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#368 GBA matrixFrame_asm
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@@ -1335,6 +1335,28 @@ void matrixRotateYXZ_c(int32 angleX, int32 angleY, int32 angleZ)
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if (angleZ) matrixRotateZ(angleZ);
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}
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void matrixFrame_c(const void* pos, const void* angles)
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{
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int16 aX, aY, aZ;
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DECODE_ANGLES(*(uint32*)angles, aX, aY, aZ);
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uint32 xy = ((uint32*)pos)[0];
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uint32 zu = ((uint32*)pos)[1];
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#ifdef CPU_BIG_ENDIAN
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int32 posX = int16(xy >> 16);
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int32 posY = int16(xy & 0xFFFF);
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int32 posZ = int16(zu >> 16);
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#else
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int32 posX = int16(xy & 0xFFFF);
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int32 posY = int16(xy >> 16);
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int32 posZ = int16(zu & 0xFFFF);
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#endif
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matrixTranslateRel(posX, posY, posZ);
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matrixRotateYXZ(aX, aY, aZ);
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}
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void boxTranslate_c(AABBi &box, int32 x, int32 y, int32 z)
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{
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box.minX += x;
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@@ -1374,28 +1396,6 @@ void boxRotateYQ_c(AABBi &box, int32 quadrant)
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}
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#endif
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void matrixFrame(const void* pos, const void* angles)
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{
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int16 aX, aY, aZ;
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DECODE_ANGLES(*(uint32*)angles, aX, aY, aZ);
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uint32 xy = ((uint32*)pos)[0];
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uint32 zu = ((uint32*)pos)[1];
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#ifdef CPU_BIG_ENDIAN
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int32 posX = int16(xy >> 16);
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int32 posY = int16(xy & 0xFFFF);
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int32 posZ = int16(zu >> 16);
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#else
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int32 posX = int16(xy & 0xFFFF);
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int32 posY = int16(xy >> 16);
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int32 posZ = int16(zu & 0xFFFF);
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#endif
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matrixTranslateRel(posX, posY, posZ);
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matrixRotateYXZ(aX, aY, aZ);
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}
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void matrixFrameLerp(const void* pos, const void* anglesA, const void* anglesB, int32 delta, int32 rate)
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{
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int16 aX, aY, aZ;
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@@ -2649,6 +2649,7 @@ vec3i boxPushOut(const AABBi &a, const AABBi &b);
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void matrixRotateZ_asm(int32 angle);
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void matrixRotateYQ_asm(int32 quadrant);
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void matrixRotateYXZ_asm(int32 angleX, int32 angleY, int32 angleZ);
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void matrixFrame_asm(const void* pos, const void* angles);
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void boxTranslate_asm(AABBi &box, int32 x, int32 y, int32 z);
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void boxRotateYQ_asm(AABBi &box, int32 quadrant);
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int32 sphereIsVisible_asm(int32 x, int32 y, int32 z, int32 r);
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@@ -2667,6 +2668,7 @@ vec3i boxPushOut(const AABBi &a, const AABBi &b);
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#define matrixRotateZ matrixRotateZ_asm
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#define matrixRotateYXZ matrixRotateYXZ_asm
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#define matrixRotateYQ matrixRotateYQ_asm
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#define matrixFrame matrixFrame_asm
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#define boxTranslate boxTranslate_asm
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#define boxRotateYQ boxRotateYQ_asm
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#define sphereIsVisible sphereIsVisible_asm
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@@ -2684,6 +2686,7 @@ vec3i boxPushOut(const AABBi &a, const AABBi &b);
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#define matrixRotateZ matrixRotateZ_c
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#define matrixRotateYXZ matrixRotateYXZ_c
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#define matrixRotateYQ matrixRotateYQ_c
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#define matrixFrame matrixFrame_c
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#define boxTranslate boxTranslate_c
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#define boxRotateYQ boxRotateYQ_c
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#define sphereIsVisible sphereIsVisible_c
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@@ -2701,6 +2704,7 @@ vec3i boxPushOut(const AABBi &a, const AABBi &b);
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void matrixRotateZ_c(int32 angle);
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void matrixRotateYQ_c(int32 quadrant);
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void matrixRotateYXZ_c(int32 angleX, int32 angleY, int32 angleZ);
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void matrixFrame_c(const void* pos, const void* angles);
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void boxTranslate_c(AABBi &box, int32 x, int32 y, int32 z);
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void boxRotateYQ_c(AABBi &box, int32 quadrant);
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@@ -2771,7 +2775,7 @@ X_INLINE vec3i matrixGetDir(const Matrix &m)
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return _vec3i(m.e20, m.e21, m.e22);
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}
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void matrixFrame(const void* pos, const void* angles);
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void matrixFrame_c(const void* pos, const void* angles);
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void matrixFrameLerp(const void* pos, const void* anglesA, const void* anglesB, int32 delta, int32 rate);
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void matrixSetView(const vec3i &pos, int32 angleX, int32 angleY);
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@@ -51,7 +51,7 @@ sprites .req index01
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SP_SIZE = (8 * VERTEX_SIZEOF) + 4
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SP_SPRITES = SP_SIZE - 4
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.extern rasterize_c, drawPoly
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.extern drawPoly
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.global flush_asm
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flush_asm:
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39
src/platform/gba/asm/matrixFrame.s
Normal file
39
src/platform/gba/asm/matrixFrame.s
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@@ -0,0 +1,39 @@
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#include "common_asm.inc"
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pos .req r0 // arg
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angles .req r1 // arg
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x .req pos
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y .req angles
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z .req r2
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packed .req r12
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.extern matrixTranslateRel_asm, matrixRotateYXZ_asm
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.global matrixFrame_asm
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matrixFrame_asm:
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stmfd sp!, {lr}
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ldr packed, [angles]
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ldrsh z, [pos, #4]
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ldrsh y, [pos, #2]
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ldrsh x, [pos, #0]
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bl matrixTranslateRel_asm // doesn't affect user mode r12
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lsl z, packed, #22
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asr z, #16
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lsr packed, #10
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lsl y, packed, #22
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asr y, #16
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lsr packed, #10
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lsl x, packed, #22
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asr x, #16
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ldmfd sp!, {lr}
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b matrixRotateYXZ_asm
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// TODO matrixFrameLerp
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