! ========================================================= ! ======================== 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