gdmem.h
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/**************************************************************************
* *
* Copyright (C) 1994, Silicon Graphics, Inc. *
* *
* These coded instructions, statements, and computer programs contain *
* unpublished proprietary information of Silicon Graphics, Inc., and *
* are protected by Federal copyright law. They may not be disclosed *
* to third parties or copied or duplicated in any form, in whole or *
* in part, without the prior written consent of Silicon Graphics, Inc. *
* *
*************************************************************************/
#
# gdmem.h
#
# This file lays out the DMEM usage for the RSP gspFast3D tasks
# and the gspLine3D tasks.
#
#include <rcp.h>
#include <os.h>
#include <sptask.h>
#
# IMPORTANT NOTE:
#
# Many of the following fields require some alignment, for the ld/st to
# work as efficiently as possible... Add this someday...
#
#
/*
* Memory layout of DMEM:
*
* The strategy is to divide up DMEM into a bunch of known regions
* that we can get to quickly to store/retrieve stuff.
*
* The order of things here is kind of important. Things that need
* to be initialized via DMA should be near the top. Some buffers
* require 64-bit alignment.
*
* -------------------------------------------------
* | Program data from compiler... | (must be first)
* | overlays, constants, etc. 272 bytes |
* |-----------------------------------------------|
* | RSP GFX State |
* | 80 bytes |
* |-----------------------------------------------|
* | RSP memory segment table: |
* | 16 x 4b = 64 bytes |
* | |
* |-----------------------------------------------|
* | Lights |
* | 384 bytes |
* |-----------------------------------------------|
* | Viewport: |
* | 16 bytes |
* |-----------------------------------------------|
* | Fog factors: |
* | 6 bytes |
* |-----------------------------------------------|
* | padding |
* | 2 bytes |
* |-----------------------------------------------|
* | Display list stack: 10 deep 40 bytes |
* | |
* |-----------------------------------------------|
* | Modelview Matrix top of stack: | 64-bit aligned
* | 4x4 x 4b |
* | 64 bytes |
* |-----------------------------------------------|
* | Projection Matrix top of stack: | 64-bit aligned
* | 4x4 x 4b |
* | 64 bytes |
* |-----------------------------------------------|
* | MP matrix: (Modelview * Projection) |
* | 4x4 x 4b (doubled for vector register) |
* | 64 bytes |
* |-----------------------------------------------|
* | Points buffer: 640 bytes |
* | |
* | 16 points, @ 40 bytes |
* | (includes clip coords, screen, etc.) |
* | |
* |-----------------------------------------------|
* | Input (display list) 320 bytes | 64-bit aligned
* | 40 cmds, @ 8bytes |
* |-----------------------------------------------|
* | Input (data) | 64-bit aligned
* | 256 bytes |
* | (needs to be big enough to hold 16 pts, etc.) |
* |-----------------------------------------------|
* | setup tmp 96 bytes |
* |-----------------------------------------------|
* | clip tmp 160 bytes |
* |-----------------------------------------------|
* | Output to RDP: | 64-bit aligned
* | 6 nasty triangles x 160b+ |
* | (cycle memory) 1024 bytes |
* |-----------------------------------------------|
* | Scratch space for intermediate results |
* | Holds clipped vertices during clip and setup. |
* | |
* | 480 bytes |
* -------------------------------------------------
*
*/
/*
* Memory addressing Strategy:
*
* All dmem will be addressed relative to register zero which is
* equivalent to the top of dmem.
* Memory is allocated in this file by adding bytes, halfs, words, etc.
* If alignment is required attempt to align by hand and use a
* .bound <byte_alignment>
* where <byte_alignment> is the number of bytes to align to. This will
* supply an error message when alignment is incorrect. To force alignment use
* .align <byte_alignment>
* which will force alignment by adding pad bytes.
* An error will occur if dmem is overflowed.
*
*/
.data
#################################################################
############## BEGIN INITIALIZING AND DEFINING DMEM USE #########
#################################################################
.print "----------------------------------------------------------\n"
RSP_PDATA_OFFSET:
#################################################################
############## OVERLAY TABLE ####################################
#################################################################
#
# Program module overlay table. Offsets and sizes are filled in by
# the 'buildtask' utility, destinations are the responsibility of
# the ucode.
#
# OVERLAY_OFFSET: offset from beginning of microcode in RDRAM and
# in .o file (filled in by buildtask).
# OVERLAY_SIZE: length of overlay in bytes (filled in by buildtask).
# OVERLAY_DEST: where in IMEM to put the overlay (filled in by
# microcode).
#
# The overlay table must be the first thing in DMEM.
# The 1st overlay must be the initial code.
#
.bound 0x80000000
OVERLAY_TAB_OFFSET:
#define OVERLAY_OFFSET 0
#define OVERLAY_SIZE 4
#define OVERLAY_DEST 6
#==========================================
#============= MAIN CODE OVERLAY ==========
#==========================================
OVERLAY_0_OFFSET:
# main module.
.word 0x0 # offset from beginning of code
.half 0x0 # size in bytes (-1)
.half 0x04001080 # destination
#==========================================
#============= NEWTONS OVERLAY ============
#==========================================
OVERLAY_1_OFFSET:
OVERLAY_NEWTON:
# Newton's module laid over boot code.
.word 0x0 # offset from beginning of code
.half 0x0 # size in bytes (-1)
.half 0x04001000 # destination
#==========================================
#============= CLIPPING OVERLAY ===========
#==========================================
#if defined(FASTLIGHT3D)||defined(CLIP_ALONE)||defined(FLIGHT)
#else
#define startClip 0 # bogus startClip if not using overlays
#endif
OVERLAY_2_OFFSET:
OVERLAY_CLIP:
# clip code
.word 0x0 # offset from beginning of code
.half 0x0 # size in bytes (-1)
.half startClip # destination
#==========================================
#============= LIGHTING OVERLAY ===========
#==========================================
OVERLAY_3_OFFSET:
OVERLAY_LIGHT:
# light code
.word 0x0 # offset from beginning of code
.half 0x0 # size in bytes (-1)
.half startClip # destination
#==========================================
#============= DONE OVERLAY ===============
#==========================================
OVERLAY_4_OFFSET:
OVERLAY_DONE:
# TaskDone and Yield code
.word 0x0 # offset from beginning of code
.half 0x0 # size in bytes (-1)
TASKYIELD:
.half startClip # destination
### ADD NEW OVERLAY TABLE ENTRIES HERE
#
#
############## END OF OVERLAY TABLE ##############################
#################################################################
############## QUAD CONSTANTS ###################################
#################################################################
#
# Constants. Setup a bunch of constants at compile-time. Be
# sure to #define the macros and offsets needed to access them.
#
#################################################################
#
#
# Initialize vconst; each element a different scalar constant...
#
.bound 8
VCONST_SCREENCLAMP:
.half 4090 # +xy clamp to +1000 (*4)
.half -4090 # -xy clamp to -1000 (*4)
.half 0x7fff # +z clamp max
.half 0x0000 # -z clamp to 0
.align 16
.bound 16
VCONST_OFFSET:
.half 0x0000 # 0
.half 0x0001 # 1
.half 0x0002 # 2
.half 0xffff # -1
.half 0x4000 # 1/4.0 in fixed-point fraction
.half 0x0004 # 4.0, for screen point scaling.
.half 0x0633 # (2047-4e0) for screen-space clamping.
.half 0x0200 # 1/512.0 for pixel-packed loads
#
# Initialize vconst; each element a different scalar constant...
#
#ifdef LINE3D
VCONST1_OFFSET:
.half 0x7fff # for setup w scale
.half 0xfff8 # to clear lower bits for EW fracs
.half 0x0008 # mult by 8 for LOD computation.
.half 0x0010 #
.half 0x0020 # for z scale
.half 0x8000 #
.half 0x0755 # 1877=(2048-640)/0.75 for slope clamp
.half 0x0000 # not used
#endif /* LINE3D */
#ifdef FAST3D
VCONST1_OFFSET:
.half 0x7fff # for setup w scale
.half 0xfff8 # to clear lower bits for EW fracs
.half 0x0008 # mult by 8 for LOD computation.
# .half 0x00fd # 1/128 * 0.990 *.5 (sqrt correction) (.5 for sf
.half 0x0040 # 1/128 * .5 * .25 (sqrt correct) (.5 for sf
.half 0x0020 # for z scale
#ifdef F3DLP_GBI
.half 0xfffc # round screen position to integer *** YASU ***
#else
.half 0x8000 # test bow-tie fix
#endif
.half 0x01cc # 460 = 2048/3 for slope clamp
# WARNING: used in lighting. Tell Acorn if this
# value becomes >0x200 or <0x100.
.half 0xcccc # W multiplier(0.8). 1/w ranges from 0 to 0.8
#endif /* FAST3D */
#ifdef SPRITE2D
VCONST1_OFFSET:
.half 0x7fff # for setup w scale
.half 0xfff8 # to clear lower bits for EW fracs
.half 0x0008 # mult by 8 for LOD computation.
# .half 0x00fd # 1/128 * 0.990 *.5 (sqrt correction) (.5 for sf
.half 0x0040 # 1/128 * .5 * .25 (sqrt correct) (.5 for sf
.half 0x0020 # for z scale
#ifdef F3DLP_GBI
.half 0xfffc # round screen position to integer *** YASU ***
#else
.half 0x8000 # test bow-tie fix
#endif
.half 0x01cc # 460 = 2048/3 for slope clamp
# WARNING: used in lighting. Tell Acorn if this
# value becomes >0x200 or <0x100.
.half 0xcccc # W multiplier(0.8). 1/w ranges from 0 to 0.8
#endif /* FAST3D */
#
# Initialize OpenGL correction scale
#
VOPENGL_OFFSET:
.half 0x0001 # x
.half 0xffff # y
.half 0x0001 # z
.half 0x0001 # w
.half 0x0001 # x
.half 0xffff # y
.half 0x0001 # z
.half 0x0001 # w
#
# Initialize constant vector for Newton's iteration
#
#ifndef NONEWTONTBL
VNEWT_OFFSET:
.half 0x0002 # this element not used
.half 0x0002 # this element not used
.half 0x0002 # this element not used
.half 0x0002 # MUST BE 2 !
.half 0x0002 # this element not used
.half 0x0002 # this element not used
.half 0x0002 # this element not used
.half 0x0002 # MUST BE 2 !
#endif
#
#
############## END OF CONSTANTS ##################################
#################################################################
############## CLIPPING & LIGHTING ##############################
#################################################################
#
# static tables and masks for clipping & lighting
#
#################################################################
#
.bound 16
CLIP_SELECT: # NOTE: MOVEWORD command alters these
.word 0x00010000 # -x plane (1 0 0 1)
#ifdef F3DLP_GBI
.word 0x00000002 # Reject box factor
#else
.word 0x00000001 # -x
#endif
.word 0x00000001 # -y plane (0 1 0 1)
.word 0x00000001 # -y
.word 0x00010000 # +x plane (1 0 0 -1)
.word 0x0000ffff # +x
.word 0x00000001 # +y plane (0 1 0 -1)
.word 0x0000ffff # +y
.word 0x00000000 # +z plane (0 0 1 -1)
.word 0x0001ffff # +z
.word 0x00000000 # -z plane (0 0 1 1)
#ifdef NEAR_CLIP_OFF
.word 0x00000001 # -z if NEARCLIP_OFF: (0 0 0 1)
#else /* NEAR_CLIP_OFF */
.word 0x00010001 # -z if NEARCLIP_OFF: (0 0 0 1)
#endif /* NEAR_CLIP_OFF */
.bound 8
#if defined(FASTLIGHT3D)||defined(CLIP_ALONE)||defined(FLIGHT)
DOLIGHT:
.half doLight
#else /* FASTLIGHT3D or CLIP_ALONE */
DOLIGHT:
.half 0 # pad
#endif /* FASTLIGHT3D or CLIP_ALONE */
.half 0x7fff # 1-.0x0001
.half 0x571d # 0x571d for arccos
.half 0x3a0c # 0x3a0b+.0x0001 for arccos
.bound 2
CLIP_MASKS_TABLE:
CLIPMASKS:
#ifdef F3DLP_GBI
.bound 8
REJECT_RATIO:
.half 0x0002 # X
.half 0x0002 # Y
.half 0x0001 # Z
.half 0x0000 # Pad
REJECT_FLAG:
.half 0x7fff # Reject (0x7fff)
.half 0x8000 # Accept (0x8000)
#else
.half 0x0001 # -x plane
.half 0x0002 # -y plane
.half 0x0100 # +x plane
.half 0x0200 # +y plane
.half 0x4000 # +z plane
.half 0x0040 # -z plane (not always used)
#endif
ANCHOR:
.half 0x0000
TASKDONE:
#if defined(FASTLIGHT3D)||defined(CLIP_ALONE)||defined(FLIGHT)
.half taskDone
#else /* FASTLIGHT3D or CLIP_ALONE */
.half 0 # pad
#endif /* FASTLIGHT3D or CLIP_ALONE */
#
#
############## END OF CLIPPING & LIGHTING ########################
#################################################################
############## SCALAR CONSTANTS #################################
#################################################################
#
# Constants. Setup a bunch of constants at compile-time. Be
# sure to #define the macros and offsets needed to access them.
#
#################################################################
#
#
# a common necessary mask value
#
.bound 4
#if 0
SEGADDR_MASK_OFFSET:
.word 0x00ffffff # segment address mask.
#endif
#
#
############## END OF SCALAR CONSTANTS ##########################
#################################################################
############## JUMP TABLES ######################################
#################################################################
#
# Jump Tables: These DMEM jump tables are only 16 bits, that's
# plenty, given only 4K of IMEM...
#
# Jump tables should be 'complete', any new command in the
# mbi should be included here, even if it's a jump to GfxDone
# in some cases (a no-op).
#
# Notice also that a bunch of #ifdef's are used to disable
# certain commands for certain versions of the microcode.
# Patching the 'GfxDone' label into the table makes a command
# be a no-op.
#
#################################################################
#
#====================================================================
# setup a jump table for the optypes:
# This table is the high-level handler for the display list commands.
# Based on the upper 2 bits, each different type of command is handled
# differently.
#====================================================================
.bound 2
OPTYPE_JMP_OFFSET:
.half doDMA
GFXDONE:
.half GfxDone # dummy label, invalid op type
.half doIMM
.half doRDP
#====================================================================
# setup a jump table for the DMA ops:
#====================================================================
DMA_JMP_OFFSET:
.half GfxDone # all 0's is G_SPNOOP
.half case_G_MTX
.half GfxDone # case_G_MTX_STATE not implemented
.half case_G_MOVEMEM # viewport and light
.half case_G_VTX
.half GfxDone # case_G_TRIN not implemented
.half case_G_DL
.half GfxDone # not implemented
.half GfxDone # not implemented
#ifdef SPRITE2D
.half case_G_SPRITE
#elif (defined(RSP_PAUSE))
.half case_G_RSP_PAUSE
#else
.half GfxDone
#endif
#====================================================================
# setup a jump table for the IMM ops:
# IMPORTANT: ADD NEW OPCODES AT TOP OF THIS TABLE
#====================================================================
IMM_JMP_OFFSET:
#if (defined(F3DLP_GBI)||defined(F3DEX_GBI))
#ifdef SWITCH_UCODE
.half case_G_SWITCH_UCODE
#else
.half GfxDone
#endif
#ifdef BRANCH_Z
.half case_G_BRANCH_Z
#else
.half GfxDone
#endif
#endif
#if (defined(F3DLP_GBI)||defined(F3DEX_GBI))
.half case_G_TRI2
.half case_G_MODIFYVTX
#else
.half GfxDone
.half case_G_RDPHALF_CONT
#endif
.half case_G_RDPHALF_2
.half case_G_RDPHALF_1
#ifdef LINE3D
.half case_G_LINE3D
#endif
#ifdef FAST3D
#ifdef TXLOAD4b
.half case_G_TXTRBLK_4b_1
#else
.half GfxDone # Lines not grokked in triangle code
#endif
#endif
#ifdef SPRITE2D
.half GfxDone # Lines not grokked in triangle code
#endif
.half case_G_CLEARGEOMETRYMODE
.half case_G_SETGEOMETRYMODE
.half case_G_ENDDL
.half case_G_SETOTHERMODE_L
.half case_G_SETOTHERMODE_H
.half case_G_TEXTURE
.half case_G_MOVEWORD
.half case_G_POPMTX
#ifdef TXLOAD4b
.half case_G_TXTRBLK_4b_2
#else
# LP では CullDL をサポートしなかったが Rej になってサポート開始
.half case_G_CULLDL
#endif
#ifdef LINE3D
.half case_G_TRI1 # Tri's grokked differently in line microcoode
#endif
#ifdef FAST3D
.half case_G_TRI1
#endif
#ifdef SPRITE2D
.half GfxDone
#endif
# ADD NEW IMM OPCODES ONLY AT TOP OF LIST, NOT HERE
.symbol NUMBER_OF_IMM, 17
.symbol IMM_JMP_ADD, (IMM_JMP_OFFSET)+(((G_IMMFIRST)+(NUMBER_OF_IMM)+1)*2)
#====================================================================
# no jump table for the RDP ops is needed.
#====================================================================
#
#
############## END OF JUMP TABLES ################################
#################################################################
############## LABEL CONSTANTS ##################################
#################################################################
#
# Labels for loading jump addresses
#
#################################################################
#
.bound 2
#==========================================
#============= DUMMY LABELS ===============
#==========================================
#ifdef NODATA
CLIP_STATE_TABLE:
.half 0
FOUND_OUT:
.half 0
.half 0
.half 0
CLIPDRAWLOOP:
.half 0
DOCLIP:
.half 0
NEXTCLIP:
.half 0
#else /* NODATA */
#ifdef LINE3D
CLIP_STATE_TABLE:
.half 0
FOUND_OUT:
.half 0
.half 0
.half 0
CLIPDRAWLOOP:
.half 0
DOCLIP:
.half doClip
NEXTCLIP:
.half nextClip
#endif /* LINE3D */
#ifdef FAST3D
#==========================================
#============= REAL LABELS ================
#==========================================
CLIP_STATE_TABLE:
.half foundIn
FOUND_OUT:
.half foundOut
.half foundFirstIn
.half foundFirstOut
CLIPDRAWLOOP:
.half clipDrawLoop
DOCLIP:
.half doClip
NEXTCLIP:
.half nextClip
#endif /* FAST3D */
#ifdef SPRITE2D
CLIP_STATE_TABLE:
.half 0
FOUND_OUT:
.half 0
.half 0
.half 0
CLIPDRAWLOOP:
.half 0
DOCLIP:
.half 0
NEXTCLIP:
.half 0
#endif /* SPRITE2D */
#endif /* NODATA */
DMAWAITDL:
.half DMAWaitDL
#
#
############## END OF LABELS #####################################
PROGRAM_PAD_OFFSET:
######################################################################
############## DMEM STATE ############################################
######################################################################
#
# Up to this point, we have been just filling in compile-time
# structures. The rest of this initialization sets up the DMEM
# state for the beginning of the graphics task.
#
# Alignment is important, changes above might screw up initialization
# in a bad way...
#
######################################################################
#
#
# initialize RSP GFX state.
#
.bound 2
RETURNJUMP:
.half 0x0000
.bound 4
RSP_STATEP_YIELD_STORE:
.word 0x0 # where to store yield dmem
.bound 4
RSP_STATEP_RDPHALF:
.word 0x0 # RSP_STATE_RDPHALF
.align 8
.bound 8
RSP_STATE_OFFSET:
.bound 4
#if (defined(F3DEX_GBI)||defined(F3DLP_GBI))
RSP_STATEP_PERSPNORM_H:
.half 0x0000 # PERSPNORM tophalf (always 0)
RSP_STATEP_PERSPNORM:
.half 0xffff # RSP_STATE_PERSPNORM
#else
RSP_STATEP_DL_N:
.byte 0x0 # RSP_STATE_DL_N
.align 2
.bound 2
RSP_STATEP_PERSPNORM:
.half 0xffff # RSP_STATE_PERSPNORM
#endif
.align 4
.bound 4
RSP_STATEP_RENDER:
#ifdef CLIPSWITCH
.half G_CLIPPING_H # RSP_STATE_RENDER
#else
.half 0x0 # RSP_STATE_RENDER
#endif
RSP_STATEP_RENDER_L:
.byte 0x0 # RSP_STATE_RENDER
RSP_STATEP_TRI:
.byte 0x0 # RSP_STATE_RENDER
.bound 8
RSP_STATEP_OTHER_H:
.byte G_RDPSETOTHERMODE # RSP_STATE_OTHER_H
.byte 0x08 # RSP_STATE_OTHER_H
.byte 0x0c # RSP_STATE_OTHER_H
.byte 0xff # blend mask is fixed
RSP_STATEP_OTHER_L:
.word 0x0 # RSP_STATE_OTHER_L
.bound 8
RSP_STATEP_TEX_CMD:
.byte 0x0 # RSP_STATE_TEX_CMD
RSP_STATEP_TEX_LOD:
.byte 0x0 # RSP_STATE_TEX_LOD
RSP_STATEP_TEX_TILE:
.byte 0x0 # RSP_STATE_TEX_TILE
RSP_STATEP_TEX_PAD:
.byte 0x0
RSP_STATEP_TEX_SCALE_S:
.half 0x0 # RSP_STATE_TEX_SCALE_S
RSP_STATEP_TEX_SCALE_T:
.half 0x0 # RSP_STATE_TEX_SCALE_T
.bound 4
RSP_STATEP_FIFO_OUTP:
RSP_STATEP_DRAM_OUTP:
.word 0x0 # RSP_STATE_DRAM_OUTP
RSP_STATEP_L_LEN: # altered by MOVEWORD command
.word 0x80000040 # # lights * RSP_L_LEN (1 light default)
.bound 4
RSP_STATEP_DRAM_STACK:
.word 0x0 # RSP_STATE_DRAM_STACK
.bound 4
RSP_STATEP_MMTX_STACK_P:
.word 0x0 # RSP_STATE_MMTX_STACK_P
RSP_STATEP_TXTR_ATTR: # Texture Attributes
RSP_STATEP_XOFF:
.half 0x4000 # x offset
RSP_STATEP_YOFF:
.half 0x4000 # y offset
RSP_STATEP_HCURVE:
.half 0 # horizontal curve
RSP_STATEP_VCURVE:
.half 0 # vertical curve
.bound 16 # MUST BE LAST 4 half'S OF QUAD
.bound 8
RSP_STATEP_DRAM_OUT_LENP: # RSP_STATE_DRAM_OUT_LENP
.word 0x0
#ifdef LINE3D
.bound 4
RSP_STATEP_SCISSOR_XH:
.half 0x0000 # RSP_STATE_SCISSOR_XH
RSP_STATEP_SCISSOR_YH:
.half 0x0000 # RSP_STATE_SCISSOR_YH
RSP_STATEP_SCISSOR_XL:
.half 0x0000 # RSP_STATE_SCISSOR_XL
RSP_STATEP_SCISSOR_YL:
.half 0x0000 # RSP_STATE_SCISSOR_YL
#endif /* LINE3D */
#ifdef FAST3D
#ifdef F3DLP_GBI
RSP_STATEP_VPTR_COEFF:
.half RSP_POINTS_SIZE # value
.half RSP_POINTS_OFFSET_RV # offset
#else
.half 0x0000 # pad
.half 0x0000 # pad
#endif
RSP_STATEP_DL_N:
.byte 0x0 # RSP_STATE_DL_N
.byte 0x0 # pad
.half 0x0000 # pad
#endif
#ifdef SPRITE2D
.half 0x0000 # pad
.half 0x0000 # pad
.half 0x0000 # pad
.half 0x0000 # pad
#endif
.align 8
.bound 8
RSP_STATEP_FIFO_BUF_TOP:
RSP_STATEP_DRAM_OUT_LEN:
.word 0x0 # RSP_STATE_DRAM_OUT_LEN
RSP_STATEP_FIFO_BUF_END:
.word 0x0 # is a 64-bit counter
.bound 2
RETURNJUMP2:
.half 0x0000
#ifdef DMA2BUF
RSP_STATEP_FIFO_DMA2BUF:
.half RSP_OUTPUT_OFFSET
#else
#ifdef LINE3D
RSP_STATEP_DL_N:
.byte 0x0 # RSP_STATE_DL_N
.byte 0x0 # pad
#endif
#endif
.align 4
.bound 4
RSP_STATEP_MMTX_STACK_MAX:
.word 0x0 # RSP_STATE_MMTX_STACK_MAX
.symbol RSP_STATE_YIELD_STORE, (RSP_STATEP_YIELD_STORE)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_DL_N, (RSP_STATEP_DL_N)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_OTHER_H, (RSP_STATEP_OTHER_H)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_OTHER_L, (RSP_STATEP_OTHER_L)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_RENDER, (RSP_STATEP_RENDER)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_RENDER_L, (RSP_STATEP_RENDER_L)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_TRI, (RSP_STATEP_TRI)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_DRAM_STACK, (RSP_STATEP_DRAM_STACK)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_MMTX_STACK_P, (RSP_STATEP_MMTX_STACK_P)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_MMTX_STACK_MAX, (RSP_STATEP_MMTX_STACK_MAX)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_TEX_CMD, (RSP_STATEP_TEX_CMD)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_TEX_LOD, (RSP_STATEP_TEX_LOD)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_TEX_TILE, (RSP_STATEP_TEX_TILE)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_TEX_SCALE_S, (RSP_STATEP_TEX_SCALE_S)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_TEX_SCALE_T, (RSP_STATEP_TEX_SCALE_T)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_FIFO_OUTP, (RSP_STATEP_FIFO_OUTP)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_FIFO_BUF_TOP, (RSP_STATEP_FIFO_BUF_TOP)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_FIFO_BUF_END, (RSP_STATEP_FIFO_BUF_END)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_DRAM_OUTP, (RSP_STATEP_DRAM_OUTP)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_DRAM_OUT_LEN, (RSP_STATEP_DRAM_OUT_LEN)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_DRAM_OUT_LENP, (RSP_STATEP_DRAM_OUT_LENP)-(RSP_STATE_OFFSET)
#ifdef DMA2BUF
.symbol RSP_STATE_FIFO_DMA2BUF, (RSP_STATEP_FIFO_DMA2BUF)-(RSP_STATE_OFFSET)
#endif
.symbol RSP_STATE_L_LEN, (RSP_STATEP_L_LEN)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_PERSPNORM, (RSP_STATEP_PERSPNORM)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_RDPHALF, (RSP_STATEP_RDPHALF)-(RSP_STATE_OFFSET)
#ifdef LINE3D
.symbol RSP_STATE_SCISSOR_XH, (RSP_STATEP_SCISSOR_XH)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_SCISSOR_XL, (RSP_STATEP_SCISSOR_XL)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_SCISSOR_YH, (RSP_STATEP_SCISSOR_YH)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_SCISSOR_YL, (RSP_STATEP_SCISSOR_YL)-(RSP_STATE_OFFSET)
#endif /* LINE3D */
#ifdef F3DLP_GBI
.symbol RSP_STATE_VPTR_COEFF, (RSP_STATEP_VPTR_COEFF)-(RSP_STATE_OFFSET)
#endif
.symbol RSP_STATE_HCURVE, (RSP_STATEP_HCURVE)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_VCURVE, (RSP_STATEP_VCURVE)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_XOFF, (RSP_STATEP_XOFF)-(RSP_STATE_OFFSET)
.symbol RSP_STATE_YOFF, (RSP_STATEP_YOFF)-(RSP_STATE_OFFSET)
#
#
############## END OF RSP STATE ##################################
##################################################################
############## MEMORY SEGMENT TABLE ##############################
##################################################################
#
# initialize memory segment table.
# altered by MOVEWORD command
#
.align 4
.bound 4
RSP_SEG_OFFSET:
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
#ifndef LESSSEGMENT
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
#endif
#
#
############## END OF MEMORY SEGMENT TABLE #######################
##################################################################
############## REFLECTANCE TABLE #################################
##################################################################
#
#
# define offsets for the light structure:
#
# bytes:
# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
# . . . . . . . . . . . . . . . .
# -----------------------------------------------------------------
# |S.x|S.y|S.z|000|S.x|S.y|S.z|000|000|000|000|000|000|000|000|000|
# -----------------------------------------------------------------
# |T.x|T.y|T.z|000|T.x|T.y|T.z|000|TVx|TVy|TVz|000|000|000|000|000|
# -----------------------------------------------------------------
# |TMx|TMy|TMz|000|TMx|TMy|TMz|000|000|000|000|000|000|000|000|000|
# -----------------------------------------------------------------
# |D.x|D.y|D.z|000|D.x|D.y|D.z|000|SVx|SVy|SVz|000|000|000|000|000|
# -----------------------------------------------------------------
# |SMx|SMy|SMz|000|SMx|SMy|SMz|000|000|000|000|000|000|000|000|000|
# -----------------------------------------------------------------
#
# S.xyz = S select vector (always 0x80000000 = [-1 0 0])
# T.xyz = T select vector (always 0x00800000 = [ 0 -1 0])
# TVxyz = T direction in Viewspace (Up vector)
# TMxyz = T direction in Modelspace (calculated by microcode)
# SVxyz = S direction in Viewspace (Right vector)
# SMxyz = S direction in Modelspace (calculated by microcode)
# D.xyz = Dummy color (must always be 0x00000000 = [0 0 0])
#
#
#define RSP_R_SCALE 0
#define RSP_R_DIR_VIEW 8
#define RSP_R_PAD 12
#define RSP_R_DIR 16
.align 16
.bound 16 /* must be quad aligned */
RSP_LIGHTS_OFFSET:
RSP_SELECT_S:
.word 0x80000000 # S select vector
.word 0x80000000 # S select vector
.word 0x0 # pad
.word 0x0 # pad
RSP_R_LOOKATX:
.word 0x00800000 # T select vector
.word 0x00800000 # T select vector copy
.word 0x7f000000 # reflectance direction (world) T (x)
.word 0x0 # pad
.word 0x0 # reflectance direction (modeling) T
.word 0x0 # reflectance direction copy
.word 0x0 # pad
.word 0x0 # pad
RSP_R_LOOKATY:
.word 0x00000000 # dummy color (must be 0)
.word 0x00000000 # dummy color (must be 0)
.word 0x007f0000 # reflectance direction (world) S (y)
.word 0x0 # pad
.word 0x0 # reflectance direction (modeling) S
.word 0x0 # reflectance direction copy
.word 0x0 # pad
.word 0x0 # pad
#
#
############## END OF REFLECTANCE TABLE ##########################
### NOTE: DO NOT PUT ANYTHING BETWEEN THE REFLECTANCE AND LIGHT TABLES
##################################################################
############## LIGHTING TABLE ####################################
##################################################################
#
# IMPORTANT!!! THIS MUST IMMEDIATELY FOLLOW THE REFLECTANCE TABLE!!!
#
# define offsets for the light structure:
#
# bytes:
# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
# . . . . . . . . . . . . . . . .
# -----------------------------------------------------------------
# |c.r|c.g|c.b| |c.r|c.g|c.b| |w.x|w.y|w.z| | | | | |
# ----------------------------------------------------------------|
# |m.x|m.y|m.z| |m.x|m.y|m.z| | | | | | | | | |
# ----------------------------------------------------------------|
#
# c.r light color, red componant (supplied vi MOVEMEM command)
# c.g light color, green componant (supplied vi MOVEMEM command)
# c.b light color, blue componant (supplied vi MOVEMEM command)
# w.x light direction, world coords (supplied vi MOVEMEM command)
# w.y light direction, world coords (supplied vi MOVEMEM command)
# w.z light direction, world coords (supplied vi MOVEMEM command)
# m.x light direction, model coords (calculated by the microcode)
# m.y light direction, model coords (calculated by the microcode)
# m.z light direction, model coords (calculated by the microcode)
# blank pad, don't care (can be any value)
#
# There are 2 copies of the light color and 2 copies of the modeling
# coordinate light direction.
#
# light direction is a vector pointing from the object towards the light.
#
# NOTE: the last light in the table is the ambient light of which only c.r,
# c.g, and c.b are used.
#
#
#define RSP_L_COL 0
#define RSP_L_DIR_VIEW 8
#define RSP_L_PAD 12
#define RSP_L_DIR 16
#define RSP_L_LEN 32
.bound 16 /* must be quad aligned. */
RSP_L_0:
RSP_LIGHT_COL:
.word 0x0 # light #1 color (black)
.word 0x0 # light #1 color copy
.word 0x0 # light #1 direction (world)
.word 0x0 # pad
.word 0x0 # light #1 direction (modeling)
.word 0x0 # light #1 direction copy
# .word 0x0 # pad
# .word 0x0 # pad
VCONST3_OFFSET:
.half 0xe001 # min clamp for lighting direction
.half 0x1fff # max clamp for lighting direction
.half 4 # multiplier after clamp
.half 0 # pad
RSP_L_1:
.word 0xFF000000 # ambient color (red)
.word 0xFF000000 # ambient color copy
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0 # pad
.word 0x0 # pad
/* NewCom 仕様としてライトの数を 8->4 にした分の空き 128 bytes を VTX Offset
テーブルへ回す */
#ifndef NEWCOM
RSP_L_2:
.word 0x0 # light #2 (uninitialized)
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0 # pad
.word 0x0 # pad
RSP_L_3:
.word 0x0 # light #3 (uninitialized)
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0 # pad
.word 0x0 # pad
#endif
#if (defined(F3DEX_GBI)||defined(F3DLP_GBI))
# ifndef NEWCOM
RSP_L_4: # light #4 (initialized to magic values)
.word 0x00000000
.word 0x00000000
.word 0x00000000
.word 0x00000000
.word 0x00000000
.word 0x00000000
.word 0x00000000
.word 0x00000000
RSP_L_5: # light #5 (initialized to magic values)
.word 0x00000000
.word 0x00000000
.word 0x00000000
.word 0x00000000
.word 0x00000000
.word 0x00000000
.word 0x00000000
.word 0x00000000
RSP_L_6: # light #6 (initialized to magic values)
# else
RSP_L_2:
# endif
.word 0x52535020 # "RSP "
.word 0x47667820 # "Gfx "
.word 0x75636f64 # "ucod"
.half 0x6520 # "e "
# if (defined(VER_NCOM)) /******* F3DNCom *******/
# ifdef NEAR_CLIP_OFF
.half 0x4633 #
.word 0x444e436f # "F3DNCom.NoN/I "
.word 0x6d2e4e6f #
.word 0x4e2f4920 #
# elif (defined(F3DLP_GBI))
.half 0x4633 #
.word 0x444e436f # "F3DNCom.Rej/I "
.word 0x6d2e5265 #
.word 0x6a2f4920 #
# else /* NEAR_CLIP_OFF */
.half 0x4633 #
.word 0x444e436f # "F3DNCom/I "
.word 0x6d2f4920 #
.word 0x20202020 #
# endif /* NEAR_CLIP_OFF */
# elif (defined(F3DLP_GBI)) /******* F3DL?.Rej *******/
# ifdef PERSPTXTR
.half 0x4633 #
#ifndef DIRECTZCMP
#ifndef FORCE_MMTX_LOAD
.word 0x444c582e # "F3DLX.Rej "
.word 0x52656a20 #
.word 0x20202020 #
#else
.word 0x44504c58 # "F3DPLX.Rej/D "
.word 0x2e52656a #
.word 0x2f442020 #
#endif
#else
.word 0x445a4c58 # "F3DZLX.Rej/E "
.word 0x2e52656a #
.word 0x2f452020 #
#endif
# else
.half 0x4633 #
#ifndef DIRECTZCMP
#ifndef FORCE_MMTX_LOAD
.word 0x444c502e # "F3DLP.Rej "
.word 0x52656a20 #
.word 0x20202020 #
#else
.word 0x44504c50 # "F3DPLP.Rej/D "
.word 0x2e52656a #
.word 0x2f442020 #
#endif
#else
.word 0x445a4c50 # "F3DZLP.Rej/E "
.word 0x2e52656a #
.word 0x2f452020 #
#endif
# endif
# elif (defined(NOSUBPIXEL)) /******* F3DLX *******/
# ifdef NEAR_CLIP_OFF
.half 0x4633 #
#ifndef DIRECTZCMP
#ifndef FORCE_MMTX_LOAD
.word 0x444c582e # "F3DLX.NoN "
.word 0x4e6f4e20 #
.word 0x20202020 #
#else
.word 0x44504c58 # "F3DPLX.NoN/D "
.word 0x2e4e6f4e #
.word 0x2f442020 #
#endif
#else
.word 0x445a4c58 # "F3DZLX.NoN/E "
.word 0x2e4e6f4e #
.word 0x2f452020 #
#endif
# else /* NEAR_CLIP_OFF */
.half 0x4633 #
#ifndef DIRECTZCMP
#ifndef FORCE_MMTX_LOAD
.word 0x444c5820 # "F3DLX "
.word 0x20202020 #
#else
.word 0x44504c58 # "F3DPLX/D "
.word 0x2f442020 #
#endif
#else
.word 0x445a4c58 # "F3DZLX/E "
.word 0x2f452020 #
#endif
.word 0x20202020 #
# endif /* NEAR_CLIP_OFF */
# elif (defined(LINE3D)) /******* L3DEX *******/
.half 0x4c33 #
#ifndef DIRECTZCMP
#ifndef FORCE_MMTX_LOAD
.word 0x44455820 # "L3DEX "
.word 0x20202020 #
#else
.word 0x44504558 # "L3DPEX/D "
.word 0x2f442020 #
#endif
#else
.word 0x445a4558 # "L3DZEX/E "
.word 0x2f452020 #
#endif
.word 0x20202020 #
# else /******* F3DEX *******/
# ifdef NEAR_CLIP_OFF
.half 0x4633 #
#ifndef DIRECTZCMP
#ifndef FORCE_MMTX_LOAD
.word 0x4445582e # "F3DEX.NoN "
.word 0x4e6f4e20 #
.word 0x20202020 #
#else
.word 0x44504558 # "F3DPEX.NoN/D "
.word 0x2e4e6f4e #
.word 0x2f442020 #
#endif
#else
.word 0x445a4558 # "F3DZEX.NoN/E "
.word 0x2e4e6f4e #
.word 0x2f452020 #
#endif
# else /* NEAR_CLIP_OFF */
.half 0x4633 #
#ifndef DIRECTZCMP
#ifndef FORCE_MMTX_LOAD
#ifndef OUTPUT_DRAM
#ifdef TXLOAD4b
.word 0x44544558 # "F3DTEX/A "
.word 0x2f412020 #
#else
.word 0x44455820 # "F3DEX "
.word 0x20202020 #
#endif
#else
.word 0x4445582e # "F3DEX.dram "
.word 0x6472616d #
#endif
#else
.word 0x44504558 # "F3DPEX/D "
.word 0x2f442020 #
#endif
#else
.word 0x445a4558 # "F3DZEX/E "
.word 0x2f452020 #
#endif
.word 0x20202020 #
# endif /* NEAR_CLIP_OFF */
# endif
.word 0x312e3233 # "1.23"
# ifdef NEWCOM
RSP_L_3:
# else
RSP_L_7: # light #7 (initialized to magic values)
# endif
.word 0x20596f73
.word 0x68697461
.word 0x6b612059
.word 0x6173756d
.word 0x6f746f20
.word 0x4e696e74
.word 0x656e646f
#ifdef OUTPUT_LOG
.word 0x00700000 # for OUTPUT_LOG
#else
.word 0x2e000000
#endif
#else
RSP_L_4: # light #4 (initialized to magic values)
.word 0x52535020
.word 0x53572056
.word 0x65727369
.word 0x6f6e3a20
.word 0x322e3044
.word 0x2c203034
.word 0x2d30312d
.word 0x39360053
RSP_L_5: # light #5 (initialized to magic values)
.word 0x47492055
.word 0x36342047
.word 0x46582053
.word 0x57205445
.word 0x414d3a20
.word 0x5320416e
.word 0x64657273
.word 0x6f6e2c20
RSP_L_6: # light #6 (initialized to magic values)
.word 0x53204361
.word 0x72722c20
.word 0x48204368
.word 0x656e672c
.word 0x204b204c
.word 0x75737465
.word 0x722c2052
.word 0x204d6f6f
RSP_L_7: # light #7 (initialized to magic values)
.word 0x72652c20
.word 0x4e20506f
.word 0x6f6c6579
.word 0x2c204120
.word 0x5372696e
.word 0x69766173
.word 0x616e0a00
.word 0x00000000
#endif
.symbol RSP_L_BASE, (RSP_L_0)-((RSP_L_LEN)*2)
.symbol RSP_L_NUM, RSP_STATEP_L_LEN
#
#
############## END OF LIGHTING TABLE #############################
### NOTE: DO NOT PUT ANYTHING BETWEEN THE LIGHTING AND MOVEMEM TABLES
##################################################################
############## MOVEMEM TABLE #####################################
##################################################################
# This is a table of locations to store quad words which have been
# DMA'd with the MOVEMEM DMA command. The MOVEMEM command
# specifies an index into this table to indicate where the 4 words
# of DMA'd data should be stored.
.bound 2
MOVEMEM_TBL:
.half RSP_VIEWPORT_OFFSET # viewport address
.half RSP_R_LOOKATX # lookat X vector in world space
.half RSP_R_LOOKATY # lookat Y vector in world space
.half RSP_L_0 # light 0
.half RSP_L_1 # light 1
.half RSP_L_2 # light 2
.half RSP_L_3 # light 3
#ifdef NEWCOM
.half RSP_L_0 # light 4
.half RSP_L_1 # light 5
.half RSP_L_2 # light 6
.half RSP_L_3 # light 7
#else
.half RSP_L_4 # light 4
.half RSP_L_5 # light 5
.half RSP_L_6 # light 6
.half RSP_L_7 # light 7
#endif
.half RSP_STATEP_TXTR_ATTR # Texture Attributes
#ifdef FORCE_MMTX_LOAD
.half RSP_CURR_MMTX_OFFSET_2 # Matrix part 2
.half RSP_CURR_MMTX_OFFSET_3 # Matrix part 3
.half RSP_CURR_MMTX_OFFSET_4 # Matrix part 4
MOVEWORD_TBL:
.half RSP_CURR_MMTX_OFFSET # Matrix part 1
#else
.half RSP_CURR_MPMTX_OFFSET_2 # Matrix part 2
.half RSP_CURR_MPMTX_OFFSET_3 # Matrix part 3
.half RSP_CURR_MPMTX_OFFSET_4 # Matrix part 4
MOVEWORD_TBL:
.half RSP_CURR_MPMTX_OFFSET # matrix IMPORTANT! Must be first! (for movemem)
#endif
.half RSP_L_NUM # number of active lights * RSP_L_LEN
.half CLIP_SELECT # clip lookup table
.half RSP_SEG_OFFSET # segment table
.half RSP_FOG_FACTOR # fog multipliers
.half RSP_LIGHT_COL # light colors
.half RSP_POINTS_OFFSET # points buffer
.half RSP_STATEP_PERSPNORM_H # perspnorm factor
#
#
############## END OF MOVEMEM TABLE ##############################
##################################################################
############## MORE CONSTS #######################################
##################################################################
#
#ifdef F3DEX_GBI
#
# 命令数を削るために変換テーブルを用意する.
#
#define sP1(i) .symbol RSP_POINT_##i, RSP_POINTS_OFFSET+(i)*40
#define sP2(i) .symbol RSP_POINT_##i, RSP_POINTS_OFFSET+((i)-42)*40+20
#define pPT(i) .half RSP_POINT_##i
RSP_VADDR_TABLE:
pPT(0) pPT(1) pPT(2) pPT(3) pPT(4) pPT(5) pPT(6) pPT(7)
pPT(8) pPT(9) pPT(10) pPT(11) pPT(12) pPT(13) pPT(14) pPT(15)
pPT(16) pPT(17) pPT(18) pPT(19) pPT(20) pPT(21) pPT(22) pPT(23)
pPT(24) pPT(25) pPT(26) pPT(27) pPT(28) pPT(29) pPT(30) pPT(31)
# ifdef NEWCOM
pPT(32) pPT(33) pPT(34) pPT(35) pPT(36) pPT(37) pPT(38) pPT(39)
pPT(40) pPT(41)
pPT(42) pPT(43) pPT(44) pPT(45) pPT(46) pPT(47) pPT(48) pPT(49)
pPT(50) pPT(51) pPT(52) pPT(53) pPT(54) pPT(55) pPT(56) pPT(57)
pPT(58) pPT(59) pPT(60) pPT(61) pPT(62) pPT(63) pPT(64) pPT(65)
pPT(66) pPT(67) pPT(68) pPT(69) pPT(70) pPT(71) pPT(72) pPT(73)
pPT(74) pPT(75) pPT(76) pPT(77) pPT(78) pPT(79) pPT(80) pPT(81)
pPT(82) pPT(83)
#if 0
.space 128-40 # ライトを 8->4 にして空いた 128bytes の内
# 40 bytes をテーブルに使用した残り
#endif
# endif
.align 16
.bound 16
# ifdef FASTYSORT
#
# y-sort 用のテーブル
#
RSP_YSORT_MAX:
.byte 4
.byte 4
.byte 0
.byte 4
.byte 2
.byte 2
.byte 0
RSP_YSORT_MID:
.byte 2
.byte 2
.byte 4
.byte 0
.byte 0
.byte 4
.byte 2
RSP_YSORT_MIN:
.byte 0
.byte 0
.byte 2
.byte 2
.byte 4
.byte 0
.byte 4
RSP_YSORT_NEG:
.byte 0
.byte 0
.byte 0
.byte 1
.byte 0
.byte 1
.byte 1
.half 0 # PADDING
.half 0 # PADDING
# endif
#endif
#if (defined(F3DLP_GBI)&&defined(DIRECTZCMP))
#define sP1(i) .symbol RSP_POINT_##i, RSP_POINTS_OFFSET+(i)*24
#define pPT(i) .half RSP_POINT_##i
RSP_VADDR_TABLE:
pPT(0) pPT(1) pPT(2) pPT(3) pPT(4) pPT(5) pPT(6) pPT(7)
pPT(8) pPT(9) pPT(10) pPT(11) pPT(12) pPT(13) pPT(14) pPT(15)
pPT(16) pPT(17) pPT(18) pPT(19) pPT(20) pPT(21) pPT(22) pPT(23)
pPT(24) pPT(25) pPT(26) pPT(27) pPT(28) pPT(29) pPT(30) pPT(31)
pPT(32) pPT(33) pPT(34) pPT(35) pPT(36) pPT(37) pPT(38) pPT(39)
pPT(40) pPT(41) pPT(42) pPT(43) pPT(44) pPT(45) pPT(46) pPT(47)
#endif
#
#
############## END OF MORE CONSTS ################################
##################################################################
############## VIEWPORT ##########################################
##################################################################
#
# define offsets for the viewport structure:
#
# bytes:
# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
# . . . . . . . . . . . . . . . .
# -----------------------------------------------------------------
# |scal.x |scal.y |scal.z | |trns.x |trns.y |trns.z | |
# -----------------------------------------------------------------
#
# These guys have 1-bit of fraction to them. This is factored out
# during the transform.
#
#
#define RSP_VIEWPORT_SX 0
#define RSP_VIEWPORT_SY 2
#define RSP_VIEWPORT_SZ 4
#define RSP_VIEWPORT_TX 8
#define RSP_VIEWPORT_TY 10
#define RSP_VIEWPORT_TZ 12
.align 16
.bound 16
RSP_VIEWPORT_OFFSET:
.word 0x0
.word 0x0
.word 0x0
.word 0x0
#
#
############## END OF VIEWPORT ###################################
##################################################################
############## FOG FACTOR ########################################
##################################################################
#
.bound 16
RSP_FOG_FACTOR: # NOTE: altered by MOVEWORD
.half 0x0100 # multiplier
.half 0x0000 # add
.half 0x00ff # clamp
#ifdef F3DEX_GBI
CLIPANDSETUP:
#ifdef LINE3D
.half 0x0000
#else
.half clipAndSetup
#endif
#endif
#
#
############## END OF FOG FACTOR #################################
##################################################################
############## DISPLAY LIST STACK ################################
##################################################################
#
#-YASU
#
# FIFO ucode に固定することによるバッファの拡大 (+32bytes)
#
#-YASU
RSP_DLSTACK_OFFSET:
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
#ifdef MOREDLLNK
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
.word 0x0
#endif
#
#
############## END OF DISPLAY LIST STACK #########################
##################################################################
############## END OF INITIALIZED DATA############################
##################################################################
.align 16
.bound 16
RSP_END_INITIALIZE:
##################################################################
############## MATRICES ##########################################
##################################################################
#
.bound 16
RSP_CURR_MMTX_OFFSET: /* 64 bytes per matrix */
.space 16
RSP_CURR_MMTX_OFFSET_2:
.space 16
RSP_CURR_MMTX_OFFSET_3:
.space 16
RSP_CURR_MMTX_OFFSET_4:
.space 16
# .space 64
RSP_CURR_PMTX_OFFSET: /* 64 bytes per matrix */
.space 64
RSP_CURR_MPMTX_OFFSET: /* 64 bytes per matrix */
.space 16 /* 1st quad word */
RSP_CURR_MPMTX_OFFSET_2:
.space 16 /* 2nd quad word */
RSP_CURR_MPMTX_OFFSET_3:
.space 16 /* 3rd quad word */
RSP_CURR_MPMTX_OFFSET_4:
.space 16 /* 4th quad word */
# .space 64 /* 64 bytes per matrix */
#
#
############## END OF MATRICES ###################################
##################################################################
############## POINTS BUFFER #####################################
##################################################################
#
#
# NOTE:
# Since we try to always process two points at a time in the vertex
# and shading, we should interleave pairs of points in the points
# buffer, so that we can load pairs of things in one instruction.
#
# Wed Aug 17 14:44:01 PDT 1994
#
#
#
#
# define offsets for the points buffer structure:
#
# bytes:
# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
# . . . . . . . . . . . . . . . .
# -----------------------------------------------------------------
# | x.int | y.int | z.int | w.int | x.frac| y.frac| z.frac| w.frac|
# ----------------------------------------------------------------|
# | r | g | b | a | s | t | xscr | yscr | zscr.i|zscr.f |
# -----------------------------------------------------------------
# | 1/w.i | 1/w.f | 0c0c |flg| 00|
# ---------------------------------
#
# depending on flag, color could be normal (nx, ny, nz).
#
# 32-bit 3D xyzw might be overkill; but we do need the resolution for z,
# and certainly for intermediate computations.
#
#
#-------------------------------------------
# F3DLP.Rej/F3DLX.Rej の頂点バッファ
#-------------------------------------------
#ifdef F3DLP_GBI
# ifdef DIRECTZCMP
#----------------------------------------
# Z 値ダイレクト比較モード 頂点数 48
#----------------------------------------
# define RSP_PTS_XS 0
# define RSP_PTS_YS 2
# define RSP_PTS_ZS 4
# define RSP_PTS_ZSF 6
# define RSP_PTS_R_NX 8
# define RSP_PTS_G_NY 9
# define RSP_PTS_B_NZ 10
# define RSP_PTS_A 11
# define RSP_PTS_S 12
# define RSP_PTS_T 14
# define RSP_PTS_INVW_INT 16
# define RSP_PTS_INVW_FRAC 18
# define RSP_PTS_W_INT 20
# define RSP_PTS_LEN 24 /* 大きめに確保する */
# define RSP_PTS_X_FRAC 0 /* Dummy */
# define RSP_PTS_CC 0 /* Dummy */
# else
#----------------------------------------
# screen Z 値比較モード 頂点数 64/80
#----------------------------------------
# define RSP_PTS_XS 0
# define RSP_PTS_YS 2
# define RSP_PTS_ZS 4
# define RSP_PTS_ZSF 6
# define RSP_PTS_R_NX 8
# define RSP_PTS_G_NY 9
# define RSP_PTS_B_NZ 10
# define RSP_PTS_A 11
# define RSP_PTS_S 12
# define RSP_PTS_T 14
# define RSP_PTS_INVW_INT 16
# define RSP_PTS_INVW_FRAC 18
# ifdef PERSPTXTR
# define RSP_PTS_LEN 20
# else
# define RSP_PTS_LEN 16
# endif
# define RSP_PTS_X_INT 0 /* Dummy */
# define RSP_PTS_X_FRAC 0 /* Dummy */
# define RSP_PTS_CC 0 /* Dummy */
# endif
#else
# ifndef NEWCOM
/* F3DEX/LX (デフォルト) の頂点バッファ */
#define RSP_PTS_X_INT 0
#define RSP_PTS_Y_INT 2
#define RSP_PTS_Z_INT 4
#define RSP_PTS_W_INT 6
#define RSP_PTS_X_FRAC 8
#define RSP_PTS_Y_FRAC 10
#define RSP_PTS_Z_FRAC 12
#define RSP_PTS_W_FRAC 14
#define RSP_PTS_R_NX 16
#define RSP_PTS_G_NY 17
#define RSP_PTS_B_NZ 18
#define RSP_PTS_A 19
#define RSP_PTS_S 20
#define RSP_PTS_T 22
#define RSP_PTS_XS 24
#define RSP_PTS_YS 26
#define RSP_PTS_ZS 28
#define RSP_PTS_ZSF 30
#define RSP_PTS_INVW_INT 32
#define RSP_PTS_INVW_FRAC 34
#define RSP_PTS_CC 36
#define RSP_PTS_FLAG 38
#define RSP_PTS_LEN 40
# else /* NEWCOM */
/* F3DNCom (NEWCOM カスタム) の頂点バッファ */
#define RSP_PTS_X_INT 24
#define RSP_PTS_Y_INT 26
#define RSP_PTS_Z_INT 28
#define RSP_PTS_W_INT 30
#define RSP_PTS_X_FRAC 32
#define RSP_PTS_Y_FRAC 34
#define RSP_PTS_Z_FRAC 36
#define RSP_PTS_W_FRAC 38
#define RSP_PTS_R_NX 0
#define RSP_PTS_G_NY 1
#define RSP_PTS_B_NZ 2
#define RSP_PTS_A 3
#define RSP_PTS_S 4
#define RSP_PTS_T 6
#define RSP_PTS_XS 8
#define RSP_PTS_YS 10
#define RSP_PTS_ZS 12
#define RSP_PTS_ZSF 14
#define RSP_PTS_INVW_INT 16
#define RSP_PTS_INVW_FRAC 18
#define RSP_PTS_CC 20
#define RSP_PTS_FLAG 22
#define RSP_PTS_LEN 40
# endif /* NEWCOM */
#endif
#-YASU
#
# FIFO ucode に固定することで得られた 1024 バイトの内 640bytes を
# 頂点キャッシュに割り当てる.
#
# これで合計 1280 バイト 32 頂点分となる
#
# 1 頂点辺りのバイト数をもう少し減らせばもっとたくさんの頂点を
# 設定することができるが, それはまた今度
#
#-YASU
RSP_POINTS_OFFSET:
.space 640 /* 40 bytes * 16 points */
#ifdef F3DEX_GBI
.space 640 /* 40 bytes * 16 points */
# ifdef NEWCOM
/*
* NewCom 仕様の場合, CLIPPING OFF の時にここを頂点バッファに使用する
* ただし実際には gflight.s で 64 bytes, gvtx.s で 20 bytes 必要なので
* 480-64=416 bytes 使用する. (gvtx.s は gflight.s と同じ領域に割り当てる)
* 1 頂点 20 bytes 必要だから 20 頂点分の追加バッファが確保できる.
* yield 時のセーブバッファを 480 bytes = (0x1e0) 増やす必要あり.
*/
RSP_SCRATCH_OFFSET: /* 12 points * 40 bytes/pt = 480 bytes of clip points */
.space 400 /* NewCom 追加 20 頂点 */
.space 16 /* PAD */
RSP_SCRATCH_FLIGHT:
.space 64 /* gflight.s/gvtx.s 用 scratch エリア */
# endif
#elif defined(F3DLP_GBI)
# ifdef DIRECTZCMP
.space 512 /* 24*48-640 bytes */
.space 32 /* 空きエリア 1280-24*48-2*48 for PADDING */
# else
.space 640 /* 40 bytes * 16 points */
# endif
#endif
#ifdef F3DEX_GBI
sP1(0) sP1(1) sP1(2) sP1(3) sP1(4) sP1(5) sP1(6) sP1(7)
sP1(8) sP1(9) sP1(10) sP1(11) sP1(12) sP1(13) sP1(14) sP1(15)
sP1(16) sP1(17) sP1(18) sP1(19) sP1(20) sP1(21) sP1(22) sP1(23)
sP1(24) sP1(25) sP1(26) sP1(27) sP1(28) sP1(29) sP1(30) sP1(31)
# ifdef NEWCOM
sP1(32) sP1(33) sP1(34) sP1(35) sP1(36) sP1(37) sP1(38) sP1(39)
sP1(40) sP1(41)
sP2(42) sP2(43) sP2(44) sP2(45) sP2(46) sP2(47) sP2(48) sP2(49)
sP2(50) sP2(51) sP2(52) sP2(53) sP2(54) sP2(55) sP2(56) sP2(57)
sP2(58) sP2(59) sP2(60) sP2(61) sP2(62) sP2(63) sP2(64) sP2(65)
sP2(66) sP2(67) sP2(68) sP2(69) sP2(70) sP2(71) sP2(72) sP2(73)
sP2(74) sP2(75) sP2(76) sP2(77) sP2(78) sP2(79) sP2(80) sP2(81)
sP2(82) sP2(83)
# endif
#endif
#ifdef F3DLP_GBI
# ifdef DIRECTZCMP
sP1(0) sP1(1) sP1(2) sP1(3) sP1(4) sP1(5) sP1(6) sP1(7)
sP1(8) sP1(9) sP1(10) sP1(11) sP1(12) sP1(13) sP1(14) sP1(15)
sP1(16) sP1(17) sP1(18) sP1(19) sP1(20) sP1(21) sP1(22) sP1(23)
sP1(24) sP1(25) sP1(26) sP1(27) sP1(28) sP1(29) sP1(30) sP1(31)
sP1(32) sP1(33) sP1(34) sP1(35) sP1(36) sP1(37) sP1(38) sP1(39)
sP1(40) sP1(41) sP1(42) sP1(43) sP1(44) sP1(45) sP1(46) sP1(47)
# endif
.symbol RSP_POINTS_OFFSET_RV, -RSP_POINTS_OFFSET
.symbol RSP_POINTS_SIZE, RSP_PTS_LEN*0x0080
#endif
#
#
############## END OF POINTS BUFFER ##############################
##################################################################
############## I/O and SCRATCH BUFFERS ###########################
##################################################################
#
RSP_DLINPUT_OFFSET:
.space 320 /* load display lists in 320 byte chunks */
##################################################################
############## SPRITE BUFFER #####################################
##################################################################
#
#
# NOTE:
# The sprite structure is only used for the Sprite Microcode. The
# sprite structure data are DMA'd into the Input data area in DMEM.
#
# Thu Apr 18 16:09:36 PDT 1996
#
#
#
#
# define offsets for the sprite data structure:
#
# bytes:
# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
# . . . . . . . . . . . . . . . .
# DO THIS WHEN THE STRUCTURE HAS CEMENTED, FOR NOW EVERYTHING BELOW
# IS JUST TEMPORARY. ACTUAL LOCATIONS, NAMES AND SIZES WILL CHANGE.
#
#
#define RSP_SP_SOURCEP 0
#define RSP_SP_TLUTP 4
#define RSP_SP_STRIDE 8
#define RSP_SP_SUBWIDTH 12
#define RSP_SP_SUBHEIGHT 16
#define RSP_SP_SOURCETYPE 20
#define RSP_SP_SOURCEBITSIZE 24
#define RSP_SP_SCALEX 28
#define RSP_SP_SCALEY 32
#define RSP_SP_FLIPX 36
#define RSP_SP_FLIPY 40
#define RSP_SP_SOURCEOFFSETS 44
#define RSP_SP_SOURCEOFFSETT 48
#define RSP_SP_PSCREENX 52
#define RSP_SP_PSCREENY 56
#define RSP_SP_SPRITEZ 60
#define RSP_SP_YFLIPMIRROR 64
#define RSP_SP_DUMMY0 68
#define RSP_SP_DUMMY1 72
#define RSP_SP_DUMMY2 76
#define RSP_SP_DUMMY3 80
#define RSP_SP_DUMMY4 84
#define RSP_SP_DUMMY5 88
#define RSP_SP_DUMMY6 92
#define RSP_SP_DUMMY7 96
#define RSP_SP_DUMMY8 100
#define RSP_SP_DUMMY9 104
#define RSP_SP_DUMMY10 108
#define RSP_SP_DUMMY11 112
#define RSP_SP_DUMMY12 116
#-YASU
#
# DMA input 用のデータエリアである.
# 16bytes/頂点 なので 32 頂点とした場合 32*16 バイト必要となるが
# この次のエリアの RSP_SETUP_TMP_OFFSET/RSP_CLIP_TMP_OFFSET (計 256bytes)
# とは同時に使用することはないので、次のエリアも使用する.
# ただし, setup を変更したのでかなりの部分が空きとなることが予想される.
# また scratch エリアとこの領域を共用できるのではないのかと考えられるので
# 予断は許さない状況である. とりあえず、絞るのはあとに回して, 先に進む.
#
# スプライトライブラリがこの部分を使用するようなのでこの分も yield 時に
# 保存している..... 絞るのはあとで....
#
#-YASU
RSP_INPUT_OFFSET:
.space 256 /* 256 bytes of DMA input buffer */
#
#
############## END OF SPRITE BUFFER ##############################
#-YASU
#
# yield 時のレジスタセーブ領域の為に 32 バイト分多めにセーブする
# この値は sptask.h の OS_YIELD_DATA_SIZE に設定
#
#-YASU
RSP_YIELD_SAVE_LEN1: /* what to save when yield occurs */
.print ""
#ifdef SWITCH_UCODE /* LOADABLE にするためにセーブ領域を一致させる */
.symbol RSP_YIELD_SAVE_LEN, 0xc00
#else
.symbol RSP_YIELD_SAVE_LEN, (RSP_YIELD_SAVE_LEN1)+(0x20)
#endif
#ifdef F3DNCom_GBI
.dmax (0xe20) - (31)
#else
.dmax (OS_YIELD_DATA_SIZE) - (31)
#endif
#
# WARNING!
# We do not use the correct DMA length in the RSP_INPUT transfer in
# gmain.s... This means we might overwrite the first word of SETUP_TMP.
# That's okay, SETUP_TMP is guarenteed to be trash-able at the time we
# do this transfer.
#
# Don't move this around, or put anything between RSP_INPUT and SETUP_TMP
# If you do, it might get overwritten when you least expect it.
#
RSP_SETUP_TMP_OFFSET:
.space 96 /* 96 bytes of setup scratch mem */
RSP_CLIP_TMP_OFFSET:
.space 160 /* 160 bytes of clip scratch space */
#-YASU
#
# FIFO 限定にするため、RSP_OUTPUT_OFFSET は FIFO バッファへの DMA ソース
# 用として 3 角形 2 個分のみ(ダブルバッファ用)確保する.
# 1つの 3 角形につき最大 176 bytes 必要であるから 176*2=352 バイトを確保
# する.
# 1024-352 = 672 bytes free となるから, 頂点キャッシュを倍にするため、
# 残り 640 バイトを頂点バッファとして確保する.
#
# よって残り 32 バイトを DL リンク用として使う
#
# F3DEX の場合, 頂点キャッシュ座標計算用としてテーブル参照を行なうのでそ
# の分 32*2=64 を使用する. この時の OUTPUT バッファは 176 bytes のみ使用する.
# さらに y-sort の為の変換テーブル用として 32 bytes を使用する.
#
#-YASU
RSP_OUTPUT_OFFSET:
#ifdef F3DLP_GBI
.space 352 /* 176*2 bytes of output buffer (for 2 triangles) */
.space 352 /* double buffer */
#else
# ifdef F3DEX_GBI
.space 176 /* 176*1 bytes of output buffer (for 1 triangle) */
# ifdef FASTYSORT
# ifdef NEWCOM
# .space 176-64-32-64 /* 空き 16 bytes */
.space 176 /* 空き 176 bytes */
# else
.space 176-64-32 /* 空き 80 bytes */
# endif
# else
.space 176-64 /* 空き */
# endif
# else
.space 1024 /* 1024 bytes of output buffer */
# endif
#endif
RSP_OUTPUT_END:
#ifndef NEWCOM
#ifdef F3DLP_GBI
.space 480-64-352
RSP_SCRATCH_OFFSET:
RSP_SCRATCH_FLIGHT:
.space 64 /* gflight.s/gvtx.s 用 scratch エリア */
#else
RSP_SCRATCH_OFFSET:
.space 480 /* 12 points * 40 bytes/pt = 480 bytes of clip points */
#endif
#endif
.symbol RSP_DLINPUT_SIZE8, (RSP_INPUT_OFFSET)-(RSP_DLINPUT_OFFSET)
.symbol RSP_OUTPUT_SIZE8, (RSP_OUTPUT_END)-(RSP_OUTPUT_OFFSET)
#ifdef SMARTDLCOUNT
.symbol RSP_DLCOUNT_INIT, RSP_INPUT_OFFSET
#endif
#
#
############## END OF I/O and SCRATCH BUFFERS ####################
##################################################################
############## END OF ALLOCATED DMEM #############################
##################################################################
RSP_END_DMEM:
##################################################################
############## TASK HEADER ADDRESS ###############################
##################################################################
.symbol RSP_TASK_OFFSET, (0x1000)-(OS_TASK_SIZE)
##################################################################
############## CHECK END OF ALLOCATED DMEM #######################
##################################################################
.dmax 4096
##################################################################
############## PRINT COMPILATION REPORT ##########################
##################################################################
#
/* During compilation, report an informative message about DMEM allocation: */
#ifdef _LANGUAGE_ASSEMBLY
.print "----------------------------------------------------------\n"
.print "FILE: "
.print __FILE__
.print " |\n"
.print " |\n"
.print "Total DMEM: hex bytes |\n"
.print "-------------- --------- |\n"
.print "Initialized : %3x",RSP_END_INITIALIZE
.print " |\n"
.print "In Yield Buf : %3x", RSP_YIELD_SAVE_LEN
.print " |\n"
.print "Allocated : %3x",RSP_END_DMEM
.print " |\n"
.print " |\n"
.print "DMEM Map: loc l"
.print "en (hex bytes) |\n"
.print "----------------------- --- --------------- |\n"
.print "RSP_PDATA_OFFSET : %3x %3x |\n",
RSP_PDATA_OFFSET, (-
RSP_PDATA_OFFSET )+
RSP_STATE_OFFSET
.print "RSP_STATE_OFFSET : %3x %3x |\n",
RSP_STATE_OFFSET, (-
RSP_STATE_OFFSET )+
RSP_SEG_OFFSET
.print "RSP_SEG_OFFSET : %3x %3x |\n",
RSP_SEG_OFFSET, (-
RSP_SEG_OFFSET )+
RSP_LIGHTS_OFFSET
.print "RSP_LIGHTS_OFFSET : %3x %3x |\n",
RSP_LIGHTS_OFFSET, (-
RSP_LIGHTS_OFFSET )+
RSP_VIEWPORT_OFFSET
.print "RSP_VIEWPORT_OFFSET : %3x %3x |\n",
RSP_VIEWPORT_OFFSET, (-
RSP_VIEWPORT_OFFSET )+
RSP_DLSTACK_OFFSET
.print "RSP_DLSTACK_OFFSET : %3x %3x |\n",
RSP_DLSTACK_OFFSET, (-
RSP_DLSTACK_OFFSET )+
RSP_CURR_MMTX_OFFSET
.print "RSP_CURR_MMTX_OFFSET : %3x %3x |\n",
RSP_CURR_MMTX_OFFSET, (-
RSP_CURR_MMTX_OFFSET )+
RSP_CURR_PMTX_OFFSET
.print "RSP_CURR_PMTX_OFFSET : %3x %3x |\n",
RSP_CURR_PMTX_OFFSET, (-
RSP_CURR_PMTX_OFFSET )+
RSP_CURR_MPMTX_OFFSET
.print "RSP_CURR_MPMTX_OFFSET : %3x %3x |\n",
RSP_CURR_MPMTX_OFFSET, (-
RSP_CURR_MPMTX_OFFSET )+
RSP_POINTS_OFFSET
#ifndef NEWCOM
.print "RSP_POINTS_OFFSET : %3x %3x |\n",
RSP_POINTS_OFFSET, (-
RSP_POINTS_OFFSET )+
RSP_DLINPUT_OFFSET
.print "RSP_DLINPUT_OFFSET : %3x %3x |\n",
RSP_DLINPUT_OFFSET, (-
RSP_DLINPUT_OFFSET )+
RSP_INPUT_OFFSET
#else
.print "RSP_POINTS_OFFSET : %3x %3x |\n",
RSP_POINTS_OFFSET, (-
RSP_POINTS_OFFSET )+
RSP_SCRATCH_OFFSET
.print "RSP_SCRATCH_OFFSET : %3x %3x |\n",
RSP_SCRATCH_OFFSET, (-
RSP_SCRATCH_OFFSET )+
RSP_DLINPUT_OFFSET
.print "RSP_DLINPUT_OFFSET : %3x %3x |\n",
RSP_DLINPUT_OFFSET, (-
RSP_DLINPUT_OFFSET )+
RSP_INPUT_OFFSET
#endif
.print "RSP_INPUT_OFFSET : %3x %3x |\n",
RSP_INPUT_OFFSET, (-
RSP_INPUT_OFFSET )+
RSP_SETUP_TMP_OFFSET
.print "RSP_SETUP_TMP_OFFSET : %3x %3x |\n",
RSP_SETUP_TMP_OFFSET, (-
RSP_SETUP_TMP_OFFSET )+
RSP_CLIP_TMP_OFFSET
.print "RSP_CLIP_TMP_OFFSET : %3x %3x |\n",
RSP_CLIP_TMP_OFFSET, (-
RSP_CLIP_TMP_OFFSET )+
RSP_OUTPUT_OFFSET
#ifndef NEWCOM
.print "RSP_OUTPUT_OFFSET : %3x %3x |\n",
RSP_OUTPUT_OFFSET, (-
RSP_OUTPUT_OFFSET )+
RSP_SCRATCH_OFFSET
.print "RSP_SCRATCH_OFFSET : %3x %3x |\n",
RSP_SCRATCH_OFFSET, (-
RSP_SCRATCH_OFFSET )+
RSP_END_DMEM
#else
.print "RSP_OUTPUT_OFFSET : %3x %3x |\n",
RSP_OUTPUT_OFFSET, (-
RSP_OUTPUT_OFFSET )+
RSP_END_DMEM
#endif
.print "----------------------------------------------------------\n"
.text
# undef _DumpDMEMOffset
#else /* _LANGUAGE_ASSEMBLY */
#endif /* _LANGUAGE_ASSEMBLY */