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Shinovon 2026-04-22 07:30:27 +05:00
commit 77cdaaf97e
827 changed files with 418745 additions and 0 deletions

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.global defaultPipe
.equ vertexTop, 0x3d0
.equ numInAttribs, 4
.equ numOutAttribs, 3
.equ numOutBuf, 2
.equ vertCount, ((vertexTop-numOutBuf)/(numInAttribs*2+numOutAttribs*numOutBuf))
.equ offset, (vertCount*numInAttribs)
.equ outBuf1, (2*offset)
.equ outSize, ((vertexTop-outBuf1-2)/2)
.equ outBuf2, (outBuf1+outSize)
.equ lightMat, 0x3d0
.equ ambientLight, 0x3d4
.equ lightDir, 0x3d5
.equ matrix, 0x3f0
.equ XYZScale, 0x3f7
.equ XYZOffset, 0x3f8
.equ gifTag, 0x3fa
.equ matColor, 0x3fb
.equ surfProps, 0x3fc
.balign 16,0
defaultPipe:
DMAret *
MPG 0, *
.vu
Start:
#include "setup_persp.vu"
Cnt:
NOP XTOP VI02 ; input pointer
NOP LQ VF01, gifTag(VI00)
NOP XITOP VI01 ; vertex count
NOP IADDIU VI05, VI00, 0x4000
NOP IADD VI05, VI05, VI05
NOP IOR VI05, VI05, VI01
NOP SQ VF01, 0(VI12)
NOP ISW.x VI05, 0(VI12)
NOP IADDIU VI03, VI12, 1 ; output pointer
NOP LQ VF18, lightMat(VI00)
NOP LQ VF19, lightMat+1(VI00)
NOP LQ VF20, lightMat+2(VI00)
Loop:
NOP LQI VF01, (VI02++) ; vertex
NOP LQI VF02, (VI02++) ; UV
NOP LQI VF03, (VI02++) ; color
NOP LQI VF04, (VI02++) ; normal
MULAw.xyzw ACC, VF31, VF00w NOP ; transform vertex
MADDAx.xyw ACC, VF28, VF01x NOP
MADDAy.xyw ACC, VF29, VF01y NOP
MADDz.xyzw VF01, VF30, VF01z NOP
ITOF0 VF03, VF03 NOP
ITOF0[I] VF04, VF04 LOI 0.0078125 ; - normal scale
NOP NOP
NOP DIV Q, VF00w, VF01w
NOP WAITQ
MULq VF01, VF01, Q NOP ; perspective division
MULi VF04, VF04, I NOP ; scale normal
NOP MR32.z VF02, VF00
NOP NOP
SUB.w VF01, VF01, VF01 NOP
MULAx.xyz ACC, VF18, VF04x NOP ; transform normal
MADDAy.xyz ACC, VF19, VF04y NOP
MADDz.xyz VF04, VF20, VF04z NOP
ADD.xyz VF01, VF01, VF25 NOP
MULq VF02, VF02, Q NOP
NOP NOP
FTOI0 VF03, VF03 NOP
FTOI4 VF01, VF01 NOP
NOP SQ VF04, -2(VI02) ; store normal
NOP IADDI VI01, VI01, -1
NOP SQI VF02, (VI03++) ; STQ
NOP SQI VF03, (VI03++) ; color
NOP SQI VF01, (VI03++) ; vertex
NOP IBNE VI01, VI00, Loop
NOP NOP
#include "light.vu"
NOP XGKICK VI12
NOP IADD VI15,VI00,VI12
NOP IADD VI12,VI00,VI13
NOP[E] IADD VI13,VI00,VI15
NOP NOP
NOP B Cnt
NOP NOP
.EndMPG
.EndDmaData

94
vendor/librw/tools/ps2test/vu/light.vu vendored Normal file
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; Ambient light:
NOP LQ VF26, ambientLight(VI00)
NOP XITOP VI01
NOP IADDIU VI03, VI12, 2
Ambloop:
NOP LQ VF03, 0(VI03) ; output color
NOP NOP
NOP NOP
NOP NOP
ITOF0 VF03, VF03 NOP
NOP NOP
NOP NOP
NOP NOP
ADD.xyz VF03, VF03, VF26 NOP
NOP NOP
NOP NOP
NOP NOP
FTOI0 VF03, VF03 NOP
NOP IADDI VI01, VI01, -1
NOP IADDIU VI03, VI03, numOutAttribs
NOP IBNE VI01, VI00, Ambloop
NOP SQ VF03, -numOutAttribs(VI03)
; end amblight
; Direct Light
NOP LQ VF26, lightDir(VI00)
NOP XITOP VI01
NOP XTOP VI02
NOP IADDIU VI03, VI12, 2
SUB.xyz VF26, VF00, VF26 NOP
Dirloop:
NOP LQ VF01, 3(VI02); ; normal
NOP LQ VF02, 0(VI03); ; output color
NOP NOP
NOP NOP
MUL VF03, VF01, VF26 NOP
ITOF0 VF02, VF02 NOP
NOP NOP
NOP NOP
ADDy.x VF03, VF03, VF03y NOP
NOP NOP
NOP NOP
NOP NOP
ADDz.x VF03, VF03, VF03z NOP
NOP NOP
NOP NOP
NOP NOP
MAX.x VF03, VF00, VF03 NOP ; clamp to 0
NOP[I] LOI 255
NOP NOP
NOP NOP
MULi.x VF03, VF03, I NOP
NOP NOP
NOP NOP
NOP NOP
ADDx.xyz VF02, VF02, VF03x NOP
NOP NOP
NOP NOP
NOP NOP
FTOI0 VF02, VF02 NOP
NOP IADDI VI01, VI01, -1
NOP IADDIU VI02, VI02, numInAttribs
NOP IADDIU VI03, VI03, numOutAttribs
NOP IBNE VI01, VI00, Dirloop
NOP SQ VF02, -numOutAttribs(VI03)
; end dirlight
; Material color and clamp
NOP LQ VF27, matColor(VI00)
NOP XITOP VI01
NOP IADDIU VI03, VI12, 2
Colorloop:
NOP LQ VF03, 0(VI03)
NOP NOP
NOP NOP
NOP NOP
ITOF0 VF03, VF03 NOP
NOP NOP
NOP NOP
NOP NOP
MUL VF03, VF03, VF27 NOP
NOP[I] LOI 255
NOP NOP
NOP NOP
MINIi VF03, VF03, I NOP
NOP NOP
NOP NOP
NOP NOP
FTOI0 VF03, VF03 NOP
NOP IADDI VI01, VI01, -1
NOP IADDIU VI03, VI03, numOutAttribs
NOP IBNE VI01, VI00, Colorloop
NOP SQ VF03, -numOutAttribs(VI03)
; end material color

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/* This is the the projection matrix we start with:
* 1/2w 0 ox/2w + 1/2 -ox/2w
* 0 -1/2h -oy/2h + 1/2 oy/2h
* 0 0 1 0
* 0 0 1 0
* To get rid of the +1/2 in the combined matrix we
* subtract the z-row/2 from the x- and y-rows.
*
* The z-row is then set to [0 0 0 1] such that multiplication
* by XYZscale gives [0 0 0 zScale]. After perspective division
* and addition of XYZoffset we then get zScale/w + zShift for z.
*
* XYZScale scales xy to the resolution and z by zScale.
* XYZOffset translates xy to the GS coordinate system (where
* [2048, 2048] is the center of the frame buffer) and add zShift to z.
*/
; constant:
; VF28-VF31 transformation matrix
; VF25 XYZ offset
SUB.z VF28, VF28, VF28 LOI 0.5 ; right.z = 0
SUB.z VF29, VF29, VF29 LQ VF28, matrix(VI00) ; up.z = 0 - load matrix
SUB.z VF30, VF30, VF30 LQ VF29, matrix+1(VI00) ; at.z = 0 - load matrix
ADDw.z VF31, VF00, VF00 LQ VF30, matrix+2(VI00) ; at.z = 1 - load matrix
NOP LQ VF31, matrix+3(VI00) ; - load matrix
MULi.w VF20, VF28, I LQ.xyz VF01, XYZScale(VI00) ; fix matrix - load scale
MULi.w VF21, VF29, I NOP ; fix matrix
MULi.w VF22, VF30, I NOP ; fix matrix
MULi.w VF23, VF31, I NOP ; fix matrix
SUBw.xy VF28, VF28, VF20 NOP ; fix matrix
SUBw.xy VF29, VF29, VF21 NOP ; fix matrix
SUBw.xy VF30, VF30, VF22 NOP ; fix matrix
SUBw.xy VF31, VF31, VF23 NOP ; fix matrix
MUL.xy VF28, VF28, VF01 LQ.xyz VF25, XYZOffset(VI00) ; scale matrix
MUL.xy VF29, VF29, VF01 IADDIU VI12, VI00, outBuf1 ; scale matrix
MUL.xy VF30, VF30, VF01 IADDIU VI13, VI00, outBuf2 ; scale matrix
MUL.xyz VF31, VF31, VF01 NOP ; scale matrix

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.global skinPipe
.equ vertexTop, 0x2d0
.equ numInAttribs, 5
.equ numOutAttribs, 3
.equ numOutBuf, 2
.equ vertCount, ((vertexTop-numOutBuf)/(numInAttribs*2+numOutAttribs*numOutBuf))
.equ offset, (vertCount*numInAttribs)
.equ outBuf1, (2*offset)
.equ outSize, ((vertexTop-outBuf1-2)/2)
.equ outBuf2, (outBuf1+outSize)
.equ lightMat, 0x3d0
.equ ambientLight, 0x3d4
.equ lightDir, 0x3d5
.equ matrix, 0x3f0
.equ XYZScale, 0x3f7
.equ XYZOffset, 0x3f8
.equ gifTag, 0x3fa
.equ matColor, 0x3fb
.equ surfProps, 0x3fc
.balign 16,0
skinPipe:
DMAret *
MPG 0, *
.vu
Start:
#include "setup_persp.vu"
Cnt:
NOP XTOP VI02 ; input pointer
NOP LQ VF01, gifTag(VI00)
NOP XITOP VI01 ; vertex count
NOP IADDIU VI05, VI00, 0x4000
NOP IADD VI05, VI05, VI05
NOP IOR VI05, VI05, VI01
NOP SQ VF01, 0(VI12)
NOP ISW.x VI05, 0(VI12)
NOP IADDIU VI03, VI12, 1 ; output pointer
NOP LQ VF18, lightMat(VI00)
NOP LQ VF19, lightMat+1(VI00)
NOP LQ VF20, lightMat+2(VI00)
Loop:
NOP LQI VF01, (VI02++) ; vertex
NOP LQI VF02, (VI02++) ; UV
NOP LQI VF03, (VI02++) ; color
NOP LQI VF04, (VI02++) ; normal
NOP IADDIU VI02, VI02, 1 ; skip weights
MULAw.xyzw ACC, VF31, VF00w NOP ; transform vertex
MADDAx.xyw ACC, VF28, VF01x NOP
MADDAy.xyw ACC, VF29, VF01y NOP
MADDz.xyzw VF01, VF30, VF01z NOP
ITOF0 VF03, VF03 NOP
ITOF0[I] VF04, VF04 LOI 0.0078125 ; - normal scale
NOP NOP
NOP DIV Q, VF00w, VF01w
NOP WAITQ
MULq VF01, VF01, Q NOP ; perspective division
MULi VF04, VF04, I NOP ; scale normal
NOP MR32.z VF02, VF00
NOP NOP
SUB.w VF01, VF01, VF01 NOP
MULAx.xyz ACC, VF18, VF04x NOP ; transform normal
MADDAy.xyz ACC, VF19, VF04y NOP
MADDz.xyz VF04, VF20, VF04z NOP
ADD.xyz VF01, VF01, VF25 NOP
MULq VF02, VF02, Q NOP
NOP NOP
FTOI0 VF03, VF03 NOP
FTOI4 VF01, VF01 NOP
NOP SQ VF04, -2(VI02) ; store normal
NOP IADDI VI01, VI01, -1
NOP SQI VF02, (VI03++) ; STQ
NOP SQI VF03, (VI03++) ; color
NOP SQI VF01, (VI03++) ; vertex
NOP IBNE VI01, VI00, Loop
NOP NOP
#include "light.vu"
NOP XGKICK VI12
NOP IADD VI15,VI00,VI12
NOP IADD VI12,VI00,VI13
NOP[E] IADD VI13,VI00,VI15
NOP NOP
NOP B Cnt
NOP NOP
.EndMPG
.EndDmaData