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diff --git a/misc/dreamcast/ViewportTransform.S b/misc/dreamcast/ViewportTransform.S
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+! =========================================================
+! ======================== PROCESSOR INFO =================
+! =========================================================
+! The SH4 can dual issue (i.e. parallel execution) two instructions
+! as long as the groups of the two instructions are different:
+! * LS - most APU and FPU register load/stores
+! * EX - most APU arithmetic instructions
+! * MT - TST, CMP, NOP, MOV Rm,Rn
+! * FE - most FPU arithmetic instructions
+! * CO - other instructions (NOTE: Cannot be exeucted in parallel)
+
+! Thee following general aspects of instructions are important to note per the SH4 manual:
+! * Issue rate: Interval between the issue of an instruction and that of the next instruction
+! * Latency: Interval between the issue of an instruction and the generation of its result (completion)
+! * Latency is also the interval between the execution of two instructions with an interdependent relationship.
+!   (although different cases may either increase or decrease Latency)
+!
+
+
+! =========================================================
+! ======================== REGISTER USAGES ================
+! =========================================================
+! SH4 C ABI:
+! -  R0  to  R3 are return values (can be overwritten)
+! -  R4  to  R7 are input arguments (can be overwritten)
+! -  R8  to R13 are non-volatile (must be restored at end)
+! - R14  is the frame pointer (must be restored at end)
+! - R15  is the stack pointer (must be restored at end)
+! - FR0  to FR3 are return values (can be overwritten)
+! - FR4  to FR11 are input arguments (can be overwritten)
+! - FR12 to FR13 are non-volatile (must be restored at end)
+
+!r0 = clip flags
+!r1 = GPU command
+!r2 = temp
+!r3 = prefetch address
+!r4 = src pointer ARG
+!r5 = dst pointer ARG
+!r6 = quads count ARG
+!r7 = ?
+
+!fr0  = temp
+!fr1  = u
+!fr2  = v
+!fr3  = c
+!fr4  = x
+!fr5  = y
+!fr6  = z
+!fr7  = w
+!fr8  = VIEWPORT_HWIDTH
+!fr9  = VIEWPORT_HHEIGHT
+!fr10 = VIEWPORT_X_PLUS_HWIDTH
+!fr11 = VIEWPORT_Y_PLUS_HHEIGHT
+
+!fv4  = XYZW
+
+
+! =========================================================
+! ========================= VERTEX LOADING ================
+! =========================================================
+.macro LoadColouredVertex
+! LOAD XYZ
+    fmov @r4+, fr4   ! LS, X = src->x
+    fmov @r4+, fr5   ! LS, Y = src->y
+    fmov @r4+, fr6   ! LS, Z = src->z
+    fldi1 fr7        ! LS, W = 1.0
+! PREPARE NEXT VERTEX
+    add #16, r3      ! EX, r3 += VERTEX_STRIDE
+    pref @r3         ! LS, PREFETCH r3 (next vertex)
+    add #64, r5      ! EX, r5 += 2 * sizeof(VERTEX)
+! TRANSFORM VERTEX
+    ftrv xmtrx, fv4  ! FE, TRANSFORM(XYZW)
+! LOAD ATTRIBUTES
+    fmov   @r4+,fr3  ! LS, C = src->color
+.endm
+
+.macro LoadTexturedVertex
+! LOAD XYZ
+    fmov @r4+, fr4   ! LS, X = src->x
+    fmov @r4+, fr5   ! LS, Y = src->y
+    fmov @r4+, fr6   ! LS, Z = src->z
+    fldi1 fr7        ! LS, W = 1.0
+! PREPARE NEXT VERTEX
+    add #24, r3      ! EX, r3 += VERTEX_STRIDE
+    pref @r3         ! LS, PREFETCH r3 (next vertex)
+    add #64, r5      ! EX, r5 += 2 * sizeof(VERTEX)
+! TRANSFORM VERTEX
+    ftrv xmtrx, fv4  ! FE, TRANSFORM(XYZW)
+! LOAD ATTRIBUTES
+    fmov    @r4+,fr3 ! LS, C = src->color
+    fmov    @r4+,fr1 ! LS, U = src->u
+    fmov    @r4+,fr2 ! LS, V = src->v
+.endm
+
+! =========================================================
+! ========================= VERTEX OUTPUT =================
+! =========================================================
+! To take advantage of SH4 dual instruction processing, 
+!  clipflag calculation and vertex output are interleaved
+.macro ProcessVertex1
+    fmov.s  fr7,@-r5 ! LS, dst->w = W
+    fmov.s  fr3,@-r5 ! LS, dst->c = C
+    fneg    fr7      ! LS, W = -W
+    fmov.s  fr2,@-r5 ! LS, dst->v = V
+    fcmp/gt fr7,fr6  ! FE, T = Z > W (i.e. Z > -W)
+    fmov.s  fr1,@-r5 ! LS, dst->u = U
+    movt    r0       ! EX, CLIPFLAGS = T
+    fmov.s  fr6,@-r5 ! LS, dst->z = Z
+    fmov.s  fr5,@-r5 ! LS, dst->y = Y
+    fmov.s  fr4,@-r5 ! LS, dst->x = X
+    mov.l   r1,@-r5  ! LS, dst->flags = CMD_VERT
+.endm
+
+.macro ProcessVertex2
+    fmov.s  fr7,@-r5 ! LS, dst->w = W
+    fmov.s  fr3,@-r5 ! LS, dst->c = C
+    fneg    fr7      ! LS, W = -W
+    fmov.s  fr2,@-r5 ! LS, dst->v = V
+    fcmp/gt fr7,fr6  ! FE, T = Z > W (i.e. Z > -W)
+    fmov.s  fr1,@-r5 ! LS, dst->u = U
+    movt    r2       ! EX, tmp = T
+    fmov.s  fr6,@-r5 ! LS, dst->z = Z
+    add     r2,r2    ! EX, tmp = tmp + tmp
+    fmov.s  fr5,@-r5 ! LS, dst->y = Y
+    or      r2,r0    ! EX, CLIPFLAGS |= tmp (T << 1)
+    fmov.s  fr4,@-r5 ! LS, dst->x = X
+    mov.l   r1,@-r5  ! LS, dst->flags = CMD_VERT
+.endm
+
+.macro ProcessVertex3
+    fmov.s  fr7,@-r5 ! LS, dst->w = W
+    fmov.s  fr3,@-r5 ! LS, dst->c = C
+    fneg    fr7      ! LS, W = -W
+    fmov.s  fr2,@-r5 ! LS, dst->v = V
+    fcmp/gt fr7,fr6  ! FE, T = Z > W (i.e. Z > -W)
+    fmov.s  fr1,@-r5 ! LS, dst->u = U
+    movt    r2       ! EX, tmp = T
+    fmov.s  fr6,@-r5 ! LS, dst->z = Z
+    fmov.s  fr5,@-r5 ! LS, dst->y = Y
+    shll2   r2       ! EX, tmp = tmp << 2
+    fmov.s  fr4,@-r5 ! LS, dst->x = X
+    or      r2,r0    ! EX, CLIPFLAGS |= tmp (T << 2)
+    mov.l   r1,@-r5  ! LS, dst->flags = CMD_VERT
+.endm
+
+.macro ProcessVertex4 eos_addr
+    fmov.s  fr7,@-r5 ! LS, dst->w = W
+    fmov.s  fr3,@-r5 ! LS, dst->c = C
+    fneg    fr7      ! LS, W = -W
+    fmov.s  fr2,@-r5 ! LS, dst->v = V
+    fcmp/gt fr7,fr6  ! FE, T = Z > W (i.e. Z > -W)
+    fmov.s  fr1,@-r5 ! LS, dst->u = U
+    movt    r2       ! EX, tmp = T
+    fmov.s  fr6,@-r5 ! LS, dst->z = Z
+    shll2   r2       ! EX, tmp = tmp << 2
+    fmov.s  fr5,@-r5 ! LS, dst->y = Y
+    add     r2,r2    ! EX, tmp = (tmp << 2) + (tmp << 2)
+    fmov.s  fr4,@-r5 ! LS, dst->x = X
+    mov.l \eos_addr, r1 ! LS, r1  = GPU EOS command
+    or      r2,r0    ! EX, CLIPFLAGS |= tmp (T << 3)
+    or      r0,r1    ! EX, r1 |= CLIPFLAGS
+    mov.l   r1,@-r5  ! LS, dst->flags = GPU EOS | CLIPFLAGS
+.endm
+
+
+! =========================================================
+! ====================== VIEWPORT TRANSFORM ===============
+! =========================================================
+!r2 = return addr
+!r0 = temp
+!r5 = dst pointer
+
+!fr0  = temp
+!fr4  = temp
+!fr5  = temp
+!fr5  = temp
+!fr8  = VIEWPORT_HWIDTH
+!fr9  = VIEWPORT_HHEIGHT
+!fr10 = VIEWPORT_X_PLUS_HWIDTH
+!fr11 = VIEWPORT_Y_PLUS_HHEIGHT
+
+.macro ViewportTransformSetup vp_addr
+    mova \vp_addr, r0 ! EX,  r0  = &VIEWPORT
+    fmov.s	@r0+,fr8  ! LS, fr8  = VIEWPORT_HWIDTH
+    fmov.s	@r0+,fr9  ! LS, fr9  = VIEWPORT_HHEIGHT
+    fmov.s	@r0+,fr10 ! LS, fr10 = VIEWPORT_X_PLUS_HWIDTH
+    fmov.s	@r0+,fr11 ! LS, fr11 = VIEWPORT_Y_PLUS_HHEIGHT
+    nop               ! MT (align to even instructions boundary)
+.endm
+
+.macro ViewportTransformVertex
+! INVERSE W CALCULATION
+    add #28, r5       ! EX, r5  = &vertex->w
+    fmov.s  @r5,fr0   ! LS, fr0 = vertex->w
+    fmul    fr0,fr0   ! FE, fr0 = fr0 * fr0
+    add #-24, r5      ! EX, r5  = &vertex->x
+    fsrra   fr0       ! FE, fr0 = 1 / sqrt(fr0) -> 1 / vertex->w
+
+! TRANSFORM X
+    fmov.s @r5,fr4    ! LS, fr4 = vertex->x
+    fmov  fr10,fr5    ! LS, fr5 = VIEWPORT_X_PLUS_HWIDTH
+    fmul  fr8,fr4     ! FE, fr4 = VIEWPORT_HWIDTH * vertex->x
+    fmac  fr0,fr4,fr5 ! FE, fr5 = fr0 * fr4 + fr5 -- (X * F * hwidth) + x_plus_hwidth
+    fmov.s fr5,@r5    ! LS, vertex->x = fr5
+    add #4, r5        ! EX, r5  = &vertex->y
+
+! TRANSFORM Y
+    fmov.s @r5,fr4    ! LS, fr4 = vertex->y
+    fmov  fr11,fr5    ! LS, fr5  = VIEWPORT_Y_PLUS_HHEIGHT
+    fmul  fr9,fr4     ! FE, fr4  = VIEWPORT_HHEIGHT * vertex->y
+    fmac  fr0,fr4,fr5 ! FE, fr5  = fr0 * fr4 + fr5 -- (Y * F * hheight) + y_plus_hheight
+    fmov.s fr5,@r5    ! LS, vertex->y = fr5
+    add #4, r5        ! EX, r5  = &vertex->z
+
+! ASSIGN Z
+    fmov.s fr0,@r5    ! LS, vertex->z = fr0
+    add #20, r5       ! EX, r5 += 20 (points to start of next vertex)
+.endm