mirror of
https://github.com/aap/librw.git
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92 lines
2.0 KiB
Plaintext
92 lines
2.0 KiB
Plaintext
.global skinPipe
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.equ vertexTop, 0x2d0
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.equ numInAttribs, 5
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.equ numOutAttribs, 3
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.equ numOutBuf, 2
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.equ vertCount, ((vertexTop-numOutBuf)/(numInAttribs*2+numOutAttribs*numOutBuf))
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.equ offset, (vertCount*numInAttribs)
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.equ outBuf1, (2*offset)
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.equ outSize, ((vertexTop-outBuf1-2)/2)
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.equ outBuf2, (outBuf1+outSize)
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.equ lightDir, 0x3d0
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.equ matrix, 0x3f0
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.equ screenOffset, 0x3f9
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.equ gifTag, 0x3fa
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.equ matColor, 0x3fb
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.equ ambientLight, 0x3fd
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.balign 16,0
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skinPipe:
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DMAret *
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MPG 0, *
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.vu
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Start:
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NOP LQ VF25, screenOffset(VI00)
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NOP LQ VF28, matrix(VI00)
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NOP LQ VF29, matrix+1(VI00)
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NOP LQ VF30, matrix+2(VI00)
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NOP LQ VF31, matrix+3(VI00)
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NOP IADDIU VI12, VI00, outBuf1
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NOP IADDIU VI13, VI00, outBuf2
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Cnt:
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NOP XTOP VI02 ; input pointer
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NOP LQ VF01, gifTag(VI00)
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NOP XITOP VI01 ; vertex count
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NOP IADDIU VI05, VI00, 0x4000
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NOP IADD VI05, VI05, VI05
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NOP IOR VI05, VI05, VI01
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NOP SQ VF01, 0(VI12)
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NOP ISW.x VI05, 0(VI12)
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NOP IADDIU VI03, VI12, 1 ; output pointer
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Loop:
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NOP LQI VF01, (VI02++) ; vertex
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NOP LQI VF02, (VI02++) ; UV - skip
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NOP LQI VF02, (VI02++) ; color
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NOP LQI VF03, (VI02++) ; normal
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NOP IADDIU VI02, VI02, 1 ; skip weights
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MULAw.xyzw ACC, VF31, VF00w NOP
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MADDAx.xyzw ACC, VF28, VF01x NOP
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MADDAy.xyzw ACC, VF29, VF01y NOP
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MADDz.xyzw VF01, VF30, VF01z NOP
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ITOF0 VF02, VF02 NOP
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ITOF0[I] VF03, VF03 LOI 0.0078125 ; - normal scale
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NOP NOP
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NOP DIV Q, VF00w, VF01w
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NOP WAITQ
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MULq VF01, VF01, Q NOP ; perspective division
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MULi VF03, VF03, I NOP ; scale normal
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NOP NOP
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NOP NOP
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SUB.w VF01, VF01, VF01 NOP
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NOP SQ VF03, -2(VI02) ; store scaled normal
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NOP NOP
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NOP NOP
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ADD.xy VF01, VF01, VF25 NOP
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NOP NOP
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NOP NOP
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FTOI0 VF02, VF02 NOP
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FTOI4 VF01, VF01 NOP
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NOP NOP
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NOP IADDI VI01, VI01, -1
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NOP SQI VF02, (VI03++) ; color
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NOP SQI VF01, (VI03++) ; vertex
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NOP IBNE VI01, VI00, Loop
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NOP NOP
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.include "light.vu"
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NOP XGKICK VI12
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NOP IADD VI15,VI00,VI12
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NOP IADD VI12,VI00,VI13
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NOP[E] IADD VI13,VI00,VI15
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NOP NOP
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NOP B Cnt
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NOP NOP
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.EndMPG
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.EndDmaData
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