerLinef, r2i
vmadh iNumWordsPerLinei, iNumWordsPerLinei, r2i
.unname NumWordsPerLinei
.unname NumWordsPerLinef
.unname vTempi
.unname vTempf
.unname r2i
.unname r2f
.name vtmp1, $v1
.name vtmp2, $v2
.name vtmp3, $v12
# no longer need NumWordsPerLine
.unname NumWordsPerLine
# move TextureLoadSize into temp vector register
mtc2 TextureLoadSize, vtmp2[0]
# Multiply 1/NumWordsPerLine by TextureLoadSize, do IFxF
# just care about integer part
vmudl vtmp1, iNumWordsPerLinef, vtmp2[0]
vmadm NumLinesPerLoadi, iNumWordsPerLinei, vtmp2[0]
# no longer need TextureLoadSize
.unname TextureLoadSize
.name UNUSED11, $11
# no longer need iNumWordsPerLine
.unname iNumWordsPerLinef
.unname iNumWordsPerLinei
# NumLinesPerRectangle = NumLinesPerLoad - (FractionalOffset ? 1 : 0)
# Need to move NumLinesPerLoadi into Scaler register
mfc2 NumLinesPerLoad, NumLinesPerLoadi
beq NumLinesPerLoad, zero, NumLinesPerRectangleAdjusted
# delay slot
addi temp, NumLinesPerLoad, 0
addi temp, NumLinesPerLoad, 0xffff
NumLinesPerRectangleAdjusted:
# Now compute NumLoads = SubImageHeight / NumLinesPerRectangle
lh SubImageHeight, RSP_SP_SUBHEIGHT(in_bufp)
# Compute 1/NumLinesPerRectangle
mtc2 temp, vtmp1[0]
vrcp iNumLinesPerRectanglef[0], vtmp1[0]
vrcph iNumLinesPerRectanglei[0], vconst[0]
# Result from reciprocal needs to be multiplied by 2
# this is equivalent to multiplying SubImageHeight by 2
sll temp, SubImageHeight, 1
# move SubImageHeight*2 into temp vector register
mtc2 temp, vtmp2[0]
# Multiply 1/NumLinesPerRectangle by SubImageHeight, do IFxF
# just care about integer part
vmudl vtmp1, iNumLinesPerRectanglef, vtmp2[0]
vmadm NumLoadsi, iNumLinesPerRectanglei, vtmp2[0]
# no longer need iNumLinesPerRectangle
.unname iNumLinesPerRectanglef
.unname iNumLinesPerRectanglei
# Compute SStartR
lb temp2, RSP_SP_SOURCEBITSIZE(in_bufp)
bne temp2, zero, NoSStartROffset
# delay slot. Set up temp in case we have jumped to no offset
addi temp2, zero, 0
lh temp2, RSP_SP_SOURCEOFFSETS(in_bufp)
andi temp2, temp2, 0x01
# At this point temp2 contains either 0 or 1, which is what we want
NoSStartROffset:
# Check to see if we have FlipTextureX == 1
lb temp, RSP_SP_FLIPX(in_bufp)
beq temp, zero, WriteSStartR
# delay slot, copy over possible offset into temp
addi temp, temp2, 0
FlipX:
lh temp2, RSP_SP_SUBWIDTH(in_bufp)
addi temp2, temp2, -1
add temp, temp, temp2 # delay slot
WriteSStartR:
# Shift partial result left by 5
sll temp, temp, 5
# We don't need SStartR again until we are actually
# writing out the gSPTextureRectangle command, so we will store
# this result away in the scratch area and retrieve it later
sh temp, (2+RSP_SCRATCH_OFFSET)(zero)
# Here we do the hack to prevent negative starting X values for
# the displayed rectangle. We take the quick and dirty route of
# clamping PScreenX to 0, adjusting SStartR and shortening
# TargetRectangleWidth
# if (PScreenX < 0)
# {
# TargetRectangleWidth += PScreenX;
# SStartR -= ((FlipTextureX ? -1 : 1) * PScreenX * TextureScaleX) >> 7;
# PScreenX = 0;
# }
lh temp2, RSP_SP_PSCREENX(in_bufp)
bgtz temp2, PScreenXNonNegative
nop # delay slot
# Load in TargetRectangleWidth
lh temp, (0+RSP_SCRATCH_OFFSET)(zero)
add temp, temp, temp2
sh temp, (0+RSP_SCRATCH_OFFSET)(zero)
# Check if we have FlipTextureX
lb temp, RSP_SP_FLIPX(in_bufp)
beq temp, zero, NoFlipX3
nop # delay slot
# Negate PScreenX
sub temp2, zero, temp2
NoFlipX3:
# Load PScreenX into vector register
mtc2 temp2, vtmp1[0]
# Load TextureScaleX into vector register
lh temp2, RSP_SP_SCALEX(in_bufp)
mtc2 temp2, vtmp2[0]
# Now do IxI multiplication
# vmudh vtmp1, vtmp1, vtmp2[0]
# Now we do a IxI = 32 bit I multiply here
vmudh vtmp2, vtmp1, vtmp2[0]
vsar vtmp2, vtmp1, vtmp2[0]
vsar vtmp3, vtmp1, vtmp2[1]
# Now shift answer down by 7 bits
vmudl vtmp3, vtmp3, vconst[7]
vmadm vtmp2, vtmp2, vconst[7]
vmadn vtmp3, vzero, vzero[0]
# Move result into scaler register
mfc2 temp2, vtmp3
# srl temp2, temp2, 7
# Now load in stored SStartR, update and restore
lh temp, (2+RSP_SCRATCH_OFFSET)(zero)
sub temp, temp, temp2
sh temp, (2+RSP_SCRATCH_OFFSET)(zero)
# Now set PScreenX to 0
sh zero, RSP_SP_PSCREENX(in_bufp)
PScreenXNonNegative:
# Now we do the hack to prevent the rectangle end points from
# wrapping past the end of the coordinate range
# if (PScreenX + TargetRectangleWidth > 4095)
# {
# TargetRectangleWidth = 4095 - PScreenX;
# }
addi temp, zero, 4095
lh temp2, RSP_SP_PSCREENX(in_bufp)
sub temp2, temp, temp2
# Load in stored away TargetRectangleWidth
lh temp, (0+RSP_SCRATCH_OFFSET)(zero)
sub temp, temp, temp2
blez temp, NoEndPointOverflow
nop # delay slot
# Store 4095 - PScreenX into TargetRectangleWidth
sh temp2, (0+RSP_SCRATCH_OFFSET)(zero)
NoEndPointOverflow:
# Now we do the hack to prevent the rightmost endpoint from
# having a negative value. If that occurs then we short
# circuit the rest of the sprite calculations and return
# /* Do Clipping hack for negative ending points */
# if (PScreenX + TargetRectangleWidth < 0)
# {
# /* Short circuit and return */
# return;
# }
lh temp, RSP_SP_PSCREENX(in_bufp)
lh temp2, (0+RSP_SCRATCH_OFFSET)(zero)
add temp, temp, temp2
bgtz temp, NoShortCircuit
nop # delay slot
# Otherwise bail out of rest of sprite ucode
j ExitSprite
nop # delay slot
NoShortCircuit:
jr return # End of ComputeLoadingParameters
nop # delay slot
############################################################################
InitialSetup:
lh SourceImageOffsetT, RSP_SP_SOURCEOFFSETT(in_bufp)
# We setup TexLoadStart since both paths below add in SourceImageOffsetT
add TexLoadStart, zero, SourceImageOffsetT
# Check if we have FlipTextureY
lb temp, RSP_SP_FLIPY(in_bufp)
beq temp, zero, NoFlipY3
addi YEndR, PScreenY, 0 # delay slot
FlipY3:
# Compute TEndR = - ((FractionalOffset * ScaleY) >> 6), # IxI = I
# and also TEndP = (-(FractionalOffset * ScaleY)) >> 7;
mtc2 FractionalOffset, vtmp1[0]
mtc2 ScaleY, vtmp2[0]
vmudh vtmp1, vtmp1, vtmp2[0]
# Now move partial result into scaler registers
mfc2 TEndR, vtmp1
mfc2 TEndP, vtmp1
# Now shift TEndR right by 6 places
sra TEndR, TEndR, 6
# Now negate answer
sub TEndR, zero, TEndR
# Now we compute the YFlipMirror hack
# if (FractionalOffset == 1)
# TEndR -= 16 ;
# else if (FractionalOffset == 3)
# TEndR += 16 ;
beq FractionalOffset, zero, NoYFlipMirrorHack
# delay slot
addi temp, FractionalOffset, -2
sll temp, temp, 4
# sub temp, zero, temp
add TEndR, TEndR, temp
NoYFlipMirrorHack:
# Now compute second half of TEndR
# TEndR -= (TempOldTEndR == 0) * 32 ;
bne TEndR, zero, TEndRDone
# Now we copy TEndR over to temp to be used as TempOldTEndR later
# delay slot
addi temp, TEndR, 0
addi TEndR, TEndR, -32
TEndRDone:
# Finish computation of TEndP
sub TEndP, zero, TEndP
sra TEndP, TEndP, 7
# Now compute TexLoadStart = SourceImageOffsetT + SubImageHeight - 1 +
# (TempOldTEndR == 0) + (FractionalOffset != 0)
# Make use of partial result already sitting in TexLoadStart and temp
bne temp, zero, TempOldTEndRNEZero
addi TexLoadStart, TexLoadStart, -1 # delay slot
addi TexLoadStart, TexLoadStart, 1
TempOldTEndRNEZero:
beq FractionalOffset, zero, FractionalOffsetZero
add TexLoadStart, TexLoadStart, SubImageHeight # delay slot
addi TexLoadStart, TexLoadStart, 1
FractionalOffsetZero:
bne temp, zero, NoTexLoadStartAdjust
nop # delay slot
addi temp, ScaleY, -1024
beq temp, zero, NoTexLoadStartAdjust
nop # delay slot
addi TexLoadStart, TexLoadStart, 1
NoTexLoadStartAdjust:
j InitialSetupDone
nop # delay slot
NoFlipY3:
# Hard coded for non Y flipped texture
addi TEndR, zero, 0
InitialSetupDone:
# PUSH TEXLOADSTART
sh TexLoadStart, (18+RSP_SCRATCH_OFFSET)(zero)
jr return
nop # delay slot
############################################################################
ComputeRectangles:
# POP TEXLOADSTART
lh TexLoadStart, (18+RSP_SCRATCH_OFFSET)(zero)
# Check to see if we're done
lh temp, (6+RSP_SCRATCH_OFFSET)(zero)
bgtz temp, ComputeRectanglesDone
addi YStartR, YEndR, 0
# /* Hack to prevent wraparound past end of coordinate range */
# if (YStartR >= 4094) return;
addi temp, YStartR, -4094
bgez temp, ExitSprite
andi FractionalOffset, YStartR, 0x03
sub YStartP, YStartR, FractionalOffset
# Now we compute TStartR
# Check if we have FlipTextureY
lb temp, RSP_SP_FLIPY(in_bufp)
beq temp, zero, NoFlipY4
nop # delay slot
# Compute FlipTextureY TStartR here
andi temp, TEndP, 0x1f
bne temp, zero, NoTStartROffset
addi TStartR, zero, -1
addi TStartR, TStartR, 1
NoTStartROffset:
add TStartR, TStartR, NumLinesPerLoad
sll TStartR, TStartR, 5
add TStartR, TStartR, TEndR
add temp, zero, NumLinesPerLoad
addi temp, temp, -1
sll temp, temp, 5
sub temp, temp, TStartR
bgez temp, NoTStartROffset2
nop # delay slot
addi TStartR, TStartR, -32
NoTStartROffset2:
j TStartRDone
nop # delay slot
NoFlipY4:
j TStartRDone
# delay slot
andi TStartR, TEndR, 0x1f
TStartRDone:
# compute TStartP = TStartR +/- ((FractionalOffset * ScaleY) >> 7);
mtc2 FractionalOffset, vtmp1[0]
mtc2 ScaleY, vtmp2[0]
# Now do an IXI Multiplication
vmudh vtmp1, vtmp1, vtmp2[0]
# Now shift partial result down by 7 bits, equivalent to doing a
# IXF by 1/128. Only care about integer result
vmudm vtmp1, vtmp1, vconst[7]
# Now move result into scaler register
mfc2 temp2, vtmp1
# Compute approximate first pass height
# We break this up into two sections. The first section computes an
# intermediate result depending on whether we have YFlipping or not
# then we compute 1/ScaleY, then later on we finish computing the
# approximate height by multiplying the intermediate value by 1/ScaleY
# and then adding 4.
# Check if we have FlipTextureY
lb temp, RSP_SP_FLIPY(in_bufp)
beq temp, zero, NoFlipY5
# Now add partial product from TStartR, delay slot
add TStartP, TStartR, temp2
# SubRectangleHeight = ((TStartP + 1) << 7) / ScaleY + 4 ;
j ApproximateHeightDone
# delay slot
# addi temp, TStartP, 0
addi temp, TStartP, 1
NoFlipY5:
# Now subtract partial product from TStartR
sub TStartP, TStartR, temp2
# SubRectangleHeight = ((((NumLinesPerLoad - 1) << 5) - TStartR) << 7) / ScaleY + 4;
addi temp, NumLinesPerLoad, 0xffff
sll temp, temp, 5
j ApproximateHeightDone
sub temp, temp, TStartR # delay slot
ApproximateHeightDone:
# Now store this result in the scratch area since we'll be using the
# temp register below
sh temp, (4+RSP_SCRATCH_OFFSET)(zero)
.name SubRectangleHeighti, $v7
.name SubRectangleHeightf, $v8
# Now, because we've started out with ScaleY sitting in the fractional
# register, which means the inverse result ended up largely in an integer
# register, we need to scale it down to get the real answer. However, we
# are also supposed to multiply the partial product above by 128. So we
# can combine these two effects by moving the 1/ScaleY results down 9 bits
# Move 1/ScaleY into SubRectangle registers so that we can preserve the
# full precision of the 1/ScaleY calculation for later
vadd SubRectangleHeighti, iScaleXYi, vzero
vadd SubRectangleHeightf, iScaleXYf, vzero
# Scale 1/ScaleY down by 512, move into fractional bits, IFXF
vmudl SubRectangleHeightf, SubRectangleHeightf, vconst1[6]
vmadm SubRectangleHeighti, SubRectangleHeighti, vconst1[6]
vmadn SubRectangleHeightf, vzero, vzero[0]
# retrieve out stored partial product out of scratch
lh temp, (4+RSP_SCRATCH_OFFSET)(zero)
# Now multiply partial product with 1/ScaleY, IxIF
mtc2 temp, vtmp1[0]
# vmudm SubRectangleHeightf, vtmp1, iScaleXYf
# vmadh SubRectangleHeighti, vtmp1, iScaleXYi
# vmadn SubRectangleHeightf, vzero, vzero[0]
vmudm SubRectangleHeightf, vtmp1, SubRectangleHeightf
vmadh SubRectangleHeighti, vtmp1, SubRectangleHeighti
vmadn SubRectangleHeightf, vzero, vzero[0]
# Now add 4 to SubRectangleHeighti
vadd SubRectangleHeighti, SubRectangleHeighti, vconst[5]
# Compute YEndR = ((YStartR + SubRectangleHeight) >> 2) << 2 ;
mfc2 YEndR, SubRectangleHeighti
add YEndR, YStartR, YEndR
srl YEndR, YEndR, 2
sll YEndR, YEndR, 2
# /* Hack to prevent wraparound past end of coordinate range */
# if (YEndR >= 4095) YEndR = 4095;
addi temp, YEndR, -4095
bgez temp, ExitSprite
# Compute SubRectangleHeight = YEndR - YStartR
# stick back into vector register since we're going to use it immediately
sub temp, YEndR, YStartR
mtc2 temp, SubRectangleHeighti[0]
# Check if we have FlipTextureY
lb temp, RSP_SP_FLIPY(in_bufp)
beq temp, zero, NoFlipY6
nop # delay slot
# Compute Y flip TEndR, TEndP, TexLoadStart, TexLoadEnd, TStartP
# TEndP = TStartP + (((YStartP - YEndR) * ScaleY) >> 7) ;
sub TEndP, YStartP, YEndR
# reload ScaleY value into vector register
mtc2 ScaleY, vtmp1[0]
# Move partial product into vector register
mtc2 TEndP, vtmp2[0]
# Now we do a IxI = 32 bit I multiply here
vmudh vtmp2, vtmp1, vtmp2[0]
vsar vtmp2, vtmp1, vtmp2[0]
vsar vtmp3, vtmp1, vtmp2[1]
# Now shift answer down by 7 bits
vmudl vtmp3, vtmp3, vconst[7]
vmadm vtmp2, vtmp2, vconst[7]
vmadn vtmp3, vzero, vzero[0]
# Now move partial product into scaler register, scaled down answer
# should be in the fractional result register
mfc2 TEndP, vtmp3
add TEndP, TEndP, TStartP
# TexLoadEnd = TexLoadStart;
# if ((((TEndR & 0x1f) == 0) && (ScaleY != 1024)) ||
# ((((TEndR | FractionalOffset ) & 0x1f) == 0)))
# TexLoadEnd--;
or temp, TEndR, FractionalOffset
andi temp, temp, 0x1f
beq temp, zero, DoTexLoadEndOffset
addi TexLoadEnd, TexLoadStart, 0
andi temp, TEndR, 0x1f
bne temp, zero, NoTexLoadEndOffset
nop # delay slot
addi temp, ScaleY, -1024
beq temp, zero, NoTexLoadEndOffset
nop # delay slot
DoTexLoadEndOffset:
addi TexLoadEnd, TexLoadEnd, -1
NoTexLoadEndOffset:
# TexLoadStart = TexLoadEnd - NumLinesPerLoad + 1 ;
addi TexLoadStart, TexLoadEnd, 1
sub TexLoadStart, TexLoadStart, NumLinesPerLoad
# TEndR = TEndP
add TEndR, zero, TEndP
# Now check to see if we are finished
sub temp, TexLoadStart, SourceImageOffsetT
bgtz temp, DoATextureRectangle
nop # delay slot
# TStartP -= (SourceImageOffsetT - TexLoadStart) << 5 ;
sub temp, SourceImageOffsetT, TexLoadStart
sll temp, temp, 5
sub TStartP, TStartP, temp
# HERE
.name vtmp4, $v14
# YEndR = ((ScaleY == 1024) ? 4 : 0) + YStartR + (TStartP << 7) / ScaleY;
# Load TStartP into register
mtc2 TStartP, vtmp4
# The 1/ScaleY calculated previously has already
# been shifted by the equivalent of 16, so we
# Now multiply TStartP by 128, IxI = 32 bit I
# load 128 into vtmp1
vadd vtmp1, vzero, vconst1[6]
vmudh vtmp3, vtmp1, vtmp4[0]
vsar vtmp3, vtmp1, vtmp4[0]
vsar vtmp4, vtmp1, vtmp4[1]
# Now multiply scaled height by previous calculated
# 1/ScaleY, IFxIF = IF
vmudl vtmp2, vtmp4, iScaleXYf[0]
vmadm vtmp2, vtmp3, iScaleXYf[0]
vmadn vtmp2, vtmp4, iScaleXYi[0]
vmadh vtmp1, vtmp3, iScaleXYi[0]
vmadn vtmp2, vzero, vzero[0]
# Now move the integer portion of the result out to
# a scaler register and then add in YStartR
mfc2 YEndR, vtmp1
# now add YStartR
add YEndR, YEndR, YStartR
# now optionally add 4
addi temp, ScaleY, -1024
bne temp, zero, NoOffsetYEndR
nop # delay slot
addi YEndR, YEndR, 4
NoOffsetYEndR:
# Now store done=1 into memory location
addi temp, zero, 1
sh temp, (6+RSP_SCRATCH_OFFSET)(zero)
j DoATextureRectangle
# delay slot
# TexLoadStart = SourceImageOffsetT
addi TexLoadStart, SourceImageOffsetT, 0
NoFlipY6:
# Compute TexLoadStart and TexLoadEnd, before we compute TEndR
# TexLoadStart
addi temp, TEndR, 0
srl temp, temp, 5
add TexLoadStart, TexLoadStart, temp
# TexLoadEnd
addi TexLoadEnd, NumLinesPerLoad, -1
add TexLoadEnd, TexLoadEnd, TexLoadStart
# Now compute TEndR = TStartR + ((ScaleY * SubRectangleHeight) >> 7) ;
# Hard coded no Y Flip
# reload ScaleY value into vector register
mtc2 ScaleY, vtmp1[0]
# Now we do a IxI = 32 bit I multiply here
vmudh SubRectangleHeighti, vtmp1, SubRectangleHeighti[0]
vsar SubRectangleHeighti, vtmp1, SubRectangleHeighti[0]
vsar SubRectangleHeightf, vtmp1, SubRectangleHeighti[1]
# Now shift answer down by 7 bits
vmudl SubRectangleHeightf, SubRectangleHeightf, vconst[7]
vmadm SubRectangleHeighti, SubRectangleHeighti, vconst[7]
vmadn SubRectangleHeightf, vzero, vzero[0]
# Now move partial product into scaler register, scaled down answer
# should be in the fractional result register
mfc2 temp, SubRectangleHeightf
add TEndR, temp, TStartR
.unname SubRectangleHeighti
.unname SubRectangleHeightf
# Now compute equivalent of CleanUpYEndR
# compute TexLoadStart + (TEndR >> 5) - SourceImageOffsetT - SubImageHeight >= 0
addi temp, TEndR, 0
srl temp, temp, 5
add temp, temp, TexLoadStart
sub temp, temp, SourceImageOffsetT
sub temp, temp, SubImageHeight
bltz temp, DoATextureRectangle
nop # delay slot
# Compute YEndR = PScreenY + (SubImageHeight << 12) / ScaleY
# Shorten amount of texture loaded in, optimization for small sprites
# TexLoadEnd = SourceImageOffsetT + SubImageHeight - ((FractionalOffset == 0) && (ScaleY == 1024);
lh TexLoadEnd, RSP_SP_SUBHEIGHT(in_bufp)
lh temp, RSP_SP_SOURCEOFFSETT(in_bufp)
bne FractionalOffset, zero, NoTexLoadEndOffset2
# delay slot
add TexLoadEnd, TexLoadEnd, temp
addi temp, ScaleY, -1024
bltz temp, NoTexLoadEndOffset2
nop # delay slot
addi TexLoadEnd, TexLoadEnd, -1
NoTexLoadEndOffset2:
# Load SubRectangleHeight into register
mtc2 SubImageHeight, vtmp4
# The 1/ScaleY calculated previously has already
# been shifted by the equivalent of 16, so we
# Now multiply SubImageHeight by 4096, IxI = 32 bit I
# load 4096 into vtmp1
vadd vtmp1, vzero, vconst1[1]
vmudh vtmp3, vtmp1, vtmp4[0]
vsar vtmp3, vtmp1, vtmp4[0]
vsar vtmp4, vtmp1, vtmp4[1]
# Now multiply scaled height by previous calculated
# 1/ScaleY, IFxIF = IF
vmudl vtmp2, vtmp4, iScaleXYf[0]
vmadm vtmp2, vtmp3, iScaleXYf[0]
vmadn vtmp2, vtmp4, iScaleXYi[0]
vmadh vtmp1, vtmp3, iScaleXYi[0]
vmadn vtmp2, vzero, vzero[0]
# Now move the integer portion of the result out to
# a scaler register and then add in PScreenY
mfc2 YEndR, vtmp1
# now add PScreenY
add YEndR, YEndR, PScreenY
# Now store done=1 into memory location
addi temp, zero, 1
j DoATextureRectangle
sh temp, (6+RSP_SCRATCH_OFFSET)(zero) # delay slot
.unname vtmp3
.unname vtmp4
ComputeRectanglesDone:
jr return
nop # delay slot
# now clean up uneeded registers
.unname FractionalOffset
.unname SubImageHeight
.unname SourceImageOffsetT
############################################################################
DoATextureRectangle:
.name LRSourceImageBitSize, $9
.name temp3, $16
.unname UNUSED11
.unname UNUSED13
.unname UNUSED19
.name Stride, $13
.name TileSize, $19
.name TextureShift, $11
.name vtmp3, $v13
# PUSH TEXLOADSTART
sh TexLoadStart, (18+RSP_SCRATCH_OFFSET)(zero)
# Do YClip hacks here
# First check if YEndR < 0, if so then return
bltz YEndR, DoATextureRectangleDone
# store return address since jumps below will clobber it, delay slot
sh return, (10+RSP_SCRATCH_OFFSET)(zero)
# Second check if YStartR < 0, if so then clip
# TStartP += ((-YStartR * ScaleY) >> 7) * (FlipTextureY ? -1 : 1);
# YStartR = 0;
bgez YStartR, NoYClipHack
# negate YStartR (make > 0)
sub temp, zero, YStartR
mtc2 temp, vtmp1[0]
mtc2 ScaleY, vtmp2[0]
# Now we do a IxI = 32 bit I multiply here
vmudh vtmp2, vtmp1, vtmp2[0]
vsar vtmp2, vtmp1, vtmp2[0]
vsar vtmp3, vtmp1, vtmp2[1]
# Now shift answer down by 7 bits
vmudl vtmp3, vtmp3, vconst[7]
vmadm vtmp2, vtmp2, vconst[7]
vmadn vtmp3, vzero, vzero[0]
# Move result into scaler register
mfc2 temp2, vtmp3
# Check if we have FlipTextureY
lb temp, RSP_SP_FLIPY(in_bufp)
beq temp, zero, NoFlipY7
nop # delay slot
sub temp2, zero, temp2
.unname vtmp1
.unname vtmp2
NoFlipY7:
add TStartP, TStartP, temp2
addi YStartR, zero, 0
NoYClipHack:
# open for output, need to save and restore register $18
# since it holds the TexLoadEnd value need later
sh TexLoadEnd, (8+RSP_SCRATCH_OFFSET)(zero)
#if !(defined(OUTPUT_DRAM)||defined(OUTPUT_FIFO))
jal OutputOpen
addi $18, zero, 72 # Total size of all commands written out
#endif /* !(OUTPUT_DRAM || OUTPUT_FIFO) */
# We delay popping back the return address until after we've
# done the SETTIMG address fixup routine below
# pop back TexLoadEnd
lh TexLoadEnd, (8+RSP_SCRATCH_OFFSET)(zero)
# Now we start computing and writing out the necessary texture commands
# Do common setup of TextureShift
addi TextureShift, zero, G_TEXTURE_IMAGE_FRAC
# Load in SourceImageBitSize, use it to determine if we have a 4 bit texture
lb LRSourceImageBitSize, RSP_SP_SOURCEBITSIZE(in_bufp)
beq LRSourceImageBitSize, zero, FourBitTexture
# delay slot, Common setup of Stride
lh Stride, RSP_SP_STRIDE(in_bufp)
Non4BitTexture:
# LRSourceImageBitSize = ((((((SourceImageOffsetS + SubImageWidth - 1)) -
# (SourceImageOffsetS)+1) * TileBytes[SourceImageBitSize])+7)>>3);
# Why this awful mess is defined this way in the gbi macros, I have no clue
# the simplification of this is:
# LRSourceImageBitSize = (SubImageWidth * TileBytes[SourceImageBitSize] + 7 ) >> 3;
# Note that since TileBytes[SourceImageBitSize] = LineBytes[SourceImageBitSize]
# and that TileBytes[0,1,2,3] = {0,1,2,2}, we are just going to special case
# this rather than doing a true array lookup. Also note that after the array
# lookup, we are going to be multiplying by a power of two. But note that since
# we are assuming we don't have a 4 bit texture then we can change to doing
# a logical shift. But we only need to do a shift if the index = 2 or 3. So we
# special case index == 1 below and avoid the array lookup and multiplication.
# If we loaded a 1, then jump past left shift
addi temp, zero, 1
beq LRSourceImageBitSize, temp, LRAdjustDone
# delay slot
# load SubImageWidth into register
lh LRSourceImageBitSize, RSP_SP_SUBWIDTH(in_bufp)
# We have a 2 or 3, so we left shift LRSourceImageBitSize by 1
sll LRSourceImageBitSize, LRSourceImageBitSize, 1
LRAdjustDone:
# Now we add 7
addi LRSourceImageBitSize, LRSourceImageBitSize, 7
# now right shift 3
srl LRSourceImageBitSize, LRSourceImageBitSize, 3
j SizeSpecificSetupDone
# delay slot
lb TileSize, RSP_SP_SOURCEBITSIZE(in_bufp)
FourBitTexture:
# LRSourceImageBitSize = NumWordsPerLine = (SubImageWidth * 4 + 63) >> 6 ;
# load SubImageWidth into register
lh LRSourceImageBitSize, RSP_SP_SUBWIDTH(in_bufp)
sll LRSourceImageBitSize, LRSourceImageBitSize, 2
addi LRSourceImageBitSize, LRSourceImageBitSize, 63
srl LRSourceImageBitSize, LRSourceImageBitSize, 6
# Now setup TileSize and finish TextureShift and finish Stride
addi TileSize, zero, G_IM_SIZ_8b
addi TextureShift, TextureShift, -1
addi Stride, Stride, 1
srl Stride, Stride, 1
SizeSpecificSetupDone:
# Now write out the gDPSetTextureImage command
addi temp, zero, G_SETTIMG
sb temp, 0(outp) # output rdp command
# Now write out format and size values
# Load in SourceImageType
lb temp, RSP_SP_SOURCETYPE(in_bufp)
sll temp, temp, 2
or temp, temp, TileSize
sll temp, temp, 3
sb temp, 1(outp) # output format & size
# for some bizarre reason, the gsSetImage() gbi macro
# subtracts 1 from the image width. Why?
addi temp, Stride, -1
sh temp, 2(outp) # output width
# Now we temporarily store away TileSize, Stride and TextureShift
# since address fixup procedure stomps on those
sh TileSize, (12+RSP_SCRATCH_OFFSET)(zero)
sh Stride, (14+RSP_SCRATCH_OFFSET)(zero)
sh TextureShift, (16+RSP_SCRATCH_OFFSET)(zero)
.unname TileSize
.name addr, $19
# Load in SourceImagePointer
lw addr, RSP_SP_SOURCEP(in_bufp)
# Subroutine uses registers $11,$12,$13,$19
jal AddrFixup
nop # delay slot
sw addr, 4(outp) # output DRAM address
# pop back return address stored earlier
lh return, (10+RSP_SCRATCH_OFFSET)(zero)
.unname addr
.name TileSize, $19
# retrieve stored TileSize, stride and TextureShift
lh TileSize, (12+RSP_SCRATCH_OFFSET)(zero)
lh Stride, (14+RSP_SCRATCH_OFFSET)(zero)
lh TextureShift, (16+RSP_SCRATCH_OFFSET)(zero)
addi outp, outp, 8 # increment output pointer
# HOW EXPENSIVE IS IT TO RELOAD VALUES FROM MEMORY?
# SHOULD I KEEP THESE IN REGISTERS FOR REUSE?
# SOME OF THESE CONSTANTS ARE DEFINED AS ZERO, DON'T
# NEED TO WRITE THOSE OUT, LOOK FOR THOSE LATER
# Now write out gDPSetTile command
addi temp, zero, G_SETTILE
sb temp, 0(outp) # output rdp command
# Load in SourceImageType
lb temp, RSP_SP_SOURCETYPE(in_bufp)
sll temp, temp, 2
or temp, temp, TileSize
sll temp, temp, 27
add temp2, zero, LRSourceImageBitSize
sll temp2, temp2, 17
or temp, temp, temp2
# Tmem adrs == 0, so no need to do anything
# Now write out 4 bytes, these will overlap
# with the next 4 bytes written out, so we
# will set up the tile parameter below
sw temp, 1(outp)
# Put in Tile number = G_TX_LOADTILE
addi temp, zero, G_TX_LOADTILE
sll temp, temp, 24
# Palette == 0, so no need to do anything
# Now set up ct&mt = G_TX_CLAMP | G_TX_NOMIRROR
addi temp2, zero, G_TX_CLAMP | G_TX_NOMIRROR
sll temp2, temp2, 18
or temp, temp, temp2
# Mask T == 0, so no need to do anything
# Shift T == 0, so no need to do anything
# Now set up cs&ms = G_TX_CLAMP | G_TX_NOMIRROR
addi temp2, zero, G_TX_CLAMP | G_TX_NOMIRROR
sll temp2, temp2, 8
or temp, temp, temp2
# Mask S == 0, so no need to do anything
# Shift T == 0, so no need to do anything
# Now write out second set of overlapping 4 bytes
# This write has the correct Tile information
sw temp, 4(outp)
addi outp, outp, 8 # increment output pointer
# Now write out gDPLoadSync command
addi temp, zero, G_RDPLOADSYNC
sll temp, temp, 24 # shift over command
sw temp, 0(outp) # output rdp command
sw zero, 4(outp)
addi outp, outp, 8 # increment output pointer
# Now write out gDPLoadTile command
addi temp, zero, G_LOADTILE
sb temp, 0(outp) # output rdp command
# Load in SL, save it for use later
lh temp3, RSP_SP_SOURCEOFFSETS(in_bufp)
sllv temp, temp3, TextureShift
sll temp, temp, 20
# Load in TL
add temp2, zero, TexLoadStart
sll temp2, temp2, 10 # includes shift by G_TEXTURE_IMAGE_FRAC
or temp, temp2, temp
# Now write out 4 bytes, these will overlap
# with the next 4 bytes written out, so we
# will set up the tile parameter below
sw temp, 1(outp)
addi temp, zero, G_TX_LOADTILE
sll temp, temp, 24
# Load in SH, make use of stored SourceImageOffsetS from earlier
lh temp2, RSP_SP_SUBWIDTH(in_bufp)
add temp2, temp2, temp3
addi temp2, temp2, -1
sllv temp2, temp2, TextureShift
sll temp2, temp2, 12
or temp, temp2, temp
# Load in TH
add temp2, zero, TexLoadEnd
sll temp2, temp2, 2 # shift by G_TEXTURE_IMAGE_FRAC
or temp, temp2, temp
# Now write out second set of overlapping 4 bytes
# This write has the correct Tile information
sw temp, 4(outp)
addi outp, outp, 8 # increment output pointer
.unname TileSize
.unname Stride
.unname TextureShift
# Now write out gDPPipeSync command
addi temp, zero, G_RDPPIPESYNC
sll temp, temp, 24 # shift over command
sw temp, 0(outp) # output rdp command
sw zero, 4(outp)
addi outp, outp, 8 # increment output pointer
# Now write out second gDPSetTile command
addi temp, zero, G_SETTILE
sb temp, 0(outp) # output rdp command
# Load in SourceImageType
lb temp, RSP_SP_SOURCETYPE(in_bufp)
sll temp, temp, 2
# Load in SourceImageBitSize
lb temp2, RSP_SP_SOURCEBITSIZE(in_bufp)
or temp, temp, temp2
sll temp, temp, 27
add temp2, zero, LRSourceImageBitSize
sll temp2, temp2, 17
or temp, temp, temp2
# Tmem adrs == 0, so no need to do anything
# Now write out 4 bytes, these will overlap
# with the next 4 bytes written out, so we
# will set up the tile parameter below
sw temp, 1(outp)
# Put in Tile number = G_TX_RENDERTILE
addi temp, zero, G_TX_RENDERTILE
sll temp, temp, 24
# Palette == 0, so no need to do anything
# Now set up ct&mt = G_TX_CLAMP | G_TX_NOMIRROR
addi temp2, zero, G_TX_CLAMP | G_TX_NOMIRROR
sll temp2, temp2, 18
or temp, temp, temp2
# Mask T == 0, so no need to do anything
# Shift T == 0, so no need to do anything
# Now set up cs&ms = G_TX_CLAMP | G_TX_NOMIRROR
addi temp2, zero, G_TX_CLAMP | G_TX_NOMIRROR
sll temp2, temp2, 8
or temp, temp, temp2
# Mask S == 0, so no need to do anything
# Shift T == 0, so no need to do anything
# Now write out second set of overlapping 4 bytes
# This write has the correct Tile information
sw temp, 4(outp)
addi outp, outp, 8 # increment output pointer
# Now write out gDPSetTileSize command
addi temp, zero, G_SETTILESIZE
sb temp, 0(outp) # output rdp command
# SL and TL == 0, so just need to write out zeros
sw zero, 1(outp)
addi temp, zero, G_TX_RENDERTILE
sll temp, temp, 24
# Load in SH, make use of stored SourceImageOffsetS from earlier
lh temp2, RSP_SP_SUBWIDTH(in_bufp)
addi temp2, temp2, -1
sll temp2, temp2, 14 # includes shift by 2
or temp, temp2, temp
# Load in TH
add temp2, zero, TexLoadEnd
sub temp2, temp2, TexLoadStart
sll temp2, temp2, 2 # shift by G_TEXTURE_IMAGE_FRAC
or temp, temp2, temp
# Now write out second set of overlapping 4 bytes
# This write has the correct Tile information
sw temp, 4(outp)
addi outp, outp, 8 # increment output pointer
# Now write out the gSPTextureRectangle command
addi temp, zero, G_TEXRECT
sb temp, 0(outp) # output rdp command
# Now compute XH, load TargetRectangleWidth from scratch area
# store PScreenX into temp3 for use later
lh temp, (0+RSP_SCRATCH_OFFSET)(zero)
# sll temp, temp, 2
lh temp3, RSP_SP_PSCREENX(in_bufp)
add temp, temp, temp3
sll temp, temp, 20
# Load in YH
add temp2, zero, YEndR
sll temp2, temp2, 8
or temp, temp, temp2
# Now write out 4 bytes, these will overlap
# with the next 4 bytes written out, so we
# will set up the tile parameter below
sw temp, 1(outp)
# Now set up tile
addi temp, zero, G_TX_RENDERTILE
sll temp, temp, 24
# Now set up XL
sll temp3, temp3, 12
or temp, temp, temp3
# Now set up YL
or temp, temp, YStartR
# Now write out second set of overlapping 4 bytes
# This write has the correct Tile information
sw temp, 4(outp)
# Now write out S
# Previously we had computed and stored away SSTartR, retrieve from scratch
lh temp, (2+RSP_SCRATCH_OFFSET)(zero)
sh temp, 8(outp)
# Now write out dsdx, (T Written out in delay slot)
lh temp, RSP_SP_SCALEX(in_bufp)
# Check if we have FlipTextureX
lb temp2, RSP_SP_FLIPX(in_bufp)
beq temp2, zero, NoFlipX2
# Now write out T
sh TStartP, 10(outp) # delay slot
# We have FlipTextureX, so negate dsdx
sub temp, zero, temp
NoFlipX2:
sh temp, 12(outp)
# Now write out dtdy
# Check if we have FlipTextureY
lb temp2, RSP_SP_FLIPY(in_bufp)
beq temp2, zero, NoFlipY2
# delay slot
addi temp, ScaleY, 0
# We have FlipTextureY, so negate dtdy
sub temp, zero, ScaleY
NoFlipY2:
sh temp, 14(outp)
# store return address since jump below will clobber it
sh return, (10+RSP_SCRATCH_OFFSET)(zero)
jal OutputClose
addi outp, outp, 16 # delay slot
DoATextureRectangleDone:
# jump back to start of ComputeRectangles
j ComputeRectangles
# pop back return address, delay slot
lh return, (10+RSP_SCRATCH_OFFSET)(zero)
############################################################################
# .end case_G_SPRITE
ExitSprite:
# Fall through to where we came from
.unname ScaleY
.unname TEndP
.unname YStartP
.unname YEndR
.unname TEndR
.unname PScreenY
.unname TStartP
.unname temp
.unname TexLoadEnd