daedalus/Source/SysPSP/HLEGraphics/TransformWithColour.S
2021-10-23 23:08:27 +11:00

133 lines
4.4 KiB
ArmAsm

#include "as_reg_compat.h"
.text
.set push
.set noreorder
.set noat
.macro TransformWithColourM function, fog_mode, texture_mode
.global \function
\function:
############################
# a0 - world matrix - must be aligned to 16 bytes
# a1 - world projection matrix - must be aligned to 16 bytes
# a2 - Fiddled vertices - stride 16
# a3 - Output vertices - must be aligned to 16 bytes, stride 64
# t0 - num vertices
# t1 - params
lv.q R000, 0($a0) // Load mat world
lv.q R001, 16($a0)
lv.q R002, 32($a0)
lv.q R003, 48($a0)
lv.q R100, 0($a1) // Load mat project
lv.q R101, 16($a1)
lv.q R102, 32($a1)
lv.q R103, 48($a1)
lv.q R701, 16($t1) // Load params [fog_m, fog_o, tscale_x, tscale_y]
// XXXX Todo - can this be improved?
# Load 1/256 (vuc2i/vi2f end up converting 0xff to 256.0)
vfim.s S203, 0.00390625
sll $t0, $t0, 4 // count = count * 16
addu $t0, $a2, $t0 // end_ptr = start_ptr + count * 16
beq $a2, $t0, finished_colour_\function
nop
next_vertex_colour_\function:
# Load and transform this vertex position
lv.s S200, 0($a2) // load word [y,x,?,z]
lv.s S210, 4($a2) // should align this to 16 bytes so we can do a single load?
vs2i.p R200, R200 // R200 = [?,z,y,x]
vi2f.q R200, R200, 16 // int -> float
vmov.q R200, R200[y,x,w,1] // Have to permute here, as sadly can't do this with first vtfm4.q
vtfm4.q R201, M000, R200 // World transform
vtfm4.q R202, M100, R200 // Projection transform
sv.q R201, 0($a3) // Store world transform
sv.q R202, 16($a3) // Store projection transform
.if \fog_mode == 1
# Calculate the Colour alpha value from the foq. We do this while the projected point
# is still loaded, and merge it in after the rgb components are calculated by the lighting calc below
# float eyespace_z = projected.z / projected.w;
# fog_coeff = (eyespace_z * m_fFogMult) + m_fFogOffset;
# mVtxProjected[i].Colour.w = std::clamp< f32 >( fog_coeff, 0.0f, 1.0f );
vmov.s S200, S232 // get w component
vmov.s S201, S222 // v = z
vrcp.s S200, S200 // 1.0 / projected.w
vmul.s S201, S201, S701 // v = z * fog_mult
vmul.s S201, S201, S200 // v = z*fog_mult*(1/w)
vadd.s S600[0:1], S201, S710 // v = z*fog_mult*(1/w) + fog_offset
.endif
# Compute the clip flags
vcmp.q LT, R202, R202[-w,-w,-w,0] // x < -w, y < -w, z < -w
vnop
mfvc $t4, $131 // VFPU_CC. Corresponds to X_NEG/Y_NEG/Z_NEG (will become X_POS/Y_POS/Z_POS later)
andi $t4, $t4, 0x7 // Mask out the condition codes we don't care about
sll $t4, $t4, 3 // Shift up to create X_POS/Y_POS/Z_POS
vcmp.q GT, R202, R202[w,w,w,0] // x > w, y > w, z > w
vnop
mfvc $t5, $131 // VFPU_CC. Corresponds to X_NEG/Y_NEG/Z_NEG
andi $t5, $t5, 0x7 // Mask out the condition codes we don't care about
or $t4, $t4, $t5
sw $t4, 56($a3) // Store ClipFlags
.if \texture_mode == 0
# Nothing to do
.elseif \texture_mode == 1
# Textured
# t.x = (float)v.tu * mTextureScale.x
# t.y = (float)v.tv * mTextureScale.y
lv.s S202, 8($a2) // load texture word [tv,tu] (N.B. due to swizzling these are 'backwards' from what you might expect)
vs2i.s R202, S202
vi2f.q R202, R202, 16 // int -> float
vmul.q R202, R202, R701[w,z,0,0] // multiply by mTextureScale
sv.s S212, 0x30($a3) // Store Texture.x
sv.s S202, 0x34($a3) // Store Texture.y
.endif
# Load and normalise the RGBA colour
lv.s S200, 12($a2) // load colour word [a,b,g,r]
.word 0xd0380000 | (8<<8) | (40) // vuc2i.s R200, S200 // R200 = [?,z,y,x]
vi2f.q R200, R200, 23 // int -> float
vscl.q R200, R200[w,z,y,x], S203 // R200 = [r * 1/256, g * 1/256, b * 1/256, a * 1/256]
.if \fog_mode == 1
# Merge in the computed fog colour
vmov.s S230, S600
.endif
sv.q R200, 32($a3) // Store colour
# Continue with the next vertex
addiu $a2, $a2, 16 // Next input vertex
bne $a2, $t0, next_vertex_colour_\function
addiu $a3, $a3, 64 // Next output vertex
finished_colour_\function:
jr $ra
nop
.endm
TransformWithColourM _TransformVerticesWithColour_f0_t0, 0, 0
TransformWithColourM _TransformVerticesWithColour_f0_t1, 0, 1
TransformWithColourM _TransformVerticesWithColour_f1_t0, 1, 0
TransformWithColourM _TransformVerticesWithColour_f1_t1, 1, 1
.set pop