repo_id
stringlengths 5
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| size
int64 590
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| file_path
stringlengths 4
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| content
stringlengths 590
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|---|---|---|---|
nqd1/FPGRARS
| 2,009
|
tests/riscv-tests/srai.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000000
srai x30, x1, 0
li x29, 0x00000000
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x80000000
srai x30, x1, 1
li x29, 0xc0000000
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x80000000
srai x30, x1, 7
li x29, 0xff000000
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x80000000
srai x30, x1, 14
li x29, 0xfffe0000
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000001
srai x30, x1, 31
li x29, 0xffffffff
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x7fffffff
srai x30, x1, 0
li x29, 0x7fffffff
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x7fffffff
srai x30, x1, 1
li x29, 0x3fffffff
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0x7fffffff
srai x30, x1, 7
li x29, 0x00ffffff
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0x7fffffff
srai x30, x1, 14
li x29, 0x0001ffff
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0x7fffffff
srai x30, x1, 31
li x29, 0x00000000
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x81818181
srai x30, x1, 0
li x29, 0x81818181
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x81818181
srai x30, x1, 1
li x29, 0xc0c0c0c0
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0x81818181
srai x30, x1, 7
li x29, 0xff030303
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0x81818181
srai x30, x1, 14
li x29, 0xfffe0606
li gp, 15
bne x30, x29, fail
test_16:
li x1, 0x81818181
srai x30, x1, 31
li x29, 0xffffffff
li gp, 16
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_17:
li x1, 0x80000000
srai x1, x1, 7
li x29, 0xff000000
li gp, 17
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 2,322
|
tests/riscv-tests/slt.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000000
li x2, 0x00000000
slt x30, x1, x2
li x29, 0
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
li x2, 0x00000001
slt x30, x1, x2
li x29, 0
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000003
li x2, 0x00000007
slt x30, x1, x2
li x29, 1
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000007
li x2, 0x00000003
slt x30, x1, x2
li x29, 0
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x00000000
li x2, 0xffff8000
slt x30, x1, x2
li x29, 0
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, 0x00000000
slt x30, x1, x2
li x29, 1
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x80000000
li x2, 0xffff8000
slt x30, x1, x2
li x29, 1
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0x00000000
li x2, 0x00007fff
slt x30, x1, x2
li x29, 1
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0x7fffffff
li x2, 0x00000000
slt x30, x1, x2
li x29, 0
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0x7fffffff
li x2, 0x00007fff
slt x30, x1, x2
li x29, 0
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x80000000
li x2, 0x00007fff
slt x30, x1, x2
li x29, 1
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x7fffffff
li x2, 0xffff8000
slt x30, x1, x2
li x29, 0
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0x00000000
li x2, 0xffffffff
slt x30, x1, x2
li x29, 0
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0xffffffff
li x2, 0x00000001
slt x30, x1, x2
li x29, 1
li gp, 15
bne x30, x29, fail
test_16:
li x1, 0xffffffff
li x2, 0xffffffff
slt x30, x1, x2
li x29, 0
li gp, 16
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_17:
li x1, 14
li x2, 13
slt x1, x1, x2
li x29, 0
li gp, 17
bne x1, x29, fail
test_18:
li x1, 11
li x2, 13
slt x2, x1, x2
li x29, 1
li gp, 18
bne x2, x29, fail
test_19:
li x1, 13
slt x1, x1, x1
li x29, 0
li gp, 19
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,055
|
tests/riscv-tests/andi.s
|
.text
main:
#-------------------------------------------------------------
# Logical tests
#-------------------------------------------------------------
test_2:
li x1, 0xff00ff00
andi x30, x1, 0xffffff0f
li x29, 0xff00ff00
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x0ff00ff0
andi x30, x1, 0x0f0
li x29, 0x000000f0
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00ff00ff
andi x30, x1, 0x70f
li x29, 0x0000000f
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0xf00ff00f
andi x30, x1, 0x0f0
li x29, 0x00000000
li gp, 5
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_6:
li x1, 0xff00ff00
andi x1, x1, 0x0f0
li x29, 0x00000000
li gp, 6
bne x1, x29, fail
test_13:
andi x1, x0, 0x0f0
li x29, 0
li gp, 13
bne x1, x29, fail
test_14:
li x1, 0x00ff00ff
andi x0, x1, 0x70f
li x29, 0
li gp, 14
bne x0, x29, fail
pass:
li a0, 42
li a7, 93
ecall
fail:
li a0, 0
li a7, 93
ecall
|
nqd1/FPGRARS
| 2,172
|
tests/riscv-tests/mulhu.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000000
li x2, 0x00000000
mulhu x30, x1, x2
li x29, 0x00000000
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
li x2, 0x00000001
mulhu x30, x1, x2
li x29, 0x00000000
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000003
li x2, 0x00000007
mulhu x30, x1, x2
li x29, 0x00000000
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000000
li x2, 0xffff8000
mulhu x30, x1, x2
li x29, 0x00000000
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000000
li x2, 0x00000000
mulhu x30, x1, x2
li x29, 0x00000000
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, 0xffff8000
mulhu x30, x1, x2
li x29, 0x7fffc000
li gp, 7
bne x30, x29, fail
test_30:
li x1, 0xaaaaaaab
li x2, 0x0002fe7d
mulhu x30, x1, x2
li x29, 0x0001fefe
li gp, 30
bne x30, x29, fail
test_31:
li x1, 0x0002fe7d
li x2, 0xaaaaaaab
mulhu x30, x1, x2
li x29, 0x0001fefe
li gp, 31
bne x30, x29, fail
test_32:
li x1, 0xff000000
li x2, 0xff000000
mulhu x30, x1, x2
li x29, 0xfe010000
li gp, 32
bne x30, x29, fail
test_33:
li x1, 0xffffffff
li x2, 0xffffffff
mulhu x30, x1, x2
li x29, 0xfffffffe
li gp, 33
bne x30, x29, fail
test_34:
li x1, 0xffffffff
li x2, 0x00000001
mulhu x30, x1, x2
li x29, 0x00000000
li gp, 34
bne x30, x29, fail
test_35:
li x1, 0x00000001
li x2, 0xffffffff
mulhu x30, x1, x2
li x29, 0x00000000
li gp, 35
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_8:
li x1, 13631488
li x2, 11534336
mulhu x1, x1, x2
li x29, 36608
li gp, 8
bne x1, x29, fail
test_9:
li x1, 14680064
li x2, 11534336
mulhu x2, x1, x2
li x29, 39424
li gp, 9
bne x2, x29, fail
test_10:
li x1, 13631488
mulhu x1, x1, x1
li x29, 43264
li gp, 10
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,927
|
tests/riscv-tests/srli.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_3:
li x1, 0x80000000
srli x30, x1, 1
li x29, 0x40000000
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x80000000
srli x30, x1, 7
li x29, 0x01000000
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x80000000
srli x30, x1, 14
li x29, 0x00020000
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000001
srli x30, x1, 31
li x29, 0x00000001
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0xffffffff
srli x30, x1, 0
li x29, 0xffffffff
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0xffffffff
srli x30, x1, 1
li x29, 0x7fffffff
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0xffffffff
srli x30, x1, 7
li x29, 0x01ffffff
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0xffffffff
srli x30, x1, 14
li x29, 0x0003ffff
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0xffffffff
srli x30, x1, 31
li x29, 0x00000001
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x21212121
srli x30, x1, 0
li x29, 0x21212121
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x21212121
srli x30, x1, 1
li x29, 0x10909090
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0x21212121
srli x30, x1, 7
li x29, 0x00424242
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0x21212121
srli x30, x1, 14
li x29, 0x00008484
li gp, 15
bne x30, x29, fail
test_16:
li x1, 0x21212121
srli x30, x1, 31
li x29, 0x00000000
li gp, 16
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_17:
li x1, 0x80000000
srli x1, x1, 7
li x29, 0x01000000
li gp, 17
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 2,187
|
tests/riscv-tests/mulhsu.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000000
li x2, 0x00000000
mulhsu x30, x1, x2
li x29, 0x00000000
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
li x2, 0x00000001
mulhsu x30, x1, x2
li x29, 0x00000000
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000003
li x2, 0x00000007
mulhsu x30, x1, x2
li x29, 0x00000000
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000000
li x2, 0xffff8000
mulhsu x30, x1, x2
li x29, 0x00000000
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000000
li x2, 0x00000000
mulhsu x30, x1, x2
li x29, 0x00000000
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, 0xffff8000
mulhsu x30, x1, x2
li x29, 0x80004000
li gp, 7
bne x30, x29, fail
test_30:
li x1, 0xaaaaaaab
li x2, 0x0002fe7d
mulhsu x30, x1, x2
li x29, 0xffff0081
li gp, 30
bne x30, x29, fail
test_31:
li x1, 0x0002fe7d
li x2, 0xaaaaaaab
mulhsu x30, x1, x2
li x29, 0x0001fefe
li gp, 31
bne x30, x29, fail
test_32:
li x1, 0xff000000
li x2, 0xff000000
mulhsu x30, x1, x2
li x29, 0xff010000
li gp, 32
bne x30, x29, fail
test_33:
li x1, 0xffffffff
li x2, 0xffffffff
mulhsu x30, x1, x2
li x29, 0xffffffff
li gp, 33
bne x30, x29, fail
test_34:
li x1, 0xffffffff
li x2, 0x00000001
mulhsu x30, x1, x2
li x29, 0xffffffff
li gp, 34
bne x30, x29, fail
test_35:
li x1, 0x00000001
li x2, 0xffffffff
mulhsu x30, x1, x2
li x29, 0x00000000
li gp, 35
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_8:
li x1, 13631488
li x2, 11534336
mulhsu x1, x1, x2
li x29, 36608
li gp, 8
bne x1, x29, fail
test_9:
li x1, 14680064
li x2, 11534336
mulhsu x2, x1, x2
li x29, 39424
li gp, 9
bne x2, x29, fail
test_10:
li x1, 13631488
mulhsu x1, x1, x1
li x29, 43264
li gp, 10
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,939
|
tests/riscv-tests/slti.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000000
slti x30, x1, 0x000
li x29, 0
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
slti x30, x1, 0x001
li x29, 0
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000003
slti x30, x1, 0x007
li x29, 1
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000007
slti x30, x1, 0x003
li x29, 0
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x00000000
slti x30, x1, 0xfffff800
li x29, 0
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
slti x30, x1, 0x000
li x29, 1
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x80000000
slti x30, x1, 0xfffff800
li x29, 1
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0x00000000
slti x30, x1, 0x7ff
li x29, 1
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0x7fffffff
slti x30, x1, 0x000
li x29, 0
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0x7fffffff
slti x30, x1, 0x7ff
li x29, 0
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x80000000
slti x30, x1, 0x7ff
li x29, 1
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x7fffffff
slti x30, x1, 0xfffff800
li x29, 0
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0x00000000
slti x30, x1, 0xffffffff
li x29, 0
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0xffffffff
slti x30, x1, 0x001
li x29, 1
li gp, 15
bne x30, x29, fail
test_16:
li x1, 0xffffffff
slti x30, x1, 0xffffffff
li x29, 0
li gp, 16
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_17:
li x1, 11
slti x1, x1, 13
li x29, 1
li gp, 17
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,115
|
tests/riscv-tests/rem.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 20
li x2, 6
rem x30, x1, x2
li x29, 2
li gp, 2
bne x30, x29, fail
test_3:
li x1, -20
li x2, 6
rem x30, x1, x2
li x29, -2
li gp, 3
bne x30, x29, fail
test_4:
li x1, 20
li x2, -6
rem x30, x1, x2
li x29, 2
li gp, 4
bne x30, x29, fail
test_5:
li x1, -20
li x2, -6
rem x30, x1, x2
li x29, -2
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000000
li x2, 1
rem x30, x1, x2
li x29, 0
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, -1
rem x30, x1, x2
li x29, 0
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x80000000
li x2, 0
rem x30, x1, x2
li x29, 0x80000000
li gp, 8
bne x30, x29, fail
test_9:
li x1, 1
li x2, 0
rem x30, x1, x2
li x29, 1
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0
li x2, 0
rem x30, x1, x2
li x29, 0
li gp, 10
bne x30, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,138
|
tests/riscv-tests/remu.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 20
li x2, 6
remu x30, x1, x2
li x29, 2
li gp, 2
bne x30, x29, fail
test_3:
li x1, -20
li x2, 6
remu x30, x1, x2
li x29, 2
li gp, 3
bne x30, x29, fail
test_4:
li x1, 20
li x2, -6
remu x30, x1, x2
li x29, 20
li gp, 4
bne x30, x29, fail
test_5:
li x1, -20
li x2, -6
remu x30, x1, x2
li x29, -20
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000000
li x2, 1
remu x30, x1, x2
li x29, 0
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, -1
remu x30, x1, x2
li x29, 0x80000000
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x80000000
li x2, 0
remu x30, x1, x2
li x29, 0x80000000
li gp, 8
bne x30, x29, fail
test_9:
li x1, 1
li x2, 0
remu x30, x1, x2
li x29, 1
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0
li x2, 0
remu x30, x1, x2
li x29, 0
li gp, 10
bne x30, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,172
|
tests/riscv-tests/and.s
|
.text
main:
#-------------------------------------------------------------
# Logical tests
#-------------------------------------------------------------
test_2:
li x1, 0xff00ff00
li x2, 0x0f0f0f0f
and x30, x1, x2
li x29, 0x0f000f00
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x0ff00ff0
li x2, 0xf0f0f0f0
and x30, x1, x2
li x29, 0x00f000f0
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00ff00ff
li x2, 0x0f0f0f0f
and x30, x1, x2
li x29, 0x000f000f
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0xf00ff00f
li x2, 0xf0f0f0f0
and x30, x1, x2
li x29, 0xf000f000
li gp, 5
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_6:
li x1, 0xff00ff00
li x2, 0x0f0f0f0f
and x1, x1, x2
li x29, 0x0f000f00
li gp, 6
bne x1, x29, fail
test_7:
li x1, 0x0ff00ff0
li x2, 0xf0f0f0f0
and x2, x1, x2
li x29, 0x00f000f0
li gp, 7
bne x2, x29, fail
test_8:
li x1, 0xff00ff00
and x1, x1, x1
li x29, 0xff00ff00
li gp, 8
bne x1, x29, fail
pass:
li a0, 42
li a7, 93
ecall
fail:
li a0, 0
li a7, 93
ecall
|
nqd1/FPGRARS
| 2,888
|
tests/riscv-tests/sll.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000001
li x2, 0
sll x30, x1, x2
li x29, 0x00000001
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
li x2, 1
sll x30, x1, x2
li x29, 0x00000002
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000001
li x2, 7
sll x30, x1, x2
li x29, 0x00000080
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000001
li x2, 14
sll x30, x1, x2
li x29, 0x00004000
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x00000001
li x2, 31
sll x30, x1, x2
li x29, 0x80000000
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0xffffffff
li x2, 0
sll x30, x1, x2
li x29, 0xffffffff
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0xffffffff
li x2, 1
sll x30, x1, x2
li x29, 0xfffffffe
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0xffffffff
li x2, 7
sll x30, x1, x2
li x29, 0xffffff80
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0xffffffff
li x2, 14
sll x30, x1, x2
li x29, 0xffffc000
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0xffffffff
li x2, 31
sll x30, x1, x2
li x29, 0x80000000
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x21212121
li x2, 0
sll x30, x1, x2
li x29, 0x21212121
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x21212121
li x2, 1
sll x30, x1, x2
li x29, 0x42424242
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0x21212121
li x2, 7
sll x30, x1, x2
li x29, 0x90909080
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0x21212121
li x2, 14
sll x30, x1, x2
li x29, 0x48484000
li gp, 15
bne x30, x29, fail
test_16:
li x1, 0x21212121
li x2, 31
sll x30, x1, x2
li x29, 0x80000000
li gp, 16
bne x30, x29, fail
# Verify that shifts only use bottom six bits
test_17:
li x1, 0x21212121
li x2, 0xffffffc0
sll x30, x1, x2
li x29, 0x21212121
li gp, 17
bne x30, x29, fail
test_18:
li x1, 0x21212121
li x2, 0xffffffc1
sll x30, x1, x2
li x29, 0x42424242
li gp, 18
bne x30, x29, fail
test_19:
li x1, 0x21212121
li x2, 0xffffffc7
sll x30, x1, x2
li x29, 0x90909080
li gp, 19
bne x30, x29, fail
test_20:
li x1, 0x21212121
li x2, 0xffffffce
sll x30, x1, x2
li x29, 0x48484000
li gp, 20
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_22:
li x1, 0x00000001
li x2, 7
sll x1, x1, x2
li x29, 0x00000080
li gp, 22
bne x1, x29, fail
test_23:
li x1, 0x00000001
li x2, 14
sll x2, x1, x2
li x29, 0x00004000
li gp, 23
bne x2, x29, fail
test_24:
li x1, 3
sll x1, x1, x1
li x29, 24
li gp, 24
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 2,138
|
tests/riscv-tests/addi.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000000
addi x30, x1, 0x000
li x29, 0x00000000
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
addi x30, x1, 0x001
li x29, 0x00000002
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000003
addi x30, x1, 0x007
li x29, 0x0000000a
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000000
addi x30, x1, 0xfffff800
li x29, 0xfffff800
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000000
addi x30, x1, 0x000
li x29, 0x80000000
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
addi x30, x1, 0xfffff800
li x29, 0x7ffff800
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x00000000
addi x30, x1, 0x7ff
li x29, 0x000007ff
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0x7fffffff
addi x30, x1, 0x000
li x29, 0x7fffffff
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0x7fffffff
addi x30, x1, 0x7ff
li x29, 0x800007fe
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0x80000000
addi x30, x1, 0x7ff
li x29, 0x800007ff
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x7fffffff
addi x30, x1, 0xfffff800
li x29, 0x7ffff7ff
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x00000000
addi x30, x1, 0xffffffff
li x29, 0xffffffff
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0xffffffff
addi x30, x1, 0x001
li x29, 0x00000000
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0xffffffff
addi x30, x1, 0xffffffff
li x29, 0xfffffffe
li gp, 15
bne x30, x29, fail
test_16: li x1, 0x7fffffff
addi x30, x1, 0x001
li x29, 0x80000000
li gp, 16
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_17:
li x1, 13
addi x1, x1, 11
li x29, 24
li gp, 17
bne x1, x29, fail
test_24:
addi x1, x0, 32
li x29, 32
li gp, 24
bne x1, x29, fail
test_25:
li x1, 33
addi x0, x1, 50
li x29, 0
li gp, 25
bne x0, x29, fail
pass:
li a0, 42
li a7, 93
ecall
fail:
li a0, 0
li a7, 93
|
nqd1/FPGRARS
| 2,340
|
tests/riscv-tests/sltu.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000000
li x2, 0x00000000
sltu x30, x1, x2
li x29, 0
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
li x2, 0x00000001
sltu x30, x1, x2
li x29, 0
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000003
li x2, 0x00000007
sltu x30, x1, x2
li x29, 1
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000007
li x2, 0x00000003
sltu x30, x1, x2
li x29, 0
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x00000000
li x2, 0xffff8000
sltu x30, x1, x2
li x29, 1
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, 0x00000000
sltu x30, x1, x2
li x29, 0
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x80000000
li x2, 0xffff8000
sltu x30, x1, x2
li x29, 1
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0x00000000
li x2, 0x00007fff
sltu x30, x1, x2
li x29, 1
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0x7fffffff
li x2, 0x00000000
sltu x30, x1, x2
li x29, 0
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0x7fffffff
li x2, 0x00007fff
sltu x30, x1, x2
li x29, 0
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x80000000
li x2, 0x00007fff
sltu x30, x1, x2
li x29, 0
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x7fffffff
li x2, 0xffff8000
sltu x30, x1, x2
li x29, 1
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0x00000000
li x2, 0xffffffff
sltu x30, x1, x2
li x29, 1
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0xffffffff
li x2, 0x00000001
sltu x30, x1, x2
li x29, 0
li gp, 15
bne x30, x29, fail
test_16:
li x1, 0xffffffff
li x2, 0xffffffff
sltu x30, x1, x2
li x29, 0
li gp, 16
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_17:
li x1, 14
li x2, 13
sltu x1, x1, x2
li x29, 0
li gp, 17
bne x1, x29, fail
test_18:
li x1, 11
li x2, 13
sltu x2, x1, x2
li x29, 1
li gp, 18
bne x2, x29, fail
test_19:
li x1, 13
sltu x1, x1, x1
li x29, 0
li gp, 19
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,956
|
tests/riscv-tests/sltiu.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000000
sltiu x30, x1, 0x000
li x29, 0
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
sltiu x30, x1, 0x001
li x29, 0
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000003
sltiu x30, x1, 0x007
li x29, 1
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000007
sltiu x30, x1, 0x003
li x29, 0
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x00000000
sltiu x30, x1, 0xfffff800
li x29, 1
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
sltiu x30, x1, 0x000
li x29, 0
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x80000000
sltiu x30, x1, 0xfffff800
li x29, 1
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0x00000000
sltiu x30, x1, 0x7ff
li x29, 1
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0x7fffffff
sltiu x30, x1, 0x000
li x29, 0
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0x7fffffff
sltiu x30, x1, 0x7ff
li x29, 0
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x80000000
sltiu x30, x1, 0x7ff
li x29, 0
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x7fffffff
sltiu x30, x1, 0xfffff800
li x29, 1
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0x00000000
sltiu x30, x1, 0xffffffff
li x29, 1
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0xffffffff
sltiu x30, x1, 0x001
li x29, 0
li gp, 15
bne x30, x29, fail
test_16:
li x1, 0xffffffff
sltiu x30, x1, 0xffffffff
li x29, 0
li gp, 16
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_17:
li x1, 11
sltiu x1, x1, 13
li x29, 1
li gp, 17
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,137
|
tests/riscv-tests/divu.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 20
li x2, 6
divu x30, x1, x2
li x29, 3
li gp, 2
bne x30, x29, fail
test_3:
li x1, -20
li x2, 6
divu x30, x1, x2
li x29, 715827879
li gp, 3
bne x30, x29, fail
test_4:
li x1, 20
li x2, -6
divu x30, x1, x2
li x29, 0
li gp, 4
bne x30, x29, fail
test_5:
li x1, -20
li x2, -6
divu x30, x1, x2
li x29, 0
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000000
li x2, 1
divu x30, x1, x2
li x29, 0x80000000
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, -1
divu x30, x1, x2
li x29, 0
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x80000000
li x2, 0
divu x30, x1, x2
li x29, -1
li gp, 8
bne x30, x29, fail
test_9:
li x1, 1
li x2, 0
divu x30, x1, x2
li x29, -1
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0
li x2, 0
divu x30, x1, x2
li x29, -1
li gp, 10
bne x30, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 2,401
|
tests/riscv-tests/add.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000000
li x2, 0x00000000
add x30, x1, x2
li x29, 0x00000000
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
li x2, 0x00000001
add x30, x1, x2
li x29, 0x00000002
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000003
li x2, 0x00000007
add x30, x1, x2
li x29, 0x0000000a
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000000
li x2, 0xffff8000
add x30, x1, x2
li x29, 0xffff8000
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000000
li x2, 0x00000000
add x30, x1, x2
li x29, 0x80000000
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, 0xffff8000
add x30, x1, x2
li x29, 0x7fff8000
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x00000000
li x2, 0x00007fff
add x30, x1, x2
li x29, 0x00007fff
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0x7fffffff
li x2, 0x00000000
add x30, x1, x2
li x29, 0x7fffffff
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0x7fffffff
li x2, 0x00007fff
add x30, x1, x2
li x29, 0x80007ffe
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0x80000000
li x2, 0x00007fff
add x30, x1, x2
li x29, 0x80007fff
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x7fffffff
li x2, 0xffff8000
add x30, x1, x2
li x29, 0x7fff7fff
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x00000000
li x2, 0xffffffff
add x30, x1, x2
li x29, 0xffffffff
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0xffffffff
li x2, 0x00000001
add x30, x1, x2
li x29, 0x00000000
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0xffffffff
li x2, 0xffffffff
add x30, x1, x2
li x29, 0xfffffffe
li gp, 15
bne x30, x29, fail
test_16:
li x1, 0x00000001
li x2, 0x7fffffff
add x30, x1, x2
li x29, 0x80000000
li gp, 16
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_17:
li x1, 13
li x2, 11
add x1, x1, x2
li x29, 24
li gp, 17
bne x1, x29, fail
test_18:
li x1, 14
li x2, 11
add x2, x1, x2
li x29, 25
li gp, 18
bne x2, x29, fail
test_19:
li x1, 13
add x1, x1, x1
li x29, 26
li gp, 19
bne x1, x29, fail
pass:
li a0, 42
li a7, 93
ecall
fail:
li a0, 0
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,210
|
tests/riscv-tests/xor.s
|
.text
main:
#-------------------------------------------------------------
# Logical tests
#-------------------------------------------------------------
test_2:
li x1, 0xff00ff00
li x2, 0x0f0f0f0f
xor x30, x1, x2
li x29, 0xf00ff00f
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x0ff00ff0
li x2, 0xf0f0f0f0
xor x30, x1, x2
li x29, 0xff00ff00
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00ff00ff
li x2, 0x0f0f0f0f
xor x30, x1, x2
li x29, 0x0ff00ff0
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0xf00ff00f
li x2, 0xf0f0f0f0
xor x30, x1, x2
li x29, 0x00ff00ff
li gp, 5
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_6:
li x1, 0xff00ff00
li x2, 0x0f0f0f0f
xor x1, x1, x2
li x29, 0xf00ff00f
li gp, 6
bne x1, x29, fail
test_7:
li x1, 0xff00ff00
li x2, 0x0f0f0f0f
xor x2, x1, x2
li x29, 0xf00ff00f
li gp, 7
bne x2, x29, fail
test_8:
li x1, 0xff00ff00
xor x1, x1, x1
li x29, 0x00000000
li gp, 8
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,125
|
tests/riscv-tests/div.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 20
li x2, 6
div x30, x1, x2
li x29, 3
li gp, 2
bne x30, x29, fail
test_3:
li x1, -20
li x2, 6
div x30, x1, x2
li x29, -3
li gp, 3
bne x30, x29, fail
test_4:
li x1, 20
li x2, -6
div x30, x1, x2
li x29, -3
li gp, 4
bne x30, x29, fail
test_5:
li x1, -20
li x2, -6
div x30, x1, x2
li x29, 3
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000000
li x2, 1
div x30, x1, x2
li x29, 0x80000000
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, -1
div x30, x1, x2
li x29, 0x80000000
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x80000000
li x2, 0
div x30, x1, x2
li x29, -1
li gp, 8
bne x30, x29, fail
test_9:
li x1, 1
li x2, 0
div x30, x1, x2
li x29, -1
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0
li x2, 0
div x30, x1, x2
li x29, -1
li gp, 10
bne x30, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 2,157
|
tests/riscv-tests/mulh.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000000
li x2, 0x00000000
mulh x30, x1, x2
li x29, 0x00000000
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
li x2, 0x00000001
mulh x30, x1, x2
li x29, 0x00000000
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000003
li x2, 0x00000007
mulh x30, x1, x2
li x29, 0x00000000
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000000
li x2, 0xffff8000
mulh x30, x1, x2
li x29, 0x00000000
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000000
li x2, 0x00000000
mulh x30, x1, x2
li x29, 0x00000000
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, 0x00000000
mulh x30, x1, x2
li x29, 0x00000000
li gp, 7
bne x30, x29, fail
test_30:
li x1, 0xaaaaaaab
li x2, 0x0002fe7d
mulh x30, x1, x2
li x29, 0xffff0081
li gp, 30
bne x30, x29, fail
test_31:
li x1, 0x0002fe7d
li x2, 0xaaaaaaab
mulh x30, x1, x2
li x29, 0xffff0081
li gp, 31
bne x30, x29, fail
test_32:
li x1, 0xff000000
li x2, 0xff000000
mulh x30, x1, x2
li x29, 0x00010000
li gp, 32
bne x30, x29, fail
test_33:
li x1, 0xffffffff
li x2, 0xffffffff
mulh x30, x1, x2
li x29, 0x00000000
li gp, 33
bne x30, x29, fail
test_34:
li x1, 0xffffffff
li x2, 0x00000001
mulh x30, x1, x2
li x29, 0xffffffff
li gp, 34
bne x30, x29, fail
test_35:
li x1, 0x00000001
li x2, 0xffffffff
mulh x30, x1, x2
li x29, 0xffffffff
li gp, 35
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_8:
li x1, 13631488
li x2, 11534336
mulh x1, x1, x2
li x29, 36608
li gp, 8
bne x1, x29, fail
test_9:
li x1, 14680064
li x2, 11534336
mulh x2, x1, x2
li x29, 39424
li gp, 9
bne x2, x29, fail
test_10:
li x1, 13631488
mulh x1, x1, x1
li x29, 43264
li gp, 10
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 3,018
|
tests/riscv-tests/srl.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x80000000
li x2, 0
srl x30, x1, x2
li x29, 0x80000000
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x80000000
li x2, 1
srl x30, x1, x2
li x29, 0x40000000
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x80000000
li x2, 7
srl x30, x1, x2
li x29, 0x01000000
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x80000000
li x2, 14
srl x30, x1, x2
li x29, 0x00020000
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000001
li x2, 31
srl x30, x1, x2
li x29, 0x00000001
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0xffffffff
li x2, 0
srl x30, x1, x2
li x29, 0xffffffff
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0xffffffff
li x2, 1
srl x30, x1, x2
li x29, 0x7fffffff
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0xffffffff
li x2, 7
srl x30, x1, x2
li x29, 0x01ffffff
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0xffffffff
li x2, 14
srl x30, x1, x2
li x29, 0x0003ffff
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0xffffffff
li x2, 31
srl x30, x1, x2
li x29, 0x00000001
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x21212121
li x2, 0
srl x30, x1, x2
li x29, 0x21212121
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x21212121
li x2, 1
srl x30, x1, x2
li x29, 0x10909090
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0x21212121
li x2, 7
srl x30, x1, x2
li x29, 0x00424242
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0x21212121
li x2, 14
srl x30, x1, x2
li x29, 0x00008484
li gp, 15
bne x30, x29, fail
test_16:
li x1, 0x21212121
li x2, 31
srl x30, x1, x2
li x29, 0x00000000
li gp, 16
bne x30, x29, fail
# Verify that shifts only use bottom five bits
test_17:
li x1, 0x21212121
li x2, 0xffffffc0
srl x30, x1, x2
li x29, 0x21212121
li gp, 17
bne x30, x29, fail
test_18:
li x1, 0x21212121
li x2, 0xffffffc1
srl x30, x1, x2
li x29, 0x10909090
li gp, 18
bne x30, x29, fail
test_19:
li x1, 0x21212121
li x2, 0xffffffc7
srl x30, x1, x2
li x29, 0x00424242
li gp, 19
bne x30, x29, fail
test_20:
li x1, 0x21212121
li x2, 0xffffffce
srl x30, x1, x2
li x29, 0x00008484
li gp, 20
bne x30, x29, fail
test_21:
li x1, 0x21212121
li x2, 0xffffffff
srl x30, x1, x2
li x29, 0x00000000
li gp, 21
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_22:
li x1, 0x80000000
li x2, 7
srl x1, x1, x2
li x29, 0x01000000
li gp, 22
bne x1, x29, fail
test_23:
li x1, 0x80000000
li x2, 14
srl x2, x1, x2
li x29, 0x00020000
li gp, 23
bne x2, x29, fail
test_24:
li x1, 7
srl x1, x1, x1
li x29, 0
li gp, 24
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 2,338
|
tests/riscv-tests/sub.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000000
li x2, 0x00000000
sub x30, x1, x2
li x29, 0x00000000
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
li x2, 0x00000001
sub x30, x1, x2
li x29, 0x00000000
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000003
li x2, 0x00000007
sub x30, x1, x2
li x29, 0xfffffffc
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000000
li x2, 0xffff8000
sub x30, x1, x2
li x29, 0x00008000
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000000
li x2, 0x00000000
sub x30, x1, x2
li x29, 0x80000000
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, 0xffff8000
sub x30, x1, x2
li x29, 0x80008000
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0x00000000
li x2, 0x00007fff
sub x30, x1, x2
li x29, 0xffff8001
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0x7fffffff
li x2, 0x00000000
sub x30, x1, x2
li x29, 0x7fffffff
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0x7fffffff
li x2, 0x00007fff
sub x30, x1, x2
li x29, 0x7fff8000
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0x80000000
li x2, 0x00007fff
sub x30, x1, x2
li x29, 0x7fff8001
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x7fffffff
li x2, 0xffff8000
sub x30, x1, x2
li x29, 0x80007fff
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x00000000
li x2, 0xffffffff
sub x30, x1, x2
li x29, 0x00000001
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0xffffffff
li x2, 0x00000001
sub x30, x1, x2
li x29, 0xfffffffe
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0xffffffff
li x2, 0xffffffff
sub x30, x1, x2
li x29, 0x00000000
li gp, 15
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_16:
li x1, 13
li x2, 11
sub x1, x1, x2
li x29, 2
li gp, 16
bne x1, x29, fail
test_17:
li x1, 14
li x2, 11
sub x2, x1, x2
li x29, 3
li gp, 17
bne x2, x29, fail
test_18:
li x1, 13
sub x1, x1, x1
li x29, 0
li gp, 18
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 2,345
|
tests/riscv-tests/mul.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_32:
li x1, 0x00007e00
li x2, 0xb6db6db7
mul x30, x1, x2
li x29, 0x00001200
li gp, 32
bne x30, x29, fail
test_33:
li x1, 0x00007fc0
li x2, 0xb6db6db7
mul x30, x1, x2
li x29, 0x00001240
li gp, 33
bne x30, x29, fail
test_2:
li x1, 0x00000000
li x2, 0x00000000
mul x30, x1, x2
li x29, 0x00000000
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
li x2, 0x00000001
mul x30, x1, x2
li x29, 0x00000001
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000003
li x2, 0x00000007
mul x30, x1, x2
li x29, 0x00000015
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000000
li x2, 0xffff8000
mul x30, x1, x2
li x29, 0x00000000
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x80000000
li x2, 0x00000000
mul x30, x1, x2
li x29, 0x00000000
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0x80000000
li x2, 0xffff8000
mul x30, x1, x2
li x29, 0x00000000
li gp, 7
bne x30, x29, fail
test_30:
li x1, 0xaaaaaaab
li x2, 0x0002fe7d
mul x30, x1, x2
li x29, 0x0000ff7f
li gp, 30
bne x30, x29, fail
test_31:
li x1, 0x0002fe7d
li x2, 0xaaaaaaab
mul x30, x1, x2
li x29, 0x0000ff7f
li gp, 31
bne x30, x29, fail
test_34:
li x1, 0xff000000
li x2, 0xff000000
mul x30, x1, x2
li x29, 0x00000000
li gp, 34
bne x30, x29, fail
test_35:
li x1, 0xffffffff
li x2, 0xffffffff
mul x30, x1, x2
li x29, 0x00000001
li gp, 35
bne x30, x29, fail
test_36:
li x1, 0xffffffff
li x2, 0x00000001
mul x30, x1, x2
li x29, 0xffffffff
li gp, 36
bne x30, x29, fail
test_37:
li x1, 0x00000001
li x2, 0xffffffff
mul x30, x1, x2
li x29, 0xffffffff
li gp, 37
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_8:
li x1, 13
li x2, 11
mul x1, x1, x2
li x29, 143
li gp, 8
bne x1, x29, fail
test_9:
li x1, 14
li x2, 11
mul x2, x1, x2
li x29, 154
li gp, 9
bne x2, x29, fail
test_10:
li x1, 13
mul x1, x1, x1
li x29, 169
li gp, 10
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,953
|
tests/riscv-tests/slli.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li x1, 0x00000001
slli x30, x1, 0
li x29, 0x00000001
li gp, 2
bne x30, x29, fail
test_3:
li x1, 0x00000001
slli x30, x1, 1
li x29, 0x00000002
li gp, 3
bne x30, x29, fail
test_4:
li x1, 0x00000001
slli x30, x1, 7
li x29, 0x00000080
li gp, 4
bne x30, x29, fail
test_5:
li x1, 0x00000001
slli x30, x1, 14
li x29, 0x00004000
li gp, 5
bne x30, x29, fail
test_6:
li x1, 0x00000001
slli x30, x1, 31
li x29, 0x80000000
li gp, 6
bne x30, x29, fail
test_7:
li x1, 0xffffffff
slli x30, x1, 0
li x29, 0xffffffff
li gp, 7
bne x30, x29, fail
test_8:
li x1, 0xffffffff
slli x30, x1, 1
li x29, 0xfffffffe
li gp, 8
bne x30, x29, fail
test_9:
li x1, 0xffffffff
slli x30, x1, 7
li x29, 0xffffff80
li gp, 9
bne x30, x29, fail
test_10:
li x1, 0xffffffff
slli x30, x1, 14
li x29, 0xffffc000
li gp, 10
bne x30, x29, fail
test_11:
li x1, 0xffffffff
slli x30, x1, 31
li x29, 0x80000000
li gp, 11
bne x30, x29, fail
test_12:
li x1, 0x21212121
slli x30, x1, 0
li x29, 0x21212121
li gp, 12
bne x30, x29, fail
test_13:
li x1, 0x21212121
slli x30, x1, 1
li x29, 0x42424242
li gp, 13
bne x30, x29, fail
test_14:
li x1, 0x21212121
slli x30, x1, 7
li x29, 0x90909080
li gp, 14
bne x30, x29, fail
test_15:
li x1, 0x21212121
slli x30, x1, 14
li x29, 0x48484000
li gp, 15
bne x30, x29, fail
test_16:
li x1, 0x21212121
slli x30, x1, 31
li x29, 0x80000000
li gp, 16
bne x30, x29, fail
#-------------------------------------------------------------
# Source/Destination tests
#-------------------------------------------------------------
test_17:
li x1, 0x00000001
slli x1, x1, 7
li x29, 0x00000080
li gp, 17
bne x1, x29, fail
pass:
li a0, 42
li a7, 93
ecall
fail:
li a0, 0
li a7, 93
ecall
|
nqd1/FPGRARS
| 5,980
|
tests/riscv-tests/unimplemented/fcvt_wd.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.w.d a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_2_data: .double -1.1
.double 0.0
.double 0.0
.word -1
.text
test_3: li gp, 3
la a0, test_3_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.w.d a0, f0, rtz
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_3_data: .double -1.0
.double 0.0
.double 0.0
.word -1
.text
test_4: li gp, 4
la a0, test_4_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.w.d a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_4_data: .double -0.9
.double 0.0
.double 0.0
.word 0
.text
test_5: li gp, 5
la a0, test_5_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.w.d a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_5_data: .double 0.9
.double 0.0
.double 0.0
.word 0
.text
test_6: li gp, 6
la a0, test_6_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.w.d a0, f0, rtz
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_6_data: .double 1.0
.double 0.0
.double 0.0
.word 1
.text
test_7: li gp, 7
la a0, test_7_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.w.d a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_7_data: .double 1.1
.double 0.0
.double 0.0
.word 1
.text
test_8: li gp, 8
la a0, test_8_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.w.d a0, f0, rtz
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_8_data: .double -3e9
.double 0.0
.double 0.0
.word 0x80000000
.text
test_9: li gp, 9
la a0, test_9_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.w.d a0, f0, rtz
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_9_data: .double 3e9
.double 0.0
.double 0.0
.word 0x7FFFFFFF
.text
test_12: li gp, 12
la a0, test_12_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.wu.d a0, f0, rtz
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_12_data: .double -3.0
.double 0.0
.double 0.0
.word 0
.text
test_13: li gp, 13
la a0, test_13_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.wu.d a0, f0, rtz
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_13_data: .double -1.0
.double 0.0
.double 0.0
.word 0
.text
test_14: li gp, 14
la a0, test_14_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.wu.d a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_14_data: .double -0.9
.double 0.0
.double 0.0
.word 0
.text
test_15: li gp, 15
la a0, test_15_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.wu.d a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_15_data: .double 0.9
.double 0.0
.double 0.0
.word 0
.text
test_16: li gp, 16
la a0, test_16_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.wu.d a0, f0, rtz
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_16_data: .double 1.0
.double 0.0
.double 0.0
.word 1
.text
test_17: li gp, 17
la a0, test_17_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.wu.d a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_17_data: .double 1.1
.double 0.0
.double 0.0
.word 1
.text
test_18: li gp, 18
la a0, test_18_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.wu.d a0, f0, rtz
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_18_data: .double -3e9
.double 0.0
.double 0.0
.word 0
.text
test_19: li gp, 19
la a0, test_19_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
fcvt.wu.d a0, f0, rtz
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
.data
.align 3
test_19_data: .double 3e9
.double 0.0
.double 0.0
.word 0xb2d05e00
.text
# 60 "isa/rv32ud/../rv64ud/fcvt_w.S"
# test negative NaN, negative infinity conversion
test_42: la x1, tdat_d
fld f1, 0(x1)
fcvt.w.d x1, f1
li x29, 0x7fffffff
li gp, 42
bne x1, x29, fail
test_44: la x1, tdat_d
fld f1, 16(x1)
fcvt.w.d x1, f1
li x29, 0x80000000
li gp, 44
bne x1, x29, fail
# test positive NaN, positive infinity conversion
test_52: la x1, tdat_d
fld f1, 8(x1)
fcvt.w.d x1, f1
li x29, 0x7fffffff
li gp, 52
bne x1, x29, fail
test_54: la x1, tdat_d
fld f1, 24(x1)
fcvt.w.d x1, f1
li x29, 0x7fffffff
li gp, 54
bne x1, x29, fail
# test NaN, infinity conversions to unsigned integer
test_62: la x1, tdat_d
fld f1, 0(x1)
fcvt.wu.d x1, f1
li x29, -1
li gp, 62
bne x1, x29, fail
test_63: la x1, tdat_d
fld f1, 8(x1)
fcvt.wu.d x1, f1
li x29, -1
li gp, 63
bne x1, x29, fail
test_64: la x1, tdat_d
fld f1, 16(x1)
fcvt.wu.d x1, f1
li x29, 0
li gp, 64
bne x1, x29, fail
test_65: la x1, tdat_d
fld f1, 24(x1)
fcvt.wu.d x1, f1
li x29, -1
li gp, 65
bne x1, x29, fail
.text
j success
fail:
li a0, 0
li a7, 93
ecall
success:
li a0, 42
li a7, 93
ecall
.data
# -NaN, NaN, -inf, +inf
tdat:
.word 0xffffffff
.word 0x7fffffff
.word 0xff800000
.word 0x7f800000
tdat_d:
.word -1, -1
.word -1, 0x7fffffff
.word 0, 0xfff00000
.word 0, 0x7ff00000
|
nqd1/FPGRARS
| 3,328
|
tests/riscv-tests/unimplemented/fadd.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fadd.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_3: li gp, 3
la a0, test_3_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fadd.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_4: li gp, 4
la a0, test_4_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fadd.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_5: li gp, 5
la a0, test_5_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fsub.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_6: li gp, 6
la a0, test_6_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fsub.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_7: li gp, 7
la a0, test_7_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fsub.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_8: li gp, 8
la a0, test_8_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmul.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_9: li gp, 9
la a0, test_9_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmul.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_10: li gp, 10
la a0, test_10_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmul.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
# Is the canonical NaN generated for Inf - Inf?
test_11: li gp, 11
la a0, test_11_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fsub.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
.data
test_2_data: .float 2.5
.float 1.0
.float 0.0
.float 3.5
test_3_data: .float -1235.1
.float 1.1
.float 0.0
.float -1234
test_4_data: .float 3.14159265
.float 0.00000001
.float 0.0
.float 3.14159265
test_5_data: .float 2.5
.float 1.0
.float 0.0
.float 1.5
test_6_data: .float -1235.1
.float -1.1
.float 0.0
.float -1234
test_7_data: .float 3.14159265
.float 0.00000001
.float 0.0
.float 3.14159265
test_8_data: .float 2.5
.float 1.0
.float 0.0
.float 2.5
test_9_data: .float -1235.1
.float -1.1
.float 0.0
.float 1358.61
test_10_data: .float 3.14159265
.float 0.00000001
.float 0.0
.float 3.14159265e-8
test_11_data: .float Inf
.float Inf
.float 0.0
.word 0x7fc00000
|
nqd1/FPGRARS
| 2,305
|
tests/riscv-tests/unimplemented/fdiv.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fdiv.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_3: li gp, 3
la a0, test_3_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fdiv.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_4: li gp, 4
la a0, test_4_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fdiv.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_5: li gp, 5
la a0, test_5_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fsqrt.s f3, f0
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_6: li gp, 6
la a0, test_6_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fsqrt.s f3, f0
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_7: li gp, 7
la a0, test_7_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fsqrt.s f3, f0
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
test_8: li gp, 8
la a0, test_8_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fsqrt.s f3, f0
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
.data
test_2_data: .float 3.14159265
.float 2.71828182
.float 0.0
.float 1.1557273520668288
test_3_data: .float -1234
.float 1235.1
.float 0.0
.float -0.9991093838555584
test_4_data: .float 3.14159265
.float 1.0
.float 0.0
.float 3.14159265
test_5_data: .float 3.14159265
.float 0.0
.float 0.0
.float 1.7724538498928541
test_6_data: .float 10000
.float 0.0
.float 0.0
.float 100
test_7_data: .float -1.0
.float 0.0
.float 0.0
.word 0x7FC00000
test_8_data: .float 171.0
.float 0.0
.float 0.0
.float 13.076696
|
nqd1/FPGRARS
| 3,895
|
tests/riscv-tests/unimplemented/faddd.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fadd.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_2_data: .double 2.5
.double 1.0
.double 0.0
.double 3.5
.text
test_3: li gp, 3
la a0, test_3_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fadd.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_3_data: .double -1235.1
.double 1.1
.double 0.0
.double -1234
.text
test_4: li gp, 4
la a0, test_4_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fadd.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_4_data: .double 3.14159265
.double 0.00000001
.double 0.0
.double 3.14159266
.text
test_5: li gp, 5
la a0, test_5_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fsub.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_5_data: .double 2.5
.double 1.0
.double 0.0
.double 1.5
.text
test_6: li gp, 6
la a0, test_6_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fsub.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_6_data: .double -1235.1
.double -1.1
.double 0.0
.double -1234
.text
test_7: li gp, 7
la a0, test_7_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fsub.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_7_data: .double 3.14159265
.double 0.00000001
.double 0.0
.double 3.1415926400000001
.text
test_8: li gp, 8
la a0, test_8_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmul.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_8_data: .double 2.5
.double 1.0
.double 0.0
.double 2.5
.text
test_9: li gp, 9
la a0, test_9_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmul.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_9_data: .double -1235.1
.double -1.1
.double 0.0
.double 1358.61
.text
test_10: li gp, 10
la a0, test_10_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmul.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_10_data: .double 3.14159265
.double 0.00000001
.double 0.0
.double 3.14159265e-8
.text
# Is the canonical NaN generated for Inf - Inf?
test_11: li gp, 11
la a0, test_11_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fsub.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_11_data: .double Inf
.double Inf
.double 0.0
.double NaN
.text
j success
fail:
li a0, 0
li a7, 93
ecall
success:
li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,461
|
tests/riscv-tests/unimplemented/ldstd.s
|
.text
main:
la s0, tdat
test_2: fld f2, 0(s0)
fsd f2, 16(s0)
lw a0, 16(s0)
lw a1, 20(s0)
la x15, test_2_data
lw x29, 0(x15)
lw x15, 4(x15)
li gp, 2
bne a0, x29, fail
bne a1, x15, fail
.data
.align 3
test_2_data: .word 0xbf800000, 0x40000000
.text
test_3: fld f2, 0(s0)
fsw f2, 16(s0)
lw a0, 16(s0)
lw a1, 20(s0)
la x15, test_3_data
lw x29, 0(x15)
lw x15, 4(x15)
li gp, 3
bne a0, x29, fail
bne a1, x15, fail
.data
.align 3
test_3_data: .word 0xbf800000, 0x40000000
.text
test_4: flw f2, 0(s0)
fsw f2, 16(s0)
lw a0, 16(s0)
lw a1, 20(s0)
la x15, test_4_data
lw x29, 0(x15)
lw x15, 4(x15)
li gp, 4
bne a0, x29, fail
bne a1, x15, fail
.data
.align 3
test_4_data: .word 0xbf800000, 0x40000000
.text
test_5: fld f2, 8(s0)
fsd f2, 16(s0)
lw a0, 16(s0)
lw a1, 20(s0)
la x15, test_5_data
lw x29, 0(x15)
lw x15, 4(x15)
li gp, 5
bne a0, x29, fail
bne a1, x15, fail
.data
.align 3
test_5_data: .word 0x40400000, 0xc0800000
.text
test_6: flw f2, 8(s0)
fsd f2, 16(s0)
lw a0, 16(s0)
lw a1, 20(s0)
la x15, test_6_data
lw x29, 0(x15)
lw x15, 4(x15)
li gp, 6
bne a0, x29, fail
bne a1, x15, fail
.data
.align 3
test_6_data: .word 0x40400000, 0xffffffff
.text
j success
fail:
li a0, 0
li a7, 93
ecall
success:
li a0, 42
li a7, 93
ecall
.data
tdat:
.word 0xbf800000
.word 0x40000000
.word 0x40400000
.word 0xc0800000
.word 0xdeadbeef
.word 0xcafebabe
.word 0xabad1dea
.word 0x1337d00d
|
nqd1/FPGRARS
| 2,300
|
tests/riscv-tests/unimplemented/fcvtd.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
lw a3, 0(a0)
lw a4, 4(a0)
li a1, 2
fcvt.d.w f0, a1
fsd f0, 0(a0)
lw a1, 4(a0)
lw a0, 0(a0)
fsflags x0
bne a0, a3, fail
bne a1, a4, fail
.data
.align 3
test_2_data: .double 2.0
.text
test_3: li gp, 3
la a0, test_3_data
lw a3, 0(a0)
lw a4, 4(a0)
li a1, -2
fcvt.d.w f0, a1
fsd f0, 0(a0)
lw a1, 4(a0)
lw a0, 0(a0)
fsflags x0
bne a0, a3, fail
bne a1, a4, fail
.data
.align 3
test_3_data: .double -2.0
.text
test_4: li gp, 4
la a0, test_4_data
lw a3, 0(a0)
lw a4, 4(a0)
li a1, 2
fcvt.d.wu f0, a1
fsd f0, 0(a0)
lw a1, 4(a0)
lw a0, 0(a0)
fsflags x0
bne a0, a3, fail
bne a1, a4, fail
.data
.align 3
test_4_data: .double 2.0
.text
test_5: li gp, 5
la a0, test_5_data
lw a3, 0(a0)
lw a4, 4(a0)
li a1, -2
fcvt.d.wu f0, a1
fsd f0, 0(a0)
lw a1, 4(a0)
lw a0, 0(a0)
fsflags x0
bne a0, a3, fail
bne a1, a4, fail
.data
.align 3
test_5_data: .double 4294967294
.text
# 43 "isa/rv32ud/../rv64ud/fcvt.S"
test_10: li gp, 10
la a0, test_10_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fcvt.s.d f3, f0
fcvt.d.s f3, f3
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_10_data: .double -1.5
.double 0.0
.double 0.0
.double -1.5
.text
test_11: li gp, 11
la a0, test_11_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.d.s f3, f0
fcvt.s.d f3, f3
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
.data
.align 2
test_11_data: .float -1.5
.float 0.0
.float 0.0
.float -1.5
.text
# 56 "isa/rv32ud/../rv64ud/fcvt.S"
test_12: la a1, test_data_22
fld f2, 0(a1)
fcvt.s.d f2, f2
fcvt.d.s f2, f2
fsd f2, 0(a1)
lw a0, 0(a1)
lw a1, 4(a1)
la x15, test_12_data
lw x29, 0(x15)
lw x15, 4(x15)
li gp, 12
bne a0, x29, fail
bne a1, x15, fail
.data
.align 3
test_12_data: .word 0, 0x7ff80000
.text
j success
fail:
li a0, 0
li a7, 93
ecall
success:
li a0, 42
li a7, 93
ecall
.data
test_data_22:
.word 0xffff8004, 0x7ffcffff
|
nqd1/FPGRARS
| 4,593
|
tests/riscv-tests/unimplemented/fmaddd.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmadd.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_2_data: .double 1.0
.double 2.5
.double 1.0
.double 3.5
.text
test_3: li gp, 3
la a0, test_3_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmadd.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_3_data: .double -1.0
.double -1235.1
.double 1.1
.double 1236.1999999999999
.text
test_4: li gp, 4
la a0, test_4_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmadd.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_4_data: .double 2.0
.double -5.0
.double -2.0
.double -12.0
.text
test_5: li gp, 5
la a0, test_5_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fnmadd.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_5_data: .double 1.0
.double 2.5
.double 1.0
.double -3.5
.text
test_6: li gp, 6
la a0, test_6_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fnmadd.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_6_data: .double -1.0
.double -1235.1
.double 1.1
.double -1236.1999999999999
.text
test_7: li gp, 7
la a0, test_7_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fnmadd.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_7_data: .double 2.0
.double -5.0
.double -2.0
.double 12.0
.text
test_8: li gp, 8
la a0, test_8_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmsub.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_8_data: .double 1.0
.double 2.5
.double 1.0
.double 1.5
.text
test_9: li gp, 9
la a0, test_9_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmsub.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_9_data: .double -1.0
.double -1235.1
.double 1.1
.double 1234
.text
test_10: li gp, 10
la a0, test_10_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmsub.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_10_data: .double 2.0
.double -5.0
.double -2.0
.double -8.0
.text
test_11: li gp, 11
la a0, test_11_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fnmsub.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_11_data: .double 1.0
.double 2.5
.double 1.0
.double -1.5
.text
test_12: li gp, 12
la a0, test_12_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fnmsub.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_12_data: .double -1.0
.double -1235.1
.double 1.1
.double -1234
.text
test_13: li gp, 13
la a0, test_13_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fnmsub.d f3, f0, f1, f2
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_13_data: .double 2.0
.double -5.0
.double -2.0
.double 8.0
.text
j success
fail:
li a0, 0
li a7, 93
ecall
success:
li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 3,580
|
tests/riscv-tests/unimplemented/fmadd.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmadd.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_3: li gp, 3
la a0, test_3_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmadd.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_4: li gp, 4
la a0, test_4_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmadd.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_5: li gp, 5
la a0, test_5_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fnmadd.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_6: li gp, 6
la a0, test_6_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fnmadd.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_7: li gp, 7
la a0, test_7_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fnmadd.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_8: li gp, 8
la a0, test_8_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmsub.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_9: li gp, 9
la a0, test_9_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmsub.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_10: li gp, 10
la a0, test_10_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmsub.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_11: li gp, 11
la a0, test_11_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fnmsub.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_12: li gp, 12
la a0, test_12_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fnmsub.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne a1, a2, fail
test_13: li gp, 13
la a0, test_13_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fnmsub.s f3, f0, f1, f2
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
.data
test_2_data: .float 1.0
.float 2.5
.float 1.0
.float 3.5
test_3_data: .float -1.0
.float -1235.1
.float 1.1
.float 1236.2
test_4_data: .float 2.0
.float -5.0
.float -2.0
.float -12.0
test_5_data: .float 1.0
.float 2.5
.float 1.0
.float -3.5
test_6_data: .float -1.0
.float -1235.1
.float 1.1
.float -1236.2
test_7_data: .float 2.0
.float -5.0
.float -2.0
.float 12.0
test_8_data: .float 1.0
.float 2.5
.float 1.0
.float 1.5
test_9_data: .float -1.0
.float -1235.1
.float 1.1
.float 1234
test_10_data: .float 2.0
.float -5.0
.float -2.0
.float -8.0
test_11_data: .float 1.0
.float 2.5
.float 1.0
.float -1.5
test_12_data: .float -1.0
.float -1235.1
.float 1.1
.float -1234
test_13_data: .float 2.0
.float -5.0
.float -2.0
.float 8.0
|
nqd1/FPGRARS
| 3,193
|
tests/riscv-tests/unimplemented/fdivd.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fdiv.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_2_data: .double 3.14159265
.double 2.71828182
.double 0.0
.double 1.1557273520668288
.text
test_3: li gp, 3
la a0, test_3_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fdiv.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_3_data: .double -1234
.double 1235.1
.double 0.0
.double -0.9991093838555584
.text
test_4: li gp, 4
la a0, test_4_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fdiv.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_4_data: .double 3.14159265
.double 1.0
.double 0.0
.double 3.14159265
.text
test_5: li gp, 5
la a0, test_5_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fsqrt.d f3, f0
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_5_data: .double 3.14159265
.double 0.0
.double 0.0
.double 1.7724538498928541
.text
test_6: li gp, 6
la a0, test_6_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fsqrt.d f3, f0
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_6_data: .double 10000
.double 0.0
.double 0.0
.double 100
.text
test_16: li gp, 16
la a0, test_16_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fsqrt.d f3, f0
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_16_data: .double -1.0
.double 0.0
.double 0.0
.word 0, 0x7FF80000
.text
test_7: li gp, 7
la a0, test_7_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fsqrt.d f3, f0
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_7_data: .double 171.0
.double 0.0
.double 0.0
.double 13.076696830622021
.text
test_8: li gp, 8
la a0, test_8_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fsqrt.d f3, f0
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 1
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_8_data: .double 1.60795e-7
.double 0.0
.double 0.0
.double 0.00040099251863345283320230749702
.text
j success
fail:
li a0, 0
li a7, 93
ecall
success:
li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,330
|
tests/riscv-tests/unimplemented/fclass.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2:
li a0, 0xff800000
fmv.s.x fa0, a0
fclass.s a0, fa0
li x29, 1
li gp, 2
bne a0, x29, fail
test_3:
li a0, 0xbf800000
fmv.s.x fa0, a0
fclass.s a0, fa0
li x29, 2
li gp, 3
bne a0, x29, fail
test_4:
li a0, 0x807fffff
fmv.s.x fa0, a0
fclass.s a0, fa0
li x29, 4
li gp, 4
bne a0, x29, fail
test_5:
li a0, 0x80000000
fmv.s.x fa0, a0
fclass.s a0, fa0
li x29, 8
li gp, 5
bne a0, x29, fail
test_6:
li a0, 0x00000000
fmv.s.x fa0, a0
fclass.s a0, fa0
li x29, 0x10
li gp, 6
bne a0, x29, fail
test_7:
li a0, 0x007fffff
fmv.s.x fa0, a0
fclass.s a0, fa0
li x29, 0x20
li gp, 7
bne a0, x29, fail
test_8:
li a0, 0x3f800000
fmv.s.x fa0, a0
fclass.s a0, fa0
li x29, 0x40
li gp, 8
bne a0, x29, fail
test_9:
li a0, 0x7f800000
fmv.s.x fa0, a0
fclass.s a0, fa0
li x29, 0x80
li gp, 9
bne a0, x29, fail
test_10:
li a0, 0x7f800001
fmv.s.x fa0, a0
fclass.s a0, fa0
li x29,0x100
li gp, 10
bne a0, x29, fail
test_11:
li a0, 0x7fc00000
fmv.s.x fa0, a0
fclass.s a0, fa0
li x29,0x200
li gp, 11
bne a0, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,398
|
tests/riscv-tests/unimplemented/recodingd.s
|
.text
main:
# Make sure infinities with different mantissas compare as equal.
fld f0, minf, a0
fld f1, three, a0
fmul.d f1, f1, f0
test_2: feq.d a0, f0, f1
li x29, 1
li gp, 2
bne a0, x29, fail
test_3: fle.d a0, f0, f1
li x29, 1
li gp, 3
bne a0, x29, fail
test_4: flt.d a0, f0, f1
li x29, 0
li gp, 4
bne a0, x29, fail
# Likewise, but for zeroes.
fcvt.d.w f0, x0
li a0, 1
fcvt.d.w f1, a0
fmul.d f1, f1, f0
test_5: feq.d a0, f0, f1
li x29, 1
li gp, 5
bne a0, x29, fail
test_6: fle.d a0, f0, f1
li x29, 1
li gp, 6
bne a0, x29, fail
test_7: flt.d a0, f0, f1
li x29, 0
li gp, 7
bne a0, x29, fail
# When converting small doubles to single-precision subnormals,
# ensure that the extra precision is discarded.
flw f0, big, a0
fld f1, tiny, a0
fcvt.s.d f1, f1
fmul.s f0, f0, f1
fmv.x.s a0, f0
lw a1, small
test_10: sub a0, a0, a1
li x29, 0
li gp, 10
bne a0, x29, fail
# Make sure FSD+FLD correctly saves and restores a single-precision value.
flw f0, three, a0
fadd.s f1, f0, f0
fadd.s f0, f0, f0
fsd f0, tiny, a0
fld f0, tiny, a0
test_20: feq.s a0, f0, f1
li x29, 1
li gp, 20
bne a0, x29, fail
j success
fail:
li a0, 0
li a7, 93
ecall
success:
li a0, 42
li a7, 93
ecall
.data
minf: .double -Inf
three: .double 3.0
big: .float 1221
small: .float 2.9133121e-37
tiny: .double 2.3860049081905093e-40
|
nqd1/FPGRARS
| 5,602
|
tests/riscv-tests/unimplemented/fcvt_w.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.w.s a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
test_3: li gp, 3
la a0, test_3_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.w.s a0, f0, rtz
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
test_4: li gp, 4
la a0, test_4_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.w.s a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
test_5: li gp, 5
la a0, test_5_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.w.s a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
test_6: li gp, 6
la a0, test_6_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.w.s a0, f0, rtz
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
test_7: li gp, 7
la a0, test_7_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.w.s a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
test_8: li gp, 8
la a0, test_8_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.w.s a0, f0, rtz
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
test_9: li gp, 9
la a0, test_9_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.w.s a0, f0, rtz
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
test_12: li gp, 12
la a0, test_12_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.wu.s a0, f0, rtz
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
test_13: li gp, 13
la a0, test_13_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.wu.s a0, f0, rtz
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
test_14: li gp, 14
la a0, test_14_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.wu.s a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
test_15: li gp, 15
la a0, test_15_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.wu.s a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
test_16: li gp, 16
la a0, test_16_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.wu.s a0, f0, rtz
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
test_17: li gp, 17
la a0, test_17_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.wu.s a0, f0, rtz
fsflags a1, x0
li a2, 0x01
bne a0, a3, fail
bne a1, a2, fail
test_18: li gp, 18
la a0, test_18_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.wu.s a0, f0, rtz
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
test_19: li gp, 19
la a0, test_19_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fcvt.wu.s a0, f0, rtz
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
# 55 "rv32uf/../rv64uf/fcvt_w.S"
# test negative NaN, negative infinity conversion
test_42:
la x1, tdat
flw f1, 0(x1)
fcvt.w.s x1, f1
li x29, 0x7fffffff
li gp, 42
bne x1, x29, fail
test_44:
la x1, tdat
flw f1, 8(x1)
fcvt.w.s x1, f1
li x29, 0x80000000
li gp, 44
bne x1, x29, fail
# test positive NaN, positive infinity conversion
test_52:
la x1, tdat
flw f1, 4(x1)
fcvt.w.s x1, f1
li x29, 0x7fffffff
li gp, 52
bne x1, x29, fail
test_54:
la x1, tdat
flw f1, 12(x1)
fcvt.w.s x1, f1
li x29, 0x7fffffff
li gp, 54
bne x1, x29, fail
# test NaN, infinity conversions to unsigned integer
test_62:
la x1, tdat
flw f1, 0(x1)
fcvt.wu.s x1, f1
li x29, 0xffffffff
li gp, 62
bne x1, x29, fail
test_63:
la x1, tdat
flw f1, 4(x1)
fcvt.wu.s x1, f1
li x29, 0xffffffff
li gp, 63
bne x1, x29, fail
test_64:
la x1, tdat
flw f1, 8(x1)
fcvt.wu.s x1, f1
li x29, 0
li gp, 64
bne x1, x29, fail
test_65:
la x1, tdat
flw f1, 12(x1)
fcvt.wu.s x1, f1
li x29, 0xffffffff
li gp, 65
bne x1, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
.data
test_2_data: .float -1.1
.float 0.0
.float 0.0
.word -1
test_3_data: .float -1.0
.float 0.0
.float 0.0
.word -1
test_4_data: .float -0.9
.float 0.0
.float 0.0
.word 0
test_5_data: .float 0.9
.float 0.0
.float 0.0
.word 0
test_6_data: .float 1.0
.float 0.0
.float 0.0
.word 1
test_7_data: .float 1.1
.float 0.0
.float 0.0
.word 1
test_8_data: .float -3e9
.float 0.0
.float 0.0
.word 0x80000000
test_9_data: .float 3e9
.float 0.0
.float 0.0
.word 0x7fffffff
test_12_data: .float -3.0
.float 0.0
.float 0.0
.word 0
test_13_data: .float -1.0
.float 0.0
.float 0.0
.word 0
test_14_data: .float -0.9
.float 0.0
.float 0.0
.word 0
test_15_data: .float 0.9
.float 0.0
.float 0.0
.word 0
test_16_data: .float 1.0
.float 0.0
.float 0.0
.word 1
test_17_data: .float 1.1
.float 0.0
.float 0.0
.word 1
test_18_data: .float -3e9
.float 0.0
.float 0.0
.word 0
test_19_data: .float 3e9
.float 0.0
.float 0.0
.word 3000000000
# -NaN, NaN, -inf, +inf
tdat:
.word 0xffffffff
.word 0x7fffffff
.word 0xff800000
.word 0x7f800000
tdat_d:
.word 0xffffffff, 0xffffffff
.word 0x7fffffff, 0xffffffff
.word 0xfff00000, 0x00000000
.word 0x7ff00000, 0x00000000
|
nqd1/FPGRARS
| 2,547
|
tests/riscv-tests/unimplemented/move.s
|
.text
main:
test_2:
csrwi fcsr, 1
li a0, 0x1234
fssr a1, a0
li x29, 1
li gp, 2
bne a1, x29, fail
test_3:
frsr a0
li x29, 0x34
li gp, 3
bne a0, x29, fail
test_4:
frflags a0
li x29, 0x14
li gp, 4
bne a0, x29, fail
test_5:
csrrwi a0, frm, 2
li x29, 0x01
li gp, 5
bne a0, x29, fail
test_6:
frsr a0
li x29, 0x54
li gp, 6
bne a0, x29, fail
test_7:
csrrci a0, fflags, 4
li x29, 0x14
li gp, 7
bne a0, x29, fail
test_8:
frsr a0
li x29, 0x50
li gp, 8
bne a0, x29, fail
# 34 "rv32uf/../rv64uf/move.S"
test_10: li a1, 0x12345678
li a2, 0
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnj.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x12345678
li gp, 10
bne a0, x29, fail
test_11: li a1, 0x12345678
li a2, -1
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnj.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x92345678
li gp, 11
bne a0, x29, fail
test_12: li a1, 0x92345678
li a2, 0
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnj.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x12345678
li gp, 12
bne a0, x29, fail
test_13: li a1, 0x92345678
li a2, -1
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnj.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x92345678
li gp, 13
bne a0, x29, fail
test_20: li a1, 0x12345678
li a2, 0
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnjn.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x92345678
li gp, 20
bne a0, x29, fail
test_21: li a1, 0x12345678
li a2, -1
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnjn.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x12345678
li gp, 21
bne a0, x29, fail
test_22: li a1, 0x92345678
li a2, 0
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnjn.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x92345678
li gp, 22
bne a0, x29, fail
test_23: li a1, 0x92345678
li a2, -1
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnjn.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x12345678
li gp, 23
bne a0, x29, fail
test_30: li a1, 0x12345678
li a2, 0
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnjx.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x12345678
li gp, 30
bne a0, x29, fail
test_31: li a1, 0x12345678
li a2, -1
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnjx.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x92345678
li gp, 31
bne a0, x29, fail
test_32: li a1, 0x92345678
li a2, 0
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnjx.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x92345678
li gp, 32
bne a0, x29, fail
test_33: li a1, 0x92345678
li a2, -1
fmv.s.x f1, a1
fmv.s.x f2, a2
fsgnjx.s f0, f1, f2
fmv.x.s a0, f0
li x29, 0x12345678
li gp, 33
bne a0, x29, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 4,447
|
tests/riscv-tests/unimplemented/fcmp.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
feq.s a0, f0, f1
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
test_3: li gp, 3
la a0, test_3_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fle.s a0, f0, f1
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
test_4: li gp, 4
la a0, test_4_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
flt.s a0, f0, f1
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
test_5: li gp, 5
la a0, test_5_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
feq.s a0, f0, f1
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
test_6: li gp, 6
la a0, test_6_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fle.s a0, f0, f1
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
test_7: li gp, 7
la a0, test_7_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
flt.s a0, f0, f1
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
# Only 0d:7ff0000000000001 should signal invalid for feq.
test_8: li gp, 8
la a0, test_8_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
feq.s a0, f0, f1
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
test_9: li gp, 9
la a0, test_9_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
feq.s a0, f0, f1
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
test_10: li gp, 10
la a0, test_10_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
feq.s a0, f0, f1
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
# 0d:7ff8000000000000 should signal invalid for fle/flt.
test_11: li gp, 11
la a0, test_11_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
flt.s a0, f0, f1
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
test_12: li gp, 12
la a0, test_12_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
flt.s a0, f0, f1
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
test_13: li gp, 13
la a0, test_13_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
flt.s a0, f0, f1
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
test_14: li gp, 14
la a0, test_14_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fle.s a0, f0, f1
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
test_15: li gp, 15
la a0, test_15_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fle.s a0, f0, f1
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
test_16: li gp, 16
la a0, test_16_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fle.s a0, f0, f1
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
.data
test_2_data: .float -1.36
.float -1.36
.float 0.0
.word 1
test_3_data: .float -1.36
.float -1.36
.float 0.0
.word 1
test_4_data: .float -1.36
.float -1.36
.float 0.0
.word 0
test_5_data: .float -1.37
.float -1.36
.float 0.0
.word 0
test_6_data: .float -1.37
.float -1.36
.float 0.0
.word 1
test_7_data: .float -1.37
.float -1.36
.float 0.0
.word 1
test_8_data: .float NaN
.float 0
.float 0.0
.word 0
test_9_data: .float NaN
.float NaN
.float 0.0
.word 0
test_10_data: .word 0x7f800001
.float 0
.float 0.0
.word 0
test_11_data: .float NaN
.float 0
.float 0.0
.word 0
test_12_data: .float NaN
.float NaN
.float 0.0
.word 0
test_13_data: .word 0x7f800001
.float 0
.float 0.0
.word 0
test_14_data: .float NaN
.float 0
.float 0.0
.word 0
test_15_data: .float NaN
.float NaN
.float 0.0
.word 0
test_16_data: .word 0x7f800001
.float 0
.float 0.0
.word 0
|
nqd1/FPGRARS
| 5,962
|
tests/riscv-tests/unimplemented/fmin.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmin.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_3: li gp, 3
la a0, test_3_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmin.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_4: li gp, 4
la a0, test_4_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmin.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_5: li gp, 5
la a0, test_5_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmin.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_6: li gp, 6
la a0, test_6_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmin.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_7: li gp, 7
la a0, test_7_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmin.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_12: li gp, 12
la a0, test_12_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmax.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_13: li gp, 13
la a0, test_13_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmax.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_14: li gp, 14
la a0, test_14_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmax.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_15: li gp, 15
la a0, test_15_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmax.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_16: li gp, 16
la a0, test_16_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmax.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_17: li gp, 17
la a0, test_17_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmax.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
# FMIN(0d:7ff0000000000001, x) = x
test_20: li gp, 20
la a0, test_20_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmax.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne a1, a2, fail
# FMIN(0d:7ff8000000000000, 0d:7ff8000000000000) = canonical NaN
test_21: li gp, 21
la a0, test_21_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmax.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne a1, a2, fail
# -0.0 < +0.0
test_30: li gp, 30
la a0, test_30_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmin.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_31: li gp, 31
la a0, test_31_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmin.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_32: li gp, 32
la a0, test_32_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmax.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
test_33: li gp, 33
la a0, test_33_data
flw f0, 0(a0)
flw f1, 4(a0)
flw f2, 8(a0)
lw a3, 12(a0)
fmax.s f3, f0, f1
fmv.x.s a0, f3
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne a1, a2, fail
bne x0, gp, pass
fail: li a0, 0
li a7, 93
ecall
pass: li a0, 42
li a7, 93
ecall
.data
test_2_data: .float 2.5
.float 1.0
.float 0.0
.float 1.0
test_3_data: .float -1235.1
.float 1.1
.float 0.0
.float -1235.1
test_4_data: .float 1.1
.float -1235.1
.float 0.0
.float -1235.1
test_5_data: .float NaN
.float -1235.1
.float 0.0
.float -1235.1
test_6_data: .float 3.14159265
.float 0.00000001
.float 0.0
.float 0.00000001
test_7_data: .float -1.0
.float -2.0
.float 0.0
.float -2.0
test_12_data: .float 2.5
.float 1.0
.float 0.0
.float 2.5
test_13_data: .float -1235.1
.float 1.1
.float 0.0
.float 1.1
test_14_data: .float 1.1
.float -1235.1
.float 0.0
.float 1.1
test_15_data: .float NaN
.float -1235.1
.float 0.0
.float -1235.1
test_16_data: .float 3.14159265
.float 0.00000001
.float 0.0
.float 3.14159265
test_17_data: .float -1.0
.float -2.0
.float 0.0
.float -1.0
test_20_data: .word 0x7f800001
.float 1.0
.float 0.0
.float 1.0
test_21_data: .float NaN
.float NaN
.float 0.0
.word 0x7fc00000
test_30_data: .float -0.0
.float 0.0
.float 0.0
.float -0.0
test_31_data: .float 0.0
.float -0.0
.float 0.0
.float -0.0
test_32_data: .float -0.0
.float 0.0
.float 0.0
.float 0.0
test_33_data: .float 0.0
.float -0.0
.float 0.0
.float 0.0
|
nqd1/FPGRARS
| 5,193
|
tests/riscv-tests/unimplemented/fcmpd.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
feq.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_2_data: .double -1.36
.double -1.36
.double 0.0
.word 1,0
.text
test_3: li gp, 3
la a0, test_3_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fle.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_3_data: .double -1.36
.double -1.36
.double 0.0
.word 1,0
.text
test_4: li gp, 4
la a0, test_4_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
flt.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_4_data: .double -1.36
.double -1.36
.double 0.0
.word 0,0
.text
test_5: li gp, 5
la a0, test_5_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
feq.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_5_data: .double -1.37
.double -1.36
.double 0.0
.word 0,0
.text
test_6: li gp, 6
la a0, test_6_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fle.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_6_data: .double -1.37
.double -1.36
.double 0.0
.word 1,0
.text
test_7: li gp, 7
la a0, test_7_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
flt.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_7_data: .double -1.37
.double -1.36
.double 0.0
.word 1,0
.text
# Only 0d:7ff0000000000001 should signal invalid for feq.
test_8: li gp, 8
la a0, test_8_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
feq.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_8_data: .double NaN
.double 0
.double 0.0
.word 0,0
.text
test_9: li gp, 9
la a0, test_9_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
feq.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_9_data: .double NaN
.double NaN
.double 0.0
.word 0,0
.text
test_10: li gp, 10
la a0, test_10_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
feq.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_10_data: .word 0x00000001, 0x7ff00000
.double 0
.double 0.0
.word 0,0
.text
# 0d:7ff8000000000000 should signal invalid for fle/flt.
test_11: li gp, 11
la a0, test_11_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
flt.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_11_data: .double NaN
.double 0
.double 0.0
.word 0,0
.text
test_12: li gp, 12
la a0, test_12_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
flt.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_12_data: .double NaN
.double NaN
.double 0.0
.word 0,0
.text
test_13: li gp, 13
la a0, test_13_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
flt.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_13_data: .word 0x00000001, 0x7ff00000
.double 0
.double 0.0
.word 0,0
.text
test_14: li gp, 14
la a0, test_14_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fle.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_14_data: .double NaN
.double 0
.double 0.0
.word 0,0
.text
test_15: li gp, 15
la a0, test_15_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fle.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_15_data: .double NaN
.double NaN
.double 0.0
.word 0,0
.text
test_16: li gp, 16
la a0, test_16_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fle.d a0, f0, f1
li t2, 0
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_16_data: .word 0x00000001, 0x7ff00000
.double 0
.double 0.0
.word 0,0
.text
j success
fail:
li a0, 0
li a7, 93
ecall
success:
li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,894
|
tests/riscv-tests/unimplemented/fclassd.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: la a0, test_2_data
fld fa0, 0(a0)
fclass.d a0, fa0
li x29, 1
li gp, 2
bne a0, x29, fail
.data
.align 3
test_2_data: .word 0, 0xfff00000
.text
test_3: la a0, test_3_data
fld fa0, 0(a0)
fclass.d a0, fa0
li x29, 2
li gp, 3
bne a0, x29, fail
.data
.align 3
test_3_data: .word 0, 0xbff00000
.text
test_4: la a0, test_4_data
fld fa0, 0(a0)
fclass.d a0, fa0
li x29, 4
li gp, 4
bne a0, x29, fail
.data
.align 3
test_4_data: .word -1, 0x800fffff
.text
test_5: la a0, test_5_data
fld fa0, 0(a0)
fclass.d a0, fa0
li x29, 8
li gp, 5
bne a0, x29, fail
.data
.align 3
test_5_data: .word 0, 0x80000000
.text
test_6: la a0, test_6_data
fld fa0, 0(a0)
fclass.d a0, fa0
li x29, 16
li gp, 6
bne a0, x29, fail
.data
.align 3
test_6_data: .word 0,0
.text
test_7: la a0, test_7_data
fld fa0, 0(a0)
fclass.d a0, fa0
li x29, 32
li gp, 7
bne a0, x29, fail
.data
.align 3
test_7_data: .word -1, 0x000fffff
.text
test_8: la a0, test_8_data
fld fa0, 0(a0)
fclass.d a0, fa0
li x29, 64
li gp, 8
bne a0, x29, fail
.data
.align 3
test_8_data: .word 0, 0x3ff00000
.text
test_9: la a0, test_9_data
fld fa0, 0(a0)
fclass.d a0, fa0
li x29, 128
li gp, 9
bne a0, x29, fail
.data
.align 3
test_9_data: .word 0, 0x7ff00000
.text
test_10: la a0, test_10_data
fld fa0, 0(a0)
fclass.d a0, fa0
li x29, 256
li gp, 10
bne a0, x29, fail
.data
.align 3
test_10_data: .word 1, 0x7ff00000
.text
test_11: la a0, test_11_data
fld fa0, 0(a0)
fclass.d a0, fa0
li x29, 512
li gp, 11
bne a0, x29, fail
.data
.align 3
test_11_data: .word 0, 0x7ff80000
.text
j success
fail:
li a0, 0
li a7, 93
ecall
success:
li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 6,818
|
tests/riscv-tests/unimplemented/fmind.s
|
.text
main:
#-------------------------------------------------------------
# Arithmetic tests
#-------------------------------------------------------------
test_2: li gp, 2
la a0, test_2_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmin.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_2_data: .double 2.5
.double 1.0
.double 0.0
.double 1.0
.text
test_3: li gp, 3
la a0, test_3_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmin.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_3_data: .double -1235.1
.double 1.1
.double 0.0
.double -1235.1
.text
test_4: li gp, 4
la a0, test_4_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmin.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_4_data: .double 1.1
.double -1235.1
.double 0.0
.double -1235.1
.text
test_5: li gp, 5
la a0, test_5_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmin.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_5_data: .double NaN
.double -1235.1
.double 0.0
.double -1235.1
.text
test_6: li gp, 6
la a0, test_6_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmin.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_6_data: .double 3.14159265
.double 0.00000001
.double 0.0
.double 0.00000001
.text
test_7: li gp, 7
la a0, test_7_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmin.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_7_data: .double -1.0
.double -2.0
.double 0.0
.double -2.0
.text
test_12: li gp, 12
la a0, test_12_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmax.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_12_data: .double 2.5
.double 1.0
.double 0.0
.double 2.5
.text
test_13: li gp, 13
la a0, test_13_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmax.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_13_data: .double -1235.1
.double 1.1
.double 0.0
.double 1.1
.text
test_14: li gp, 14
la a0, test_14_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmax.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_14_data: .double 1.1
.double -1235.1
.double 0.0
.double 1.1
.text
test_15: li gp, 15
la a0, test_15_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmax.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_15_data: .double NaN
.double -1235.1
.double 0.0
.double -1235.1
.text
test_16: li gp, 16
la a0, test_16_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmax.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_16_data: .double 3.14159265
.double 0.00000001
.double 0.0
.double 3.14159265
.text
test_17: li gp, 17
la a0, test_17_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmax.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_17_data: .double -1.0
.double -2.0
.double 0.0
.double -1.0
.text
# FMIN(0d:7ff0000000000001, x) = x
test_20: li gp, 20
la a0, test_20_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmax.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0x10
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_20_data: .word 1, 0x7ff00000
.double 1.0
.double 0.0
.double 1.0
.text
# FMIN(0d:7ff8000000000000, 0d:7ff8000000000000) = canonical NaN
test_21: li gp, 21
la a0, test_21_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmax.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0x00
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_21_data: .double NaN
.double NaN
.double 0.0
.word 0, 0x7ff80000
.text
# -0.0 < +0.0
test_30: li gp, 30
la a0, test_30_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmin.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_30_data: .double -0.0
.double 0.0
.double 0.0
.double -0.0
.text
test_31: li gp, 31
la a0, test_31_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmin.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_31_data: .double 0.0
.double -0.0
.double 0.0
.double -0.0
.text
test_32: li gp, 32
la a0, test_32_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmax.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_32_data: .double -0.0
.double 0.0
.double 0.0
.double 0.0
.text
test_33: li gp, 33
la a0, test_33_data
fld f0, 0(a0)
fld f1, 8(a0)
fld f2, 16(a0)
lw a3, 24(a0)
lw t1, 28(a0)
fmax.d f3, f0, f1
fsd f3, 0(a0)
lw t2, 4(a0)
lw a0, 0(a0)
fsflags a1, x0
li a2, 0
bne a0, a3, fail
bne t1, t2, fail
bne a1, a2, fail
.data
.align 3
test_33_data: .double 0.0
.double -0.0
.double 0.0
.double 0.0
.text
j success
fail:
li a0, 0
li a7, 93
ecall
success:
li a0, 42
li a7, 93
ecall
|
nqd1/FPGRARS
| 1,466
|
benches/samples/video.s
|
#######################################################
# #
# Colors the screen red/blue many times #
# #
#######################################################
.data
times: .word 30
color: .byte 0xf8 0x07
.align 1
misaligned: .word 1234
.text
misaligned.test:
la a0 misaligned
lw a0 0(a0)
sw a0 0(a0)
main:
# Sleep for some time for the window to show up in FPGRARS...
li a0 300
li a7 32
ecall
li s0 0 # s0 == color index
# lw s1 times # s1 = counter
la s1 times
lw s1 0(s1)
csrr s2 time # s2 = start time
main.loop:
blez s1 exit
la a0 color
add a0 a0 s0
lb a0 0(a0)
jal draw
addi s1 s1 -1
xori s0 s0 1
j main.loop
exit:
csrr a0 time
sub a0 a0 s2
li a7 1
# ecall
li a0 '\n'
li a7 11
# ecall
li a7 10
ecall
# a0 = color
# frame is always zero
draw:
li t0 0xff000000
li t1 76800
add t1 t1 t0
# color as a word, could improve performance by like 4x
# slli a2 a0 8
# or a0 a0 a2
# slli a2 a0 16
# or a0 a0 a2
draw.loop:
bge t0 t1 draw.exit
# li t2 -250
# print.wait:
# bgez t2 print.wait.out
# addi t2 t2 1
# j print.wait
# print.wait.out:
sb a0 0(t0)
addi t0 t0 1
j draw.loop
draw.exit:
# store frame index
li a2 0xff200604
sb zero 0(a2)
ret
|
nqd1/FPGRARS
| 2,358
|
benches/samples/sort.s
|
#############################################################
## ##
## Fills an array with the worst case for insertion sort ##
## and prints it sorted ##
## ##
#############################################################
.data
N: .word 5000
.text
# Allocates the array in the stack with N integers
# [sp .. s0)
mv s0 sp
lw t0 N
slli t0 t0 2
sub sp sp t0
mv s1 sp
# Fill with the worst case (array sorted in reverse)
mv a0 sp
mv a1 s0
jal fill
# Print whether it's sorted or not (should print 0)
mv a0 sp
mv a1 s0
jal check_sorted
li a7 1
# ecall
# Save time
# csrr s7 time
# Sort
mv a0 sp
mv a1 s0
jal sort
# Save time
# csrr t0 time
# sub s7 t0 s7 # s7 == time elapsed
# Print whether it's sorted or not again (should print 1)
mv a0 sp
mv a1 s0
jal check_sorted
li a7 1
# ecall
# Print time elapsed
li a0 '\n'
li a7 11
# ecall
mv a0 s7
li a7 1
# ecall
li a0 '\n'
li a7 11
# ecall
exit:
li a7 10
li a0 0
ecall
# a0 = begin
# a1 = end
sort:
addi sp sp -12
sw ra 0(sp)
sw s0 4(sp)
sw s1 8(sp)
mv s0 a0
mv s1 a1
sort.loop:
bge s0 s1 sort.exit
mv a0 s0
mv a1 s1
jal fix
addi s1 s1 -4
j sort.loop
sort.exit:
lw ra 0(sp)
lw s0 4(sp)
lw s1 8(sp)
addi sp sp 12
ret
# Moves the last element of the array to the front until it gets to the right position
# fix(int* last, int* first)
fix:
bge a0 a1 fexit
lw t0 0(a1)
lw t1 -4(a1)
bge t0 t1 fix_no_swap
# swap
sw t1 0(a1)
sw t0 -4(a1)
fix_no_swap:
addi a1 a1 -4
j fix
fexit:
ret
# a0 = begin
# a1 = end
fill:
sub t0 a1 a0 # t0 = first index
fill.loop:
bge a0 a1 fill.exit
sw t0 0(a0)
addi a0 a0 4
addi t0 t0 -1
j fill.loop
fill.exit:
ret
# a0 = begin
# a1 = end
# returns in a0 = 1 iff the array is sorted
check_sorted:
addi a1 a1 -4
cs_loop:
bge a0 a1 cs_is_sorted
lw t0 0(a0)
lw t1 4(a0)
bgt t0 t1 cs_not_sorted
j check_sorted
cs_is_sorted:
li a0 1
ret
cs_not_sorted:
li a0 0
ret
|
nqd1/FPGRARS
| 1,683
|
samples/test/random_comparison.s
|
.global main
.eqv WRITE_INT 1
.eqv WRITE_CHAR 11
.eqv EXIT 10
.macro dump_registers()
addi sp sp -4
sw ra 0(sp)
jal ra, dump_registers.fn
lw ra 0(sp)
addi sp sp 4
.end_macro
.text
main:
.include "randomly_generated_instructions.s"
exit:
li a7 EXIT
li a0 0
ecall
dump_registers.fn:
# Save registers
# skip x0-x4 (zero, ra, sp, gp, tp)
addi sp sp -104
sw x5 0(sp)
sw x6 4(sp)
sw x7 8(sp)
sw x8 12(sp)
sw x9 16(sp)
sw x10 20(sp)
sw x11 24(sp)
sw x12 28(sp)
sw x13 32(sp)
sw x14 36(sp)
sw x15 40(sp)
sw x16 44(sp)
sw x17 48(sp)
sw x18 52(sp)
sw x19 56(sp)
sw x20 60(sp)
sw x21 64(sp)
sw x22 68(sp)
sw x23 72(sp)
sw x24 76(sp)
sw x25 80(sp)
sw x26 84(sp)
sw x27 88(sp)
sw x28 92(sp)
sw x29 96(sp)
sw x30 100(sp)
sw x31 104(sp)
mv t0 sp
addi t1 sp 104
dump_registers.loop:
li a7 WRITE_INT
lw a0 0(t0)
ecall
li a7 WRITE_CHAR
li a0 ' '
ecall
addi t0 t0 4
bge t1 t0 dump_registers.loop
li a7 WRITE_CHAR
li a0 '\n'
ecall
dump_registers.exit:
# Restore registers
lw x5 0(sp)
lw x6 4(sp)
lw x7 8(sp)
lw x8 12(sp)
lw x9 16(sp)
lw x10 20(sp)
lw x11 24(sp)
lw x12 28(sp)
lw x13 32(sp)
lw x14 36(sp)
lw x15 40(sp)
lw x16 44(sp)
lw x17 48(sp)
lw x18 52(sp)
lw x19 56(sp)
lw x20 60(sp)
lw x21 64(sp)
lw x22 68(sp)
lw x23 72(sp)
lw x24 76(sp)
lw x25 80(sp)
lw x26 84(sp)
lw x27 88(sp)
lw x28 92(sp)
lw x29 96(sp)
lw x30 100(sp)
lw x31 104(sp)
addi sp sp 104
ret
|
nqd1/FPGRARS
| 5,123
|
samples/test/celeste/MACROSv21.s
|
#########################################################################
# Definie e Macros v2.1 #
# Marcus Vinicius Lamar #
# 2020/1 #
#########################################################################
######### Verifica se eh a DE1-SoC ###############
.macro DE1(%reg,%salto)
li %reg, 0x10008000 # carrega tp
bne gp, %reg, %salto # Na DE1 gp = 0 ! No tem segmento .extern
.end_macro
######### Verifica se tem ISA RV32IMF ###############
.macro TEM_F(%reg,%endereco)
csrr %reg, misa
andi %reg, %reg, 0x020
bnez %reg, %endereco
.end_macro
######### Verifica se no tem ISA RV32IMF ###############
.macro NAOTEM_F(%reg,%endereco)
csrr %reg, misa
andi %reg, %reg, 0x020
beqz %reg, %endereco
.end_macro
######### Verifica se tem ISA RV32IMF ou RV32IM ###############
.macro TEM_M(%reg,%endereco)
csrr %reg, misa
srli %reg, %reg, 12
andi %reg, %reg, 0x001
bnez %reg, %endereco
.end_macro
######### Verifica se no tem ISA RV32IMF ou RV32IM ###############
.macro NAOTEM_M(%reg,%endereco)
csrr %reg, misa
srli %reg, %reg, 12
andi %reg, %reg, 0x001
beqz %reg, %endereco
.end_macro
######### Macro para Multiplicao na ISA RV32I ######################
.macro MULTIPLY(%rd,%r1,%r2)
addi sp, sp, -12
sw a0, 0(sp)
sw a1, 4(sp)
sw ra, 8(sp)
mv a0, %r1
mv a1, %r2
jal __mulsi3
csrw a0,uscratch
lw a0, 0(sp)
lw a1, 4(sp)
lw ra, 8(sp)
addi sp, sp, 12
csrr %rd,uscratch
.end_macro
######### Macro para Diviso unsigned por 10 na ISA RV32I ######################
### https://stackoverflow.com/questions/5558492/divide-by-10-using-bit-shifts
.macro DIVU10(%rd,%r1)
addi sp, sp, -16
sw a0, 0(sp)
sw a4, 4(sp)
sw a5, 8(sp)
sw ra, 12(sp)
mv a0, %r1
srli a4,a0,1
srli a5,a0,2
add a5,a4,a5
srli a4,a5,4
add a4,a4,a5
srli a5,a4,8
add a4,a5,a4
srli a5,a4,16
add a5,a5,a4
srli a5,a5,3
slli a4,a5,2
add a4,a4,a5
slli a4,a4,1
sub a0,a0,a4
sltiu a0,a0,10
xori a0,a0,1
add a0,a0,a5
csrw a0,uscratch
lw a0, 0(sp)
lw a4, 4(sp)
lw a5, 8(sp)
lw ra, 12(sp)
addi sp, sp, 16
csrr %rd,uscratch
.end_macro
######### Macro para Diviso por 10 na ISA RV32I ######################
.macro DIV10(%rd,%r1)
addi sp,sp,-12
sw a0,0(sp)
sw a1,4(sp)
sw a2,8(sp)
mv a2,%r1
srai a1,a2,31
mv a0,a2
beqz a1,div10.pula1
neg a0,a2
div10.pula1: DIVU10(%rd,a0)
beqz a1,div10.pula2
neg %rd,%rd
div10.pula2: csrw %rd,uscratch
lw a0,0(sp)
lw a1,4(sp)
lw a2,8(sp)
addi sp,sp,12
csrr %rd,uscratch
.end_macro
######### Macro para resto da diviso por 10 unsigned na ISA RV32I ######################
.macro REMU10(%rd,%r1)
addi sp,sp,-16
sw a0,0(sp)
sw a1,4(sp)
sw a2,8(sp)
sw a3,12(sp)
mv a3,%r1
li a2,10
DIVU10(a0,a3)
MULTIPLY(a1,a0,a2)
sub %rd,a3,a1
csrw %rd,uscratch
lw a0,0(sp)
lw a1,4(sp)
lw a2,8(sp)
lw a3,12(sp)
addi sp,sp,16
csrr %rd,uscratch
.end_macro
######### Macro para resto da diviso por 10 na ISA RV32I ######################
.macro REM10(%rd,%r1)
addi sp,sp,-16
sw a0,0(sp)
sw a1,4(sp)
sw a2,8(sp)
sw a3,12(sp)
mv a3,%r1
li a2,10
DIV10(a0,a3)
MULTIPLY(a1,a0,a2)
sub %rd,a3,a1
csrw %rd,uscratch
lw a0,0(sp)
lw a1,4(sp)
lw a2,8(sp)
lw a3,12(sp)
addi sp,sp,16
csrr %rd,uscratch
.end_macro
#definicao do mapa de enderecamento de MMIO
.eqv VGAADDRESSINI0 0xFF000000
.eqv VGAADDRESSFIM0 0xFF012C00
.eqv VGAADDRESSINI1 0xFF100000
.eqv VGAADDRESSFIM1 0xFF112C00
.eqv NUMLINHAS 240
.eqv NUMCOLUNAS 320
.eqv VGAFRAMESELECT 0xFF200604
.eqv KDMMIO_Ctrl 0xFF200000
.eqv KDMMIO_Data 0xFF200004
.eqv Buffer0Teclado 0xFF200100
.eqv Buffer1Teclado 0xFF200104
.eqv TecladoxMouse 0xFF200110
.eqv BufferMouse 0xFF200114
.eqv AudioBase 0xFF200160
.eqv AudioINL 0xFF200160
.eqv AudioINR 0xFF200164
.eqv AudioOUTL 0xFF200168
.eqv AudioOUTR 0xFF20016C
.eqv AudioCTRL1 0xFF200170
.eqv AudioCTRL2 0xFF200174
# Sintetizador - 2015/1
.eqv NoteData 0xFF200178
.eqv NoteClock 0xFF20017C
.eqv NoteMelody 0xFF200180
.eqv MusicTempo 0xFF200184
.eqv MusicAddress 0xFF200188
.eqv IrDA_CTRL 0xFF20 0500
.eqv IrDA_RX 0xFF20 0504
.eqv IrDA_TX 0xFF20 0508
.eqv STOPWATCH 0xFF200510
.eqv LFSR 0xFF200514
.eqv KeyMap0 0xFF200520
.eqv KeyMap1 0xFF200524
.eqv KeyMap2 0xFF200528
.eqv KeyMap3 0xFF20052C
.eqv TimerLOW 0xFF200700
.eqv TimerHIGH 0xFF200704
.eqv InterLOW 0xFF200708
.eqv InterHIGH 0xFF20070C
.eqv FDIVIDER 0xFF200710
# Seta o uso do exception handler SYSTEM.s
.text
la tp, ExceptionHandling # carrega em tp o endereo base das rotinas do sistema ECALL
csrw tp, utvec # seta utvec para o endereo tp
csrsi ustatus, 1 # seta o bit de habilitao de interrupo em ustatus (reg 0)
|
nqd1/FPGRARS
| 62,902
|
samples/test/celeste/SYSTEMv21.s
|
#########################################################################
# Rotina de tratamento de excecao e interrupcao v2.1 #
# Lembre-se: Os ecalls originais do Rars possuem precedencia sobre #
# estes definidos aqui #
# Os ecalls 1XX usam o BitMap Display e Keyboard Display MMIO Tools #
# Usar o RARS14_Custom4 (misa) #
# Marcus Vinicius Lamar #
# 2020/1 #
#########################################################################
# incluir o MACROSv20.s no incio do seu programa!!!!
.data
.align 2
# Tabela de caracteres desenhados segundo a fonte 8x8 pixels do ZX-Spectrum
LabelTabChar:
.word 0x00000000, 0x00000000, 0x10101010, 0x00100010, 0x00002828, 0x00000000, 0x28FE2828, 0x002828FE,
0x38503C10, 0x00107814, 0x10686400, 0x00004C2C, 0x28102818, 0x003A4446, 0x00001010, 0x00000000,
0x20201008, 0x00081020, 0x08081020, 0x00201008, 0x38549210, 0x00109254, 0xFE101010, 0x00101010,
0x00000000, 0x10081818, 0xFE000000, 0x00000000, 0x00000000, 0x18180000, 0x10080402, 0x00804020,
0x54444438, 0x00384444, 0x10103010, 0x00381010, 0x08044438, 0x007C2010, 0x18044438, 0x00384404,
0x7C482818, 0x001C0808, 0x7840407C, 0x00384404, 0x78404438, 0x00384444, 0x1008047C, 0x00202020,
0x38444438, 0x00384444, 0x3C444438, 0x00384404, 0x00181800, 0x00001818, 0x00181800, 0x10081818,
0x20100804, 0x00040810, 0x00FE0000, 0x000000FE, 0x04081020, 0x00201008, 0x08044438, 0x00100010,
0x545C4438, 0x0038405C, 0x7C444438, 0x00444444, 0x78444478, 0x00784444, 0x40404438, 0x00384440,
0x44444478, 0x00784444, 0x7840407C, 0x007C4040, 0x7C40407C, 0x00404040, 0x5C404438, 0x00384444,
0x7C444444, 0x00444444, 0x10101038, 0x00381010, 0x0808081C, 0x00304848, 0x70484444, 0x00444448,
0x20202020, 0x003C2020, 0x92AAC682, 0x00828282, 0x54546444, 0x0044444C, 0x44444438, 0x00384444,
0x38242438, 0x00202020, 0x44444438, 0x0C384444, 0x78444478, 0x00444850, 0x38404438, 0x00384404,
0x1010107C, 0x00101010, 0x44444444, 0x00384444, 0x28444444, 0x00101028, 0x54828282, 0x00282854,
0x10284444, 0x00444428, 0x10284444, 0x00101010, 0x1008047C, 0x007C4020, 0x20202038, 0x00382020,
0x10204080, 0x00020408, 0x08080838, 0x00380808, 0x00442810, 0x00000000, 0x00000000, 0xFE000000,
0x00000810, 0x00000000, 0x3C043800, 0x003A4444, 0x24382020, 0x00582424, 0x201C0000, 0x001C2020,
0x48380808, 0x00344848, 0x44380000, 0x0038407C, 0x70202418, 0x00202020, 0x443A0000, 0x38043C44,
0x64584040, 0x00444444, 0x10001000, 0x00101010, 0x10001000, 0x60101010, 0x28242020, 0x00242830,
0x08080818, 0x00080808, 0x49B60000, 0x00414149, 0x24580000, 0x00242424, 0x44380000, 0x00384444,
0x24580000, 0x20203824, 0x48340000, 0x08083848, 0x302C0000, 0x00202020, 0x201C0000, 0x00380418,
0x10381000, 0x00101010, 0x48480000, 0x00344848, 0x44440000, 0x00102844, 0x82820000, 0x0044AA92,
0x28440000, 0x00442810, 0x24240000, 0x38041C24, 0x043C0000, 0x003C1008, 0x2010100C, 0x000C1010,
0x10101010, 0x00101010, 0x04080830, 0x00300808, 0x92600000, 0x0000000C, 0x243C1818, 0xA55A7E3C,
0x99FF5A81, 0x99663CFF, 0x10280000, 0x00000028, 0x10081020, 0x00081020
# scancode -> ascii
LabelScanCode:
# 0 1 2 3 4 5 6 7 8 9 A B C D E F
.byte 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, # 00 a 0F
0x00, 0x00, 0x00, 0x00, 0x00, 0x71, 0x31, 0x00, 0x00, 0x00, 0x7a, 0x73, 0x61, 0x77, 0x32, 0x00, # 10 a 1F
0x00, 0x63, 0x78, 0x64, 0x65, 0x34, 0x33, 0x00, 0x00, 0x20, 0x76, 0x66, 0x74, 0x72, 0x35, 0x00, # 20 a 2F 29 espaco => 20
0x00, 0x6e, 0x62, 0x68, 0x67, 0x79, 0x36, 0x00, 0x00, 0x00, 0x6d, 0x6a, 0x75, 0x37, 0x38, 0x00, # 30 a 3F
0x00, 0x2c, 0x6b, 0x69, 0x6f, 0x30, 0x39, 0x00, 0x00, 0x2e, 0x2f, 0x6c, 0x3b, 0x70, 0x2d, 0x00, # 40 a 4F
0x00, 0x00, 0x27, 0x00, 0x00, 0x3d, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x5b, 0x00, 0x5d, 0x00, 0x00, # 50 a 5F 5A Enter => 0A (= ao Rars)
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x31, 0x00, 0x34, 0x37, 0x00, 0x00, 0x00, # 60 a 6F 66 Backspace => 08
0x30, 0x2e, 0x32, 0x35, 0x36, 0x38, 0x00, 0x00, 0x00, 0x2b, 0x33, 0x2d, 0x2a, 0x39, 0x00, 0x00, # 70 a 7F
0x00, 0x00, 0x00, 0x00, 0x00, 0x00 # 80 a 85
# scancode -> ascii (com shift)
LabelScanCodeShift:
.byte 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x21, 0x00, 0x00, 0x00, 0x5a, 0x53, 0x41, 0x57, 0x40, 0x00,
0x00, 0x43, 0x58, 0x44, 0x45, 0x24, 0x23, 0x00, 0x00, 0x00, 0x56, 0x46, 0x54, 0x52, 0x25, 0x00,
0x00, 0x4e, 0x42, 0x48, 0x47, 0x59, 0x5e, 0x00, 0x00, 0x00, 0x4d, 0x4a, 0x55, 0x26, 0x2a, 0x00,
0x00, 0x3c, 0x4b, 0x49, 0x4f, 0x29, 0x28, 0x00, 0x00, 0x3e, 0x3f, 0x4c, 0x3a, 0x50, 0x5f, 0x00,
0x00, 0x00, 0x22, 0x00, 0x00, 0x2b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7b, 0x00, 0x7d, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00
.align 2
#buffer do ReadString, ReadFloat, SDread, etc. 512 caracteres/bytes
TempBuffer:
.space 512
# tabela de conversao hexa para ascii
TabelaHexASCII: .string "0123456789ABCDEF "
NumDesnormP: .string "+desnorm"
NumDesnormN: .string "-desnorm"
NumZero: .string "0.00000000"
NumInfP: .string "+Infinity"
NumInfN: .string "-Infinity"
NumNaN: .string "NaN"
# tabela de causa de excees
Cause0: .string "Error: 0 Instruction address misaligned "
Cause1: .string "Error: 1 Instruction access fault "
Cause2: .string "Error: 2 Ilegal Instruction "
Cause4: .string "Error: 4 Load address misaligned "
Cause5: .string "Error: 5 Load access fault "
Cause6: .string "Error: 6 Store address misaligned "
Cause7: .string "Error: 7 Store access fault "
CauseD: .string "Error: Unknown "
CauseE: .string "Error: Ecall "
PC: .string "PC: "
Addrs: .string "Addrs: "
Instr: .string "Instr: "
### Obs.: a forma 'LABEL: instrucao' embora fique feio facilita o debug no Rars, por favor nao reformatar!!!
########################################################################################
.text
###### Devem ser colocadas aqui as identificaes das interrupes e excees ###
csrwi ucause,1 # caso ocorra dropdown vai gerar exceo de instruo invlida
ExceptionHandling: addi sp, sp, -8 # salva 2 registradores utilizados para comparar ucause
sw t0, 0(sp)
sw s10, 4(sp)
csrr s10,ucause # le o ucause e salva em s10
li t0, 8
bne t0, s10, errorExceptions # No ecall - nem precisa arrumar a pilha!
lw t0, 0(sp) # ecall
lw s10, 4(sp) # recupera registradores usados
addi sp, sp, 8
j ecallException
######################################################
############### Excees de Erros ################
######################################################
errorExceptions: csrr s11, utval # le o utval da exceo e salva em s11
addi a0, zero, 0xc0 ## printa tela de azul
addi a1, zero, 0
addi a7, zero, 148
jal clsCLS
# Instruction address misaligned
End_Cause0: li t0, 0
bne t0, s10, End_Cause1
la a0, Cause0
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
j End_uepc
# Instruction access fault
End_Cause1: li t0, 1
bne t0, s10, End_Cause2
la a0, Cause1
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
j End_uepc
# Ilegal Instruction
End_Cause2: li t0, 2
bne t0, s10, End_Cause4
la a0, Cause2
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Instr
j End_utval
# Load address misaligned
End_Cause4: addi t0, zero, 4
bne t0, s10, End_Cause5
la a0, Cause4
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
# Load access fault
End_Cause5: li t0, 5
bne t0, s10, End_Cause6
la a0, Cause5
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
#Store address misaligned
End_Cause6: li t0, 6
bne t0, s10, End_Cause7
la a0, Cause6
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
# Store access fault
End_Cause7: li t0, 7
bne t0, s10, End_CauseD
la a0, Cause7
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
# Exception Unknown
End_CauseD: la a0, CauseD
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
End_utval: li a1, 0
li a2, 24
li a3, 0x000c0ff
jal printString
mv a0, s11
li a1, 56
li a2, 24
li a3, 0x0000c0ff
jal printHex
End_uepc: la a0, PC # Imprime o pc em que a exceo ocorreu
li a1, 0
li a2, 12
li a3, 0x000c0ff
jal printString
csrr a0, uepc # Le uepc
li a1, 28
li a2, 12
li a3, 0x0000c0ff
jal printHex
j goToExit # encerra execuo
######################################################
############# exceo de ECALL ###################
######################################################
ecallException: addi sp, sp, -264 # Salva todos os registradores na pilha
sw x1, 0(sp)
sw x2, 4(sp)
sw x3, 8(sp)
sw x4, 12(sp)
sw x5, 16(sp)
sw x6, 20(sp)
sw x7, 24(sp)
sw x8, 28(sp)
sw x9, 32(sp)
sw x10, 36(sp)
sw x11, 40(sp)
sw x12, 44(sp)
sw x13, 48(sp)
sw x14, 52(sp)
sw x15, 56(sp)
sw x16, 60(sp)
sw x17, 64(sp)
sw x18, 68(sp)
sw x19, 72(sp)
sw x20, 76(sp)
sw x21, 80(sp)
sw x22, 84(sp)
sw x23, 88(sp)
sw x24, 92(sp)
sw x25, 96(sp)
sw x26, 100(sp)
sw x27, 104(sp)
sw x28, 108(sp)
sw x29, 112(sp)
sw x30, 116(sp)
sw x31, 120(sp)
NAOTEM_F(s8,ecallException.pula)
fsw f0, 124(sp)
fsw f1, 128(sp)
fsw f2, 132(sp)
fsw f3, 136(sp)
fsw f4, 140(sp)
fsw f5, 144(sp)
fsw f6, 148(sp)
fsw f7, 152(sp)
fsw f8, 156(sp)
fsw f9, 160(sp)
fsw f10, 164(sp)
fsw f11, 168(sp)
fsw f12, 172(sp)
fsw f13, 176(sp)
fsw f14, 180(sp)
fsw f15, 184(sp)
fsw f16, 188(sp)
fsw f17, 192(sp)
fsw f18, 196(sp)
fsw f19, 200(sp)
fsw f20, 204(sp)
fsw f21, 208(sp)
fsw f22, 212(sp)
fsw f23, 216(sp)
fsw f24, 220(sp)
fsw f25, 224(sp)
fsw f26, 228(sp)
fsw f27, 232(sp)
fsw f28, 236(sp)
fsw f29, 240(sp)
fsw f30, 244(sp)
fsw f31, 248(sp)
ecallException.pula:
# Zera os valores dos registradores temporarios
add t0, zero, zero
add t1, zero, zero
add t2, zero, zero
add t3, zero, zero
add t4, zero, zero
add t5, zero, zero
add t6, zero, zero
# Verifica o numero da chamada do sistema
addi t0, zero, 10
beq t0, a7, goToExit # ecall exit
addi t0, zero, 110
beq t0, a7, goToExit # ecall exit
addi t0, zero, 1 # ecall 1 = print int
beq t0, a7, goToPrintInt
addi t0, zero, 101 # ecall 1 = print int
beq t0, a7, goToPrintInt
addi t0, zero, 2 # ecall 2 = print float
beq t0, a7, goToPrintFloat
addi t0, zero, 102 # ecall 2 = print float
beq t0, a7, goToPrintFloat
addi t0, zero, 4 # ecall 4 = print string
beq t0, a7, goToPrintString
addi t0, zero, 104 # ecall 4 = print string
beq t0, a7, goToPrintString
addi t0, zero, 5 # ecall 5 = read int
beq t0, a7, goToReadInt
addi t0, zero, 105 # ecall 5 = read int
beq t0, a7, goToReadInt
addi t0, zero, 6 # ecall 6 = read float
beq t0, a7, goToReadFloat
addi t0, zero, 106 # ecall 6 = read float
beq t0, a7, goToReadFloat
addi t0, zero, 8 # ecall 8 = read string
beq t0, a7, goToReadString
addi t0, zero, 108 # ecall 8 = read string
beq t0, a7, goToReadString
addi t0, zero, 11 # ecall 11 = print char
beq t0, a7, goToPrintChar
addi t0, zero, 111 # ecall 11 = print char
beq t0, a7, goToPrintChar
addi t0, zero, 12 # ecall 12 = read char
beq t0, a7, goToReadChar
addi t0, zero, 112 # ecall 12 = read char
beq t0, a7, goToReadChar
addi t0, zero, 30 # ecall 30 = time
beq t0, a7, goToTime
addi t0, zero, 130 # ecall 30 = time
beq t0, a7, goToTime
addi t0, zero, 32 # ecall 32 = sleep
beq t0, a7, goToSleep
addi t0, zero, 132 # ecall 32 = sleep
beq t0, a7, goToSleep
addi t0, zero, 41 # ecall 41 = random
beq t0, a7, goToRandom
addi t0, zero, 141 # ecall 41 = random
beq t0, a7, goToRandom
addi t0, zero, 34 # ecall 34 = print hex
beq t0, a7, goToPrintHex
addi t0, zero, 134 # ecall 34 = print hex
beq t0, a7, goToPrintHex
addi t0, zero, 31 # ecall 31 = MIDI out
beq t0, a7, goToMidiOut # Generate tone and return immediately
addi t0, zero, 131 # ecall 31 = MIDI out
beq t0, a7, goToMidiOut
addi t0, zero, 33 # ecall 33 = MIDI out synchronous
beq t0, a7, goToMidiOutSync # Generate tone and return upon tone completion
addi t0, zero, 133 # ecall 33 = MIDI out synchronous
beq t0, a7, goToMidiOutSync
addi t0, zero, 48 # ecall 48 = CLS
beq t0, a7, goToCLS
addi t0, zero, 148 # ecall 48 = CLS
beq t0, a7, goToCLS
addi t0, zero, 47 # ecall 47 = DrawLine
beq t0, a7, goToBRES
addi t0, zero, 147 # ecall 47 = DrawLine
beq t0, a7, goToBRES
addi t0, zero, 36 # ecall 36 = PrintIntUnsigned
beq t0, a7, goToPrintIntUnsigned
addi t0, zero, 136 # ecall 36 = PrintIntUnsigned
beq t0, a7, goToPrintIntUnsigned
## end execution ##
goToExit: DE1(s8,goToExitDE2) # se for a DE1 pula
li a7, 10 # chama o ecall normal do Rars
ecall # exit ecall
goToExitDE2: j goToExitDE2 # trava o processador : No tem sistema operacional!
goToPrintInt: jal printInt # chama printInt
j endEcall
goToPrintString: jal printString # chama printString
j endEcall
goToPrintChar: jal printChar # chama printChar
j endEcall
goToPrintFloat: NAOTEM_F(s8,NaoExisteEcall)
jal printFloat # chama printFloat
j endEcall
goToReadChar: jal readChar # chama readChar
j endEcall
goToReadInt: jal readInt # chama readInt
j endEcall
goToReadString: jal readString # chama readString
j endEcall
goToReadFloat: NAOTEM_F(s8,NaoExisteEcall)
jal readFloat # chama readFloat
j endEcall
goToPrintHex: jal printHex # chama printHex
j endEcall
goToPrintIntUnsigned: jal printIntUnsigned # chama Print Unsigned Int
j endEcall
goToMidiOut: jal midiOut # chama MIDIout
j endEcall
goToMidiOutSync: jal midiOutSync # chama MIDIoutSync
j endEcall
goToTime: jal Time # chama time
j endEcall
goToSleep: jal Sleep # chama sleep
j endEcall
goToRandom: jal Random # chama random
j endEcall
goToCLS: jal clsCLS # chama CLS
j endEcall
goToBRES: jal BRESENHAM # chama BRESENHAM
j endEcall
endEcall: lw x1, 0(sp) # recupera QUASE todos os registradores na pilha
lw x2, 4(sp)
lw x3, 8(sp)
lw x4, 12(sp)
lw x5, 16(sp)
lw x6, 20(sp)
lw x7, 24(sp)
lw x8, 28(sp)
lw x9, 32(sp)
# lw x10, 36(sp) # a0 retorno de valor
# lw x11, 40(sp) # a1 retorno de valor
lw x12, 44(sp)
lw x13, 48(sp)
lw x14, 52(sp)
lw x15, 56(sp)
lw x16, 60(sp)
lw x17, 64(sp)
lw x18, 68(sp)
lw x19, 72(sp)
lw x20, 76(sp)
lw x21, 80(sp)
lw x22, 84(sp)
lw x23, 88(sp)
lw x24, 92(sp)
lw x25, 96(sp)
lw x26, 100(sp)
lw x27, 104(sp)
lw x28, 108(sp)
lw x29, 112(sp)
lw x30, 116(sp)
lw x31, 120(sp)
NAOTEM_F(s8,endEcall.pula)
flw f0, 124(sp)
flw f1, 128(sp)
flw f2, 132(sp)
flw f3, 136(sp)
flw f4, 140(sp)
flw f5, 144(sp)
flw f6, 148(sp)
flw f7, 152(sp)
flw f8, 156(sp)
flw f9, 160(sp)
# flw f10, 164(sp) # fa0 retorno de valor
# flw f11, 168(sp) # fa1 retorno de valor
flw f12, 172(sp)
flw f13, 176(sp)
flw f14, 180(sp)
flw f15, 184(sp)
flw f16, 188(sp)
flw f17, 192(sp)
flw f18, 196(sp)
flw f19, 200(sp)
flw f20, 204(sp)
flw f21, 208(sp)
flw f22, 212(sp)
flw f23, 216(sp)
flw f24, 220(sp)
flw f25, 224(sp)
flw f26, 228(sp)
flw f27, 232(sp)
flw f28, 236(sp)
flw f29, 240(sp)
flw f30, 244(sp)
flw f31, 248(sp)
endEcall.pula: addi sp, sp, 264
csrr tp, uepc # le o valor de EPC salvo no registrador uepc (reg 65)
addi tp, tp, 4 # soma 4 para obter a instrucao seguinte ao ecall
csrw tp, uepc # coloca no registrador uepc
uret # retorna PC=uepc
#########################################################
# Nao Existe Ecall #
# Para o caso de ecalls de fp mas ISA RV32I e RV32IM #
#########################################################
NaoExisteEcall: addi a0, zero, 0xc0 ## printa tela de azul
addi a1, zero, 0
mv a6, a7
addi a7, zero, 148
jal clsCLS
la a0, CauseE
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
mv a0, a6
li a1, 104
li a2, 1
li a3, 0x0000c0ff
jal printInt
csrr a0,uepc
li a1, 136
li a2, 1
li a3, 0x0000c0ff
jal printHex
j goToExit
####################################################################################################
#############################################
# PrintInt #
# a0 = valor inteiro #
# a1 = x #
# a2 = y #
# a3 = cor #
#############################################
printInt: addi sp, sp, -4 # Aloca espaco
sw ra, 0(sp) # salva ra
la t0, TempBuffer # carrega o Endereco do Buffer da String
bge a0, zero, ehposprintInt # Se eh positvo
li t1, '-' # carrega o sinal -
sb t1, 0(t0) # coloca no buffer
addi t0, t0, 1 # incrementa endereco do buffer
sub a0, zero, a0 # torna o numero positivo
ehposprintInt: li t2, 10 # carrega numero 10
li t1, 0 # carrega numero de digitos com 0
loop1printInt: TEM_M(s8,printInt.pula1)
DIV10(t4,a0)
REM10(t3,a0)
j printInt.pula1d
printInt.pula1: div t4, a0, t2 # divide por 10 (quociente)
rem t3, a0, t2 # resto
printInt.pula1d:addi sp, sp, -4 # aloca espaco na pilha
sw t3, 0(sp) # coloca resto na pilha
mv a0, t4 # atualiza o numero com o quociente
addi t1, t1, 1 # incrementa o contador de digitos
bne a0, zero, loop1printInt # verifica se o numero eh zero
loop2printInt: lw t2, 0(sp) # le digito da pilha
addi sp, sp, 4 # libera espaco
addi t2, t2, 48 # converte o digito para ascii
sb t2, 0(t0) # coloca caractere no buffer
addi t0, t0, 1 # incrementa endereco do buffer
addi t1, t1, -1 # decrementa contador de digitos
bne t1, zero, loop2printInt # eh o ultimo?
sb zero, 0(t0) # insere \NULL na string
la a0, TempBuffer # Endereco do buffer da srting
jal printString # chama o print string
lw ra, 0(sp) # recupera a
addi sp, sp, 4 # libera espaco
fimprintInt: ret # retorna
#############################################
# PrintHex #
# a0 = valor inteiro #
# a1 = x #
# a2 = y #
# a3 = cor #
#############################################
printHex: addi sp, sp, -4 # aloca espaco
sw ra, 0(sp) # salva ra
mv t0, a0 # Inteiro de 32 bits a ser impresso em Hexa
la t1, TabelaHexASCII # endereco da tabela HEX->ASCII
la t2, TempBuffer # onde a string sera montada
li t3,'0' # Caractere '0'
sb t3,0(t2) # Escreve '0' no Buffer da String
li t3,'x' # Caractere 'x'
sb t3,1(t2) # Escreve 'x' no Buffer da String
addi t2,t2,2 # novo endereco inicial da string
li t3, 28 # contador de nibble inicio = 28
loopprintHex: blt t3, zero, fimloopprintHex # terminou? t3<0?
srl t4, t0, t3 # desloca o nibble para direita
andi t4, t4, 0x000F # mascara o nibble
add t4, t1, t4 # endereco do ascii do nibble
lb t4, 0(t4) # le ascii do nibble
sb t4, 0(t2) # armazena o ascii do nibble no buffer da string
addi t2, t2, 1 # incrementa o endereco do buffer
addi t3, t3, -4 # decrementa o numero do nibble
j loopprintHex
fimloopprintHex: sb zero,0(t2) # grava \null na string
la a0, TempBuffer # Argumento do print String
jal printString # Chama o print string
lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
fimprintHex: ret # retorna
#####################################
# PrintSring #
# a0 = endereco da string #
# a1 = x #
# a2 = y #
# a3 = cor #
#####################################
printString: addi sp, sp, -8 # aloca espaco
sw ra, 0(sp) # salva ra
sw s0, 4(sp) # salva s0
mv s0, a0 # s0 = endereco do caractere na string
loopprintString:lb a0, 0(s0) # le em a0 o caracter a ser impresso
beq a0, zero, fimloopprintString # string ASCIIZ termina com NULL
jal printChar # imprime char
addi a1, a1, 8 # incrementa a coluna
li t6, 313
blt a1, t6, NaoPulaLinha # se ainda tiver lugar na linha
addi a2, a2, 8 # incrementa a linha
mv a1, zero # volta a coluna zero
NaoPulaLinha: addi s0, s0, 1 # proximo caractere
j loopprintString # volta ao loop
fimloopprintString: lw ra, 0(sp) # recupera ra
lw s0, 0(sp) # recupera s0 original
addi sp, sp, 8 # libera espaco
fimprintString: ret # retorna
#########################################################
# PrintChar #
# a0 = char(ASCII) #
# a1 = x #
# a2 = y #
# a3 = cores (0x0000bbff) b = fundo, f = frente #
# a4 = frame (0 ou 1) #
#########################################################
# t0 = i #
# t1 = j #
# t2 = endereco do char na memoria #
# t3 = metade do char (2a e depois 1a) #
# t4 = endereco para impressao #
# t5 = background color #
# t6 = foreground color #
#########################################################
# t9 foi convertido para s9 pois nao ha registradores temporarios sobrando dentro desta funcao
printChar: li t4, 0xFF # t4 temporario
slli t4, t4, 8 # t4 = 0x0000FF00 (no RARS, nao podemos fazer diretamente "andi rd, rs1, 0xFF00")
and t5, a3, t4 # t5 obtem cor de fundo
srli t5, t5, 8 # numero da cor de fundo
andi t6, a3, 0xFF # t6 obtem cor de frente
li tp, ' '
blt a0, tp, printChar.NAOIMPRIMIVEL # ascii menor que 32 nao eh imprimivel
li tp, '~'
bgt a0, tp, printChar.NAOIMPRIMIVEL # ascii Maior que 126 nao eh imprimivel
j printChar.IMPRIMIVEL
printChar.NAOIMPRIMIVEL: li a0, 32 # Imprime espaco
printChar.IMPRIMIVEL: li tp, NUMCOLUNAS # Num colunas 320
TEM_M(s8,printChar.mul1)
MULTIPLY(t4,tp,a2)
j printChar.mul1d
printChar.mul1: mul t4, tp, a2 # multiplica a2x320 t4 = coordenada y
printChar.mul1d: add t4, t4, a1 # t4 = 320*y + x
addi t4, t4, 7 # t4 = 320*y + (x+7)
li tp, VGAADDRESSINI0 # Endereco de inicio da memoria VGA0
beq a4, zero, printChar.PULAFRAME # Verifica qual o frame a ser usado em a4
li tp, VGAADDRESSINI1 # Endereco de inicio da memoria VGA1
printChar.PULAFRAME: add t4, t4, tp # t4 = endereco de impressao do ultimo pixel da primeira linha do char
addi t2, a0, -32 # indice do char na memoria
slli t2, t2, 3 # offset em bytes em relacao ao endereco inicial
la t3, LabelTabChar # endereco dos caracteres na memoria
add t2, t2, t3 # endereco do caractere na memoria
lw t3, 0(t2) # carrega a primeira word do char
li t0, 4 # i=4
printChar.forChar1I: beq t0, zero, printChar.endForChar1I # if(i == 0) end for i
addi t1, zero, 8 # j = 8
printChar.forChar1J: beq t1, zero, printChar.endForChar1J # if(j == 0) end for j
andi s9, t3, 0x001 # primeiro bit do caracter
srli t3, t3, 1 # retira o primeiro bit
beq s9, zero, printChar.printCharPixelbg1 # pixel eh fundo?
sb t6, 0(t4) # imprime pixel com cor de frente
j printChar.endCharPixel1
printChar.printCharPixelbg1: sb t5, 0(t4) # imprime pixel com cor de fundo
printChar.endCharPixel1: addi t1, t1, -1 # j--
addi t4, t4, -1 # t4 aponta um pixel para a esquerda
j printChar.forChar1J # vollta novo pixel
printChar.endForChar1J: addi t0, t0, -1 # i--
addi t4, t4, 328 # 2**12 + 8
j printChar.forChar1I # volta ao loop
printChar.endForChar1I: lw t3, 4(t2) # carrega a segunda word do char
li t0, 4 # i = 4
printChar.forChar2I: beq t0, zero, printChar.endForChar2I # if(i == 0) end for i
addi t1, zero, 8 # j = 8
printChar.forChar2J: beq t1, zero, printChar.endForChar2J # if(j == 0) end for j
andi s9, t3, 0x001 # pixel a ser impresso
srli t3, t3, 1 # desloca para o proximo
beq s9, zero, printChar.printCharPixelbg2 # pixel eh fundo?
sb t6, 0(t4) # imprime cor frente
j printChar.endCharPixel2 # volta ao loop
printChar.printCharPixelbg2: sb t5, 0(t4) # imprime cor de fundo
printChar.endCharPixel2: addi t1, t1, -1 # j--
addi t4, t4, -1 # t4 aponta um pixel para a esquerda
j printChar.forChar2J
printChar.endForChar2J: addi t0, t0, -1 # i--
addi t4, t4, 328 #
j printChar.forChar2I # volta ao loop
printChar.endForChar2I: ret # retorna
#########################################
# ReadChar #
# a0 = valor ascii da tecla #
# 2017/2 #
#########################################
readChar: nop
#DE1(s8,readCharDE2) # Eh necessario mesmo???
##### Tratamento para uso com o Keyboard Display MMIO Tool do Rars
readCharKDMMIO: li t0, KDMMIO_Ctrl # Execucao com Polling do KD MMIO
loopReadCharKDMMIO: lw a0, 0(t0) # le o bit de flag do teclado
andi a0, a0, 0x0001 # mascara bit 0
beqz a0, loopReadCharKDMMIO # testa se uma tecla foi pressionada
lw a0, 4(t0) # le o ascii da tecla pressionada
j fimreadChar # fim Read Char
##### Tratamento para uso com o teclado PS2 da DE2 usando Buffer0 teclado
#### muda a0, t0,t1,t2,t3 e s0
#### Cuidar: ao entrar s0 ja deve conter o endereco la s0,LabelScanCode #####
readCharDE2: li t0, Buffer0Teclado # Endereco buffer0
lw t1, 0(t0) # conteudo inicial do buffer
loopReadChar: lw t2, 0(t0) # le buffer teclado
bne t2, t1, buffermodificadoChar # testa se o buffer foi modificado
atualizaBufferChar: mv t1, t2 # atualiza o buffer com o novo valor
j loopReadChar # loop de principal de leitura
buffermodificadoChar: li t5, 0xFF
slli t5, t5, 8 # t5 = 0x0000FF00
and t3, t2, t5 # mascara o 2o scancode
li tp, 0x0000F000
beq t3, tp, teclasoltaChar # eh 0xF0 no 2o scancode? tecla foi solta
li tp, 0x000000FF
and t3, t2, tp # mascara 1o scancode (essa podemos fazer diretamente)
li tp, 0x00000012
bne t3, tp, atualizaBufferChar # nao eh o SHIFT que esta pressionado ? volta a ler
la s0, LabelScanCodeShift # se for SHIFT que esta pressionado atualiza o endereco da tabel
j atualizaBufferChar # volta a ler
teclasoltaChar: andi t3, t2, 0x00FF # mascara o 1o scancode
li tp, 0x00000080
bgt t3, tp, atualizaBufferChar # se o scancode for > 0x80 entao nao eh imprimivel!
li tp, 0x00000012
bne t3, tp, naoehshiftChar # nao foi o shift que foi solto? entao processa
la s0, LabelScanCode # shift foi solto atualiza o endereco da tabela
j atualizaBufferChar # volta a ler
naoehshiftChar: add t3, s0, t3 # endereco na tabela de scancode da tecla com ou sem shift
lb a0, 0(t3) # le o ascii do caracter para a0
beq a0, zero, atualizaBufferChar # se for caractere nao imprimivel volta a ler
fimreadChar: ret # retorna
#########################################
# ReadString #
# a0 = end Inicio #
# a1 = tam Max String #
# a2 = end do ultimo caractere #
# a3 = num de caracteres digitados #
# 2018/1 2019/2 #
#########################################
# muda a2, a3, s2 e s0
readString: addi sp, sp, -8 # reserva espaco na pilha
sw s0, 4(sp) # salva s0
sw ra, 0(sp) # salva ra
li a3, 0 # zera o contador de caracteres digitados
mv s2, a0 # salva o endereco inicial
la s0, LabelScanCode # Endereco da tabela de scancode inicial para readChar
loopreadString: beq a1, a3, fimreadString # buffer cheio fim
addi sp, sp, -8
sw ra, 0(sp) # salva ra
sw a0, 4(sp) # salva a0 pois ele sera reescrito em readChar
jal readChar # le um caracter do teclado (retorno em a0)
mv t6, a0 # t6 eh a letra lida em readChar
lw ra, 0(sp)
lw a0, 4(sp)
addi sp, sp, 8
li tp, 0x08
bne t6, tp, PulaBackSpace # Se nao for BACKSPACE
beq zero, a3, loopreadString # Se no tem nenhum caractere no buffer apenas volta a ler
addi a3, a3, -1 # diminui contador
addi a0, a0, -1 # diminui endereco do buffer
sb zero, 0(a0) # coloca zero no caractere anterior
j loopreadString
PulaBackSpace: li tp, 0x0A
beq t6, tp, fimreadString # se for tecla ENTER fim
sb t6, 0(a0) # grava no buffer
addi a3, a3, 1 # incrementa contador
addi a0, a0, 1 # incrementa endereco no buffer
j loopreadString # volta a ler outro caractere
fimreadString: sb zero, 0(a0) # grava NULL no buffer
addi a2, a0, -1 # Para que a2 tenha o endereco do ultimo caractere digitado
mv a0, s2 # a0 volta a ter o endereco inicial da string
lw ra, 0(sp) # recupera ra
lw s0, 4(sp) # recupera s0
addi sp, sp, 8 # libera espaco
ret # retorna
###########################
# ReadInt #
# a0 = valor do inteiro #
# #
###########################
readInt: addi sp,sp,-4 # reserva espaco na pilha
sw ra, 0(sp) # salva ra
la a0, TempBuffer # Endereco do buffer de string
li a1, 10 # numero maximo de digitos
jal readString # le uma string de ate 10 digitos, a3 numero de digitos
mv t0, a2 # copia endereco do ultimo digito
li t2, 10 # dez
li t3, 1 # dezenas, centenas, etc
mv a0, zero # zera o numero
loopReadInt: beq a3,zero, fimReadInt # Leu todos os digitos
lb t1, (t0) # le um digito
li tp, 0x0000002D
beq t1, tp, ehnegReadInt # = '-'
li tp, 0x0000002B
beq t1, tp, ehposReadInt # = '+'
li tp, 0x00000030
blt t1, tp, naoehReadInt # <'0'
li tp, 0x00000039
bgt t1, tp, naoehReadInt # >'9'
addi t1, t1, -48 # transforma ascii em numero
TEM_M(s8,readInt.mul1)
MULTIPLY(t1,t1,t3)
j readInt.mul1d
readInt.mul1: mul t1, t1, t3 # multiplica por dezenas/centenas
readInt.mul1d: add a0, a0, t1 # soma no numero
TEM_M(s8,readInt.mul2)
MULTIPLY(t3,t3,t2)
j readInt.mul2d
readInt.mul2: mul t3, t3, t2 # proxima dezena/centena
readInt.mul2d: addi t0, t0, -1 # busca o digito anterior
addi a3, a3, -1 # reduz o contador de digitos
j loopReadInt # volta para buscar proximo digito
naoehReadInt: #j instructionException # gera erro "instrucao invalida"
j fimReadInt # como nao esta implmentado apenas retorna
ehnegReadInt: sub a0,zero,a0 # se for negativo
ehposReadInt: # se for positivo so retorna
fimReadInt: lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
ret # fim ReadInt
###########################################
# MidiOut 31 (2015/1) #
# a0 = pitch (0-127) #
# a1 = duration in milliseconds #
# a2 = instrument (0-15) #
# a3 = volume (0-127) #
###########################################
#################################################################################################
#
# Note Data = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 1'b - End | 1'b - Repeat | 11'b - Duration |
#
# Note Data (ecall) = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 13'b - Duration |
#
#################################################################################################
midiOut:
DE1(s8,midiOutDE2)
li a7,31 # Chama o ecall normal
ecall
j fimmidiOut
midiOutDE2: li t0, NoteData
add t1, zero, zero
# Melody = 0
# Definicao do Instrumento
andi t2, a2, 0x0000000F
slli t2, t2, 27
or t1, t1, t2
# Definicao do Volume
andi t2, a3, 0x0000007F
slli t2, t2, 20
or t1, t1, t2
# Definicao do Pitch
andi t2, a0, 0x0000007F
slli t2, t2, 13
or t1, t1, t2
# Definicao da Duracao
li t4, 0x1FF
slli t4, t4, 4
addi t4, t4, 0x00F # t4 = 0x00001FFF
and t2, a1, t4
or t1, t1, t2
# Guarda a definicao da duracao da nota na Word 1
j SintMidOut
SintMidOut: sw t1, 0(t0)
# Verifica a subida do clock AUD_DACLRCK para o sintetizador receber as definicoes
li t2, NoteClock
Check_AUD_DACLRCK: lw t3, 0(t2)
beq t3, zero, Check_AUD_DACLRCK
fimmidiOut: ret
###########################################
# MidiOut 33 (2015/1) #
# a0 = pitch (0-127) #
# a1 = duration in milliseconds #
# a2 = instrument (0-127) #
# a3 = volume (0-127) #
###########################################
#################################################################################################
#
# Note Data = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 1'b - End | 1'b - Repeat | 8'b - Duration |
#
# Note Data (ecall) = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 13'b - Duration |
#
#################################################################################################
midiOutSync:
DE1(s8,midiOutSyncDE2)
li a7,33 # Chama o ecall normal
ecall
j fimmidiOutSync
midiOutSyncDE2: li t0, NoteData
add t1, zero, zero
# Melody = 1
lui t1, 0x08000
slli t1,t1,4
# Definicao do Instrumento
andi t2, a2, 0x00F
slli t2, t2, 27
or t1, t1, t2
# Definicao do Volume
andi t2, a3, 0x07F
slli t2, t2, 20
or t1, t1, t2
# Definicao do Pitch
andi t2, a0, 0x07F
slli t2, t2, 13
or t1, t1, t2
# Definicao da Duracao
li t4, 0x1FF
slli t4, t4, 4
addi t4, t4, 0x00F # t4 = 0x00001FFF
and t2, a1, t4
or t1, t1, t2
# Guarda a definicao da duracao da nota na Word 1
j SintMidOutSync
SintMidOutSync: sw t1, 0(t0)
# Verifica a subida do clock AUD_DACLRCK para o sintetizador receber as definicoes
li t2, NoteClock
li t4, NoteMelody
Check_AUD_DACLRCKSync: lw t3, 0(t2)
beq t3, zero, Check_AUD_DACLRCKSync
Melody: lw t5, 0(t4)
bne t5, zero, Melody
fimmidiOutSync: ret
#################################
# printFloat #
# imprime Float em fa0 #
# na posicao (a1,a2) cor a3 #
#################################
# muda s0, s1
printFloat: addi sp, sp, -4
sw ra, 0(sp) # salva ra
la s0, TempBuffer
# Encontra o sinal do numero e coloca no Buffer
li t0, '+' # define sinal '+'
fmv.x.s s1, fa0 # recupera o numero float sem conversao
srli s1, s1, 31 # bit 31(sinal) em bit 0, numero eh negativo s1=1
beq s1, zero, ehposprintFloat # eh positivo s1=0
li t0, '-' # define sinal '-'
ehposprintFloat: sb t0, 0(s0) # coloca sinal no buffer
addi s0, s0, 1 # incrementa o endereco do buffer
# Encontra o expoente em t0
fmv.x.s t0, fa0 # recupera o numero float sem conversao
lui t1, 0x7F800
and t0, t0, t1 # mascara com 0111 1111 1000 0000 0000 0000...
slli t0, t0, 1 # tira o sinal do numero
srli t0, t0, 24 # recupera o expoente
# Encontra a fracao em t1
fmv.x.s t1, fa0 # recupera o numero float sem conversao
li t2, 0x007FFFFF # t2 = 0x007FFFFF
and t1, t1, t2 # mascara com 0000 0000 0111 1111 1111...
beq t0, zero, ehExp0printFloat # Expoente = 0
li tp, 0x000000FF # TP = 255
beq t0, tp, ehExp255printFloat # Expoente = 255
# Eh um numero float normal t0 eh o expoente e t1 eh a fracao!
# Encontra o E tal que 10^E <= x <10^(E+1)
fabs.s ft0, fa0 # ft0 recebe o modulo de x
li tp, 1
fcvt.s.w ft1, tp # ft1 recebe o numero 1.0
li tp, 10
fcvt.s.w ft6, tp # ft6 recebe o numero 10.0
li tp, 2
fcvt.s.w ft8, tp
fdiv.s ft7, ft1, ft8 # ft7 recebe o numero 0.5
flt.s t4, ft0, ft1 # ft0 < 1.0 ? Se sim, E deve ser negativo
bnez t4, menor1printFloat # se a comparacao deu true (1), pula
fmv.s ft2, ft6 # ft2 fator de multiplicacao = 10
j cont2printFloat # vai para expoente positivo
menor1printFloat: fdiv.s ft2,ft1,ft6 # ft2 fator multiplicativo = 0.1
# calcula o expoente negativo de 10
cont1printFloat: fmv.s ft4, ft0 # inicia com o numero x
fmv.s ft3, ft1 # contador comeca em 1
loop1printFloat: fdiv.s ft4, ft4, ft2 # divide o numero pelo fator multiplicativo
fle.s t3, ft4, ft1 # o numero eh > que 1? entao fim
beq t3,zero, fimloop1printFloat
fadd.s ft3, ft3, ft1 # incrementa o contador
j loop1printFloat # volta ao loop
fimloop1printFloat: fdiv.s ft4, ft4, ft2 # ajusta o numero
j intprintFloat # vai para imprimir a parte inteira
# calcula o expoente positivo de 10
cont2printFloat: fmv.s ft4, ft0 # inicia com o numero x
fcvt.s.w ft3, zero # contador comeca em 0
loop2printFloat: flt.s t3, ft4, ft6 # resultado eh < que 10? entao fim
fdiv.s ft4, ft4, ft2 # divide o numero pelo fator multiplicativo
bne t3, zero, intprintFloat
fadd.s ft3, ft3, ft1 # incrementa o contador
j loop2printFloat
# Neste ponto tem-se em t4 se ft0<1, em ft3 o expoente de 10 e ft0 0 modulo do numero e s1 o sinal
# e em ft4 um numero entre 1 e 10 que multiplicado por Ef3 deve voltar ao numero
# imprime parte inteira (o sinal ja esta no buffer)
intprintFloat: fmul.s ft4, ft4, ft2 # ajusta o numero
fsub.s ft4, ft4, ft7 # tira 0.5, dessa forma sempre ao converter estaremos fazendo floor
fcvt.w.s t0, ft4 # coloca floor de ft4 em t0
fadd.s ft4, ft4, ft7 # readiciona 0.5
bnez t0, pulaeh1print # para corrigir multiplos inteiros de 10!
li t0, 1
pulaeh1print: addi t0, t0, 48 # converte para ascii
sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementta o buffer
# imprime parte fracionaria
li t0, '.' # carrega o '.'
sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementa o buffer
# ft4 contem a mantissa com 1 casa nao decimal
li t1, 8 # contador de digitos - 8 casas decimais
loopfracprintFloat: beq t1, zero, fimfracprintFloat # fim dos digitos?
fsub.s ft4, ft4, ft7 # tira 0.5
fcvt.w.s t5, ft4 # floor de ft4
fadd.s ft4, ft4, ft7 # readiciona 0.5
fcvt.s.w ft5, t5 # reconverte em float so com a parte inteira
fsub.s ft5, ft4, ft5 # parte fracionaria
fmul.s ft5, ft5, ft6 # mult x 10
fsub.s ft5, ft5, ft7 # tira 0.5
fcvt.w.s t0, ft5 # coloca floor de ft5 em 10
addi t0, t0, 48 # converte para ascii
li tp, 48
blt t0, tp, pulaprtFloat1 # testa se eh menor que '0'
li tp, 57
ble t0, tp, pulaprtFloat2 # testa se eh menor ou igual que '9'
pulaprtFloat1: li t0, 48 # define como '0'
pulaprtFloat2: sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementa endereco
addi t1, t1, -1 # decrementa contador
fadd.s ft5, ft5, ft7 # reincrementa 0.5
fmv.s ft4, ft5 # coloca o numero em ft4
j loopfracprintFloat # volta ao loop
# imprime 'E'
fimfracprintFloat: li t0,'E' # carrega 'E'
sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementa endereco
# imprime sinal do expoente
li t0, '+' # carrega '+'
beqz t4, expposprintFloat # nao eh negativo?
li t0, '-' # carrega '-'
expposprintFloat: sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 #incrementa endereco
# imprimeo expoente com 2 digitos (maximo E+38)
li t1, 10 # carrega 10
fcvt.w.s tp, ft3 # passa ft3 para t0
div t0, tp, t1 # divide por 10 (dezena)
rem t2, tp, t1 # t0 = quociente, t2 = resto
addi t0, t0, 48 # converte para ascii
sb t0, 0(s0) # coloca no buffer
addi t2, t2, 48 # converte para ascii
sb t2, 1(s0) # coloca no buffer
sb zero, 2(s0) # insere \NULL da string
la a0, TempBuffer # endereco do Buffer
j fimprintFloat # imprime a string
ehExp0printFloat: beq t1, zero, eh0printFloat # Verifica se eh zero
ehDesnormprintFloat: la a0, NumDesnormP # string numero desnormalizado positivo
beq s1, zero, fimprintFloat # o sinal eh 1? entao eh negativo
la a0, NumDesnormN # string numero desnormalizado negativo
j fimprintFloat # imprime a string
eh0printFloat: la a0, NumZero # string do zero
j fimprintFloat # imprime a string
ehExp255printFloat: beq t1, zero, ehInfprintFloat # se mantissa eh zero entao eh Infinito
ehNaNprintfFloat: la a0, NumNaN # string do NaN
j fimprintFloat # imprime string
ehInfprintFloat: la a0, NumInfP # string do infinito positivo
beq s1, zero, fimprintFloat # o sinal eh 1? entao eh negativo
la a0, NumInfN # string do infinito negativo
# imprime string
fimprintFloat: jal printString # imprime a string em a0
lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
ret # retorna
#################################
# readFloat #
# fa0 = float digitado #
# 2017/2 #
#################################
readFloat: addi sp, sp, -4 # aloca espaco
sw ra, 0(sp) # salva ra
la a0, TempBuffer # endereco do FloatBuffer
li a1, 32 # numero maximo de caracteres
jal readString # le string, retorna a2 ultimo endereco e a3 numero de caracteres
mv s0, a2 # ultimo endereco da string (antes do \0)
mv s1, a3 # numero de caracteres digitados
la s7, TempBuffer # Endereco do primeiro caractere
lePrimeiroreadFloat: mv t0, s7 # Endereco de Inicio
lb t1, 0(t0) # le primeiro caractere
li tp, 'e' # TP = 101 = 'e'
beq t1, tp, insere0AreadFloat # insere '0' antes
li tp, 'E' # TP = 69 = 'E'
beq t1, tp, insere0AreadFloat # insere '0' antes
li tp, '.' # TP = 46 = '.'
beq t1, tp, insere0AreadFloat # insere '0' antes
li tp, '+' # TP = 43 = '+'
beq t1, tp, pulaPrimreadChar # pula o primeiro caractere
li tp, '-' # TP = 45 = '-'
beq t1, tp, pulaPrimreadChar
j leUltimoreadFloat
pulaPrimreadChar: addi s7,s7,1 # incrementa o endereco inicial
j lePrimeiroreadFloat # volta a testar o novo primeiro caractere
insere0AreadFloat: mv t0, s0 # endereco do ultimo caractere
addi s0, s0, 1 # desloca o ultimo endereco para o proximo
addi s1, s1, 1 # incrementa o num. caracteres
sb zero, 1(s0) # \NULL do final de string
mv t5, s7 # primeiro caractere
insere0Aloop: beq t0, t5, saiinsere0AreadFloat # chegou no inicio entao fim
lb t1, 0(t0) # le caractere
sb t1, 1(t0) # escreve no proximo
addi t0, t0, -1 # decrementa endereco
j insere0Aloop # volta ao loop
saiinsere0AreadFloat: li t1, '0' # ascii '0'
sb t1, 0(t0) # escreve '0' no primeiro caractere
leUltimoreadFloat: lb t1, 0(s0) # le ultimo caractere
li tp, 'e' # TP = 101 = 'e'
beq t1, tp, insere0PreadFloat # insere '0' depois
li tp, 'E' # TP = 69 = 'E'
beq t1, tp, insere0PreadFloat # insere '0' depois
li tp, '.' # TP = 46 = '.'
beq t1, tp, insere0PreadFloat # insere '0' depois
j inicioreadFloat
insere0PreadFloat: addi s0, s0, 1 # desloca o ultimo endereco para o proximo
addi s1, s1, 1 # incrementa o num. caracteres
li t1,'0' # ascii '0'
sb t1,0(s0) # escreve '0' no ultimo
sb zero,1(s0) # \null do final de string
inicioreadFloat: fcvt.s.w fa0, zero # fa0 Resultado inicialmente zero
li t0, 10 # inteiro 10
fcvt.s.w ft6, t0 # ft6 contem sempre o numero cte 10.0000
li t0, 1 # inteiro 1
fcvt.s.w ft1, t0 # ft1 contem sempre o numero cte 1.0000
##### Verifica se tem 'e' ou 'E' na string resultado em s3
procuraEreadFloat: addi s3, s0, 1 # inicialmente nao tem 'e' ou 'E' na string (fora da string)
mv t0, s7 # endereco inicial
loopEreadFloat: beq t0, s0, naotemEreadFloat # sai se nao encontrou 'e'
lb t1, 0(t0) # le o caractere
li tp, 'e' # TP = 101 = 'e'
beq t1, tp, ehEreadFloat # tem 'e'
li tp, 'E' # TP = 69 = 'E'
beq t1, tp, ehEreadFloat # tem 'E'
addi t0, t0, 1 # incrementa endereco
j loopEreadFloat # volta ao loop
ehEreadFloat: mv s3, t0 # endereco do 'e' ou 'E' na string
naotemEreadFloat: # nao tem 'e' ou 'E' s3 eh o endereco do \0 da string
##### Verifica se tem '.' na string resultado em s2 espera-se que nao exista ponto no expoente
procuraPontoreadFloat: mv s2, s3 # local inicial do ponto na string (='e' se existir) ou fora da string
mv t0, s7 # endereco inicial
loopPontoreadFloat: beq t0, s0, naotemPontoreadFloat # sai se nao encontrou '.'
lb t1, 0(t0) # le o caractere
li tp, '.' # TP = 46 = '.'
beq t1, tp, ehPontoreadFloat # tem '.'
addi t0, t0, 1 # incrementa endereco
j loopPontoreadFloat # volta ao loop
ehPontoreadFloat: mv s2, t0 # endereco do '.' na string
naotemPontoreadFloat: # nao tem '.' s2 = local do 'e' ou \0 da string
### Encontra a parte inteira em fa0
intreadFloat: fcvt.s.w ft2, zero # zera parte inteira
addi t0, s2, -1 # endereco do caractere antes do ponto
fmv.s ft3, ft1 # ft3 contem unidade/dezenas/centenas
mv t5, s7 # Primeiro Endereco
loopintreadFloat: blt t0, t5, fimintreadFloat # sai se o endereco for < inicio da string
lb t1, 0(t0) # le o caracter
li tp, '0' # TP = 48 = '0'
blt t1, tp, erroreadFloat # nao eh caractere valido para numero
li tp, '9' # TP = 57 = '9'
bgt t1, tp, erroreadFloat # nao eh caractere valido para numero
addi t1, t1, -48 # converte ascii para decimal
fcvt.s.w ft2, t1 # digito lido em float
fmul.s ft2,ft2,ft3 # multiplica por un/dezena/centena
fadd.s fa0,fa0,ft2 # soma no resultado
fmul.s ft3,ft3,ft6 # proxima dezena/centena
addi t0,t0,-1 # endereco anterior
j loopintreadFloat # volta ao loop
fimintreadFloat:
### Encontra a parte fracionaria ja em fa0
fracreadFloat: fcvt.s.w ft2, zero # zera parte fracionaria
addi t0, s2, 1 # endereco depois do ponto
fdiv.s ft3, ft1, ft6 # ft3 inicial 0.1
loopfracreadFloat: bge t0, s3, fimfracreadFloat # endereco eh 'e' 'E' ou >ultimo
lb t1, 0(t0) # le o caracter
li tp, '0' # TP = 48 = '0'
blt t1, tp, erroreadFloat # nao eh valido
li tp, '9' # TP = 57 = '9'
bgt t1, tp, erroreadFloat # nao eh valido
addi t1, t1, -48 # converte ascii para decimal
fcvt.s.w ft2, t1 # digito lido em float
fmul.s ft2, ft2, ft3 # multiplica por ezena/centena
fadd.s fa0, fa0, ft2 # soma no resultado
fdiv.s ft3, ft3, ft6 # proxima frac un/dezena/centena
addi t0, t0, 1 # proximo endereco
j loopfracreadFloat # volta ao loop
fimfracreadFloat:
### Encontra a potencia em ft2
potreadFloat: fcvt.s.w ft2, zero # zera potencia
addi t0, s3, 1 # endereco seguinte ao 'e'
li s4, 0 # sinal do expoente positivo
lb t1, 0(t0) # le o caractere seguinte ao 'e'
li tp, '-' # TP = 45 = '-'
beq t1, tp, potsinalnegreadFloat # sinal do expoente esta escrito e eh positivo
li tp, '+' # TP = 43 = '+'
beq t1, tp, potsinalposreadFloat # sinal do expoente eh negativo
j pulapotsinalreadFloat # nao esta escrito o sinal do expoente
potsinalnegreadFloat: li s4, 1 # s4=1 expoente negativo
potsinalposreadFloat: addi t0, t0, 1 # se tiver '-' ou '+' avanca para o proximo endereco
pulapotsinalreadFloat: mv s5, t0 # Neste ponto s5 contem o endereco do primeiro digito da pot e s4 o sinal do expoente
fmv.s ft3, ft1 # ft3 un/dez/cen = 1
### Encontra o expoente inteiro em t2
expreadFloat: li t2, 0 # zera expoente
mv t0, s0 # endereco do ultimo caractere da string
li t3, 10 # numero dez
li t4, 1 # und/dez/cent
loopexpreadFloat: blt t0, s5, fimexpreadFloat # ainda nao eh o endereco do primeiro digito?
lb t1, 0(t0) # le o caracter
addi t1, t1, -48 # converte ascii para decimal
mul t1, t1, t4 # mul digito
add t2, t2, t1 # soma ao exp
mul t4, t4, t3 # proxima casa decimal
addi t0, t0, -1 # endereco anterior
j loopexpreadFloat # volta ao loop
fimexpreadFloat:
# calcula o numero em ft2 o numero 10^exp
fmv.s ft2, ft1 # numero 10^exp inicial=1
fmv.s ft3, ft6 # se o sinal for + ft3 eh 10
li tp, 0x00000000 # TP = ZERO
beq s4, tp, sinalexpPosreadFloat # se sinal exp positivo
fdiv.s ft3, ft1, ft6 # se o final for - ft3 eh 0.1
sinalexpPosreadFloat: li t0, 0 # contador
sinalexpreadFloat: beq t0, t2, fimsinalexpreadFloat # se chegou ao fim
fmul.s ft2, ft2, ft3 # multiplica pelo fator 10 ou 0.1
addi t0, t0, 1 # incrementa o contador
j sinalexpreadFloat
fimsinalexpreadFloat:
fmul.s fa0, fa0, ft2 # multiplicacao final!
la t0, TempBuffer # ajuste final do sinal do numero
lb t1, 0(t0) # le primeiro caractere
li tp, '-' # TP = 45 = '-'
bne t1, tp, fimreadFloat # nao eh '-' entao fim
fneg.s fa0, fa0 # nega o numero float
erroreadFloat:
fimreadFloat: lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
ret # retorna
############################################
# Time #
# a0 = TimeLOW #
# a1 = TimeHIGH #
############################################
Time: DE1(s8,Time.DE1)
li a7, 30 # Chama o ecall do Rars
ecall
ret # saida
Time.DE1: csrr a0, time # Le time LOW
csrr a1, timeh # Le time HIGH
ret
#Time.DE2: #li t0, TimerLOW # endereco do Timer
# li t0, STOPWATCH # carrega endereco do StopWatch
# lw a0, 0(t0) # carrega o valor do contador de ms
# #lw a1, 4(t0) # parte mais significativa
# li a1, 0x0000 # contador eh de 32 bits
#fimTime: ret # retorna
############################################
# Sleep #
# a0 = Tempo em ms #
############################################
Sleep: DE1(s8,Sleep.DE1)
li a7, 32 # Chama o ecall do Rars
ecall
ret #Saida
Sleep.DE1: csrr t0, time # Le o tempo do sistema
add t1, t0, a0 # soma com o tempo solicitado
Sleep.Loop: csrr t0, time # Le o tempo do sistema
blt t0, t1, Sleep.Loop # t0<t1 ?
ret
#sleepDE2: #li t0,TimerLOW # Endereco do TimerLOW
# li t0, STOPWATCH # endereco StopWatch
# lw t1, 0(t0) # carrega o contador de ms
# add t2, a0, t1 # soma com o tempo solicitado pelo usuario
#
#LoopSleep: lw t1, 0(t0) # carrega o contador de ms
# blt t1, t2, LoopSleep # nao chegou ao fim volta ao loop
#
#fimSleep: ret # retorna
############################################
# Random #
# a0 = numero randomico #
############################################
Random: DE1(s8,Random.DE1)
li a7,41 # Chama o ecall do Rars
ecall
ret # saida
Random.DE1: li t0, LFSR # carrega endereco do LFSR
lw a0, 0(t0) # le a word em a0
ret # retorna
#################################
# CLS #
# Clear Screen #
# a0 = cor #
# a1 = frame #
#################################
clsCLS: beq a1, zero, CLS.frame0
li t1, VGAADDRESSINI1 # Memoria VGA 1
li t2, VGAADDRESSFIM1
j CLS.pula
CLS.frame0: li t1, VGAADDRESSINI0 # Memoria VGA 0
li t2, VGAADDRESSFIM0
CLS.pula: andi a0, a0, 0x00FF
# li t0, 0x01010101
# mul a0, t0, a0
mv t0, a0
slli a0, a0, 8
or t0, t0, a0
slli a0, a0, 8
or t0, t0, a0
slli a0, a0, 8
or t0, t0, a0
CLS.for: beq t1, t2, CLS.fim
sw t0, 0(t1)
addi t1, t1, 4
j CLS.for
CLS.fim: ret
#########################################################################
# Draw Line #
# Desenha uma linha do ponto (a0,a1) ao ponto (a2,a3) com a cor a4 #
# na Frame a5 (0 ou 1) #
#########################################################################
BRESENHAM: li a6, VGAADDRESSINI0 # Memoria VGA 0
beq a5, zero, pulaBRES
li a6, VGAADDRESSINI1 # Memoria VGA 1
pulaBRES: li a7, 320
sub t0, a3, a1
bge t0, zero, PULAABRES
sub t0, zero, t0
PULAABRES: sub t1, a2, a0
bge t1, zero, PULABBRES
sub t1, zero, t1
PULABBRES: bge t0, t1, PULACBRES
ble a0, a2, PULAC1BRES
mv a5, a0
mv a0, a2
mv a2, a5
mv a5, a1
mv a1, a3
mv a3, a5
PULAC1BRES: j PLOTLOWBRES
PULACBRES: ble a1, a3, PULAC2BRES
mv a5, a0
mv a0, a2
mv a2, a5
mv a5, a1
mv a1, a3
mv a3, a5
PULAC2BRES: j PLOTHIGHBRES
PLOTLOWBRES: sub t0, a2, a0 # dx=x1-x0
sub t1, a3, a1 # dy y1-y0
li t2, 1 # yi=1
bge t1, zero, PULA1BRES # dy>=0 PULA
li t2, -1 # yi=-1
sub t1, zero, t1 # dy=-dy
PULA1BRES: slli t3, t1, 1 # 2*dy
sub t3, t3, t0 # D=2*dy-dx
mv t4, a1 # y=y0
mv t5, a0 # x=x0
LOOPx1BRES: TEM_M(s8,BRESENHAM.mul1)
MULTIPLY(t6, t4, a7)
j BRESENHAM.mul1d
BRESENHAM.mul1: mul t6, t4, a7 # y*320
BRESENHAM.mul1d:add t6, t6, t5 # y*320+x
add t6, t6, a6 # 0xFF000000+y*320+x
sb a4, 0(t6) # plot com cor a4
ble t3, zero, PULA2BRES # D<=0
add t4, t4, t2 # y=y+yi
slli t6, t0, 1 # 2*dx
sub t3, t3, t6 # D=D-2dx
PULA2BRES: slli t6, t1, 1 # 2*dy
add t3, t3, t6 # D=D+2dx
addi t5, t5, 1
bne t5, a2, LOOPx1BRES
ret
PLOTHIGHBRES: sub t0, a2, a0 # dx=x1-x0
sub t1, a3, a1 # dy y1-y0
li t2, 1 # xi=1
bge t0, zero, PULA3BRES # dy>=0 PULA
li t2, -1 # xi=-1
sub t0, zero, t0 # dx=-dx
PULA3BRES: slli t3, t0, 1 # 2*dx
sub t3, t3, t1 # D=2*dx-d1
mv t4, a0 # x=x0
mv t5, a1 # y=y0
LOOPx2BRES: TEM_M(s8,BRESENHAM.mul2)
MULTIPLY(t6, t5, a7)
j BRESENHAM.mul2d
BRESENHAM.mul2: mul t6, t5, a7 # y*320
BRESENHAM.mul2d:add t6, t6, t4 # y*320+x
add t6, t6, a6 # 0xFF000000+y*320+x
sb a4, 0(t6) # plot com cor a4
ble t3, zero, PULA4BRES # D<=0
add t4, t4, t2 # x=x+xi
slli t6, t1, 1 # 2*dy
sub t3, t3, t6 # D=D-2dy
PULA4BRES: slli t6, t0, 1 # 2*dy
add t3, t3, t6 # D=D+2dx
addi t5, t5, 1
bne t5, a3, LOOPx2BRES
ret
# Sugestao para nomes de loops: Sempre comecar com o nome da sub-rotina, ento adicionar um '.', seguido do nome do loop . Garante que o nome do loop ser nico, se as sub-rotinas
# tiverem nomes diferentes.
#############################################
# PrintIntUnsigned #
# a0 = valor inteiro #
# a1 = x #
# a2 = y #
# a3 = cor #
# a4 = frame #
#############################################
printIntUnsigned: addi sp, sp, -4 # Aloca espaco
sw ra, 0(sp) # salva ra
la t0, TempBuffer # carrega o Endereco do Buffer da String
li t2, 10 # carrega numero 10
li t1, 0 # carrega numero de digitos com 0
printIntUnsigned.loop1: TEM_M(s8,printIntUnsigned.pula1)
DIVU10(t4,a0)
REMU10(t3,a0)
j printIntUnsigned.pula1d
printIntUnsigned.pula1: divu t4, a0, t2 # divide por 10 (quociente)
remu t3, a0, t2 # resto
printIntUnsigned.pula1d:addi sp, sp, -4 # aloca espaco na pilha
sw t3, 0(sp) # coloca resto na pilha
mv a0, t4 # atualiza o numero com o quociente
addi t1, t1, 1 # incrementa o contador de digitos
bne a0, zero, printIntUnsigned.loop1# verifica se o numero eh zero
printIntUnsigned.loop2: lw t2, 0(sp) # le digito da pilha
addi sp, sp, 4 # libera espaco
addi t2, t2, 48 # converte o digito para ascii
sb t2, 0(t0) # coloca caractere no buffer
addi t0, t0, 1 # incrementa endereco do buffer
addi t1, t1, -1 # decrementa contador de digitos
bne t1, zero, printIntUnsigned.loop2# eh o ultimo?
sb zero, 0(t0) # insere \NULL na string
la a0, TempBuffer # Endereco do buffer da srting
jal printString # chama o print string
lw ra, 0(sp) # recupera a
addi sp, sp, 4 # libera espaco
printIntUnsigned.fim: ret
###########################################################################
# lib de operaes multiplicao, diviso e resto para a ISA RV32I
# Nomenclatura usada pelo gcc
# Multiplicao signed em a0 e a1 retorno em a0
# https://github.com/gcc-mirror/gcc/tree/master/libgcc/config/epiphany
__mulsi3: addi sp,sp,-12
sw a1,0(sp)
sw a4,4(sp)
sw a5,8(sp)
mv a5,a0
li a0,0
mulsi3.L4: beqz a5,mulsi3.L1
andi a4,a5,1
beqz a4,mulsi3.L3
add a0,a0,a1
mulsi3.L3: srli a5,a5,1
slli a1,a1,1
j mulsi3.L4
mulsi3.L1: lw a1,0(sp)
lw a4,4(sp)
lw a5,8(sp)
addi sp,sp,12
ret
# Diviso unsigned em a0 e a1 retorno em a0
# https://stackoverflow.com/questions/34457575/integer-division-algorithm-analysis
__udivsi3: addi sp,sp,-16
sw a1,0(sp)
sw a3,4(sp)
sw a4,8(sp)
sw a5,12(sp)
mv a4,a0
srli a3,a0,1
li a5,1
udivsi3.L3: bltu a3,a1,udivsi3.L6
slli a5,a5,1
slli a1,a1,1
j udivsi3.L3
udivsi3.L6: li a0,0
udivsi3.L2: beqz a5,udivsi3.L1
bltu a4,a1,udivsi3.L5
sub a4,a4,a1
add a0,a0,a5
udivsi3.L5: srli a5,a5,1
srli a1,a1,1
j udivsi3.L2
udivsi3.L1: lw a1,0(sp)
lw a3,4(sp)
lw a4,8(sp)
lw a5,12(sp)
addi sp,sp,16
ret
# Resto unsigned em a0 e a1
__umodsi3: addi sp, sp, -12
sw t0, 0(sp)
sw t1, 4(sp)
sw ra, 8(sp)
mv t0, a0 # dividendo
mv t1, a1 # divisor
jal __udivsi3
mv a1, t1 # quociente * divisor
jal __mulsi3
sub a0, t0, a0 # dividendo-quociente*divisor
lw t0, 0(sp)
lw t1, 4(sp)
lw ra, 8(sp)
addi sp, sp, 12
ret
# Diviso signed em a0 e a1
__divsi3: addi sp, sp, -16
sw t0, 0(sp)
sw t1, 4(sp)
sw t2, 8(sp)
sw ra, 12(sp)
srai t0,a0,31 # indica se a0 pos(0) ou neg (2^32-1)
srai t1,a1,31 # indica se a1 pos(0) ou neg (2^32-1)
xor t2,t0,t1 # indica se deve(!=0) ou no(==0) inverter o sinal do resultado
beqz t0,divsi3.pula1
neg a0,a0 # nega
divsi3.pula1: beqz t1,divsi3.pula2
neg a1,a1 # nega
divsi3.pula2: jal __udivsi3 # diviso unsigned
beqz t2, divsi3.pula3
neg a0,a0 # nega
divsi3.pula3: lw t0, 0(sp)
lw t1, 4(sp)
lw t2, 8(sp)
lw ra, 12(sp)
addi sp, sp, 16
ret
# Resto signed em a0 e a1
__modsi3: addi sp, sp, -12
sw t0, 0(sp)
sw t1, 4(sp)
sw ra, 8(sp)
srai t0,a0,31 # indica se a0 pos(0) ou neg (2^32-1)
srai t1,a1,31 # indica se a1 pos(0) ou neg (2^32-1)
beqz t0,modsi3.pula1
neg a0,a0 # nega
modsi3.pula1: beqz t1,modsi3.pula2
neg a1,a1 # nega
modsi3.pula2: jal __umodsi3 # resto unsigned
beqz t0, modsi3.pula3 # sinal do dividendo
neg a0,a0 # nega
modsi3.pula3: lw t0, 0(sp)
lw t1, 4(sp)
lw ra, 8(sp)
addi sp, sp, 12
ret
|
nqd1/FPGRARS
| 5,733
|
samples/test/Engine3D/test/3d_model.s
|
.include "../src/consts.s"
.include "../src/macros.s"
.data
.include "../src/data.s"
#.include "../data/triangle.data"
#.include "../data/humanoid.data"
#.include "../data/triangle2.data"
#.include "../data/cube.data"
#.include "../data/cup.data"
.include "../data/tree.data"
.align 2
VECTOR3s:
.space VECTOR3s_BYTE_SIZE
.align 2
VECTOR2s:
.space VECTOR2s_BYTE_SIZE
TRIANGLE:
.space TRIANGLE_BYTE_SIZE
.align 2
ZBUFFER:
.space ZBUFFER_SIZE
.text
jal INIT_VIDEO
li s6, 0
MAIN:
li t0, 0
li t2, MAX_FLOAT
fmv.s.x ft0, t2
li t1, ZBUFFER_SIZE
la t3, ZBUFFER
main_clear_zbuffer:
bge t0, t1, main_clear_zbuffer_end
fsw ft0, 0(t3)
addi t0, t0, 4
addi t3, t3, 4
j main_clear_zbuffer
main_clear_zbuffer_end:
# Clear background
#li a0, 0xf4f4f4f4
li a0, 0
jal DRAW_BACKGROUND
# Loop mesh
la t0, MESH_SIZE
lw s1, 0(t0)
li s0, 0
main_mesh_loop:
bge s0, s1, main_mesh_loop_end
# Load FACE
li t0, 12
mul t0, t0, s0
la t1, MESH_FACE
add t0, t0, t1
lw t1, 0(t0) # v1*
lw t2, 4(t0) # v2*
lw t3, 8(t0) # v3*
la t0, MESH_VERT
la t4, VECTOR3s
# Load v1
li t5, 12
mul t1, t1, t5
add t1, t1, t0
flw ft0, 0(t1)
flw ft1, 4(t1)
flw ft2, 8(t1)
MAKE_VECTOR3(t4, ft0, ft1, ft2)
addi t4, t4, VECTOR3_BYTE_SIZE
# Load v2
li t5, 12
mul t2, t2, t5
add t2, t2, t0
flw ft0, 0(t2)
flw ft1, 4(t2)
flw ft2, 8(t2)
MAKE_VECTOR3(t4, ft0, ft1, ft2)
addi t4, t4, VECTOR3_BYTE_SIZE
# Load v3
li t5, 12
mul t3, t3, t5
add t3, t3, t0
flw ft0, 0(t3)
flw ft1, 4(t3)
flw ft2, 8(t3)
MAKE_VECTOR3(t4, ft0, ft1, ft2)
# Rotating V1
la a0, VECTOR3s
li t1, 1000
fcvt.s.w fa0, s6
fcvt.s.w ft0, t1
fdiv.s fa0, fa0, ft0
jal ROTATE_IN_Y
# Rotating V2
la a0, VECTOR3s
addi a0, a0, VECTOR3_BYTE_SIZE
li t1, 1000
fcvt.s.w fa0, s6
fcvt.s.w ft0, t1
fdiv.s fa0, fa0, ft0
jal ROTATE_IN_Y
# Rotating V3
la a0, VECTOR3s
addi a0, a0, VECTOR3_BYTE_SIZE
addi a0, a0, VECTOR3_BYTE_SIZE
li t1, 1000
fcvt.s.w fa0, s6
fcvt.s.w ft0, t1
fdiv.s fa0, fa0, ft0
jal ROTATE_IN_Y
# Translating V1
la a0, VECTOR3s
fcvt.s.w fa0, zero# fa0 = 0
fcvt.s.w fa1, zero# fa1 = 0
li t0, HALF_S
fmv.s.x fa2, t0
li t0, 1
fcvt.s.w ft0, t0
fadd.s fa2, fa2, ft0 # fa2 = 1
jal TRANSLATE
# Translating V2
la a0, VECTOR3s
addi a0, a0, VECTOR3_BYTE_SIZE
fcvt.s.w fa0, zero# fa0 = 0
fcvt.s.w fa1, zero# fa1 = 0
li t0, HALF_S
fmv.s.x fa2, t0
li t0, 1
fcvt.s.w ft0, t0
fadd.s fa2, fa2, ft0 # fa2 = 1
jal TRANSLATE
# Translating V3
la a0, VECTOR3s
addi a0, a0, VECTOR3_BYTE_SIZE
addi a0, a0, VECTOR3_BYTE_SIZE
fcvt.s.w fa0, zero# fa0 = 0
fcvt.s.w fa1, zero# fa1 = 0
li t0, HALF_S
fmv.s.x fa2, t0
li t0, 1
fcvt.s.w ft0, t0
fadd.s fa2, fa2, ft0 # fa2 = 1
jal TRANSLATE
# Saving Zss
la t0, VECTOR3s
flw fs9, VECTOR3_F_Z(t0)
addi t0, t0, VECTOR3_BYTE_SIZE
flw fs10, VECTOR3_F_Z(t0)
addi t0, t0, VECTOR3_BYTE_SIZE
flw fs11, VECTOR3_F_Z(t0)
# Projecting to 2D
la a0, VECTOR3s
la a1, VECTOR2s
jal PROJECT_3D_2D
la a0, VECTOR3s
la a1, VECTOR2s
addi a0, a0, VECTOR3_BYTE_SIZE
addi a1, a1, VECTOR2_BYTE_SIZE
jal PROJECT_3D_2D
la a0, VECTOR3s
la a1, VECTOR2s
addi a0, a0, VECTOR3_BYTE_SIZE
addi a0, a0, VECTOR3_BYTE_SIZE
addi a1, a1, VECTOR2_BYTE_SIZE
addi a1, a1, VECTOR2_BYTE_SIZE
jal PROJECT_3D_2D
# Projecting to Screen Word
la a0, VECTOR2s
jal PROJECT_SCREEN_WORD
la a0, VECTOR2s
addi a0, a0, VECTOR2_BYTE_SIZE
jal PROJECT_SCREEN_WORD
la a0, VECTOR2s
addi a0, a0, VECTOR2_BYTE_SIZE
addi a0, a0, VECTOR2_BYTE_SIZE
jal PROJECT_SCREEN_WORD
# Making triangle
la a0, TRIANGLE
la a1, VECTOR2s
addi a2, a1, VECTOR2_BYTE_SIZE
addi a3, a2, VECTOR2_BYTE_SIZE
li a4, RED_COLOR
li a5, GREEN_COLOR
li a6, BLUE_COLOR
jal MAKE_TRIANGLE
la a0, TRIANGLE
jal GET_VERT_BOUND
mv s2, a0
mv s3, a1
main_vert_loop:
bgt s2, s3, main_vert_loop_end
la a0, TRIANGLE
mv a1, s2
call GET_HORZ_BOUND
mv s4, a0
mv s5, a1
main_horz_loop:
bgt s4, s5, main_horz_loop_end
la a0, TRIANGLE
mv a1, s4
mv a2, s2
jal TRIANGLE_BARYCENTRIC # Returns a0 = is_point_inside_triangle ,fa0 = u1, fa1 = u2, fa2 = u3
beq a0, zero, main_no_draw
fmv.s fs0, fa0
fmv.s fs1, fa1
fmv.s fs2, fa2
# Doing Zbuffer calculation
# Defining near
li t1, NEAR
fmv.s.x ft6, t1
## Defining far
li t1, FAR
fmv.s.x ft7, t1
# Inverting
li t0, 1
fcvt.s.w ft3, t0
# getting 1/z
fdiv.s ft0, ft3, fs9
fdiv.s ft1, ft3, fs10
fdiv.s ft2, ft3, fs11
# multiplying u
fmul.s ft0, ft0, fs0
fmul.s ft1, ft1, fs1
fmul.s ft2, ft2, fs2
# Adding
fadd.s ft4, ft0, ft1
fadd.s ft4, ft4, ft2 # ft4 = 1/z
# Inverting back
fdiv.s ft5, ft3, ft4 # ft5 = z
ZBUFFER_PIXEL(t0, s4, s2)
flw ft1, 0(t0) # ft1 = zbuffer z
fle.s t1, ft1, ft5 # z < zbuffer
flt.s t2, ft5, ft6 # z > near
flt.s t3, ft7, ft5 # z < far
or t1, t1, t2
or t1, t1, t3
bgt t1, zero, main_no_draw
fsw ft5 0(t0)
fmv.s fs3, ft5
# Drawing
fmv.s fa0, fs0
fmv.s fa1, fs1
fmv.s fa2, fs2
la t0, TRIANGLE
lb a0, TRIANGLE_B_COLOR0(t0)
lb a1, TRIANGLE_B_COLOR1(t0)
lb a2, TRIANGLE_B_COLOR2(t0)
jal MIX_COLOR3_B # Returns a0 = color
fmv.s fa0, fs3
jal SHADE_COLOR_Z
mv a1, s4
mv a2, s2
jal DRAW_SCALLED_PIXEL
main_no_draw:
addi s4, s4, 1
j main_horz_loop
main_horz_loop_end:
addi s2, s2 ,1
j main_vert_loop
main_vert_loop_end:
addi s0, s0, 1
j main_mesh_loop
main_mesh_loop_end:
#li a7, 5
#ecall
#li a7, 10
#ecall
jal SWAP_FRAMES
addi s6, s6, 10
j MAIN
.include "../src/math.s"
.include "../src/draw.s"
.include "../src/graphics.s"
.include "../src/video.s"
|
nqd1/FPGRARS
| 10,496
|
samples/test/Engine3D/src/graphics.s
|
#########################################################
# a0 = Vector3_SRC
# a1 = Vector2_DEST
#########################################################
PROJECT_3D_2D:
flw ft0, VECTOR3_F_X(a0)
flw ft1, VECTOR3_F_Y(a0)
flw ft2, VECTOR3_F_Z(a0)
fabs.s ft2, ft2
li t0, EPSILON
fmv.s.x ft4, t0
fmax.s ft2, ft2, ft4
fdiv.s ft0, ft0, ft2
fdiv.s ft1, ft1, ft2
fsw ft0, VECTOR2_F_X(a1)
fsw ft1, VECTOR2_F_Y(a1)
ret
#########################################################
# a0 = Vector2
#########################################################
PROJECT_SCREEN_WORD:
flw ft0, VECTOR2_F_X(a0)
flw ft1, VECTOR2_F_Y(a0)
li t0, 1
fcvt.s.w ft2, t0
fadd.s ft0, ft0, ft2
fadd.s ft1, ft1, ft2
li t0, DISPLAY_WIDTH
li t1, DISPLAY_HEIGHT
fcvt.s.w ft2, t0
fcvt.s.w ft3, t1
fmul.s ft0, ft0, ft2
fmul.s ft1, ft1, ft3
li t0, 2
fcvt.s.w ft2, t0
fdiv.s ft0, ft0, ft2
fdiv.s ft1, ft1, ft2
fsw ft0, VECTOR2_F_X(a0)
fsw ft1, VECTOR2_F_Y(a0)
ret
#########################################################
# a0 = addr
# a1 = v1
# a2 = v2
# a3 = v3
# a4 = color1
# a5 = color2
# a6 = color3
#########################################################
MAKE_TRIANGLE:
flw ft0, VECTOR2_F_Y(a1)
flw ft1, VECTOR2_F_Y(a3)
flt.s t4, ft0, ft1
bgt t4, zero, make_triangle_no_swap_13
# Swap 1-3
SWAP(t4, a1, a3)
SWAP(t4, a4, a6)
FSWAP(ft4, fs9, fs11)
make_triangle_no_swap_13:
flw ft0, VECTOR2_F_Y(a2)
flw ft1, VECTOR2_F_Y(a3)
flt.s t4, ft0, ft1
bgt t4, zero, make_triangle_no_swap_23
# Swap 2 - 3
SWAP(t4, a2, a3)
SWAP(t4, a5, a6)
FSWAP(ft4, fs10, fs11)
make_triangle_no_swap_23:
flw ft0, VECTOR2_F_Y(a1)
flw ft1, VECTOR2_F_Y(a2)
flt.s t4, ft0, ft1
bgt t4, zero, make_triangle_no_swap_12
# Swap 1 2
SWAP(t4, a1, a2)
SWAP(t4, a4, a5)
FSWAP(ft4, fs9, fs10)
make_triangle_no_swap_12:
sw a1, TRIANGLE_W_V1(a0)
sw a2, TRIANGLE_W_V2(a0)
sw a3, TRIANGLE_W_V3(a0)
sb a4, TRIANGLE_B_COLOR0(a0)
sb a5, TRIANGLE_B_COLOR1(a0)
sb a6, TRIANGLE_B_COLOR2(a0)
ret
#########################################################
# a0 = triangule
# a1 = xp
# a2 = yp
#########################################################
TRIANGLE_BARYCENTRIC:
mv a6, a1
mv a7, a2
lw t0, TRIANGLE_W_V1(a0)
lw t1, TRIANGLE_W_V2(a0)
lw t2, TRIANGLE_W_V3(a0)
flw fa0, VECTOR2_F_X(t0)
flw fa1, VECTOR2_F_Y(t0)
flw fa2, VECTOR2_F_X(t1)
flw fa3, VECTOR2_F_Y(t1)
flw fa4, VECTOR2_F_X(t2)
flw fa5, VECTOR2_F_Y(t2)
fcvt.w.s a0, fa0
fcvt.w.s a1, fa1
fcvt.w.s a2, fa2
fcvt.w.s a3, fa3
fcvt.w.s a4, fa4
fcvt.w.s a5, fa5
j BARYCENTRIC
#########################################################
# a0 = vector3
# fa0 = x
# fa1 = y
# fa2 = z
#########################################################
TRANSLATE:
# X
flw ft0, VECTOR3_F_X(a0)
fadd.s ft0, ft0, fa0
fsw ft0, VECTOR3_F_X(a0)
# Y
flw ft1, VECTOR3_F_Y(a0)
fadd.s ft1, ft1, fa1
fsw ft1, VECTOR3_F_Y(a0)
# Z
flw ft2, VECTOR3_F_Z(a0)
fadd.s ft2, ft2, fa2
fsw ft2, VECTOR3_F_Z(a0)
ret
#########################################################
# a0 = vector3
# fa0 = angle
#########################################################
# z = -1..1 y = -1..1| rotation = -1 .. 2 | rotation + 1 = 0..3
#######
ROTATE_IN_Y:
addi sp, sp, -16
sw ra, 0(sp)
sw a0, 4(sp)
fsw fa0, 8(sp)
fsw fs0, 12(sp)
# Calling sin angle
jal SIN
fmv.s fs0, fa0
# Retrieving fa0 t0 call COS
flw fa0, 8(sp)
jal COS
# Retrieving a0
lw a0, 4(sp)
# Doing rotation. {a0 = cos, fs0 = sin}
flw ft0, VECTOR3_F_X(a0)
flw ft1, VECTOR3_F_Z(a0)
fmul.s ft2, ft0, fa0 # x * cos
fmul.s ft3, ft0, fs0 # x * sin
fmul.s ft4, ft1, fa0 # z * cos
fmul.s ft5, ft1, fs0 # z * sin
fadd.s ft0, ft2, ft5 # x*cos + z*sin
fsub.s ft1, ft4, ft3 # z*cos - x*sin
fsw ft0, VECTOR3_F_X(a0)
fsw ft1, VECTOR3_F_Z(a0)
lw ra, 0(sp)
flw fs0, 12(sp)
addi sp, sp, 16
ret
#########################################################
# a0 = triangule
#########################################################
# a0 = ly
# a1 = hy
#########################################################
GET_VERT_BOUND:
lw t0, TRIANGLE_W_V1(a0)
lw t1, TRIANGLE_W_V3(a0)
flw ft0, VECTOR2_F_Y(t0)
flw ft1, VECTOR2_F_Y(t1)
fcvt.w.s a0, ft0
fcvt.w.s a1, ft1
bge a0, zero, get_vert_bound_no_negative_l
mv a0, zero
get_vert_bound_no_negative_l:
li t0, DISPLAY_HEIGHT
bge a0, t0, get_vert_bound_error
blt a1, t0, get_vert_bound_no_bigger_h
li a1, DISPLAY_HEIGHT
addi a1, a1, -1
get_vert_bound_no_bigger_h:
blt a1, zero, get_vert_bound_error
ret
get_vert_bound_error:
li a0, 1
li a1, 0
ret
#####################
# a0 = triangle
# a1 = y
#####################
GET_HORZ_BOUND:
# Normal Implementation
lw t0, TRIANGLE_W_V1(a0)
lw t1, TRIANGLE_W_V2(a0)
lw t2, TRIANGLE_W_V3(a0)
flw ft5, VECTOR2_F_X(t0)
flw ft6, VECTOR2_F_X(t1)
flw ft7, VECTOR2_F_X(t2)
flw ft8, VECTOR2_F_Y(t0)
flw ft9, VECTOR2_F_Y(t1)
flw ft10, VECTOR2_F_Y(t2)
# fa1 = y
fcvt.s.w fa1, a1
# fa2, fa3 = xStart xEnd
# if v0.y == v1.y
feq.s t0, ft8, ft9
beq t0, zero, get_horz_bound_notif1
# get(v0, v2)
GET_LINE_X(ft5, ft7, ft8, ft10)
fmv.s fa2, fa0
# get(v1,v2)
GET_LINE_X(ft6, ft7, ft9, ft10)
fmv.s fa3, fa0
j get_horz_bound_end
get_horz_bound_notif1:
# if v1.y == v2.y
feq.s t0, ft9, ft10
beq t0, zero, get_horz_bound_notif2
# get(v0, v1)
GET_LINE_X(ft5, ft6, ft8, ft9)
fmv.s fa2, fa0
# get(v0,v2)
GET_LINE_X(ft5, ft7, ft8, ft10)
fmv.s fa3, fa0
j get_horz_bound_end
get_horz_bound_notif2:
# if y < v1.y
flt.s t0, fa1, ft9
beq t0, zero, get_horz_bound_notif3
# get(v0, v1)
GET_LINE_X(ft5, ft6, ft8, ft9)
fmv.s fa2, fa0
# get(v0,v2)
GET_LINE_X(ft5, ft7, ft8, ft10)
fmv.s fa3, fa0
j get_horz_bound_end
get_horz_bound_notif3:
# get(v1, v2)
GET_LINE_X(ft6, ft7, ft9, ft10)
fmv.s fa2, fa0
# get(v0,v2)
GET_LINE_X(ft5, ft7, ft8, ft10)
fmv.s fa3, fa0
j get_horz_bound_end
get_horz_bound_end:
# fa0 = xStart
fmin.s fa0, fa2, fa3
# fa1 = xEnd
fmax.s fa1, fa2, fa3
# ft0 = SCREEN_WIDTH
li t0, DISPLAY_WIDTH
addi t0, t0, -1
fcvt.s.w ft0, t0
# ft2 = 0.0
fmv.s.x ft2, zero
# bound xStart to screen
fmax.s fa0, fa0, ft2
fmin.s fa0, fa0, ft0
# bound xEnd to screen
fmin.s fa1, fa1, ft0
fmax.s fa1, fa1, ft2
fcvt.w.s a0, fa0
fcvt.w.s a1, fa1
ret
#########################################################
# a0 = x1
# a1 = y1
# a2 = x2
# a3 = y2
# a4 = x3
# a5 = y3
# a6 = xp
# a7 = yp
#########################################################
# a0 = is_point_inside_triangle?
# fa0 = u1
# fa1 = u2
# fa2 = u3
#########################################################
BARYCENTRIC:
# Calculing expressions parts
sub t0, a0, a4 # (x1 - x3)
sub t1, a3, a5 # (y2 - y3)
sub t2, a2, a4 # (x2 - x3)
sub t3, a1, a5 # (y1 - y3)
sub t4, a6, a4 # (xp - x3)
sub t5, a7, a5 # (yp - y3)
# Calculing det
mul a0, t0, t1 # (x1-x3) (y2-y3)
mul a1, t2, t3 # (x2-x3) (y1-y3)
sub t6, a0, a1 # (x1-x3) (y2-y3) - (x2-x3) (y1-y3)
fcvt.s.w ft0, t6 # ft0 = det
li a0, -1
# Calculing top u1
mul a1, t1, t4 # (y2 - y3) (xp - x3)
mul a2, t2, a0 # (x3 - x2)
mul a2, a2, t5 # (x3 - x2) (yp - y3)
add a2, a2, a1 # (x3 - x2) (yp - y3) + (y2 - y3) (xp - x3)
fcvt.s.w fa0, a2 # fa0 = u1 * det
# Calculing top u2
mul a1, t3, a0 # (y3 - y1)
mul a1, a1, t4 # (y3 - y1) * (xp - x3)
mul a2, t0, t5 # (x1 - x3) * (yp - y3)
add a2, a2, a1 # (x1 - x3) * (yp - y3) + (y3 - y1) * (xp - x3)
fcvt.s.w fa1, a2 # fa1 = u2 * det
# Dividing by det
fdiv.s fa0, fa0, ft0
fdiv.s fa1, fa1, ft0
# Calculing u3
li a0, 1
fcvt.s.w fa2, a0
fsub.s fa2, fa2, fa0
fsub.s fa2, fa2, fa1 # u3 = 1 - u1 - u2
# Check if point exists
fcvt.s.w ft1, zero
flt.s t0, fa0, ft1 # t0 = fa0 < zero
flt.s t1, fa1, ft1 # t1 = fa1 < zero
flt.s t2, fa2, ft1 # t2 = fa2 < zero
feq.s t3, ft0, ft1 # t3 = det == zero
or t0, t0, t1
or t0, t0, t2
or t0, t0, t3
bgt t0, zero, barycentric_not_exist
# Exists!
li a0, 1
ret
barycentric_not_exist:
li a0, 0
ret
#########################################################
# fa0 = u1
# fa1 = u2
# fa2 = u3
# a0 = color1
# a1 = color2
# a2 = color3
#########################################################
# a0 = color
#########################################################
MIX_COLOR3_B:
# RED
RED(t0, a0)
RED(t1, a1)
RED(t2, a2)
fcvt.s.w ft0, t0
fcvt.s.w ft1, t1
fcvt.s.w ft2, t2
fmul.s ft0, ft0, fa0
fmul.s ft1, ft1, fa1
fmul.s ft2, ft2, fa2
fadd.s ft3, ft0, ft1
fadd.s ft3, ft3, ft2
li t0, 7
fcvt.s.w ft0, t0
fmin.s ft3, ft3, ft0
# Green
GREEN(t0, a0)
GREEN(t1, a1)
GREEN(t2, a2)
fcvt.s.w ft0, t0
fcvt.s.w ft1, t1
fcvt.s.w ft2, t2
fmul.s ft0, ft0, fa0
fmul.s ft1, ft1, fa1
fmul.s ft2, ft2, fa2
fadd.s ft4, ft0, ft1
fadd.s ft4, ft4, ft2
li t0, 7
fcvt.s.w ft0, t0
fmin.s ft4, ft4, ft0
# Blue
BLUE(t0, a0)
BLUE(t1, a1)
BLUE(t2, a2)
fcvt.s.w ft0, t0
fcvt.s.w ft1, t1
fcvt.s.w ft2, t2
fmul.s ft0, ft0, fa0
fmul.s ft1, ft1, fa1
fmul.s ft2, ft2, fa2
fadd.s ft5, ft0, ft1
fadd.s ft5, ft5, ft2
li t0, 3
fcvt.s.w ft0, t0
fmin.s ft5, ft5, ft0
fcvt.w.s t3, ft3
fcvt.w.s t4, ft4
fcvt.w.s t5, ft5
RGB(a0, t3, t4, t5)
li t0, TRANSP_COLOR
bne a0, t0, mix_color3_is_not_transp
li a0, 7
mix_color3_is_not_transp:
ret
#########################################################
# a0 = col0
# a1 = col1
# a2 = col2
#########################################################
MIX_COLOR3_M:
andi t0, a0, 7
andi t1, a1, 7
andi t2, a2, 7
add t0, t0, t1
add t0, t0, t2
li t1, 3
div t0, t0, t1
andi t1, a0, 56
srli t1, t1, 3
andi t2, a1, 56
srli t2, t2, 3
andi t3, a2, 56
srli t3, t3, 3
add t1, t1, t2
add t1, t1, t3
li t2, 3
div t1, t1, t2
slli t1, t1, 3
andi t2, a0, 0xc0
srli t2, t2, 6
andi t3, a1, 0xc0
srli t3, t3, 6
andi t4, a2, 0xc0
srli t4, t4, 6
add t2, t2, t3
add t2, t2, t4
li t3, 3
div t2, t2, t3
slli t2, t2, 6
add a0, t0, t1
add a0, a0, t2
ret
#################################
# a0 = color
# fa0 = z
#################################
SHADE_COLOR_Z:
li t0, 1
fcvt.s.w ft0, t0
fmax.s fa0, fa0, ft0
RED(t0, a0)
GREEN(t1, a0)
BLUE(t2, a0)
fcvt.s.w ft0, t0
fcvt.s.w ft1, t1
fcvt.s.w ft2, t2
fdiv.s ft0, ft0, fa0
fdiv.s ft1, ft1, fa0
fdiv.s ft2, ft2, fa0
fcvt.w.s t0, ft0
fcvt.w.s t1, ft1
fcvt.w.s t2, ft2
RGB(a0, t0, t1, t2)
ret
|
nqd1/FPGRARS
| 1,924
|
samples/test/Engine3D/src/math.s
|
##########################################################
# Calculates cos x with a maximum error of about 0.00452.
# Always executes exactly 53 instructions.
##########################################################
# fa0 = x
##########################################################
COS:
li t0, HALF_PI_S
fmv.s.x ft0, t0
fsub.s fa0, ft0, fa0
##########################################################
# Calculates sin x with a maximum error of about 0.00452.
# Always executes exactly 50 instructions.
##########################################################
# fa0 = x
##########################################################
SIN:
# ft0 = 2 * pi
li t0, TWO_PI_S
fmv.s.x ft0, t0
# x = x - 2*pi*round(x/(2*pi))
fdiv.s ft1, fa0, ft0
fcvt.w.s t0, ft1
fcvt.s.w ft1, t0
fmul.s ft1, ft1, ft0
fsub.s fa0, fa0, ft1
# ft1 = 0
fmv.s.x ft1, zero
# ft2 = xsign = if x < 0 then 1 else 0
flt.s t0, fa0, ft1
fcvt.s.w ft2, t0
# x += 2*pi*xsign
fmul.s ft2, ft2, ft0
fadd.s fa0, fa0, ft2
# ft2 = sign = if x-pi < 0 then 1 else 0
li t0, PI_S
fmv.s.x ft0, t0
fsub.s ft2, fa0, ft0
flt.s t0, ft1, ft2
fcvt.s.w ft2, t0
# x = x - sign * pi
fmul.s ft4, ft0, ft2
fsub.s fa0, fa0, ft4
# sign = 1-2*sign
fadd.s ft2, ft2, ft2
li t0, 1
fcvt.s.w ft5, t0
fsub.s ft2, ft5, ft2
# ft4 = pi/2
li t0, HALF_PI_S
fmv.s.x ft4, t0
# ft3 = sign2
fsub.s ft3, fa0, ft4
flt.s t0, ft1, ft3
fcvt.s.w ft3, t0
# sign2 = 1-2*sign2
fmul.s ft0, ft0, ft3
fsub.s fa0, fa0, ft0
fadd.s ft3, ft3, ft3
fsub.s ft3, ft5, ft3
# x = sign * sign2 * x
fmul.s fa0, fa0, ft3
fmul.s fa0, fa0, ft2
# ft0 = x**2
fmul.s ft0, fa0, fa0
# ft2 = x-x**3/6
fmul.s ft2, ft0, fa0
li t0, 6
fcvt.s.w ft1, t0
fdiv.s ft2, ft2, ft1
fsub.s ft2, fa0, ft2
# ft1 = x**5/120
fmul.s ft0, ft0, ft0
fmul.s ft0, ft0, fa0
li t0, 120
fcvt.s.w ft1, t0
fdiv.s ft1, ft0, ft1
# fa0 = x - x**3/6 + x**5/120
fadd.s fa0, ft2, ft1
ret
|
nqd1/FPGRARS
| 2,950
|
samples/test/Engine3D/src/triangle.s
|
#########################################################
# a0 = frame
# a1 = &v1
# a2 = &v2
# a3 = &v3
#########################################################
FLAT_TOP_TRIANGLE:
# ft0 = m0 = (v3.x-v1.x) / (v3.y-v1.y)
flw ft0, VECTOR_S_X(a1)
flw ft1, VECTOR_S_X(a3)
fsub.s ft0, ft1, ft0
flw ft1, VECTOR_S_Y(a3)
flw ft2, VECTOR_S_Y(a1)
fsub.s ft1, ft1, ft2
fdiv.s ft0, ft0, ft1
# ft1 = m1 = (v3.x-v2.x) / (v3.y-v2.y)
flw ft1, VECTOR_S_X(a3)
flw ft2, VECTOR_S_X(a2)
fsub.s ft1, ft1, ft2
flw ft2, VECTOR_S_Y(a3)
flw ft3, VECTOR_S_Y(a2)
fsub.s ft2, ft2, ft3
fdiv.s ft1, ft1, ft2
# t0 = y = (int) v1.y
flw ft2, VECTOR_S_Y(a1)
fcvt.w.s t0, ft2
# ft5 = x = fXStart = m0 * (float(y) + 0.5f - v1.y) + v1.x
flw ft2, VECTOR_S_Y(a1)
li t1, HALF_S
fmv.s.x ft3, t1
fsub.s ft2, ft3, ft2
fcvt.s.w ft3, t0
fadd.s ft2, ft2, ft3
fmul.s ft2, ft2, ft0
flw ft3, VECTOR_S_X(a1)
fadd.s ft2, ft2, ft3
fmv.s ft5, ft2
# ft6 = xEnd = int(m1 * (float(y) + 0.5f - v2.y) + v2.x)
flw ft3, VECTOR_S_Y(a2)
li t3, HALF_S
fmv.s.x ft4, t3
fsub.s ft3, ft4, ft3
fcvt.s.w ft4, t0
fadd.s ft3, ft3, ft4
fmul.s ft3, ft3, ft1
flw ft4, VECTOR_S_X(a2)
fadd.s ft3, ft3, ft4
fmv.s ft6, ft3
loop1_flat_top_triangle:
# if y >= (int)v3.y then break
flw ft2, VECTOR_S_Y(a3)
fcvt.w.s t1, ft2
bge t0, t1, ret_flat_top_triangle
# t1 = iXStart = (int) fXStart
fcvt.w.s t1, ft5
# t2 = iXEnd = (int) fXEnd
fcvt.w.s t2, ft6
loop2_flat_top_triangle:
# if x >= xEnd then break
bge t1, t2, break_loop2_flat_top_triangle
# pixels[x][y] = white
li t3, SCREEN_WIDTH
mul t3, t0, t3
add t3, t3, t1
li t4, SCREEN_BUFFER_ADDRESS
slli t5, a0, 20
add t4, t4, t5
add t3, t4, t3
li t4, 0xFF
sb t4, 0(t3)
# x++
addi t1, t1, 1
j loop2_flat_top_triangle
break_loop2_flat_top_triangle:
# xStart += m0
fadd.s ft5, ft5, ft0
# xEnd += m1
fadd.s ft6, ft6, ft1
continue_loop1_flat_top_triangle:
# y++
addi t0, t0, 1
j loop1_flat_top_triangle
ret_flat_top_triangle:
ret
#########################################################
# a0 = frame
# a1 = &v1
# a2 = &v2
# a3 = &v3
#########################################################
FLAT_BOTTOM_TRIANGLE:
# ft0 = m0 = (v2.x-v1.x) / (v2.y-v1.y)
flw ft0, VECTOR_S_X(a1)
flw ft1, VECTOR_S_X(a2)
fsub.s ft0, ft1, ft0
flw ft1, VECTOR_S_Y(a2)
flw ft2, VECTOR_S_Y(a1)
fsub.s ft1, ft1, ft2
fdiv.s ft0, ft0, ft1
# ft1 = m1 = (v3.x-v1.x) / (v3.y-v1.y)
flw ft1, VECTOR_S_X(a3)
flw ft2, VECTOR_S_X(a1)
fsub.s ft1, ft1, ft2
flw ft2, VECTOR_S_Y(a3)
flw ft3, VECTOR_S_Y(a1)
fsub.s ft2, ft2, ft3
fdiv.s ft1, ft1, ft2
# t0 = y = (int) v1.y
flw ft2, VECTOR_S_Y(a1)
fcvt.w.s t0, ft2
# ft5 = x = fXStart = m0 * (float(y) + 0.5f - v1.y) + v1.x
flw ft2, VECTOR_S_Y(a1)
li t1, HALF_S
fmv.s.x ft3, t1
fsub.s ft2, ft3, ft2
fcvt.s.w ft3, t0
fadd.s ft2, ft2, ft3
fmul.s ft2, ft2, ft0
flw ft3, VECTOR_S_X(a1)
fadd.s ft2, ft2, ft3
fmv.s ft5, ft2
fmv.s ft6, ft2
j loop1_flat_top_triangle
|
nqd1/FPGRARS
| 1,681
|
samples/test/Engine3D/src/draw.s
|
DRAW_BACKGROUND:
GET_BUFFER_TO_DRAW(t0)
li t1, NUMBER_OF_SCREEN_PIXELS
add t1, t0, t1
loop_draw_back_ground:
bge t0, t1, end_draw_back_ground
sw a0, 0(t0)
addi t0, t0, 4
j loop_draw_back_ground
end_draw_back_ground:
ret
#########################################################
# a0 = color
# a1 = x
# a2 = y
#########################################################
DRAW_SCALLED_PIXEL:
li t1, SCREEN_WIDTH
mul t1, t1, a2
add t1, t1, a1
slli t1, t1, 1 # t1 = (y * SCREEN_WIDTH + x) * 2
GET_BUFFER_TO_DRAW(t3)
add t3, t3, t1
# Drawing 4
sb a0, 0(t3)
sb a0, 1(t3)
sb a0, 2(t3)
sb a0, 3(t3)
# Drawing next 4
addi t3, t3, SCREEN_WIDTH
sb a0, 0(t3)
sb a0, 1(t3)
sb a0, 2(t3)
sb a0, 3(t3)
# Drawing next 4
addi t3, t3, SCREEN_WIDTH
sb a0, 0(t3)
sb a0, 1(t3)
sb a0, 2(t3)
sb a0, 3(t3)
# Drawing next 4
addi t3, t3, SCREEN_WIDTH
sb a0, 0(t3)
sb a0, 1(t3)
sb a0, 2(t3)
sb a0, 3(t3)
ret
# Drawing 4
sw t0, 0(t3)
addi t0, t0, 4
sw t0, 0(t3)
# Drawing next 4
addi t3, t3, SCREEN_WIDTH
sw t0, 0(t3)
addi t0, t0, 4
sw t0, 0(t3)
# Drawing next 4
addi t3, t3, SCREEN_WIDTH
sw t0, 0(t3)
addi t0, t0, 4
sw t0, 0(t3)
# Drawing next 4
addi t3, t3, SCREEN_WIDTH
sw t0, 0(t3)
addi t0, t0, 4
sw t0, 0(t3)
# Drawing next 4
addi t3, t3, SCREEN_WIDTH
sw t0, 0(t3)
addi t0, t0, 4
sw t0, 0(t3)
# Drawing next 4
addi t3, t3, SCREEN_WIDTH
sw t0, 0(t3)
addi t0, t0, 4
sw t0, 0(t3)
# Drawing next 4
addi t3, t3, SCREEN_WIDTH
sw t0, 0(t3)
addi t0, t0, 4
sw t0, 0(t3)
# Drawing next 4
addi t3, t3, SCREEN_WIDTH
sw t0, 0(t3)
addi t0, t0, 4
sw t0, 0(t3)
ret
|
nqd1/FPGRARS
| 1,289
|
samples/test/Engine3D/src/consts.s
|
# ZBUFFER
.eqv NEAR 0x3f000000 # 0.5
.eqv FAR 0x40a00000 # 5.0
.eqv ZBUFFER_SIZE 76800 # 4 * DISPLAY_WIDTH * DISPLAY_HEIGHT
#.eqv ZBUFFER_SIZE 19200 # 4 * DISPLAY_WIDTH * DISPLAY_HEIGHT
#Colors
.eqv RED_COLOR 0x007
.eqv GREEN_COLOR 0x038
.eqv BLUE_COLOR 0x0C0
.eqv TRANSP_COLOR 199
# Video
.eqv CURRENT_DISPLAY_FRAME_ADRESS 0xFF200604
.eqv BUFFER_ADRESS 0xFF000000
# Float constants
.eqv HALF_S 0x3f000000
.eqv PI_S 0x40490fdb
.eqv TWO_PI_S 0x40c90fdb
.eqv HALF_PI_S 0x3fc90fdb
.eqv EPSILON 0x358637bd
.eqv MAX_FLOAT 0x7f7fffff
.eqv MIN_FLOAT 0xff7fffff
# Video
.eqv SCREEN_WIDTH 320
.eqv SCREEN_HEIGHT 240
.eqv SCREEN_BUFFER_ADDRESS 0xFF000000
.eqv NUMBER_OF_SCREEN_PIXELS 0x12C00
.eqv DISPLAY_WIDTH 160
.eqv DISPLAY_HEIGHT 120
.eqv NUMBER_OF_DISPLAY_PIXELS 19200
#.eqv DISPLAY_WIDTH 80
#.eqv DISPLAY_HEIGHT 60
#.eqv NUMBER_OF_DISPLAY_PIXELS 4800
# Vectors 3
.eqv VECTOR3_BYTE_SIZE 12
.eqv VECTOR3_F_X 0
.eqv VECTOR3_F_Y 4
.eqv VECTOR3_F_Z 8
.eqv VECTOR3s_BYTE_SIZE 36 # 12 * 3
# Vectors 2
.eqv VECTOR2_BYTE_SIZE 8
.eqv VECTOR2_F_X 0
.eqv VECTOR2_F_Y 4
.eqv VECTOR2s_BYTE_SIZE 24 # 8 * 3
# Triangle
.eqv TRIANGLE_BYTE_SIZE 16
.eqv TRIANGLE_W_V1 0
.eqv TRIANGLE_W_V2 4
.eqv TRIANGLE_W_V3 8
.eqv TRIANGLE_B_COLOR0 12
.eqv TRIANGLE_B_COLOR1 13
.eqv TRIANGLE_B_COLOR2 14
|
nqd1/FPGRARS
| 1,710
|
samples/test/Engine3D/src/macros.s
|
### Color Macros #####
.macro RED(%dest, %src)
andi %dest, %src, 0x007
.end_macro
.macro GREEN(%dest, %src)
andi %dest, %src, 0x038
srli %dest, %dest, 3
.end_macro
.macro BLUE(%dest, %src)
andi %dest, %src, 0x0C0
srli %dest, %dest, 6
.end_macro
.macro RGB(%dest, %r, %g, %b)
andi %r, %r, 0x07
andi %g, %g, 0x07
li %dest, 0
or %dest, %dest, %b
slli %dest, %dest, 3
or %dest, %dest, %g
slli %dest, %dest, 3
or %dest, %dest, %r
.end_macro
########## Put the buffer to draw on register #########
.macro GET_BUFFER_TO_DRAW(%reg)
addi sp, sp, -4
sw s7, 0(sp)
la %reg, FRAME_TO_DRAW
lb %reg, 0(%reg)
slli %reg, %reg, 20
li s7, BUFFER_ADRESS
add %reg, s7, %reg
lw s7, 0(sp)
addi sp, sp, 4
.end_macro
.macro MAKE_VECTOR3(%addr, %x, %y, %z)
fsw %x, VECTOR3_F_X(%addr)
fsw %y, VECTOR3_F_Y(%addr)
fsw %z, VECTOR3_F_Z(%addr)
.end_macro
.macro ZBUFFER_PIXEL(%reg, %x, %y)
addi sp, sp, -4
sw s7, 0(sp)
li %reg, DISPLAY_WIDTH
mul %reg, %reg, %y
add %reg, %reg, %x
slli %reg, %reg, 2
la s7, ZBUFFER
add %reg, %reg, s7
lw s7, 0(sp)
addi sp, sp, 4
.end_macro
.macro SWAP(%temp, %a, %b)
mv %temp, %a
mv %a, %b
mv %b, %temp
.end_macro
.macro FSWAP(%temp, %a, %b)
fmv.s %temp, %a
fmv.s %a, %b
fmv.s %b, %temp
.end_macro
.macro MAKE_VECTOR2(%addr, %x, %y)
fsw %x, VECTOR2_F_X(%addr)
fsw %y, VECTOR2_F_Y(%addr)
.end_macro
.macro GET_LINE_X(%x0, %x1, %y0, %y1)
fmv.s ft0, %x0
fmv.s ft1, %x1
fmv.s ft2, %y0
fmv.s ft3, %y1
# fa0 = (ft0*(fa1-ft3) + ft1*(ft2-fa1)) / (u-v)
fsub.s fa0, fa1, ft3
fmul.s fa0, fa0, ft0
fsub.s ft4, ft2, fa1
fmul.s ft4, ft4, ft1
fadd.s fa0, fa0, ft4
fsub.s ft4, ft2, ft3
fdiv.s fa0, fa0, ft4
.end_macro
|
nqd1/FPGRARS
| 6,730
|
samples/test/celeste/Exemplos/testeECALLv21.s
|
# Teste dos syscalls 1xx que usam o SYSTEMv21.s
# Conectar o BitMap Display e o KD MMIO para executar
# na DE1-SoC e no Rars deve ter o mesmo comportamento sem alterar nada
# Usar no minimo o RARSv14_Custom4 (misa)
# 2020/1
.include "../MACROSv21.s"
.data
msg1: .string "Organizacao Arquitetura de Computadores 2021/1"
msg2: .string "Digite seu Nome:"
msg3: .string "Digite sua Idade:"
msg4: .string "Digite seu peso:"
msg5: .string "Numero Randomico:"
msg6: .string "Tempo do Sistema:"
msg7: .string "Desempenho: Texec = I x CPI x T (ms)"
msg7b: .string "Desempenho: Texec = C x T (ms)"
msg8: .string "Texec = ms"
msg9: .string "I ="
msg9b: .string "C ="
msg10: .string "CPI ="
msg11: .string "T = ms"
msg12: .string "Freq = MHz"
buffer: .string " "
isaRV32IMFD: .string "ISA: RV32IMFD"
isaRV32IMF: .string "ISA: RV32IMF "
isaRV32IM: .string "ISA: RV32IM "
isaRV32I: .string "ISA: RV32I "
isaRV32X: .string "ISA: ISA Desconhecida"
.text
#### Exemplo de calculo de Texec, I, CPI e T
csrr s0,instret
csrr s1,cycle
csrr s2,time
jal CLSV # Procedimentos a serem analisados
jal CLSV
jal CLSV
csrr t2,time
csrr t1,cycle
csrr t0,instret
sub s0,t0,s0 # I
sub s1,t1,s1 # ciclos
addi s1,s1,2 # 2 corrige as 2 instrues a mais
sub s2,t2,s2 # texec (ms)
NAOTEM_F(s8,PULA0) # ver MACROS.s
fcvt.s.w ft0,s0 # I
fcvt.s.w ft1,s1 # ciclos
fcvt.s.w ft2,s2 # texec
fdiv.s ft3,ft1,ft2 # F = Ciclos/texec em kHz
fdiv.s ft4,ft1,ft0 # CPI = Ciclos/I
li t0,1000
fcvt.s.w ft5,t0
fdiv.s ft3,ft3,ft5 # F/1000 em MHz
####
PULA0: ebreak # para o processador
jal CLS
jal PRINTSTR
jal INPUTSTR
jal INPUTINT
NAOTEM_F(t0,PULA1)
jal INPUTFP
PULA1: jal RAND
jal TIME
jal TIPOISA
jal DESEMP
jal TOCAR
jal SLEEP
jal DRAW
# ecall exit
li a7,10
ecall
# ecall Clear Screen
CLS: li a0,0x00
li a7,148
li a1,0
ecall
ret
# ecall print string
PRINTSTR: li a7,104
la a0,msg1
li a1,0
li a2,0
li a3,0x0038
li a4,0
ecall
ret
# ecall print string
INPUTSTR: li a7,104
la a0,msg2
li a1,0
li a2,24
li a3,0x0038
li a4,0
ecall
# ecall read string
li a7,108
la a0,buffer
li a1,32
ecall
# ecall print string
li a7,104
la a0,buffer
li a1,144
li a2,24
li a3,0x0038
li a4,0
ecall
ret
# ecall print string
INPUTINT: li a7,104
la a0,msg3
li a1,0
li a2,32
li a3,0x0038
li a4,0
ecall
# syscall read int
li a7,105
ecall
mv t0,a0
# ecall print int
li a7,101
mv a0,t0
li a1,152
li a2,32
li a3,0x0038
li a4,0
ecall
ret
# ecall print string
INPUTFP: li a7,104
la a0,msg4
li a1,0
li a2,40
li a3,0x0038
li a4,0
ecall
# ecall read float
li a7,106
ecall
# ecall print float
li a7,102
li a1,144
li a2,40
li a3,0x0038
li a4,0
ecall
ret
# Imprime a ISA utilizada
TIPOISA: csrr t0,misa
li t1,0x40001128
bne t0,t1, testaRV32IMF
la a0,isaRV32IMFD
j PrintISA
testaRV32IMF: li t1,0x40001120
bne t0,t1, testaRV32IM
la a0,isaRV32IMF
j PrintISA
testaRV32IM: li t1,0x40001100
bne t0,t1, testaRV32I
la a0,isaRV32IM
j PrintISA
testaRV32I: li t1,0x40000100
bne t0,t1, testaRV32X
la a0,isaRV32I
j PrintISA
testaRV32X: la a0,isaRV32X
# ecall print string
PrintISA: li a7,104
li a1,0
li a2,72
li a3,0x0038
li a4,0
ecall
ret
# Leitura estimador de desempenho
# syscall print string
DESEMP: li a7,104
la a0,msg7 # Desempenho: Texec=IxCPIxT
TEM_F(s8,PULA4)
la a0,msg7b # Desempenho: Texec=CxT
PULA4: li a1,0
li a2,80
li a3,0x0038
li a4,0
ecall
li a7,104
la a0,msg8 # Texec=
li a1,0
li a2,88
li a3,0x0038
li a4,0
ecall
li a7,101 # texec
mv a0,s2
li a1,64
li a2,88
li a3,0x0038
li a4,0
ecall
li a7,104
la a0,msg9 # I=
li a1,0
li a2,96
li a3,0x0038
li a4,0
ecall
li a7,101 # I
mv a0,s0
li a1,64
li a2,96
li a3,0x0038
li a4,0
ecall
li a7,104
la a0,msg9b # C=
li a1,0
li a2,104
li a3,0x0038
li a4,0
ecall
li a7,101 # C
mv a0,s1
li a1,64
li a2,104
li a3,0x0038
li a4,0
ecall
NAOTEM_F(s8,FIMDES)
li a7,104
la a0,msg10 # CPI=
li a1,0
li a2,112
li a3,0x0038
li a4,0
ecall
li a7,102
fmv.s fa0,ft4 # CPI
li a1,64
li a2,112
li a3,0x0038
li a4,0
ecall
li a7,104
la a0,msg11 # T=
li a1,0
li a2,120
li a3,0x0038
li a4,0
ecall
li a7,102
fdiv.s fa0,ft2,ft1 # T=1/F
li a1,64
li a2,120
li a3,0x0038
li a4,0
ecall
li a7,104
la a0,msg12 # Freq=
li a1,0
li a2,128
li a3,0x0038
li a4,0
ecall
li a7,102
fmv.s fa0,ft3 # F
li a1,64
li a2,128
li a3,0x0038
li a4,0
ecall
FIMDES: ret
# Contatos imediatos do terceiro grau
TOCAR: li a0,62
li a1,500
li a2,16
li a3,127
li a7,133
ecall
li a0,64
li a1,500
li a2,16
li a3,127
li a7,133
ecall
li a0,61
li a1,500
li a2,16
li a3,127
li a7,133
ecall
li a0,50
li a1,500
li a2,16
li a3,127
li a7,133
ecall
li a0,55
li a1,800
li a2,16
li a3,127
li a7,131
ecall
ret
# syscall print string
RAND: li a7,104
la a0,msg5
li a1,0
li a2,48
li a3,0x0038
li a4,0
ecall
# ecall Rand
li a7,141
ecall
# ecall print int em hex
li a7,134
li a1,148
li a2,48
li a3,0x0038
li a4,0
ecall
ret
# ecall print string
TIME: li a7,104
la a0,msg6
li a1,0
li a2,56
li a3,0x0038
li a4,0
ecall
# ecall read time
li a7,130
ecall
mv t0,a0
mv t1,a1
#ecall print int unsigned
mv a0,t1
li a7,136
li a1,148
li a2,56
li a3,0x0038
li a4,0
ecall
#ecall print int unsigned
mv a0,t0
li a7,136
li a1,236
li a2,56
li a3,0x0038
li a4,0
ecall
ret
# syscall sleep
SLEEP: li t0,5 # Contagem regressiva
# ecall sleep
LOOPHMS:li a0,1000 # 1 segundo
li a7,132
ecall
addi t0,t0,-1
# ecall print int seg
mv a0,t0
li a7,101
li a1,156
li a2,144
li a3,0x0038
li a4,0
ecall
bne t0,zero,LOOPHMS
ret
# CLS Clear Screen Randomico
# ecall Rand
CLSV: li a7,141
ecall
# ecall Clear Screen
li a7,148
li a1,0
ecall
ret
# DrawLines Bresenham
DRAW: li t2,0
li t0,1
li s4,320
li s5,240
LOOPDRAW: li t1,0
li s0,0
li s1,0
li s2,319
li s3,239
li t1,0
FOR1: bge t1,s4, SAI1
# ecall draw line
mv a0,s0
mv a1,s1
mv a2,s2
mv a3,s3
mv a4,t2
li a5,0
li a7,47
ecall
addi s0,s0,1
addi s2,s2,-1
add t2,t2,t0
addi t1,t1,1
j FOR1
SAI1: li s2,0
li s1,0
li s0,319
li s3,239
li t1,0
FOR2: bge t1,s5, SAI2
# ecall draw line
mv a0,s0
mv a1,s1
mv a2,s2
mv a3,s3
mv a4,t2
li a5,0
li a7,47
ecall
addi s1,s1,1
addi s3,s3,-1
add t2,t2,t0
addi t1,t1,1
j FOR2
SAI2: addi t0,t0,1
j LOOPDRAW
.include "../SYSTEMv21.s"
|
nqd1/FPGRARS
| 5,451
|
samples/test/celeste/Exemplos/sort_t.s
|
.eqv N 500
.data
#vetor: .word 100,99,98,97,96,95,94,93,92,91,90,89,88,87,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67,66,65,64,63,62,61,60,59,58,57,56,55,54,53,52,51,50,49,48,47,46,45,44,43,42,41,40,39,38,37,36,35,34,33,32,31,30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1
#vetor: .word 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100
# .word 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100
#vetor: .word 9,2,5,1,8,2,4,3,6,7,10,2,32,54,2,12,6,3,1,78,54,23,1,54,2,65,3,6,55,31
vetor: .word
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64
65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80
81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96
97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112
113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128
129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144
145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160
161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176
177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192
193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208
209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224
225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240
241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256
257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272
273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288
289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304
305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320
321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336
337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352
353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368
369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384
385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400
401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416
417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432
433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448
449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464
465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480
481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496
497 498 499 500
FREQ: .string "\nFrequencia = "
CPI: .string "\nCPI = "
TEXEC: .string "\nTempo Execuo = "
.text
MAIN: la a0,vetor
li a1,N
jal show
la a0,vetor
li a1,N
rdcycle s0
rdinstret s1
rdtime s2
jal sort
rdtime s5
rdinstret s4
rdcycle s3
la a0,vetor
li a1,N
jal show
sub s0,s3,s0
fcvt.s.w ft0,s0 # ciclos
sub s1,s4,s1
fcvt.s.w ft1,s1 # instrues
sub s2,s5,s2
fcvt.s.w ft2,s2 # tempo
la a0,FREQ
li a7,4
ecall
fdiv.s fa0,ft0,ft2 # clock em kHz
li a7,2
ecall
la a0,CPI
li a7,4
ecall
fdiv.s fa0,ft0,ft1 #CPI
li a7,2
ecall
la a0,TEXEC
li a7,4
ecall
fmv.s fa0,ft2 # texec em ms
li a7,2
ecall
li a7,10
ecall
swap: slli t1,a1,2
add t1,a0,t1
lw t0,0(t1)
lw t2,4(t1)
sw t2,0(t1)
sw t0,4(t1)
ret
sort: addi sp,sp,-20
sw ra,16(sp)
sw s3,12(sp)
sw s2,8(sp)
sw s1,4(sp)
sw s0,0(sp)
mv s2,a0
mv s3,a1
mv s0,zero
for1: bge s0,s3,exit1
addi s1,s0,-1
for2: blt s1,zero,exit2
slli t1,s1,2
add t2,s2,t1
lw t3,0(t2)
lw t4,4(t2)
# bge t4,t3,exit2
bge t3,t4,exit2
mv a0,s2
mv a1,s1
jal swap
addi s1,s1,-1
j for2
exit2: addi s0,s0,1
j for1
exit1: lw s0,0(sp)
lw s1,4(sp)
lw s2,8(sp)
lw s3,12(sp)
lw ra,16(sp)
addi sp,sp,20
ret
show: mv t0,a0
mv t1,a1
mv t2,zero
loop1: beq t2,t1,fim1
li a7,1
lw a0,0(t0)
ecall
li a7,11
li a0,9
ecall
addi t0,t0,4
addi t2,t2,1
j loop1
fim1: li a7,11
li a0,10
ecall
ret
|
nqd1/FPGRARS
| 2,049
|
samples/test/celeste/Exemplos/bitmap.s
|
##################################################################
# Programa de exemplo de uso de frames no Bitmap Display Tool #
# OAC Mar 2020 #
# Marcus Vinicius Lamar #
##################################################################
#
# Use o programa paint.net (baixar da internet) para gerar o arquivo .bmp de imagem 320x240 e 24 bits/pixel
# para ento usar o programa bmp2oac3.exe para gerar o arquivo .data correspondente para colocar no include
#
# Abra duas janelas do Bitmap, uma com frame 0 e outra com a frame 1
.data
.include "frogger.data"
.include "oac.data"
.text
# Preenche a tela de vermelho
li t1,0xFF000000 # endereco inicial da Memoria VGA - Frame 0
li t2,0xFF012C00 # endereco final
li t3,0x07070707 # cor vermelho|vermelho|vermelhor|vermelho
LOOP: beq t1,t2,FORA # Se for o ltimo endereo ento sai do loop
sw t3,0(t1) # escreve a word na memria VGA
addi t1,t1,4 # soma 4 ao endereo
j LOOP # volta a verificar
# Carrega a imagem1
FORA: li t1,0xFF000000 # endereco inicial da Memoria VGA - Frame 0
li t2,0xFF012C00 # endereco final
la s1,frogger # endereo dos dados da tela na memoria
addi s1,s1,8 # primeiro pixels depois das informaes de nlin ncol
LOOP1: beq t1,t2,FORA1 # Se for o ltimo endereo ento sai do loop
lw t3,0(s1) # le um conjunto de 4 pixels : word
sw t3,0(t1) # escreve a word na memria VGA
addi t1,t1,4 # soma 4 ao endereo
addi s1,s1,4
j LOOP1 # volta a verificar
# Carrega a imagem2
FORA1: li t1,0xFF100000 # endereco inicial da Memoria VGA - Frame 1
li t2,0xFF112C00 # endereco final
la s1,oac # endereo dos dados da tela na memoria
addi s1,s1,8 # primeiro pixels depois das informaes de nlin ncol
LOOP2: beq t1,t2,FIM # Se for o ltimo endereo ento sai do loop
lw t3,0(s1) # le um conjunto de 4 pixels : word
sw t3,0(t1) # escreve a word na memria VGA
addi t1,t1,4 # soma 4 ao endereo
addi s1,s1,4
j LOOP2 # volta a verificar
# devolve o controle ao sistema operacional
FIM: li a7,10 # syscall de exit
ecall
|
nqd1/FPGRARS
| 1,349
|
samples/test/celeste/Exemplos/keypoll.s
|
#################################################
# Programa de exemplo para Polling do teclado #
# usando o Keyboard Display MMIO Tool #
# ISC Abr 2018 #
# Marcus Vinicius #
#################################################
# escolha e descomente um dos dois jals no programa
#
.text
# Polling do teclado e echo na tela
li s0,0 # zera o contador
CONTA: addi s0,s0,1 # incrementa o contador
# jal KEY1 # le o teclado blocking
jal KEY2 # le o teclado non-blocking
j CONTA # volta ao loop
### Espera o usurio pressionar uma tecla
KEY1: li t1,0xFF200000 # carrega o endereo de controle do KDMMIO
LOOP: lw t0,0(t1) # Le bit de Controle Teclado
andi t0,t0,0x0001 # mascara o bit menos significativo
beq t0,zero,LOOP # no tem tecla pressionada ento volta ao loop
lw t2,4(t1) # le o valor da tecla
sw t2,12(t1) # escreve a tecla pressionada no display
ret # retorna
### Apenas verifica se h tecla pressionada
KEY2: li t1,0xFF200000 # carrega o endereo de controle do KDMMIO
lw t0,0(t1) # Le bit de Controle Teclado
andi t0,t0,0x0001 # mascara o bit menos significativo
beq t0,zero,FIM # Se no h tecla pressionada ento vai para FIM
lw t2,4(t1) # le o valor da tecla tecla
sw t2,12(t1) # escreve a tecla pressionada no display
FIM: ret # retorna
|
nqd1/FPGRARS
| 1,602
|
samples/test/celeste/Exemplos/bitmap2.s
|
#########################################################
# Programa de exemplo de uso do Bitmap Display Tool #
# OAC Fevereiro 2019 #
# Marcus Vinicius Lamar #
#########################################################
#
# Cuidar que o arquivo display.bin deve estar no mesmo diretrio do Rars!
# Use o programa paint.net (baixar da internet) para gerar o arquivo .bmp de imagem 320x240 e 24 bits/pixel
# para ento usar o programa bmp2oac.exe para gerar o arquivo .bin correspondente
.data
FILE: .string "Exemplos/frogger.bin"
.text
# Preenche a tela de vermelho
li t1,0xFF000000 # endereco inicial da Memoria VGA
li t2,0xFF012C00 # endereco final
li t3,0x07070707 # cor vermelho|vermelho|vermelhor|vermelho
LOOP: beq t1,t2,FORA # Se for o ltimo endereo ento sai do loop
sw t3,0(t1) # escreve a word na memria VGA
addi t1,t1,4 # soma 4 ao endereo
j LOOP # volta a verificar
FORA:
# Abre o arquivo
la a0,FILE # Endereo da string do nome do arquivo
li a1,0 # Leitura
li a2,0 # binrio
li a7,1024 # syscall de open file
ecall # retorna em $v0 o descritor do arquivo
mv t0,a0 # salva o descritor em $t0
# Le o arquivos para a memoria VGA
mv a0,t0 # $a0 recebe o descritor
li a1,0xFF000000 # endereco de destino dos bytes lidos
li a2,76800 # quantidade de bytes
li a7,63 # syscall de read file
ecall # retorna em $v0 o numero de bytes lidos
#Fecha o arquivo
mv a0,t0 # $a0 recebe o descritor
li a7,57 # syscall de close file
ecall # retorna se foi tudo Ok
# devolve o controle ao sistema operacional
FIM: li a7,10 # syscall de exit
ecall
|
nqd1/FPGRARS
| 6,731
|
samples/test/celeste/Exemplos/testeECALLv21_fpgrars.s
|
# Teste dos syscalls 1xx que usam o SYSTEMv21.s
# Conectar o BitMap Display e o KD MMIO para executar
# na DE1-SoC e no Rars deve ter o mesmo comportamento sem alterar nada
# Usar no minimo o RARSv14_Custom4 (misa)
# 2020/1
.include "../MACROSv21.s"
.data
msg1: .string "Organizacao Arquitetura de Computadores 2021/1"
msg2: .string "Digite seu Nome:"
msg3: .string "Digite sua Idade:"
msg4: .string "Digite seu peso:"
msg5: .string "Numero Randomico:"
msg6: .string "Tempo do Sistema:"
msg7: .string "Desempenho: Texec = I x CPI x T (ms)"
msg7b: .string "Desempenho: Texec = C x T (ms)"
msg8: .string "Texec = ms"
msg9: .string "I ="
msg9b: .string "C ="
msg10: .string "CPI ="
msg11: .string "T = ms"
msg12: .string "Freq = MHz"
buffer: .string " "
isaRV32IMFD: .string "ISA: RV32IMFD"
isaRV32IMF: .string "ISA: RV32IMF "
isaRV32IM: .string "ISA: RV32IM "
isaRV32I: .string "ISA: RV32I "
isaRV32X: .string "ISA: ISA Desconhecida"
.text
#### Exemplo de calculo de Texec, I, CPI e T
csrr s0,instret
csrr s1,cycle
csrr s2,time
jal CLSV # Procedimentos a serem analisados
jal CLSV
jal CLSV
csrr t2,time
csrr t1,cycle
csrr t0,instret
sub s0,t0,s0 # I
sub s1,t1,s1 # ciclos
addi s1,s1,2 # 2 corrige as 2 instrues a mais
sub s2,t2,s2 # texec (ms)
NAOTEM_F(s8,PULA0) # ver MACROS.s
fcvt.s.w ft0,s0 # I
fcvt.s.w ft1,s1 # ciclos
fcvt.s.w ft2,s2 # texec
fdiv.s ft3,ft1,ft2 # F = Ciclos/texec em kHz
fdiv.s ft4,ft1,ft0 # CPI = Ciclos/I
li t0,1000
fcvt.s.w ft5,t0
fdiv.s ft3,ft3,ft5 # F/1000 em MHz
####
PULA0: #ebreak # para o processador
jal CLS
jal PRINTSTR
jal INPUTSTR
jal INPUTINT
NAOTEM_F(t0,PULA1)
jal INPUTFP
PULA1: jal RAND
jal TIME
jal TIPOISA
jal DESEMP
jal TOCAR
jal SLEEP
jal DRAW
# ecall exit
li a7,10
ecall
# ecall Clear Screen
CLS: li a0,0x00
li a7,148
li a1,0
ecall
ret
# ecall print string
PRINTSTR: li a7,104
la a0,msg1
li a1,0
li a2,0
li a3,0x0038
li a4,0
ecall
ret
# ecall print string
INPUTSTR: li a7,104
la a0,msg2
li a1,0
li a2,24
li a3,0x0038
li a4,0
ecall
# ecall read string
li a7,108
la a0,buffer
li a1,32
ecall
# ecall print string
li a7,104
la a0,buffer
li a1,144
li a2,24
li a3,0x0038
li a4,0
ecall
ret
# ecall print string
INPUTINT: li a7,104
la a0,msg3
li a1,0
li a2,32
li a3,0x0038
li a4,0
ecall
# syscall read int
li a7,105
ecall
mv t0,a0
# ecall print int
li a7,101
mv a0,t0
li a1,152
li a2,32
li a3,0x0038
li a4,0
ecall
ret
# ecall print string
INPUTFP: li a7,104
la a0,msg4
li a1,0
li a2,40
li a3,0x0038
li a4,0
ecall
# ecall read float
li a7,106
ecall
# ecall print float
li a7,102
li a1,144
li a2,40
li a3,0x0038
li a4,0
ecall
ret
# Imprime a ISA utilizada
TIPOISA: csrr t0,misa
li t1,0x40001128
bne t0,t1, testaRV32IMF
la a0,isaRV32IMFD
j PrintISA
testaRV32IMF: li t1,0x40001120
bne t0,t1, testaRV32IM
la a0,isaRV32IMF
j PrintISA
testaRV32IM: li t1,0x40001100
bne t0,t1, testaRV32I
la a0,isaRV32IM
j PrintISA
testaRV32I: li t1,0x40000100
bne t0,t1, testaRV32X
la a0,isaRV32I
j PrintISA
testaRV32X: la a0,isaRV32X
# ecall print string
PrintISA: li a7,104
li a1,0
li a2,72
li a3,0x0038
li a4,0
ecall
ret
# Leitura estimador de desempenho
# syscall print string
DESEMP: li a7,104
la a0,msg7 # Desempenho: Texec=IxCPIxT
TEM_F(s8,PULA4)
la a0,msg7b # Desempenho: Texec=CxT
PULA4: li a1,0
li a2,80
li a3,0x0038
li a4,0
ecall
li a7,104
la a0,msg8 # Texec=
li a1,0
li a2,88
li a3,0x0038
li a4,0
ecall
li a7,101 # texec
mv a0,s2
li a1,64
li a2,88
li a3,0x0038
li a4,0
ecall
li a7,104
la a0,msg9 # I=
li a1,0
li a2,96
li a3,0x0038
li a4,0
ecall
li a7,101 # I
mv a0,s0
li a1,64
li a2,96
li a3,0x0038
li a4,0
ecall
li a7,104
la a0,msg9b # C=
li a1,0
li a2,104
li a3,0x0038
li a4,0
ecall
li a7,101 # C
mv a0,s1
li a1,64
li a2,104
li a3,0x0038
li a4,0
ecall
NAOTEM_F(s8,FIMDES)
li a7,104
la a0,msg10 # CPI=
li a1,0
li a2,112
li a3,0x0038
li a4,0
ecall
li a7,102
fmv.s fa0,ft4 # CPI
li a1,64
li a2,112
li a3,0x0038
li a4,0
ecall
li a7,104
la a0,msg11 # T=
li a1,0
li a2,120
li a3,0x0038
li a4,0
ecall
li a7,102
fdiv.s fa0,ft2,ft1 # T=1/F
li a1,64
li a2,120
li a3,0x0038
li a4,0
ecall
li a7,104
la a0,msg12 # Freq=
li a1,0
li a2,128
li a3,0x0038
li a4,0
ecall
li a7,102
fmv.s fa0,ft3 # F
li a1,64
li a2,128
li a3,0x0038
li a4,0
ecall
FIMDES: ret
# Contatos imediatos do terceiro grau
TOCAR: li a0,62
li a1,500
li a2,16
li a3,127
li a7,133
ecall
li a0,64
li a1,500
li a2,16
li a3,127
li a7,133
ecall
li a0,61
li a1,500
li a2,16
li a3,127
li a7,133
ecall
li a0,50
li a1,500
li a2,16
li a3,127
li a7,133
ecall
li a0,55
li a1,800
li a2,16
li a3,127
li a7,131
ecall
ret
# syscall print string
RAND: li a7,104
la a0,msg5
li a1,0
li a2,48
li a3,0x0038
li a4,0
ecall
# ecall Rand
li a7,141
ecall
# ecall print int em hex
li a7,134
li a1,148
li a2,48
li a3,0x0038
li a4,0
ecall
ret
# ecall print string
TIME: li a7,104
la a0,msg6
li a1,0
li a2,56
li a3,0x0038
li a4,0
ecall
# ecall read time
li a7,130
ecall
mv t0,a0
mv t1,a1
#ecall print int unsigned
mv a0,t1
li a7,136
li a1,148
li a2,56
li a3,0x0038
li a4,0
ecall
#ecall print int unsigned
mv a0,t0
li a7,136
li a1,236
li a2,56
li a3,0x0038
li a4,0
ecall
ret
# syscall sleep
SLEEP: li t0,5 # Contagem regressiva
# ecall sleep
LOOPHMS:li a0,1000 # 1 segundo
li a7,132
ecall
addi t0,t0,-1
# ecall print int seg
mv a0,t0
li a7,101
li a1,156
li a2,144
li a3,0x0038
li a4,0
ecall
bne t0,zero,LOOPHMS
ret
# CLS Clear Screen Randomico
# ecall Rand
CLSV: li a7,141
ecall
# ecall Clear Screen
li a7,148
li a1,0
ecall
ret
# DrawLines Bresenham
DRAW: li t2,0
li t0,1
li s4,320
li s5,240
LOOPDRAW: li t1,0
li s0,0
li s1,0
li s2,319
li s3,239
li t1,0
FOR1: bge t1,s4, SAI1
# ecall draw line
mv a0,s0
mv a1,s1
mv a2,s2
mv a3,s3
mv a4,t2
li a5,0
li a7,47
ecall
addi s0,s0,1
addi s2,s2,-1
add t2,t2,t0
addi t1,t1,1
j FOR1
SAI1: li s2,0
li s1,0
li s0,319
li s3,239
li t1,0
FOR2: bge t1,s5, SAI2
# ecall draw line
mv a0,s0
mv a1,s1
mv a2,s2
mv a3,s3
mv a4,t2
li a5,0
li a7,47
ecall
addi s1,s1,1
addi s3,s3,-1
add t2,t2,t0
addi t1,t1,1
j FOR2
SAI2: addi t0,t0,1
j LOOPDRAW
.include "../SYSTEMv21.s"
|
nqd1/FPGRARS
| 1,166
|
samples/test/celeste/Exemplos/keyint.s
|
####################################################
# Programa de exemplo de interrupao do teclado #
# usando o Keyboard Display MMIO Tool #
# ISC Set 2019 #
# Marcus Vinicius #
####################################################
.text
# programa do usurio
la tp,KDInterrupt # carrega em tp o endereo base das rotinas de Tratamento da Interrupo
csrrw zero,5,tp # seta utvec (reg 5) para o endereo tp
csrrsi zero,0,1 # seta o bit de habilitao de interrupo global em ustatus (reg 0)
li tp,0x100
csrrw zero,4,tp # habilita a interrupo do usurio
li t1,0xFF200000 # Endereo de controle do KDMMIO
li t0,0x02 # bit 1 habilita/desabilita a interrupo
sw t0,0(t1) # Habilita interrupo do teclado
li s0,0 # zera contador
CONTA: addi s0,s0,1 # incrementa contador
j CONTA # volta ao loop
# rotina de tratamento da interrupo
KDInterrupt: csrrci zero,0,1 # clear o bit de habilitao de interrupo global em ustatus (reg 0)
lw t2,4(t1) # le a tecla
sw t2,12(t1) # escreve no display
csrrsi zero,0,0x10 # seta o bit de habilitao de interrupo em ustatus
uret # retorna PC=uepc
|
nqd1/FPGRARS
| 4,179
|
samples/test/celeste/Prototipos/momentum.s
|
.data
h_state: .word 0
v_state: .word 0
speed: .word 0, 0
position: .word 0, 100
old_position: .word 0, 100
old_background: .space 256
player: .space 256
frogger: .string "fase1.bin"
character: .string "player.bin"
.text
lt: #game loop
jal INPUT #get user input
la t2, h_state #get h_state (-1, 0, 1)
lw t0, 0(t2) #t0 = hstate
sw zero, 0(t2) #refresh h_state
slli t0, t0, 2 #h_state * 4
la t1, speed
sw t0, 0(t1) #update speed
#vertical
la t2, v_state #get v_state (-1, 0, 1)
lw t0, 0(t2) #t0 = v state
sw zero, 0(t2) #refresh v_state
slli t0, t0, 2 #v_state * 4
la t1, speed
sw t0, 4(t1) #update speed
call MOVE #change player position acording to speed
call DRAW_PLAYER
li a0, 100
li a7, 32
ecall# delay 100ms
j lt
li a7 10
ecall#end program
loop: jal INPUT
la t0 h_state
lw a0, 0(t0)
li a7 1
ecall
li a0 '\n'
li a7 11
ecall
sw zero, 0(t0)
li a0, 10
li a7, 32
ecall
j loop
FRAME: li s0,0xFF200604 # Escolhe o Frame 0 ou 1
sw a0,0(s0)
ret
MOVE: addi sp, sp, -4
sw ra, 0(sp)
la t0, position
la t1, speed
lw a0 0(t1) #a0 = x speed
lw a1 4(t1) #a1 = y speed
add t3, a0, a1
beq t3, zero, move.fim
lw t3 0(t0) #t3 = x position
add t3, t3, a0 #position+speed
sw t3, 0(t0) #update x position
lw t3 4(t0) #t3 = y position
add t3, t3, a1 #position+speed
sw t3, 4(t0) #update y position
move.fim:
lw ra, 0(sp)
addi sp, sp, 4
ret
DRAW_PLAYER:
addi sp, sp, -4
sw ra, 0(sp)
#clear
la t0, old_position
lw a0, 0(t0) #X
lw a1, 4(t0) #Y
la a3, old_background #sprite
call DRAW_SPRITE
#update old position
la t0, old_position
la t1, position
lw t2, 0(t1)
sw t2, 0(t0)
lw t2, 4(t1)
sw t2, 4(t0)
#update old_background
call COPY
#draw player
la t0, position
lw a0, 0(t0) #X
lw a1, 4(t0) #Y
la a3, player #sprite
call DRAW_SPRITE
lw ra, 0(sp)
addi sp, sp, 4
ret
#a0=x a1=y a3=sprite width=16 height=16
DRAW_SPRITE:
addi sp, sp, -4
sw ra, 0(sp)
li t0,0xFF000000 #endereco inicial do frame 0
li t1, 320
mul a1, a1, t1
add t0, t0, a1 #adiciona o y
add t0, t0, a0 #adiciona o x
li t2, 5120 #320*16
add t2, t0, t2 #inicio+height*screenwidth
sprite.loop_y: beq t0, t2, sprite.fim #Checa se já passou da última fileira
addi t1, t0, 16 #inicio + width
sprite.loop_x: beq t0, t1, sprite.fora_x
lw t3, 0(a3)
sw t3, 0(t0) #Salvar t3 na memoria de video
addi a3, a3, 4 #próxima word
addi t0, t0, 4 #próxima word
j sprite.loop_x
sprite.fora_x: addi t0, t0, 304 #320-16 (Proxima linha)
j sprite.loop_y
sprite.fim:
lw ra, 0(sp)
addi sp, sp, 4
ret
#a0=x a1=y a3=buffer width=16 height=16
COPY:
la t0, position
lw a0, 0(t0)
lw a1, 4(t0)
la a3, old_background
addi sp, sp, -4
sw ra, 0(sp)
li t0,0xFF000000 #endereco inicial do frame 0
li t1, 320
mul a1, a1, t1
add t0, t0, a1 #adiciona o y
#slli a0, a0, 2
add t0, t0, a0 #adiciona o x
li t2, 5120 #320*16
add t2, t0, t2 #inicio+height*screenwidth
copy.loop_y: beq t0, t2, copy.FIM #Checa se já passou da última fileira
addi t1, t0, 16 #inicio + width
copy.loop_x: beq t0, t1, copy.FORA_X
lw t3, 0(t0) #pegar valor na memória de video
sw t3, 0(a3) #Salvar t3 no buffer
addi a3, a3, 4 #próxima word
addi t0, t0, 4 #próxima word
j copy.loop_x
copy.FORA_X: addi t0, t0, 304 #320-16 (Proxima linha)
j copy.loop_y
copy.FIM:
lw ra, 0(sp)
addi sp, sp, 4
ret
### Apenas verifica se h� tecla pressionada
INPUT: li t1,0xFF200000 # carrega o endere�o de controle do KDMMIO
lw t0,0(t1) # Le bit de Controle Teclado
andi t0,t0,0x0001 # mascara o bit menos significativo
beq t0,zero,FIM_INPUT # Se n�o h� tecla pressionada ent�o vai para FIM
lw t2,4(t1) # le o valor da tecla tecla
#horizontal move
#check for d
li t0, 'd'
bne t2, t0, SKIP_D
li t3, 1
la t1, h_state
sw t3 0(t1)
SKIP_D:
#check for a
li t0, 'a'
bne t2, t0, SKIP_A
li t3, -1
la t1, h_state
sw t3 0(t1)
SKIP_A:
#check for w
li t0, 'w'
bne t2, t0, SKIP_W
li t3, -1
la t1, v_state
sw t3 0(t1)
SKIP_W:
#check for s
li t0, 's'
bne t2, t0, SKIP_S
li t3, 1
la t1, v_state
sw t3 0(t1)
SKIP_S:
# escreve a tecla pressionada no display
FIM_INPUT: ret # retorna
|
nqd1/FPGRARS
| 5,123
|
samples/test/celeste/Main/MACROSv21.s
|
#########################################################################
# Definie e Macros v2.1 #
# Marcus Vinicius Lamar #
# 2020/1 #
#########################################################################
######### Verifica se eh a DE1-SoC ###############
.macro DE1(%reg,%salto)
li %reg, 0x10008000 # carrega tp
bne gp, %reg, %salto # Na DE1 gp = 0 ! No tem segmento .extern
.end_macro
######### Verifica se tem ISA RV32IMF ###############
.macro TEM_F(%reg,%endereco)
csrr %reg, misa
andi %reg, %reg, 0x020
bnez %reg, %endereco
.end_macro
######### Verifica se no tem ISA RV32IMF ###############
.macro NAOTEM_F(%reg,%endereco)
csrr %reg, misa
andi %reg, %reg, 0x020
beqz %reg, %endereco
.end_macro
######### Verifica se tem ISA RV32IMF ou RV32IM ###############
.macro TEM_M(%reg,%endereco)
csrr %reg, misa
srli %reg, %reg, 12
andi %reg, %reg, 0x001
bnez %reg, %endereco
.end_macro
######### Verifica se no tem ISA RV32IMF ou RV32IM ###############
.macro NAOTEM_M(%reg,%endereco)
csrr %reg, misa
srli %reg, %reg, 12
andi %reg, %reg, 0x001
beqz %reg, %endereco
.end_macro
######### Macro para Multiplicao na ISA RV32I ######################
.macro MULTIPLY(%rd,%r1,%r2)
addi sp, sp, -12
sw a0, 0(sp)
sw a1, 4(sp)
sw ra, 8(sp)
mv a0, %r1
mv a1, %r2
jal __mulsi3
csrw a0,uscratch
lw a0, 0(sp)
lw a1, 4(sp)
lw ra, 8(sp)
addi sp, sp, 12
csrr %rd,uscratch
.end_macro
######### Macro para Diviso unsigned por 10 na ISA RV32I ######################
### https://stackoverflow.com/questions/5558492/divide-by-10-using-bit-shifts
.macro DIVU10(%rd,%r1)
addi sp, sp, -16
sw a0, 0(sp)
sw a4, 4(sp)
sw a5, 8(sp)
sw ra, 12(sp)
mv a0, %r1
srli a4,a0,1
srli a5,a0,2
add a5,a4,a5
srli a4,a5,4
add a4,a4,a5
srli a5,a4,8
add a4,a5,a4
srli a5,a4,16
add a5,a5,a4
srli a5,a5,3
slli a4,a5,2
add a4,a4,a5
slli a4,a4,1
sub a0,a0,a4
sltiu a0,a0,10
xori a0,a0,1
add a0,a0,a5
csrw a0,uscratch
lw a0, 0(sp)
lw a4, 4(sp)
lw a5, 8(sp)
lw ra, 12(sp)
addi sp, sp, 16
csrr %rd,uscratch
.end_macro
######### Macro para Diviso por 10 na ISA RV32I ######################
.macro DIV10(%rd,%r1)
addi sp,sp,-12
sw a0,0(sp)
sw a1,4(sp)
sw a2,8(sp)
mv a2,%r1
srai a1,a2,31
mv a0,a2
beqz a1,div10.pula1
neg a0,a2
div10.pula1: DIVU10(%rd,a0)
beqz a1,div10.pula2
neg %rd,%rd
div10.pula2: csrw %rd,uscratch
lw a0,0(sp)
lw a1,4(sp)
lw a2,8(sp)
addi sp,sp,12
csrr %rd,uscratch
.end_macro
######### Macro para resto da diviso por 10 unsigned na ISA RV32I ######################
.macro REMU10(%rd,%r1)
addi sp,sp,-16
sw a0,0(sp)
sw a1,4(sp)
sw a2,8(sp)
sw a3,12(sp)
mv a3,%r1
li a2,10
DIVU10(a0,a3)
MULTIPLY(a1,a0,a2)
sub %rd,a3,a1
csrw %rd,uscratch
lw a0,0(sp)
lw a1,4(sp)
lw a2,8(sp)
lw a3,12(sp)
addi sp,sp,16
csrr %rd,uscratch
.end_macro
######### Macro para resto da diviso por 10 na ISA RV32I ######################
.macro REM10(%rd,%r1)
addi sp,sp,-16
sw a0,0(sp)
sw a1,4(sp)
sw a2,8(sp)
sw a3,12(sp)
mv a3,%r1
li a2,10
DIV10(a0,a3)
MULTIPLY(a1,a0,a2)
sub %rd,a3,a1
csrw %rd,uscratch
lw a0,0(sp)
lw a1,4(sp)
lw a2,8(sp)
lw a3,12(sp)
addi sp,sp,16
csrr %rd,uscratch
.end_macro
#definicao do mapa de enderecamento de MMIO
.eqv VGAADDRESSINI0 0xFF000000
.eqv VGAADDRESSFIM0 0xFF012C00
.eqv VGAADDRESSINI1 0xFF100000
.eqv VGAADDRESSFIM1 0xFF112C00
.eqv NUMLINHAS 240
.eqv NUMCOLUNAS 320
.eqv VGAFRAMESELECT 0xFF200604
.eqv KDMMIO_Ctrl 0xFF200000
.eqv KDMMIO_Data 0xFF200004
.eqv Buffer0Teclado 0xFF200100
.eqv Buffer1Teclado 0xFF200104
.eqv TecladoxMouse 0xFF200110
.eqv BufferMouse 0xFF200114
.eqv AudioBase 0xFF200160
.eqv AudioINL 0xFF200160
.eqv AudioINR 0xFF200164
.eqv AudioOUTL 0xFF200168
.eqv AudioOUTR 0xFF20016C
.eqv AudioCTRL1 0xFF200170
.eqv AudioCTRL2 0xFF200174
# Sintetizador - 2015/1
.eqv NoteData 0xFF200178
.eqv NoteClock 0xFF20017C
.eqv NoteMelody 0xFF200180
.eqv MusicTempo 0xFF200184
.eqv MusicAddress 0xFF200188
.eqv IrDA_CTRL 0xFF20 0500
.eqv IrDA_RX 0xFF20 0504
.eqv IrDA_TX 0xFF20 0508
.eqv STOPWATCH 0xFF200510
.eqv LFSR 0xFF200514
.eqv KeyMap0 0xFF200520
.eqv KeyMap1 0xFF200524
.eqv KeyMap2 0xFF200528
.eqv KeyMap3 0xFF20052C
.eqv TimerLOW 0xFF200700
.eqv TimerHIGH 0xFF200704
.eqv InterLOW 0xFF200708
.eqv InterHIGH 0xFF20070C
.eqv FDIVIDER 0xFF200710
# Seta o uso do exception handler SYSTEM.s
.text
la tp, ExceptionHandling # carrega em tp o endereo base das rotinas do sistema ECALL
csrw tp, utvec # seta utvec para o endereo tp
csrsi ustatus, 1 # seta o bit de habilitao de interrupo em ustatus (reg 0)
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nqd1/FPGRARS
| 62,902
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samples/test/celeste/Main/SYSTEMv21.s
|
#########################################################################
# Rotina de tratamento de excecao e interrupcao v2.1 #
# Lembre-se: Os ecalls originais do Rars possuem precedencia sobre #
# estes definidos aqui #
# Os ecalls 1XX usam o BitMap Display e Keyboard Display MMIO Tools #
# Usar o RARS14_Custom4 (misa) #
# Marcus Vinicius Lamar #
# 2020/1 #
#########################################################################
# incluir o MACROSv20.s no incio do seu programa!!!!
.data
.align 2
# Tabela de caracteres desenhados segundo a fonte 8x8 pixels do ZX-Spectrum
LabelTabChar:
.word 0x00000000, 0x00000000, 0x10101010, 0x00100010, 0x00002828, 0x00000000, 0x28FE2828, 0x002828FE,
0x38503C10, 0x00107814, 0x10686400, 0x00004C2C, 0x28102818, 0x003A4446, 0x00001010, 0x00000000,
0x20201008, 0x00081020, 0x08081020, 0x00201008, 0x38549210, 0x00109254, 0xFE101010, 0x00101010,
0x00000000, 0x10081818, 0xFE000000, 0x00000000, 0x00000000, 0x18180000, 0x10080402, 0x00804020,
0x54444438, 0x00384444, 0x10103010, 0x00381010, 0x08044438, 0x007C2010, 0x18044438, 0x00384404,
0x7C482818, 0x001C0808, 0x7840407C, 0x00384404, 0x78404438, 0x00384444, 0x1008047C, 0x00202020,
0x38444438, 0x00384444, 0x3C444438, 0x00384404, 0x00181800, 0x00001818, 0x00181800, 0x10081818,
0x20100804, 0x00040810, 0x00FE0000, 0x000000FE, 0x04081020, 0x00201008, 0x08044438, 0x00100010,
0x545C4438, 0x0038405C, 0x7C444438, 0x00444444, 0x78444478, 0x00784444, 0x40404438, 0x00384440,
0x44444478, 0x00784444, 0x7840407C, 0x007C4040, 0x7C40407C, 0x00404040, 0x5C404438, 0x00384444,
0x7C444444, 0x00444444, 0x10101038, 0x00381010, 0x0808081C, 0x00304848, 0x70484444, 0x00444448,
0x20202020, 0x003C2020, 0x92AAC682, 0x00828282, 0x54546444, 0x0044444C, 0x44444438, 0x00384444,
0x38242438, 0x00202020, 0x44444438, 0x0C384444, 0x78444478, 0x00444850, 0x38404438, 0x00384404,
0x1010107C, 0x00101010, 0x44444444, 0x00384444, 0x28444444, 0x00101028, 0x54828282, 0x00282854,
0x10284444, 0x00444428, 0x10284444, 0x00101010, 0x1008047C, 0x007C4020, 0x20202038, 0x00382020,
0x10204080, 0x00020408, 0x08080838, 0x00380808, 0x00442810, 0x00000000, 0x00000000, 0xFE000000,
0x00000810, 0x00000000, 0x3C043800, 0x003A4444, 0x24382020, 0x00582424, 0x201C0000, 0x001C2020,
0x48380808, 0x00344848, 0x44380000, 0x0038407C, 0x70202418, 0x00202020, 0x443A0000, 0x38043C44,
0x64584040, 0x00444444, 0x10001000, 0x00101010, 0x10001000, 0x60101010, 0x28242020, 0x00242830,
0x08080818, 0x00080808, 0x49B60000, 0x00414149, 0x24580000, 0x00242424, 0x44380000, 0x00384444,
0x24580000, 0x20203824, 0x48340000, 0x08083848, 0x302C0000, 0x00202020, 0x201C0000, 0x00380418,
0x10381000, 0x00101010, 0x48480000, 0x00344848, 0x44440000, 0x00102844, 0x82820000, 0x0044AA92,
0x28440000, 0x00442810, 0x24240000, 0x38041C24, 0x043C0000, 0x003C1008, 0x2010100C, 0x000C1010,
0x10101010, 0x00101010, 0x04080830, 0x00300808, 0x92600000, 0x0000000C, 0x243C1818, 0xA55A7E3C,
0x99FF5A81, 0x99663CFF, 0x10280000, 0x00000028, 0x10081020, 0x00081020
# scancode -> ascii
LabelScanCode:
# 0 1 2 3 4 5 6 7 8 9 A B C D E F
.byte 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, # 00 a 0F
0x00, 0x00, 0x00, 0x00, 0x00, 0x71, 0x31, 0x00, 0x00, 0x00, 0x7a, 0x73, 0x61, 0x77, 0x32, 0x00, # 10 a 1F
0x00, 0x63, 0x78, 0x64, 0x65, 0x34, 0x33, 0x00, 0x00, 0x20, 0x76, 0x66, 0x74, 0x72, 0x35, 0x00, # 20 a 2F 29 espaco => 20
0x00, 0x6e, 0x62, 0x68, 0x67, 0x79, 0x36, 0x00, 0x00, 0x00, 0x6d, 0x6a, 0x75, 0x37, 0x38, 0x00, # 30 a 3F
0x00, 0x2c, 0x6b, 0x69, 0x6f, 0x30, 0x39, 0x00, 0x00, 0x2e, 0x2f, 0x6c, 0x3b, 0x70, 0x2d, 0x00, # 40 a 4F
0x00, 0x00, 0x27, 0x00, 0x00, 0x3d, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x5b, 0x00, 0x5d, 0x00, 0x00, # 50 a 5F 5A Enter => 0A (= ao Rars)
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x31, 0x00, 0x34, 0x37, 0x00, 0x00, 0x00, # 60 a 6F 66 Backspace => 08
0x30, 0x2e, 0x32, 0x35, 0x36, 0x38, 0x00, 0x00, 0x00, 0x2b, 0x33, 0x2d, 0x2a, 0x39, 0x00, 0x00, # 70 a 7F
0x00, 0x00, 0x00, 0x00, 0x00, 0x00 # 80 a 85
# scancode -> ascii (com shift)
LabelScanCodeShift:
.byte 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x21, 0x00, 0x00, 0x00, 0x5a, 0x53, 0x41, 0x57, 0x40, 0x00,
0x00, 0x43, 0x58, 0x44, 0x45, 0x24, 0x23, 0x00, 0x00, 0x00, 0x56, 0x46, 0x54, 0x52, 0x25, 0x00,
0x00, 0x4e, 0x42, 0x48, 0x47, 0x59, 0x5e, 0x00, 0x00, 0x00, 0x4d, 0x4a, 0x55, 0x26, 0x2a, 0x00,
0x00, 0x3c, 0x4b, 0x49, 0x4f, 0x29, 0x28, 0x00, 0x00, 0x3e, 0x3f, 0x4c, 0x3a, 0x50, 0x5f, 0x00,
0x00, 0x00, 0x22, 0x00, 0x00, 0x2b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7b, 0x00, 0x7d, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00
.align 2
#buffer do ReadString, ReadFloat, SDread, etc. 512 caracteres/bytes
TempBuffer:
.space 512
# tabela de conversao hexa para ascii
TabelaHexASCII: .string "0123456789ABCDEF "
NumDesnormP: .string "+desnorm"
NumDesnormN: .string "-desnorm"
NumZero: .string "0.00000000"
NumInfP: .string "+Infinity"
NumInfN: .string "-Infinity"
NumNaN: .string "NaN"
# tabela de causa de excees
Cause0: .string "Error: 0 Instruction address misaligned "
Cause1: .string "Error: 1 Instruction access fault "
Cause2: .string "Error: 2 Ilegal Instruction "
Cause4: .string "Error: 4 Load address misaligned "
Cause5: .string "Error: 5 Load access fault "
Cause6: .string "Error: 6 Store address misaligned "
Cause7: .string "Error: 7 Store access fault "
CauseD: .string "Error: Unknown "
CauseE: .string "Error: Ecall "
PC: .string "PC: "
Addrs: .string "Addrs: "
Instr: .string "Instr: "
### Obs.: a forma 'LABEL: instrucao' embora fique feio facilita o debug no Rars, por favor nao reformatar!!!
########################################################################################
.text
###### Devem ser colocadas aqui as identificaes das interrupes e excees ###
csrwi ucause,1 # caso ocorra dropdown vai gerar exceo de instruo invlida
ExceptionHandling: addi sp, sp, -8 # salva 2 registradores utilizados para comparar ucause
sw t0, 0(sp)
sw s10, 4(sp)
csrr s10,ucause # le o ucause e salva em s10
li t0, 8
bne t0, s10, errorExceptions # No ecall - nem precisa arrumar a pilha!
lw t0, 0(sp) # ecall
lw s10, 4(sp) # recupera registradores usados
addi sp, sp, 8
j ecallException
######################################################
############### Excees de Erros ################
######################################################
errorExceptions: csrr s11, utval # le o utval da exceo e salva em s11
addi a0, zero, 0xc0 ## printa tela de azul
addi a1, zero, 0
addi a7, zero, 148
jal clsCLS
# Instruction address misaligned
End_Cause0: li t0, 0
bne t0, s10, End_Cause1
la a0, Cause0
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
j End_uepc
# Instruction access fault
End_Cause1: li t0, 1
bne t0, s10, End_Cause2
la a0, Cause1
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
j End_uepc
# Ilegal Instruction
End_Cause2: li t0, 2
bne t0, s10, End_Cause4
la a0, Cause2
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Instr
j End_utval
# Load address misaligned
End_Cause4: addi t0, zero, 4
bne t0, s10, End_Cause5
la a0, Cause4
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
# Load access fault
End_Cause5: li t0, 5
bne t0, s10, End_Cause6
la a0, Cause5
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
#Store address misaligned
End_Cause6: li t0, 6
bne t0, s10, End_Cause7
la a0, Cause6
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
# Store access fault
End_Cause7: li t0, 7
bne t0, s10, End_CauseD
la a0, Cause7
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
# Exception Unknown
End_CauseD: la a0, CauseD
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
End_utval: li a1, 0
li a2, 24
li a3, 0x000c0ff
jal printString
mv a0, s11
li a1, 56
li a2, 24
li a3, 0x0000c0ff
jal printHex
End_uepc: la a0, PC # Imprime o pc em que a exceo ocorreu
li a1, 0
li a2, 12
li a3, 0x000c0ff
jal printString
csrr a0, uepc # Le uepc
li a1, 28
li a2, 12
li a3, 0x0000c0ff
jal printHex
j goToExit # encerra execuo
######################################################
############# exceo de ECALL ###################
######################################################
ecallException: addi sp, sp, -264 # Salva todos os registradores na pilha
sw x1, 0(sp)
sw x2, 4(sp)
sw x3, 8(sp)
sw x4, 12(sp)
sw x5, 16(sp)
sw x6, 20(sp)
sw x7, 24(sp)
sw x8, 28(sp)
sw x9, 32(sp)
sw x10, 36(sp)
sw x11, 40(sp)
sw x12, 44(sp)
sw x13, 48(sp)
sw x14, 52(sp)
sw x15, 56(sp)
sw x16, 60(sp)
sw x17, 64(sp)
sw x18, 68(sp)
sw x19, 72(sp)
sw x20, 76(sp)
sw x21, 80(sp)
sw x22, 84(sp)
sw x23, 88(sp)
sw x24, 92(sp)
sw x25, 96(sp)
sw x26, 100(sp)
sw x27, 104(sp)
sw x28, 108(sp)
sw x29, 112(sp)
sw x30, 116(sp)
sw x31, 120(sp)
NAOTEM_F(s8,ecallException.pula)
fsw f0, 124(sp)
fsw f1, 128(sp)
fsw f2, 132(sp)
fsw f3, 136(sp)
fsw f4, 140(sp)
fsw f5, 144(sp)
fsw f6, 148(sp)
fsw f7, 152(sp)
fsw f8, 156(sp)
fsw f9, 160(sp)
fsw f10, 164(sp)
fsw f11, 168(sp)
fsw f12, 172(sp)
fsw f13, 176(sp)
fsw f14, 180(sp)
fsw f15, 184(sp)
fsw f16, 188(sp)
fsw f17, 192(sp)
fsw f18, 196(sp)
fsw f19, 200(sp)
fsw f20, 204(sp)
fsw f21, 208(sp)
fsw f22, 212(sp)
fsw f23, 216(sp)
fsw f24, 220(sp)
fsw f25, 224(sp)
fsw f26, 228(sp)
fsw f27, 232(sp)
fsw f28, 236(sp)
fsw f29, 240(sp)
fsw f30, 244(sp)
fsw f31, 248(sp)
ecallException.pula:
# Zera os valores dos registradores temporarios
add t0, zero, zero
add t1, zero, zero
add t2, zero, zero
add t3, zero, zero
add t4, zero, zero
add t5, zero, zero
add t6, zero, zero
# Verifica o numero da chamada do sistema
addi t0, zero, 10
beq t0, a7, goToExit # ecall exit
addi t0, zero, 110
beq t0, a7, goToExit # ecall exit
addi t0, zero, 1 # ecall 1 = print int
beq t0, a7, goToPrintInt
addi t0, zero, 101 # ecall 1 = print int
beq t0, a7, goToPrintInt
addi t0, zero, 2 # ecall 2 = print float
beq t0, a7, goToPrintFloat
addi t0, zero, 102 # ecall 2 = print float
beq t0, a7, goToPrintFloat
addi t0, zero, 4 # ecall 4 = print string
beq t0, a7, goToPrintString
addi t0, zero, 104 # ecall 4 = print string
beq t0, a7, goToPrintString
addi t0, zero, 5 # ecall 5 = read int
beq t0, a7, goToReadInt
addi t0, zero, 105 # ecall 5 = read int
beq t0, a7, goToReadInt
addi t0, zero, 6 # ecall 6 = read float
beq t0, a7, goToReadFloat
addi t0, zero, 106 # ecall 6 = read float
beq t0, a7, goToReadFloat
addi t0, zero, 8 # ecall 8 = read string
beq t0, a7, goToReadString
addi t0, zero, 108 # ecall 8 = read string
beq t0, a7, goToReadString
addi t0, zero, 11 # ecall 11 = print char
beq t0, a7, goToPrintChar
addi t0, zero, 111 # ecall 11 = print char
beq t0, a7, goToPrintChar
addi t0, zero, 12 # ecall 12 = read char
beq t0, a7, goToReadChar
addi t0, zero, 112 # ecall 12 = read char
beq t0, a7, goToReadChar
addi t0, zero, 30 # ecall 30 = time
beq t0, a7, goToTime
addi t0, zero, 130 # ecall 30 = time
beq t0, a7, goToTime
addi t0, zero, 32 # ecall 32 = sleep
beq t0, a7, goToSleep
addi t0, zero, 132 # ecall 32 = sleep
beq t0, a7, goToSleep
addi t0, zero, 41 # ecall 41 = random
beq t0, a7, goToRandom
addi t0, zero, 141 # ecall 41 = random
beq t0, a7, goToRandom
addi t0, zero, 34 # ecall 34 = print hex
beq t0, a7, goToPrintHex
addi t0, zero, 134 # ecall 34 = print hex
beq t0, a7, goToPrintHex
addi t0, zero, 31 # ecall 31 = MIDI out
beq t0, a7, goToMidiOut # Generate tone and return immediately
addi t0, zero, 131 # ecall 31 = MIDI out
beq t0, a7, goToMidiOut
addi t0, zero, 33 # ecall 33 = MIDI out synchronous
beq t0, a7, goToMidiOutSync # Generate tone and return upon tone completion
addi t0, zero, 133 # ecall 33 = MIDI out synchronous
beq t0, a7, goToMidiOutSync
addi t0, zero, 48 # ecall 48 = CLS
beq t0, a7, goToCLS
addi t0, zero, 148 # ecall 48 = CLS
beq t0, a7, goToCLS
addi t0, zero, 47 # ecall 47 = DrawLine
beq t0, a7, goToBRES
addi t0, zero, 147 # ecall 47 = DrawLine
beq t0, a7, goToBRES
addi t0, zero, 36 # ecall 36 = PrintIntUnsigned
beq t0, a7, goToPrintIntUnsigned
addi t0, zero, 136 # ecall 36 = PrintIntUnsigned
beq t0, a7, goToPrintIntUnsigned
## end execution ##
goToExit: DE1(s8,goToExitDE2) # se for a DE1 pula
li a7, 10 # chama o ecall normal do Rars
ecall # exit ecall
goToExitDE2: j goToExitDE2 # trava o processador : No tem sistema operacional!
goToPrintInt: jal printInt # chama printInt
j endEcall
goToPrintString: jal printString # chama printString
j endEcall
goToPrintChar: jal printChar # chama printChar
j endEcall
goToPrintFloat: NAOTEM_F(s8,NaoExisteEcall)
jal printFloat # chama printFloat
j endEcall
goToReadChar: jal readChar # chama readChar
j endEcall
goToReadInt: jal readInt # chama readInt
j endEcall
goToReadString: jal readString # chama readString
j endEcall
goToReadFloat: NAOTEM_F(s8,NaoExisteEcall)
jal readFloat # chama readFloat
j endEcall
goToPrintHex: jal printHex # chama printHex
j endEcall
goToPrintIntUnsigned: jal printIntUnsigned # chama Print Unsigned Int
j endEcall
goToMidiOut: jal midiOut # chama MIDIout
j endEcall
goToMidiOutSync: jal midiOutSync # chama MIDIoutSync
j endEcall
goToTime: jal Time # chama time
j endEcall
goToSleep: jal Sleep # chama sleep
j endEcall
goToRandom: jal Random # chama random
j endEcall
goToCLS: jal clsCLS # chama CLS
j endEcall
goToBRES: jal BRESENHAM # chama BRESENHAM
j endEcall
endEcall: lw x1, 0(sp) # recupera QUASE todos os registradores na pilha
lw x2, 4(sp)
lw x3, 8(sp)
lw x4, 12(sp)
lw x5, 16(sp)
lw x6, 20(sp)
lw x7, 24(sp)
lw x8, 28(sp)
lw x9, 32(sp)
# lw x10, 36(sp) # a0 retorno de valor
# lw x11, 40(sp) # a1 retorno de valor
lw x12, 44(sp)
lw x13, 48(sp)
lw x14, 52(sp)
lw x15, 56(sp)
lw x16, 60(sp)
lw x17, 64(sp)
lw x18, 68(sp)
lw x19, 72(sp)
lw x20, 76(sp)
lw x21, 80(sp)
lw x22, 84(sp)
lw x23, 88(sp)
lw x24, 92(sp)
lw x25, 96(sp)
lw x26, 100(sp)
lw x27, 104(sp)
lw x28, 108(sp)
lw x29, 112(sp)
lw x30, 116(sp)
lw x31, 120(sp)
NAOTEM_F(s8,endEcall.pula)
flw f0, 124(sp)
flw f1, 128(sp)
flw f2, 132(sp)
flw f3, 136(sp)
flw f4, 140(sp)
flw f5, 144(sp)
flw f6, 148(sp)
flw f7, 152(sp)
flw f8, 156(sp)
flw f9, 160(sp)
# flw f10, 164(sp) # fa0 retorno de valor
# flw f11, 168(sp) # fa1 retorno de valor
flw f12, 172(sp)
flw f13, 176(sp)
flw f14, 180(sp)
flw f15, 184(sp)
flw f16, 188(sp)
flw f17, 192(sp)
flw f18, 196(sp)
flw f19, 200(sp)
flw f20, 204(sp)
flw f21, 208(sp)
flw f22, 212(sp)
flw f23, 216(sp)
flw f24, 220(sp)
flw f25, 224(sp)
flw f26, 228(sp)
flw f27, 232(sp)
flw f28, 236(sp)
flw f29, 240(sp)
flw f30, 244(sp)
flw f31, 248(sp)
endEcall.pula: addi sp, sp, 264
csrr tp, uepc # le o valor de EPC salvo no registrador uepc (reg 65)
addi tp, tp, 4 # soma 4 para obter a instrucao seguinte ao ecall
csrw tp, uepc # coloca no registrador uepc
uret # retorna PC=uepc
#########################################################
# Nao Existe Ecall #
# Para o caso de ecalls de fp mas ISA RV32I e RV32IM #
#########################################################
NaoExisteEcall: addi a0, zero, 0xc0 ## printa tela de azul
addi a1, zero, 0
mv a6, a7
addi a7, zero, 148
jal clsCLS
la a0, CauseE
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
mv a0, a6
li a1, 104
li a2, 1
li a3, 0x0000c0ff
jal printInt
csrr a0,uepc
li a1, 136
li a2, 1
li a3, 0x0000c0ff
jal printHex
j goToExit
####################################################################################################
#############################################
# PrintInt #
# a0 = valor inteiro #
# a1 = x #
# a2 = y #
# a3 = cor #
#############################################
printInt: addi sp, sp, -4 # Aloca espaco
sw ra, 0(sp) # salva ra
la t0, TempBuffer # carrega o Endereco do Buffer da String
bge a0, zero, ehposprintInt # Se eh positvo
li t1, '-' # carrega o sinal -
sb t1, 0(t0) # coloca no buffer
addi t0, t0, 1 # incrementa endereco do buffer
sub a0, zero, a0 # torna o numero positivo
ehposprintInt: li t2, 10 # carrega numero 10
li t1, 0 # carrega numero de digitos com 0
loop1printInt: TEM_M(s8,printInt.pula1)
DIV10(t4,a0)
REM10(t3,a0)
j printInt.pula1d
printInt.pula1: div t4, a0, t2 # divide por 10 (quociente)
rem t3, a0, t2 # resto
printInt.pula1d:addi sp, sp, -4 # aloca espaco na pilha
sw t3, 0(sp) # coloca resto na pilha
mv a0, t4 # atualiza o numero com o quociente
addi t1, t1, 1 # incrementa o contador de digitos
bne a0, zero, loop1printInt # verifica se o numero eh zero
loop2printInt: lw t2, 0(sp) # le digito da pilha
addi sp, sp, 4 # libera espaco
addi t2, t2, 48 # converte o digito para ascii
sb t2, 0(t0) # coloca caractere no buffer
addi t0, t0, 1 # incrementa endereco do buffer
addi t1, t1, -1 # decrementa contador de digitos
bne t1, zero, loop2printInt # eh o ultimo?
sb zero, 0(t0) # insere \NULL na string
la a0, TempBuffer # Endereco do buffer da srting
jal printString # chama o print string
lw ra, 0(sp) # recupera a
addi sp, sp, 4 # libera espaco
fimprintInt: ret # retorna
#############################################
# PrintHex #
# a0 = valor inteiro #
# a1 = x #
# a2 = y #
# a3 = cor #
#############################################
printHex: addi sp, sp, -4 # aloca espaco
sw ra, 0(sp) # salva ra
mv t0, a0 # Inteiro de 32 bits a ser impresso em Hexa
la t1, TabelaHexASCII # endereco da tabela HEX->ASCII
la t2, TempBuffer # onde a string sera montada
li t3,'0' # Caractere '0'
sb t3,0(t2) # Escreve '0' no Buffer da String
li t3,'x' # Caractere 'x'
sb t3,1(t2) # Escreve 'x' no Buffer da String
addi t2,t2,2 # novo endereco inicial da string
li t3, 28 # contador de nibble inicio = 28
loopprintHex: blt t3, zero, fimloopprintHex # terminou? t3<0?
srl t4, t0, t3 # desloca o nibble para direita
andi t4, t4, 0x000F # mascara o nibble
add t4, t1, t4 # endereco do ascii do nibble
lb t4, 0(t4) # le ascii do nibble
sb t4, 0(t2) # armazena o ascii do nibble no buffer da string
addi t2, t2, 1 # incrementa o endereco do buffer
addi t3, t3, -4 # decrementa o numero do nibble
j loopprintHex
fimloopprintHex: sb zero,0(t2) # grava \null na string
la a0, TempBuffer # Argumento do print String
jal printString # Chama o print string
lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
fimprintHex: ret # retorna
#####################################
# PrintSring #
# a0 = endereco da string #
# a1 = x #
# a2 = y #
# a3 = cor #
#####################################
printString: addi sp, sp, -8 # aloca espaco
sw ra, 0(sp) # salva ra
sw s0, 4(sp) # salva s0
mv s0, a0 # s0 = endereco do caractere na string
loopprintString:lb a0, 0(s0) # le em a0 o caracter a ser impresso
beq a0, zero, fimloopprintString # string ASCIIZ termina com NULL
jal printChar # imprime char
addi a1, a1, 8 # incrementa a coluna
li t6, 313
blt a1, t6, NaoPulaLinha # se ainda tiver lugar na linha
addi a2, a2, 8 # incrementa a linha
mv a1, zero # volta a coluna zero
NaoPulaLinha: addi s0, s0, 1 # proximo caractere
j loopprintString # volta ao loop
fimloopprintString: lw ra, 0(sp) # recupera ra
lw s0, 0(sp) # recupera s0 original
addi sp, sp, 8 # libera espaco
fimprintString: ret # retorna
#########################################################
# PrintChar #
# a0 = char(ASCII) #
# a1 = x #
# a2 = y #
# a3 = cores (0x0000bbff) b = fundo, f = frente #
# a4 = frame (0 ou 1) #
#########################################################
# t0 = i #
# t1 = j #
# t2 = endereco do char na memoria #
# t3 = metade do char (2a e depois 1a) #
# t4 = endereco para impressao #
# t5 = background color #
# t6 = foreground color #
#########################################################
# t9 foi convertido para s9 pois nao ha registradores temporarios sobrando dentro desta funcao
printChar: li t4, 0xFF # t4 temporario
slli t4, t4, 8 # t4 = 0x0000FF00 (no RARS, nao podemos fazer diretamente "andi rd, rs1, 0xFF00")
and t5, a3, t4 # t5 obtem cor de fundo
srli t5, t5, 8 # numero da cor de fundo
andi t6, a3, 0xFF # t6 obtem cor de frente
li tp, ' '
blt a0, tp, printChar.NAOIMPRIMIVEL # ascii menor que 32 nao eh imprimivel
li tp, '~'
bgt a0, tp, printChar.NAOIMPRIMIVEL # ascii Maior que 126 nao eh imprimivel
j printChar.IMPRIMIVEL
printChar.NAOIMPRIMIVEL: li a0, 32 # Imprime espaco
printChar.IMPRIMIVEL: li tp, NUMCOLUNAS # Num colunas 320
TEM_M(s8,printChar.mul1)
MULTIPLY(t4,tp,a2)
j printChar.mul1d
printChar.mul1: mul t4, tp, a2 # multiplica a2x320 t4 = coordenada y
printChar.mul1d: add t4, t4, a1 # t4 = 320*y + x
addi t4, t4, 7 # t4 = 320*y + (x+7)
li tp, VGAADDRESSINI0 # Endereco de inicio da memoria VGA0
beq a4, zero, printChar.PULAFRAME # Verifica qual o frame a ser usado em a4
li tp, VGAADDRESSINI1 # Endereco de inicio da memoria VGA1
printChar.PULAFRAME: add t4, t4, tp # t4 = endereco de impressao do ultimo pixel da primeira linha do char
addi t2, a0, -32 # indice do char na memoria
slli t2, t2, 3 # offset em bytes em relacao ao endereco inicial
la t3, LabelTabChar # endereco dos caracteres na memoria
add t2, t2, t3 # endereco do caractere na memoria
lw t3, 0(t2) # carrega a primeira word do char
li t0, 4 # i=4
printChar.forChar1I: beq t0, zero, printChar.endForChar1I # if(i == 0) end for i
addi t1, zero, 8 # j = 8
printChar.forChar1J: beq t1, zero, printChar.endForChar1J # if(j == 0) end for j
andi s9, t3, 0x001 # primeiro bit do caracter
srli t3, t3, 1 # retira o primeiro bit
beq s9, zero, printChar.printCharPixelbg1 # pixel eh fundo?
sb t6, 0(t4) # imprime pixel com cor de frente
j printChar.endCharPixel1
printChar.printCharPixelbg1: sb t5, 0(t4) # imprime pixel com cor de fundo
printChar.endCharPixel1: addi t1, t1, -1 # j--
addi t4, t4, -1 # t4 aponta um pixel para a esquerda
j printChar.forChar1J # vollta novo pixel
printChar.endForChar1J: addi t0, t0, -1 # i--
addi t4, t4, 328 # 2**12 + 8
j printChar.forChar1I # volta ao loop
printChar.endForChar1I: lw t3, 4(t2) # carrega a segunda word do char
li t0, 4 # i = 4
printChar.forChar2I: beq t0, zero, printChar.endForChar2I # if(i == 0) end for i
addi t1, zero, 8 # j = 8
printChar.forChar2J: beq t1, zero, printChar.endForChar2J # if(j == 0) end for j
andi s9, t3, 0x001 # pixel a ser impresso
srli t3, t3, 1 # desloca para o proximo
beq s9, zero, printChar.printCharPixelbg2 # pixel eh fundo?
sb t6, 0(t4) # imprime cor frente
j printChar.endCharPixel2 # volta ao loop
printChar.printCharPixelbg2: sb t5, 0(t4) # imprime cor de fundo
printChar.endCharPixel2: addi t1, t1, -1 # j--
addi t4, t4, -1 # t4 aponta um pixel para a esquerda
j printChar.forChar2J
printChar.endForChar2J: addi t0, t0, -1 # i--
addi t4, t4, 328 #
j printChar.forChar2I # volta ao loop
printChar.endForChar2I: ret # retorna
#########################################
# ReadChar #
# a0 = valor ascii da tecla #
# 2017/2 #
#########################################
readChar: nop
#DE1(s8,readCharDE2) # Eh necessario mesmo???
##### Tratamento para uso com o Keyboard Display MMIO Tool do Rars
readCharKDMMIO: li t0, KDMMIO_Ctrl # Execucao com Polling do KD MMIO
loopReadCharKDMMIO: lw a0, 0(t0) # le o bit de flag do teclado
andi a0, a0, 0x0001 # mascara bit 0
beqz a0, loopReadCharKDMMIO # testa se uma tecla foi pressionada
lw a0, 4(t0) # le o ascii da tecla pressionada
j fimreadChar # fim Read Char
##### Tratamento para uso com o teclado PS2 da DE2 usando Buffer0 teclado
#### muda a0, t0,t1,t2,t3 e s0
#### Cuidar: ao entrar s0 ja deve conter o endereco la s0,LabelScanCode #####
readCharDE2: li t0, Buffer0Teclado # Endereco buffer0
lw t1, 0(t0) # conteudo inicial do buffer
loopReadChar: lw t2, 0(t0) # le buffer teclado
bne t2, t1, buffermodificadoChar # testa se o buffer foi modificado
atualizaBufferChar: mv t1, t2 # atualiza o buffer com o novo valor
j loopReadChar # loop de principal de leitura
buffermodificadoChar: li t5, 0xFF
slli t5, t5, 8 # t5 = 0x0000FF00
and t3, t2, t5 # mascara o 2o scancode
li tp, 0x0000F000
beq t3, tp, teclasoltaChar # eh 0xF0 no 2o scancode? tecla foi solta
li tp, 0x000000FF
and t3, t2, tp # mascara 1o scancode (essa podemos fazer diretamente)
li tp, 0x00000012
bne t3, tp, atualizaBufferChar # nao eh o SHIFT que esta pressionado ? volta a ler
la s0, LabelScanCodeShift # se for SHIFT que esta pressionado atualiza o endereco da tabel
j atualizaBufferChar # volta a ler
teclasoltaChar: andi t3, t2, 0x00FF # mascara o 1o scancode
li tp, 0x00000080
bgt t3, tp, atualizaBufferChar # se o scancode for > 0x80 entao nao eh imprimivel!
li tp, 0x00000012
bne t3, tp, naoehshiftChar # nao foi o shift que foi solto? entao processa
la s0, LabelScanCode # shift foi solto atualiza o endereco da tabela
j atualizaBufferChar # volta a ler
naoehshiftChar: add t3, s0, t3 # endereco na tabela de scancode da tecla com ou sem shift
lb a0, 0(t3) # le o ascii do caracter para a0
beq a0, zero, atualizaBufferChar # se for caractere nao imprimivel volta a ler
fimreadChar: ret # retorna
#########################################
# ReadString #
# a0 = end Inicio #
# a1 = tam Max String #
# a2 = end do ultimo caractere #
# a3 = num de caracteres digitados #
# 2018/1 2019/2 #
#########################################
# muda a2, a3, s2 e s0
readString: addi sp, sp, -8 # reserva espaco na pilha
sw s0, 4(sp) # salva s0
sw ra, 0(sp) # salva ra
li a3, 0 # zera o contador de caracteres digitados
mv s2, a0 # salva o endereco inicial
la s0, LabelScanCode # Endereco da tabela de scancode inicial para readChar
loopreadString: beq a1, a3, fimreadString # buffer cheio fim
addi sp, sp, -8
sw ra, 0(sp) # salva ra
sw a0, 4(sp) # salva a0 pois ele sera reescrito em readChar
jal readChar # le um caracter do teclado (retorno em a0)
mv t6, a0 # t6 eh a letra lida em readChar
lw ra, 0(sp)
lw a0, 4(sp)
addi sp, sp, 8
li tp, 0x08
bne t6, tp, PulaBackSpace # Se nao for BACKSPACE
beq zero, a3, loopreadString # Se no tem nenhum caractere no buffer apenas volta a ler
addi a3, a3, -1 # diminui contador
addi a0, a0, -1 # diminui endereco do buffer
sb zero, 0(a0) # coloca zero no caractere anterior
j loopreadString
PulaBackSpace: li tp, 0x0A
beq t6, tp, fimreadString # se for tecla ENTER fim
sb t6, 0(a0) # grava no buffer
addi a3, a3, 1 # incrementa contador
addi a0, a0, 1 # incrementa endereco no buffer
j loopreadString # volta a ler outro caractere
fimreadString: sb zero, 0(a0) # grava NULL no buffer
addi a2, a0, -1 # Para que a2 tenha o endereco do ultimo caractere digitado
mv a0, s2 # a0 volta a ter o endereco inicial da string
lw ra, 0(sp) # recupera ra
lw s0, 4(sp) # recupera s0
addi sp, sp, 8 # libera espaco
ret # retorna
###########################
# ReadInt #
# a0 = valor do inteiro #
# #
###########################
readInt: addi sp,sp,-4 # reserva espaco na pilha
sw ra, 0(sp) # salva ra
la a0, TempBuffer # Endereco do buffer de string
li a1, 10 # numero maximo de digitos
jal readString # le uma string de ate 10 digitos, a3 numero de digitos
mv t0, a2 # copia endereco do ultimo digito
li t2, 10 # dez
li t3, 1 # dezenas, centenas, etc
mv a0, zero # zera o numero
loopReadInt: beq a3,zero, fimReadInt # Leu todos os digitos
lb t1, (t0) # le um digito
li tp, 0x0000002D
beq t1, tp, ehnegReadInt # = '-'
li tp, 0x0000002B
beq t1, tp, ehposReadInt # = '+'
li tp, 0x00000030
blt t1, tp, naoehReadInt # <'0'
li tp, 0x00000039
bgt t1, tp, naoehReadInt # >'9'
addi t1, t1, -48 # transforma ascii em numero
TEM_M(s8,readInt.mul1)
MULTIPLY(t1,t1,t3)
j readInt.mul1d
readInt.mul1: mul t1, t1, t3 # multiplica por dezenas/centenas
readInt.mul1d: add a0, a0, t1 # soma no numero
TEM_M(s8,readInt.mul2)
MULTIPLY(t3,t3,t2)
j readInt.mul2d
readInt.mul2: mul t3, t3, t2 # proxima dezena/centena
readInt.mul2d: addi t0, t0, -1 # busca o digito anterior
addi a3, a3, -1 # reduz o contador de digitos
j loopReadInt # volta para buscar proximo digito
naoehReadInt: #j instructionException # gera erro "instrucao invalida"
j fimReadInt # como nao esta implmentado apenas retorna
ehnegReadInt: sub a0,zero,a0 # se for negativo
ehposReadInt: # se for positivo so retorna
fimReadInt: lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
ret # fim ReadInt
###########################################
# MidiOut 31 (2015/1) #
# a0 = pitch (0-127) #
# a1 = duration in milliseconds #
# a2 = instrument (0-15) #
# a3 = volume (0-127) #
###########################################
#################################################################################################
#
# Note Data = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 1'b - End | 1'b - Repeat | 11'b - Duration |
#
# Note Data (ecall) = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 13'b - Duration |
#
#################################################################################################
midiOut:
DE1(s8,midiOutDE2)
li a7,31 # Chama o ecall normal
ecall
j fimmidiOut
midiOutDE2: li t0, NoteData
add t1, zero, zero
# Melody = 0
# Definicao do Instrumento
andi t2, a2, 0x0000000F
slli t2, t2, 27
or t1, t1, t2
# Definicao do Volume
andi t2, a3, 0x0000007F
slli t2, t2, 20
or t1, t1, t2
# Definicao do Pitch
andi t2, a0, 0x0000007F
slli t2, t2, 13
or t1, t1, t2
# Definicao da Duracao
li t4, 0x1FF
slli t4, t4, 4
addi t4, t4, 0x00F # t4 = 0x00001FFF
and t2, a1, t4
or t1, t1, t2
# Guarda a definicao da duracao da nota na Word 1
j SintMidOut
SintMidOut: sw t1, 0(t0)
# Verifica a subida do clock AUD_DACLRCK para o sintetizador receber as definicoes
li t2, NoteClock
Check_AUD_DACLRCK: lw t3, 0(t2)
beq t3, zero, Check_AUD_DACLRCK
fimmidiOut: ret
###########################################
# MidiOut 33 (2015/1) #
# a0 = pitch (0-127) #
# a1 = duration in milliseconds #
# a2 = instrument (0-127) #
# a3 = volume (0-127) #
###########################################
#################################################################################################
#
# Note Data = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 1'b - End | 1'b - Repeat | 8'b - Duration |
#
# Note Data (ecall) = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 13'b - Duration |
#
#################################################################################################
midiOutSync:
DE1(s8,midiOutSyncDE2)
li a7,33 # Chama o ecall normal
ecall
j fimmidiOutSync
midiOutSyncDE2: li t0, NoteData
add t1, zero, zero
# Melody = 1
lui t1, 0x08000
slli t1,t1,4
# Definicao do Instrumento
andi t2, a2, 0x00F
slli t2, t2, 27
or t1, t1, t2
# Definicao do Volume
andi t2, a3, 0x07F
slli t2, t2, 20
or t1, t1, t2
# Definicao do Pitch
andi t2, a0, 0x07F
slli t2, t2, 13
or t1, t1, t2
# Definicao da Duracao
li t4, 0x1FF
slli t4, t4, 4
addi t4, t4, 0x00F # t4 = 0x00001FFF
and t2, a1, t4
or t1, t1, t2
# Guarda a definicao da duracao da nota na Word 1
j SintMidOutSync
SintMidOutSync: sw t1, 0(t0)
# Verifica a subida do clock AUD_DACLRCK para o sintetizador receber as definicoes
li t2, NoteClock
li t4, NoteMelody
Check_AUD_DACLRCKSync: lw t3, 0(t2)
beq t3, zero, Check_AUD_DACLRCKSync
Melody: lw t5, 0(t4)
bne t5, zero, Melody
fimmidiOutSync: ret
#################################
# printFloat #
# imprime Float em fa0 #
# na posicao (a1,a2) cor a3 #
#################################
# muda s0, s1
printFloat: addi sp, sp, -4
sw ra, 0(sp) # salva ra
la s0, TempBuffer
# Encontra o sinal do numero e coloca no Buffer
li t0, '+' # define sinal '+'
fmv.x.s s1, fa0 # recupera o numero float sem conversao
srli s1, s1, 31 # bit 31(sinal) em bit 0, numero eh negativo s1=1
beq s1, zero, ehposprintFloat # eh positivo s1=0
li t0, '-' # define sinal '-'
ehposprintFloat: sb t0, 0(s0) # coloca sinal no buffer
addi s0, s0, 1 # incrementa o endereco do buffer
# Encontra o expoente em t0
fmv.x.s t0, fa0 # recupera o numero float sem conversao
lui t1, 0x7F800
and t0, t0, t1 # mascara com 0111 1111 1000 0000 0000 0000...
slli t0, t0, 1 # tira o sinal do numero
srli t0, t0, 24 # recupera o expoente
# Encontra a fracao em t1
fmv.x.s t1, fa0 # recupera o numero float sem conversao
li t2, 0x007FFFFF # t2 = 0x007FFFFF
and t1, t1, t2 # mascara com 0000 0000 0111 1111 1111...
beq t0, zero, ehExp0printFloat # Expoente = 0
li tp, 0x000000FF # TP = 255
beq t0, tp, ehExp255printFloat # Expoente = 255
# Eh um numero float normal t0 eh o expoente e t1 eh a fracao!
# Encontra o E tal que 10^E <= x <10^(E+1)
fabs.s ft0, fa0 # ft0 recebe o modulo de x
li tp, 1
fcvt.s.w ft1, tp # ft1 recebe o numero 1.0
li tp, 10
fcvt.s.w ft6, tp # ft6 recebe o numero 10.0
li tp, 2
fcvt.s.w ft8, tp
fdiv.s ft7, ft1, ft8 # ft7 recebe o numero 0.5
flt.s t4, ft0, ft1 # ft0 < 1.0 ? Se sim, E deve ser negativo
bnez t4, menor1printFloat # se a comparacao deu true (1), pula
fmv.s ft2, ft6 # ft2 fator de multiplicacao = 10
j cont2printFloat # vai para expoente positivo
menor1printFloat: fdiv.s ft2,ft1,ft6 # ft2 fator multiplicativo = 0.1
# calcula o expoente negativo de 10
cont1printFloat: fmv.s ft4, ft0 # inicia com o numero x
fmv.s ft3, ft1 # contador comeca em 1
loop1printFloat: fdiv.s ft4, ft4, ft2 # divide o numero pelo fator multiplicativo
fle.s t3, ft4, ft1 # o numero eh > que 1? entao fim
beq t3,zero, fimloop1printFloat
fadd.s ft3, ft3, ft1 # incrementa o contador
j loop1printFloat # volta ao loop
fimloop1printFloat: fdiv.s ft4, ft4, ft2 # ajusta o numero
j intprintFloat # vai para imprimir a parte inteira
# calcula o expoente positivo de 10
cont2printFloat: fmv.s ft4, ft0 # inicia com o numero x
fcvt.s.w ft3, zero # contador comeca em 0
loop2printFloat: flt.s t3, ft4, ft6 # resultado eh < que 10? entao fim
fdiv.s ft4, ft4, ft2 # divide o numero pelo fator multiplicativo
bne t3, zero, intprintFloat
fadd.s ft3, ft3, ft1 # incrementa o contador
j loop2printFloat
# Neste ponto tem-se em t4 se ft0<1, em ft3 o expoente de 10 e ft0 0 modulo do numero e s1 o sinal
# e em ft4 um numero entre 1 e 10 que multiplicado por Ef3 deve voltar ao numero
# imprime parte inteira (o sinal ja esta no buffer)
intprintFloat: fmul.s ft4, ft4, ft2 # ajusta o numero
fsub.s ft4, ft4, ft7 # tira 0.5, dessa forma sempre ao converter estaremos fazendo floor
fcvt.w.s t0, ft4 # coloca floor de ft4 em t0
fadd.s ft4, ft4, ft7 # readiciona 0.5
bnez t0, pulaeh1print # para corrigir multiplos inteiros de 10!
li t0, 1
pulaeh1print: addi t0, t0, 48 # converte para ascii
sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementta o buffer
# imprime parte fracionaria
li t0, '.' # carrega o '.'
sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementa o buffer
# ft4 contem a mantissa com 1 casa nao decimal
li t1, 8 # contador de digitos - 8 casas decimais
loopfracprintFloat: beq t1, zero, fimfracprintFloat # fim dos digitos?
fsub.s ft4, ft4, ft7 # tira 0.5
fcvt.w.s t5, ft4 # floor de ft4
fadd.s ft4, ft4, ft7 # readiciona 0.5
fcvt.s.w ft5, t5 # reconverte em float so com a parte inteira
fsub.s ft5, ft4, ft5 # parte fracionaria
fmul.s ft5, ft5, ft6 # mult x 10
fsub.s ft5, ft5, ft7 # tira 0.5
fcvt.w.s t0, ft5 # coloca floor de ft5 em 10
addi t0, t0, 48 # converte para ascii
li tp, 48
blt t0, tp, pulaprtFloat1 # testa se eh menor que '0'
li tp, 57
ble t0, tp, pulaprtFloat2 # testa se eh menor ou igual que '9'
pulaprtFloat1: li t0, 48 # define como '0'
pulaprtFloat2: sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementa endereco
addi t1, t1, -1 # decrementa contador
fadd.s ft5, ft5, ft7 # reincrementa 0.5
fmv.s ft4, ft5 # coloca o numero em ft4
j loopfracprintFloat # volta ao loop
# imprime 'E'
fimfracprintFloat: li t0,'E' # carrega 'E'
sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementa endereco
# imprime sinal do expoente
li t0, '+' # carrega '+'
beqz t4, expposprintFloat # nao eh negativo?
li t0, '-' # carrega '-'
expposprintFloat: sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 #incrementa endereco
# imprimeo expoente com 2 digitos (maximo E+38)
li t1, 10 # carrega 10
fcvt.w.s tp, ft3 # passa ft3 para t0
div t0, tp, t1 # divide por 10 (dezena)
rem t2, tp, t1 # t0 = quociente, t2 = resto
addi t0, t0, 48 # converte para ascii
sb t0, 0(s0) # coloca no buffer
addi t2, t2, 48 # converte para ascii
sb t2, 1(s0) # coloca no buffer
sb zero, 2(s0) # insere \NULL da string
la a0, TempBuffer # endereco do Buffer
j fimprintFloat # imprime a string
ehExp0printFloat: beq t1, zero, eh0printFloat # Verifica se eh zero
ehDesnormprintFloat: la a0, NumDesnormP # string numero desnormalizado positivo
beq s1, zero, fimprintFloat # o sinal eh 1? entao eh negativo
la a0, NumDesnormN # string numero desnormalizado negativo
j fimprintFloat # imprime a string
eh0printFloat: la a0, NumZero # string do zero
j fimprintFloat # imprime a string
ehExp255printFloat: beq t1, zero, ehInfprintFloat # se mantissa eh zero entao eh Infinito
ehNaNprintfFloat: la a0, NumNaN # string do NaN
j fimprintFloat # imprime string
ehInfprintFloat: la a0, NumInfP # string do infinito positivo
beq s1, zero, fimprintFloat # o sinal eh 1? entao eh negativo
la a0, NumInfN # string do infinito negativo
# imprime string
fimprintFloat: jal printString # imprime a string em a0
lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
ret # retorna
#################################
# readFloat #
# fa0 = float digitado #
# 2017/2 #
#################################
readFloat: addi sp, sp, -4 # aloca espaco
sw ra, 0(sp) # salva ra
la a0, TempBuffer # endereco do FloatBuffer
li a1, 32 # numero maximo de caracteres
jal readString # le string, retorna a2 ultimo endereco e a3 numero de caracteres
mv s0, a2 # ultimo endereco da string (antes do \0)
mv s1, a3 # numero de caracteres digitados
la s7, TempBuffer # Endereco do primeiro caractere
lePrimeiroreadFloat: mv t0, s7 # Endereco de Inicio
lb t1, 0(t0) # le primeiro caractere
li tp, 'e' # TP = 101 = 'e'
beq t1, tp, insere0AreadFloat # insere '0' antes
li tp, 'E' # TP = 69 = 'E'
beq t1, tp, insere0AreadFloat # insere '0' antes
li tp, '.' # TP = 46 = '.'
beq t1, tp, insere0AreadFloat # insere '0' antes
li tp, '+' # TP = 43 = '+'
beq t1, tp, pulaPrimreadChar # pula o primeiro caractere
li tp, '-' # TP = 45 = '-'
beq t1, tp, pulaPrimreadChar
j leUltimoreadFloat
pulaPrimreadChar: addi s7,s7,1 # incrementa o endereco inicial
j lePrimeiroreadFloat # volta a testar o novo primeiro caractere
insere0AreadFloat: mv t0, s0 # endereco do ultimo caractere
addi s0, s0, 1 # desloca o ultimo endereco para o proximo
addi s1, s1, 1 # incrementa o num. caracteres
sb zero, 1(s0) # \NULL do final de string
mv t5, s7 # primeiro caractere
insere0Aloop: beq t0, t5, saiinsere0AreadFloat # chegou no inicio entao fim
lb t1, 0(t0) # le caractere
sb t1, 1(t0) # escreve no proximo
addi t0, t0, -1 # decrementa endereco
j insere0Aloop # volta ao loop
saiinsere0AreadFloat: li t1, '0' # ascii '0'
sb t1, 0(t0) # escreve '0' no primeiro caractere
leUltimoreadFloat: lb t1, 0(s0) # le ultimo caractere
li tp, 'e' # TP = 101 = 'e'
beq t1, tp, insere0PreadFloat # insere '0' depois
li tp, 'E' # TP = 69 = 'E'
beq t1, tp, insere0PreadFloat # insere '0' depois
li tp, '.' # TP = 46 = '.'
beq t1, tp, insere0PreadFloat # insere '0' depois
j inicioreadFloat
insere0PreadFloat: addi s0, s0, 1 # desloca o ultimo endereco para o proximo
addi s1, s1, 1 # incrementa o num. caracteres
li t1,'0' # ascii '0'
sb t1,0(s0) # escreve '0' no ultimo
sb zero,1(s0) # \null do final de string
inicioreadFloat: fcvt.s.w fa0, zero # fa0 Resultado inicialmente zero
li t0, 10 # inteiro 10
fcvt.s.w ft6, t0 # ft6 contem sempre o numero cte 10.0000
li t0, 1 # inteiro 1
fcvt.s.w ft1, t0 # ft1 contem sempre o numero cte 1.0000
##### Verifica se tem 'e' ou 'E' na string resultado em s3
procuraEreadFloat: addi s3, s0, 1 # inicialmente nao tem 'e' ou 'E' na string (fora da string)
mv t0, s7 # endereco inicial
loopEreadFloat: beq t0, s0, naotemEreadFloat # sai se nao encontrou 'e'
lb t1, 0(t0) # le o caractere
li tp, 'e' # TP = 101 = 'e'
beq t1, tp, ehEreadFloat # tem 'e'
li tp, 'E' # TP = 69 = 'E'
beq t1, tp, ehEreadFloat # tem 'E'
addi t0, t0, 1 # incrementa endereco
j loopEreadFloat # volta ao loop
ehEreadFloat: mv s3, t0 # endereco do 'e' ou 'E' na string
naotemEreadFloat: # nao tem 'e' ou 'E' s3 eh o endereco do \0 da string
##### Verifica se tem '.' na string resultado em s2 espera-se que nao exista ponto no expoente
procuraPontoreadFloat: mv s2, s3 # local inicial do ponto na string (='e' se existir) ou fora da string
mv t0, s7 # endereco inicial
loopPontoreadFloat: beq t0, s0, naotemPontoreadFloat # sai se nao encontrou '.'
lb t1, 0(t0) # le o caractere
li tp, '.' # TP = 46 = '.'
beq t1, tp, ehPontoreadFloat # tem '.'
addi t0, t0, 1 # incrementa endereco
j loopPontoreadFloat # volta ao loop
ehPontoreadFloat: mv s2, t0 # endereco do '.' na string
naotemPontoreadFloat: # nao tem '.' s2 = local do 'e' ou \0 da string
### Encontra a parte inteira em fa0
intreadFloat: fcvt.s.w ft2, zero # zera parte inteira
addi t0, s2, -1 # endereco do caractere antes do ponto
fmv.s ft3, ft1 # ft3 contem unidade/dezenas/centenas
mv t5, s7 # Primeiro Endereco
loopintreadFloat: blt t0, t5, fimintreadFloat # sai se o endereco for < inicio da string
lb t1, 0(t0) # le o caracter
li tp, '0' # TP = 48 = '0'
blt t1, tp, erroreadFloat # nao eh caractere valido para numero
li tp, '9' # TP = 57 = '9'
bgt t1, tp, erroreadFloat # nao eh caractere valido para numero
addi t1, t1, -48 # converte ascii para decimal
fcvt.s.w ft2, t1 # digito lido em float
fmul.s ft2,ft2,ft3 # multiplica por un/dezena/centena
fadd.s fa0,fa0,ft2 # soma no resultado
fmul.s ft3,ft3,ft6 # proxima dezena/centena
addi t0,t0,-1 # endereco anterior
j loopintreadFloat # volta ao loop
fimintreadFloat:
### Encontra a parte fracionaria ja em fa0
fracreadFloat: fcvt.s.w ft2, zero # zera parte fracionaria
addi t0, s2, 1 # endereco depois do ponto
fdiv.s ft3, ft1, ft6 # ft3 inicial 0.1
loopfracreadFloat: bge t0, s3, fimfracreadFloat # endereco eh 'e' 'E' ou >ultimo
lb t1, 0(t0) # le o caracter
li tp, '0' # TP = 48 = '0'
blt t1, tp, erroreadFloat # nao eh valido
li tp, '9' # TP = 57 = '9'
bgt t1, tp, erroreadFloat # nao eh valido
addi t1, t1, -48 # converte ascii para decimal
fcvt.s.w ft2, t1 # digito lido em float
fmul.s ft2, ft2, ft3 # multiplica por ezena/centena
fadd.s fa0, fa0, ft2 # soma no resultado
fdiv.s ft3, ft3, ft6 # proxima frac un/dezena/centena
addi t0, t0, 1 # proximo endereco
j loopfracreadFloat # volta ao loop
fimfracreadFloat:
### Encontra a potencia em ft2
potreadFloat: fcvt.s.w ft2, zero # zera potencia
addi t0, s3, 1 # endereco seguinte ao 'e'
li s4, 0 # sinal do expoente positivo
lb t1, 0(t0) # le o caractere seguinte ao 'e'
li tp, '-' # TP = 45 = '-'
beq t1, tp, potsinalnegreadFloat # sinal do expoente esta escrito e eh positivo
li tp, '+' # TP = 43 = '+'
beq t1, tp, potsinalposreadFloat # sinal do expoente eh negativo
j pulapotsinalreadFloat # nao esta escrito o sinal do expoente
potsinalnegreadFloat: li s4, 1 # s4=1 expoente negativo
potsinalposreadFloat: addi t0, t0, 1 # se tiver '-' ou '+' avanca para o proximo endereco
pulapotsinalreadFloat: mv s5, t0 # Neste ponto s5 contem o endereco do primeiro digito da pot e s4 o sinal do expoente
fmv.s ft3, ft1 # ft3 un/dez/cen = 1
### Encontra o expoente inteiro em t2
expreadFloat: li t2, 0 # zera expoente
mv t0, s0 # endereco do ultimo caractere da string
li t3, 10 # numero dez
li t4, 1 # und/dez/cent
loopexpreadFloat: blt t0, s5, fimexpreadFloat # ainda nao eh o endereco do primeiro digito?
lb t1, 0(t0) # le o caracter
addi t1, t1, -48 # converte ascii para decimal
mul t1, t1, t4 # mul digito
add t2, t2, t1 # soma ao exp
mul t4, t4, t3 # proxima casa decimal
addi t0, t0, -1 # endereco anterior
j loopexpreadFloat # volta ao loop
fimexpreadFloat:
# calcula o numero em ft2 o numero 10^exp
fmv.s ft2, ft1 # numero 10^exp inicial=1
fmv.s ft3, ft6 # se o sinal for + ft3 eh 10
li tp, 0x00000000 # TP = ZERO
beq s4, tp, sinalexpPosreadFloat # se sinal exp positivo
fdiv.s ft3, ft1, ft6 # se o final for - ft3 eh 0.1
sinalexpPosreadFloat: li t0, 0 # contador
sinalexpreadFloat: beq t0, t2, fimsinalexpreadFloat # se chegou ao fim
fmul.s ft2, ft2, ft3 # multiplica pelo fator 10 ou 0.1
addi t0, t0, 1 # incrementa o contador
j sinalexpreadFloat
fimsinalexpreadFloat:
fmul.s fa0, fa0, ft2 # multiplicacao final!
la t0, TempBuffer # ajuste final do sinal do numero
lb t1, 0(t0) # le primeiro caractere
li tp, '-' # TP = 45 = '-'
bne t1, tp, fimreadFloat # nao eh '-' entao fim
fneg.s fa0, fa0 # nega o numero float
erroreadFloat:
fimreadFloat: lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
ret # retorna
############################################
# Time #
# a0 = TimeLOW #
# a1 = TimeHIGH #
############################################
Time: DE1(s8,Time.DE1)
li a7, 30 # Chama o ecall do Rars
ecall
ret # saida
Time.DE1: csrr a0, time # Le time LOW
csrr a1, timeh # Le time HIGH
ret
#Time.DE2: #li t0, TimerLOW # endereco do Timer
# li t0, STOPWATCH # carrega endereco do StopWatch
# lw a0, 0(t0) # carrega o valor do contador de ms
# #lw a1, 4(t0) # parte mais significativa
# li a1, 0x0000 # contador eh de 32 bits
#fimTime: ret # retorna
############################################
# Sleep #
# a0 = Tempo em ms #
############################################
Sleep: DE1(s8,Sleep.DE1)
li a7, 32 # Chama o ecall do Rars
ecall
ret #Saida
Sleep.DE1: csrr t0, time # Le o tempo do sistema
add t1, t0, a0 # soma com o tempo solicitado
Sleep.Loop: csrr t0, time # Le o tempo do sistema
blt t0, t1, Sleep.Loop # t0<t1 ?
ret
#sleepDE2: #li t0,TimerLOW # Endereco do TimerLOW
# li t0, STOPWATCH # endereco StopWatch
# lw t1, 0(t0) # carrega o contador de ms
# add t2, a0, t1 # soma com o tempo solicitado pelo usuario
#
#LoopSleep: lw t1, 0(t0) # carrega o contador de ms
# blt t1, t2, LoopSleep # nao chegou ao fim volta ao loop
#
#fimSleep: ret # retorna
############################################
# Random #
# a0 = numero randomico #
############################################
Random: DE1(s8,Random.DE1)
li a7,41 # Chama o ecall do Rars
ecall
ret # saida
Random.DE1: li t0, LFSR # carrega endereco do LFSR
lw a0, 0(t0) # le a word em a0
ret # retorna
#################################
# CLS #
# Clear Screen #
# a0 = cor #
# a1 = frame #
#################################
clsCLS: beq a1, zero, CLS.frame0
li t1, VGAADDRESSINI1 # Memoria VGA 1
li t2, VGAADDRESSFIM1
j CLS.pula
CLS.frame0: li t1, VGAADDRESSINI0 # Memoria VGA 0
li t2, VGAADDRESSFIM0
CLS.pula: andi a0, a0, 0x00FF
# li t0, 0x01010101
# mul a0, t0, a0
mv t0, a0
slli a0, a0, 8
or t0, t0, a0
slli a0, a0, 8
or t0, t0, a0
slli a0, a0, 8
or t0, t0, a0
CLS.for: beq t1, t2, CLS.fim
sw t0, 0(t1)
addi t1, t1, 4
j CLS.for
CLS.fim: ret
#########################################################################
# Draw Line #
# Desenha uma linha do ponto (a0,a1) ao ponto (a2,a3) com a cor a4 #
# na Frame a5 (0 ou 1) #
#########################################################################
BRESENHAM: li a6, VGAADDRESSINI0 # Memoria VGA 0
beq a5, zero, pulaBRES
li a6, VGAADDRESSINI1 # Memoria VGA 1
pulaBRES: li a7, 320
sub t0, a3, a1
bge t0, zero, PULAABRES
sub t0, zero, t0
PULAABRES: sub t1, a2, a0
bge t1, zero, PULABBRES
sub t1, zero, t1
PULABBRES: bge t0, t1, PULACBRES
ble a0, a2, PULAC1BRES
mv a5, a0
mv a0, a2
mv a2, a5
mv a5, a1
mv a1, a3
mv a3, a5
PULAC1BRES: j PLOTLOWBRES
PULACBRES: ble a1, a3, PULAC2BRES
mv a5, a0
mv a0, a2
mv a2, a5
mv a5, a1
mv a1, a3
mv a3, a5
PULAC2BRES: j PLOTHIGHBRES
PLOTLOWBRES: sub t0, a2, a0 # dx=x1-x0
sub t1, a3, a1 # dy y1-y0
li t2, 1 # yi=1
bge t1, zero, PULA1BRES # dy>=0 PULA
li t2, -1 # yi=-1
sub t1, zero, t1 # dy=-dy
PULA1BRES: slli t3, t1, 1 # 2*dy
sub t3, t3, t0 # D=2*dy-dx
mv t4, a1 # y=y0
mv t5, a0 # x=x0
LOOPx1BRES: TEM_M(s8,BRESENHAM.mul1)
MULTIPLY(t6, t4, a7)
j BRESENHAM.mul1d
BRESENHAM.mul1: mul t6, t4, a7 # y*320
BRESENHAM.mul1d:add t6, t6, t5 # y*320+x
add t6, t6, a6 # 0xFF000000+y*320+x
sb a4, 0(t6) # plot com cor a4
ble t3, zero, PULA2BRES # D<=0
add t4, t4, t2 # y=y+yi
slli t6, t0, 1 # 2*dx
sub t3, t3, t6 # D=D-2dx
PULA2BRES: slli t6, t1, 1 # 2*dy
add t3, t3, t6 # D=D+2dx
addi t5, t5, 1
bne t5, a2, LOOPx1BRES
ret
PLOTHIGHBRES: sub t0, a2, a0 # dx=x1-x0
sub t1, a3, a1 # dy y1-y0
li t2, 1 # xi=1
bge t0, zero, PULA3BRES # dy>=0 PULA
li t2, -1 # xi=-1
sub t0, zero, t0 # dx=-dx
PULA3BRES: slli t3, t0, 1 # 2*dx
sub t3, t3, t1 # D=2*dx-d1
mv t4, a0 # x=x0
mv t5, a1 # y=y0
LOOPx2BRES: TEM_M(s8,BRESENHAM.mul2)
MULTIPLY(t6, t5, a7)
j BRESENHAM.mul2d
BRESENHAM.mul2: mul t6, t5, a7 # y*320
BRESENHAM.mul2d:add t6, t6, t4 # y*320+x
add t6, t6, a6 # 0xFF000000+y*320+x
sb a4, 0(t6) # plot com cor a4
ble t3, zero, PULA4BRES # D<=0
add t4, t4, t2 # x=x+xi
slli t6, t1, 1 # 2*dy
sub t3, t3, t6 # D=D-2dy
PULA4BRES: slli t6, t0, 1 # 2*dy
add t3, t3, t6 # D=D+2dx
addi t5, t5, 1
bne t5, a3, LOOPx2BRES
ret
# Sugestao para nomes de loops: Sempre comecar com o nome da sub-rotina, ento adicionar um '.', seguido do nome do loop . Garante que o nome do loop ser nico, se as sub-rotinas
# tiverem nomes diferentes.
#############################################
# PrintIntUnsigned #
# a0 = valor inteiro #
# a1 = x #
# a2 = y #
# a3 = cor #
# a4 = frame #
#############################################
printIntUnsigned: addi sp, sp, -4 # Aloca espaco
sw ra, 0(sp) # salva ra
la t0, TempBuffer # carrega o Endereco do Buffer da String
li t2, 10 # carrega numero 10
li t1, 0 # carrega numero de digitos com 0
printIntUnsigned.loop1: TEM_M(s8,printIntUnsigned.pula1)
DIVU10(t4,a0)
REMU10(t3,a0)
j printIntUnsigned.pula1d
printIntUnsigned.pula1: divu t4, a0, t2 # divide por 10 (quociente)
remu t3, a0, t2 # resto
printIntUnsigned.pula1d:addi sp, sp, -4 # aloca espaco na pilha
sw t3, 0(sp) # coloca resto na pilha
mv a0, t4 # atualiza o numero com o quociente
addi t1, t1, 1 # incrementa o contador de digitos
bne a0, zero, printIntUnsigned.loop1# verifica se o numero eh zero
printIntUnsigned.loop2: lw t2, 0(sp) # le digito da pilha
addi sp, sp, 4 # libera espaco
addi t2, t2, 48 # converte o digito para ascii
sb t2, 0(t0) # coloca caractere no buffer
addi t0, t0, 1 # incrementa endereco do buffer
addi t1, t1, -1 # decrementa contador de digitos
bne t1, zero, printIntUnsigned.loop2# eh o ultimo?
sb zero, 0(t0) # insere \NULL na string
la a0, TempBuffer # Endereco do buffer da srting
jal printString # chama o print string
lw ra, 0(sp) # recupera a
addi sp, sp, 4 # libera espaco
printIntUnsigned.fim: ret
###########################################################################
# lib de operaes multiplicao, diviso e resto para a ISA RV32I
# Nomenclatura usada pelo gcc
# Multiplicao signed em a0 e a1 retorno em a0
# https://github.com/gcc-mirror/gcc/tree/master/libgcc/config/epiphany
__mulsi3: addi sp,sp,-12
sw a1,0(sp)
sw a4,4(sp)
sw a5,8(sp)
mv a5,a0
li a0,0
mulsi3.L4: beqz a5,mulsi3.L1
andi a4,a5,1
beqz a4,mulsi3.L3
add a0,a0,a1
mulsi3.L3: srli a5,a5,1
slli a1,a1,1
j mulsi3.L4
mulsi3.L1: lw a1,0(sp)
lw a4,4(sp)
lw a5,8(sp)
addi sp,sp,12
ret
# Diviso unsigned em a0 e a1 retorno em a0
# https://stackoverflow.com/questions/34457575/integer-division-algorithm-analysis
__udivsi3: addi sp,sp,-16
sw a1,0(sp)
sw a3,4(sp)
sw a4,8(sp)
sw a5,12(sp)
mv a4,a0
srli a3,a0,1
li a5,1
udivsi3.L3: bltu a3,a1,udivsi3.L6
slli a5,a5,1
slli a1,a1,1
j udivsi3.L3
udivsi3.L6: li a0,0
udivsi3.L2: beqz a5,udivsi3.L1
bltu a4,a1,udivsi3.L5
sub a4,a4,a1
add a0,a0,a5
udivsi3.L5: srli a5,a5,1
srli a1,a1,1
j udivsi3.L2
udivsi3.L1: lw a1,0(sp)
lw a3,4(sp)
lw a4,8(sp)
lw a5,12(sp)
addi sp,sp,16
ret
# Resto unsigned em a0 e a1
__umodsi3: addi sp, sp, -12
sw t0, 0(sp)
sw t1, 4(sp)
sw ra, 8(sp)
mv t0, a0 # dividendo
mv t1, a1 # divisor
jal __udivsi3
mv a1, t1 # quociente * divisor
jal __mulsi3
sub a0, t0, a0 # dividendo-quociente*divisor
lw t0, 0(sp)
lw t1, 4(sp)
lw ra, 8(sp)
addi sp, sp, 12
ret
# Diviso signed em a0 e a1
__divsi3: addi sp, sp, -16
sw t0, 0(sp)
sw t1, 4(sp)
sw t2, 8(sp)
sw ra, 12(sp)
srai t0,a0,31 # indica se a0 pos(0) ou neg (2^32-1)
srai t1,a1,31 # indica se a1 pos(0) ou neg (2^32-1)
xor t2,t0,t1 # indica se deve(!=0) ou no(==0) inverter o sinal do resultado
beqz t0,divsi3.pula1
neg a0,a0 # nega
divsi3.pula1: beqz t1,divsi3.pula2
neg a1,a1 # nega
divsi3.pula2: jal __udivsi3 # diviso unsigned
beqz t2, divsi3.pula3
neg a0,a0 # nega
divsi3.pula3: lw t0, 0(sp)
lw t1, 4(sp)
lw t2, 8(sp)
lw ra, 12(sp)
addi sp, sp, 16
ret
# Resto signed em a0 e a1
__modsi3: addi sp, sp, -12
sw t0, 0(sp)
sw t1, 4(sp)
sw ra, 8(sp)
srai t0,a0,31 # indica se a0 pos(0) ou neg (2^32-1)
srai t1,a1,31 # indica se a1 pos(0) ou neg (2^32-1)
beqz t0,modsi3.pula1
neg a0,a0 # nega
modsi3.pula1: beqz t1,modsi3.pula2
neg a1,a1 # nega
modsi3.pula2: jal __umodsi3 # resto unsigned
beqz t0, modsi3.pula3 # sinal do dividendo
neg a0,a0 # nega
modsi3.pula3: lw t0, 0(sp)
lw t1, 4(sp)
lw ra, 8(sp)
addi sp, sp, 12
ret
|
nqd1/FPGRARS
| 1,178
|
samples/test/celeste/Main/input.s
|
#a0 = primeira flag
INPUT:
addi sp, sp, -4
sw ra, 0(sp)
li t1,0xFF200000 # carrega o endere�o de controle do KDMMIO
lw t0,0(t1) # Le bit de Controle Teclado
andi t0,t0,0x0001 # mascara o bit menos significativo
beq t0,zero,FIM_INPUT # Se n�o h� tecla pressionada ent�o vai para FIM
lw t2,4(t1) # le o valor da tecla tecla
#horizontal move
#check for d
li t0, 'd'
bne t2, t0, SKIP_D
li t3, 1
sw t3 0(a0) #h_state
SKIP_D:
#check for a
li t0, 'a'
bne t2, t0, SKIP_A
li t3, -1
sw t3 0(a0) #h_state
SKIP_A:
#check for w
li t0, 'w'
bne t2, t0, SKIP_W
li t3, -1
sw t3 4(a0) #v_state
SKIP_W:
#check for s
li t0, 's'
bne t2, t0, SKIP_S
li t3, 1
sw t3 4(a0) #v_state
SKIP_S:
#check for j
li t0, 'j'
bne t2, t0, SKIP_J
li t3, 1
sw t3 12(a0) #dash_key
SKIP_J:
#check for m
li t0, 'm'
bne t2, t0, SKIP_M
la t0, mute
lw t1, 0(t0)
xori, t1, t1, 0x1
sw t1, 0(t0)
SKIP_M:
#check for n
li t0, 'n'
bne t2, t0, SKIP_N
la t0, fase_atual
lw t1, 0(t0)
addi t1, t1, 1
sw t1, 0(t0)
li a0, 200
li a7, 32
ecall
j lv_start
SKIP_N:
# escreve a tecla pressionada no display
FIM_INPUT:
lw ra, 0(sp)
addi sp, sp, 4
ret
|
nqd1/FPGRARS
| 30,984
|
samples/test/celeste/Main/Bad_Apple.s
|
.data
# Volume, Nota atual, número de notas, pausa, tempo, nota, tempo, nota, tempo...
# Demonstração:
# Track0: .word 127, 1, 2, 0, 0, 35, 2664
# Track1: .word 127, 1, 3, 0, 333, 36, 2664, 36, 2664
# Track2: .word 127, 1, 4, 0, 666, 37, 2664, 37, 2664, 37, 2664
# Track3: .word 127, 1, 5, 0, 999, 38, 2664, 38, 2664, 38, 2664, 38, 2664
# Track4: .word 127, 1, 6, 0, 1332, 39, 2664, 39, 2664, 39, 2664, 39, 2664, 39, 2664
# Track5: .word 127, 1, 7, 0, 1665, 40, 2664, 40, 2664, 40, 2664, 40, 2664, 40, 2664, 40, 2664
# Track6: .word 127, 1, 8, 0, 1998, 41, 2664, 41, 2664, 41, 2664, 41, 2664, 41, 2664, 41, 2664, 41, 2664
# Track7: .word 127, 1, 9, 0, 2331, 42, 2664, 42, 2664, 42, 2664, 42, 2664, 42, 2664, 42, 2664, 42, 2664, 42, 2664
Track0: .word 70, 1, 519, 0, 1000, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 434, 35, 27826, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 217, 35, 217, 35, 434, 35, 434, 35, 434, 35, 108, 35, 108, 35, 108, 35, 108, 35, 434, 35, 434, 35, 434, 35, 434
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Track4: .word 70, 1, 59, 0, 42739, 46, 3478, 35, 1739, 37, 1739, 46, 3478, 35, 1739, 37, 434, 39, 434, 44, 434, 42, 434, 35, 1739, 37, 1739, 39, 3478, 35, 1739, 37, 1739, 39, 3478, 35, 1739, 37, 1739, 39, 3478, 35, 1739, 37, 1739, 39, 3478, 35, 1739, 37, 1739, 39, 3478, 35, 1739, 37, 1739, 39, 3478, 35, 1739, 37, 1739, 39, 3478, 35, 1739, 37, 1739, 39, 1739, 44, 869, 44, 434, 42, 434, 46, 27826, 46, 3478, 35, 1739, 37, 1739, 46, 3478, 35, 1739, 37, 434, 39, 434, 44, 434, 42, 434, 35, 1739, 37, 1739, 39, 3478, 35, 1739, 37, 1739, 39, 3478, 35, 1739, 37, 1739, 39, 3478, 35, 1739, 37, 1739, 39, 3478
Track5: .word 70, 1, 111, 0, 181869, 86, 217, 88, 217, 83, 217, 81, 217, 83, 434, 81, 217, 83, 217, 86, 217, 88, 217, 83, 217, 81, 217, 83, 434, 81, 217, 83, 217, 81, 217, 79, 217, 78, 217, 74, 217, 76, 434, 74, 217, 76, 217, 78, 217, 79, 217, 81, 217, 83, 217, 76, 434, 81, 217, 83, 217, 86, 217, 88, 217, 83, 217, 81, 217, 83, 434, 81, 217, 83, 217, 86, 217, 88, 217, 83, 217, 81, 217, 83, 434, 81, 217, 83, 217, 81, 217, 79, 217, 78, 217, 74, 217, 76, 434, 74, 217, 76, 217, 78, 217, 79, 217, 81, 217, 83, 217, 76, 434, 81, 217, 83, 217, 86, 217, 88, 217, 83, 217, 81, 217, 83, 434, 81, 217, 83, 217, 86, 217, 88, 217, 83, 217, 81, 217, 83, 434, 81, 217, 83, 217, 81, 217, 79, 217, 78, 217, 74, 217, 76, 434, 74, 217, 76, 217, 78, 217, 79, 217, 81, 217, 83, 217, 76, 434, 81, 217, 83, 217, 86, 217, 88, 217, 83, 217, 81, 217, 83, 434, 81, 217, 83, 217, 86, 217, 88, 217, 83, 217, 81, 217, 83, 434, 88, 217, 90, 217, 91, 217, 90, 217, 88, 217, 86, 217, 83, 434, 81, 217, 83, 217, 81, 217, 79, 217, 78, 217, 74, 217, 76, 217
Track6: .word 70, 1, 43, 0, 181869, 36, 1739, 38, 1739, 40, 3478, 36, 1739, 38, 1739, 40, 3478, 36, 1739, 38, 1739, 40, 3478, 36, 1739, 38, 1739, 40, 3478, 38, 217, 40, 326, 40, 217, 40, 108, 40, 217, 40, 326, 40, 217, 40, 108, 40, 217, 40, 326, 40, 217, 40, 108, 40, 217, 40, 326, 40, 217, 40, 108, 40, 217, 40, 326, 40, 217, 40, 108, 40, 217, 40, 326, 40, 217, 40, 108, 40, 217, 40, 326, 40, 217, 40, 108, 40, 217, 40, 326
Track7: .word 70, 1, 31, 0, 209695, 50, 217, 52, 326, 52, 217, 52, 108, 52, 217, 52, 326, 52, 217, 52, 108, 52, 217, 52, 326, 52, 217, 52, 108, 52, 217, 52, 326, 52, 217, 52, 108, 52, 217, 52, 326, 52, 217, 52, 108, 52, 217, 52, 326, 52, 217, 52, 108, 52, 217, 52, 326, 52, 217, 52, 108, 52, 217, 52, 326
|
nqd1/FPGRARS
| 1,980
|
samples/test/celeste/Main/musica.s
|
## MIDI Multitracking
# Exemplo de como setar uma musica
.include "Bad_Apple.s" # Modelo: Volume, Nota atual, número de notas, pausa, tempo, nota, tempo, nota, tempo...
.data
Musica0: .word 8, 0, 0, 0, 0, 0, 0, 0, 0
.text
# Rotina
SET_MUSIC: la a0, Musica0
la a1, Track0
sw a1, 4(a0)
la a1, Track1
sw a1, 8(a0)
la a1, Track2
sw a1, 12(a0)
la a1, Track3
sw a1, 16(a0)
la a1, Track4
sw a1, 20(a0)
la a1, Track5
sw a1, 24(a0)
la a1, Track6
sw a1, 28(a0)
la a1, Track7
sw a1, 32(a0)
ret
# Rotina a0 = dT, a1 = Endereco da Array de tracks da musica atual
MUSIC: addi sp, sp, -4
sw ra, 0(sp)
mv a2, a1
lw a3, 0(a2)
addi a2, a2, 4
Loop0: beqz a3, Fim0
addi sp, sp, -8
sw a2, 0(sp)
sw a3, 4(sp)
lw a1, 0(a2) # a1 = Endereco da Track atual
jal AttNotas
lw a3, 4(sp)
lw a2, 0(sp)
addi sp, sp, 8
addi a3, a3, -1
addi a2, a2, 4
j Loop0
Fim0: lw ra, 0(sp)
addi sp, sp, 4
ret # Retorna o comando para MUSIC_CALL
# Rotina a0 = dT, a1 = Endereco da Track Atual
AttNotas: lw a4, 8(a1) # a4 = Numero de notas restantes //
beqz a4, Fim1 # Tocou a track inteira? Pula para fim
lw a5, 4(a1) # a5 = Index da nota atual //
li a2, 8
mul a2, a5, a2
addi a2, a2, 4
add a2, a1, a2 # a2 = Endereco da nota atual
lw a3, 4(a2) # a3 = Tempo da nota atual
sub a3, a3, a0
sw a3, 4(a2) # Tempo da nota atual -= dT
bgtz a3, Fim1 # Nota ainda nao acabou? Pula para fim
addi a4, a4, -1
sw a4, 8(a1) # Numero de notas restantes -= 1 //
addi a5, a5, 1
sw a5, 4(a1) # Index da nota atual += 1 //
beqz a4, Fim1
addi sp, sp, -4
sw a0, 0(sp)
addi a2, a2, 8
mv a4, a1
lw a0, 0(a2)
lw a1, 4(a2)
add a1, a1, a3
sw a1, 4(a2)
li a2, 0 # Instrumento
lw a3, 0(a4) # Volume
li a7, 31
# Resetting variables...
mv a4, zero
mv a5, zero
# a4, a5 are now free!
ecall
lw a0, 0(sp)
addi sp, sp, 4
Fim1: ret # Retorna o comando para UpdateTracks
|
nqd1/FPGRARS
| 4,102
|
samples/test/celeste/Main/fisica.s
|
.data
.eqv gravity_acc 1
.eqv wall_slide_acc 1
.eqv dash_speed
.eqv h_resist 1
.eqv m_h_resist -1
.eqv v_resist 1
.eqv h_acc 5
.eqv m_h_acc -5
.eqv v_acc -8
.eqv h_max 10
.eqv m_h_max -10
.eqv v_max 10
.eqv m_v_max -10
.text
FISICA:
addi sp, sp, -4
sw ra, 0(sp)
lw t0, (a0) #h_state (-1,0,1)
lw t1, 4(a0) #v_state (-1,0,1)
lw t2, 8(a0) #grounded
#
lw t3, 12(a0) #dash_key
lw t4, (a1) #h_speed
lw t5, 4(a1) #v_speed)
# atrito horizontal e vertical, velocidades máximas, gravidade
#
#
blt t2, zero, wall_slide
addi t5, t5, gravity_acc
movement:bgt t0, zero, move_right
blt t0, zero, move_left
stop_h: bgt t4, zero, stop_h_right
blt t4, zero, stop_h_left
j air
stop_h_right: addi t4,t4, m_h_resist
j air
stop_h_left: addi t4,t4, h_resist
j air
wall_slide: addi, t5,t5, wall_slide_acc
j movement
move_right: addi t4,t4, h_acc
j stop_h
move_left: addi t4,t4 m_h_acc
j stop_h
air: blt t1, zero, jump
air2: bgt t3, zero, exec_dash
j fim_fis
jump: sw zero, 4(a0)
blt t2, zero, wall_jump
bgt t2,zero, air2
li t5 v_acc
beqz t0, not_h
mv t4, t0
slli t4, t4, 3
not_h:
li a3, 1
sw a3, 8(a0)
j air2
wall_jump: lw a3, 20(a0) #wall
li a4, 1
sw a4, 8(a0)
bgt a3, zero, dir
li t5, -9
li t4, 9
sw zero, 20(a0)
j fim_fis
dir: li t5, -9
li t4, -9
sw zero, 20(a0)
j fim_fis
exec_dash: sw zero, 12(a0) #zera dash key
lw a3, 16(a0)
beqz a3, fim_fis
beqz t0, no_dash
yes_dash:
sw zero, 16(a0) #zera dash
mv s0, a0
mv s1, a1
li a0, 40
li a1, 500
li a2, 119
li a3, 127
li a7, 31
ecall
mv a0, s0
mv a1, s1
bgt t0,zero, right_dash #t0 hstate, t1, vstate
n_r_dash:blt t0, zero, left_dash
n_l_dash:blt t1, zero, up_dash
n_u_dash:bgt t1, zero, down_dash
j no_check
no_dash:beqz t1, fim_fis
j yes_dash
right_dash: li t4, 16
j n_r_dash
left_dash: li t4, -16
j n_l_dash
up_dash: li t5, -16
j n_u_dash
down_dash:li t5, 16
j no_check
fim_fis: #checagem de velocidades , t4=hspeed t5=vspeed
#h check
li t6, h_max
bgt t4,t6, h_over
li t6, m_h_max
blt t4, t6, h_over
#v check
v_check: li t6, v_max
bgt t5,t6, v_over
li t6, m_v_max
blt t5, t6, v_over
j no_check
h_over: mv t4, t6
j v_check
v_over: mv t5, t6
#Logica da FISICA
no_check:
#recolocada de valores
sw t5, 4(a1) #vspped
sw t4, (a1) #h_speed
sw zero, (a0) #hstate
sw zero, 4(a0) #vstate
lw ra, 0(sp)
addi sp, sp, 4
ret
|
nqd1/FPGRARS
| 7,321
|
samples/test/celeste/Main/move.s
|
#h_state: 0
#v_state: 4
#grounded: 8
#dash_key: 12
#dash: 16
#wall: 20
#a0=position(address) a1=speed(address) a2=colider a3=flags
MOVE:
addi sp, sp, -24
sw ra, 0(sp)
sw s0, 4(sp)
sw s1, 8(sp)
sw s2, 12(sp)
sw s3, 16(sp)
sw s4, 20(sp)
mv s0, a0
mv s1, a1
mv s3, a2
mv s4, a3
lw s2, 0(s1) #s2 = x speed
bgt s2, zero, right
blt s2, zero, left
j move.vertical
right:
li t1, 4
blt s2, t1, move.vertical
mv a0, s0
mv a1, s1
mv a2, s3
mv a3, s4
call MOVE_R
addi s2, s2, -4
j right
left: li t1, -4
bgt s2, t1, move.vertical
mv a0, s0
mv a1, s1
mv a2, s3
mv a3, s4
call MOVE_L
addi s2, s2, 4
j left
move.vertical:
lw s2, 4(s1)
bgt s2, zero, down
blt s2, zero, up
j move.fim
up: beq s2, zero, move.fim
mv a0, s0
mv a1, s1
mv a2, s3
mv a3, s4
call MOVE_U
addi s2, s2, 1
j up
down: beq s2, zero, move.fim
mv a0, s0
mv a1, s1
mv a2, s3
mv a3, s4
call MOVE_D
addi s2, s2, -1
j down
move.fim:
lw ra, 0(sp)
lw s0, 4(sp)
lw s1, 8(sp)
lw s2, 12(sp)
lw s3, 16(sp)
lw s4, 20(sp)
addi sp, sp, 24
ret
#a0=position a1=speed a2=colider address a3=flags
MOVE_R:
addi sp, sp, -4
sw ra, 0(sp)
lw t0, 0(a0) #position x
lw t1, 4(a0) #position y
mv t2, a2
li t3, 320
add t2, t2, t0
mul t1, t1, t3
add t2, t2, t1 #t2 = player address in collider
li t3, 5120
add t3, t3, t2
colider_r.loop:
lw t1, 16(t2)
#check for white
li t0, 0xffffffff
bne t1, t0, move_r.skip_morango
la t1, morango_enable
lw t0, 0(t1)
beqz t0, move_r.skip_morango
sw zero, 0(t1)
la t1, morangos
lw t0, 0(t1)
addi t0, t0, 1
sw t0, 0(t1)
li a0, 70
li a1, 100
li a2, 114
li a3, 127
li a7, 31
ecall
mv a0, s0
mv a1, s1
mv a2, s3
mv a3, s4
move_r.skip_morango:
#check for green
li t0, 0x38383838
bne t1, t0, move_r.skip_win
call win
move_r.skip_win:
#check for red
li t0, 0x07070707
bne t1, t0, move_r.skip_death
call die
j move_r.fim
move_r.skip_death:
#check for blue
li t0, 0xc0c0c0c0
bne t1, t0, move_r.skip_wall
li t0 -1
sw t0, 8(a3) #grounded = -1(wall)
li t0 1
sw t0, 20(a3) #wall = 1(right)
li t0, 4
sw t0 0(a1) #x speed = 4
li a0, 40
li a1, 150
li a2, 118
li a3, 127
li a7, 31
ecall
j move_r.fim
move_r.skip_wall:
addi t2, t2, 320
bne t2, t3, colider_r.loop #checar se já checou todas as alturas
#Sem colisão
lw t3 0(a0) #t3 = x position
addi t3, t3, 4 #position+4
sw t3, 0(a0) #update x position
move_r.fim: lw ra, 0(sp)
addi sp, sp, 4
ret
#a0=position a1=speed a2=colider address a3=flags
MOVE_L:
addi sp, sp, -4
sw ra, 0(sp)
lw t0, 0(a0) #position x
lw t1, 4(a0) #position y
#lw t2, 0(a2) #collider address
mv t2, a2
li t3, 320
add t2, t2, t0
mul t1, t1, t3
add t2, t2, t1 #t2 = player address in collider
li t3, 5120 #16*320
add t3, t3, t2
colider_l.loop:
lw t1, -4(t2)
#check for white
li t0, 0xffffffff
bne t1, t0, move_l.skip_morango
la t1, morango_enable
lw t0, 0(t1)
beqz t0, move_l.skip_morango
sw zero, 0(t1)
la t1, morangos
lw t0, 0(t1)
addi t0, t0, 1
sw t0, 0(t1)
li a0, 70
li a1, 100
li a2, 114
li a3, 127
li a7, 31
ecall
mv a0, s0
mv a1, s1
mv a2, s3
mv a3, s4
move_l.skip_morango:
#check for green
li t0, 0x38383838
bne t1, t0, move_l.skip_win
call win
move_l.skip_win:
#check for red
li t0, 0x07070707
bne t1, t0, move_l.skip_death
call die
j move_r.fim
move_l.skip_death:
#check for blue
li t0, 0xc0c0c0c0
bne t1, t0, move_l.skip_wall
li t0, -1
sw t0, 8(a3) #grounded = -1(wall)
sw t0, 20(a3) #wall = -1(left)
li t0, -4
sw t0 0(a1) #x speed = -4
li a0, 40
li a1, 150
li a2, 118
li a3, 127
li a7, 31
ecall
j move_l.fim
move_l.skip_wall:
addi t2, t2, 320
bne t2, t3, colider_l.loop #checar se já checou todas as alturas
#Sem colisão
lw t3 0(a0) #t3 = x position
addi t3, t3 -4 #position-4
sw t3, 0(a0) #update x position
move_l.fim: lw ra, 0(sp)
addi sp, sp, 4
ret
#a0=position a1=speed a2=colider address a3=flags
MOVE_U:
addi sp, sp, -4
sw ra, 0(sp)
lw t0, 0(a0) #position x
lw t1, 4(a0) #position y
#lw t2, 0(a2) #collider address
mv t2, a2
li t3, 320
add t2, t2, t0
mul t1, t1, t3
add t2, t2, t1 #t2 = player address in collider
addi t3, t2, 16
colider_u.loop:
lw t1, -320(t2)
#check for white
li t0, 0xffffffff
bne t1, t0, move_u.skip_morango
la t1, morango_enable
lw t0, 0(t1)
beqz t0, move_u.skip_morango
sw zero, 0(t1)
la t1, morangos
lw t0, 0(t1)
addi t0, t0, 1
sw t0, 0(t1)
li a0, 70
li a1, 100
li a2, 114
li a3, 127
li a7, 31
ecall
mv a0, s0
mv a1, s1
mv a2, s3
mv a3, s4
move_u.skip_morango:
#check for green
li t0, 0x38383838
bne t1, t0, move_u.skip_win
call win
move_u.skip_win:
#check for red
li t0, 0x07070707
bne t1, t0, move_u.skip_death
call die
j move_u.fim
move_u.skip_death:
#check for blue
li t0, 0xc0c0c0c0
bne t1, t0, move_u.skip_wall
sw zero 4(a1) #y speed = 0
j move_u.fim
move_u.skip_wall:
addi t2, t2, 4
bne t2, t3, colider_u.loop #checar se já checou todas as alturas
#Sem colisão
lw t3 4(a0) #t3 = x position
addi t3, t3 -1 #y position-1
sw t3, 4(a0) #update x position
move_u.fim: lw ra, 0(sp)
addi sp, sp, 4
ret
#a0=position a1=speed a2=colider address a3=flags
MOVE_D:
addi sp, sp, -4
sw ra, 0(sp)
lw t0, 0(a0) #position x
lw t1, 4(a0) #position y
#lw t2, 0(a2) #collider address
mv t2, a2
li t3, 320
add t2, t2, t0
mul t1, t1, t3
add t2, t2, t1 #t2 = player address in collider
li t0 5120
add t2, t2, t0
addi t3, t2, 16
colider_d.loop:
lw t1, 0(t2)
#check for white
li t0, 0xffffffff
bne t1, t0, move_d.skip_morango
la t1, morango_enable
lw t0, 0(t1)
beqz t0, move_d.skip_morango
sw zero, 0(t1)
la t1, morangos
lw t0, 0(t1)
addi t0, t0, 1
sw t0, 0(t1)
li a0, 70
li a1, 100
li a2, 114
li a3, 127
li a7, 31
ecall
mv a0, s0
mv a1, s1
mv a2, s3
mv a3, s4
move_d.skip_morango:
#check for cyan
li t0, 0xf8f8f8f8
bne t1, t0, move_d.skip_cristal
li t0, 1
sw t0 16(a3)
li a0, 70
li a1, 100
li a2, 114
li a3, 127
li a7, 31
ecall
mv a0, s0
mv a1, s1
mv a2, s3
mv a3, s4
move_d.skip_cristal:
#check for yellow
li t0, 0x3f3f3f3f
bne t1, t0, move_d.skip_tramp
li t0, -20
sw t0 4(a1) #y speed = 4
li a0, 60
li a1, 500
li a2, 120
li a3, 127
li a7, 31
ecall
mv a0, s0
mv a1, s1
mv a2, s3
mv a3, s4
move_d.skip_tramp:
#check for green
li t0, 0x38383838
bne t1, t0, move_d.skip_win
call win
move_d.skip_win:
#check for red
li t0, 0x07070707
bne t1, t0, move_d.skip_death
call die
j move_d.fim
move_d.skip_death:
#check for blue
li t0, 0xc0c0c0c0
bne t1, t0, move_d.skip_wall
sw zero, 8(a3) #grounded = 0(ground)
li t0, 1
sw t0, 16(a3) #dash = 1 (enable dash)
li t0, 4
sw t0 4(a1) #y speed = 4
j move_d.fim
move_d.skip_wall:
addi t2, t2, 4
bne t2, t3, colider_d.loop #checar se já checou todas as alturas
#Sem colisão
lw t3 4(a0) #t3 = y position
addi t3, t3 1 #y position-+1
sw t3, 4(a0) #update y position
move_d.fim: lw ra, 0(sp)
addi sp, sp, 4
ret
die:
la t2, spawn
lw t0, 0(t2)
sw t0, 0(a0)
lw t0, 4(t2)
sw t0, 4(a0)
sw zero, 0(a1)
sw zero, 4(a1)
li a0, 35
li a1, 350
li a2, 41
li a3, 127
li a7, 31
ecall
li a0, 36
ecall
ret
win:
la t0, fase_atual
lw t1, 0(t0)
addi t1, t1, 1
sw t1, 0(t0)
li a0, 75
li a1, 500
li a2, 114
li a3, 63
li a7, 31
ecall
li a0, 76
ecall
j lv_start
|
nqd1/FPGRARS
| 2,371
|
samples/test/celeste/Main/render.s
|
#
#a0 = old_background
#a1 = old_position
#a2 = position
#a3 = player
.data
morangos_text: .string "Pontos: "
.text
RENDER:
addi sp, sp, -20
sw ra, 0(sp)
sw s0, 4(sp)
sw s1, 8(sp)
sw s2, 12(sp)
sw s3, 16(sp)
mv s0, a0
mv s1, a1
mv s2, a2
mv s3 a3
call DRAW_PLAYER
la a0, morangos_text
li a1, 4
li a2, 20
li a3, 0x0007
li a4, 0
li a7, 104
ecall
la t0, morangos
lw a0, 0(t0)
li a1, 60
li a2, 20
li a3, 0x0007
li a4, 0
li a7, 101
ecall
lw ra, 0(sp)
sw s0, 4(sp)
sw s1, 8(sp)
sw s2, 12(sp)
sw s3, 16(sp)
addi sp, sp, 20
ret
DRAW_PLAYER:
addi sp, sp, -4
sw ra, 0(sp)
#clear
lw a0, 0(s1) #X
lw a1, 4(s1) #Y
mv a3, s0 #sprite
call DRAW_SPRITE
#update old position
lw t0, 0(s2)
sw t0, 0(s1)
lw t0, 4(s2)
sw t0, 4(s1)
#update old_background
call COPY
#draw player
lw a0, 0(s2) #X
lw a1, 4(s2) #Y
mv a3, s3 #sprite
call DRAW_SPRITE
lw ra, 0(sp)
addi sp, sp, 4
ret
#a0=x a1=y a3=sprite width=16 height=16
DRAW_SPRITE:
addi sp, sp, -4
sw ra, 0(sp)
li t0,0xFF000000 #endereco inicial do frame 0
li t1, 320
mul a1, a1, t1
add t0, t0, a1 #adiciona o y
add t0, t0, a0 #adiciona o x
li t2, 5120 #320*16
add t2, t0, t2 #inicio+height*screenwidth
sprite.loop_y: beq t0, t2, sprite.fim #Checa se já passou da última fileira
addi t1, t0, 16 #inicio + width
sprite.loop_x: beq t0, t1, sprite.fora_x
lw t3, 0(a3)
sw t3, 0(t0) #Salvar t3 na memoria de video
addi a3, a3, 4 #próxima word
addi t0, t0, 4 #próxima word
j sprite.loop_x
sprite.fora_x: addi t0, t0, 304 #320-16 (Proxima linha)
j sprite.loop_y
sprite.fim:
lw ra, 0(sp)
addi sp, sp, 4
ret
#a0=x a1=y a3=buffer width=16 height=16
COPY:
addi sp, sp, -4
sw ra, 0(sp)
lw a0, 0(s2)
lw a1, 4(s2)
mv a3, s0
li t0,0xFF000000 #endereco inicial do frame 0
li t1, 320
mul a1, a1, t1
add t0, t0, a1 #adiciona o y
#slli a0, a0, 2
add t0, t0, a0 #adiciona o x
li t2, 5120 #320*16
add t2, t0, t2 #inicio+height*screenwidth
copy.loop_y: beq t0, t2, copy.FIM #Checa se já passou da última fileira
addi t1, t0, 16 #inicio + width
copy.loop_x: beq t0, t1, copy.FORA_X
lw t3, 0(t0) #pegar valor na memória de video
sw t3, 0(a3) #Salvar t3 no buffer
addi a3, a3, 4 #próxima word
addi t0, t0, 4 #próxima word
j copy.loop_x
copy.FORA_X: addi t0, t0, 304 #320-16 (Proxima linha)
j copy.loop_y
copy.FIM:
lw ra, 0(sp)
addi sp, sp, 4
ret
|
nqd1/FPGRARS
| 6,604
|
samples/test/celeste/Main/main.s
|
.include "MACROSv21.s"
.data
h_state: .word 0
v_state: .word 0
grounded: .word 0
dash_key: .word 0
dash: .word 0
wall: .word 0
speed: .word 0, 4
position: .word 72, 120
old_position: .word 0, 100
old_background: .space 256
player: .space 256
player_low: .space 256
character: .string "playerlow.bin"
character_low: .string "player.bin"
lastTime: .word 0
end: .string "../fases/end.bin"
#fase 1
fase1: .string "../fases/fase2.bin"
colider1: .string "../fases/fase2colider.bin"
spawn1: .word 20, 140
texto1: .string "../fases/fase2txt.bin"
#fase 2
fase2: .string "../fases/fase4.bin"
colider2: .string "../fases/fase4colider.bin"
spawn2: .word 20, 140
texto2: .string "../fases/fase4txt.bin"
#fase 3
fase3: .string "../fases/fase1.bin"
colider3: .string "../fases/fase1colider.bin"
spawn3: .word 20, 160
texto3: .string "../fases/fase1txt.bin"
#fase 4
fase4: .string "../fases/fase3.bin"
colider4: .string "../fases/fase3colider.bin"
spawn4: .word 20, 160
texto4: .string "../fases/fase3txt.bin"
#fase5
fase5: .string "../fases/fase5.bin"
colider5: .string "../fases/fase5colider.bin"
spawn5: .word 20, 180
texto5: .string "../fases/fase5txt.bin"
fases: .word 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0
fase_atual: .word 0
spawn: .word 0, 0
mute: .word 0
portrait_buff: .space 3600
morango_enable: .word 0
morangos: .word 0
.text
#load fases
la t0, fases
#fase1
la t1, fase1
sw t1, 0(t0)
la t1, colider1
sw t1, 4(t0)
la t1, spawn1
sw t1, 8(t0)
la t1, texto1
sw t1, 12(t0)
addi t0, t0, 16
#fase2
la t1, fase2
sw t1, 0(t0)
la t1, colider2
sw t1, 4(t0)
la t1, spawn2
sw t1, 8(t0)
la t1, texto2
sw t1, 12(t0)
addi t0, t0, 16
#fase3
la t1, fase3
sw t1, 0(t0)
la t1, colider3
sw t1, 4(t0)
la t1, spawn3
sw t1, 8(t0)
la t1, texto3
sw t1, 12(t0)
addi t0, t0, 16
#fase4
la t1, fase4
sw t1, 0(t0)
la t1, colider4
sw t1, 4(t0)
la t1, spawn4
sw t1, 8(t0)
la t1, texto4
sw t1, 12(t0)
addi t0, t0, 16
#fase5
la t1, fase5
sw t1, 0(t0)
la t1, colider5
sw t1, 4(t0)
la t1, spawn5
sw t1, 8(t0)
la t1, texto5
sw t1, 12(t0)
lv_start:
la t0, morango_enable
li t1, 1
sw t1, 0(t0) #liberar pegar morango
la t0, fase_atual
lw t0, 0(t0)
li t1, 5
beq t0, t1, EndGame
call LOAD_IMAGES #carrega background e player
call DIALOG
call LOAD_IMAGES
call SET_MUSIC #carrega a musica
game_loop:
csrr s11, time #s11 = last time
li s8, 50 # tempo de cada frame
input_loop:
csrr s10, time #s10 = current time
sub s9, s10, s11 #s10 = delta time
call INPUT_CALL
bltu s9, s8, input_loop
la t0, mute
lw t0, 0(t0)
bnez t0 skip_music
mv a0, s9 # a0 = dT
call MUSIC_CALL
skip_music:
call FISICA_CALL
call MOVE_CALL
call RENDER_CALL
j game_loop
EndGame:la a0, end #open end screen
li a1, 0
li a7, 1024
ecall#open file
mv t0, a0 #save descriptor
#read
li a1, 0xff000000 #frame 0
li a2, 76800 #size
li a7, 63 #read file
ecall
#close file
mv a0, t0
li a7 57
ecall #close file
EndGame0:
j EndGame0
MUSIC_CALL: # a0 = dT.
addi sp, sp, -4
sw ra, 0(sp)
la a1, Musica0 # Le de variavel na memoria qual eh a musica atual e bota em a1
call MUSIC
lw ra, 0(sp)
addi sp, sp, 4
ret
INPUT_CALL:
addi sp, sp, -4
sw ra, 0(sp)
la a0, h_state #primeira flag
call INPUT
lw ra, 0(sp)
addi sp, sp, 4
ret
FISICA_CALL:
addi sp, sp, -4
sw ra, 0(sp)
la a0, h_state #set parameters
la a1, speed
call FISICA
lw ra, 0(sp)
addi sp, sp, 4
ret
MOVE_CALL:
addi sp, sp, -4
sw ra, 0(sp)
la a0, position
la a1, speed
li a2, 0xff100000
la a3, h_state
call MOVE
lw ra, 0(sp)
addi sp, sp, 4
ret
RENDER_CALL:
addi sp, sp, -4
sw ra, 0(sp)
#params
la a0 old_background
la a1 old_position
la a2 position
la t0, dash
lw t0, 0(t0)
slli t0, t0, 8
la a3 player
add a3, a3, t0
call RENDER
lw ra, 0(sp)
addi sp, sp, 4
ret
LOAD_IMAGES:
addi sp, sp, -4
sw ra 0(sp)
#load player
#open
la a0, character
li a1, 0
li a7, 1024
ecall#open file
mv t0, a0 #save descriptor
#read
la a1, player #frame 0
li a2, 256 #size
li a7, 63 #read file
ecall
#close file
mv a0, t0
li a7 57
ecall #close file
#load player
#open
la a0, character_low
li a1, 0
li a7, 1024
ecall#open file
mv t0, a0 #save descriptor
#read
la a1, player_low #frame 0
li a2, 256 #size
li a7, 63 #read file
ecall
#close file
mv a0, t0
li a7 57
ecall #close file
#draw background in the start of the level
#open
la a0, fases
la t0, fase_atual
lw t0, 0(t0)
li t1, 16
mul t0,t0,t1
add a0, a0, t0
lw a0, 0(a0)
li a1, 0
li a7, 1024
ecall#open file
mv t0, a0 #save descriptor
#read
li a1, 0xff000000 #frame 0
li a2, 76800 #size
li a7, 63 #read file
ecall
#close file
mv a0, t0
li a7 57
ecall #close file
#draw background in the start of the level
#open
la a0, fases
la t0, fase_atual
lw t0, 0(t0)
li t1, 16
mul t0,t0,t1
add a0, a0, t0
lw a0, 4(a0)
li a1, 0
li a7, 1024
ecall#open file
mv t0, a0 #save descriptor
#read
li a1, 0xff100000 #frame 1
li a2, 76800 #size
li a7, 63 #read file
ecall
#close file
mv a0, t0
li a7 57
ecall #close file
la a0, fases
la t0, fase_atual
lw t0, 0(t0)
li t1, 16
mul t0,t0,t1
add a0, a0, t0
lw a0, 8(a0)
lw t0, 0(a0)
lw t1, 4(a0)
la t2, position
la t3, spawn
sw t0, 0(t2)
sw t1, 4(t2)
sw t0, 0(t3)
sw t1, 4(t3)
la t0, h_state #flags
sw zero, 0(t0)
sw zero, 4(t0)
sw zero, 8(t0)
sw zero, 12(t0)
sw zero, 16(t0)
sw zero, 20(t0)
la s0 old_background
la s1 old_position
la s2 position
la s3 player
call COPY
la s0 old_background
la s1 old_position
la s2 position
la s3 player
call DRAW_PLAYER
lw ra, 0(sp)
addi sp, sp, 4
ret
DIALOG:
addi sp, sp, -4
sw ra 0(sp)
li a1, 180
la a3, portrait_buff
call DRAW_SPRITE_DIALOG
lw ra, 0(sp)
addi sp, sp, 4
LOOP_J: #check for j
li t1,0xFF200000 # carrega o endere�o de controle do KDMMIO
lw t2,4(t1)
li t0, 'j'
bne t2, t0, LOOP_J
ret
DRAW_SPRITE_DIALOG:
addi sp, sp, -4
sw ra, 0(sp)
li t3,0xFF000000 #endereco inicial do frame 0
li t1, 320
mul a1, a1, t1
add t3, t3, a1
#open
la a0, fases
la t0, fase_atual
lw t0, 0(t0)
li t1, 16
mul t0,t0,t1
add a0, a0, t0
lw a0, 12(a0)
li a1, 0
li a7, 1024
ecall#open file
mv t0, a0 #save descriptor
#read
#frame 0
li t2, 19200 #320*60
add t2,t3,t2
loopD:
mv a0, t0
mv a1, t3
li a2, 320 #size
li a7, 63 #read file
ecall
addi t3,t3,320
bne t3,t2,loopD
#close file
mv a0, t0
li a7 57
ecall #close file
lw ra, 0(sp)
addi sp, sp, 4
ret
.include "SYSTEMv21.s"
.include "fisica.s"
.include "move.s"
.include "render.s"
.include "musica.s"
.include "input.s"
|
nqd1/FPGRARS
| 1,355
|
samples/test/Mage-Embler/test/map_test.s
|
.include "../src/data.s"
.include "../src/consts.s"
.include "../src/macros.s"
.text
jal INIT_VIDEO
la a0, MAPS
la a1, CORRESPONDENCE_ARR_MAP0
la t0, PLAYERS
li t1, SCREEN_CENTER_X
sb t1, PLAYER_BPOS_X(t0)
li t1, 10
sb t1, PLAYER_BPOS_Y(t0)
li t1, 1
sb t1, PLAYER_BIS_ALLY(t0)
sb zero, PLAYER_BELEMENT(t0)
GAME:
la a0, MAPS
la a1, CORRESPONDENCE_ARR_MAP0
jal DRAW_MAP
la t0, MAKING_TRAIL
lb t0, 0(t0)
beq t0, zero, not_making_trail_game
jal DRAW_WALKABLE_BLOCKS
jal GET_KBD_INPUT
mv s0, a0
jal MAKE_TRAIL
jal DRAW_CURSOR
la a0, PLAYERS
mv a1, zero # dont force player draw
jal DRAW_PLAYER
li t0, 'x'
beq s0, t0, stop_trail_game
continue_loop_game:
jal SWAP_FRAMES
j GAME
stop_trail_game:
jal STOP_TRAIL
la a0, PLAYERS
jal INIT_ACTUALLY_MOVE_PLAYER
j continue_loop_game
not_making_trail_game:
la a0, PLAYERS
mv a1, zero # dont force player draw
jal DRAW_PLAYER
jal GET_KBD_INPUT
mv s0, a0
jal MOVE_CURSOR
jal DRAW_CURSOR
li t0, 'x'
beq s0, t0, get_walkable_game
j continue_loop_game
get_walkable_game:
la t0, CURSOR_POS
lb a0, 0(t0)
lb a1, 1(t0)
la a2, MAPS
jal UPDATE_WALKABLE_BLOCKS
la t0, MAKING_TRAIL
li t1, 1
sb t1, 0(t0)
jal INIT_CURSOR_TRAIL
j continue_loop_game
.include "../src/player.s"
.include "../src/video.s"
.include "../src/input.s"
.include "../src/cursor.s"
.include "../src/map.s"
|
nqd1/FPGRARS
| 1,058
|
samples/test/Mage-Embler/test/cursor_test.s
|
.include "../src/data.s"
.include "../src/consts.s"
.include "../src/macros.s"
.text
jal INIT_VIDEO
GAME:
li a0, 0x09090909
JAL DRAW_BACKGROUND
jal DRAW_CURSOR
jal INPUT
jal SWAP_FRAMES
j GAME
INPUT:
li t1, KBD_CONTROL # carrega o endere�o de controle do KDMMIO
lw t0, 0(t1) # Le bit de Controle Teclado
andi t0, t0, 0x0001 # mascara o bit menos significativo
beq t0, zero, fim_input # não tem tecla pressionada ent�o volta ao loop
lw t2, 4(t1) # le o valor da tecla
li t0, 'w'
bne t2, t0, not_w_input
li t3, 0
li t4, -1
j op_input
not_w_input:
li t0, 'a'
bne t2, t0, not_a_input
li t3, -1
li t4, 0
j op_input
not_a_input:
li t0, 's'
bne t2, t0, not_s_input
li t3, 0
li t4, 1
j op_input
not_s_input:
li t0, 'd'
bne t2, t0, fim_input
li t3, 1
li t4, 0
j op_input
op_input:
la t0, CURSOR_POS
lbu t1, 0(t0)
lbu t2, 1(t0)
add t1, t1, t3
add t2, t2, t4
sb t1, 0(t0)
sb t2, 1(t0)
fim_input:
ret
.include "../src/video.s"
.include "../src/cursor.s"
.include "../src/input.s"
|
nqd1/FPGRARS
| 1,172
|
samples/test/Mage-Embler/test/combat_test.s
|
.include "../src/data.s"
.include "../src/consts.s"
.include "../src/macros.s"
.data:
PLAYER_1: .string "Player1"
PLAYER_2: .string "Player2"
.align 2
PLAYER1: .word,0, 0
.byte 20, 20
.half 0, 0
.byte 0, 0
.word PLAYER_1
.byte AL_AZUL
.byte 5, 50, 1
PLAYER2: .word 0, 0
.byte 25, 15
.half 0, 0
.byte 0, 0
.word PLAYER_2
.byte IN_MAR
.byte 5, 50, 1
.text
la s0, PLAYER_1
INIT_PLAYER(s0, 5, 5, AL_AZUL, 25, 25, 1, 1, 1)
INIT_PLAYER(s0, 5, 5, IN_VER, 25, 25, 1, 1, 1)
jal INIT_VIDEO
la t0, PLAYERS
addi t1, t0, PLAYER_BYTE_SIZE
la t2, PLAYERS_IN_COMBAT
sw t0, 0(t2)
sw t1, 4(t2)
la t0, IN_COMBAT
li t1, 1
sb t1, 0(t0)
GAME:
jal LOGIC_COMBAT
li a0, 0xCCCCCCCC
jal DRAW_BACKGROUND
la t0, IN_COMBAT
lb t0, 0(t0)
beq t0, zero, no_combat
la t0, PLAYERS_IN_COMBAT
lw a0, 0(t0)
lw a1, 4(t0)
la t0, PLAYER_ATACKING
lb a2, 0(t0)
la t0, IS_PRINT_DMG
lb a3, 0(t0)
jal DRAW_COMBAT
no_combat:
jal SWAP_FRAMES
j GAME
.include "../src/video.s"
.include "../src/cursor.s"
.include "../src/combat.s"
.include "../src/dialog.s"
.include "../src/menu.s"
.include "../src/utils.s"
.include "../src/input.s"
|
nqd1/FPGRARS
| 1,550
|
samples/test/Mage-Embler/test/menu_test.s
|
# Mova pelo menu e aperte enter para trocar de cor
.include "../src/data.s"
.include "../src/consts.s"
.include "../src/macros.s"
.data
opcao1: .string "vermelho"
opcao2: .string "amarelo"
opcao3: .string "azul"
opcoes: .word opcao1, opcao2, opcao3
selected_option: .byte 0
is_selected: .byte 0
tile_to_draw: .byte 0
.text
jal INIT_VIDEO
GAME:
# Render
li a0, 3 # Quantidade de strings
la a1, opcoes # endereco para a label com as strings
li a2, 0x000009ff # Cor das strings
li a3, 70 # Tamanho x do menu
li a4, 100 # Tamanho y do menu
li a5, 0x09090909 # Cor de fundo do menu
li a6, 100 # Posicao x do menu
li a7, 20 # Posicao y do menu
la t0, selected_option
lb s8, 0(t0) # String selecionada (0 index)
jal DRAW_MENU
# Input
li a0, 3 # Quantidade de opcoes
la a1, selected_option # label que segura opcao selecionada
la a2, is_selected # label que segura se foi selecionado ou nao
jal INPUT_MENU
# Some logic
la t0, is_selected
lb t1, 0(t0)
beq t1, zero, DO_NOTHING
# Do something here
sb zero, 0(t0) # Restart menu
# Changing tile to draw
la t0, selected_option
lb t1, 0(t0)
la t0, tile_to_draw
sb t1, 0(t0)
DO_NOTHING:
# Drawing some tiles
la a0, tiles
li a1, 8
li a2, 8
# getting color from selected option
la t0, tile_to_draw
lb a3, 0(t0)
jal RENDER_TILE
jal SWAP_FRAMES
j GAME
.include "../src/video.s"
.include "../src/menu.s"
.include "../src/utils.s"
|
nqd1/FPGRARS
| 2,061
|
samples/test/Mage-Embler/src/utils.s
|
###########################################################
# Retorna o tamanho da string em a1, quebrando a convensao#
# retornando a posicao selecionada 0 index #
######################################################## #
# a0 = endereco da string #
#########################################################
GET_STRING_SIZE:
li t0, 0 # counter
li t4, 0 # last bigger
mv t1, a0
loop_GET_STRING_SIZE:
lb t2, 0(t1) # char
beq t2, zero, end_GET_STRING_SIZE
li t3, '\n'
bne t2, t3, not_pula_GET_STRING_SIZE
# If finds \n
ble t0, t4, not_bigger_GET_STRING_SIZE # t0 new bigger
mv t4, t0
not_bigger_GET_STRING_SIZE:
li t0, -1
not_pula_GET_STRING_SIZE:
addi t0, t0, 1
addi t1, t1, 1
j loop_GET_STRING_SIZE
end_GET_STRING_SIZE:
mv a1, t0
bgt t0, t4, counter_bigger_GET_STRING_SIZE
mv a1, t4
counter_bigger_GET_STRING_SIZE:
ret
##############################################################
# RandINT #
# retorna um numero pseudo aleatorio de 0 ate o input #
##############################################################
# a0 = n #
##############################################################
RAND_INT:
csrr t0, time
remu a0, t0, a0
ret
##############################################################
# Retorna a posição onde o ACTION_MENU deve ser desenhado
# de acordo com a posição do SELECTED_PLAYER
##############################################################
GET_ACTION_MENU_POS:
# (t0, t1) = *SELECTED_PLAYER.pos
la t0, SELECTED_PLAYER
lw t0, 0(t0)
lb t1, PLAYER_B_POS_Y(t0)
lb t0, PLAYER_B_POS_X(t0)
# if the player is to the right of the screen the menu should be at the left
li t2, SCREEN_CENTER_X
bge t0, t2, left_get_action_menu_pos
# else the menu should be at the right
li a0, ACTIONS_MENU_POS_X_RIGHT
li a1, ACTIONS_MENU_POS_Y_RIGHT
ret
left_get_action_menu_pos:
li a0, ACTIONS_MENU_POS_X_LEFT
li a1, ACTIONS_MENU_POS_Y_LEFT
ret
|
nqd1/FPGRARS
| 35,002
|
samples/test/Mage-Embler/src/combat.s
|
#########################################################
# Desenha o modo de combate na master
#########################################################
# a0 = endereco para o objeto do player1 #
# a1 = endereco para o objeto do player2 #
# a2 = is_combat 0 - ninguem 1 player1 2 player2 #
# a3 = is_print_dmg
#########################################################
DRAW_COMBAT:
addi sp, sp, -40
sw ra, 0(sp)
sw s0, 4(sp) # Player1
sw s1, 8(sp) # Player2
sw s2, 12(sp) # counter
sw s3, 16(sp) # another counter
sw s4, 20(sp) # another counter
sw s5, 24(sp) # another counter
sw s6, 28(sp) # another counter
sw s7, 32(sp) # another counter
sw s8, 36(sp) # another counter
mv s0, a0
mv s1, a1
mv s5, a2
mv s6, a3
# #########################
# LIFE
# #########################
# draw left retangule
li a0, vermelho
li a1, 0
li a2, 210
li a3, 160
li a4, 30
jal DRAW_FILL_RETANGULE
# draw left retangule border
li a0, branco
li a1, 0
li a2, 209
li a3, 160
li a4, 30
jal DRAW_RETANGULE
# Draw player life number
lb s2, PLAYER_B_VIDA_ATUAL(s0) # current life
mv a0 ,s2
li a1, PLAYER1_LIFE_NUMBER_POSITION_X
li a2, PLAYER1_LIFE_POSITION_Y
li a3, branco
li t0, vermelho
slli t0,t0, 8
add a3, a3, t0
jal PRINT_INT
# Draw player life
lb s3, PLAYER_B_VIDA_TOTAL(s0) # total life
li s4, 0 # counter
player1_current_life_draw_combat:
bge s4, s2, player1_missing_life_draw_combat
la a0, vida_cheia
# X
li a1, PLAYER1_LIFE_POSITION_X
slli t0, s4, 2
add a1, a1, t0
# Y
li a2, PLAYER1_LIFE_POSITION_Y
# Size x
li a3, LARGURA_VIDA
# Size y
li a4, ALTURA_VIDA
li a5, 0
jal RENDER
# Adding counter
addi s4, s4, 1
j player1_current_life_draw_combat
player1_missing_life_draw_combat:
bge s4, s3, start_player2_life_draw_combat
la a0, vida_vazia
# X
li a1, PLAYER1_LIFE_POSITION_X
slli t0, s4, 2
add a1, a1, t0
# Y
li a2, PLAYER1_LIFE_POSITION_Y
# Size x
li a3, LARGURA_VIDA
# Size y
li a4, ALTURA_VIDA
li a5, 0
jal RENDER
# Adding counter
addi s4, s4, 1
j player1_missing_life_draw_combat
start_player2_life_draw_combat:
# draw left retangule
li a0, azul # red
li a1, 159
li a2, 210
li a3, 160
li a4, 30
jal DRAW_FILL_RETANGULE
# draw left retangule border
li a0, branco
li a1, 159
li a2, 209
li a3, 160
li a4, 30
jal DRAW_RETANGULE
# Draw player life number
lb s2, PLAYER_B_VIDA_ATUAL(s1) # current life
mv a0 ,s2
li a1, PLAYER2_LIFE_NUMBER_POSITION_X
li a2, PLAYER2_LIFE_POSITION_Y
li a3, branco
li t0, azul
slli t0,t0, 8
add a3, a3, t0
jal PRINT_INT
# Draw player life
lb s3, PLAYER_B_VIDA_TOTAL(s1) # total life
li s4, 0 # counter
player2_current_life_draw_combat:
bge s4, s2, player2_missing_life_draw_combat
la a0, vida_cheia
# X
li a1, PLAYER2_LIFE_POSITION_X
slli t0, s4, 2
add a1, a1, t0
# Y
li a2, PLAYER2_LIFE_POSITION_Y
# Size x
li a3, LARGURA_VIDA
# Size y
li a4, ALTURA_VIDA
li a5, 0
jal RENDER
# Adding counter
addi s4, s4, 1
j player2_current_life_draw_combat
player2_missing_life_draw_combat:
bge s4, s3, finish_life_draw_combat
la a0, vida_vazia
# X
li a1, PLAYER2_LIFE_POSITION_X
slli t0, s4, 2
add a1, a1, t0
# Y
li a2, PLAYER2_LIFE_POSITION_Y
# Size x
li a3, LARGURA_VIDA
# Size y
li a4, ALTURA_VIDA
li a5, 0
jal RENDER
# Adding counter
addi s4, s4, 1
j player2_missing_life_draw_combat
finish_life_draw_combat:
# #########################
# NAMES
# #########################
# Name player 1
lw a0, PLAYER_W_NOME(s0)
li a1, vermelho
# vermelho fundo branco
li t0, branco
slli a1, a1, 8
add a1, a1, t0
li a2, TAMANHO_X_NOME_PLAYER
li a3, TAMANHO_Y_NOME_PLAYER
li a4, vermelho
li a5, POS_X_NOME_PLAYER_1
li a6, POS_Y_NOME_PLAYER_1
jal DRAW_DIALOG
# Name player 2
lw a0, PLAYER_W_NOME(s1)
li a1, azul
# vermelho fundo branco
li t0, branco
slli a1, a1, 8
add a1, a1, t0
li a2, TAMANHO_X_NOME_PLAYER
li a3, TAMANHO_Y_NOME_PLAYER
li a4, azul
li a5, POS_X_NOME_PLAYER_2
li a6, POS_Y_NOME_PLAYER_2
jal DRAW_DIALOG
# #########################
# ELEMENTS
# #########################
# Player 1
lb a0, PLAYER_B_TIPO(s0)
jal GET_COMBAT_SPRITES_BY_TYPE
mv a0, a4 # Nome do elemento
li a1, branco
li t0, bege
slli t0, t0, 8
add a1, a1, t0
li a2, TAMANHO_X_ELEMENTO_PLAYER
li a3, TAMANHO_Y_ELEMENTO_PLAYER
li a4, bege
li a5, POS_X_ELEMENTO_PLAYER_1
li a6, POS_Y_ELEMENTO_PLAYER_1
jal DRAW_DIALOG
# Player 2
lb a0, PLAYER_B_TIPO(s1)
jal GET_COMBAT_SPRITES_BY_TYPE
mv a0, a4 # Nome do elemento
li a1, branco
li t0, bege
slli t0, t0, 8
add a1, a1, t0
li a2, TAMANHO_X_ELEMENTO_PLAYER
li a3, TAMANHO_Y_ELEMENTO_PLAYER
li a4, bege
li a5, POS_X_ELEMENTO_PLAYER_2
li a6, POS_Y_ELEMENTO_PLAYER_2
jal DRAW_DIALOG
# #########################
# COMBAT INFORMATION
# #########################
# Player 1
# Print retangule
li a0, vermelho
li a1, POS_X_INFO_BOX_PLAYER_1
li a2, POS_Y_INFO_BOX_PLAYER
li a3, TAMANHO_X_INFO_BOX
li a4, TAMANHO_Y_INFO_BOX
jal DRAW_FILL_RETANGULE
li a0, branco
jal DRAW_RETANGULE
# Print atributes
# DMG
la a0, DMG_STRING
li a1, POS_X_INFO_BOX_PLAYER_1
addi a1, a1, 4
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 2
li a3, branco
li t0, vermelho
slli t0, t0, 8
add a3, a3, t0
jal PRINT_STRING
lb a0, PLAYER_B_DAMAGE(s0)
li a1, POS_X_INFO_BOX_PLAYER_1
addi a1, a1, 40
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 2
li a3, branco
li t0, vermelho
slli t0, t0, 8
add a3, a3, t0
jal PRINT_INT
# HIT
la a0, HIT_STRING
li a1, POS_X_INFO_BOX_PLAYER_1
addi a1, a1, 4
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 11
li a3, branco
li t0, vermelho
slli t0, t0, 8
add a3, t0, a3
jal PRINT_STRING
lb a0, PLAYER_B_TIPO(s0)
lb a1, PLAYER_B_TIPO(s1)
jal CONFRONT_TYPE
beq a0, zero, check1_if_enemy_in_bush_normal_hit_draw_combat
bgt a0, zero, check1_if_enemy_in_bush_green_hit_draw_combat
j check1_if_enemy_in_bush_yellow_hit_draw_combat
check1_if_enemy_in_bush_normal_hit_draw_combat:
lb t0, PLAYER_B_SPECIAL_TERRAIN(s1)
beq t0, zero, print1_normal_hit_draw_combat
li t1, 2
beq t0, t1, print1_normal_hit_draw_combat
li a0, -20
j print1_yellow_hit_draw_combat
check1_if_enemy_in_bush_green_hit_draw_combat:
lb t0, PLAYER_B_SPECIAL_TERRAIN(s1)
beq t0, zero, print1_green_hit_draw_combat
li t1, 2
beq t0, t1, print1_green_hit_draw_combat
j print1_normal_hit_draw_combat
check1_if_enemy_in_bush_yellow_hit_draw_combat:
lb t0, PLAYER_B_SPECIAL_TERRAIN(s1)
beq t0, zero, print1_yellow_hit_draw_combat
li t1, 2
beq t0, t1, print1_yellow_hit_draw_combat
addi a0, a0, -20
j print1_yellow_hit_draw_combat
print1_yellow_hit_draw_combat:
lb t0, PLAYER_B_HIT(s0)
add a0, t0, a0
li a1, POS_X_INFO_BOX_PLAYER_1
addi a1, a1, 40
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 11
li a3, amarelo
li t0, vermelho
slli t0, t0, 8
add a3, a3, t0
jal PRINT_INT
j print_crit_draw_combat
print1_green_hit_draw_combat:
lb t0, PLAYER_B_HIT(s0)
add a0, t0, a0
li a1, POS_X_INFO_BOX_PLAYER_1
addi a1, a1, 40
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 11
li a3, verde
li t0, vermelho
slli t0, t0, 8
add a3, a3, t0
jal PRINT_INT
j print_crit_draw_combat
print1_normal_hit_draw_combat:
lb a0, PLAYER_B_HIT(s0)
li a1, POS_X_INFO_BOX_PLAYER_1
addi a1, a1, 40
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 11
li a3, branco
li t0, vermelho
slli t0, t0, 8
add a3, a3, t0
jal PRINT_INT
print_crit_draw_combat:
# CRIT
la a0, CRIT_STRING
li a1, POS_X_INFO_BOX_PLAYER_1
addi a1, a1, 4
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 20
li a3, branco
li t0, vermelho
slli t0, t0, 8
add a3, t0, a3
jal PRINT_STRING
lb a0, PLAYER_B_CRIT(s0)
li a3, branco
li t0, vermelho
slli t0, t0, 8
add a3, a3, t0
# Check if in special terrain
lb t0, PLAYER_B_SPECIAL_TERRAIN(s0)
li t1, 2
bne t0, t1, print1_normal_crit
# Rune crit
li a3, verde
li t0, vermelho
slli t0, t0, 8
add a3, a3, t0
print1_normal_crit:
li a1, POS_X_INFO_BOX_PLAYER_1
addi a1, a1, 40
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 20
jal PRINT_INT
# Player 2
# Print retangule
li a0, azul
li a1, POS_X_INFO_BOX_PLAYER_2
li a2, POS_Y_INFO_BOX_PLAYER
li a3, TAMANHO_X_INFO_BOX
li a4, TAMANHO_Y_INFO_BOX
jal DRAW_FILL_RETANGULE
li a0, branco
jal DRAW_RETANGULE
# Print atributes
# DMG
la a0, DMG_STRING
li a1, POS_X_INFO_BOX_PLAYER_2
addi a1, a1, 4
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 2
li a3, branco
li t0, azul
slli t0, t0, 8
add a3, a3, t0
jal PRINT_STRING
lb a0, PLAYER_B_DAMAGE(s1)
li a1, POS_X_INFO_BOX_PLAYER_2
addi a1, a1, 40
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 2
li a3, branco
li t0, azul
slli t0, t0, 8
add a3, a3, t0
jal PRINT_INT
# HIT
la a0, HIT_STRING
li a1, POS_X_INFO_BOX_PLAYER_2
addi a1, a1, 4
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 11
li a3, branco
li t0, azul
slli t0, t0, 8
add a3, t0, a3
jal PRINT_STRING
lb a0, PLAYER_B_TIPO(s1)
lb a1, PLAYER_B_TIPO(s0)
jal CONFRONT_TYPE
beq a0, zero, check2_if_enemy_in_bush_normal_hit_draw_combat
bgt a0, zero, check2_if_enemy_in_bush_green_hit_draw_combat
j check2_if_enemy_in_bush_yellow_hit_draw_combat
check2_if_enemy_in_bush_normal_hit_draw_combat:
lb t0, PLAYER_B_SPECIAL_TERRAIN(s0)
beq t0, zero, print2_normal_hit_draw_combat
li t1, 2
beq t0, t1, print2_normal_hit_draw_combat
li a0, -20
j print2_yellow_hit_draw_combat
check2_if_enemy_in_bush_green_hit_draw_combat:
lb t0, PLAYER_B_SPECIAL_TERRAIN(s0)
beq t0, zero, print2_green_hit_draw_combat
li t1, 2
beq t0, t1, print2_green_hit_draw_combat
j print2_normal_hit_draw_combat
check2_if_enemy_in_bush_yellow_hit_draw_combat:
lb t0, PLAYER_B_SPECIAL_TERRAIN(s0)
beq t0, zero, print2_yellow_hit_draw_combat
li t1, 2
beq t0, t1, print2_yellow_hit_draw_combat
addi a0, a0, -20
j print2_yellow_hit_draw_combat
print2_yellow_hit_draw_combat:
lb t0, PLAYER_B_HIT(s1)
add a0, t0, a0
li a1, POS_X_INFO_BOX_PLAYER_2
addi a1, a1, 40
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 11
li a3, amarelo
li t0, azul
slli t0, t0, 8
add a3, a3, t0
jal PRINT_INT
j print_crit2_draw_combat
print2_green_hit_draw_combat:
lb t0, PLAYER_B_HIT(s1)
add a0, t0, a0
li a1, POS_X_INFO_BOX_PLAYER_2
addi a1, a1, 40
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 11
li a3, verde
li t0, azul
slli t0, t0, 8
add a3, a3, t0
jal PRINT_INT
j print_crit2_draw_combat
print2_normal_hit_draw_combat:
lb a0, PLAYER_B_HIT(s1)
li a1, POS_X_INFO_BOX_PLAYER_2
addi a1, a1, 40
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 11
li a3, branco
li t0, azul
slli t0, t0, 8
add a3, a3, t0
jal PRINT_INT
print_crit2_draw_combat:
# CRIT
la a0, CRIT_STRING
li a1, POS_X_INFO_BOX_PLAYER_2
addi a1, a1, 4
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 20
li a3, branco
li t0, azul
slli t0, t0, 8
add a3, t0, a3
jal PRINT_STRING
lb a0, PLAYER_B_CRIT(s1)
li a3, branco
li t0, azul
slli t0, t0, 8
add a3, a3, t0
# Check if in special terrain
lb t0, PLAYER_B_SPECIAL_TERRAIN(s1)
li t1, 2
bne t0, t1, print2_normal_crit
# Rune crit
li a3, verde
li t0, azul
slli t0, t0, 8
add a3, a3, t0
print2_normal_crit:
li a1, POS_X_INFO_BOX_PLAYER_2
addi a1, a1, 40
li a2, POS_Y_INFO_BOX_PLAYER
addi a2, a2, 20
jal PRINT_INT
# #########################
# DMG
# #########################
beq s6, zero, draw_players_draw_combat
la t0, PRINT_DMG
lb t3, 0(t0)
# If 0 miss
# If positive hit
# If negative critical hit
beq t3, zero, miss_draw_combat
bgt t3, zero, hit_draw_combat
# crit
la a0, CRIT_STRING
li a1, DMG_STRING_POSITION_X
li a2, DMG_STRING_POSITION_Y
li a3, branco
li t0, transp
slli t0, t0, 8
add a3, a3, t0
jal PRINT_STRING
la t0, PRINT_DMG
lb t3, 0(t0)
sub a0, zero, t3 # Inverter
li a1, DMG_STRING_POSITION_X
li t0, CRIT_STRING_OFFSET
add a1, a1, t0
li a2, DMG_STRING_POSITION_Y
li a3, branco
li t0, transp
slli t0, t0, 8
add a3, a3, t0
jal PRINT_INT
la a0, DMG_STRING
li a1, DMG_STRING_POSITION_X
li t0, CRIT_STRING_OFFSET
addi t0, t0, DMG_STRING_OFFSET
add a1, a1, t0
li a2, DMG_STRING_POSITION_Y
li a3, branco
li t0, transp
slli t0, t0, 8
add a3, a3, t0
jal PRINT_STRING
j draw_players_draw_combat
hit_draw_combat:
la a0, HIT_STRING
li a1, DMG_STRING_POSITION_X
li a2, DMG_STRING_POSITION_Y
li a3, branco
li t0, transp
slli t0, t0, 8
add a3, a3, t0
jal PRINT_STRING
la t0, PRINT_DMG
lb t3, 0(t0)
mv a0, t3
li a1, DMG_STRING_POSITION_X
li t0, HIT_STRING_OFFSET
add a1, a1, t0
li a2, DMG_STRING_POSITION_Y
li a3, branco
li t0, transp
slli t0, t0, 8
add a3, a3, t0
jal PRINT_INT
la a0, DMG_STRING
li a1, DMG_STRING_POSITION_X
li t0, DMG_STRING_OFFSET
addi t0, t0, HIT_STRING_OFFSET
add a1, a1, t0
li a2, DMG_STRING_POSITION_Y
li a3, branco
li t0, transp
slli t0, t0, 8
add a3, a3, t0
jal PRINT_STRING
j draw_players_draw_combat
miss_draw_combat:
la a0, MISS_STRING
li a1, MISS_STRING_POSITION_X
li a2, MISS_STRING_POSITION_Y
li a3, branco
li t0, transp
slli t0, t0, 8
add a3, a3, t0
jal PRINT_STRING
# #########################
# PLAYERS
# #########################
draw_players_draw_combat:
# Draw players
lw a0, PLAYER_W_SPRITE(s0)
li a1, PLAYER1_POSITION_X
li a2, PLAYER1_POSITION_Y
li a3, PLAYER_COMBAT_SPRITE_WIDTH
li a4, PLAYER_COMBAT_SPRITE_HEIGHT
li a5, 0
jal RENDER
# Player 2
lw a0, PLAYER_W_SPRITE(s1)
li a1, PLAYER2_POSITION_X
li a2, PLAYER2_POSITION_Y
li a3, PLAYER_COMBAT_SPRITE_WIDTH
li a4, PLAYER_COMBAT_SPRITE_HEIGHT
li a5, 1
jal RENDER
# Drawing powers
beq s5, zero, end_draw_combat
li t0, 2
beq s5, t0, player2_atack_draw_combat
player1_atack_draw_combat:
# Atack
mv t0, s0
li t1, 0
j draw_atack_draw_combat
player2_atack_draw_combat:
# Atack
mv t0, s1
li t1, 1
draw_atack_draw_combat:
lw a0, PLAYER_W_SPRITE_MAGIA(t0)
lh a1, PLAYER_H_MAGIA_X(t0)
lh a2, PLAYER_H_MAGIA_Y(t0)
lb a3, PLAYER_B_MAGIA_SIZE_X(t0)
lb a4, PLAYER_B_MAGIA_SIZE_Y(t0)
mv a5, t1
jal RENDER
j end_draw_combat
end_draw_combat:
lw ra, 0(sp)
lw s0, 4(sp) # Player1
lw s1, 8(sp) # Player2
lw s2, 12(sp) # counter
lw s3, 16(sp) # another counter
lw s4, 20(sp) # another counter
lw s5, 24(sp) # another counter
lw s6, 28(sp) # another counter
lw s7, 32(sp) # another counter
lw s8, 36(sp) # another counter
addi sp, sp, 40
ret
#########################################################
# Controla a logica do modo de combate #
# #
#########################################################
# label - PLAYERS_IN_COMBAT
#########################################################
# Modifica as labels na memoria IN_COMBAT quando termina#
#########################################################
LOGIC_COMBAT:
# Desenha os 2 players em idle
# Faz o primeiro atack
# Retira a vida
# Faz o segundo atack
# Retira a vida
addi sp, sp, -4
sw ra 0(sp)
la t0, COMBAT_STEP
lb t0, 0(t0)
# Passos de idle 2
li t1, NUMBER_OF_IDLE_STEPS
blt t0, t1, idle_logic_combat
addi t1, t1, NUMBER_OF_ATACK_STEPS
blt t0, t1, first_atack_logic_combat
addi t1, t1, NUMBER_OF_MAX_LIFE
blt t0, t1 first_reduce_life_logic_combat
addi t1, t1, NUMBER_OF_ATACK_STEPS
blt t0, t1, second_atack_logic_combat
addi t1, t1, NUMBER_OF_MAX_LIFE
blt t0, t1, second_reduce_life_logic_combat
# Termina o combat
j finish_logic_combat
idle_logic_combat:
# Vaiaveis de estado
la t0, IS_PRINT_DMG
sb zero, 0(t0)
# Coloca a label dos dois playres como idle
la t0, PLAYER_ATACKING
sb zero, 0(t0)
la t1, PLAYERS_IN_COMBAT
lw t2, 0(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a0, PLAYER_W_SPRITE(t2)
lw t2, 4(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a0, PLAYER_W_SPRITE(t2)
# Verifica se pode avancar a cena
csrr t0, time
la t1, COMBAT_LAST_TIME
lw t2, 0(t1)
li t3, WAIT_IDLE_TIME
sub t2, t0, t2
bgtu t3, t2, end_logic_combat
sw t0, 0(t1)
# Send to combat step to next
la t0, COMBAT_STEP
lb t1, 0(t0)
addi t1, t1, 1
sb t1, 0(t0)
j end_logic_combat
first_atack_logic_combat:
# Vaiaveis de estado
la t0, IS_PRINT_DMG
sb zero, 0(t0)
li t0, 1
la t1, IN_COMBAT
lb t1, 0(t1)
beq t1, t0, aliado_ataca_logic_combat
# Significa que o inimigo_ataca_primeiro
j inimigo_ataca_logica_combat
second_atack_logic_combat:
# Vaiaveis de estado
la t0, IS_PRINT_DMG
sb zero, 0(t0)
li t0, 1
la t1, IN_COMBAT
lb t1, 0(t1)
beq t1, t0, inimigo_ataca_logica_combat
# Significa que o inimigo_ataca_primeiro
j aliado_ataca_logic_combat
aliado_ataca_logic_combat:
# Coloca a label do primeiro player como pose e do segundo como idle
la t0, PLAYER_ATACKING
li t1, 1
sb t1, 0(t0)
la t1, PLAYERS_IN_COMBAT
lw t2, 0(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a1, PLAYER_W_SPRITE(t2)
lw t2, 4(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a0, PLAYER_W_SPRITE(t2)
# Desenhando o poder baseado no passo se primeiro passo de atack magia em idle resto projetil que se movimenta
la t0, COMBAT_STEP
lb t1, 0(t0)
li t2, NUMBER_OF_STEPS_UNTIL_FIRST_ATACK
beq t1, t2, magic_aliado_idle_logic_combat
li t2, NUMBER_OF_STEPS_UNTIL_SECOND_ATACK
beq t1, t2, magic_aliado_idle_logic_combat
# Significa que precisamos calcular o x do projetil
la t1, PLAYERS_IN_COMBAT
lw t2, 0(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a3, PLAYER_W_SPRITE_MAGIA(t2) # Projetil
# Tamanhos
li t0, MOVING_MAGIC_WIDTH
sb t0, PLAYER_B_MAGIA_SIZE_X(t2)
li t0, MOVING_MAGIC_HEIGHT
sb t0, PLAYER_B_MAGIA_SIZE_Y(t2)
# Distancia
# Adicionando Y
li t0, MOVING_MAGIC_POSITION_1_Y
sh t0, PLAYER_H_MAGIA_Y(t2)
# Adicionando X
la t0, COMBAT_STEP
lb t0, 0(t0)
li t3, NUMBER_OF_STEPS_UNTIL_FIRST_ATACK
addi t3, t3, NUMBER_OF_ATACK_STEPS
blt t0, t3, first_atack_projetil_alied_logic_combat
li t4, NUMBER_OF_STEPS_UNTIL_SECOND_ATACK
sub t0, t0, t4# N
j atack_projetil_alied_logic_combat
first_atack_projetil_alied_logic_combat:
li t4, NUMBER_OF_STEPS_UNTIL_FIRST_ATACK
sub t0, t0, t4 # N
atack_projetil_alied_logic_combat:
li t3, DELTA_X_MAGIC
mul t0, t0, t3 # N * DELTA_X
addi t0, t0, MOVING_MAGIC_POSITION_1_X # Positon + n
sh t0, PLAYER_H_MAGIA_X(t2)
j end_moving_atack_logic_combat
magic_aliado_idle_logic_combat:
la t1, PLAYERS_IN_COMBAT
lw t2, 0(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a2, PLAYER_W_SPRITE_MAGIA(t2)
# Setting positions and sizes
li t0, IDLE_MAGIC_POSITION_1_X
sh t0, PLAYER_H_MAGIA_X(t2)
li t0, IDLE_MAGIC_POSITION_1_Y
sh t0, PLAYER_H_MAGIA_Y(t2)
li t0, IDLE_MAGIC_WIDTH
sb t0, PLAYER_B_MAGIA_SIZE_X(t2)
li t0, IDLE_MAGIC_HEIGHT
sb t0, PLAYER_B_MAGIA_SIZE_Y(t2)
lb t0, PLAYER_B_VIDA_ATUAL(t2)
beq t0, zero, finish_logic_combat
j end_idle_atack_logic_combat
inimigo_ataca_logica_combat:
# Coloca a label do segundo player como pose e do primeiro como idle
la t0, PLAYER_ATACKING
li t1, 2
sb t1, 0(t0)
la t1, PLAYERS_IN_COMBAT
lw t2, 0(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a0, PLAYER_W_SPRITE(t2)
lw t2, 4(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a1, PLAYER_W_SPRITE(t2)
# Desenhando o poder baseado no passo se primeiro passo de atack magia em idle resto projetil que se movimenta
la t0, COMBAT_STEP
lb t1, 0(t0)
li t2, NUMBER_OF_STEPS_UNTIL_FIRST_ATACK
beq t1, t2, magic_inimigo_idle_logic_combat
li t2, NUMBER_OF_STEPS_UNTIL_SECOND_ATACK
beq t1, t2, magic_inimigo_idle_logic_combat
# Significa que precisamos calcular o x do projetil
la t1, PLAYERS_IN_COMBAT
lw t2, 4(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a3, PLAYER_W_SPRITE_MAGIA(t2) # Projetil
# Tamanhos
li t0, MOVING_MAGIC_WIDTH
sb t0, PLAYER_B_MAGIA_SIZE_X(t2)
li t0, MOVING_MAGIC_HEIGHT
sb t0, PLAYER_B_MAGIA_SIZE_Y(t2)
# Distancia
# Adicionando Y
li t0, MOVING_MAGIC_POSITION_2_Y
sh t0, PLAYER_H_MAGIA_Y(t2)
# Adicionando X
la t0, COMBAT_STEP
lb t0, 0(t0)
li t3, NUMBER_OF_STEPS_UNTIL_FIRST_ATACK
addi t3, t3, NUMBER_OF_ATACK_STEPS
blt t0, t3, first_atack_projetil_enemy_logic_combat
li t4,NUMBER_OF_STEPS_UNTIL_SECOND_ATACK
sub t0, t0, t4# N
j atack_projetil_enemy_logic_combat
first_atack_projetil_enemy_logic_combat:
li t4, NUMBER_OF_STEPS_UNTIL_FIRST_ATACK
sub t0, t0, t4# N
atack_projetil_enemy_logic_combat:
li t3, DELTA_X_MAGIC
mul t0, t0, t3 # N * DELTA_X
li t4, MOVING_MAGIC_POSITION_2_X
sub t0, t4, t0 # Positon + n
sh t0, PLAYER_H_MAGIA_X(t2)
j end_moving_atack_logic_combat
magic_inimigo_idle_logic_combat:
la t1, PLAYERS_IN_COMBAT
lw t2, 4(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a2, PLAYER_W_SPRITE_MAGIA(t2)
# Setting positions and sizes
li t0, IDLE_MAGIC_POSITION_2_X
sh t0, PLAYER_H_MAGIA_X(t2)
li t0, IDLE_MAGIC_POSITION_2_Y
sh t0, PLAYER_H_MAGIA_Y(t2)
li t0, IDLE_MAGIC_WIDTH
sb t0, PLAYER_B_MAGIA_SIZE_X(t2)
li t0, IDLE_MAGIC_HEIGHT
sb t0, PLAYER_B_MAGIA_SIZE_Y(t2)
lb t0, PLAYER_B_VIDA_ATUAL(t2)
beq t0, zero, finish_logic_combat
j end_idle_atack_logic_combat
second_reduce_life_logic_combat:
# Vaiaveis de estado
la t2, IS_PRINT_DMG
li t1, 1
sb t1, 0(t2)
# First interaction
li t1, NUMBER_OF_STEPS_UNTIL_SECOND_LIFE
beq t1, t0, calculate_dmg_second_logic_combat
# Coloca a label dos dois playres como idle
la t0, PLAYER_ATACKING
sb zero, 0(t0)
la t1, PLAYERS_IN_COMBAT
lw t2, 0(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a0, PLAYER_W_SPRITE(t2)
lw t2, 4(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a0, PLAYER_W_SPRITE(t2)
# Verifica se pode avancar a cena
csrr t0, time
la t1, COMBAT_LAST_TIME
lw t2, 0(t1)
li t3, WAIT_LIFE_SUB_TIME
sub t2, t0, t2
bgtu t3, t2, end_logic_combat
sw t0, 0(t1)
# Send to combat step to next
la t0, COMBAT_STEP
lb t1, 0(t0)
addi t1, t1, 1
sb t1, 0(t0)
# Subtract dmg and player life by 1
li t0, 1
la t1, IN_COMBAT
lb t1, 0(t1)
beq t1, t0, sub_player_life_player_logic
j sub_enemy_life_player_logic
first_reduce_life_logic_combat:
# Vaiaveis de estado
la t2, IS_PRINT_DMG
li t1, 1
sb t1, 0(t2)
# First interaction
li t1, NUMBER_OF_STEPS_UNTIL_FIRST_LIFE
beq t1, t0, calculate_dmg_first_logic_combat
# Coloca a label dos dois playres como idle
la t0, PLAYER_ATACKING
sb zero, 0(t0)
la t1, PLAYERS_IN_COMBAT
lw t2, 0(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a0, PLAYER_W_SPRITE(t2)
lw t2, 4(t1)
lb a0, PLAYER_B_TIPO(t2)
jal GET_COMBAT_SPRITES_BY_TYPE
sw a0, PLAYER_W_SPRITE(t2)
# Verifica se pode avancar a cena
csrr t0, time
la t1, COMBAT_LAST_TIME
lw t2, 0(t1)
li t3, WAIT_LIFE_SUB_TIME
sub t2, t0, t2
bgtu t3, t2, end_logic_combat
sw t0, 0(t1)
# Send to combat step to next
la t0, COMBAT_STEP
lb t1, 0(t0)
addi t1, t1, 1
sb t1, 0(t0)
# Subtract dmg and player life by 1
li t0, 1
la t1, IN_COMBAT
lb t1, 0(t1)
beq t1, t0, sub_enemy_life_player_logic
j sub_player_life_player_logic
sub_player_life_player_logic:
la t1, PLAYERS_IN_COMBAT
lw t2, 0(t1)
lb t0, PLAYER_B_VIDA_ATUAL(t2)
beq t0, zero, finish_logic_combat
la t1, COMBAT_DAMAGE
lb t3, 0(t1)
beq t3, zero, end_logic_combat
addi t0, t0, -1
addi t3, t3, -1
sb t0, PLAYER_B_VIDA_ATUAL(t2)
sb t3, 0(t1)
# *AUDIO_STATE = AUDIO_STATE_COMBAT_SUBLIFE
la t0, AUDIO_STATE
li t1, AUDIO_STATE_COMBAT_SUBLIFE
sb t1, 0(t0)
j end_logic_combat
sub_enemy_life_player_logic:
la t1, PLAYERS_IN_COMBAT
lw t2, 4(t1)
lb t0, PLAYER_B_VIDA_ATUAL(t2)
beq t0, zero, end_logic_combat
la t1, COMBAT_DAMAGE
lb t3, 0(t1)
beq t3, zero, end_logic_combat
addi t0, t0, -1
addi t3, t3, -1
sb t0, PLAYER_B_VIDA_ATUAL(t2)
sb t3, 0(t1)
# *AUDIO_STATE = AUDIO_STATE_COMBAT_SUBLIFE
la t0, AUDIO_STATE
li t1, AUDIO_STATE_COMBAT_SUBLIFE
sb t1, 0(t0)
j end_logic_combat
calculate_dmg_first_logic_combat:
# HIT, CRIT, PLAYER DMG
li t0, 1
la t1, IN_COMBAT
lb t1, 0(t1)
beq t1, t0, player_calculate_dmg_logic_combat
j enemy_calculate_dmg_logic_combat
calculate_dmg_second_logic_combat:
# HIT, CRIT, PLAYER DMG
li t0, 1
la t1, IN_COMBAT
lb t1, 0(t1)
beq t1, t0, enemy_calculate_dmg_logic_combat
j player_calculate_dmg_logic_combat
player_calculate_dmg_logic_combat:
# Check if players hits
la t0, PLAYERS_IN_COMBAT
lw t1, 4(t0)
lb a1, PLAYER_B_TIPO(t1)
lw t1, 0(t0)
lb t2, PLAYER_B_HIT(t1)
lb a0, PLAYER_B_TIPO(t1)
jal CONFRONT_TYPE
add t2, t2, a0 # Hit + type
# Checking if in bush
lb t3, PLAYER_B_SPECIAL_TERRAIN(t1)
li t4, 1
bne t3, t4, check_if_hits_player_dmg # 1 if terrain is bush
# oponente esta em bush
addi t2, t2, -20
check_if_hits_player_dmg:
li a0, 100
jal RAND_INT
bgt a0, t2, player_miss_calculate_dmg_logic_combat
# acertou
# Checking if crit
li a0, 10
jal RAND_INT # number 0 to 9 if 0 or 1 crit
# Check if in rune
li t0, 1
lb t2, PLAYER_B_SPECIAL_TERRAIN(t1)
li t3, 2
bne t2, t3, not_in_rune_calculate_dmg_player
addi t0, t0, 2
not_in_rune_calculate_dmg_player:
bgt a0, t0, no_crit_player_dmg_logic_combat
# Has crit
lb t2, PLAYER_B_CRIT(t1) #
addi t2, t2, 1
lb t3, PLAYER_B_DAMAGE(t1)
mul t3, t3, t2
la t2, COMBAT_DAMAGE
sb t3, 0(t2)
la t0, PRINT_DMG
sub t3, zero, t3
sb t3, 0(t0) # negativo representa critico
j end_dmg_logic_combat
no_crit_player_dmg_logic_combat:
lb t3, PLAYER_B_DAMAGE(t1)
la t2, COMBAT_DAMAGE
sb t3, 0(t2)
la t0, PRINT_DMG
sb t3, 0(t0)
j end_dmg_logic_combat
player_miss_calculate_dmg_logic_combat:
la t2, COMBAT_DAMAGE
sb zero, 0(t2)
la t0, PRINT_DMG
sb zero, 0(t0)
j end_dmg_logic_combat
enemy_calculate_dmg_logic_combat:
# Check if players hits
la t0, PLAYERS_IN_COMBAT
lw t1, 0(t0)
lb a1, PLAYER_B_TIPO(t1)
lw t1, 4(t0)
lb t2, PLAYER_B_HIT(t1)
lb a0, PLAYER_B_TIPO(t1)
jal CONFRONT_TYPE
add t2, t2, a0 # Hit + type
# Checking if in bush
lb t3, PLAYER_B_SPECIAL_TERRAIN(t1)
li t4, 1
bne t3, t4, check_if_hits_enemy_dmg # 1 if terrain is bush
# oponente esta em bush
addi t2, t2, -20
check_if_hits_enemy_dmg:
li a0, 100
jal RAND_INT
bgt a0, t2, enemy_miss_calculate_dmg_logic_combat
# acertou
# Checking if crit
li a0, 10
jal RAND_INT # number 0 to 9 if 0 or 1 crit
# Check if in rune
li t0, 1
lb t2, PLAYER_B_SPECIAL_TERRAIN(t1)
li t3, 2
bne t2, t3, not_in_rune_calculate_dmg_enemy
addi t0, t0, 2
not_in_rune_calculate_dmg_enemy:
bgt a0, t0, no_crit_enemy_dmg_logic_combat
# Has crit
lb t2, PLAYER_B_CRIT(t1) #
addi t2, t2, 1
lb t3, PLAYER_B_DAMAGE(t1)
mul t3, t3, t2
la t2, COMBAT_DAMAGE
sb t3, 0(t2)
la t0, PRINT_DMG
sub t3, zero, t3
sb t3, 0(t0) # negativo representa critico
j end_dmg_logic_combat
no_crit_enemy_dmg_logic_combat:
lb t3, PLAYER_B_DAMAGE(t1)
la t2, COMBAT_DAMAGE
sb t3, 0(t2)
la t0, PRINT_DMG
sb t3, 0(t0)
j end_dmg_logic_combat
enemy_miss_calculate_dmg_logic_combat:
la t2, COMBAT_DAMAGE
sb zero, 0(t2)
la t0, PRINT_DMG
sb zero, 0(t0)
j end_dmg_logic_combat
end_dmg_logic_combat:
# Send to combat step to next
la t0, COMBAT_STEP
lb t1, 0(t0)
addi t1, t1, 1
sb t1, 0(t0)
j end_logic_combat
end_idle_atack_logic_combat:
# Verifica se pode avancar a cena
csrr t0, time
la t1, COMBAT_LAST_TIME
lw t2, 0(t1)
li t3, WAIT_IDLE_ATACK_TIME
sub t2, t0, t2
bgtu t3, t2, end_logic_combat
sw t0, 0(t1)
# Send to combat step to next
la t0, COMBAT_STEP
lb t1, 0(t0)
addi t1, t1, 1
sb t1, 0(t0)
j end_logic_combat
end_moving_atack_logic_combat:
# Verifica se pode avancar a cena
csrr t0, time
la t1, COMBAT_LAST_TIME
lw t2, 0(t1)
li t3, WAIT_MOVING_ATACK_TIME
sub t2, t0, t2
bgtu t3, t2, end_logic_combat
sw t0, 0(t1)
# Send to combat step to next
la t0, COMBAT_STEP
lb t1, 0(t0)
addi t1, t1, 1
sb t1, 0(t0)
j end_logic_combat
end_logic_combat:
lw ra 0(sp)
addi sp, sp, 4
ret
finish_logic_combat:
la t0, IN_COMBAT
sb zero, 0(t0)
la t0, COMBAT_STEP
sb zero, 0(t0)
j end_logic_combat
##################################################
# Recebe os tipo e retorna vantagem ou desvantagem
##################################################
# a0 = tipo atacante
# a1 = tipo defesa
##################################################
# a0 = desvantagam para acertar
##################################################
CONFRONT_TYPE:
li t0, AL_AZUL
beq a0, t0, blue_confront_type
li t0, IN_AZUL
beq a0, t0, blue_confront_type
li t0, AL_VER
beq a0, t0, red_confront_type
li t0, IN_VER
beq a0, t0, red_confront_type
li t0, AL_MAR
beq a0, t0, marron_confront_type
li t0, IN_MAR
beq a0, t0, marron_confront_type
blue_confront_type:
li t0, AL_AZUL
beq a1, t0, eq_confront_type
li t0, IN_AZUL
beq a1, t0, eq_confront_type
li t0, AL_VER
beq a1, t0, ad_confront_type
li t0, IN_VER
beq a1, t0, ad_confront_type
li t0, AL_MAR
beq a1, t0, des_confront_type
li t0, IN_MAR
beq a1, t0, des_confront_type
red_confront_type:
li t0, AL_AZUL
beq a1, t0, des_confront_type
li t0, IN_AZUL
beq a1, t0, des_confront_type
li t0, AL_VER
beq a1, t0, eq_confront_type
li t0, IN_VER
beq a1, t0, eq_confront_type
li t0, AL_MAR
beq a1, t0, ad_confront_type
li t0, IN_MAR
beq a1, t0, ad_confront_type
marron_confront_type:
li t0, AL_AZUL
beq a1, t0, ad_confront_type
li t0, IN_AZUL
beq a1, t0, ad_confront_type
li t0, AL_VER
beq a1, t0, des_confront_type
li t0, IN_VER
beq a1, t0, des_confront_type
li t0, AL_MAR
beq a1, t0, eq_confront_type
li t0, IN_MAR
beq a1, t0, eq_confront_type
eq_confront_type:
li a0, 0
ret
ad_confront_type:
li a0, 20
ret
des_confront_type:
li a0, -20
ret
##################################################
# Recebe o tipo e retorna a sprite de idle
##################################################
# a0 = tipo
##################################################
# a0 = idle
# a1 = pose
# a2 = magic idle
# a3 = magic moving
##################################################
GET_COMBAT_SPRITES_BY_TYPE:
li t0, AL_AZUL
beq a0, t0, type_1_get_combat_idle_sprite_by_type
li t0, AL_VER
beq a0, t0, type_2_get_combat_idle_sprite_by_type
li t0, AL_MAR
beq a0, t0, type_3_get_combat_idle_sprite_by_type
li t0, IN_AZUL
beq a0, t0, type_4_get_combat_idle_sprite_by_type
li t0, IN_VER
beq a0, t0, type_5_get_combat_idle_sprite_by_type
li t0, IN_MAR
beq a0, t0, type_6_get_combat_idle_sprite_by_type
j type_1_get_combat_idle_sprite_by_type
type_1_get_combat_idle_sprite_by_type:
la a0, combat_idle_aliado_azul
la a1, combat_pose_aliado_azul
la a2, magic_idle_azul
la a3, magic_moving_azul
la a4, GELO
ret
type_2_get_combat_idle_sprite_by_type:
la a0, combat_idle_aliado_vermelho
la a1, combat_pose_aliado_vermelho
la a2, magic_idle_vermelho
la a3, magic_moving_vermelho
la a4, FOGO
ret
type_3_get_combat_idle_sprite_by_type:
la a0, combat_idle_aliado_marron
la a1, combat_pose_aliado_marron
la a2, magic_idle_marron
la a3, magic_moving_marron
la a4, TERRA
ret
type_4_get_combat_idle_sprite_by_type:
la a0, combat_idle_inimigo_azul
la a1, combat_pose_inimigo_azul
la a2, magic_idle_azul
la a3, magic_moving_azul
la a4, GELO
ret
type_5_get_combat_idle_sprite_by_type:
la a0, combat_idle_inimigo_vermelho
la a1, combat_pose_inimigo_vermelho
la a2, magic_idle_vermelho
la a3, magic_moving_vermelho
la a4, FOGO
ret
type_6_get_combat_idle_sprite_by_type:
la a0, combat_idle_inimigo_marron
la a1, combat_pose_inimigo_marron
la a2, magic_idle_marron
la a3, magic_moving_marron
la a4, TERRA
ret
|
nqd1/FPGRARS
| 62,961
|
samples/test/Mage-Embler/src/SYSTEMv21.s
|
#########################################################################
# Rotina de tratamento de excecao e interrupcao v2.1 #
# Lembre-se: Os ecalls originais do Rars possuem precedencia sobre #
# estes definidos aqui #
# Os ecalls 1XX usam o BitMap Display e Keyboard Display MMIO Tools #
# Usar o RARS14_Custom4 (misa) #
# Marcus Vinicius Lamar #
# 2020/1 #
#########################################################################
# incluir o MACROSv20.s no in�cio do seu programa!!!!
.data
.align 2
# Tabela de caracteres desenhados segundo a fonte 8x8 pixels do ZX-Spectrum
LabelTabChar:
.word 0x00000000, 0x00000000, 0x10101010, 0x00100010, 0x00002828, 0x00000000, 0x28FE2828, 0x002828FE,
0x38503C10, 0x00107814, 0x10686400, 0x00004C2C, 0x28102818, 0x003A4446, 0x00001010, 0x00000000,
0x20201008, 0x00081020, 0x08081020, 0x00201008, 0x38549210, 0x00109254, 0xFE101010, 0x00101010,
0x00000000, 0x10081818, 0xFE000000, 0x00000000, 0x00000000, 0x18180000, 0x10080402, 0x00804020,
0x54444438, 0x00384444, 0x10103010, 0x00381010, 0x08044438, 0x007C2010, 0x18044438, 0x00384404,
0x7C482818, 0x001C0808, 0x7840407C, 0x00384404, 0x78404438, 0x00384444, 0x1008047C, 0x00202020,
0x38444438, 0x00384444, 0x3C444438, 0x00384404, 0x00181800, 0x00001818, 0x00181800, 0x10081818,
0x20100804, 0x00040810, 0x00FE0000, 0x000000FE, 0x04081020, 0x00201008, 0x08044438, 0x00100010,
0x545C4438, 0x0038405C, 0x7C444438, 0x00444444, 0x78444478, 0x00784444, 0x40404438, 0x00384440,
0x44444478, 0x00784444, 0x7840407C, 0x007C4040, 0x7C40407C, 0x00404040, 0x5C404438, 0x00384444,
0x7C444444, 0x00444444, 0x10101038, 0x00381010, 0x0808081C, 0x00304848, 0x70484444, 0x00444448,
0x20202020, 0x003C2020, 0x92AAC682, 0x00828282, 0x54546444, 0x0044444C, 0x44444438, 0x00384444,
0x38242438, 0x00202020, 0x44444438, 0x0C384444, 0x78444478, 0x00444850, 0x38404438, 0x00384404,
0x1010107C, 0x00101010, 0x44444444, 0x00384444, 0x28444444, 0x00101028, 0x54828282, 0x00282854,
0x10284444, 0x00444428, 0x10284444, 0x00101010, 0x1008047C, 0x007C4020, 0x20202038, 0x00382020,
0x10204080, 0x00020408, 0x08080838, 0x00380808, 0x00442810, 0x00000000, 0x00000000, 0xFE000000,
0x00000810, 0x00000000, 0x3C043800, 0x003A4444, 0x24382020, 0x00582424, 0x201C0000, 0x001C2020,
0x48380808, 0x00344848, 0x44380000, 0x0038407C, 0x70202418, 0x00202020, 0x443A0000, 0x38043C44,
0x64584040, 0x00444444, 0x10001000, 0x00101010, 0x10001000, 0x60101010, 0x28242020, 0x00242830,
0x08080818, 0x00080808, 0x49B60000, 0x00414149, 0x24580000, 0x00242424, 0x44380000, 0x00384444,
0x24580000, 0x20203824, 0x48340000, 0x08083848, 0x302C0000, 0x00202020, 0x201C0000, 0x00380418,
0x10381000, 0x00101010, 0x48480000, 0x00344848, 0x44440000, 0x00102844, 0x82820000, 0x0044AA92,
0x28440000, 0x00442810, 0x24240000, 0x38041C24, 0x043C0000, 0x003C1008, 0x2010100C, 0x000C1010,
0x10101010, 0x00101010, 0x04080830, 0x00300808, 0x92600000, 0x0000000C, 0x243C1818, 0xA55A7E3C,
0x99FF5A81, 0x99663CFF, 0x10280000, 0x00000028, 0x10081020, 0x00081020
# scancode -> ascii
LabelScanCode:
# 0 1 2 3 4 5 6 7 8 9 A B C D E F
.byte 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, # 00 a 0F
0x00, 0x00, 0x00, 0x00, 0x00, 0x71, 0x31, 0x00, 0x00, 0x00, 0x7a, 0x73, 0x61, 0x77, 0x32, 0x00, # 10 a 1F
0x00, 0x63, 0x78, 0x64, 0x65, 0x34, 0x33, 0x00, 0x00, 0x20, 0x76, 0x66, 0x74, 0x72, 0x35, 0x00, # 20 a 2F 29 espaco => 20
0x00, 0x6e, 0x62, 0x68, 0x67, 0x79, 0x36, 0x00, 0x00, 0x00, 0x6d, 0x6a, 0x75, 0x37, 0x38, 0x00, # 30 a 3F
0x00, 0x2c, 0x6b, 0x69, 0x6f, 0x30, 0x39, 0x00, 0x00, 0x2e, 0x2f, 0x6c, 0x3b, 0x70, 0x2d, 0x00, # 40 a 4F
0x00, 0x00, 0x27, 0x00, 0x00, 0x3d, 0x00, 0x00, 0x00, 0x00, 0x0A, 0x5b, 0x00, 0x5d, 0x00, 0x00, # 50 a 5F 5A Enter => 0A (= ao Rars)
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x31, 0x00, 0x34, 0x37, 0x00, 0x00, 0x00, # 60 a 6F 66 Backspace => 08
0x30, 0x2e, 0x32, 0x35, 0x36, 0x38, 0x00, 0x00, 0x00, 0x2b, 0x33, 0x2d, 0x2a, 0x39, 0x00, 0x00, # 70 a 7F
0x00, 0x00, 0x00, 0x00, 0x00, 0x00 # 80 a 85
# scancode -> ascii (com shift)
LabelScanCodeShift:
.byte 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x51, 0x21, 0x00, 0x00, 0x00, 0x5a, 0x53, 0x41, 0x57, 0x40, 0x00,
0x00, 0x43, 0x58, 0x44, 0x45, 0x24, 0x23, 0x00, 0x00, 0x00, 0x56, 0x46, 0x54, 0x52, 0x25, 0x00,
0x00, 0x4e, 0x42, 0x48, 0x47, 0x59, 0x5e, 0x00, 0x00, 0x00, 0x4d, 0x4a, 0x55, 0x26, 0x2a, 0x00,
0x00, 0x3c, 0x4b, 0x49, 0x4f, 0x29, 0x28, 0x00, 0x00, 0x3e, 0x3f, 0x4c, 0x3a, 0x50, 0x5f, 0x00,
0x00, 0x00, 0x22, 0x00, 0x00, 0x2b, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7b, 0x00, 0x7d, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00
.align 2
#buffer do ReadString, ReadFloat, SDread, etc. 512 caracteres/bytes
TempBuffer:
.space 512
# tabela de conversao hexa para ascii
TabelaHexASCII: .string "0123456789ABCDEF "
NumDesnormP: .string "+desnorm"
NumDesnormN: .string "-desnorm"
NumZero: .string "0.00000000"
NumInfP: .string "+Infinity"
NumInfN: .string "-Infinity"
NumNaN: .string "NaN"
# tabela de causa de exce��es
Cause0: .string "Error: 0 Instruction address misaligned "
Cause1: .string "Error: 1 Instruction access fault "
Cause2: .string "Error: 2 Ilegal Instruction "
Cause4: .string "Error: 4 Load address misaligned "
Cause5: .string "Error: 5 Load access fault "
Cause6: .string "Error: 6 Store address misaligned "
Cause7: .string "Error: 7 Store access fault "
CauseD: .string "Error: Unknown "
CauseE: .string "Error: Ecall "
PC: .string "PC: "
Addrs: .string "Addrs: "
Instr: .string "Instr: "
### Obs.: a forma 'LABEL: instrucao' embora fique feio facilita o debug no Rars, por favor nao reformatar!!!
########################################################################################
.text
###### Devem ser colocadas aqui as identifica��es das interrup��es e exce��es ###
csrwi ucause,1 # caso ocorra dropdown vai gerar exce��o de instru��o inv�lida
ExceptionHandling: addi sp, sp, -8 # salva 2 registradores utilizados para comparar ucause
sw t0, 0(sp)
sw s10, 4(sp)
csrr s10,ucause # le o ucause e salva em s10
li t0, 8
bne t0, s10, errorExceptions # N�o � ecall - nem precisa arrumar a pilha!
lw t0, 0(sp) # � ecall
lw s10, 4(sp) # recupera registradores usados
addi sp, sp, 8
j ecallException
######################################################
############### Exce��es de Erros ################
######################################################
errorExceptions: csrr s11, utval # le o utval da exce��o e salva em s11
addi a0, zero, 0xc0 ## printa tela de azul
addi a1, zero, 0
addi a7, zero, 148
jal clsCLS
# Instruction address misaligned
End_Cause0: li t0, 0
bne t0, s10, End_Cause1
la a0, Cause0
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
j End_uepc
# Instruction access fault
End_Cause1: li t0, 1
bne t0, s10, End_Cause2
la a0, Cause1
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
j End_uepc
# Ilegal Instruction
End_Cause2: li t0, 2
bne t0, s10, End_Cause4
la a0, Cause2
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Instr
j End_utval
# Load address misaligned
End_Cause4: addi t0, zero, 4
bne t0, s10, End_Cause5
la a0, Cause4
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
# Load access fault
End_Cause5: li t0, 5
bne t0, s10, End_Cause6
la a0, Cause5
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
#Store address misaligned
End_Cause6: li t0, 6
bne t0, s10, End_Cause7
la a0, Cause6
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
# Store access fault
End_Cause7: li t0, 7
bne t0, s10, End_CauseD
la a0, Cause7
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
j End_utval
# Exception Unknown
End_CauseD: la a0, CauseD
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
la a0, Addrs
End_utval: li a1, 0
li a2, 24
li a3, 0x000c0ff
jal printString
mv a0, s11
li a1, 56
li a2, 24
li a3, 0x0000c0ff
jal printHex
End_uepc: la a0, PC # Imprime o pc em que a exce��o ocorreu
li a1, 0
li a2, 12
li a3, 0x000c0ff
jal printString
csrr a0, uepc # Le uepc
li a1, 28
li a2, 12
li a3, 0x0000c0ff
jal printHex
j goToExit # encerra execu��o
######################################################
############# exce��o de ECALL ###################
######################################################
ecallException: addi sp, sp, -264 # Salva todos os registradores na pilha
sw x1, 0(sp)
sw x2, 4(sp)
sw x3, 8(sp)
sw x4, 12(sp)
sw x5, 16(sp)
sw x6, 20(sp)
sw x7, 24(sp)
sw x8, 28(sp)
sw x9, 32(sp)
sw x10, 36(sp)
sw x11, 40(sp)
sw x12, 44(sp)
sw x13, 48(sp)
sw x14, 52(sp)
sw x15, 56(sp)
sw x16, 60(sp)
sw x17, 64(sp)
sw x18, 68(sp)
sw x19, 72(sp)
sw x20, 76(sp)
sw x21, 80(sp)
sw x22, 84(sp)
sw x23, 88(sp)
sw x24, 92(sp)
sw x25, 96(sp)
sw x26, 100(sp)
sw x27, 104(sp)
sw x28, 108(sp)
sw x29, 112(sp)
sw x30, 116(sp)
sw x31, 120(sp)
NAOTEM_F(s8,ecallException.pula)
fsw f0, 124(sp)
fsw f1, 128(sp)
fsw f2, 132(sp)
fsw f3, 136(sp)
fsw f4, 140(sp)
fsw f5, 144(sp)
fsw f6, 148(sp)
fsw f7, 152(sp)
fsw f8, 156(sp)
fsw f9, 160(sp)
fsw f10, 164(sp)
fsw f11, 168(sp)
fsw f12, 172(sp)
fsw f13, 176(sp)
fsw f14, 180(sp)
fsw f15, 184(sp)
fsw f16, 188(sp)
fsw f17, 192(sp)
fsw f18, 196(sp)
fsw f19, 200(sp)
fsw f20, 204(sp)
fsw f21, 208(sp)
fsw f22, 212(sp)
fsw f23, 216(sp)
fsw f24, 220(sp)
fsw f25, 224(sp)
fsw f26, 228(sp)
fsw f27, 232(sp)
fsw f28, 236(sp)
fsw f29, 240(sp)
fsw f30, 244(sp)
fsw f31, 248(sp)
ecallException.pula:
# Zera os valores dos registradores temporarios
add t0, zero, zero
add t1, zero, zero
add t2, zero, zero
add t3, zero, zero
add t4, zero, zero
add t5, zero, zero
add t6, zero, zero
# Verifica o numero da chamada do sistema
addi t0, zero, 10
beq t0, a7, goToExit # ecall exit
addi t0, zero, 110
beq t0, a7, goToExit # ecall exit
addi t0, zero, 1 # ecall 1 = print int
beq t0, a7, goToPrintInt
addi t0, zero, 101 # ecall 1 = print int
beq t0, a7, goToPrintInt
addi t0, zero, 2 # ecall 2 = print float
beq t0, a7, goToPrintFloat
addi t0, zero, 102 # ecall 2 = print float
beq t0, a7, goToPrintFloat
addi t0, zero, 4 # ecall 4 = print string
beq t0, a7, goToPrintString
addi t0, zero, 104 # ecall 4 = print string
beq t0, a7, goToPrintString
addi t0, zero, 5 # ecall 5 = read int
beq t0, a7, goToReadInt
addi t0, zero, 105 # ecall 5 = read int
beq t0, a7, goToReadInt
addi t0, zero, 6 # ecall 6 = read float
beq t0, a7, goToReadFloat
addi t0, zero, 106 # ecall 6 = read float
beq t0, a7, goToReadFloat
addi t0, zero, 8 # ecall 8 = read string
beq t0, a7, goToReadString
addi t0, zero, 108 # ecall 8 = read string
beq t0, a7, goToReadString
addi t0, zero, 11 # ecall 11 = print char
beq t0, a7, goToPrintChar
addi t0, zero, 111 # ecall 11 = print char
beq t0, a7, goToPrintChar
addi t0, zero, 12 # ecall 12 = read char
beq t0, a7, goToReadChar
addi t0, zero, 112 # ecall 12 = read char
beq t0, a7, goToReadChar
addi t0, zero, 30 # ecall 30 = time
beq t0, a7, goToTime
addi t0, zero, 130 # ecall 30 = time
beq t0, a7, goToTime
addi t0, zero, 32 # ecall 32 = sleep
beq t0, a7, goToSleep
addi t0, zero, 132 # ecall 32 = sleep
beq t0, a7, goToSleep
addi t0, zero, 41 # ecall 41 = random
beq t0, a7, goToRandom
addi t0, zero, 141 # ecall 41 = random
beq t0, a7, goToRandom
addi t0, zero, 34 # ecall 34 = print hex
beq t0, a7, goToPrintHex
addi t0, zero, 134 # ecall 34 = print hex
beq t0, a7, goToPrintHex
addi t0, zero, 31 # ecall 31 = MIDI out
beq t0, a7, goToMidiOut # Generate tone and return immediately
addi t0, zero, 131 # ecall 31 = MIDI out
beq t0, a7, goToMidiOut
addi t0, zero, 33 # ecall 33 = MIDI out synchronous
beq t0, a7, goToMidiOutSync # Generate tone and return upon tone completion
addi t0, zero, 133 # ecall 33 = MIDI out synchronous
beq t0, a7, goToMidiOutSync
addi t0, zero, 48 # ecall 48 = CLS
beq t0, a7, goToCLS
addi t0, zero, 148 # ecall 48 = CLS
beq t0, a7, goToCLS
addi t0, zero, 47 # ecall 47 = DrawLine
beq t0, a7, goToBRES
addi t0, zero, 147 # ecall 47 = DrawLine
beq t0, a7, goToBRES
addi t0, zero, 36 # ecall 36 = PrintIntUnsigned
beq t0, a7, goToPrintIntUnsigned
addi t0, zero, 136 # ecall 36 = PrintIntUnsigned
beq t0, a7, goToPrintIntUnsigned
## end execution ##
goToExit: DE1(s8,goToExitDE2) # se for a DE1 pula
li a7, 10 # chama o ecall normal do Rars
ecall # exit ecall
goToExitDE2: j goToExitDE2 # trava o processador : N�o tem sistema operacional!
goToPrintInt: jal printInt # chama printInt
j endEcall
goToPrintString: jal printString # chama printString
j endEcall
goToPrintChar: jal printChar # chama printChar
j endEcall
goToPrintFloat: NAOTEM_F(s8,NaoExisteEcall)
jal printFloat # chama printFloat
j endEcall
goToReadChar: jal readChar # chama readChar
j endEcall
goToReadInt: jal readInt # chama readInt
j endEcall
goToReadString: jal readString # chama readString
j endEcall
goToReadFloat: NAOTEM_F(s8,NaoExisteEcall)
jal readFloat # chama readFloat
j endEcall
goToPrintHex: jal printHex # chama printHex
j endEcall
goToPrintIntUnsigned: jal printIntUnsigned # chama Print Unsigned Int
j endEcall
goToMidiOut: jal midiOut # chama MIDIout
j endEcall
goToMidiOutSync: jal midiOutSync # chama MIDIoutSync
j endEcall
goToTime: jal Time # chama time
j endEcall
goToSleep: jal Sleep # chama sleep
j endEcall
goToRandom: jal Random # chama random
j endEcall
goToCLS: jal clsCLS # chama CLS
j endEcall
goToBRES: jal BRESENHAM # chama BRESENHAM
j endEcall
endEcall: lw x1, 0(sp) # recupera QUASE todos os registradores na pilha
lw x2, 4(sp)
lw x3, 8(sp)
lw x4, 12(sp)
lw x5, 16(sp)
lw x6, 20(sp)
lw x7, 24(sp)
lw x8, 28(sp)
lw x9, 32(sp)
# lw x10, 36(sp) # a0 retorno de valor
# lw x11, 40(sp) # a1 retorno de valor
lw x12, 44(sp)
lw x13, 48(sp)
lw x14, 52(sp)
lw x15, 56(sp)
lw x16, 60(sp)
lw x17, 64(sp)
lw x18, 68(sp)
lw x19, 72(sp)
lw x20, 76(sp)
lw x21, 80(sp)
lw x22, 84(sp)
lw x23, 88(sp)
lw x24, 92(sp)
lw x25, 96(sp)
lw x26, 100(sp)
lw x27, 104(sp)
lw x28, 108(sp)
lw x29, 112(sp)
lw x30, 116(sp)
lw x31, 120(sp)
NAOTEM_F(s8,endEcall.pula)
flw f0, 124(sp)
flw f1, 128(sp)
flw f2, 132(sp)
flw f3, 136(sp)
flw f4, 140(sp)
flw f5, 144(sp)
flw f6, 148(sp)
flw f7, 152(sp)
flw f8, 156(sp)
flw f9, 160(sp)
# flw f10, 164(sp) # fa0 retorno de valor
# flw f11, 168(sp) # fa1 retorno de valor
flw f12, 172(sp)
flw f13, 176(sp)
flw f14, 180(sp)
flw f15, 184(sp)
flw f16, 188(sp)
flw f17, 192(sp)
flw f18, 196(sp)
flw f19, 200(sp)
flw f20, 204(sp)
flw f21, 208(sp)
flw f22, 212(sp)
flw f23, 216(sp)
flw f24, 220(sp)
flw f25, 224(sp)
flw f26, 228(sp)
flw f27, 232(sp)
flw f28, 236(sp)
flw f29, 240(sp)
flw f30, 244(sp)
flw f31, 248(sp)
endEcall.pula: addi sp, sp, 264
csrr tp, uepc # le o valor de EPC salvo no registrador uepc (reg 65)
addi tp, tp, 4 # soma 4 para obter a instrucao seguinte ao ecall
csrw tp, uepc # coloca no registrador uepc
uret # retorna PC=uepc
#########################################################
# Nao Existe Ecall #
# Para o caso de ecalls de fp mas ISA RV32I e RV32IM #
#########################################################
NaoExisteEcall: addi a0, zero, 0xc0 ## printa tela de azul
addi a1, zero, 0
mv a6, a7
addi a7, zero, 148
jal clsCLS
la a0, CauseE
li a1, 0
li a2, 1
li a3, 0x0000c0ff
jal printString
mv a0, a6
li a1, 104
li a2, 1
li a3, 0x0000c0ff
jal printInt
csrr a0,uepc
li a1, 136
li a2, 1
li a3, 0x0000c0ff
jal printHex
j goToExit
####################################################################################################
#############################################
# PrintInt #
# a0 = valor inteiro #
# a1 = x #
# a2 = y #
# a3 = cor #
#############################################
printInt: addi sp, sp, -4 # Aloca espaco
sw ra, 0(sp) # salva ra
la t0, TempBuffer # carrega o Endereco do Buffer da String
bge a0, zero, ehposprintInt # Se eh positvo
li t1, '-' # carrega o sinal -
sb t1, 0(t0) # coloca no buffer
addi t0, t0, 1 # incrementa endereco do buffer
sub a0, zero, a0 # torna o numero positivo
ehposprintInt: li t2, 10 # carrega numero 10
li t1, 0 # carrega numero de digitos com 0
loop1printInt: TEM_M(s8,printInt.pula1)
DIV10(t4,a0)
REM10(t3,a0)
j printInt.pula1d
printInt.pula1: div t4, a0, t2 # divide por 10 (quociente)
rem t3, a0, t2 # resto
printInt.pula1d:addi sp, sp, -4 # aloca espaco na pilha
sw t3, 0(sp) # coloca resto na pilha
mv a0, t4 # atualiza o numero com o quociente
addi t1, t1, 1 # incrementa o contador de digitos
bne a0, zero, loop1printInt # verifica se o numero eh zero
loop2printInt: lw t2, 0(sp) # le digito da pilha
addi sp, sp, 4 # libera espaco
addi t2, t2, 48 # converte o digito para ascii
sb t2, 0(t0) # coloca caractere no buffer
addi t0, t0, 1 # incrementa endereco do buffer
addi t1, t1, -1 # decrementa contador de digitos
bne t1, zero, loop2printInt # eh o ultimo?
sb zero, 0(t0) # insere \NULL na string
la a0, TempBuffer # Endereco do buffer da srting
jal printString # chama o print string
lw ra, 0(sp) # recupera a
addi sp, sp, 4 # libera espaco
fimprintInt: ret # retorna
#############################################
# PrintHex #
# a0 = valor inteiro #
# a1 = x #
# a2 = y #
# a3 = cor #
#############################################
printHex: addi sp, sp, -4 # aloca espaco
sw ra, 0(sp) # salva ra
mv t0, a0 # Inteiro de 32 bits a ser impresso em Hexa
la t1, TabelaHexASCII # endereco da tabela HEX->ASCII
la t2, TempBuffer # onde a string sera montada
li t3,'0' # Caractere '0'
sb t3,0(t2) # Escreve '0' no Buffer da String
li t3,'x' # Caractere 'x'
sb t3,1(t2) # Escreve 'x' no Buffer da String
addi t2,t2,2 # novo endereco inicial da string
li t3, 28 # contador de nibble inicio = 28
loopprintHex: blt t3, zero, fimloopprintHex # terminou? t3<0?
srl t4, t0, t3 # desloca o nibble para direita
andi t4, t4, 0x000F # mascara o nibble
add t4, t1, t4 # endereco do ascii do nibble
lb t4, 0(t4) # le ascii do nibble
sb t4, 0(t2) # armazena o ascii do nibble no buffer da string
addi t2, t2, 1 # incrementa o endereco do buffer
addi t3, t3, -4 # decrementa o numero do nibble
j loopprintHex
fimloopprintHex: sb zero,0(t2) # grava \null na string
la a0, TempBuffer # Argumento do print String
jal printString # Chama o print string
lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
fimprintHex: ret # retorna
#####################################
# PrintSring #
# a0 = endereco da string #
# a1 = x #
# a2 = y #
# a3 = cor #
#####################################
printString: addi sp, sp, -8 # aloca espaco
sw ra, 0(sp) # salva ra
sw s0, 4(sp) # salva s0
mv s0, a0 # s0 = endereco do caractere na string
loopprintString:lb a0, 0(s0) # le em a0 o caracter a ser impresso
beq a0, zero, fimloopprintString # string ASCIIZ termina com NULL
jal printChar # imprime char
addi a1, a1, 8 # incrementa a coluna
li t6, 313
blt a1, t6, NaoPulaLinha # se ainda tiver lugar na linha
addi a2, a2, 8 # incrementa a linha
mv a1, zero # volta a coluna zero
NaoPulaLinha: addi s0, s0, 1 # proximo caractere
j loopprintString # volta ao loop
fimloopprintString: lw ra, 0(sp) # recupera ra
lw s0, 0(sp) # recupera s0 original
addi sp, sp, 8 # libera espaco
fimprintString: ret # retorna
#########################################################
# PrintChar #
# a0 = char(ASCII) #
# a1 = x #
# a2 = y #
# a3 = cores (0x0000bbff) b = fundo, f = frente #
# a4 = frame (0 ou 1) #
#########################################################
# t0 = i #
# t1 = j #
# t2 = endereco do char na memoria #
# t3 = metade do char (2a e depois 1a) #
# t4 = endereco para impressao #
# t5 = background color #
# t6 = foreground color #
#########################################################
# t9 foi convertido para s9 pois nao ha registradores temporarios sobrando dentro desta funcao
printChar: li t4, 0xFF # t4 temporario
slli t4, t4, 8 # t4 = 0x0000FF00 (no RARS, nao podemos fazer diretamente "andi rd, rs1, 0xFF00")
and t5, a3, t4 # t5 obtem cor de fundo
srli t5, t5, 8 # numero da cor de fundo
andi t6, a3, 0xFF # t6 obtem cor de frente
li tp, ' '
blt a0, tp, printChar.NAOIMPRIMIVEL # ascii menor que 32 nao eh imprimivel
li tp, '~'
bgt a0, tp, printChar.NAOIMPRIMIVEL # ascii Maior que 126 nao eh imprimivel
j printChar.IMPRIMIVEL
printChar.NAOIMPRIMIVEL: li a0, 32 # Imprime espaco
printChar.IMPRIMIVEL: li tp, NUMCOLUNAS # Num colunas 320
TEM_M(s8,printChar.mul1)
MULTIPLY(t4,tp,a2)
j printChar.mul1d
printChar.mul1: mul t4, tp, a2 # multiplica a2x320 t4 = coordenada y
printChar.mul1d: add t4, t4, a1 # t4 = 320*y + x
addi t4, t4, 7 # t4 = 320*y + (x+7)
li tp, VGAADDRESSINI0 # Endereco de inicio da memoria VGA0
beq a4, zero, printChar.PULAFRAME # Verifica qual o frame a ser usado em a4
li tp, VGAADDRESSINI1 # Endereco de inicio da memoria VGA1
printChar.PULAFRAME: add t4, t4, tp # t4 = endereco de impressao do ultimo pixel da primeira linha do char
addi t2, a0, -32 # indice do char na memoria
slli t2, t2, 3 # offset em bytes em relacao ao endereco inicial
la t3, LabelTabChar # endereco dos caracteres na memoria
add t2, t2, t3 # endereco do caractere na memoria
lw t3, 0(t2) # carrega a primeira word do char
li t0, 4 # i=4
printChar.forChar1I: beq t0, zero, printChar.endForChar1I # if(i == 0) end for i
addi t1, zero, 8 # j = 8
printChar.forChar1J: beq t1, zero, printChar.endForChar1J # if(j == 0) end for j
andi s9, t3, 0x001 # primeiro bit do caracter
srli t3, t3, 1 # retira o primeiro bit
beq s9, zero, printChar.printCharPixelbg1 # pixel eh fundo?
sb t6, 0(t4) # imprime pixel com cor de frente
j printChar.endCharPixel1
printChar.printCharPixelbg1: sb t5, 0(t4) # imprime pixel com cor de fundo
printChar.endCharPixel1: addi t1, t1, -1 # j--
addi t4, t4, -1 # t4 aponta um pixel para a esquerda
j printChar.forChar1J # vollta novo pixel
printChar.endForChar1J: addi t0, t0, -1 # i--
addi t4, t4, 328 # 2**12 + 8
j printChar.forChar1I # volta ao loop
printChar.endForChar1I: lw t3, 4(t2) # carrega a segunda word do char
li t0, 4 # i = 4
printChar.forChar2I: beq t0, zero, printChar.endForChar2I # if(i == 0) end for i
addi t1, zero, 8 # j = 8
printChar.forChar2J: beq t1, zero, printChar.endForChar2J # if(j == 0) end for j
andi s9, t3, 0x001 # pixel a ser impresso
srli t3, t3, 1 # desloca para o proximo
beq s9, zero, printChar.printCharPixelbg2 # pixel eh fundo?
sb t6, 0(t4) # imprime cor frente
j printChar.endCharPixel2 # volta ao loop
printChar.printCharPixelbg2: sb t5, 0(t4) # imprime cor de fundo
printChar.endCharPixel2: addi t1, t1, -1 # j--
addi t4, t4, -1 # t4 aponta um pixel para a esquerda
j printChar.forChar2J
printChar.endForChar2J: addi t0, t0, -1 # i--
addi t4, t4, 328 #
j printChar.forChar2I # volta ao loop
printChar.endForChar2I: ret # retorna
#########################################
# ReadChar #
# a0 = valor ascii da tecla #
# 2017/2 #
#########################################
readChar: nop
#DE1(s8,readCharDE2) # Eh necessario mesmo???
##### Tratamento para uso com o Keyboard Display MMIO Tool do Rars
readCharKDMMIO: li t0, KDMMIO_Ctrl # Execucao com Polling do KD MMIO
loopReadCharKDMMIO: lw a0, 0(t0) # le o bit de flag do teclado
andi a0, a0, 0x0001 # mascara bit 0
beqz a0, loopReadCharKDMMIO # testa se uma tecla foi pressionada
lw a0, 4(t0) # le o ascii da tecla pressionada
j fimreadChar # fim Read Char
##### Tratamento para uso com o teclado PS2 da DE2 usando Buffer0 teclado
#### muda a0, t0,t1,t2,t3 e s0
#### Cuidar: ao entrar s0 ja deve conter o endereco la s0,LabelScanCode #####
readCharDE2: li t0, Buffer0Teclado # Endereco buffer0
lw t1, 0(t0) # conteudo inicial do buffer
loopReadChar: lw t2, 0(t0) # le buffer teclado
bne t2, t1, buffermodificadoChar # testa se o buffer foi modificado
atualizaBufferChar: mv t1, t2 # atualiza o buffer com o novo valor
j loopReadChar # loop de principal de leitura
buffermodificadoChar: li t5, 0xFF
slli t5, t5, 8 # t5 = 0x0000FF00
and t3, t2, t5 # mascara o 2o scancode
li tp, 0x0000F000
beq t3, tp, teclasoltaChar # eh 0xF0 no 2o scancode? tecla foi solta
li tp, 0x000000FF
and t3, t2, tp # mascara 1o scancode (essa podemos fazer diretamente)
li tp, 0x00000012
bne t3, tp, atualizaBufferChar # nao eh o SHIFT que esta pressionado ? volta a ler
la s0, LabelScanCodeShift # se for SHIFT que esta pressionado atualiza o endereco da tabel
j atualizaBufferChar # volta a ler
teclasoltaChar: andi t3, t2, 0x00FF # mascara o 1o scancode
li tp, 0x00000080
bgt t3, tp, atualizaBufferChar # se o scancode for > 0x80 entao nao eh imprimivel!
li tp, 0x00000012
bne t3, tp, naoehshiftChar # nao foi o shift que foi solto? entao processa
la s0, LabelScanCode # shift foi solto atualiza o endereco da tabela
j atualizaBufferChar # volta a ler
naoehshiftChar: add t3, s0, t3 # endereco na tabela de scancode da tecla com ou sem shift
lb a0, 0(t3) # le o ascii do caracter para a0
beq a0, zero, atualizaBufferChar # se for caractere nao imprimivel volta a ler
fimreadChar: ret # retorna
#########################################
# ReadString #
# a0 = end Inicio #
# a1 = tam Max String #
# a2 = end do ultimo caractere #
# a3 = num de caracteres digitados #
# 2018/1 2019/2 #
#########################################
# muda a2, a3, s2 e s0
readString: addi sp, sp, -8 # reserva espaco na pilha
sw s0, 4(sp) # salva s0
sw ra, 0(sp) # salva ra
li a3, 0 # zera o contador de caracteres digitados
mv s2, a0 # salva o endereco inicial
la s0, LabelScanCode # Endereco da tabela de scancode inicial para readChar
loopreadString: beq a1, a3, fimreadString # buffer cheio fim
addi sp, sp, -8
sw ra, 0(sp) # salva ra
sw a0, 4(sp) # salva a0 pois ele sera reescrito em readChar
jal readChar # le um caracter do teclado (retorno em a0)
mv t6, a0 # t6 eh a letra lida em readChar
lw ra, 0(sp)
lw a0, 4(sp)
addi sp, sp, 8
li tp, 0x08
bne t6, tp, PulaBackSpace # Se nao for BACKSPACE
beq zero, a3, loopreadString # Se n�o tem nenhum caractere no buffer apenas volta a ler
addi a3, a3, -1 # diminui contador
addi a0, a0, -1 # diminui endereco do buffer
sb zero, 0(a0) # coloca zero no caractere anterior
j loopreadString
PulaBackSpace: li tp, 0x0A
beq t6, tp, fimreadString # se for tecla ENTER fim
sb t6, 0(a0) # grava no buffer
addi a3, a3, 1 # incrementa contador
addi a0, a0, 1 # incrementa endereco no buffer
j loopreadString # volta a ler outro caractere
fimreadString: sb zero, 0(a0) # grava NULL no buffer
addi a2, a0, -1 # Para que a2 tenha o endereco do ultimo caractere digitado
mv a0, s2 # a0 volta a ter o endereco inicial da string
lw ra, 0(sp) # recupera ra
lw s0, 4(sp) # recupera s0
addi sp, sp, 8 # libera espaco
ret # retorna
###########################
# ReadInt #
# a0 = valor do inteiro #
# #
###########################
readInt: addi sp,sp,-4 # reserva espaco na pilha
sw ra, 0(sp) # salva ra
la a0, TempBuffer # Endereco do buffer de string
li a1, 10 # numero maximo de digitos
jal readString # le uma string de ate 10 digitos, a3 numero de digitos
mv t0, a2 # copia endereco do ultimo digito
li t2, 10 # dez
li t3, 1 # dezenas, centenas, etc
mv a0, zero # zera o numero
loopReadInt: beq a3,zero, fimReadInt # Leu todos os digitos
lb t1, (t0) # le um digito
li tp, 0x0000002D
beq t1, tp, ehnegReadInt # = '-'
li tp, 0x0000002B
beq t1, tp, ehposReadInt # = '+'
li tp, 0x00000030
blt t1, tp, naoehReadInt # <'0'
li tp, 0x00000039
bgt t1, tp, naoehReadInt # >'9'
addi t1, t1, -48 # transforma ascii em numero
TEM_M(s8,readInt.mul1)
MULTIPLY(t1,t1,t3)
j readInt.mul1d
readInt.mul1: mul t1, t1, t3 # multiplica por dezenas/centenas
readInt.mul1d: add a0, a0, t1 # soma no numero
TEM_M(s8,readInt.mul2)
MULTIPLY(t3,t3,t2)
j readInt.mul2d
readInt.mul2: mul t3, t3, t2 # proxima dezena/centena
readInt.mul2d: addi t0, t0, -1 # busca o digito anterior
addi a3, a3, -1 # reduz o contador de digitos
j loopReadInt # volta para buscar proximo digito
naoehReadInt: #j instructionException # gera erro "instrucao invalida"
j fimReadInt # como nao esta implmentado apenas retorna
ehnegReadInt: sub a0,zero,a0 # se for negativo
ehposReadInt: # se for positivo so retorna
fimReadInt: lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
ret # fim ReadInt
###########################################
# MidiOut 31 (2015/1) #
# a0 = pitch (0-127) #
# a1 = duration in milliseconds #
# a2 = instrument (0-15) #
# a3 = volume (0-127) #
###########################################
#################################################################################################
#
# Note Data = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 1'b - End | 1'b - Repeat | 11'b - Duration |
#
# Note Data (ecall) = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 13'b - Duration |
#
#################################################################################################
midiOut:
DE1(s8,midiOutDE2)
li a7,31 # Chama o ecall normal
ecall
j fimmidiOut
midiOutDE2: li t0, NoteData
add t1, zero, zero
# Melody = 0
# Definicao do Instrumento
andi t2, a2, 0x0000000F
slli t2, t2, 27
or t1, t1, t2
# Definicao do Volume
andi t2, a3, 0x0000007F
slli t2, t2, 20
or t1, t1, t2
# Definicao do Pitch
andi t2, a0, 0x0000007F
slli t2, t2, 13
or t1, t1, t2
# Definicao da Duracao
li t4, 0x1FF
slli t4, t4, 4
addi t4, t4, 0x00F # t4 = 0x00001FFF
and t2, a1, t4
or t1, t1, t2
# Guarda a definicao da duracao da nota na Word 1
j SintMidOut
SintMidOut: sw t1, 0(t0)
# Verifica a subida do clock AUD_DACLRCK para o sintetizador receber as definicoes
li t2, NoteClock
Check_AUD_DACLRCK: lw t3, 0(t2)
beq t3, zero, Check_AUD_DACLRCK
fimmidiOut: ret
###########################################
# MidiOut 33 (2015/1) #
# a0 = pitch (0-127) #
# a1 = duration in milliseconds #
# a2 = instrument (0-127) #
# a3 = volume (0-127) #
###########################################
#################################################################################################
#
# Note Data = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 1'b - End | 1'b - Repeat | 8'b - Duration |
#
# Note Data (ecall) = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 13'b - Duration |
#
#################################################################################################
midiOutSync:
DE1(s8,midiOutSyncDE2)
li a7,33 # Chama o ecall normal
ecall
j fimmidiOutSync
midiOutSyncDE2: li t0, NoteData
add t1, zero, zero
# Melody = 1
lui t1, 0x08000
slli t1,t1,4
# Definicao do Instrumento
andi t2, a2, 0x00F
slli t2, t2, 27
or t1, t1, t2
# Definicao do Volume
andi t2, a3, 0x07F
slli t2, t2, 20
or t1, t1, t2
# Definicao do Pitch
andi t2, a0, 0x07F
slli t2, t2, 13
or t1, t1, t2
# Definicao da Duracao
li t4, 0x1FF
slli t4, t4, 4
addi t4, t4, 0x00F # t4 = 0x00001FFF
and t2, a1, t4
or t1, t1, t2
# Guarda a definicao da duracao da nota na Word 1
j SintMidOutSync
SintMidOutSync: sw t1, 0(t0)
# Verifica a subida do clock AUD_DACLRCK para o sintetizador receber as definicoes
li t2, NoteClock
li t4, NoteMelody
Check_AUD_DACLRCKSync: lw t3, 0(t2)
beq t3, zero, Check_AUD_DACLRCKSync
Melody: lw t5, 0(t4)
bne t5, zero, Melody
fimmidiOutSync: ret
#################################
# printFloat #
# imprime Float em fa0 #
# na posicao (a1,a2) cor a3 #
#################################
# muda s0, s1
printFloat: addi sp, sp, -4
sw ra, 0(sp) # salva ra
la s0, TempBuffer
# Encontra o sinal do numero e coloca no Buffer
li t0, '+' # define sinal '+'
fmv.x.s s1, fa0 # recupera o numero float sem conversao
srli s1, s1, 31 # bit 31(sinal) em bit 0, numero eh negativo s1=1
beq s1, zero, ehposprintFloat # eh positivo s1=0
li t0, '-' # define sinal '-'
ehposprintFloat: sb t0, 0(s0) # coloca sinal no buffer
addi s0, s0, 1 # incrementa o endereco do buffer
# Encontra o expoente em t0
fmv.x.s t0, fa0 # recupera o numero float sem conversao
lui t1, 0x7F800
and t0, t0, t1 # mascara com 0111 1111 1000 0000 0000 0000...
slli t0, t0, 1 # tira o sinal do numero
srli t0, t0, 24 # recupera o expoente
# Encontra a fracao em t1
fmv.x.s t1, fa0 # recupera o numero float sem conversao
li t2, 0x007FFFFF # t2 = 0x007FFFFF
and t1, t1, t2 # mascara com 0000 0000 0111 1111 1111...
beq t0, zero, ehExp0printFloat # Expoente = 0
li tp, 0x000000FF # TP = 255
beq t0, tp, ehExp255printFloat # Expoente = 255
# Eh um numero float normal t0 eh o expoente e t1 eh a fracao!
# Encontra o E tal que 10^E <= x <10^(E+1)
fabs.s ft0, fa0 # ft0 recebe o modulo de x
li tp, 1
fcvt.s.w ft1, tp # ft1 recebe o numero 1.0
li tp, 10
fcvt.s.w ft6, tp # ft6 recebe o numero 10.0
li tp, 2
fcvt.s.w ft8, tp
fdiv.s ft7, ft1, ft8 # ft7 recebe o numero 0.5
flt.s t4, ft0, ft1 # ft0 < 1.0 ? Se sim, E deve ser negativo
bnez t4, menor1printFloat # se a comparacao deu true (1), pula
fmv.s ft2, ft6 # ft2 fator de multiplicacao = 10
j cont2printFloat # vai para expoente positivo
menor1printFloat: fdiv.s ft2,ft1,ft6 # ft2 fator multiplicativo = 0.1
# calcula o expoente negativo de 10
cont1printFloat: fmv.s ft4, ft0 # inicia com o numero x
fmv.s ft3, ft1 # contador comeca em 1
loop1printFloat: fdiv.s ft4, ft4, ft2 # divide o numero pelo fator multiplicativo
fle.s t3, ft4, ft1 # o numero eh > que 1? entao fim
beq t3,zero, fimloop1printFloat
fadd.s ft3, ft3, ft1 # incrementa o contador
j loop1printFloat # volta ao loop
fimloop1printFloat: fdiv.s ft4, ft4, ft2 # ajusta o numero
j intprintFloat # vai para imprimir a parte inteira
# calcula o expoente positivo de 10
cont2printFloat: fmv.s ft4, ft0 # inicia com o numero x
fcvt.s.w ft3, zero # contador comeca em 0
loop2printFloat: flt.s t3, ft4, ft6 # resultado eh < que 10? entao fim
fdiv.s ft4, ft4, ft2 # divide o numero pelo fator multiplicativo
bne t3, zero, intprintFloat
fadd.s ft3, ft3, ft1 # incrementa o contador
j loop2printFloat
# Neste ponto tem-se em t4 se ft0<1, em ft3 o expoente de 10 e ft0 0 modulo do numero e s1 o sinal
# e em ft4 um numero entre 1 e 10 que multiplicado por Ef3 deve voltar ao numero
# imprime parte inteira (o sinal ja esta no buffer)
intprintFloat: fmul.s ft4, ft4, ft2 # ajusta o numero
fsub.s ft4, ft4, ft7 # tira 0.5, dessa forma sempre ao converter estaremos fazendo floor
fcvt.w.s t0, ft4 # coloca floor de ft4 em t0
fadd.s ft4, ft4, ft7 # readiciona 0.5
bnez t0, pulaeh1print # para corrigir multiplos inteiros de 10!
li t0, 1
pulaeh1print: addi t0, t0, 48 # converte para ascii
sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementta o buffer
# imprime parte fracionaria
li t0, '.' # carrega o '.'
sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementa o buffer
# ft4 contem a mantissa com 1 casa nao decimal
li t1, 8 # contador de digitos - 8 casas decimais
loopfracprintFloat: beq t1, zero, fimfracprintFloat # fim dos digitos?
fsub.s ft4, ft4, ft7 # tira 0.5
fcvt.w.s t5, ft4 # floor de ft4
fadd.s ft4, ft4, ft7 # readiciona 0.5
fcvt.s.w ft5, t5 # reconverte em float so com a parte inteira
fsub.s ft5, ft4, ft5 # parte fracionaria
fmul.s ft5, ft5, ft6 # mult x 10
fsub.s ft5, ft5, ft7 # tira 0.5
fcvt.w.s t0, ft5 # coloca floor de ft5 em 10
addi t0, t0, 48 # converte para ascii
li tp, 48
blt t0, tp, pulaprtFloat1 # testa se eh menor que '0'
li tp, 57
ble t0, tp, pulaprtFloat2 # testa se eh menor ou igual que '9'
pulaprtFloat1: li t0, 48 # define como '0'
pulaprtFloat2: sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementa endereco
addi t1, t1, -1 # decrementa contador
fadd.s ft5, ft5, ft7 # reincrementa 0.5
fmv.s ft4, ft5 # coloca o numero em ft4
j loopfracprintFloat # volta ao loop
# imprime 'E'
fimfracprintFloat: li t0,'E' # carrega 'E'
sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 # incrementa endereco
# imprime sinal do expoente
li t0, '+' # carrega '+'
beqz t4, expposprintFloat # nao eh negativo?
li t0, '-' # carrega '-'
expposprintFloat: sb t0, 0(s0) # coloca no buffer
addi s0, s0, 1 #incrementa endereco
# imprimeo expoente com 2 digitos (maximo E+38)
li t1, 10 # carrega 10
fcvt.w.s tp, ft3 # passa ft3 para t0
div t0, tp, t1 # divide por 10 (dezena)
rem t2, tp, t1 # t0 = quociente, t2 = resto
addi t0, t0, 48 # converte para ascii
sb t0, 0(s0) # coloca no buffer
addi t2, t2, 48 # converte para ascii
sb t2, 1(s0) # coloca no buffer
sb zero, 2(s0) # insere \NULL da string
la a0, TempBuffer # endereco do Buffer
j fimprintFloat # imprime a string
ehExp0printFloat: beq t1, zero, eh0printFloat # Verifica se eh zero
ehDesnormprintFloat: la a0, NumDesnormP # string numero desnormalizado positivo
beq s1, zero, fimprintFloat # o sinal eh 1? entao eh negativo
la a0, NumDesnormN # string numero desnormalizado negativo
j fimprintFloat # imprime a string
eh0printFloat: la a0, NumZero # string do zero
j fimprintFloat # imprime a string
ehExp255printFloat: beq t1, zero, ehInfprintFloat # se mantissa eh zero entao eh Infinito
ehNaNprintfFloat: la a0, NumNaN # string do NaN
j fimprintFloat # imprime string
ehInfprintFloat: la a0, NumInfP # string do infinito positivo
beq s1, zero, fimprintFloat # o sinal eh 1? entao eh negativo
la a0, NumInfN # string do infinito negativo
# imprime string
fimprintFloat: jal printString # imprime a string em a0
lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
ret # retorna
#################################
# readFloat #
# fa0 = float digitado #
# 2017/2 #
#################################
readFloat: addi sp, sp, -4 # aloca espaco
sw ra, 0(sp) # salva ra
la a0, TempBuffer # endereco do FloatBuffer
li a1, 32 # numero maximo de caracteres
jal readString # le string, retorna a2 ultimo endereco e a3 numero de caracteres
mv s0, a2 # ultimo endereco da string (antes do \0)
mv s1, a3 # numero de caracteres digitados
la s7, TempBuffer # Endereco do primeiro caractere
lePrimeiroreadFloat: mv t0, s7 # Endereco de Inicio
lb t1, 0(t0) # le primeiro caractere
li tp, 'e' # TP = 101 = 'e'
beq t1, tp, insere0AreadFloat # insere '0' antes
li tp, 'E' # TP = 69 = 'E'
beq t1, tp, insere0AreadFloat # insere '0' antes
li tp, '.' # TP = 46 = '.'
beq t1, tp, insere0AreadFloat # insere '0' antes
li tp, '+' # TP = 43 = '+'
beq t1, tp, pulaPrimreadChar # pula o primeiro caractere
li tp, '-' # TP = 45 = '-'
beq t1, tp, pulaPrimreadChar
j leUltimoreadFloat
pulaPrimreadChar: addi s7,s7,1 # incrementa o endereco inicial
j lePrimeiroreadFloat # volta a testar o novo primeiro caractere
insere0AreadFloat: mv t0, s0 # endereco do ultimo caractere
addi s0, s0, 1 # desloca o ultimo endereco para o proximo
addi s1, s1, 1 # incrementa o num. caracteres
sb zero, 1(s0) # \NULL do final de string
mv t5, s7 # primeiro caractere
insere0Aloop: beq t0, t5, saiinsere0AreadFloat # chegou no inicio entao fim
lb t1, 0(t0) # le caractere
sb t1, 1(t0) # escreve no proximo
addi t0, t0, -1 # decrementa endereco
j insere0Aloop # volta ao loop
saiinsere0AreadFloat: li t1, '0' # ascii '0'
sb t1, 0(t0) # escreve '0' no primeiro caractere
leUltimoreadFloat: lb t1, 0(s0) # le ultimo caractere
li tp, 'e' # TP = 101 = 'e'
beq t1, tp, insere0PreadFloat # insere '0' depois
li tp, 'E' # TP = 69 = 'E'
beq t1, tp, insere0PreadFloat # insere '0' depois
li tp, '.' # TP = 46 = '.'
beq t1, tp, insere0PreadFloat # insere '0' depois
j inicioreadFloat
insere0PreadFloat: addi s0, s0, 1 # desloca o ultimo endereco para o proximo
addi s1, s1, 1 # incrementa o num. caracteres
li t1,'0' # ascii '0'
sb t1,0(s0) # escreve '0' no ultimo
sb zero,1(s0) # \null do final de string
inicioreadFloat: fcvt.s.w fa0, zero # fa0 Resultado inicialmente zero
li t0, 10 # inteiro 10
fcvt.s.w ft6, t0 # ft6 contem sempre o numero cte 10.0000
li t0, 1 # inteiro 1
fcvt.s.w ft1, t0 # ft1 contem sempre o numero cte 1.0000
##### Verifica se tem 'e' ou 'E' na string resultado em s3
procuraEreadFloat: addi s3, s0, 1 # inicialmente nao tem 'e' ou 'E' na string (fora da string)
mv t0, s7 # endereco inicial
loopEreadFloat: beq t0, s0, naotemEreadFloat # sai se nao encontrou 'e'
lb t1, 0(t0) # le o caractere
li tp, 'e' # TP = 101 = 'e'
beq t1, tp, ehEreadFloat # tem 'e'
li tp, 'E' # TP = 69 = 'E'
beq t1, tp, ehEreadFloat # tem 'E'
addi t0, t0, 1 # incrementa endereco
j loopEreadFloat # volta ao loop
ehEreadFloat: mv s3, t0 # endereco do 'e' ou 'E' na string
naotemEreadFloat: # nao tem 'e' ou 'E' s3 eh o endereco do \0 da string
##### Verifica se tem '.' na string resultado em s2 espera-se que nao exista ponto no expoente
procuraPontoreadFloat: mv s2, s3 # local inicial do ponto na string (='e' se existir) ou fora da string
mv t0, s7 # endereco inicial
loopPontoreadFloat: beq t0, s0, naotemPontoreadFloat # sai se nao encontrou '.'
lb t1, 0(t0) # le o caractere
li tp, '.' # TP = 46 = '.'
beq t1, tp, ehPontoreadFloat # tem '.'
addi t0, t0, 1 # incrementa endereco
j loopPontoreadFloat # volta ao loop
ehPontoreadFloat: mv s2, t0 # endereco do '.' na string
naotemPontoreadFloat: # nao tem '.' s2 = local do 'e' ou \0 da string
### Encontra a parte inteira em fa0
intreadFloat: fcvt.s.w ft2, zero # zera parte inteira
addi t0, s2, -1 # endereco do caractere antes do ponto
fmv.s ft3, ft1 # ft3 contem unidade/dezenas/centenas
mv t5, s7 # Primeiro Endereco
loopintreadFloat: blt t0, t5, fimintreadFloat # sai se o endereco for < inicio da string
lb t1, 0(t0) # le o caracter
li tp, '0' # TP = 48 = '0'
blt t1, tp, erroreadFloat # nao eh caractere valido para numero
li tp, '9' # TP = 57 = '9'
bgt t1, tp, erroreadFloat # nao eh caractere valido para numero
addi t1, t1, -48 # converte ascii para decimal
fcvt.s.w ft2, t1 # digito lido em float
fmul.s ft2,ft2,ft3 # multiplica por un/dezena/centena
fadd.s fa0,fa0,ft2 # soma no resultado
fmul.s ft3,ft3,ft6 # proxima dezena/centena
addi t0,t0,-1 # endereco anterior
j loopintreadFloat # volta ao loop
fimintreadFloat:
### Encontra a parte fracionaria ja em fa0
fracreadFloat: fcvt.s.w ft2, zero # zera parte fracionaria
addi t0, s2, 1 # endereco depois do ponto
fdiv.s ft3, ft1, ft6 # ft3 inicial 0.1
loopfracreadFloat: bge t0, s3, fimfracreadFloat # endereco eh 'e' 'E' ou >ultimo
lb t1, 0(t0) # le o caracter
li tp, '0' # TP = 48 = '0'
blt t1, tp, erroreadFloat # nao eh valido
li tp, '9' # TP = 57 = '9'
bgt t1, tp, erroreadFloat # nao eh valido
addi t1, t1, -48 # converte ascii para decimal
fcvt.s.w ft2, t1 # digito lido em float
fmul.s ft2, ft2, ft3 # multiplica por ezena/centena
fadd.s fa0, fa0, ft2 # soma no resultado
fdiv.s ft3, ft3, ft6 # proxima frac un/dezena/centena
addi t0, t0, 1 # proximo endereco
j loopfracreadFloat # volta ao loop
fimfracreadFloat:
### Encontra a potencia em ft2
potreadFloat: fcvt.s.w ft2, zero # zera potencia
addi t0, s3, 1 # endereco seguinte ao 'e'
li s4, 0 # sinal do expoente positivo
lb t1, 0(t0) # le o caractere seguinte ao 'e'
li tp, '-' # TP = 45 = '-'
beq t1, tp, potsinalnegreadFloat # sinal do expoente esta escrito e eh positivo
li tp, '+' # TP = 43 = '+'
beq t1, tp, potsinalposreadFloat # sinal do expoente eh negativo
j pulapotsinalreadFloat # nao esta escrito o sinal do expoente
potsinalnegreadFloat: li s4, 1 # s4=1 expoente negativo
potsinalposreadFloat: addi t0, t0, 1 # se tiver '-' ou '+' avanca para o proximo endereco
pulapotsinalreadFloat: mv s5, t0 # Neste ponto s5 contem o endereco do primeiro digito da pot e s4 o sinal do expoente
fmv.s ft3, ft1 # ft3 un/dez/cen = 1
### Encontra o expoente inteiro em t2
expreadFloat: li t2, 0 # zera expoente
mv t0, s0 # endereco do ultimo caractere da string
li t3, 10 # numero dez
li t4, 1 # und/dez/cent
loopexpreadFloat: blt t0, s5, fimexpreadFloat # ainda nao eh o endereco do primeiro digito?
lb t1, 0(t0) # le o caracter
addi t1, t1, -48 # converte ascii para decimal
mul t1, t1, t4 # mul digito
add t2, t2, t1 # soma ao exp
mul t4, t4, t3 # proxima casa decimal
addi t0, t0, -1 # endereco anterior
j loopexpreadFloat # volta ao loop
fimexpreadFloat:
# calcula o numero em ft2 o numero 10^exp
fmv.s ft2, ft1 # numero 10^exp inicial=1
fmv.s ft3, ft6 # se o sinal for + ft3 eh 10
li tp, 0x00000000 # TP = ZERO
beq s4, tp, sinalexpPosreadFloat # se sinal exp positivo
fdiv.s ft3, ft1, ft6 # se o final for - ft3 eh 0.1
sinalexpPosreadFloat: li t0, 0 # contador
sinalexpreadFloat: beq t0, t2, fimsinalexpreadFloat # se chegou ao fim
fmul.s ft2, ft2, ft3 # multiplica pelo fator 10 ou 0.1
addi t0, t0, 1 # incrementa o contador
j sinalexpreadFloat
fimsinalexpreadFloat:
fmul.s fa0, fa0, ft2 # multiplicacao final!
la t0, TempBuffer # ajuste final do sinal do numero
lb t1, 0(t0) # le primeiro caractere
li tp, '-' # TP = 45 = '-'
bne t1, tp, fimreadFloat # nao eh '-' entao fim
fneg.s fa0, fa0 # nega o numero float
erroreadFloat:
fimreadFloat: lw ra, 0(sp) # recupera ra
addi sp, sp, 4 # libera espaco
ret # retorna
############################################
# Time #
# a0 = TimeLOW #
# a1 = TimeHIGH #
############################################
Time: DE1(s8,Time.DE1)
li a7, 30 # Chama o ecall do Rars
ecall
ret # saida
Time.DE1: csrr a0, time # Le time LOW
csrr a1, timeh # Le time HIGH
ret
#Time.DE2: #li t0, TimerLOW # endereco do Timer
# li t0, STOPWATCH # carrega endereco do StopWatch
# lw a0, 0(t0) # carrega o valor do contador de ms
# #lw a1, 4(t0) # parte mais significativa
# li a1, 0x0000 # contador eh de 32 bits
#fimTime: ret # retorna
############################################
# Sleep #
# a0 = Tempo em ms #
############################################
Sleep: DE1(s8,Sleep.DE1)
li a7, 32 # Chama o ecall do Rars
ecall
ret #Saida
Sleep.DE1: csrr t0, time # Le o tempo do sistema
add t1, t0, a0 # soma com o tempo solicitado
Sleep.Loop: csrr t0, time # Le o tempo do sistema
blt t0, t1, Sleep.Loop # t0<t1 ?
ret
#sleepDE2: #li t0,TimerLOW # Endereco do TimerLOW
# li t0, STOPWATCH # endereco StopWatch
# lw t1, 0(t0) # carrega o contador de ms
# add t2, a0, t1 # soma com o tempo solicitado pelo usuario
#
#LoopSleep: lw t1, 0(t0) # carrega o contador de ms
# blt t1, t2, LoopSleep # nao chegou ao fim volta ao loop
#
#fimSleep: ret # retorna
############################################
# Random #
# a0 = numero randomico #
############################################
Random: DE1(s8,Random.DE1)
li a7,41 # Chama o ecall do Rars
ecall
ret # saida
Random.DE1: li t0, LFSR # carrega endereco do LFSR
lw a0, 0(t0) # le a word em a0
ret # retorna
#################################
# CLS #
# Clear Screen #
# a0 = cor #
# a1 = frame #
#################################
clsCLS: beq a1, zero, CLS.frame0
li t1, VGAADDRESSINI1 # Memoria VGA 1
li t2, VGAADDRESSFIM1
j CLS.pula
CLS.frame0: li t1, VGAADDRESSINI0 # Memoria VGA 0
li t2, VGAADDRESSFIM0
CLS.pula: andi a0, a0, 0x00FF
# li t0, 0x01010101
# mul a0, t0, a0
mv t0, a0
slli a0, a0, 8
or t0, t0, a0
slli a0, a0, 8
or t0, t0, a0
slli a0, a0, 8
or t0, t0, a0
CLS.for: beq t1, t2, CLS.fim
sw t0, 0(t1)
addi t1, t1, 4
j CLS.for
CLS.fim: ret
#########################################################################
# Draw Line #
# Desenha uma linha do ponto (a0,a1) ao ponto (a2,a3) com a cor a4 #
# na Frame a5 (0 ou 1) #
#########################################################################
BRESENHAM: li a6, VGAADDRESSINI0 # Memoria VGA 0
beq a5, zero, pulaBRES
li a6, VGAADDRESSINI1 # Memoria VGA 1
pulaBRES: li a7, 320
sub t0, a3, a1
bge t0, zero, PULAABRES
sub t0, zero, t0
PULAABRES: sub t1, a2, a0
bge t1, zero, PULABBRES
sub t1, zero, t1
PULABBRES: bge t0, t1, PULACBRES
ble a0, a2, PULAC1BRES
mv a5, a0
mv a0, a2
mv a2, a5
mv a5, a1
mv a1, a3
mv a3, a5
PULAC1BRES: j PLOTLOWBRES
PULACBRES: ble a1, a3, PULAC2BRES
mv a5, a0
mv a0, a2
mv a2, a5
mv a5, a1
mv a1, a3
mv a3, a5
PULAC2BRES: j PLOTHIGHBRES
PLOTLOWBRES: sub t0, a2, a0 # dx=x1-x0
sub t1, a3, a1 # dy y1-y0
li t2, 1 # yi=1
bge t1, zero, PULA1BRES # dy>=0 PULA
li t2, -1 # yi=-1
sub t1, zero, t1 # dy=-dy
PULA1BRES: slli t3, t1, 1 # 2*dy
sub t3, t3, t0 # D=2*dy-dx
mv t4, a1 # y=y0
mv t5, a0 # x=x0
LOOPx1BRES: TEM_M(s8,BRESENHAM.mul1)
MULTIPLY(t6, t4, a7)
j BRESENHAM.mul1d
BRESENHAM.mul1: mul t6, t4, a7 # y*320
BRESENHAM.mul1d:add t6, t6, t5 # y*320+x
add t6, t6, a6 # 0xFF000000+y*320+x
sb a4, 0(t6) # plot com cor a4
ble t3, zero, PULA2BRES # D<=0
add t4, t4, t2 # y=y+yi
slli t6, t0, 1 # 2*dx
sub t3, t3, t6 # D=D-2dx
PULA2BRES: slli t6, t1, 1 # 2*dy
add t3, t3, t6 # D=D+2dx
addi t5, t5, 1
bne t5, a2, LOOPx1BRES
ret
PLOTHIGHBRES: sub t0, a2, a0 # dx=x1-x0
sub t1, a3, a1 # dy y1-y0
li t2, 1 # xi=1
bge t0, zero, PULA3BRES # dy>=0 PULA
li t2, -1 # xi=-1
sub t0, zero, t0 # dx=-dx
PULA3BRES: slli t3, t0, 1 # 2*dx
sub t3, t3, t1 # D=2*dx-d1
mv t4, a0 # x=x0
mv t5, a1 # y=y0
LOOPx2BRES: TEM_M(s8,BRESENHAM.mul2)
MULTIPLY(t6, t5, a7)
j BRESENHAM.mul2d
BRESENHAM.mul2: mul t6, t5, a7 # y*320
BRESENHAM.mul2d:add t6, t6, t4 # y*320+x
add t6, t6, a6 # 0xFF000000+y*320+x
sb a4, 0(t6) # plot com cor a4
ble t3, zero, PULA4BRES # D<=0
add t4, t4, t2 # x=x+xi
slli t6, t1, 1 # 2*dy
sub t3, t3, t6 # D=D-2dy
PULA4BRES: slli t6, t0, 1 # 2*dy
add t3, t3, t6 # D=D+2dx
addi t5, t5, 1
bne t5, a3, LOOPx2BRES
ret
# Sugestao para nomes de loops: Sempre comecar com o nome da sub-rotina, ent�o adicionar um '.', seguido do nome do loop . Garante que o nome do loop ser� �nico, se as sub-rotinas
# tiverem nomes diferentes.
#############################################
# PrintIntUnsigned #
# a0 = valor inteiro #
# a1 = x #
# a2 = y #
# a3 = cor #
# a4 = frame #
#############################################
printIntUnsigned: addi sp, sp, -4 # Aloca espaco
sw ra, 0(sp) # salva ra
la t0, TempBuffer # carrega o Endereco do Buffer da String
li t2, 10 # carrega numero 10
li t1, 0 # carrega numero de digitos com 0
printIntUnsigned.loop1: TEM_M(s8,printIntUnsigned.pula1)
DIVU10(t4,a0)
REMU10(t3,a0)
j printIntUnsigned.pula1d
printIntUnsigned.pula1: divu t4, a0, t2 # divide por 10 (quociente)
remu t3, a0, t2 # resto
printIntUnsigned.pula1d:addi sp, sp, -4 # aloca espaco na pilha
sw t3, 0(sp) # coloca resto na pilha
mv a0, t4 # atualiza o numero com o quociente
addi t1, t1, 1 # incrementa o contador de digitos
bne a0, zero, printIntUnsigned.loop1# verifica se o numero eh zero
printIntUnsigned.loop2: lw t2, 0(sp) # le digito da pilha
addi sp, sp, 4 # libera espaco
addi t2, t2, 48 # converte o digito para ascii
sb t2, 0(t0) # coloca caractere no buffer
addi t0, t0, 1 # incrementa endereco do buffer
addi t1, t1, -1 # decrementa contador de digitos
bne t1, zero, printIntUnsigned.loop2# eh o ultimo?
sb zero, 0(t0) # insere \NULL na string
la a0, TempBuffer # Endereco do buffer da srting
jal printString # chama o print string
lw ra, 0(sp) # recupera a
addi sp, sp, 4 # libera espaco
printIntUnsigned.fim: ret
###########################################################################
# lib de opera��es multiplica��o, divis�o e resto para a ISA RV32I
# Nomenclatura usada pelo gcc
# Multiplica��o signed em a0 e a1 retorno em a0
# https://github.com/gcc-mirror/gcc/tree/master/libgcc/config/epiphany
__mulsi3: addi sp,sp,-12
sw a1,0(sp)
sw a4,4(sp)
sw a5,8(sp)
mv a5,a0
li a0,0
mulsi3.L4: beqz a5,mulsi3.L1
andi a4,a5,1
beqz a4,mulsi3.L3
add a0,a0,a1
mulsi3.L3: srli a5,a5,1
slli a1,a1,1
j mulsi3.L4
mulsi3.L1: lw a1,0(sp)
lw a4,4(sp)
lw a5,8(sp)
addi sp,sp,12
ret
# Divis�o unsigned em a0 e a1 retorno em a0
# https://stackoverflow.com/questions/34457575/integer-division-algorithm-analysis
__udivsi3: addi sp,sp,-16
sw a1,0(sp)
sw a3,4(sp)
sw a4,8(sp)
sw a5,12(sp)
mv a4,a0
srli a3,a0,1
li a5,1
udivsi3.L3: bltu a3,a1,udivsi3.L6
slli a5,a5,1
slli a1,a1,1
j udivsi3.L3
udivsi3.L6: li a0,0
udivsi3.L2: beqz a5,udivsi3.L1
bltu a4,a1,udivsi3.L5
sub a4,a4,a1
add a0,a0,a5
udivsi3.L5: srli a5,a5,1
srli a1,a1,1
j udivsi3.L2
udivsi3.L1: lw a1,0(sp)
lw a3,4(sp)
lw a4,8(sp)
lw a5,12(sp)
addi sp,sp,16
ret
# Resto unsigned em a0 e a1
__umodsi3: addi sp, sp, -12
sw t0, 0(sp)
sw t1, 4(sp)
sw ra, 8(sp)
mv t0, a0 # dividendo
mv t1, a1 # divisor
jal __udivsi3
mv a1, t1 # quociente * divisor
jal __mulsi3
sub a0, t0, a0 # dividendo-quociente*divisor
lw t0, 0(sp)
lw t1, 4(sp)
lw ra, 8(sp)
addi sp, sp, 12
ret
# Divis�o signed em a0 e a1
__divsi3: addi sp, sp, -16
sw t0, 0(sp)
sw t1, 4(sp)
sw t2, 8(sp)
sw ra, 12(sp)
srai t0,a0,31 # indica se a0 � pos(0) ou neg (2^32-1)
srai t1,a1,31 # indica se a1 � pos(0) ou neg (2^32-1)
xor t2,t0,t1 # indica se deve(!=0) ou n�o(==0) inverter o sinal do resultado
beqz t0,divsi3.pula1
neg a0,a0 # nega
divsi3.pula1: beqz t1,divsi3.pula2
neg a1,a1 # nega
divsi3.pula2: jal __udivsi3 # divis�o unsigned
beqz t2, divsi3.pula3
neg a0,a0 # nega
divsi3.pula3: lw t0, 0(sp)
lw t1, 4(sp)
lw t2, 8(sp)
lw ra, 12(sp)
addi sp, sp, 16
ret
# Resto signed em a0 e a1
__modsi3: addi sp, sp, -12
sw t0, 0(sp)
sw t1, 4(sp)
sw ra, 8(sp)
srai t0,a0,31 # indica se a0 � pos(0) ou neg (2^32-1)
srai t1,a1,31 # indica se a1 � pos(0) ou neg (2^32-1)
beqz t0,modsi3.pula1
neg a0,a0 # nega
modsi3.pula1: beqz t1,modsi3.pula2
neg a1,a1 # nega
modsi3.pula2: jal __umodsi3 # resto unsigned
beqz t0, modsi3.pula3 # sinal do dividendo
neg a0,a0 # nega
modsi3.pula3: lw t0, 0(sp)
lw t1, 4(sp)
lw ra, 8(sp)
addi sp, sp, 12
ret
|
nqd1/FPGRARS
| 1,575
|
samples/test/Mage-Embler/src/input.s
|
#####################################################
# Retorna uma direçao nos registradores a0 e a1 a partir
# da tecla que foi pressionada, da seguinte forma:
# keyCode | a0 | a1
# 'w' | 0 | -1
# 'a' | -1 | 0
# 's' | 0 | 1
# 'd' | 1 | 0
# Caso keyCode nao seja uma das letras acima retorna
# a0 = 0 e a1 = 0.
#####################################################
# a0 = keyCode
#####################################################
GET_DIR_FROM_KEY:
li t0, 'w'
bne, a0, t0, notW_get_dir_from_key
li a0, 0
li a1, -1
ret
notW_get_dir_from_key:
li t0, 'a'
bne, a0, t0, notA_get_dir_from_key
li a0, -1
li a1, 0
ret
notA_get_dir_from_key:
li t0, 's'
bne, a0, t0, notS_get_dir_from_key
li a0, 0
li a1, 1
ret
notS_get_dir_from_key:
li t0, 'd'
bne, a0, t0, notD_get_dir_from_key
li a0, 1
li a1, 0
ret
notD_get_dir_from_key:
mv a0, zero
mv a1, zero
ret
#####################################################
# Retorna o código da tecla sendo pressionada ou 0
# caso nenhuma tecla estiver pressionada.
#####################################################
GET_KBD_INPUT:
li t1, KBD_CONTROL # carrega o endere�o de controle do KDMMIO
lw t0, 0(t1) # Le bit de Controle Teclado
andi t0, t0, 0x0001 # mascara o bit menos significativo
beq t0, zero, ret_kbd_input # não tem tecla pressionada entao retorna
lw a0, 4(t1) # le o valor da tecla
# save key in KBD_INPUT
la t0, KBD_INPUT
sb a0, 0(t0)
ret
ret_kbd_input:
# save 0 in KBD_INPUT
mv a0, zero
la t0, KBD_INPUT
sb a0, 0(t0)
ret
|
nqd1/FPGRARS
| 2,731
|
samples/test/Mage-Embler/src/dialog.s
|
#########################################################
# Cria uma caixa de dialogo a com as informacoes #
# Desejadas #
#########################################################
# a0 = endereco da string #
# a1 = cor da string #
# a2 = tamanho x do dialogo #
# a3 = tamanho y do dialogo #
# a4 = cor do dialogo #
# a5 = x do dialogo #
# a6 = y do dialogo #
#########################################################
DRAW_DIALOG:
addi sp, sp, -28
sw ra, 0(sp)
sw s0, 4(sp)
sw s1, 8(sp)
sw s2, 12(sp)
sw s3, 16(sp)
sw s5, 20(sp)
sw s6, 24(sp)
mv s0, a0
mv s1, a1
mv s2, a2
mv s3, a3
mv s5, a5
mv s6, a6
# Drawing box
mv a0, a4
mv a1, a5
mv a2, a6
mv a3, s2
mv a4, s3
jal DRAW_FILL_RETANGULE
li a0, branco
jal DRAW_RETANGULE
mv a0, s0
jal GET_STRING_SIZE # a1 = string size
# Getting centralize string position
slli a1, a1, 3
sub t0, s2, a1 # size x - string_size
srai t0, t0, 1 # t0 / 2
add a1, t0, s5
addi a2, s6, SPACE_BETWEEN_STRING_DIALOG # Y do dialogo + 4
mv a3, s1 # string color
mv a0, s0 # String position
jal PRINT_STRING
lw ra, 0(sp)
lw s0, 4(sp)
lw s1, 8(sp)
lw s2, 12(sp)
lw s3, 16(sp)
lw s5, 20(sp)
lw s6, 24(sp)
addi sp, sp, 28
ret
#################################################################
# Systema de input do menu #
# O sistema é nao blocking e apos o player apertar #
# enter adiciona um na label recebida #
#################################################################
# a0 = label para acrecentar toda vez que o player aperta enter #
#################################################################
INPUT_DIALOG:
li t1,0xFF200000 # carrega o endereco de controle do KDMMIO
lw t0,0(t1) # Le bit de Controle Teclado
andi t0,t0,0x0001 # mascara o bit menos significativo
beq t0,zero, fim_input_dialog # Se nenhuma tecla pressionada, vá para FIM
lw t2, 4(t1) # t2 = valor da tecla teclada
li t0, '\n'
beq t2, t0, inc_input_dialog
j fim_input_dialog
inc_input_dialog:
lb t0, 0(a0)
addi t0, t0, 1
sb t0, 0(a0)
fim_input_dialog:
ret
|
nqd1/FPGRARS
| 23,980
|
samples/test/Mage-Embler/src/video.s
|
#################################################
# Organiza os frames do buffer de video #
#################################################
INIT_VIDEO:
# Setting current view frame
li t0, CURRENT_DISPLAY_FRAME_ADRESS
# Force start on frame 0
sw zero,0(t0)
# Setting current draw frame
la t0, FRAME_TO_DRAW
li t1, 1
sb t1, 0(t0)
ret
#########################################################
# Troca o frame desenhado e o frame que esta sendo visto#
#########################################################
SWAP_FRAMES:
# Swap current view frame
li t0, CURRENT_DISPLAY_FRAME_ADRESS
lw t1, 0(t0)
xori t2,t1,1
sw t2,0(t0)
# Swap current draw frame
la t0, FRAME_TO_DRAW
sb t1, 0(t0)
ret
#########################################################
# Desenha a tela inteira com a cor desejada #
#########################################################
# a0 = cor #
#########################################################
DRAW_BACKGROUND:
GET_BUFFER_TO_DRAW(t0)
li t1, NUMBER_OF_PIXELS
add t1, t0, t1
loop_draw_back_ground:
bge t0, t1, end_draw_back_ground
sw a0, 0(t0)
addi t0, t0, 4
j loop_draw_back_ground
end_draw_back_ground:
ret
#########################################################
# Desenha um retangulo e preenche com a cor desejada #
#########################################################
# a0 = cor #
# a1 = x #
# a2 = y #
# a3 = size_x #
# a4 = size_y #
#########################################################
DRAW_FILL_RETANGULE:
GET_BUFFER_TO_DRAW(t0)
# calculating starting position
li t1, 320
mul t1, a2, t1
add t0, t0, t1
add t0, t0, a1
li t1, 0
li t2, 0
draw_line_draw_fill_retangule:
sb a0, 0(t0)
addi t0, t0, 1
addi t1, t1, 1
blt t1, a3, draw_line_draw_fill_retangule
li t1, 0
addi t2, t2, 1
addi t0, t0, 320
sub t0, t0, a3
bgt a4, t2, draw_line_draw_fill_retangule
ret
#########################################################
# Desenha um retangulo #
#########################################################
# a0 = cor #
# a1 = x #
# a2 = y #
# a3 = size_x #
# a4 = size_y #
#########################################################
DRAW_RETANGULE:
addi sp, sp, -20
sw ra, 0(sp)
sw s0, 4(sp)
sw s1, 8(sp)
sw s2, 12(sp)
sw s4, 16(sp)
mv s0, a0
mv s1, a1
mv s2, a2
mv s3, a3
mv s4, a4
# Linha horizontal um
mv a0, s1
mv a1, s2
add a2, s1, s3
mv a3, s2
mv a4, s0
jal DRAW_LINE
# Linha horizontal 2
mv a0, s1
add a1, s2, s4
add a1, s2, s4
add a2, s1, s3
add a3, s2, s4
mv a4, s0
jal DRAW_LINE
# Linha vertical 1
mv a0, s1
mv a1, s2
mv a2, s1
add a3, s2, s4
mv a4, s0
jal DRAW_LINE
# Linha vertical 2
add a0, s1, s3
mv a1, s2
add a2, s1, s3
add a3, s2, s4
addi a3, a3, 1
mv a4, s0
jal DRAW_LINE
lw ra, 0(sp)
lw s0, 4(sp)
lw s1, 8(sp)
lw s2, 12(sp)
lw s4, 16(sp)
addi sp, sp, 20
ret
#########################################################
# Desenha um tile na tela #
#########################################################
# a0 = endereço para a imagem #
# a1 = X #
# a2 = Y #
# a3 = numero da tile na imagem #
#########################################################
RENDER_TILE:
# Render baseado em tiles 16x16
slli a1, a1, 4 # Multiplicando a1 x 16
slli a2, a2, 4 # Multiplicando a2 x 16
slli a3, a3, 4 # Multiplicando a3 x 16
# Calculando posicao na tela para print
GET_BUFFER_TO_DRAW(t0)
add t0, t0, a1 # Adciona X
li t1, SCREEN_SIZE
mul t1, t1, a2 # y x 320
add t0, t0, t1 # Adiciona y
# Calculando a posicao na imagem
add a0, a0, a3
# Setting counter to zero
li t2, 0 # Contador de coluna
li t3, 0 # Contador de linha
# Setting boundries
li t4, TILE_SIZE
li t5, NUMBER_OF_TILES_IN_IMAGE
slli t5, t5, 4
draw_line_render_tile:
lw t6,0(a0) # carrega em t6 uma word (4 pixeis) da imagem
sw t6,0(t0) # imprime no bitmap a word (4 pixeis) da imagem
addi t0,t0,4 # incrementa endereco do bitmap
addi a0,a0,4 # incrementa endereco da imagem
addi t2,t2,4 # incrementa contador de coluna
blt t2,t4, draw_line_render_tile # se contador da coluna < largura, continue imprimindo
# isso serve pra "pular" de linha no bitmap display e na imagem
addi t0,t0, SCREEN_SIZE # t0 += 320
sub t0,t0,t4 # t0 -= largura da tile
add a0,a0, t5 # a0 += image size
sub a0,a0,t4 # t0 -= largura da tile
li t2, 0 # zera (contador de coluna)
addi t3,t3,1 # incrementa contador de linha
bgt t4, t3, draw_line_render_tile # se altura > contador de linha, continue imprimindo
ret # retorna
#########################################################
# Desenha uma imagem na tela desenha #
# sempre uma imagem toda #
#########################################################
# a0 = endereço para a imagem #
# a1 = X real of screen #
# a2 = Y real of screen #
# a3 = width of image #
# a4 = height of image #
# a5 = reverse (if 1 reverse image) #
#########################################################
RENDER:
# if X < 0 return
blt a1, zero, ret_render
# if Y < 0 return
blt a2, zero, ret_render
# if x + width >= 320 return
add t0, a1, a3
addi t0, t0, -320
bge t0, zero, ret_render
# if y + height >= 240 return
add t0, a2, a4
addi t0, t0, -240
bge t0, zero, ret_render
# Render baseado em tiles 16x16
# Calculando posicao na tela para print
GET_BUFFER_TO_DRAW(t0)
add t0, t0, a1 # Adciona X
li t1, SCREEN_SIZE
mul t1, t1, a2 # y x 320
add t0, t0, t1 # Adiciona y
# Setting counter to zero
li t2, 0 # Contador de coluna
li t3, 0 # Contador de linha
bne a5, zero, rev_render
draw_line_render:
lb t6,0(a0) # carrega em t6 um byte da imagem
sb t6,0(t0) # imprime no bitmap byte da imagem
addi t0,t0,1 # incrementa endereco do bitmap
addi a0,a0,1 # incrementa endereco da imagem
addi t2,t2,1 # incrementa contador de coluna
blt t2,a3,draw_line_render # se contador da coluna < largura, continue imprimindo
# isso serve pra "pular" de linha no bitmap display e na imagem
addi t0,t0, SCREEN_SIZE # t0 += 320
sub t0,t0,a3 # t0 -= largura da tile
li t2, 0 # zera (contador de coluna)
addi t3,t3,1 # incrementa contador de linha
bgt a4, t3, draw_line_render # se altura > contador de linha, continue imprimindo
ret # retorna
rev_render:
addi t4, a3, -1 # Width - 1
add t0, t0, t4 # Image inicio + width - 1
rev_draw_line_render:
lb t6,0(a0) # carrega em t6 um byte da imagem
sb t6,0(t0) # imprime no bitmap o byte da imagem
addi t0,t0, -1 # incrementa endereco do bitmap
addi a0,a0, 1 # incrementa endereco da imagem
addi t2,t2,1 # incrementa contador de coluna
blt t2,a3, rev_draw_line_render # se contador da coluna < largura, continue imprimindo
addi t0,t0,320 # t0 += 320
add t0,t0,a3 # t0 -= largura da imagem
# ^ isso serve pra "pular" de linha no bitmap display
li t2, 0
addi t3,t3,1 # incrementa contador de linha
bgt a4,t3, rev_draw_line_render # se altura > contador de linha, continue imprimindo
ret_render:
ret # retorna
##############################################################################################
# Anima uma imagem com informações estão guardadas
# na memória começando no endereço em a1. Retorna 1 se a animação já foi desenhada por inteiro
# uma vez e 0 caso contrário
# Formato do a1 (WORD): tamanho, i, MIN_WORD, anim1..., animN
# cada animN representa um numero da tile a ser desenhada.
# "tamanho" indica quantos frames a animaçao possui.
# "i" eh um numero que satisfas 0 <= i < tamanho e indica a partir
# de qual frame a animacao comecara (geralmente i eh 0).
# Exemplos de como usar a funcao: anim_test.s, cursor_test.s
##############################################################################################
# a0 = endereço da imagem com tiles
# a1 = informações da animação
# a2 = X
# a3 = Y
# a4 = tempo entre frames (ms)
##############################################################################################
DRAW_ANIMATION_TILE:
# save ra
addi sp, sp, -8
sw ra, 0(sp)
# if time passed is less than a4, dont animate
csrr t0, time
lw t1, 8(a1)
sub t0, t0, t1
bgeu t0, a4, continue_draw_animation_tile
# t1 = (t1 + tamanho - 1) % tamanho
lw t0, 0(a1)
lw t1, 4(a1)
add t1, t0, t1
addi t1, t1, -1
rem t1, t1, t0
sw t1, 4(a1)
j skip_draw_animation_tile
continue_draw_animation_tile:
csrr t0, time
sw t0, 8(a1)
skip_draw_animation_tile:
# t0 = tamanho, t1 = i
lw t0, 0(a1)
lw t1, 4(a1)
# t2 = (i + 1) % tamanho
addi t2, t1, 1
rem t2, t2, t0
sw t2, 4(a1)
# save t2 on stack to calculate the return value later
sw t2, 4(sp)
# t1 = number of current tile
slli t1, t1, 2
add t1, a1, t1
lw t1, 12(t1)
# draw the tile
mv a1, a2
mv a2, a3
mv a3, t1
jal RENDER_TILE
# if the animation endend return 1 else return 0
lw t2, 4(sp)
beq t2, zero, end_draw_animation_tile
mv a0, zero
ret_draw_animation_tile:
# restore stack and return
lw ra, 0(sp)
addi sp, sp, 8
ret
end_draw_animation_tile:
li a0, 1
j ret_draw_animation_tile
##############################################################################################
# Anima uma imagem com informações estão guardadas
# na memória começando no endereço em a1. Retorna 1 se a animação já foi desenhada por inteiro
# uma vez e 0 caso contrário
# Formato do a1 (WORD): tamanho, i, j, MIN_WORD, anim1..., animN
# cada animN representa um numero da tile a ser desenhada.
# "tamanho" indica quantos frames a animaçao possui.
# "i" eh um numero que satisfas 0 <= i < tamanho e indica a partir
# de qual frame a animacao comecara (geralmente i eh 0).
# j é um número que deve ser inicializado como -1 e conta quantas vezes a animação já
# rodou por completo.
# Exemplos de como usar a funcao: anim_test.s, cursor_test.s
##############################################################################################
# a0 = tamanho da imagem x
# a1 = informações da animação
# a2 = X
# a3 = Y
# a4 = tempo entre frames (ms)
# a5 = tamanho da imagem y
##############################################################################################
DRAW_ANIMATION:
# save ra
addi sp, sp, -8
sw ra, 0(sp)
sw a1, 4(sp)
# if time passed is less than a4, dont animate
csrr t0, time
lw t1, 12(a1)
sub t0, t0, t1
bgeu t0, a4, continue_draw_animation
# t1 = (t1 + tamanho - 1) % tamanho
lw t0, 0(a1)
lw t1, 4(a1)
add t1, t0, t1
addi t1, t1, -1
rem t1, t1, t0
sw t1, 4(a1)
j skip_draw_animation
continue_draw_animation:
csrr t0, time
sw t0, 12(a1)
lw t0, 4(a1)
beq t0, zero, increment_anim_counter_draw_animation
skip_draw_animation:
# t0 = tamanho, t1 = i
lw t0, 0(a1)
lw t1, 4(a1)
# t2 = (i + 1) % tamanho
addi t2, t1, 1
rem t2, t2, t0
sw t2, 4(a1)
# t1 = address of current image
slli t1, t1, 2
add t1, a1, t1
lw t1, 16(t1)
# draw the tile
mv a1, a2
mv a2, a3
mv a4, a5
li a5, 0
mv a3, a0
mv a0, t1
jal RENDER
# if animation was rendered at least one time then return 0
lw a1, 4(sp)
lw t0, 8(a1)
bgt t0, zero, ret1_draw_animation
li a0, 0
ret_draw_animation:
# restore stack and return
lw ra, 0(sp)
addi sp, sp, 8
ret
ret1_draw_animation:
# return 1 and restore j to 0
li a0, 1
li t0, -1
sw t0, 8(a1)
j ret_draw_animation
increment_anim_counter_draw_animation:
lw t0, 8(a1)
addi t0, t0, 1
sw t0, 8(a1)
j skip_draw_animation
#########################################################
# Desenha um inteiro na tela #
#############################################
# PrintInt #
# a0 = valor inteiro #
# a1 = x #
# a2 = y #
# a3 = cor #
#############################################
PRINT_INT:
addi sp, sp, -4 # Aloca espaco
sw ra, 0(sp) # salva ra
la t0, TEMP_BUFFER # carrega o Endereco do Buffer da String
bge a0, zero, ehpos_print_int # Se eh positvo
li t1, '-' # carrega o sinal -
sb t1, 0(t0) # coloca no buffer
addi t0, t0, 1 # incrementa endereco do buffer
sub a0, zero, a0 # torna o numero positivo
ehpos_print_int:
li t2, 10 # carrega numero 10
li t1, 0 # carrega numero de digitos com 0
loop1_print_int:
div t4, a0, t2 # divide por 10 (quociente)
rem t3, a0, t2 # resto
addi sp, sp, -4 # aloca espaco na pilha
sw t3, 0(sp) # coloca resto na pilha
mv a0, t4 # atualiza o numero com o quociente
addi t1, t1, 1 # incrementa o contador de digitos
bne a0, zero, loop1_print_int # verifica se o numero eh zero
loop2_print_int:
lw t2, 0(sp) # le digito da pilha
addi sp, sp, 4 # libera espaco
addi t2, t2, 48 # converte o digito para ascii
sb t2, 0(t0) # coloca caractere no buffer
addi t0, t0, 1 # incrementa endereco do buffer
addi t1, t1, -1 # decrementa contador de digitos
bne t1, zero, loop2_print_int # eh o ultimo?
sb zero, 0(t0) # insere \NULL na string
la a0, TEMP_BUFFER # Endereco do buffer da srting
jal PRINT_STRING # chama o print string
lw ra, 0(sp) # recupera a
addi sp, sp, 4 # libera espaco
fim_print_int:
ret # retorna
#########################################################
# Desenha uma string na tela #
#########################################################
# a0 = endereco da string #
# a1 = x #
# a2 = y #
# a3 = cor #
#########################################################
PRINT_STRING:
addi sp, sp, -12 # aloca espaco
sw ra, 0(sp) # salva ra
sw s0, 4(sp) # salva s0
sw s1, 8(sp)
mv s0, a0 # s0 = endereco do caractere na string
mv s1, a1 # s1 = x para voltar caso \n
loop_PRINT_STRING:
lb a0, 0(s0) # le em a0 o caracter a ser impresso
beq a0, zero, fimloop_PRINT_STRING # string ASCIIZ termina com NULL
li t6, '\n'
beq a0, t6, pula_linha_PRINT_STRING # Checking if char is \n
jal PRINT_CHAR # imprime char
addi a1, a1, 8 # incrementa a linha
li t6, 313
blt a1, t6, naopulalinha_PRINT_STRING # se ainda tiver lugar na linha
pula_linha_PRINT_STRING:
addi a2, a2, 9 # incrementa a coluna
mv a1, s1 # volta a linha para inicial
naopulalinha_PRINT_STRING:
addi s0, s0, 1 # proximo caractere
j loop_PRINT_STRING # volta ao loop
fimloop_PRINT_STRING:
lw ra, 0(sp) # recupera ra
lw s0, 4(sp) # recupera s0 original
lw s1, 8(sp) # recupera s0 original
addi sp, sp, 12 # libera espaco
fimprintString:
ret # retorna
#########################################################
# PrintChar #
# a0 = char(ASCII) #
# a1 = x #
# a2 = y #
# a3 = cores (0x0000bbff) b = fundo, f = frente #
#########################################################
# s9 e s8 foram utilizados que nao ha registradores t suficiente
PRINT_CHAR:
addi sp, sp, -8
sw s9, 0(sp)
sw s8, 4(sp)
li t4, 0xFF # t4 temporario
slli t4, t4, 8 # t4 = 0x0000FF00 (no RARS, nao podemos fazer diretamente "andi rd, rs1, 0xFF00")
and t5, a3, t4 # t5 obtem cor de fundo
srli t5, t5, 8 # numero da cor de fundo
andi t6, a3, 0xFF # t6 obtem cor de frente
li s8, ' '
blt a0, s8, naoimprimivel_PRINT_CHAR # ascii menor que 32 nao eh imprimivel
li s8, '~'
bgt a0, s8, naoimprimivel_PRINT_CHAR # ascii Maior que 126 nao eh imprimivel
j imprimivel_PRINT_CHAR
naoimprimivel_PRINT_CHAR:
li a0, 32 # Imprime espaco
imprimivel_PRINT_CHAR:
li s8, SCREEN_SIZE # Num colunas 320
mul t4, s8, a2 # multiplica a2x320 t4 = coordenada y
add t4, t4, a1 # t4 = 320*y + x
addi t4, t4, 7 # t4 = 320*y + (x+7)
GET_BUFFER_TO_DRAW(s8)
add t4, t4, s8 # t4 = endereco de impressao do ultimo pixel da primeira linha do char
addi t2, a0, -32 # indice do char na memoria
slli t2, t2, 3 # offset em bytes em relacao ao endereco inicial
la t3, LabelTabChar # endereco dos caracteres na memoria
add t2, t2, t3 # endereco do caractere na memoria
lw t3, 0(t2) # carrega a primeira word do char
li t0, 4 # i=4
forchar1I_PRINT_CHAR:
beq t0, zero, endforchar1I_PRINT_CHAR # if(i == 0) end for i
addi t1, zero, 8 # j = 8
forchar1J_PRINT_CHAR:
beq t1, zero, endforchar1J_PRINT_CHAR # if(j == 0) end for j
andi s9, t3, 0x001 # primeiro bit do caracter
srli t3, t3, 1 # retira o primeiro bit
beq s9, zero, printcharpixelbg1_PRINT_CHAR # pixel eh fundo?
sb t6, 0(t4) # imprime pixel com cor de frente
j endcharpixel1_PRINT_CHAR
printcharpixelbg1_PRINT_CHAR:
sb t5, 0(t4) # imprime pixel com cor de fundo
endcharpixel1_PRINT_CHAR:
addi t1, t1, -1 # j--
addi t4, t4, -1 # t4 aponta um pixel para a esquerda
j forchar1J_PRINT_CHAR # vollta novo pixel
endforchar1J_PRINT_CHAR:
addi t0, t0, -1 # i--
addi t4, t4, 328 # 2**12 + 8
j forchar1I_PRINT_CHAR # volta ao loop
endforchar1I_PRINT_CHAR:
lw t3, 4(t2) # carrega a segunda word do char
li t0, 4 # i = 4
forchar2I_PRINT_CHAR:
beq t0, zero, endforchar2I_PRINT_CHAR # if(i == 0) end for i
addi t1, zero, 8 # j = 8
forchar2J_PRINT_CHAR:
beq t1, zero, endforchar2J_PRINT_CHAR # if(j == 0) end for j
andi s9, t3, 0x001 # pixel a ser impresso
srli t3, t3, 1 # desloca para o proximo
beq s9, zero, printcharpixelbg2_PRINT_CHAR # pixel eh fundo?
sb t6, 0(t4) # imprime cor frente
j endcharpixel2_PRINT_CHAR # volta ao loop
printcharpixelbg2_PRINT_CHAR:
sb t5, 0(t4) # imprime cor de fundo
endcharpixel2_PRINT_CHAR:
addi t1, t1, -1 # j--
addi t4, t4, -1 # t4 aponta um pixel para a esquerda
j forchar2J_PRINT_CHAR
endforchar2J_PRINT_CHAR:
addi t0, t0, -1 # i--
addi t4, t4, 328 #
j forchar2I_PRINT_CHAR # volta ao loop
endforchar2I_PRINT_CHAR:
lw s9, 0(sp)
lw s8, 4(sp)
addi sp, sp, 8 # reduzindo pilha
ret # retorna
#########################################################
# Draw Line #
# Desenha uma linha do ponto (a0,a1) ao ponto (a2,a3) #
# com a cor a4 #
#########################################################
# a0 = x inicial #
# a1 = y inicial #
# a2 = x final #
# a3 = y final #
# a4 = cor #
#########################################################
DRAW_LINE:
GET_BUFFER_TO_DRAW(a6)
li a7, 320
sub t0, a3, a1
bge t0, zero, pula_signedY_draw_line
sub t0, zero, t0
pula_signedY_draw_line:
sub t1, a2, a0
bge t1, zero, pula_signedX_draw_line
sub t1, zero, t1
pula_signedX_draw_line:
bge t0, t1, pulacbres_draw_line
ble a0, a2, pulac1bres_draw_line
mv a5, a0
mv a0, a2
mv a2, a5
mv a5, a1
mv a1, a3
mv a3, a5
pulac1bres_draw_line:
j plotlowbres_draw_line
pulacbres_draw_line:
ble a1, a3, pulac2bres_draw_line
mv a5, a0
mv a0, a2
mv a2, a5
mv a5, a1
mv a1, a3
mv a3, a5
pulac2bres_draw_line:
j plothighbres_draw_line
plotlowbres_draw_line:
sub t0, a2, a0 # dx=x1-x0
sub t1, a3, a1 # dy y1-y0
li t2, 1 # yi=1
bge t1, zero, pula1bres_draw_line # dy>=0 PULA
li t2, -1 # yi=-1
sub t1, zero, t1 # dy=-dy
pula1bres_draw_line:
slli t3, t1, 1 # 2*dy
sub t3, t3, t0 # D=2*dy-dx
mv t4, a1 # y=y0
mv t5, a0 # x=x0
loopx1bres_draw_line:
mul t6, t4, a7 # y*320
add t6, t6, t5 # y*320+x
add t6, t6, a6 # 0xFF000000+y*320+x
sb a4, 0(t6) # plot com cor a4
ble t3, zero, pula2bres_draw_line # D<=0
add t4, t4, t2 # y=y+yi
slli t6, t0, 1 # 2*dx
sub t3, t3, t6 # D=D-2dx
pula2bres_draw_line:
slli t6, t1, 1 # 2*dy
add t3, t3, t6 # D=D+2dx
addi t5, t5, 1
bne t5, a2, loopx1bres_draw_line
ret
plothighbres_draw_line:
sub t0, a2, a0 # dx=x1-x0
sub t1, a3, a1 # dy y1-y0
li t2, 1 # xi=1
bge t0, zero, pula3bres_draw_line # dy>=0 PULA
li t2, -1 # xi=-1
sub t0, zero, t0 # dx=-dx
pula3bres_draw_line:
slli t3, t0, 1 # 2*dx
sub t3, t3, t1 # D=2*dx-d1
mv t4, a0 # x=x0
mv t5, a1 # y=y0
loopx2bres_draw_line:
mul t6, t5, a7 # y*320
add t6, t6, t4 # y*320+x
add t6, t6, a6 # 0xFF000000+y*320+x
sb a4, 0(t6) # plot com cor a4
ble t3, zero, pula4bres_draw_line # D<=0
add t4, t4, t2 # x=x+xi
slli t6, t1, 1 # 2*dy
sub t3, t3, t6 # D=D-2dy
pula4bres_draw_line: slli t6, t0, 1 # 2*dy
add t3, t3, t6 # D=D+2dx
addi t5, t5, 1
bne t5, a3, loopx2bres_draw_line
ret
|
nqd1/FPGRARS
| 24,646
|
samples/test/Mage-Embler/src/game_logic.s
|
######################################################################
# Roda a lógica principal do jogo baseado no GAME_STATE.
# Retorna em a0 o estado para o RUN_GAME_RENDER.
######################################################################
RUN_GAME_LOGIC:
addi sp, sp, -4
sw ra, 0(sp)
la t0, GAME_STATE
lb t0, 0(t0)
li t1, GAME_STATE_INIT
beq t0, t1, init_run_game_logic
li t1, GAME_STATE_CHOOSE_ALLY
beq t0, t1, choose_ally_run_game_logic
li t1, GAME_STATE_MAKING_TRAIL
beq t0, t1, making_trail_run_game_logic
li t1, GAME_STATE_MOVING_PLAYER
beq t0, t1, moving_player_run_game_logic
li t1, GAME_STATE_ACTION_MENU
beq t0, t1, action_menu_run_game_logic
li t1, GAME_STATE_CHOOSE_ENEMY
beq t0, t1, choose_enemy_run_game_logic
li t1, GAME_STATE_IN_COMBAT
beq t0, t1, in_combat_run_game_logic
li t1, GAME_STATE_CHECK_TURN
beq t0, t1, check_turn_run_game_logic
li t1, GAME_STATE_NEXT_TURN
beq t0, t1, next_turn_run_game_logic
li t1, GAME_STATE_MOVE_ENEMY
beq t0, t1, move_enemy_run_game_logic
li t1, GAME_STATE_AFTER_MOVE
beq t0, t1, after_move_run_game_logic
li t1, GAME_STATE_ENTER_COMBAT
beq t0, t1, enter_combat_run_game_logic
li t1, GAME_STATE_ENEMY_DELAY
beq t0, t1, enemy_delay_run_game_logic
li t1, GAME_STATE_ENEMY_ENTER_COMBAT
beq t0, t1, enemy_enter_combat_run_game_logic
li t1, GAME_STATE_CHECK_NEXT_MAP
beq t0, t1, check_next_map_run_game_logic
li t1, GAME_STATE_MAP_TRANSITION
beq t0, t1, map_transition_run_game_logic
li t1, GAME_STATE_ALLY_PHASE_TRANSITION
beq t0, t1, ally_phase_transition_run_game_logic
li t1, GAME_STATE_WIN_MAP
beq t0, t1, win_map_run_game_logic
li t1, GAME_STATE_ENEMY_WINS
beq t0, t1, enemy_wins_run_game_logic
li t1, GAME_STATE_START_MAP
beq t0, t1, start_map_run_game_logic
li t1, GAME_STATE_ENEMY_PHASE_TRANSITION
beq t0, t1, enemy_phase_transition_run_game_logic
li t1, GAME_STATE_DIALOGUE
beq t0, t1, dialogue_run_game_logic
li t1, GAME_STATE_VICTORY_DIALOGUE
beq t0, t1, victory_dialogue_run_game_logic
li t1, GAME_STATE_VICTORY_MENU
beq t0, t1, victory_menu_run_game_logic
li t1, GAME_STATE_START_MENU
beq t0, t1, start_menu_run_game_logic
ret_run_game_logic:
lw ra, 0(sp)
addi sp, sp, 4
ret
init_run_game_logic:
# Set MAP_NUM = 0
la t0, MAP_NUM
li t1, 0
sb t1, 0(t0)
# CURRENT_MAP = MAPS[MAP_NUM]
la t0, MAPS
la t1, MAP_NUM
lb t1, 0(t1)
li t2, MAP_SIZE
mul t1, t1, t2
add t0, t0, t1
la t1, CURRENT_MAP
sw t0, 0(t1)
# initialize players
jal INIT_PLAYERS
# queue ally transition
li t0, 1
la t1, QUEUE_ALLY_TRANSITION
sb t0, 0(t1)
# DIALOGUE_STRING_NUM = 0
la t0, DIALOGUE_STRING_NUM
sb zero, 0(t0)
# change state to GAME_STATE_START_MENU
la t0, GAME_STATE
li t1, GAME_STATE_START_MENU
sb t1, 0(t0)
li a0, GAME_STATE_START_MENU
j ret_run_game_logic
choose_ally_run_game_logic:
la t0, QUEUE_ALLY_TRANSITION
lb t0, 0(t0)
bne t0, zero, transition_choose_ally_run_game_logic
jal GET_KBD_INPUT
jal MOVE_CURSOR
# if '\n' is pressed on top of a player go to player
la t0, KBD_INPUT
lb t0, 0(t0)
li t1, '\n'
beq t0, t1, x_choose_ally_run_game_logic
# if 'p' is pressed go to next map
li t1, 'p'
beq t0, t1, cheat_choose_ally
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
cheat_choose_ally:
# *GAME_STATE = GAME_STATE_CHECK_NEXT_MAP
la t0, GAME_STATE
li t1, GAME_STATE_CHECK_NEXT_MAP
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
transition_choose_ally_run_game_logic:
# unqueue ally transition
la t0, QUEUE_ALLY_TRANSITION
sb zero, 0(t0)
# PHASE_DELAY = current time
la t0, PHASE_DELAY
csrr t1, time
sw t1, 0(t0)
# *GAME_STATE = GAME_STATE_ALLY_PHASE_TRANSITION
la t0, GAME_STATE
li t1, GAME_STATE_ALLY_PHASE_TRANSITION
sb t1, 0(t0)
li a0, GAME_STATE_ALLY_PHASE_TRANSITION
j ret_run_game_logic
x_choose_ally_run_game_logic:
# get player at CURSOR_POS
la t0, CURSOR_POS
lb a0, 0(t0)
lb a1, 1(t0)
jal GET_PLAYER_BY_POS
# if there is no player at cursor pos then return
beq a0, zero, ret_x_choose_ally_run_game_logic
# if player is not an ally then return
lb t0, PLAYER_B_TIPO(a0)
li t1, IN_AZUL
bge t0, t1, ret_x_choose_ally_run_game_logic
# if player is dead then return
lb t0, PLAYER_B_VIDA_ATUAL(a0)
beq t0, zero, ret_x_choose_ally_run_game_logic
# if player has already moved then return
lb t0, PLAYER_B_MOVED(a0)
bne t0, zero, ret_x_choose_ally_run_game_logic
# else SELECTED_PLAYER = a0
la t0, SELECTED_PLAYER
sw a0, 0(t0)
# update walkable blocks
la t0, CURSOR_POS
lb a0, 0(t0)
lb a1, 1(t0)
la a2, CURRENT_MAP
lw a2, 0(a2)
jal UPDATE_WALKABLE_BLOCKS
# change state to GAME_STATE_MAKING_TRAIL
jal INIT_CURSOR_TRAIL
la t0, GAME_STATE
li t1, GAME_STATE_MAKING_TRAIL
sb t1, 0(t0)
# return GAME_STATE_MAKING_TRAIL
mv a0, t1
j ret_run_game_logic
ret_x_choose_ally_run_game_logic:
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
making_trail_run_game_logic:
jal GET_KBD_INPUT
jal MAKE_TRAIL_LOGIC
# if '\n' is pressed and no alive player is at the cursor pos then move player
la t0, CURSOR_POS
lb a0, 0(t0)
lb a1, 1(t0)
jal GET_PLAYER_BY_POS
bne a0, zero, check_dead_making_trail_run_game_logic
check_x_making_trail_run_game_logic:
la t0, KBD_INPUT
lb t0, 0(t0)
li t1, '\n'
beq t0, t1, x_making_trail_run_game_logic
next_making_trail_run_game_logic:
li a0, GAME_STATE_MAKING_TRAIL
j ret_run_game_logic
check_dead_making_trail_run_game_logic:
# if player at cursor pos is dead then allow player to move to cursor pos
lb t0, PLAYER_B_VIDA_ATUAL(a0)
beq t0, zero, check_x_making_trail_run_game_logic
# else return
j next_making_trail_run_game_logic
x_making_trail_run_game_logic:
# Get selected player and start blink animation
la a0, SELECTED_PLAYER
lw a0, 0(a0)
la a2, CURSOR_POS
lb a1, 0(a2)
lb a2, 1(a2)
jal INIT_ACTUALLY_MOVE_PLAYER
# queue enemy transition
li t0, 1
la t1, QUEUE_ENEMY_TRANSITION
sb t0, 0(t1)
# *GAME_STATE = GAME_STATE_MOVING_PLAYER
la t0, GAME_STATE
li t1, GAME_STATE_MOVING_PLAYER
sb t1, 0(t0)
li a0, GAME_STATE_MOVING_PLAYER
j ret_run_game_logic
moving_player_run_game_logic:
# if blink animation is over goto next state
la t0, BLINK_ANIMATION
lb t0, 0(t0)
beq t0, zero, stop_moving_player_run_game_logic
# else keep at drawing blink animation
li a0, GAME_STATE_MOVING_PLAYER
j ret_run_game_logic
stop_moving_player_run_game_logic:
# update PLAYER_B_SPECIAL_TERRAIN
# t3 = player = *SELECTED_PLAYER
la t3, SELECTED_PLAYER
lw t3, 0(t3)
# (t0, t1) = player.pos
lb t0, PLAYER_B_POS_X(t3)
lb t1, PLAYER_B_POS_Y(t3)
# t2 = MAP[player position in map]
li t2, MAP_WIDTH
mul t1, t1, t2
add t1, t0, t1
la t2, CURRENT_MAP
lw t2, 0(t2)
add t2, t2, t1
lb t2, 0(t2)
# set player.specialTerrain to logical bits of t2
andi t2, t2, 0x7
sb t2, PLAYER_B_SPECIAL_TERRAIN(t3)
# player.moved = true
li t0, 1
sb t0, PLAYER_B_MOVED(t3)
# if there are unmoved alive enemies then queue enemy transition
jal CHECK_UNMOVED_ENEMIES
bne a0, zero, enemy_transition_stop_moving_player_run_game_logic
# *GAME_STATE = GAME_STATE_AFTER_MOVE
la t0, GAME_STATE
li t1, GAME_STATE_AFTER_MOVE
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
enemy_transition_stop_moving_player_run_game_logic:
# *GAME_STATE = GAME_STATE_AFTER_MOVE
la t0, GAME_STATE
li t1, GAME_STATE_AFTER_MOVE
sb t1, 0(t0)
li a0, GAME_STATE_AFTER_MOVE
j ret_run_game_logic
set_action_menu_run_game_logic:
# *GAME_STATE = GAME_STATE_ACTION_MENU
la t0, GAME_STATE
li t1, GAME_STATE_ACTION_MENU
sb t1, 0(t0)
li a0, GAME_STATE_ACTION_MENU
j ret_run_game_logic
action_menu_run_game_logic:
# Input
li a0, 2 # Quantidade de opcoes
la a1, ACTION_MENU_SELECTED_OPTION # label que segura opcao selecionada
la a2, ACTION_MENU_IS_SELECTED # label que segura se foi selecionado ou nao
jal INPUT_MENU
# if an option was selected then handle it
la t0, ACTION_MENU_IS_SELECTED
lb t0, 0(t0)
bne t0, zero, selected_action_menu_run_game_logic
li a0, GAME_STATE_ACTION_MENU
j ret_run_game_logic
selected_action_menu_run_game_logic:
# t0 = *ACTION_MENU_SELECTED_OPTION
la t0, ACTION_MENU_SELECTED_OPTION
lb t0, 0(t0)
# checks if attack was selected
beq t0, zero, attack_action_menu_run_game_logic
# if attack was not selected, then wait was selected
# restart menu
la t0, ACTION_MENU_IS_SELECTED
sb zero, 0(t0)
la t0, ACTION_MENU_SELECTED_OPTION
sb zero, 0(t0)
# *GAME_STATE = GAME_STATE_CHECK_TURN
la t0, GAME_STATE
li t1, GAME_STATE_CHECK_TURN
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
attack_action_menu_run_game_logic:
# restart menu
la t0, ACTION_MENU_IS_SELECTED
sb zero, 0(t0)
la t0, ACTION_MENU_SELECTED_OPTION
sb zero, 0(t0)
# *GAME_STATE = GAME_STATE_CHOOSE_ENEMY
la t0, GAME_STATE
li t1, GAME_STATE_CHOOSE_ENEMY
sb t1, 0(t0)
jal UPDATE_NEARBY_ENEMIES
li a0, GAME_STATE_CHOOSE_ENEMY
j ret_run_game_logic
choose_enemy_run_game_logic:
jal GET_KBD_INPUT
jal MOVE_CURSOR_ATTACK_MODE
# if '\n' is pressed go to combat mode
la t0, KBD_INPUT
lb t0, 0(t0)
li t1, '\n'
beq t0, t1, x_choose_enemy_run_game_logic
li a0, GAME_STATE_CHOOSE_ENEMY
j ret_run_game_logic
x_choose_enemy_run_game_logic:
# *GAME_STATE = GAME_STATE_ENTER_COMBAT
la t0, GAME_STATE
li t1, GAME_STATE_ENTER_COMBAT
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
in_combat_run_game_logic:
# *AUDIO_STATE = AUDIO_STATE_COMBAT
la t0, AUDIO_STATE
li t1, AUDIO_STATE_COMBAT
sb t1, 0(t0)
# if combat ended go back to choose ally
la t0, IN_COMBAT
lb t0, 0(t0)
beq t0, zero, end_combat_run_game_logic
# else run combat logic
jal LOGIC_COMBAT
li a0, GAME_STATE_IN_COMBAT
j ret_run_game_logic
end_combat_run_game_logic:
# *GAME_STATE = GAME_STATE_CHECK_TURN
la t0, GAME_STATE
li t1, GAME_STATE_CHECK_TURN
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
check_turn_run_game_logic:
# *AUDIO_STATE = AUDIO_STATE_MAP
la t0, AUDIO_STATE
li t1, AUDIO_STATE_MAP
sb t1, 0(t0)
# if every ally is dead set state to GAME_STATE_ENEMY_WINS
jal CHECK_ALIVE_ALLIES
beq a0, zero, allies_dead_check_turn_run_game_logic
# if every enemy is dead set state to GAME_STATE_CHECK_NEXT_MAP
jal CHECK_ALIVE_ENEMIES
beq a0, zero, next_map_check_turn_run_game_logic
# if there is an unmoved ally then set state to GAME_STATE_CHOOSE_ALLY
jal CHECK_UNMOVED_ALLIES
bne a0, zero, choose_ally_check_turn_run_game_logic
# if there is an unmoved enemy then set state to GAME_STATE_CHOOSE_ENEMY
jal CHECK_UNMOVED_ENEMIES
bne a0, zero, move_enemy_check_turn_run_game_logic
# otherwise set state to GAME_STATE_NEXT_TURN
# *GAME_STATE = GAME_STATE_NEXT_TURN
la t0, GAME_STATE
li t1, GAME_STATE_NEXT_TURN
sb t1, 0(t0)
li a0, GAME_STATE_NEXT_TURN
j ret_run_game_logic
choose_ally_check_turn_run_game_logic:
# *GAME_STATE = GAME_STATE_CHOOSE_ALLY
la t0, GAME_STATE
li t1, GAME_STATE_CHOOSE_ALLY
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
transition_ally_check_turn_run_game_logic:
# save current time
csrr t0, time
la t1, PHASE_DELAY
sw t0, 0(t1)
# *GAME_STATE = GAME_STATE_ALLY_PHASE_TRANSITION
la t0, GAME_STATE
li t1, GAME_STATE_ALLY_PHASE_TRANSITION
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
move_enemy_check_turn_run_game_logic:
# check if transition is queued
la t0, QUEUE_ENEMY_TRANSITION
lb t0, 0(t0)
bne t0, zero, transition__enemy_check_turn_run_game_logic
# *GAME_STATE = GAME_STATE_MOVE_ENEMY
la t0, GAME_STATE
li t1, GAME_STATE_MOVE_ENEMY
sb t1, 0(t0)
li a0, GAME_STATE_MOVE_ENEMY
j ret_run_game_logic
transition__enemy_check_turn_run_game_logic:
# unqueue transition
la t0, QUEUE_ENEMY_TRANSITION
sb zero, 0(t0)
# PHASE_DELAY = current time
la t0, PHASE_DELAY
csrr t1, time
sw t1, 0(t0)
# *GAME_STATE = GAME_STATE_ENEMY_PHASE_TRANSITION
la t0, GAME_STATE
li t1, GAME_STATE_ENEMY_PHASE_TRANSITION
sb t1, 0(t0)
li a0, GAME_STATE_ENEMY_PHASE_TRANSITION
j ret_run_game_logic
next_map_check_turn_run_game_logic:
# *GAME_STATE = GAME_STATE_CHECK_NEXT_MAP
la t0, GAME_STATE
li t1, GAME_STATE_CHECK_NEXT_MAP
sb t1, 0(t0)
li a0, GAME_STATE_CHECK_NEXT_MAP
j ret_run_game_logic
allies_dead_check_turn_run_game_logic:
# LOOSE_MAP_DELAY = current time
csrr t0, time
la t1, LOOSE_MAP_DELAY
sw t0, 0(t1)
# *GAME_STATE = GAME_STATE_ENEMY_WINS
la t0, GAME_STATE
li t1, GAME_STATE_ENEMY_WINS
sb t1, 0(t0)
li a0, GAME_STATE_ENEMY_WINS
j ret_run_game_logic
move_enemy_run_game_logic:
# queue ally transition
li t0, 1
la t1, QUEUE_ALLY_TRANSITION
sb t0, 0(t1)
addi sp, sp, -4
sw s0, 0(sp)
# Gets an unmoved enemy and saves it
jal CHECK_UNMOVED_ENEMIES
# s0 = enemy
mv s0, a0
# *SELECTED_PLAYER = enemy
la t0, SELECTED_PLAYER
sw s0, 0(t0)
# finds the closest ally to this enemy
jal GET_CLOSEST_ALLY
# finds the walkable square that is closest to the closest ally
mv a1, s0
jal GET_CLOSEST_WALKABLE
# a0 = enemy, (a1, a2) = closestSquare
mv a2, a1
mv a1, a0
mv a0, s0
jal INIT_ACTUALLY_MOVE_PLAYER
lw s0, 0(sp)
addi sp, sp, 4
# *GAME_STATE = GAME_STATE_MOVING_PLAYER
la t0, GAME_STATE
li t1, GAME_STATE_MOVING_PLAYER
sb t1, 0(t0)
li a0, GAME_STATE_MOVING_PLAYER
j ret_run_game_logic
after_move_run_game_logic:
la t0, SELECTED_PLAYER
lw t0, 0(t0)
# check if player is ally
lb t1, PLAYER_B_TIPO(t0)
li t2, IN_AZUL
blt t1, t2, ally_after_move_run_game_logic
# if there are ally neighbors nearby pick one of them and fight
jal CHECK_ALLY_NEIGHBORS
beq a0, zero, next_after_move_run_game_logic
# *GAME_STATE = GAME_STATE_ENTER_COMBAT
la t0, GAME_STATE
li t1, GAME_STATE_ENTER_COMBAT
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
ally_after_move_run_game_logic:
# if ally is next to an enemy prompt it with an action menu
jal CHECK_ENEMY_NEIGHBORS
bne a0, zero, action_menu_after_move_run_game_logic
next_after_move_run_game_logic:
# *GAME_STATE = GAME_STATE_CHECK_TURN
la t0, GAME_STATE
li t1, GAME_STATE_CHECK_TURN
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
action_menu_after_move_run_game_logic:
# *GAME_STATE = GAME_STATE_ACTION_MENU
la t0, GAME_STATE
li t1, GAME_STATE_ACTION_MENU
sb t1, 0(t0)
li a0, GAME_STATE_ACTION_MENU
j ret_run_game_logic
next_turn_run_game_logic:
jal UNMOVE_PLAYERS
# *GAME_STATE = GAME_STATE_CHOOSE_ALLY
la t0, GAME_STATE
li t1, GAME_STATE_CHOOSE_ALLY
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
enter_combat_run_game_logic:
# t1 = *SELECTED_PLAYER
la t1, SELECTED_PLAYER
lw t1, 0(t1)
# check if selected player is enemy
lb t1, PLAYER_B_TIPO(t1)
li t0, IN_AZUL
bge t1, t0, enemy_setup_combat_run_game_logic
# get selected enemy
la a1, CURSOR_POS
lb a0, 0(a1)
lb a1, 1(a1)
jal GET_PLAYER_BY_POS
finish_enter_combat_run_game_logic:
# t1 = *SELECTED_PLAYER
la t1, SELECTED_PLAYER
lw t1, 0(t1)
# Set players in combat to SELECTED_PLAYER, SELECTED_ENEMY
la t0, PLAYERS_IN_COMBAT
sw t1, 0(t0)
sw a0, 4(t0)
# IN_COMBAT = 1
la t0, IN_COMBAT
li t1, 1
sb t1, 0(t0)
# *GAME_STATE = GAME_STATE_IN_COMBAT
la t0, GAME_STATE
li t1, GAME_STATE_IN_COMBAT
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
enemy_setup_combat_run_game_logic:
# *ENEMY_DELAY = time
la t0, ENEMY_DELAY
csrr t1, time
sw t1, 0(t0)
# *GAME_STATE = GAME_STATE_ENEMY_DELAY
la t0, GAME_STATE
li t1, GAME_STATE_ENEMY_DELAY
sb t1, 0(t0)
li a0, GAME_STATE_ENEMY_DELAY
j ret_run_game_logic
enemy_delay_run_game_logic:
# t0 = time passed
csrr t0, time
la t1, ENEMY_DELAY
lw t1, 0(t1)
sub t0, t0, t1
# if t0 < WAIT_ENEMY_DELAY continue
li t1, WAIT_ENEMY_DELAY
blt t0, t1, continue_enemy_delay_run_game_logic
# *GAME_STATE = GAME_STATE_ENEMY_ENTER_COMBAT
la t0, GAME_STATE
li t1, GAME_STATE_ENEMY_ENTER_COMBAT
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
continue_enemy_delay_run_game_logic:
li a0, GAME_STATE_ENEMY_DELAY
j ret_run_game_logic
enemy_enter_combat_run_game_logic:
jal CHECK_ALLY_NEIGHBORS
la t0, CURSOR_POS
lb t1, PLAYER_B_POS_X(a0)
lb t2, PLAYER_B_POS_Y(a0)
sb t1, 0(t0)
sb t2, 1(t0)
# t1 = *SELECTED_PLAYER
la t1, SELECTED_PLAYER
lw t1, 0(t1)
# Set players in combat to SELECTED_PLAYER, SELECTED_ENEMY
la t0, PLAYERS_IN_COMBAT
sw a0, 0(t0)
sw t1, 4(t0)
# IN_COMBAT = 2
la t0, IN_COMBAT
li t1, 2
sb t1, 0(t0)
# *GAME_STATE = GAME_STATE_IN_COMBAT
la t0, GAME_STATE
li t1, GAME_STATE_IN_COMBAT
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
check_next_map_run_game_logic:
# *GAME_STATE = GAME_STATE_MAP_TRANSITION
la t0, GAME_STATE
li t1, GAME_STATE_MAP_TRANSITION
sb t1, 0(t0)
li a0, GAME_STATE_MAP_TRANSITION
j ret_run_game_logic
last_map_check_next_map_run_game_logic:
la t0, DIALOGUE_STRING_NUM
sb zero, 0(t0)
# *GAME_STATE = GAME_STATE_VICTORY_DIALOGUE
la t0, GAME_STATE
li t1, GAME_STATE_VICTORY_DIALOGUE
sb t1, 0(t0)
li a0, GAME_STATE_VICTORY_DIALOGUE
j ret_run_game_logic
map_transition_run_game_logic:
# save current time
csrr t0, time
la t1, WIN_MAP_DELAY
sw t0, 0(t1)
# *GAME_STATE = GAME_STATE_WIN_MAP
la t0, GAME_STATE
li t1, GAME_STATE_WIN_MAP
sb t1, 0(t0)
li a0, GAME_STATE_WIN_MAP
j ret_run_game_logic
ally_phase_transition_run_game_logic:
# t0 = time passed
csrr t0, time
la t1, PHASE_DELAY
lw t1, 0(t1)
sub t0, t0, t1
# if t0 < WAIT_PHASE_TRANSITION continue
li t1, WAIT_PHASE_TRANSITION
blt t0, t1, continue_ally_phase_transition_run_game_logic
# *GAME_STATE = GAME_STATE_CHOOSE_ALLY
la t0, GAME_STATE
li t1, GAME_STATE_CHOOSE_ALLY
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
continue_ally_phase_transition_run_game_logic:
li a0, GAME_STATE_ALLY_PHASE_TRANSITION
j ret_run_game_logic
win_map_run_game_logic:
# t0 = time passed
csrr t0, time
la t1, WIN_MAP_DELAY
lw t1, 0(t1)
sub t0, t0, t1
# if t0 < WAIT_WIN_MAP continue
li t1, WAIT_WIN_MAP
blt t0, t1, continue_win_map_run_game_logic
# check if we are in the last map
la t0, MAP_NUM
lb t0, 0(t0)
li t1, N_MAPS
addi t1, t1, -1
beq t0, t1, last_map_check_next_map_run_game_logic
# if not in last map increment map num
addi t0, t0, 1
la t1, MAP_NUM
sb t0, 0(t1)
# *CURRENT_MAP = MAPS[MAP_NUM]
li t1, MAP_SIZE
mul t0, t0, t1
la t1, MAPS
add t0, t0, t1
la t1, CURRENT_MAP
sw t0, 0(t1)
jal INIT_PLAYERS
# *GAME_STATE = GAME_STATE_DIALOGUE
la t0, GAME_STATE
li t1, GAME_STATE_DIALOGUE
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
continue_win_map_run_game_logic:
li a0, GAME_STATE_WIN_MAP
j ret_run_game_logic
enemy_wins_run_game_logic:
# t0 = time passed
csrr t0, time
la t1, LOOSE_MAP_DELAY
lw t1, 0(t1)
sub t0, t0, t1
# if t0 < WAIT_LOOSE_MAP continue
li t1, WAIT_LOOSE_MAP
blt t0, t1, continue_enemy_wins_run_game_logic
# *GAME_STATE = GAME_STATE_START_MAP
la t0, GAME_STATE
li t1, GAME_STATE_START_MAP
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
continue_enemy_wins_run_game_logic:
li a0, GAME_STATE_ENEMY_WINS
j ret_run_game_logic
start_map_run_game_logic:
# initialize players
jal INIT_PLAYERS
# *AUDIO_STATE = AUDIO_STATE_MAP
la t0, AUDIO_STATE
li t1, AUDIO_STATE_MAP
sb t1, 0(t0)
# CURRENT_MAP = MAPS[MAP_NUM]
la t0, MAPS
la t1, MAP_NUM
lb t1, 0(t1)
li t2, MAP_SIZE
mul t1, t1, t2
add t0, t0, t1
la t1, CURRENT_MAP
sw t0, 0(t1)
# queue ally transition
li t0, 1
la t1, QUEUE_ALLY_TRANSITION
sb t0, 0(t1)
# DIALOGUE_STRING_NUM = 0
la t0, DIALOGUE_STRING_NUM
sb zero, 0(t0)
# change state to GAME_STATE_DIALOGUE
la t0, GAME_STATE
li t1, GAME_STATE_DIALOGUE
sb t1, 0(t0)
li a0, GAME_STATE_DIALOGUE
j ret_run_game_logic
enemy_phase_transition_run_game_logic:
# t0 = time passed
csrr t0, time
la t1, PHASE_DELAY
lw t1, 0(t1)
sub t0, t0, t1
# if t0 < WAIT_PHASE_TRANSITION continue
li t1, WAIT_PHASE_TRANSITION
blt t0, t1, continue_enemy_phase_transition_run_game_logic
# *GAME_STATE = GAME_STATE_MOVE_ENEMY
la t0, GAME_STATE
li t1, GAME_STATE_MOVE_ENEMY
sb t1, 0(t0)
li a0, GAME_STATE_MOVE_ENEMY
j ret_run_game_logic
continue_enemy_phase_transition_run_game_logic:
li a0, GAME_STATE_ENEMY_PHASE_TRANSITION
j ret_run_game_logic
dialogue_run_game_logic:
# AUDIO_STATE = AUDIO_STATE_MAP
la t0, AUDIO_STATE
li t1, AUDIO_STATE_MAP
sb t1, 0(t0)
la t0, MAP_NUM
lb t0, 0(t0)
beq t0, zero, map0_dialogue_run_game_logic
li t1, 1
beq t0, t1, map1_dialogue_run_game_logic
li t1, 2
beq t0, t1, map2_dialogue_run_game_logic
li t1, 3
beq t0, t1, map3_dialogue_run_game_logic
li t1, 4
beq t0, t1, map4_dialogue_run_game_logic
exit_dialogue_run_game_logic:
la t0, DIALOGUE_STRING_NUM
sb zero, 0(t0)
# *GAME_STATE = GAME_STATE_CHOOSE_ALLY
la t0, GAME_STATE
li t1, GAME_STATE_CHOOSE_ALLY
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
input_dialogue_run_game_logic:
jal GET_KBD_INPUT
li t0, '\n'
beq a0, t0, next_dialogue_run_game_logic
li a0, GAME_STATE_DIALOGUE
j ret_run_game_logic
next_dialogue_run_game_logic:
# DIALOGUE_STRING_NUM++
la t0, DIALOGUE_STRING_NUM
lb t1, 0(t0)
addi t1, t1, 1
sb t1, 0(t0)
li a0, GAME_STATE_DIALOGUE
j ret_run_game_logic
map0_dialogue_run_game_logic:
li t0, MAP0_NSTRINGS
la t1, DIALOGUE_STRING_NUM
lb t1, 0(t1)
bge t1, t0, exit_dialogue_run_game_logic
j input_dialogue_run_game_logic
map1_dialogue_run_game_logic:
li t0, MAP1_NSTRINGS
la t1, DIALOGUE_STRING_NUM
lb t1, 0(t1)
bge t1, t0, exit_dialogue_run_game_logic
j input_dialogue_run_game_logic
map2_dialogue_run_game_logic:
li t0, MAP2_NSTRINGS
la t1, DIALOGUE_STRING_NUM
lb t1, 0(t1)
bge t1, t0, exit_dialogue_run_game_logic
j input_dialogue_run_game_logic
map3_dialogue_run_game_logic:
li t0, MAP3_NSTRINGS
la t1, DIALOGUE_STRING_NUM
lb t1, 0(t1)
bge t1, t0, exit_dialogue_run_game_logic
j input_dialogue_run_game_logic
map4_dialogue_run_game_logic:
li t0, MAP4_NSTRINGS
la t1, DIALOGUE_STRING_NUM
lb t1, 0(t1)
bge t1, t0, exit_dialogue_run_game_logic
j input_dialogue_run_game_logic
victory_dialogue_run_game_logic:
jal GET_KBD_INPUT
li t0, '\n'
beq a0, t0, next_victory_dialogue_run_game_logic
li a0, GAME_STATE_VICTORY_DIALOGUE
j ret_run_game_logic
next_victory_dialogue_run_game_logic:
la t0, DIALOGUE_STRING_NUM
lb t1, 0(t0)
addi t1, t1, 1
sb t1, 0(t0)
la t0, DIALOGUE_STRING_NUM
lb t1, 0(t0)
li t0, VICTORY_NSTRINGS
bge t1, t0, exit_victory_dialogue_run_game_logic
li a0, GAME_STATE_VICTORY_DIALOGUE
j ret_run_game_logic
exit_victory_dialogue_run_game_logic:
# *GAME_STATE = GAME_STATE_VICTORY_MENU
la t0, GAME_STATE
li t1, GAME_STATE_VICTORY_MENU
sb t1, 0(t0)
li a0, GAME_STATE_CHOOSE_ALLY
j ret_run_game_logic
victory_menu_run_game_logic:
# AUDIO_STATE = AUDIO_STATE_WIN_MENU
la t0, AUDIO_STATE
li t1, AUDIO_STATE_WIN_MENU
sb t1, 0(t0)
# Input
li a0, 2 # Quantidade de opcoes
la a1, WIN_MENU_SELECTED_OPTION # label que segura opcao selecionada
la a2, WIN_MENU_IS_SELECTED # label que segura se foi selecionado ou nao
jal INPUT_MENU
# Some logic
la t0, WIN_MENU_IS_SELECTED
lb t1, 0(t0)
beq t1, zero, unselected_victory_menu_run_game_logic
la t0, WIN_MENU_SELECTED_OPTION
lb t0, 0(t0)
beq t0, zero, restart_victory_menu_run_game_logic
j exit_run_game_logic
# otherwise exit
exit_run_game_logic:
j exit_run_game_logic
unselected_victory_menu_run_game_logic:
li a0, GAME_STATE_VICTORY_MENU
j ret_run_game_logic
restart_victory_menu_run_game_logic:
# *GAME_STATE = GAME_STATE_INIT
la t0, GAME_STATE
li t1, GAME_STATE_INIT
sb t1, 0(t0)
li a0, GAME_STATE_INIT
j ret_run_game_logic
start_menu_run_game_logic:
# play menu song
la t0, AUDIO_STATE
li t1, AUDIO_STATE_START_MENU
sb t1, 0(t0)
# Input
li a0, 2 # Quantidade de opcoes
la a1, START_MENU_SELECTED_OPTION # label que segura opcao selecionada
la a2, START_MENU_IS_SELECTED # label que segura se foi selecionado ou nao
jal INPUT_MENU
# Some logic
la t0, START_MENU_IS_SELECTED
lb t1, 0(t0)
beq t1, zero, unselected_start_menu_run_game_logic
la t0, START_MENU_SELECTED_OPTION
lb t0, 0(t0)
j restart_start_menu_run_game_logic
unselected_start_menu_run_game_logic:
li a0, GAME_STATE_START_MENU
j ret_run_game_logic
restart_start_menu_run_game_logic:
# reset menu
la t0, START_MENU_IS_SELECTED
sb zero, 0(t0)
# *GAME_STATE = GAME_STATE_DIALOGUE
la t0, GAME_STATE
li t1, GAME_STATE_DIALOGUE
sb t1, 0(t0)
li a0, GAME_STATE_DIALOGUE
j ret_run_game_logic
|
nqd1/FPGRARS
| 7,369
|
samples/test/Mage-Embler/src/consts.s
|
# Video
.eqv CURRENT_DISPLAY_FRAME_ADRESS 0xFF200604
.eqv BUFFER_ADRESS 0xFF000000
.eqv NUMBER_OF_PIXELS 0x12C00
.eqv TILE_SIZE 16
.eqv NUMBER_OF_TILES_IN_IMAGE 89
.eqv SCREEN_SIZE 320
.eqv KBD_CONTROL 0xFF200000
.eqv CURSOR_IMG tiles
.eqv CURSOR_ANIM_DELAY 200 # time between each frame of cursor animation
.eqv SCREEN_CENTER_X 9
.eqv SCREEN_CENTER_Y 7
.eqv REAL_CENTER_X 160
.eqv REAL_CENTER_Y 120
.eqv TILES_PER_MAP 300
.eqv MAP_SIZE 300
.eqv N_MAPS 5
.eqv MAX_WORD 0xFFFFFFFF
.eqv MIN_WORD 0x10000000
.eqv N_CURSOR_TRAIL 300
.eqv GET_DIR_EXCEPTION 1000
# Constantes para representacao do mapa
.eqv BLOCK_EMPTY 0
.eqv BLOCK_BUSH 1
.eqv BLOCK_RUNE 2
.eqv BLOCK_OBSTACLE 3
.eqv BLOCK_ALLY 4
.eqv BLOCK_ENEMY 5
# Tiles usadas para desenhar o mapa no modo debug
.eqv DEBUG_TILE_EMPTY 3
.eqv DEBUG_TILE_OBSTACLE 1
.eqv DEBUG_TILE_ALLY 2
.eqv DEBUG_TILE_ENEMY 0
# Constantes para mecanica do jogo
.eqv MOVE_RADIUS 5
.eqv CURSOR_MAX_X 19
.eqv CURSOR_MAX_Y 14
.eqv MAP_WIDTH 20
.eqv MAP_HEIGHT 15
.eqv PLAYER_WATER 0
.eqv PLAYER_FIRE 1
.eqv PLAYER_EARTH 2
.eqv ACTUALLY_MOVE_PLAYER_DATA_BPOSX 4
.eqv ACTUALLY_MOVE_PLAYER_DATA_BPOSY 5
.eqv ACTUALLY_MOVE_PLAYER_DATA_BSTATUS 6
.eqv ACTUALLY_MOVE_PLAYER_DATA_WPLAYER 0
.eqv ACTUALLY_MOVE_PLAYER_DISAPPEAR 0
.eqv ACTUALLY_MOVE_PLAYER_APPEAR 1
# delay in milliseconds between each frame of animations
.eqv PLAYER_STILL_ANIMATION_DELAY 200
.eqv SMOKE_ANIMATION_DELAY 100
.eqv SMOKE_TILE_SIZE 48
.eqv NOTE_DATA 0xFF200178
.eqv NOTE_CLOCK 0xFF20017C
# Combat
.eqv LARGURA_VIDA 4
.eqv ALTURA_VIDA 8
.eqv PLAYER1_LIFE_POSITION_X 24
.eqv PLAYER1_LIFE_POSITION_Y 222
.eqv PLAYER1_LIFE_NUMBER_POSITION_X 4
.eqv PLAYER1_LIFE_COLOR 0x07FF
.eqv PLAYER2_LIFE_POSITION_X 183
.eqv PLAYER2_LIFE_POSITION_Y 222
.eqv PLAYER2_LIFE_NUMBER_POSITION_X 163
.eqv PLAYER2_LIFE_COLOR 0xc8FF
.eqv SPACE_BETWEEN_STRING_DIALOG 4
# Colors
.eqv azul 0x0c8
.eqv vermelho 7
.eqv branco 183
.eqv bege 100
.eqv transp 199
.eqv verde 56
.eqv amarelo 47
.eqv COMBAT_BACKGROUND 0xCCCCCCCC
.eqv MENU_STRING_COLOR 0x000009ff
.eqv MENU_BG_COLOR 0x09090909
.eqv TAMANHO_X_NOME_PLAYER 60
.eqv TAMANHO_Y_NOME_PLAYER 16
.eqv POS_X_NOME_PLAYER_1 0
.eqv POS_Y_NOME_PLAYER_1 10
.eqv POS_X_NOME_PLAYER_2 259
.eqv POS_Y_NOME_PLAYER_2 10
.eqv POS_X_INFO_BOX_PLAYER_1 0
.eqv POS_X_INFO_BOX_PLAYER_2 253
.eqv POS_Y_INFO_BOX_PLAYER 180
.eqv TAMANHO_X_INFO_BOX 66
.eqv TAMANHO_Y_INFO_BOX 29
.eqv TAMANHO_X_ELEMENTO_PLAYER 60
.eqv TAMANHO_Y_ELEMENTO_PLAYER 16
.eqv POS_X_ELEMENTO_PLAYER_1 66
.eqv POS_Y_ELEMENTO_PLAYER_1 193
.eqv POS_X_ELEMENTO_PLAYER_2 193
.eqv POS_Y_ELEMENTO_PLAYER_2 193
.eqv DMG_STRING_POSITION_X 110
.eqv DMG_STRING_POSITION_Y 120
.eqv MISS_STRING_POSITION_X 130
.eqv MISS_STRING_POSITION_Y 120
.eqv HIT_STRING_OFFSET 32
.eqv CRIT_STRING_OFFSET 40
.eqv DMG_STRING_OFFSET 24
.eqv PLAYER1_POSITION_X 20
.eqv PLAYER1_POSITION_Y 100
.eqv PLAYER2_POSITION_X 265
.eqv PLAYER2_POSITION_Y 100
.eqv PLAYER_COMBAT_SPRITE_WIDTH 35
.eqv PLAYER_COMBAT_SPRITE_HEIGHT 47
.eqv IDLE_MAGIC_WIDTH 20
.eqv IDLE_MAGIC_HEIGHT 22
.eqv MOVING_MAGIC_WIDTH 48
.eqv MOVING_MAGIC_HEIGHT 28
.eqv IDLE_MAGIC_POSITION_1_X 60
.eqv IDLE_MAGIC_POSITION_1_Y 110
.eqv MOVING_MAGIC_POSITION_1_X 60
.eqv MOVING_MAGIC_POSITION_1_Y 110
.eqv IDLE_MAGIC_POSITION_2_X 240
.eqv IDLE_MAGIC_POSITION_2_Y 110
.eqv MOVING_MAGIC_POSITION_2_X 225
.eqv MOVING_MAGIC_POSITION_2_Y 110
.eqv DELTA_X_MAGIC 10
# Player
.eqv PLAYER_BYTE_SIZE 28 # player byte size rounded to the nearest word
.eqv PLAYERS_BYTE_SIZE 280 # always set this to 10 * PLAYER_BYTE_SIZE
.eqv PLAYER_W_SPRITE 0
.eqv PLAYER_W_SPRITE_MAGIA 4
.eqv PLAYER_W_NOME 8
.eqv PLAYER_H_MAGIA_X 12
.eqv PLAYER_H_MAGIA_Y 14
.eqv PLAYER_B_VIDA_TOTAL 16
.eqv PLAYER_B_VIDA_ATUAL 17
.eqv PLAYER_B_MAGIA_SIZE_X 18
.eqv PLAYER_B_MAGIA_SIZE_Y 19
.eqv PLAYER_B_TIPO 20
.eqv PLAYER_B_DAMAGE 21
.eqv PLAYER_B_HIT 22
.eqv PLAYER_B_CRIT 23
.eqv PLAYER_B_POS_X 24
.eqv PLAYER_B_POS_Y 25
.eqv PLAYER_B_SPECIAL_TERRAIN 26
.eqv PLAYER_B_MOVED 27
# Times
.eqv WAIT_IDLE_TIME 1000
.eqv WAIT_IDLE_ATACK_TIME 500
.eqv WAIT_MOVING_ATACK_TIME 50
.eqv WAIT_LIFE_SUB_TIME 200
.eqv WAIT_ENEMY_DELAY 1500
.eqv WAIT_PHASE_TRANSITION 2000
.eqv WAIT_WIN_MAP 2000
.eqv WAIT_LOOSE_MAP 2000
# STEPS
.eqv NUMBER_OF_IDLE_STEPS 2
.eqv NUMBER_OF_STEPS_UNTIL_FIRST_ATACK 2
.eqv NUMBER_OF_ATACK_STEPS 18
.eqv NUMBER_OF_STEPS_UNTIL_FIRST_LIFE 20
.eqv NUMBER_OF_MAX_LIFE 25
.eqv NUMBER_OF_STEPS_UNTIL_SECOND_ATACK 45
.eqv NUMBER_OF_STEPS_UNTIL_SECOND_LIFE 63
# TIPES
.eqv AL_AZUL 1
.eqv AL_VER 2
.eqv AL_MAR 3
.eqv IN_AZUL 4
.eqv IN_VER 5
.eqv IN_MAR 6
# Estados do jogo
.eqv GAME_STATE_INIT 0
.eqv GAME_STATE_CHOOSE_ALLY 1
.eqv GAME_STATE_MAKING_TRAIL 2
.eqv GAME_STATE_MOVING_PLAYER 3
.eqv GAME_STATE_MOVING_ALLY 4
.eqv GAME_STATE_MOVING_ENEMY 5
.eqv GAME_STATE_IN_COMBAT 6
.eqv GAME_STATE_ACTION_MENU 7
.eqv GAME_STATE_CHOOSE_ENEMY 8
.eqv GAME_STATE_CHECK_TURN 9
.eqv GAME_STATE_ENEMY_WINS 10
.eqv GAME_STATE_CHECK_NEXT_MAP 11
.eqv GAME_STATE_NEXT_TURN 12
.eqv GAME_STATE_MOVE_ENEMY 13
.eqv GAME_STATE_AFTER_MOVE 14
.eqv GAME_STATE_ENTER_COMBAT 15
.eqv GAME_STATE_ENEMY_DELAY 16
.eqv GAME_STATE_ENEMY_ENTER_COMBAT 17
.eqv GAME_STATE_MAP_TRANSITION 18
.eqv GAME_STATE_ALLY_PHASE_TRANSITION 19
.eqv GAME_STATE_WIN_MAP 20
.eqv GAME_STATE_START_MAP 21
.eqv GAME_STATE_ENEMY_PHASE_TRANSITION 22
.eqv GAME_STATE_DIALOGUE 23
.eqv GAME_STATE_VICTORY_DIALOGUE 24
.eqv GAME_STATE_VICTORY_MENU 25
.eqv GAME_STATE_START_MENU 26
# Estados de audio
.eqv AUDIO_STATE_NOTHING 0
.eqv AUDIO_STATE_START_MENU 1
.eqv AUDIO_STATE_WIN_MENU 2
.eqv AUDIO_STATE_MOVE_CURSOR 3
.eqv AUDIO_STATE_BLINK 4
.eqv AUDIO_STATE_WALK 5
.eqv AUDIO_STATE_COMBAT 6
.eqv AUDIO_STATE_COMBAT_SUBLIFE 7
.eqv AUDIO_STATE_COMBAT_HIT 8
.eqv AUDIO_STATE_MAP 9
.eqv SONG_VOLUME 40
.eqv EFFECT_VOLUME 127
.eqv START_MENU_INSTRUMENT 4
.eqv WIN_MENU_INSTRUMENT 4
.eqv INSTRUMENT_CURSOR 120
# Constantes do ACTIONS_MENU
.eqv ACTIONS_MENU_STRING_COL 0x000009ff
.eqv ACTIONS_MENU_BG_COL 0x09090909
.eqv ACTIONS_MENU_TAMANHO_X 60
.eqv ACTIONS_MENU_TAMANHO_Y 30
.eqv ACTIONS_MENU_POS_X_LEFT 5
.eqv ACTIONS_MENU_POS_Y_LEFT 90
.eqv ACTIONS_MENU_POS_X_RIGHT 255
.eqv ACTIONS_MENU_POS_Y_RIGHT 90
# Attack mode constants
.eqv CURSOR_ATTACK_UP 0
.eqv CURSOR_ATTACK_LEFT 1
.eqv CURSOR_ATTACK_DOWN 2
.eqv CURSOR_ATTACK_RIGHT 3
# Player and Enemies
.eqv ALLY_WATER_STILL_FRAME0 0
.eqv ALLY_WATER_STILL_FRAME1 1
.eqv ALLY_FIRE_STILL_FRAME0 2
.eqv ALLY_FIRE_STILL_FRAME1 3
.eqv ALLY_EARTH_STILL_FRAME0 4
.eqv ALLY_EARTH_STILL_FRAME1 5
.eqv ENEMY_WATER_STILL_FRAME0 6
.eqv ENEMY_WATER_STILL_FRAME1 7
.eqv ENEMY_FIRE_STILL_FRAME0 8
.eqv ENEMY_FIRE_STILL_FRAME1 9
.eqv ENEMY_EARTH_STILL_FRAME0 10
.eqv ENEMY_EARTH_STILL_FRAME1 11
# Cursor
.eqv CURSOR_NUM0 12 # tile number of first frame of cursor animation
.eqv CURSOR_NUM1 13 # tile number of second frame of cursor animation
# Trail
.eqv TRAIL_VERTICAL_TILE 14
.eqv TRAIL_HORIZONTAL_TILE 15
.eqv TRAIL_UR_TILE 16
.eqv TRAIL_UL_TILE 17
.eqv TRAIL_DR_TILE 18
.eqv TRAIL_DL_TILE 19
.eqv ARROW_RIGHT_TILE 20
.eqv ARROW_LEFT_TILE 21
.eqv ARROW_UP_TILE 22
.eqv ARROW_DOWN_TILE 23
# Cursor atack
.eqv CURSOR_ATTACK_NUM0 24
.eqv CURSOR_ATTACK_NUM1 25
# Transition
.eqv WIN_STRING_COLOR 0x000009ff
.eqv LOOSE_STRING_COLOR 0x000009ff
# Dialogue
.eqv MAP0_NSTRINGS 4
.eqv MAP1_NSTRINGS 1
.eqv MAP2_NSTRINGS 1
.eqv MAP3_NSTRINGS 1
.eqv MAP4_NSTRINGS 1
.eqv VICTORY_NSTRINGS 4
|
nqd1/FPGRARS
| 3,361
|
samples/test/Mage-Embler/src/audio.s
|
#################################################
# Toca um som sem interromper o jogo.
# É necessário passar como argumento uma lista de
# words com as seguintes informacoes:
# tamanho, i, MIN_WORD, notas/duracoes
##################################################
# a0 = endereco da lista com informacoes do audio
# no formato explicado acima (ver audio_test.s para um exemplo)
# a1 = instrumento
# a2 = volume
##################################################
playAudio:
# check if enough time passed between notes
lw t0, 8(a0)
csrr t1, time
# t1 = time passed since last note
sub t1, t1, t0
# t0 = (i-1) % tamanho
lw t0, 4(a0)
lw t2, 0(a0)
add t0, t0, t2
addi t0, t0, -1
rem t0, t0, t2
# t0 = last note duration
slli t0, t0, 3
add t0, t0, a0
lw t0, 16(t0)
# return if not enought time passed
bltu t1, t0, ret_playAudio
# save ra
addi sp, sp, -4
sw ra, 0(sp)
# save time when the note was played
csrr t0, time
sw t0, 8(a0)
# t0 = nota, t1 = duracao, t2 = (i + 1) % tamanho
lw t2, 4(a0)
slli t1, t2, 3
add t1, t1, a0
lw t0, 12(t1)
lw t1, 16(t1)
addi t2, t2, 1
lw t3, 0(a0)
rem t2, t2, t3
# save incremented value of i
sw t2, 4(a0)
# play sound
# TODO: remove ecall 33
mv a0, t0
mv a3, a2
mv a2, a1
mv a1, t1
jal MIDI_OUT
lw ra, 0(sp)
addi sp, sp, 4
ret_playAudio:
ret
AUDIO_TEST:
addi sp, sp, -4
sw ra, 0(sp)
li a7, 1
ecall
li a0, '\n'
li a7, 11
ecall
mv a0, a1
li a7, 1
ecall
li a0, '\n'
li a7, 11
ecall
lw ra, 0(sp)
addi sp, sp, 4
ret
###########################################
# MidiOut 31 (2015/1) #
# a0 = pitch (0-127) #
# a1 = duration in milliseconds #
# a2 = instrument (0-15) #
# a3 = volume (0-127) #
###########################################
#################################################################################################
#
# Note Data = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 1'b - End | 1'b - Repeat | 11'b - Duration |
#
# Note Data (ecall) = 32 bits | 1'b - Melody | 4'b - Instrument | 7'b - Volume | 7'b - Pitch | 13'b - Duration |
#
#################################################################################################
MIDI_OUT:
DE1(s8,de2_midi_out)
li a7,31 # Chama o ecall normal
ecall
j fim_midi_out
de2_midi_out:
li t0, NOTE_DATA
add t1, zero, zero
# Melody = 0
# Definicao do Instrumento
andi t2, a2, 0x0000000F
slli t2, t2, 27
or t1, t1, t2
# Definicao do Volume
andi t2, a3, 0x0000007F
slli t2, t2, 20
or t1, t1, t2
# Definicao do Pitch
andi t2, a0, 0x0000007F
slli t2, t2, 13
or t1, t1, t2
# Definicao da Duracao
li t4, 0x1FF
slli t4, t4, 4
addi t4, t4, 0x00F # t4 = 0x00001FFF
and t2, a1, t4
or t1, t1, t2
# Guarda a definicao da duracao da nota na Word 1
j sint_midi_out
sint_midi_out:
sw t1, 0(t0)
# Verifica a subida do clock AUD_DACLRCK para o sintetizador receber as definicoes
li t2, NOTE_CLOCK
check_aud_daclrck_midi_out:
lw t3, 0(t2)
beq t3, zero, check_aud_daclrck_midi_out
fim_midi_out:
ret
|
nqd1/FPGRARS
| 8,107
|
samples/test/Mage-Embler/src/game_render.s
|
######################################################################
# Roda a o render principal do jogo baseado no estado do jogo
# passado em a0.
######################################################################
# a0 = estado a executar
######################################################################
RUN_GAME_RENDER:
addi sp, sp, -4
sw ra, 0(sp)
li t0, GAME_STATE_INIT
beq a0, t0, init_run_game_render
li t0, GAME_STATE_CHOOSE_ALLY
beq a0, t0, choose_ally_run_game_render
li t0, GAME_STATE_MAKING_TRAIL
beq a0, t0, making_trail_run_game_render
li t0, GAME_STATE_MOVING_PLAYER
beq a0, t0, moving_player_run_game_render
li t0, GAME_STATE_ACTION_MENU
beq a0, t0, action_menu_run_game_render
li t0, GAME_STATE_CHOOSE_ENEMY
beq a0, t0, choose_enemy_run_game_render
li t0, GAME_STATE_IN_COMBAT
beq a0, t0, in_combat_run_game_render
li t0, GAME_STATE_ENEMY_DELAY
beq a0, t0, enemy_delay_run_game_render
li t0, GAME_STATE_ALLY_PHASE_TRANSITION
beq a0, t0, ally_phase_transition_run_game_render
li t0, GAME_STATE_WIN_MAP
beq a0, t0, win_map_run_game_render
li t0, GAME_STATE_ENEMY_WINS
beq a0, t0, enemy_wins_run_game_render
li t0, GAME_STATE_ENEMY_PHASE_TRANSITION
beq a0, t0, enemy_phase_transition_run_game_render
li t0, GAME_STATE_DIALOGUE
beq a0, t0, dialogue_run_game_render
li t0, GAME_STATE_VICTORY_DIALOGUE
beq a0, t0, victory_dialogue_run_game_render
li t0, GAME_STATE_VICTORY_MENU
beq a0, t0, victory_menu_run_game_render
li t0, GAME_STATE_START_MENU
beq a0, t0, start_menu_run_game_render
ret_run_game_render:
lw ra, 0(sp)
addi sp, sp, 4
ret
init_run_game_render:
jal INIT_VIDEO
j ret_run_game_render
choose_ally_run_game_render:
jal DRAW_MAP
jal DRAW_PLAYERS
# attackMode = false
li a0, 0
jal DRAW_CURSOR
jal SWAP_FRAMES
j ret_run_game_render
making_trail_run_game_render:
jal DRAW_MAP
jal DRAW_WALKABLE_BLOCKS
jal DRAW_CURSOR_TRAIL
jal DRAW_PLAYERS
# attackMode = false
li a0, 0
jal DRAW_CURSOR
jal SWAP_FRAMES
j ret_run_game_render
moving_player_run_game_render:
jal DRAW_MAP
jal DRAW_PLAYERS
jal SWAP_FRAMES
j ret_run_game_render
action_menu_run_game_render:
jal DRAW_MAP
jal DRAW_PLAYERS
# Render
jal GET_ACTION_MENU_POS
mv a6, a0 # Posicao x do menu
mv a7, a1 # Posicao y do menu
li a0, 2 # Quantidade de strings
la a1, ACTION_MENU_STRINGS # endereco para a label com as strings
li a2, ACTIONS_MENU_STRING_COL # Cor das strings
li a3, ACTIONS_MENU_TAMANHO_X # Tamanho x do menu
li a4, ACTIONS_MENU_TAMANHO_Y # Tamanho y do menu
li a5, ACTIONS_MENU_BG_COL # Cor de fundo do menu
la t0, ACTION_MENU_SELECTED_OPTION
lb s8, 0(t0) # String selecionada (0 index)
jal DRAW_MENU
jal SWAP_FRAMES
j ret_run_game_render
choose_enemy_run_game_render:
jal DRAW_MAP
jal DRAW_PLAYERS
# draw cursor in attack mode
li a0, 1
jal DRAW_CURSOR
# TODO: implement this function
#jal HIGHLIGHT_NEARBY_ENEMIES
jal SWAP_FRAMES
j ret_run_game_render
in_combat_run_game_render:
#li a0, COMBAT_BACKGROUND
#jal DRAW_BACKGROUND
jal DRAW_MAP
# calls DRAW_COMBAT and SWAP_FRAME
la t0, PLAYERS_IN_COMBAT
lw a0, 0(t0)
lw a1, 4(t0)
la t0, PLAYER_ATACKING
lb a2, 0(t0)
la t0, IS_PRINT_DMG
lb a3, 0(t0)
jal DRAW_COMBAT
jal SWAP_FRAMES
j ret_run_game_render
enemy_delay_run_game_render:
jal DRAW_MAP
jal DRAW_PLAYERS
# draw cursor in attack mode
li a0, 1
jal DRAW_CURSOR
jal SWAP_FRAMES
j ret_run_game_render
ally_phase_transition_run_game_render:
jal DRAW_MAP
jal DRAW_PLAYERS
la a0, ALLY_PHASE_STRING
li a1, MENU_STRING_COLOR # Cor das strings
li a2, 100 # Tamanho x do menu
li a3, 20 # Tamanho y do menu
li a4, 0x09090909 # Cor de fundo do menu
li a5, 110 # Posicao x do menu
li a6, 100 # Posicao y do menu
jal DRAW_DIALOG
jal SWAP_FRAMES
j ret_run_game_render
win_map_run_game_render:
jal DRAW_MAP
jal DRAW_PLAYERS
la a0, YOU_WIN_STRING
li a1, MENU_STRING_COLOR # Cor das strings
li a2, 100 # Tamanho x do menu
li a3, 20 # Tamanho y do menu
li a4, MENU_BG_COLOR # Cor de fundo do menu
li a5, 110 # Posicao x do menu
li a6, 100 # Posicao y do menu
jal DRAW_DIALOG
jal SWAP_FRAMES
j ret_run_game_render
enemy_wins_run_game_render:
jal DRAW_MAP
jal DRAW_PLAYERS
la a0, YOU_LOOSE_STRING
li a1, LOOSE_STRING_COLOR # Cor das strings
li a2, 100 # Tamanho x do menu
li a3, 20 # Tamanho y do menu
li a4, MENU_BG_COLOR # Cor de fundo do menu
li a5, 110 # Posicao x do menu
li a6, 100 # Posicao y do menu
jal DRAW_DIALOG
jal SWAP_FRAMES
j ret_run_game_render
enemy_phase_transition_run_game_render:
jal DRAW_MAP
jal DRAW_PLAYERS
la a0, ENEMY_PHASE_STRING
li a1, MENU_STRING_COLOR # Cor das strings
li a2, 100 # Tamanho x do menu
li a3, 20 # Tamanho y do menu
li a4, MENU_BG_COLOR # Cor de fundo do menu
li a5, 110 # Posicao x do menu
li a6, 100 # Posicao y do menu
jal DRAW_DIALOG
jal SWAP_FRAMES
j ret_run_game_render
dialogue_run_game_render:
jal DRAW_MAP
la t0, MAP_NUM
lb t0, 0(t0)
beq t0, zero, map0_dialogue_run_render_game
li t1, 1
beq t0, t1, map1_dialogue_run_render_game
li t1, 2
beq t0, t1, map2_dialogue_run_render_game
li t1, 3
beq t0, t1, map3_dialogue_run_render_game
li t1, 4
beq t0, t1, map4_dialogue_run_render_game
draw_dialogue_run_game_render:
# t1 = string array offset
la t1, DIALOGUE_STRING_NUM
lb t1, 0(t1)
slli t1, t1, 2
add a0, a0, t1
lw a0, 0(a0)
li a1, 0x000009ff # Cor das strings
li a2, 300 # Tamanho x do menu
li a3, 100 # Tamanho y do menu
li a4, MENU_BG_COLOR # Cor de fundo do menu
li a5, 10 # Posicao x do menu
li a6, 20 # Posicao y do menu
jal DRAW_DIALOG
jal SWAP_FRAMES
j ret_run_game_render
map0_dialogue_run_render_game:
la a0, map0_dialog
j draw_dialogue_run_game_render
map1_dialogue_run_render_game:
la a0, map1_dialog
j draw_dialogue_run_game_render
map2_dialogue_run_render_game:
la a0, map2_dialog
j draw_dialogue_run_game_render
map3_dialogue_run_render_game:
la a0, map3_dialog
j draw_dialogue_run_game_render
map4_dialogue_run_render_game:
la a0, map4_dialog
j draw_dialogue_run_game_render
victory_dialogue_run_game_render:
la a0, victory_dialog
# t1 = string array offset
la t1, DIALOGUE_STRING_NUM
lb t1, 0(t1)
slli t1, t1, 2
add a0, a0, t1
lw a0, 0(a0)
li a1, 0x000009ff # Cor das strings
li a2, 300 # Tamanho x do menu
li a3, 100 # Tamanho y do menu
li a4, MENU_BG_COLOR # Cor de fundo do menu
li a5, 10 # Posicao x do menu
li a6, 20 # Posicao y do menu
jal DRAW_DIALOG
jal SWAP_FRAMES
j ret_run_game_render
victory_menu_run_game_render:
# Render
li a0, 2 # Quantidade de strings
la a1, WIN_MENU_STRINGS # endereco para a label com as strings
li a2, ACTIONS_MENU_STRING_COL # Cor das strings
li a3, 319 # Tamanho x do menu
li a4, 239 # Tamanho y do menu
li a5, ACTIONS_MENU_BG_COL # Cor de fundo do menu
li a6, 0 # Posicao x do menu
li a7, 0 # Posicao y do menu
la t0, WIN_MENU_SELECTED_OPTION
lb s8, 0(t0) # String selecionada (0 index)
jal DRAW_MENU
jal SWAP_FRAMES
j ret_run_game_render
start_menu_run_game_render:
# Render
li a0, 1 # Quantidade de strings
la a1, START_MENU_STRINGS # endereco para a label com as strings
li a2, ACTIONS_MENU_STRING_COL # Cor das strings
li a3, 319 # Tamanho x do menu
li a4, 239 # Tamanho y do menu
li a5, ACTIONS_MENU_BG_COL # Cor de fundo do menu
li a6, 0 # Posicao x do menu
li a7, 0 # Posicao y do menu
la t0, START_MENU_SELECTED_OPTION
lb s8, 0(t0) # String selecionada (0 index)
jal DRAW_MENU
jal SWAP_FRAMES
j ret_run_game_render
|
nqd1/FPGRARS
| 26,127
|
samples/test/Mage-Embler/src/player.s
|
############################################################
# Player
# Alterar PLAYERS e PLAYER_BYTE_SIZE ao mudar o tamanho.
############################################################
# Classe representando os jogadores, tanto aliados
# quanto inimigos.
############################################################
############################################################
# Inicializa os players a partir do mapa.
############################################################
INIT_PLAYERS:
la a0, MAP_NUM
lb a0, 0(a0)
# sets N_PLAYERS to 0
la t0, N_PLAYERS
sb zero, 0(t0)
beq a0, zero, zero_init_players
li t0, 1
beq a0, t0, one_init_players
li t0, 2
beq a0, t0, two_init_players
li t0, 3
beq a0, t0, three_init_players
li t0, 4
beq a0, t0, four_init_players
ret
zero_init_players:
addi sp, sp, -4
sw s0, 0(sp)
la s0, STRING_AQUILA
INIT_PLAYER( s0, 4 , 10, AL_AZUL, 20, 20, 5, 70 , 1 )
la s0, STRING_DUMMY
INIT_PLAYER( s0, 9, 10, IN_VER, 15, 15, 3 , 70 , 1 )
lw s0, 0(sp)
addi sp, sp, 4
ret
one_init_players:
addi sp, sp, -4
sw s0, 0(sp)
la s0, STRING_DUDU
la s0, STRING_AELTON
INIT_PLAYER( s0, 0 , 4, AL_VER , 10, 10, 3 , 80 , 1 )
la s0, STRING_AQUILA
INIT_PLAYER( s0, 0 , 5, AL_AZUL, 10, 10, 3 , 80 , 1 )
la s0, STRING_ANA
INIT_PLAYER( s0, 19 , 3, IN_VER , 9, 9, 2 , 80 , 1 )
la s0, STRING_LUIZ
INIT_PLAYER( s0, 19 , 4, IN_MAR , 9, 9, 2, 80 , 1 )
lw s0, 0(sp)
addi sp, sp, 4
ret
two_init_players:
addi sp, sp, -4
sw s0, 0(sp)
la s0, STRING_AQUILA
INIT_PLAYER( s0, 1, 13, AL_AZUL , 11, 11, 5 , 80 , 1 )
la s0, STRING_DUDU
INIT_PLAYER( s0, 0, 9, AL_MAR , 11, 11, 5 , 80 , 1 )
la s0, STRING_AELTON
INIT_PLAYER( s0, 11, 2, AL_VER , 11, 11, 5 , 80 , 1 )
la s0, STRING_ANA
INIT_PLAYER( s0, 9, 13, IN_VER , 11, 11, 5 , 80 , 1 )
la s0, STRING_LUIZ
INIT_PLAYER( s0, 8, 8, IN_MAR , 11, 11, 5 , 80 , 1 )
la s0, STRING_VICTOR
INIT_PLAYER( s0, 19, 9, IN_AZUL , 11, 11, 5 , 80 , 1 )
lw s0, 0(sp)
addi sp, sp, 4
ret
three_init_players:
addi sp, sp, -4
sw s0, 0(sp)
la s0, PLAYER_1
INIT_PLAYER( s0, 6 , 13, AL_AZUL , 15, 15, 5 , 80 , 1 )
la s0, STRING_AELTON
INIT_PLAYER( s0, 8, 13, AL_VER , 15, 15, 5 , 80 , 1 )
la s0, STRING_DUDU
INIT_PLAYER( s0, 10 , 13, AL_MAR , 15, 15, 5 , 80 , 1 )
la s0, STRING_FELPS
INIT_PLAYER( s0, 11, 13, AL_VER , 15, 15, 5 , 80 , 1 )
la s0, STRING_VICTOR
INIT_PLAYER( s0, 7, 5, IN_AZUL , 15, 15, 5 , 80 , 1 )
la s0, STRING_LUIZ
INIT_PLAYER( s0, 12, 4, IN_AZUL , 15, 15, 5 , 80 , 1 )
la s0, STRING_ANA
INIT_PLAYER( s0, 15, 9, IN_VER , 15, 15, 5 , 80 , 1 )
la s0, STRING_LUIZ
INIT_PLAYER( s0, 2, 8, IN_MAR , 15, 15, 5 , 80 , 1 )
lw s0, 0(sp)
addi sp, sp, 4
ret
four_init_players:
addi sp, sp, -4
sw s0, 0(sp)
la s0, PLAYER_1
INIT_PLAYER( s0, 7, 14, AL_AZUL , 25, 25, 5 , 80 , 1 )
INIT_PLAYER( s0, 9, 14, AL_VER , 25, 25, 5 , 80 , 1 )
la s0, STRING_DUDU
INIT_PLAYER( s0, 10, 14, AL_MAR , 25, 25, 5 , 80 , 1 )
la s0, STRING_FELPS
INIT_PLAYER( s0, 11, 14, AL_VER , 25, 25, 5 , 80 , 1 )
la s0, STRING_RUAN
INIT_PLAYER( s0, 13, 14, AL_AZUL , 25, 25, 5 , 80 , 1 )
la s0, STRING_VICTOR
INIT_PLAYER( s0, 16, 3, IN_AZUL , 25, 25, 4 , 80 , 1 )
la s0, STRING_ANA
INIT_PLAYER( s0, 15, 3, IN_VER , 25, 25, 4 , 80 , 1 )
la s0, STRING_LUIZ
INIT_PLAYER( s0, 12, 4, IN_MAR , 25, 25, 4 , 80 , 1 )
la s0, STRING_ANA
INIT_PLAYER( s0, 13, 4, IN_VER , 25, 25, 4 , 80 , 1 )
la s0, STRING_LAMAR
INIT_PLAYER( s0, 10, 5, IN_AZUL , 25, 25, 10 , 80 , 1 )
lw s0, 0(sp)
addi sp, sp, 4
ret
###################################################################################
# Retorna um Player a partir de sua posição (x, y). Se não há um player vivo nessa
# posição retorna 0, caso contrário retorna o player.
###################################################################################
# a0 = x
# a1 = y
###################################################################################
GET_PLAYER_BY_POS:
la t0, PLAYERS
# t1 = i = 0
li t1, 0
# t2 = nPlayers * PLAYER_BYTE_SIZE
la t2, N_PLAYERS
lb t2, 0(t2)
li t3, PLAYER_BYTE_SIZE
mul t2, t2, t3
loop_get_player_by_pos:
bge t1, t2, failed_get_player_by_pos
# t3 = PLAYERS[I]
add t3, t0, t1
# skip dead players
lb t6, PLAYER_B_VIDA_ATUAL(t3)
beq t6, zero, continue_loop_get_player_by_pos
lb t4, PLAYER_B_POS_X(t3)
lb t5, PLAYER_B_POS_Y(t3)
bne t4, a0, continue_loop_get_player_by_pos
bne t5, a1, continue_loop_get_player_by_pos
j found_player_get_player_by_pos
continue_loop_get_player_by_pos:
addi t1, t1, PLAYER_BYTE_SIZE
j loop_get_player_by_pos
failed_get_player_by_pos:
li a0, 0
ret
found_player_get_player_by_pos:
mv a0, t3
ret
#########################################################
# Desenha o jogador na tela.
#########################################################
# a0 = player
# a1 = force draw even if BLINK_ANIMATION is in progress
#########################################################
DRAW_PLAYER:
# if a1 != 0 draw player regardess of BLINK_ANIMATION
bne a1, zero, start_draw_player
# if the player = *SELECTED_PLAYER and BLINK_ANIMATION = true then execute blink animation
la t0, BLINK_ANIMATION
lb t0, 0(t0)
beq t0, zero, start_draw_player
la t0, SELECTED_PLAYER
lw t0, 0(t0)
beq a0, t0, EXECUTE_BLINK_ANIMATION
start_draw_player:
addi sp, sp, -4
sw ra, 0(sp)
lb a2, PLAYER_B_POS_X(a0)
lb a3, PLAYER_B_POS_Y(a0)
li a4, PLAYER_STILL_ANIMATION_DELAY
jal GET_PLAYER_STILL_ANIM
mv a1, a0
la a0, tiles
jal DRAW_ANIMATION_TILE
lw ra, 0(sp)
addi sp, sp, 4
ret
EXECUTE_BLINK_ANIMATION:
j ACTUALLY_MOVE_PLAYER
ret
#########################################################
# Retorna a animação still do Player
#########################################################
# a0 = player
#########################################################
GET_PLAYER_STILL_ANIM:
# t0 = player.tipo
lb t0, PLAYER_B_TIPO(a0)
li t1, AL_AZUL
beq t0, t1, al_azul_get_player_still_anim
li t1, AL_VER
beq t0, t1, al_ver_get_player_still_anim
li t1, AL_MAR
beq t0, t1, al_mar_get_player_still_anim
li t1, IN_AZUL
beq t0, t1, in_azul_get_player_still_anim
li t1, IN_VER
beq t0, t1, in_ver_get_player_still_anim
la a0, ENEMY_EARTH_STILL_ANIM
ret
al_azul_get_player_still_anim:
la a0, ALLY_WATER_STILL_ANIM
ret
al_ver_get_player_still_anim:
la a0, ALLY_FIRE_STILL_ANIM
ret
al_mar_get_player_still_anim:
la a0, ALLY_EARTH_STILL_ANIM
ret
in_azul_get_player_still_anim:
la a0, ENEMY_WATER_STILL_ANIM
ret
in_ver_get_player_still_anim:
la a0, ENEMY_FIRE_STILL_ANIM
ret
#########################################################
# Desenha todos os jogadores na tela.
#########################################################
DRAW_PLAYERS:
addi sp, sp, -8
sw ra, 0(sp)
sw s0, 4(sp)
# s0 = i = 0
li s0, 0
loop_draw_players:
la t0, N_PLAYERS
lb t0, 0(t0)
bge s0, t0, ret_draw_players
# a0 = players[i]
la a0, PLAYERS
li t0, PLAYER_BYTE_SIZE
mul t0, t0, s0
add a0, a0, t0
# skip dead players
lb t0, PLAYER_B_VIDA_ATUAL(a0)
beq t0, zero, continue_loop_draw_players
# a1 = force draw player = false
li a1, 0
jal DRAW_PLAYER
continue_loop_draw_players:
addi s0, s0, 1
j loop_draw_players
ret_draw_players:
lw ra, 0(sp)
lw s0, 4(sp)
addi sp, sp, 8
ret
###################################################################################
# Inicializa os argumentos estáticos necessários para ACTUALLY_MOVE_PLAYER e
# movimenta o jogador logicamente.
###################################################################################
# a0 = player
# a1 = newPosX
# a2 = newPosY
###################################################################################
INIT_ACTUALLY_MOVE_PLAYER:
# indicate that blink animation started
la t0, BLINK_ANIMATION
li t1, 1
sb t1, 0(t0)
# save player pos
lb t0, PLAYER_B_POS_X(a0)
lb t1, PLAYER_B_POS_Y(a0)
la t3, ACTUALLY_MOVE_PLAYER_DATA
sb t0, ACTUALLY_MOVE_PLAYER_DATA_BPOSX(t3)
sb t1, ACTUALLY_MOVE_PLAYER_DATA_BPOSY(t3)
# set status to ACTUALLY_MOVE_PLAYER_DISAPPEAR
li t0, ACTUALLY_MOVE_PLAYER_DISAPPEAR
sb t0, ACTUALLY_MOVE_PLAYER_DATA_BSTATUS(t3)
# save player
sw a0, ACTUALLY_MOVE_PLAYER_DATA_WPLAYER(t3)
# move player to new pos
sb a1, PLAYER_B_POS_X(a0)
sb a2, PLAYER_B_POS_Y(a0)
ret
###################################################################################
# Executa a animação de movimentação do jogador e movimenta ele.
# Utiliza informações guardadas em ACTUALLY_MOVE_PLAYER_DATA.
###################################################################################
ACTUALLY_MOVE_PLAYER:
addi sp, sp, -4
sw ra, 0(sp)
# goto correct part of function based on status
la t0, ACTUALLY_MOVE_PLAYER_DATA
li t1, ACTUALLY_MOVE_PLAYER_DISAPPEAR
lb t2, ACTUALLY_MOVE_PLAYER_DATA_BSTATUS(t0)
beq t1, t2, disappear_actually_move_player
# if status is not disappear draw smoke and player at new position
# draw player
lw a0, ACTUALLY_MOVE_PLAYER_DATA_WPLAYER(t0)
li a1, 1 # force draw player
# calculate smoke position
la t0, ACTUALLY_MOVE_PLAYER_DATA
lw t2, ACTUALLY_MOVE_PLAYER_DATA_WPLAYER(t0)
lb t1, PLAYER_B_POS_X(t2)
lb t2, PLAYER_B_POS_Y(t2)
slli t1, t1, 4
slli t2, t2, 4
addi t1, t1, -16
addi t2, t2, -16
# draw smoke
li a0, SMOKE_TILE_SIZE
la a1, SMOKE_ANIM_APPEAR
mv a2, t1
mv a3, t2
li a4, SMOKE_ANIMATION_DELAY
li a5, SMOKE_TILE_SIZE
jal DRAW_ANIMATION
# if animation finished then conclude BLINK_ANIMATION
bne a0, zero, stop_blink_animation_actually_move_player
ret_actually_move_player:
lw ra, 0(sp)
addi sp, sp, 4
ret
stop_blink_animation_actually_move_player:
la t0, BLINK_ANIMATION
sb zero, 0(t0)
j ret_actually_move_player
disappear_actually_move_player:
# calculate smoke position
la t0, ACTUALLY_MOVE_PLAYER_DATA
lb t1, ACTUALLY_MOVE_PLAYER_DATA_BPOSX(t0)
lb t2, ACTUALLY_MOVE_PLAYER_DATA_BPOSY(t0)
slli t1, t1, 4
slli t2, t2, 4
addi t1, t1, -16
addi t2, t2, -16
# draw smoke
li a0, SMOKE_TILE_SIZE
la a1, SMOKE_ANIM_DISAPPEAR
mv a2, t1
mv a3, t2
li a4, SMOKE_ANIMATION_DELAY
li a5, SMOKE_TILE_SIZE
jal DRAW_ANIMATION
# if a0 != 0 then the animation ended, so set status to ACTUALLY_MOVE_PLAYER_APPEAR
bne a0, zero, set_appear_actually_move_player
j ret_actually_move_player
set_appear_actually_move_player:
# set status to appear
la t0, ACTUALLY_MOVE_PLAYER_DATA
li t1, ACTUALLY_MOVE_PLAYER_APPEAR
sb t1, ACTUALLY_MOVE_PLAYER_DATA_BSTATUS(t0)
j ret_actually_move_player
###################################################################################
# Boolean valued function which indicates wheter a neighbor of the selected player
# is an enemy. Also moves the cursor to the first enemy neighbor found.
###################################################################################
CHECK_ENEMY_NEIGHBORS:
# t0 = player = *SELECTED_PLAYER
la t0, SELECTED_PLAYER
lw t0, 0(t0)
# (t4, t5) = player.pos
lb t4, PLAYER_B_POS_X(t0)
lb t5, PLAYER_B_POS_Y(t0)
# a0 = false
li a0, 0
# t1 = 0 = i
li t1, 0
loop_check_enemy_neighbors:
la t2, N_PLAYERS
lb t2, 0(t2)
bge t1, t2, ret_check_enemy_neighbors
# t2, t6 = players[i]
li t2, PLAYER_BYTE_SIZE
mul t2, t2, t1
la t3, PLAYERS
add t2, t2, t3
# save t2 in a1 and t6
mv t6, t2
mv a1, t2
# skip dead players
lb a2, PLAYER_B_VIDA_ATUAL(a1)
beq a2, zero, continue_loop_check_enemy_neighbors
# (t2, t3) = players[i].pos
lb t3, PLAYER_B_POS_Y(t2)
lb t2, PLAYER_B_POS_X(t2)
# t2 = distSq = players[i].pos.distSq(player)
sub t2, t2, t4
sub t3, t3, t5
mul t3, t3, t3
mul t2, t2, t2
add t2, t2, t3
# if distSq != 1 continue
li t3, 1
bne t2, t3, continue_loop_check_enemy_neighbors
# else if players[i] is an enemy, return true
lb t6, PLAYER_B_TIPO(t6)
li a3, IN_AZUL
blt t6, a3, continue_loop_check_enemy_neighbors
# move cursor and return true
lb t0, PLAYER_B_POS_X(a1)
lb t1, PLAYER_B_POS_Y(a1)
la t2, CURSOR_POS
sb t0, 0(t2)
sb t1, 1(t2)
li a0, 1
j ret_check_enemy_neighbors
continue_loop_check_enemy_neighbors:
addi t1, t1, 1
j loop_check_enemy_neighbors
ret_check_enemy_neighbors:
ret
###################################################################################
# Returns zero if no neighbor of the selected player is an ally, otherwise
# returns one neighbor which is an ally. Also moves the cursor to this ally,
# in case one is found.
###################################################################################
CHECK_ALLY_NEIGHBORS:
# t0 = player = *SELECTED_PLAYER
la t0, SELECTED_PLAYER
lw t0, 0(t0)
# (t4, t5) = player.pos
lb t4, PLAYER_B_POS_X(t0)
lb t5, PLAYER_B_POS_Y(t0)
# a0 = false
li a0, 0
# t1 = i = 0
li t1, 0
loop_check_ally_neighbors:
la t2, N_PLAYERS
lb t2, 0(t2)
bge t1, t2, ret_check_ally_neighbors
# t2, t6 = players[i]
li t2, PLAYER_BYTE_SIZE
mul t2, t2, t1
la t3, PLAYERS
add t2, t2, t3
# save t2 in a1 and t6
mv t6, t2
mv a1, t2
# skip dead players
lb a2, PLAYER_B_VIDA_ATUAL(a1)
beq a2, zero, continue_loop_check_ally_neighbors
# (t2, t3) = players[i].pos
lb t3, PLAYER_B_POS_Y(t2)
lb t2, PLAYER_B_POS_X(t2)
# t2 = distSq = players[i].pos.distSq(player)
sub t2, t2, t4
sub t3, t3, t5
mul t3, t3, t3
mul t2, t2, t2
add t2, t2, t3
# if distSq != 1 continue
li t3, 1
bne t2, t3, continue_loop_check_ally_neighbors
# else if players[i] is an ally, return this ally
lb t6, PLAYER_B_TIPO(t6)
li a3, IN_AZUL
bge t6, a3, continue_loop_check_ally_neighbors
# move cursor and return ally
lb t0, PLAYER_B_POS_X(a1)
lb t1, PLAYER_B_POS_Y(a1)
la t2, CURSOR_POS
sb t0, 0(t2)
sb t1, 1(t2)
mv a0, a1
j ret_check_ally_neighbors
continue_loop_check_ally_neighbors:
addi t1, t1, 1
j loop_check_ally_neighbors
ret_check_ally_neighbors:
ret
###################################################################################
# Update the NEARBY_ENEMIES array according to the selected player's position
# and the enemies positions.
###################################################################################
UPDATE_NEARBY_ENEMIES:
la t0, NEARBY_ENEMIES
sw zero, 0(t0)
# t0 = player = *SELECTED_PLAYER
la t0, SELECTED_PLAYER
lw t0, 0(t0)
# (t4, t5) = player.pos
lb t4, PLAYER_B_POS_X(t0)
lb t5, PLAYER_B_POS_Y(t0)
# t1 = 0 = i
li t1, 0
loop_update_nearby_enemies:
la t2, N_PLAYERS
lb t2, 0(t2)
bge t1, t2, ret_update_nearby_enemies
# t2, t6 = players[i]
li t2, PLAYER_BYTE_SIZE
mul t2, t2, t1
la t3, PLAYERS
add t2, t2, t3
mv t6, t2
# skip dead players
lb a2, PLAYER_B_VIDA_ATUAL(t6)
beq a2, zero, continue_loop_update_nearby_enemies
# (t2, t3) = players[i].pos
lb t3, PLAYER_B_POS_Y(t2)
lb t2, PLAYER_B_POS_X(t2)
# a4 = distSq = players[i].pos.distSq(player), (t2, t3) = (deltaX, deltaY)
sub t2, t2, t4
sub t3, t3, t5
mul a4, t3, t3
mul a5, t2, t2
add a4, a4, a5
# if distSq != 1 continue
li a5, 1
bne a4, a5, continue_loop_update_nearby_enemies
# else if players[i] is not an enemy then continue
lb t6, PLAYER_B_TIPO(t6)
li a5, IN_AZUL
blt t6, a5, continue_loop_update_nearby_enemies
li t6, 1
beq t2, t6, right_update_nearby_enemies
li t6, -1
beq t2, t6, left_update_nearby_enemies
li t6, -1
beq t3, t6, up_update_nearby_enemies
li t6, 1
la a5, NEARBY_ENEMIES
sb t6, CURSOR_ATTACK_DOWN(a5)
continue_loop_update_nearby_enemies:
addi t1, t1, 1
j loop_update_nearby_enemies
right_update_nearby_enemies:
la a5, NEARBY_ENEMIES
sb t6, CURSOR_ATTACK_RIGHT(a5)
j continue_loop_update_nearby_enemies
left_update_nearby_enemies:
li t6, 1
la a5, NEARBY_ENEMIES
sb t6, CURSOR_ATTACK_LEFT(a5)
j continue_loop_update_nearby_enemies
up_update_nearby_enemies:
li t6, 1
la a5, NEARBY_ENEMIES
sb t6, CURSOR_ATTACK_UP(a5)
j continue_loop_update_nearby_enemies
ret_update_nearby_enemies:
ret
###################################################################################
# Boolean valued function which indicates if there are alive allies that
# have not moved in the current turn. Returns 0 if every ally has moved,
# returns an ally that has not moved otherwise.
###################################################################################
CHECK_UNMOVED_ALLIES:
# t0 = players
la t0, PLAYERS
# t1 = i = 0
li t1, 0
# t2 = *N_PLAYERS * PLAYER_BYTE_SIZE
la t2, N_PLAYERS
lb t2, 0(t2)
li t3, PLAYER_BYTE_SIZE
mul t2, t2, t3
# a0 = false
li a0, 0
loop_check_unmoved_allies:
bge t1, t2, ret_check_unmoved_allies
# t3 = players[i]
add t3, t0, t1
# skip dead players
lb t4, PLAYER_B_VIDA_ATUAL(t3)
beq t4, zero, continue_loop_check_unmoved_allies
# skip enemies
lb t4, PLAYER_B_TIPO(t3)
li t5, IN_AZUL
bge t4, t5, continue_loop_check_unmoved_allies
# skip moved allies
lb t4, PLAYER_B_MOVED(t3)
bne t4, zero, continue_loop_check_unmoved_allies
# only remaining players are the alive, unmoved allies so return players[i]
mv a0, t3
j ret_check_unmoved_allies
continue_loop_check_unmoved_allies:
addi t1, t1, PLAYER_BYTE_SIZE
j loop_check_unmoved_allies
ret_check_unmoved_allies:
ret
###################################################################################
# Boolean valued function which indicates if there are alive enemies that
# have not moved in the current turn. Returns 0 if every enemy has moved,
# returns an enemy that has not moved otherwise.
###################################################################################
CHECK_UNMOVED_ENEMIES:
# t0 = players
la t0, PLAYERS
# t1 = i = 0
li t1, 0
# t2 = *N_PLAYERS * PLAYER_BYTE_SIZE
la t2, N_PLAYERS
lb t2, 0(t2)
li t3, PLAYER_BYTE_SIZE
mul t2, t2, t3
# a0 = false
li a0, 0
loop_check_unmoved_enemies:
bge t1, t2, ret_check_unmoved_enemies
# t3 = players[i]
add t3, t0, t1
# skip dead players
lb t4, PLAYER_B_VIDA_ATUAL(t3)
beq t4, zero, continue_loop_check_unmoved_enemies
# skip allies
lb t4, PLAYER_B_TIPO(t3)
li t5, IN_AZUL
blt t4, t5, continue_loop_check_unmoved_enemies
# skip moved enemies
lb t4, PLAYER_B_MOVED(t3)
bne t4, zero, continue_loop_check_unmoved_enemies
# only remaining players are the alive, unmoved enemies so return players[i]
mv a0, t3
j ret_check_unmoved_enemies
continue_loop_check_unmoved_enemies:
addi t1, t1, PLAYER_BYTE_SIZE
j loop_check_unmoved_enemies
ret_check_unmoved_enemies:
ret
###################################################################################
# Boolean valued function which indicates if there are any alive enemies.
###################################################################################
CHECK_ALIVE_ENEMIES:
# t0 = players
la t0, PLAYERS
# t1 = i = 0
li t1, 0
# t2 = *N_PLAYERS * PLAYER_BYTE_SIZE
la t2, N_PLAYERS
lb t2, 0(t2)
li t3, PLAYER_BYTE_SIZE
mul t2, t2, t3
# a0 = false
li a0, 0
loop_check_alive_enemies:
bge t1, t2, ret_check_alive_enemies
# t3 = players[i]
add t3, t0, t1
# skip dead players
lb t4, PLAYER_B_VIDA_ATUAL(t3)
beq t4, zero, continue_loop_check_alive_enemies
# skip allies
lb t4, PLAYER_B_TIPO(t3)
li t5, IN_AZUL
blt t4, t5, continue_loop_check_alive_enemies
# if player is an alive enemy return true
li a0, 1
j ret_check_alive_enemies
continue_loop_check_alive_enemies:
addi t1, t1, PLAYER_BYTE_SIZE
j loop_check_alive_enemies
ret_check_alive_enemies:
ret
###################################################################################
# Boolean valued function which indicates if there are alive allies.
###################################################################################
CHECK_ALIVE_ALLIES:
# t0 = players
la t0, PLAYERS
# t1 = i = 0
li t1, 0
# t2 = *N_PLAYERS * PLAYER_BYTE_SIZE
la t2, N_PLAYERS
lb t2, 0(t2)
li t3, PLAYER_BYTE_SIZE
mul t2, t2, t3
# a0 = false
li a0, 0
loop_check_alive_allies:
bge t1, t2, ret_check_alive_allies
# t3 = players[i]
add t3, t0, t1
# skip dead players
lb t4, PLAYER_B_VIDA_ATUAL(t3)
beq t4, zero, continue_loop_check_alive_allies
# skip enemies
lb t4, PLAYER_B_TIPO(t3)
li t5, IN_AZUL
bge t4, t5, continue_loop_check_alive_allies
# if player is an alive ally then return true
li a0, 1
j ret_check_alive_allies
continue_loop_check_alive_allies:
addi t1, t1, PLAYER_BYTE_SIZE
j loop_check_alive_allies
ret_check_alive_allies:
ret
###################################################################################
# Função de debug que loga alguns atributos dos players.
###################################################################################
LOG_PLAYERS_DEBUG:
addi sp, sp, -8
sw ra, 0(sp)
sw s0, 4(sp)
li a0, '\n'
li a7, 11
ecall
# s0 = i = 0
li s0, 0
loop_log_players_debug:
# if i >= *N_PLAYERS then return
la t0, N_PLAYERS
lb t0, 0(t0)
bge s0, t0, ret_log_players_debug
# t0 = players[i]
li t0, PLAYER_BYTE_SIZE
mul t0, s0, t0
la t1, PLAYERS
add t0, t0, t1
# print tipo
lb a0, PLAYER_B_TIPO(t0)
li a7, 1
ecall
li a0, ' '
li a7, 11
ecall
# t0 = players[i]
li t0, PLAYER_BYTE_SIZE
mul t0, s0, t0
la t1, PLAYERS
add t0, t0, t1
# print moved
lb a0, PLAYER_B_MOVED(t0)
li a7, 1
ecall
li a0, '\n'
li a7, 11
ecall
addi s0, s0, 1
j loop_log_players_debug
ret_log_players_debug:
lw ra, 0(sp)
lw s0, 4(sp)
addi sp, sp, 8
ret
###################################################################################
# Returns the closest ally to a given enemy.
###################################################################################
# a0 = enemy
###################################################################################
GET_CLOSEST_ALLY:
addi sp, sp, -20
sw s0, 0(sp)
sw s1, 4(sp)
sw ra, 8(sp)
sw a0, 12(sp)
sw s2, 16(sp)
# s0 = i = 0
li s0, 0
# s2 = closestPlayer
li s2, 0
# s1 = minDist = biggest possible 12 bit immediate
li s1, 0x7ff
loop_get_closest_ally:
la t0, N_PLAYERS
lb t0, 0(t0)
bge s0, t0, ret_get_closest_ally
# a1 = players[i]
li a1, PLAYER_BYTE_SIZE
mul a1, a1, s0
la t0, PLAYERS
add a1, a1, t0
# skip dead players
lb t0, PLAYER_B_VIDA_ATUAL(a1)
beq t0, zero, continue_loop_get_closest_ally
# skip enemies
lb t0, PLAYER_B_TIPO(a1)
li t1, IN_AZUL
bge t0, t1, continue_loop_get_closest_ally
# a0 = enemy
lw a0, 12(sp)
jal GET_PLAYER_DIST
# if distance between ally and enemy >= minDist then continue
bge a0, s1, continue_loop_get_closest_ally
# else set minDist = a0 and closestPlayer = players[i] = a1
mv s1, a0
mv s2, a1
continue_loop_get_closest_ally:
addi s0, s0, 1
j loop_get_closest_ally
ret_get_closest_ally:
# return closest player
mv a0, s2
lw s0, 0(sp)
lw s1, 4(sp)
lw ra, 8(sp)
lw s2, 16(sp)
addi sp, sp, 20
ret
###################################################################################
# Returns the square of the euclidean distance between two players.
###################################################################################
# a0 = player0
# a1 = player1
###################################################################################
GET_PLAYER_DIST:
lb t0, PLAYER_B_POS_X(a0)
lb t1, PLAYER_B_POS_Y(a0)
lb t2, PLAYER_B_POS_X(a1)
lb t3, PLAYER_B_POS_Y(a1)
sub t0, t0, t2
sub t1, t1, t3
mul t0, t0, t0
mul t1, t1, t1
add a0, t0, t1
ret
###################################################################################
# Returns the square of the euclidean distance between two positions.
###################################################################################
# a0 = pos1.x
# a1 = pos1.y
# a2 = pos2.x
# a3 = pos2.y
###################################################################################
GET_POS_DIST:
sub a0, a0, a2
sub a1, a1, a3
mul a0, a0, a0
mul a1, a1, a1
add a0, a0, a1
ret
###################################################################################
# Finds the empty walkable square that is closest to the closest ally.
###################################################################################
# a0 = ally
# a1 = enemy
###################################################################################
GET_CLOSEST_WALKABLE:
addi sp, sp, -24
sw ra, 0(sp)
sw a0, 4(sp)
sw a1, 8(sp)
sw s0, 12(sp)
sw s1, 16(sp)
sw s2, 20(sp)
# (a0, a1) = enemy.pos
lb a0, PLAYER_B_POS_X(a1)
lb a1, PLAYER_B_POS_Y(a1)
# a2 = map
la a2, CURRENT_MAP
lw a2, 0(a2)
# update walkable blocks with respect to the enemy
jal UPDATE_WALKABLE_BLOCKS
# s0 = i = 0
li s0, 0
# s1 = closestSquare
li s1, -1
# s2 = minDist = biggest 12 bit immediate
li s2, 0x7ff
loop_get_closest_walkable:
li t0, MAP_SIZE
bge s0, t0, ret_get_closest_walkable
# skip non-walkable squares
la t0, WALKABLE_BLOCKS
add t0, t0, s0
lb t0, 0(t0)
beq t0, zero, continue_loop_get_closest_walkable
# skip squares with alive players
li t0, MAP_WIDTH
rem a0, s0, t0
div a1, s0, t0
jal GET_PLAYER_BY_POS
beq a0, zero, empty_get_closest_walkable
lb t0, PLAYER_B_VIDA_ATUAL(a0)
bne t0, zero, continue_loop_get_closest_walkable
empty_get_closest_walkable:
# (a0, a1) = squarePos
li t0, MAP_WIDTH
rem a0, s0, t0
div a1, s0, t0
# (a2, a3) = ally.pos
lw t0, 4(sp)
lb a2, PLAYER_B_POS_X(t0)
lb a3, PLAYER_B_POS_Y(t0)
# a0 = currDist = distSq(ally, square)
jal GET_POS_DIST
# if currDist >= minDist then continue
bge a0, s2, continue_loop_get_closest_walkable
# else minDist = currDist and closestSquare = square
mv s2, a0
mv s1, s0
continue_loop_get_closest_walkable:
addi s0, s0, 1
j loop_get_closest_walkable
ret_get_closest_walkable:
# (a0, a1) = (closestSquare.x, closestSquare.y)
li t0, MAP_WIDTH
rem a0, s1, t0
div a1, s1, t0
# restore stack
lw ra, 0(sp)
lw s0, 12(sp)
lw s1, 16(sp)
lw s2, 20(sp)
addi sp, sp, 24
ret
###################################################################################
# Marks every player as unmoved.
###################################################################################
UNMOVE_PLAYERS:
# t0 = i = 0
li t0, 0
loop_unmove_players:
la t1, N_PLAYERS
lb t1, 0(t1)
bge t0, t1, ret_unmove_players
# t1 = players[i]
li t1, PLAYER_BYTE_SIZE
mul t1, t0, t1
la t2, PLAYERS
add t1, t1, t2
# players[i].moved = false
sb zero, PLAYER_B_MOVED(t1)
addi t0, t0, 1
j loop_unmove_players
ret_unmove_players:
ret
|
nqd1/FPGRARS
| 21,392
|
samples/test/Mage-Embler/src/data.s
|
.include "../src/consts.s"
.data
FRAME_TO_DRAW: .byte 0
# Estados
IN_COMBAT: .byte 0 # 0 - fora de comabate 1 - aliado ataca primeiro 2 - inimigo ataca primeiro
COMBAT_STEP: .byte 0 # idle - primeiro atack - tira vida - segundo atack - tira vida
COMBAT_LAST_TIME: .word 0
.align 2
PLAYERS_IN_COMBAT: .word 0, 0
PLAYER_ATACKING: .byte 2
COMBAT_DAMAGE: .byte 0
PRINT_DMG: .byte 0
IS_PRINT_DMG: .byte 0
CURSOR_POS: .byte SCREEN_CENTER_X, SCREEN_CENTER_Y
.align 2
CURSOR_ANIM: .word 2, 0, MIN_WORD, CURSOR_NUM0, CURSOR_NUM1
CURSOR_ATTACK_ANIM: .word 2, 0, MIN_WORD, CURSOR_ATTACK_NUM0, CURSOR_ATTACK_NUM1
PLAYER_BLINK_ANIM0: .word 2, 0, MIN_WORD, 1, 2
PLAYER_BLINK_ANIM1: .word 2, 0, MIN_WORD, 2, 1
SMOKE_ANIM_DISAPPEAR: .word 2, 0, -1, MIN_WORD, SMOKE0, SMOKE1
SMOKE_ANIM_APPEAR: .word 2, 0, -1, MIN_WORD, SMOKE0, SMOKE1
.align 0
CURSOR_TRAIL: .space N_CURSOR_TRAIL
MAKING_TRAIL: .byte 0
# Indicates if player blink animation is in progress
BLINK_ANIMATION: .byte 0
# indica o estado atual do jogo
GAME_STATE: .byte GAME_STATE_INIT
AUDIO_STATE: .byte AUDIO_STATE_NOTHING
.align 2
# Music
START_MENU_SONG:
.word 53, 0, MIN_WORD,
52,577,60,577,52,288,53,288,55,288,59,2596,52,577,60,577,52,288,53,288,55,288,59,2019,43,288,45,288,50,577,48,577,50,577,52,577,55,288,52,288,60,1154,50,288,52,288,50,865,52,144,50,144,48,577,48,288,44,288,43,288,52,577,52,288,60,577,43,288,45,288,50,577,48,577,50,577,52,577,55,288,52,288,60,1154,50,288,52,288,50,865,52,144,50,144,48,577,48,288,44,288,43,577,52,288,52,577
WIN_MENU_SONG:
.word 71, 0, MIN_WORD,
69,178,69,178,65,178,62,357,62,357,67,357,67,357,67,178,71,178,71,178,72,178,74,178,72,178,72,178,72,178,67,357,65,357,69,357,69,357,69,178,67,178,67,178,69,178,67,178,69,178,69,178,65,178,62,357,62,357,67,357,67,357,67,178,71,178,71,178,72,178,74,178,72,178,72,178,72,178,67,357,65,357,69,357,69,357,69,178,67,178,67,178,69,178,67,178,69,178,69,178,65,178,62,357,62,357,67,357,67,357,67,178,71,178,71,178,72,178,74,178,72,178,72,178,72,178,69,357,65,357,69,357,69,357,69,178,67,178,67,178,67,178
COMBAT_SONG:
.word 26, 0, MIN_WORD,
36,166,36,166,40,333,36,166,36,166,41,333,36,166,36,166,40,333,36,166,38,166,36,166,36,166,40,333,36,166,36,166,41,333,36,166,36,166,40,333,36,166,36,166,38,166,36,166,35,166,38,166
MAP_SONG:
.word 97, 0, MIN_WORD,
60,652,55,978,60,326,60,163,62,163,64,163,65,163,67,1630,67,326,67,215,69,221,71,215,72,1630,72,326,72,163,71,163,69,326,71,489,69,163,67,1304,67,652,65,326,65,163,67,163,69,1304,67,326,65,326,64,326,64,163,65,163,67,1304,65,326,64,326,62,326,62,163,64,163,66,1304,70,652,67,326,55,163,55,163,55,326,55,163,55,163,55,326,55,163,55,163,55,326,55,326,60,652,55,978,60,326,60,163,62,163,64,163,65,163,67,1630,67,326,67,215,69,221,71,215,72,1956,76,652,74,652,73,1304,67,652,69,1956,72,652,73,652,67,1304,67,652,69,1956,72,652,73,652,67,1304,64,652,65,1956,69,652,67,652,64,1304,60,652,62,326,62,163,64,163,66,1304,70,652,67,326,55,163,55,163,55,326,55,163,55,163,55,326,55,163,55,163,55,326,55,326
.align 2
ENEMY_DELAY: .word 0
PHASE_DELAY: .word 0
WIN_MAP_DELAY: .word 0
LOOSE_MAP_DELAY: .word 0
KBD_INPUT: .byte 0
.align 2
CURRENT_MAP: .word 0
SELECTED_PLAYER: .word 0
MAP_NUM: .byte 0
# ACTION_MENU variables
ACTION_MENU_STRING_ATTACK: .string "Attack"
ACTION_MENU_STRING_WAIT: .string "Wait"
ACTION_MENU_SELECTED_OPTION: .byte 0
ACTION_MENU_IS_SELECTED: .byte 0
# Win menu variables
WIN_MENU_STRING_ATTACK: .string "Restart"
WIN_MENU_STRING_WAIT: .string "Exit"
WIN_MENU_SELECTED_OPTION: .byte 0
WIN_MENU_IS_SELECTED: .byte 0
# Start menu variables
START_MENU_STRING_START: .string "Start"
START_MENU_SELECTED_OPTION: .byte 0
START_MENU_IS_SELECTED: .byte 0
.align 2
ACTION_MENU_STRINGS: .word ACTION_MENU_STRING_ATTACK, ACTION_MENU_STRING_WAIT
WIN_MENU_STRINGS: .word WIN_MENU_STRING_ATTACK, WIN_MENU_STRING_WAIT
START_MENU_STRINGS: .word START_MENU_STRING_START
.align 2
NEARBY_ENEMIES: .byte 0, 0, 0, 0
ACTUALLY_MOVE_PLAYER_DATA:
.align 2
.word 0 # player
.byte 0 # oldPosX
.byte 0 # oldPosY
.byte 0 # status
.align 2
# Player animations data:
ALLY_WATER_STILL_ANIM: .word 2, 0, MIN_WORD, ALLY_WATER_STILL_FRAME0, ALLY_WATER_STILL_FRAME1
ALLY_FIRE_STILL_ANIM: .word 2, 0, MIN_WORD, ALLY_FIRE_STILL_FRAME0, ALLY_FIRE_STILL_FRAME1
ALLY_EARTH_STILL_ANIM: .word 2, 0, MIN_WORD, ALLY_EARTH_STILL_FRAME0, ALLY_EARTH_STILL_FRAME1
ENEMY_WATER_STILL_ANIM: .word 2, 0, MIN_WORD, ENEMY_WATER_STILL_FRAME0, ENEMY_WATER_STILL_FRAME1
ENEMY_FIRE_STILL_ANIM: .word 2, 0, MIN_WORD, ENEMY_FIRE_STILL_FRAME0, ENEMY_FIRE_STILL_FRAME1
ENEMY_EARTH_STILL_ANIM: .word 2, 0, MIN_WORD, ENEMY_EARTH_STILL_FRAME0, ENEMY_EARTH_STILL_FRAME1
# Nome dos elementos
FOGO: .string "FIRE"
GELO: .string "WATER"
TERRA: .string "EARTH"
HIT_STRING: .string "HIT"
MISS_STRING: .string "ERROU"
CRIT_STRING: .string "CRIT"
DMG_STRING: .string "DMG"
YOU_WIN_STRING: .string "YOU WIN!"
YOU_LOOSE_STRING: .string "YOU LOSE"
ALLY_PHASE_STRING: .string "ALLY TURN"
ENEMY_PHASE_STRING: .string "ENEMY TURN"
WALKABLE_BLOCKS: .align 2
.space TILES_PER_MAP
.align 0
MAPS:
.byte
# Tutorial
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x00, 0x00, 0x00, 0x00,
0x00, 0x09, 0x00, 0x09, 0x00, 0x00, 0x09, 0x00, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x09, 0x00, 0x00, 0x09, 0x00, 0x00,
0x00, 0x09, 0x00, 0x09, 0x09, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x09, 0x00, 0x00, 0x09, 0x00, 0x00,
0x00, 0x09, 0x09, 0x00, 0x00, 0x09, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x09, 0x00, 0x09, 0x09, 0x00, 0x00,
0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x09, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x09, 0x00, 0x09, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x09,
# Vila simples
0x18, 0x18, 0x18, 0x18, 0x18, 0x3B, 0x00, 0x00, 0x00, 0x11, 0x11, 0x00, 0x00, 0x11, 0x00, 0x11, 0x00, 0x11, 0x11, 0x00,
0x08, 0x53, 0x5B, 0x63, 0x08, 0x08, 0x18, 0x18, 0x18, 0x18, 0x18, 0x20, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x11, 0x00,
0x08, 0x6B, 0x73, 0x7B, 0x08, 0x33, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x08, 0x08, 0x08, 0x08, 0x08, 0x2B, 0x2B, 0x33, 0x08, 0x08, 0x08, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x33, 0x08, 0x08, 0x08, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x33, 0x08, 0x08, 0x08, 0x08, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x00,
0x08, 0x08, 0x83, 0x8B, 0x93, 0x2B, 0x2B, 0x33, 0x2B, 0x2B, 0x2B, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00,
0x08, 0x08, 0x9B, 0xA3, 0xAB, 0x08, 0x08, 0x33, 0x00, 0x00, 0x11, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00,
0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x33, 0x00, 0x00, 0x33, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x00,
0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x3B, 0x00, 0x00, 0x33, 0x11, 0x00, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x18, 0x20, 0x33, 0x11, 0x00, 0x00, 0x00, 0x11, 0x11, 0x00, 0x00, 0x00,
0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x33, 0x11, 0x00, 0x00, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x11, 0x00, 0x00, 0x11, 0x00, 0x11, 0x00, 0x11, 0x11, 0x11, 0x00, 0x11, 0x00, 0x00, 0x11, 0x11, 0x11, 0x00,
0x00, 0x11, 0x11, 0x00, 0x11, 0x00, 0x11, 0x11, 0x00, 0x00, 0x00, 0x11, 0x11, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x11, 0x11, 0x00, 0x00, 0x11, 0x11, 0x00, 0x00, 0x00, 0x00, 0x11, 0x11, 0x11, 0x11, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00,
# Vilarejo
0x00, 0x00, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x33, 0x83, 0x8B, 0x93, 0x08, 0x33, 0x11, 0x00, 0x00, 0x11, 0x11,
0x20, 0x11, 0x11, 0x11, 0x11, 0x18, 0x53, 0x5B, 0x63, 0x33, 0x9B, 0xA3, 0xAB, 0x08, 0x33, 0x11, 0x00, 0x00, 0x00, 0x11,
0x2B, 0x2B, 0x2B, 0x2B, 0x4B, 0x08, 0x6B, 0x73, 0x7B, 0x33, 0x11, 0x08, 0x08, 0x08, 0x33, 0x11, 0x00, 0x00, 0x00, 0x00,
0x20, 0x00, 0x00, 0x00, 0x33, 0x08, 0x08, 0x08, 0x11, 0x33, 0x00, 0x08, 0x08, 0x08, 0x33, 0x11, 0x00, 0x00, 0x00, 0x00,
0x08, 0x20, 0x00, 0x00, 0x33, 0x08, 0x2B, 0x2B, 0x2B, 0x33, 0x2B, 0x2B, 0x2B, 0x08, 0x33, 0x11, 0x00, 0x00, 0x00, 0x11,
0x08, 0x08, 0x18, 0x20, 0x3B, 0x08, 0x83, 0x8B, 0x93, 0x33, 0x53, 0x5B, 0x63, 0x08, 0x3B, 0x20, 0x00, 0x00, 0x00, 0x00,
0x53, 0x5B, 0x63, 0x08, 0x08, 0x08, 0x9B, 0xA3, 0xAB, 0x3B, 0x6B, 0x73, 0x7B, 0x08, 0x08, 0x08, 0x20, 0x00, 0x00, 0x00,
0x6B, 0x73, 0x7B, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x20, 0x00, 0x00,
0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x33, 0x08, 0x08, 0x08, 0x18, 0x18,
0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x2B, 0x2B, 0x2B, 0x33, 0x11, 0x08, 0x08, 0x08, 0x08,
0x08, 0x08, 0x08, 0x08, 0x43, 0x2B, 0x2B, 0x2B, 0x08, 0x08, 0x08, 0x83, 0x8B, 0x93, 0x33, 0x11, 0x11, 0x11, 0x11, 0x11,
0x08, 0x83, 0x8B, 0x93, 0x33, 0x53, 0x5B, 0x63, 0x08, 0x08, 0x08, 0x9B, 0xA3, 0xAB, 0x33, 0x11, 0x00, 0x11, 0x00, 0x00,
0x08, 0x9B, 0xA3, 0xAB, 0x3B, 0x6B, 0x73, 0x7B, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x33, 0x11, 0x00, 0x00, 0x11, 0x00,
0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x33, 0x11, 0x11, 0x00, 0x00, 0x11,
0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x2B, 0x11, 0x00, 0x11, 0x00, 0x11,
# Fortaleza
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x23, 0x1B, 0x33, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x2B, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x23, 0x83, 0x70, 0x13, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x7B, 0x2B, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x23, 0x83, 0x08, 0x08, 0x13, 0x08, 0x08, 0x08, 0x4B, 0x08, 0x08, 0x08, 0x8B, 0x8B, 0x03, 0x03, 0x03,
0x03, 0x03, 0x23, 0x83, 0x08, 0x08, 0x1B, 0x83, 0x08, 0x13, 0x08, 0x53, 0x08, 0x08, 0x08, 0x13, 0x7B, 0x2B, 0x03, 0x03,
0x03, 0x23, 0x83, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x13, 0x08, 0x08, 0x08, 0x1B, 0x1B, 0x3B, 0x08, 0x7B, 0x2B, 0x03,
0x03, 0x13, 0x08, 0x08, 0x08, 0x4B, 0x08, 0x23, 0x1B, 0x58, 0x1B, 0x2B, 0x08, 0x08, 0x08, 0x13, 0x08, 0x70, 0x13, 0x03,
0x03, 0x33, 0x1B, 0x1B, 0x08, 0x53, 0x08, 0x13, 0x08, 0x63, 0x70, 0x13, 0x08, 0x08, 0x08, 0x4B, 0x08, 0x08, 0x13, 0x03,
0x03, 0x13, 0x08, 0x08, 0x08, 0x08, 0x08, 0x7B, 0x58, 0x63, 0x1B, 0x83, 0x08, 0x08, 0x08, 0x53, 0x08, 0x08, 0x13, 0x03,
0x03, 0x13, 0x70, 0x08, 0x23, 0x83, 0x08, 0x08, 0x63, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x13, 0x03,
0x03, 0x5B, 0x8B, 0x23, 0x83, 0x08, 0x92, 0x08, 0x08, 0x92, 0x08, 0x7B, 0x2B, 0x08, 0x08, 0x08, 0x08, 0x08, 0x5B, 0x03,
0x03, 0x63, 0x1B, 0x2B, 0x08, 0x08, 0x08, 0x4B, 0x08, 0x08, 0x08, 0x08, 0x7B, 0x2B, 0x08, 0x70, 0x23, 0x1B, 0x63, 0x03,
0x03, 0x6B, 0x43, 0x5B, 0x08, 0x08, 0x08, 0x53, 0x08, 0x08, 0x08, 0x08, 0x08, 0x7B, 0x2B, 0x8B, 0x58, 0x43, 0x6B, 0x03,
0x03, 0x6B, 0x43, 0x63, 0x1B, 0x2B, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x23, 0x1B, 0x63, 0x43, 0x6B, 0x03,
0x03, 0x6B, 0x43, 0x6B, 0x43, 0x5B, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x1B, 0x5B, 0x43, 0x6B, 0x43, 0x6B, 0x03,
# Castelo verde
0x03, 0x1B, 0x5B, 0x5B, 0x6B, 0x5B, 0x5B, 0x5B, 0x9B, 0x5B, 0x5B, 0x5B, 0x9B, 0x5B, 0x5B, 0x5B, 0x6B, 0x5B, 0x5B, 0x23,
0x03, 0x1B, 0x5B, 0x5B, 0x73, 0x5B, 0x5B, 0x5B, 0xA3, 0x5B, 0x5B, 0x5B, 0xA3, 0x5B, 0x5B, 0x5B, 0x73, 0x5B, 0x5B, 0x23,
0x03, 0x1B, 0x5B, 0x5B, 0x73, 0x5B, 0x5B, 0x5B, 0x5B, 0x5B, 0x5B, 0x5B, 0x5B, 0x5B, 0x5B, 0x5B, 0x73, 0x5B, 0x5B, 0x23,
0x03, 0x63, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x63,
0x03, 0x6B, 0x2B, 0x2B, 0x2B, 0x63, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x63, 0x2B, 0x2B, 0x2B, 0x6B,
0x03, 0x73, 0x93, 0x9B, 0x93, 0x6B, 0x2B, 0x2B, 0x63, 0x08, 0x12, 0x08, 0x63, 0x2B, 0x2B, 0x6B, 0x97, 0x9B, 0x97, 0x73,
0x03, 0x93, 0x93, 0xA3, 0x93, 0x73, 0x93, 0x9B, 0x6B, 0x78, 0x80, 0x88, 0x6B, 0x9B, 0x93, 0x73, 0x97, 0xA3, 0x97, 0x97,
0x03, 0x03, 0x03, 0x03, 0x03, 0x93, 0x93, 0xA3, 0x73, 0x78, 0x80, 0x88, 0x73, 0xA3, 0x93, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x93, 0x78, 0x80, 0x88, 0x93, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x78, 0x80, 0x88, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x78, 0x80, 0x88, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x3B, 0x2B, 0x2B, 0x43, 0x03, 0x3B, 0x2B, 0x63, 0x78, 0x80, 0x88, 0x63, 0x2B, 0x43, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x1B, 0x5B, 0x5B, 0x23, 0x03, 0x1B, 0x5B, 0x6B, 0x78, 0x80, 0x88, 0x6B, 0x5B, 0x23, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x1B, 0x08, 0x08, 0x23, 0x03, 0x1B, 0x5B, 0x73, 0x78, 0x80, 0x88, 0x73, 0x5B, 0x23, 0x03, 0x03, 0x03, 0x03, 0x03,
0x03, 0x4B, 0x33, 0x33, 0x53, 0x03, 0x1B, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x23, 0x03, 0x03, 0x03, 0x03, 0x03,
# Tutorial
CORRESPONDENCE_ARR_MAP0:
.byte 47, 49, 88, 52
# Vila simples
CORRESPONDENCE_ARR_MAP1:
.byte 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68
# Vilarejo
CORRESPONDENCE_ARR_MAP2:
.byte 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68
# Fortaleza
CORRESPONDENCE_ARR_MAP3:
.byte 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87
# Castelo verde
CORRESPONDENCE_ARR_MAP4:
.byte 26, 27, 28, 30, 31, 32, 33, 34, 35, 36, 37, 29, 42, 43, 44, 39, 40, 41, 38, 45, 46
# Caracteres para print(string, char)
.align 2
LabelTabChar:
.word 0x00000000, 0x00000000, 0x10101010, 0x00100010, 0x00002828, 0x00000000, 0x28FE2828, 0x002828FE,
0x38503C10, 0x00107814, 0x10686400, 0x00004C2C, 0x28102818, 0x003A4446, 0x00001010, 0x00000000,
0x20201008, 0x00081020, 0x08081020, 0x00201008, 0x38549210, 0x00109254, 0xFE101010, 0x00101010,
0x00000000, 0x10081818, 0xFE000000, 0x00000000, 0x00000000, 0x18180000, 0x10080402, 0x00804020,
0x54444438, 0x00384444, 0x10103010, 0x00381010, 0x08044438, 0x007C2010, 0x18044438, 0x00384404,
0x7C482818, 0x001C0808, 0x7840407C, 0x00384404, 0x78404438, 0x00384444, 0x1008047C, 0x00202020,
0x38444438, 0x00384444, 0x3C444438, 0x00384404, 0x00181800, 0x00001818, 0x00181800, 0x10081818,
0x20100804, 0x00040810, 0x00FE0000, 0x000000FE, 0x04081020, 0x00201008, 0x08044438, 0x00100010,
0x545C4438, 0x0038405C, 0x7C444438, 0x00444444, 0x78444478, 0x00784444, 0x40404438, 0x00384440,
0x44444478, 0x00784444, 0x7840407C, 0x007C4040, 0x7C40407C, 0x00404040, 0x5C404438, 0x00384444,
0x7C444444, 0x00444444, 0x10101038, 0x00381010, 0x0808081C, 0x00304848, 0x70484444, 0x00444448,
0x20202020, 0x003C2020, 0x92AAC682, 0x00828282, 0x54546444, 0x0044444C, 0x44444438, 0x00384444,
0x38242438, 0x00202020, 0x44444438, 0x0C384444, 0x78444478, 0x00444850, 0x38404438, 0x00384404,
0x1010107C, 0x00101010, 0x44444444, 0x00384444, 0x28444444, 0x00101028, 0x54828282, 0x00282854,
0x10284444, 0x00444428, 0x10284444, 0x00101010, 0x1008047C, 0x007C4020, 0x20202038, 0x00382020,
0x10204080, 0x00020408, 0x08080838, 0x00380808, 0x00442810, 0x00000000, 0x00000000, 0xFE000000,
0x00000810, 0x00000000, 0x3C043800, 0x003A4444, 0x24382020, 0x00582424, 0x201C0000, 0x001C2020,
0x48380808, 0x00344848, 0x44380000, 0x0038407C, 0x70202418, 0x00202020, 0x443A0000, 0x38043C44,
0x64584040, 0x00444444, 0x10001000, 0x00101010, 0x10001000, 0x60101010, 0x28242020, 0x00242830,
0x08080818, 0x00080808, 0x49B60000, 0x00414149, 0x24580000, 0x00242424, 0x44380000, 0x00384444,
0x24580000, 0x20203824, 0x48340000, 0x08083848, 0x302C0000, 0x00202020, 0x201C0000, 0x00380418,
0x10381000, 0x00101010, 0x48480000, 0x00344848, 0x44440000, 0x00102844, 0x82820000, 0x0044AA92,
0x28440000, 0x00442810, 0x24240000, 0x38041C24, 0x043C0000, 0x003C1008, 0x2010100C, 0x000C1010,
0x10101010, 0x00101010, 0x04080830, 0x00300808, 0x92600000, 0x0000000C, 0x243C1818, 0xA55A7E3C,
0x99FF5A81, 0x99663CFF, 0x10280000, 0x00000028, 0x10081020, 0x00081020
# Temp buffer so we can perform operations on strings
TEMP_BUFFER:
.space 512
.align 0
N_PLAYERS:
.byte 0
QUEUE_ALLY_TRANSITION: .byte 0
QUEUE_ENEMY_TRANSITION: .byte 0
DIALOGUE_STRING_NUM: .byte 0
PLAYER_1: .string "Player1"
PLAYER_2: .string "Player2"
# Allocating PLAYER_BYTE_SIZE * 10 bytes
.align 2
PLAYERS:
.space PLAYERS_BYTE_SIZE
map0_string0: .string "Bem vindo a estrada da magia!\nVoce eh o comandante dos chapeis\nde palha! Seu objetivo eh eliminar\na guilda dos chapeis roxo!"
map0_string1: .string "Para se movimentar use a tecla ENTER\nem algum mago chapeu de palha!\nUtilize 'W A S D' para mover a seta\nAperte ENTER na posicao desejada!"
map0_string2: .string "Eh importante prestar atencao nos\nelementos:\n\n AGUA ganha de FOGO\n FOGO ganha de TERRA\n TERRA ganha de AGUA"
map0_string3: .string "A estrela no chao eh uma runa!\nEla aumenta sua chance de critico!\n\nUtilize as arvores no cenario\nElas diminuem a chance do inimigo\nte acertar!\n\n BOA SORTE!"
victory_string0: .string "Parabens! Voce aniquilou todos os\nmagos de chapeu roxo, trazendo de\n volta a pas para o caminho da magia."
victory_string1: .string "Mas voce esta muito enganado se\n acha que eles nao vao voltar.\nA luta pela pas eh uma luta eterna de\n natureza ciclica."
victory_string2: .string "Por muitos anos, como voce bem sabe,\nos magos roxos dominavam o caminho\nda magia, mas antes deles quem\nreinava essas terras\neram nossos ancestrais."
victory_string3: .string "Entao, meu caro mago,\njamais desista dessa luta,\nesta na suas maos prolongar ao maximo\no reino dos chapeis de palha!"
map1_01: .string "Os chapeis roxo estao tentando\ninvadir a cidade, proteja os\nmoradores e nao os deixe vencer!\n\n Derrote-os!"
map2_01: .string "Eles nao se abalaram com a\nderrota anterior, dessa vez voltaram\ncom mais magos!\n\n DERROTE-OS e VA\n para o\n\n Hall da Fortaleza da Perdicao!"
map3_01: .string "Voce acaba de invadir o\nHall da Fortaleza da Perdicao!\n\n LUTE VENCA!\ne se prepare para a GUERRA!"
map4_01: .string "Bem vindo a batalha mais epica\nde todas!\n\nA Fortaleza da Perdicao nao deixa\nsobreviventes!\n\nSOBREVIVA e DERROTE os inimigos!"
.align 2
map0_dialog: .word map0_string0, map0_string1, map0_string2, map0_string3
map1_dialog: .word map1_01
map2_dialog: .word map2_01
map3_dialog: .word map3_01
map4_dialog: .word map4_01
victory_dialog: .word victory_string0, victory_string1, victory_string2, victory_string3
STRING_AELTON: .string "Aelton"
STRING_AQUILA: .string "Aquila"
STRING_DUDU: .string "Dudu"
STRING_RUAN: .string "Ruan"
STRING_FELPS: .string "Felps"
STRING_VICTOR: .string "Victor"
STRING_ANA: .string "Ana"
STRING_LUIZ: .string "Luiz"
STRING_LAMAR: .string "Lamar"
STRING_DUMMY: .string "Dummy"
.align 2
# Images
.include "../sprites/walk/tiles.data"
.include "../sprites/combat/vida_cheia.data"
.include "../sprites/combat/vida_vazia.data"
# Combate
.include "../sprites/combat/combat_idle_aliado_azul.data"
.include "../sprites/combat/combat_pose_aliado_azul.data"
.include "../sprites/combat/combat_idle_aliado_vermelho.data"
.include "../sprites/combat/combat_pose_aliado_vermelho.data"
.include "../sprites/combat/combat_idle_aliado_marron.data"
.include "../sprites/combat/combat_pose_aliado_marron.data"
.include "../sprites/combat/combat_idle_inimigo_azul.data"
.include "../sprites/combat/combat_pose_inimigo_azul.data"
.include "../sprites/combat/combat_idle_inimigo_vermelho.data"
.include "../sprites/combat/combat_pose_inimigo_vermelho.data"
.include "../sprites/combat/combat_idle_inimigo_marron.data"
.include "../sprites/combat/combat_pose_inimigo_marron.data"
# Magic
.include "../sprites/magic/magic_idle_azul.data"
.include "../sprites/magic/magic_idle_vermelho.data"
.include "../sprites/magic/magic_idle_marron.data"
.include "../sprites/magic/magic_moving_azul.data"
.include "../sprites/magic/magic_moving_vermelho.data"
.include "../sprites/magic/magic_moving_marron.data"
.include "../sprites/walk/SMOKE0.data"
.include "../sprites/walk/SMOKE1.data"
.include "../sprites/walk/walkable.data"
|
nqd1/FPGRARS
| 11,729
|
samples/test/Mage-Embler/src/cursor.s
|
#########################################################
# Desenha o cursor em CURSOR_POS. a0 determina
# se a cor do cursor será vermelha ou não
#########################################################
# a0 = attackMode
#########################################################
DRAW_CURSOR:
addi sp, sp, -4
sw ra, 0(sp)
bne a0, zero, attack_mode_draw_cursor
la a0, tiles
la a1, CURSOR_ANIM
la t0, CURSOR_POS
lbu a2, 0(t0)
lbu a3, 1(t0)
li a4, CURSOR_ANIM_DELAY
jal DRAW_ANIMATION_TILE
ret_draw_cursor:
lw ra, 0(sp)
addi sp, sp, 4
ret
attack_mode_draw_cursor:
la a0, tiles
la a1, CURSOR_ATTACK_ANIM
la t0, CURSOR_POS
lbu a2, 0(t0)
lbu a3, 1(t0)
li a4, CURSOR_ANIM_DELAY
jal DRAW_ANIMATION_TILE
j ret_draw_cursor
#########################################################
# Inicializa o trail do cursor com sua posição inicial.
#########################################################
INIT_CURSOR_TRAIL:
la t0, CURSOR_POS
lb t1, 0(t0)
lb t2, 1(t0)
li t3, -1
la t4, CURSOR_TRAIL
sb t1, 0(t4)
sb t2, 1(t4)
sb t3, 2(t4)
# MAKING_TRAIL = true
la t0, MAKING_TRAIL
li t1, 1
sb t1, 0(t0)
ret
#######################################################
# Movimenta o cursor de acordo com a tecla pressionada.
# Retorna 0 quando o cursor nao foi movimentado.
#######################################################
# a0 = keyCode
#####################################################
MOVE_CURSOR:
addi sp, sp, -4
sw ra, 0(sp)
# (a0, a1) = (deltaX, deltaY)
jal GET_DIR_FROM_KEY
# (t1, t2) = (x, y)
la t0, CURSOR_POS
lb t1, 0(t0)
lb t2, 1(t0)
# (t1, t2) = (x + deltaX, y + deltaY)
add t1, t1, a0
add t2, t2, a1
# se cursor nao mexeu seta a0 = 0
add a0, a0, a1
bne a0, zero, play_audio_move_cursor
back_move_cursor:
# t1 = min(CURSOR_MAX_X, t1), t1 = max(0, t1)
blt t1, zero, x_min_move_cursor
li t6, CURSOR_MAX_X
bgt t1, t6, x_max_move_cursor
x_max_back_move_cursor:
# t2 = min(CURSOR_MAX_Y, t2), t2 = max(0, t2)
blt t2, zero, y_min_move_cursor
li t6, CURSOR_MAX_Y
bgt t2, t6, y_max_move_cursor
y_max_back_move_cursor:
# (cursorX, cursorY) = (t1, t2)
sb t1, 0(t0)
sb t2, 1(t0)
# return
lw ra, 0(sp)
addi sp, sp, 4
ret
x_max_move_cursor:
mv t1, t6
mv a0, zero
j x_max_back_move_cursor
x_min_move_cursor:
mv t1, zero
mv a0, zero
j x_max_back_move_cursor
y_min_move_cursor:
mv t2, zero
mv a0, zero
j y_max_back_move_cursor
y_max_move_cursor:
mv t2, t6
mv a0, zero
j y_max_back_move_cursor
play_audio_move_cursor:
# *AUDIO_STATE = AUDIO_STATE_MOVE_CURSOR
la t5, AUDIO_STATE
li t6, AUDIO_STATE_MOVE_CURSOR
sb t6, 0(t5)
j back_move_cursor
#######################################################
# Movimenta o cursor de acordo com a tecla pressionada
# levando em consideracao uma lista de blocos atingiveis.
# A lista deve conter 0 se o cursor nao eh permitido
# naquele bloco e 1 caso contrario.
# Retorna 0 quando o cursor nao foi movimentado.
#######################################################
# a0 = keyCode
# a1 = limitation array address
#####################################################
MOVE_CURSOR_LIMITED:
addi sp, sp, -12
sw ra, 0(sp)
sw s0, 4(sp)
sw s1, 8(sp)
mv s0, a0
mv s1, a1
# (a0, a1) = (deltaX, deltaY)
jal GET_DIR_FROM_KEY
#(t0, t1) = (mouseX+deltaX, mouseY+deltaY)
la t1, CURSOR_POS
lb t0, 0(t1)
lb t1, 1(t1)
add t0, t0, a0
add t1, t1, a1
li t2, 20
mul t1, t1, t2
add t0, t0, t1
add t0, t0, s1
lb t0, 0(t0)
beq t0, zero, not_move_cursor_limited
mv a0, s0
jal MOVE_CURSOR
j ret_move_cursor_limited
not_move_cursor_limited:
mv a0, zero
ret_move_cursor_limited:
lw ra, 0(sp)
lw s0, 4(sp)
lw s1, 8(sp)
addi sp, sp, 12
ret
#####################################################
# Desenha o caminho feito pelo cursor.
# O cursor é salvo como uma array de bytes na forma:
# x_0, y_0, x_1, y_1, ..., x_n, y_n, -1
#####################################################
DRAW_CURSOR_TRAIL:
addi sp, sp, -8
sw ra, 0(sp)
sw s0, 4(sp)
# s0 = trail
la s0, CURSOR_TRAIL
# checks if first two trail positions are filled, if not return
lb t0, 0(s0)
li t2, -1
beq t0, t2, ret_draw_cursor_trail
lb t0, 2(s0)
beq t0, t2, ret_draw_cursor_trail
# if first two are filled draw the first trail tile
jal GET_FIRST_TRAIL_TILE
j draw_tile_draw_cursor_trail
loop_draw_cursor_trail:
# if trail[i] == -1 then return
lb t1, 0(s0)
li t2, -1
beq t1, t2, ret_draw_cursor_trail
# if trail[i+1] == -1 then draw arrow
lb t1, 2(s0)
beq t1, t2, arrow_draw_cursor_trail
# get correct tile to draw
mv a0, s0
jal GET_TRAIL_TILE
draw_tile_draw_cursor_trail:
# Draw the tile
mv a3, a0
la a0, tiles
lb a1, 0(s0)
lb a2, 1(s0)
jal RENDER_TILE
addi s0, s0, 2
j loop_draw_cursor_trail
arrow_draw_cursor_trail:
# t0 = deltaX
lb t0, 0(s0)
lb t1, -2(s0)
sub t0, t0, t1
li t1, 1
beq t0, t1, arrow_right_draw_cursor_trail
li t1, -1
beq t0, t1, arrow_left_draw_cursor_trail
# t0 = deltaY
lb t0, 1(s0)
lb t1, -1(s0)
sub t0, t0, t1
li t1, 1
beq t0, t1, arrow_down_draw_cursor_trail
li a0, ARROW_UP_TILE
j draw_tile_draw_cursor_trail
arrow_down_draw_cursor_trail:
li a0, ARROW_DOWN_TILE
j draw_tile_draw_cursor_trail
arrow_left_draw_cursor_trail:
li a0, ARROW_LEFT_TILE
j draw_tile_draw_cursor_trail
arrow_right_draw_cursor_trail:
li a0, ARROW_RIGHT_TILE
j draw_tile_draw_cursor_trail
ret_draw_cursor_trail:
lw ra, 0(sp)
lw s0, 4(sp)
addi sp, sp, 8
ret
#####################################################
# Monta o caminho feito pelo cursor na tela
#####################################################
# a0 = keyCode
#####################################################
MAKE_TRAIL_LOGIC:
addi sp, sp, -4
sw ra, 0(sp)
# movimenta cursor
# a funcao retorna 0 se e somente se cursor nao mexeu
la a1, WALKABLE_BLOCKS
jal MOVE_CURSOR_LIMITED
# if cursor moved then add position to trail else return
beq a0, zero, ret_make_trail_logic
# t0 = CURSOR_TRAIL
la t0, CURSOR_TRAIL
# t6 = trail.length
li t6, 0
loop_make_trail_logic:
lb t1, 0(t0)
li t2, -1
beq t1, t2, exit_loop_make_trail_logic
addi t6, t6, 1
addi t0, t0, 2
j loop_make_trail_logic
exit_loop_make_trail_logic:
li t1, 2
blt t6, t1, add_pos_make_trail_logic
# (t2, t3) = (mouseX, mouseY), (t4, t5) = trail[trail.length-2]
la t1, CURSOR_POS
lb t2, 0(t1)
lb t3, 1(t1)
lb t4, -4(t0)
lb t5, -3(t0)
xor t2, t2, t4
xor t3, t3, t5
add t2, t2, t3
bne t2, zero, add_pos_make_trail_logic
li t1, -1
sb t1, -2(t0)
j ret_make_trail_logic
add_pos_make_trail_logic:
# add new mouse pos to trail
la t1, CURSOR_POS
lb t2, 0(t1)
lb t3, 1(t1)
li t4, -1
sb t2, 0(t0)
sb t3, 1(t0)
sb t4, 2(t0)
ret_make_trail_logic:
lw ra, 0(sp)
addi sp, sp, 4
ret
#####################################################
# Imprime o trail atual do cursor para debug.
#####################################################
PRINT_CURSOR_TRAIL:
la t0, CURSOR_TRAIL
loop_print_cursor_trail:
li t1, -1
lb t2, 0(t0)
beq t2, t1, exit_print_cursor_trail
li a7, 1
mv a0, t2
ecall
li a7, 11
li a0, ' '
ecall
lb a0, 1(t0)
li a7, 1
ecall
li a0, '\n'
li a7, 11
ecall
addi t0, t0, 2
j loop_print_cursor_trail
exit_print_cursor_trail:
li a0, -1
li a7, 1
ecall
li a0, '\n'
li a7, 11
ecall
ret
#####################################################
# Retorna a primeira tile do trail.
#####################################################
GET_FIRST_TRAIL_TILE:
la a0, CURSOR_TRAIL
lb t0, 0(a0)
lb t1, 2(a0)
sub t0, t0, t1
beq t0, zero, ver_get_first_trail_tile
li a0, TRAIL_HORIZONTAL_TILE
ret
ver_get_first_trail_tile:
li a0, TRAIL_VERTICAL_TILE
ret
#####################################################
# Retorna a tile correta em a0 baseado no caminho
# feito pelo trail.
#####################################################
# a0 = posicao atual no trail
#####################################################
GET_TRAIL_TILE:
lb t0, -2(a0)
lb t1, -1(a0)
lb t2, 0(a0)
lb t3, 1(a0)
lb t4, 2(a0)
lb t5, 3(a0)
sub t6, t4, t0
beq t6, zero, ver_get_trail_tile
sub t6, t5, t1
beq t6, zero, hor_get_trail_tile
# t0 = deltaX, t1 = deltaX', t2 = deltaY, t3 = deltaY'
sub t0, t2, t0
sub t6, t4, t2
sub t2, t3, t1
sub t3, t5, t3
mv t1, t6
li t4, -1
beq t0, t4, l_get_trail_tile
li t4, 1
beq t0, t4, r_get_trail_tile
beq t2, t4, d_get_trail_tile
beq t1, t4, ur_get_trail_tile
li a0, TRAIL_UL_TILE
ret
ur_get_trail_tile:
li a0, TRAIL_UR_TILE
ret
d_get_trail_tile:
beq t1, t4, dr_get_trail_tile
li a0, TRAIL_DL_TILE
ret
dr_get_trail_tile:
li a0, TRAIL_DR_TILE
ret
r_get_trail_tile:
beq t3, t4, rd_get_trail_tile
li a0, TRAIL_DL_TILE
ret
rd_get_trail_tile:
li a0, TRAIL_UL_TILE
ret
l_get_trail_tile:
beq t3, t4, lu_get_trail_tile
li a0, TRAIL_UR_TILE
ret
lu_get_trail_tile:
li a0, TRAIL_DR_TILE
ret
hor_get_trail_tile:
li a0, TRAIL_HORIZONTAL_TILE
ret
ver_get_trail_tile:
li a0, TRAIL_VERTICAL_TILE
ret
#######################################################
# Para o processo de criaçao do trail e deleta o trail.
# Retorna a ultima posicao salva pelo trail
#######################################################
STOP_TRAIL:
addi sp, sp, -4
sw ra, 0(sp)
jal GET_LAST_TRAIL_POS
la t0, MAKING_TRAIL
sb zero, 0(t0)
la t0, CURSOR_TRAIL
li t1, -1
sb t1, 0(t0)
lw ra, 0(sp)
addi sp, sp, 4
#####################################################
# Retorna a ultima posicao salva no trail
#####################################################
GET_LAST_TRAIL_POS:
la t0, CURSOR_TRAIL
li t1, -1
loop_get_last_trail_pos:
lb t2, 0(t0)
beq t1, t2, ret_last_trail_pos
addi t0, t0, 2
j loop_get_last_trail_pos
ret_last_trail_pos:
lb a0, -2(t0)
lb a1, -1(t0)
ret
#####################################################
# Movimenta o cursor no modo ataque com base
# na posição do SELECTED_PLAYER e da NEARBY_ENEMIES.
#####################################################
# a0 = keyCode
#####################################################
MOVE_CURSOR_ATTACK_MODE:
addi sp, sp, -4
sw ra, 0(sp)
# (t0, t1) = SELECTED_PLAYER->pos
la t1, SELECTED_PLAYER
lw t1, 0(t1)
lb t0, PLAYER_B_POS_X(t1)
lb t1, PLAYER_B_POS_Y(t1)
li t2, 'w'
beq a0, t2, w_move_cursor_attack_mode
li t2, 'a'
beq a0, t2, a_move_cursor_attack_mode
li t2, 's'
beq a0, t2, s_move_cursor_attack_mode
li t2, 'd'
beq a0, t2, d_move_cursor_attack_mode
j ret_move_cursor_attack_mode
w_move_cursor_attack_mode:
# if there is an enemy above the player move the cursor there.
la t2, NEARBY_ENEMIES
lb t2, CURSOR_ATTACK_UP(t2)
beq t2, zero, ret_move_cursor_attack_mode
# move cursor above the player
la t2, CURSOR_POS
addi t1, t1, -1
sb t0, 0(t2)
sb t1, 1(t2)
j ret_move_cursor_attack_mode
a_move_cursor_attack_mode:
# if there is an enemy to the left of the player move the cursor there.
la t2, NEARBY_ENEMIES
lb t2, CURSOR_ATTACK_LEFT(t2)
beq t2, zero, ret_move_cursor_attack_mode
# move cursor above the player
la t2, CURSOR_POS
addi t0, t0, -1
sb t0, 0(t2)
sb t1, 1(t2)
j ret_move_cursor_attack_mode
s_move_cursor_attack_mode:
# if there is an enemy above the player move the cursor there.
la t2, NEARBY_ENEMIES
lb t2, CURSOR_ATTACK_DOWN(t2)
beq t2, zero, ret_move_cursor_attack_mode
# move cursor above the player
la t2, CURSOR_POS
addi t1, t1, 1
sb t0, 0(t2)
sb t1, 1(t2)
j ret_move_cursor_attack_mode
d_move_cursor_attack_mode:
# if there is an enemy above the player move the cursor there.
la t2, NEARBY_ENEMIES
lb t2, CURSOR_ATTACK_RIGHT(t2)
beq t2, zero, ret_move_cursor_attack_mode
# move cursor above the player
la t2, CURSOR_POS
addi t0, t0, 1
sb t0, 0(t2)
sb t1, 1(t2)
j ret_move_cursor_attack_mode
ret_move_cursor_attack_mode:
lw ra, 0(sp)
addi sp, sp, 4
ret
|
nqd1/FPGRARS
| 7,458
|
samples/test/Mage-Embler/src/map.s
|
######################################################################
# Desenha o mapa no modo debug.
######################################################################
# a0 = endereco do mapa
######################################################################
DRAW_MAP_DEBUG:
addi sp, sp, -12
sw ra, 0(sp)
sw s0, 4(sp)
sw s1, 8(sp)
# s0 = map, s1 = i = 0
mv s0, a0
li s1, 0
loop_draw_map_debug:
li t0, TILES_PER_MAP
bge s1, t0, ret_draw_map_debug
# a0 = map[s1]
add a0, s0, s1
lb a0, 0(a0)
# a1 = x, a2 = y
li t0, MAP_WIDTH
rem a1, s1, t0
div a2, s1, t0
jal DRAW_BLOCK_DEBUG
addi s1, s1, 1
j loop_draw_map_debug
ret_draw_map_debug:
lw ra, 0(sp)
lw s0, 4(sp)
lw s1, 8(sp)
addi sp, sp, 12
ret
######################################################################
# Desenha uma bloco no mapa no modo debug.
######################################################################
# a0 = tipo do bloco (BLOCK_EMPTY, BLOCK_OBSTACLE, BLOCK_ALLY ou BLOCK_ENEMY)
# a1 = x
# a2 = y
######################################################################
DRAW_BLOCK_DEBUG:
addi sp, sp, -4
sw ra, 0(sp)
li t0, BLOCK_EMPTY
bne a0, t0, not_empty_draw_block_debug
la a0, tiles
li a3, DEBUG_TILE_EMPTY
jal RENDER_TILE
j ret_draw_block_debug
not_empty_draw_block_debug:
li t0, BLOCK_OBSTACLE
bne a0, t0, not_obstacle_draw_block_debug
la a0, tiles
li a3, DEBUG_TILE_OBSTACLE
jal RENDER_TILE
j ret_draw_block_debug
not_obstacle_draw_block_debug:
li t0, BLOCK_ALLY
bne a0, t0, not_ally_draw_block_debug
la a0, tiles
li a3, DEBUG_TILE_ALLY
jal RENDER_TILE
j ret_draw_block_debug
not_ally_draw_block_debug:
li t0, BLOCK_ENEMY
bne a0, t0, not_enemy_draw_block_debug
la a0, tiles
li a3, DEBUG_TILE_ENEMY
jal RENDER_TILE
j ret_draw_block_debug
not_enemy_draw_block_debug:
ret_draw_block_debug:
lw ra, 0(sp)
addi sp, sp, 4
ret
######################################################################
# Desenha os blocos atingíveis de acordo com WALKABLE_BLOCKS.
######################################################################
DRAW_WALKABLE_BLOCKS:
# TODO: improve this function to draw blue corners on the walkable blocks.
addi sp, sp, -8
sw ra, 0(sp)
sw s0, 4(sp)
# s0 = i = 0
li s0, 0
loop_draw_walkable_blocks:
li t0, TILES_PER_MAP
beq s0, t0, ret_draw_walkable_blocks
la t0, WALKABLE_BLOCKS
add t0, t0, s0
lb t0, 0(t0)
beq t0, zero, continue_loop_draw_walkable_blocks
# a0 = walkable tile
la a0, WALKABLE
li t0, MAP_WIDTH
# a1 = x * 16 + 6, a2 = y * 16 + 6
rem a1, s0, t0
div a2, s0, t0
slli a1, a1, 4
slli a2, a2, 4
addi a1, a1, 6
addi a2, a2, 6
# (a3, a4) = (width, height) = (4, 4)
li a3, 4
li a4, 4
# a5 = reverse = false
li a5, 0
jal RENDER
continue_loop_draw_walkable_blocks:
addi s0, s0, 1
j loop_draw_walkable_blocks
ret_draw_walkable_blocks:
lw ra, 0(sp)
lw s0, 4(sp)
addi sp, sp, 8
ret
######################################################################
# Atualiza a lista que contêm os blocos alcançáveis.
######################################################################
# a0 = startTile.x
# a1 = startTile.y
# a2 = map
######################################################################
UPDATE_WALKABLE_BLOCKS:
addi sp, sp, -4
sw ra, 0(sp)
# clear walkable blocks array
la t0, WALKABLE_BLOCKS
li t1, 0
loop_update_walkable_blocks:
li t2, TILES_PER_MAP
beq t1, t2, break_loop_update_walkable_blocks
add t2, t0, t1
sw zero, 0(t2)
addi t1, t1, 4
j loop_update_walkable_blocks
break_loop_update_walkable_blocks:
mv a3, a2
li a2, MOVE_RADIUS
jal FIND_WALKABLE_BLOCKS
lw ra, 0(sp)
addi sp, sp, 4
ret
######################################################################
# Preenche a lista de blocos andáveis com 1s de forma recursiva.
######################################################################
# a0 = startTile.x
# a1 = startTile.y
# a2 = totalDist
# a3 = map
######################################################################
FIND_WALKABLE_BLOCKS:
# t0 = map[pos]
li t0, MAP_WIDTH
mul t0, a1, t0
add t0, t0, a0
add t0, a3, t0
lb t2, 0(t0)
andi t2, t2, 0x7
li t1, BLOCK_OBSTACLE
beq t2, t1, ret_find_walkable_blocks
li t1, BLOCK_ALLY
beq t2, t1, ret_find_walkable_blocks
li t1, BLOCK_ENEMY
beq t2, t1, ret_find_walkable_blocks
beq a2, zero, base_case_0_find_walkable_blocks
# constrain a0 and a1
blt a0, zero, ret_find_walkable_blocks
blt a1, zero, ret_find_walkable_blocks
li t1, MAP_WIDTH
bge a0, t1, ret_find_walkable_blocks
li t1, MAP_HEIGHT
bge a1, t1, ret_find_walkable_blocks
sub t0, t0, a3
la t1, WALKABLE_BLOCKS
add t0, t0, t1
li t1, 1
sb t1, 0(t0)
addi a2, a2, -1
addi sp, sp, -4
sw ra, 0(sp)
addi a0, a0, 1
jal FIND_WALKABLE_BLOCKS
addi a0, a0, -2
jal FIND_WALKABLE_BLOCKS
addi a0, a0, 1
addi a1, a1, 1
jal FIND_WALKABLE_BLOCKS
addi a1, a1, -2
jal FIND_WALKABLE_BLOCKS
addi a1, a1, 1
addi a2, a2, 1
lw ra, 0(sp)
addi sp, sp, 4
ret
ret_find_walkable_blocks:
ret
base_case_0_find_walkable_blocks:
blt a0, zero, ret_find_walkable_blocks
blt a1, zero, ret_find_walkable_blocks
li t0, MAP_WIDTH
bge a0, t0, ret_find_walkable_blocks
li t0, MAP_HEIGHT
bge a1, t0, ret_find_walkable_blocks
li t0, MAP_WIDTH
mul t0, a1, t0
add t0, t0, a0
la t1, WALKABLE_BLOCKS
add t0, t0, t1
li t1, 1
sb t1, 0(t0)
ret
######################################################################
# Desenha uma bloco no mapa.
######################################################################
# a0 = lista com correspondencia entre os tipo do bloco e a tile
# a1 = tipo do bloco. Os 5 bits mais significativos escolhem a tile a
# ser renderizada e os outros 3 bits selecionam o comportamento logico
# dela, entao sao irrelevantes para essa funcao.
# a2 = x
# a3 = y
######################################################################
DRAW_BLOCK:
addi sp, sp, -4
sw ra, 0(sp)
# t0 = tile number
li t0, 0x0000001f
srli a1, a1, 3
and a1, a1, t0
add t0, a0, a1
lb t0, 0(t0)
la a0, tiles
mv a1, a2
mv a2, a3
mv a3, t0
jal RENDER_TILE
lw ra, 0(sp)
addi sp, sp, 4
ret
######################################################################
# Desenha o mapa.
######################################################################
DRAW_MAP:
addi sp, sp, -16
sw ra, 0(sp)
sw s0, 4(sp)
sw s1, 8(sp)
sw s2, 12(sp)
# a0 = CURRENT_MAP
la a0, CURRENT_MAP
lw a0, 0(a0)
# set a1 to correct correspondence array
la t0, MAP_NUM
lb t0, 0(t0)
beq t0, zero, arr0_draw_map
li t1, 1
beq t0, t1, arr1_draw_map
li t1, 2
beq t0, t1, arr2_draw_map
li t1, 3
beq t0, t1, arr3_draw_map
li t1, 4
beq t0, t1, arr4_draw_map
setup_loop_draw_map:
# s0 = map, s1 = i = 0, s2 = correspondence list
mv s0, a0
li s1, 0
mv s2, a1
loop_draw_map:
li t0, TILES_PER_MAP
bge s1, t0, ret_draw_map
# a1 = map[s1]
add a1, s0, s1
lb a1, 0(a1)
# a2 = x, a3 = y
li t0, MAP_WIDTH
rem a2, s1, t0
div a3, s1, t0
# a0 = map
mv a0, s2
jal DRAW_BLOCK
addi s1, s1, 1
j loop_draw_map
ret_draw_map:
lw ra, 0(sp)
lw s0, 4(sp)
lw s1, 8(sp)
lw s2, 12(sp)
addi sp, sp, 16
ret
arr0_draw_map:
la a1, CORRESPONDENCE_ARR_MAP0
j setup_loop_draw_map
arr1_draw_map:
la a1, CORRESPONDENCE_ARR_MAP1
j setup_loop_draw_map
arr2_draw_map:
la a1, CORRESPONDENCE_ARR_MAP2
j setup_loop_draw_map
arr3_draw_map:
la a1, CORRESPONDENCE_ARR_MAP3
j setup_loop_draw_map
arr4_draw_map:
la a1, CORRESPONDENCE_ARR_MAP4
j setup_loop_draw_map
|
nqd1/FPGRARS
| 4,003
|
samples/test/Mage-Embler/src/menu.s
|
#########################################################
# Cria um menu a partir de opcoes dadas por strings #
# retornando a posicao selecionada 0 index #
#########################################################
# a0 = quantidade de opcoes #
# a1 = endereco das strings #
# a2 = cor das strings #
# a3 = tamanho x do menu #
# a4 = tamanho y do menu #
# a5 = cor do menu #
# a6 = x do menu #
# a7 = y do menu #
# s8 = opcao selecionada do menu #
#########################################################
DRAW_MENU:
addi sp, sp, -36
sw ra, 0(sp)
sw s0, 4(sp) # a0
sw s1, 8(sp) # a1
sw s2, 12(sp) # a2
sw s3, 16(sp) # a3
sw s4, 20(sp) # starting y
sw s5, 24(sp) # counter
sw s6, 28(sp) # starting x
sw s8, 32(sp) # selected option
mv s0, a0
mv s1, a1
mv s2, a2
mv s3, a3
# Calculating starting y
slli s4, a0, 3
sub s4, a4, s4
srai s4, s4, 1
# Drawing retangule
mv a1, a6
mv a2, a7
mv s6, a1
add s4, s4, a2
mv a0, a5
jal DRAW_FILL_RETANGULE
# Drawing board lines
mv a1, a6
mv a2, a7
li a0, 0x0FF
jal DRAW_RETANGULE
li s5, 0 # counter
drawstring_DRAW_MENU:
bge s5, s0, end_DRAW_MENU
# Getting string
slli t1, s5, 2
add t1, s1, t1 # t1 = s1 + 4 * t0
lw a0, 0(t1)
# Caluculating string position on menu
jal GET_STRING_SIZE # a1 = string size
slli a1, a1, 3
sub a1, s3, a1
srai a1, a1, 1 # a1 = (size_x - string_size) / 2
add a1, a1, s6
mv a2, s4
mv a3, s2
bne s5, s8, not_selected_DRAW_MENU
# Code to do with a selected option inverting colors right now
li t0, 0x000000FF
li t2, 0x0000FF00
and t0, a3, t0 # last byte
and t2, a3, t2 # second last byte
slli t0, t0, 8 # um byte para a esquerda
srli t2, t2, 8 # um byte para a direita
add a3, t0, t2 # Adding together
not_selected_DRAW_MENU:
jal PRINT_STRING
addi s5, s5, 1
addi s4, s4, 8
j drawstring_DRAW_MENU
end_DRAW_MENU:
lw ra, 0(sp)
lw s0, 4(sp) # a0
lw s1, 8(sp) # a1
lw s2, 12(sp) # a2
lw s3, 16(sp) # a3
lw s4, 20(sp) # starting y
lw s5, 24(sp) # counter
lw s6, 28(sp) # starting x
sw s8, 32(sp) # selected option
addi sp, sp, 36
ret
#########################################################
# Systema de input do menu #
# O sistema é nao blocking e altera a opcao #
# atualmente selecionada na memoria #
# Possui um estado de menu ou nao coloca o estado em 0 #
# Apos o player selecionar uma opcao #
#########################################################
# a0 = quantidade de opcoes #
# a1 = label de que segura opcao do menu #
# a2 = label de que segura quando o player fez uma acao #
#########################################################
INPUT_MENU:
li t1,0xFF200000 # carrega o endereco de controle do KDMMIO
lw t0,0(t1) # Le bit de Controle Teclado
andi t0,t0,0x0001 # mascara o bit menos significativo
beq t0,zero, fim_input_menu # Se nenhuma tecla pressionada, vá para FIM
lw t2, 4(t1) # t2 = valor da tecla teclada
li t0, 's'
beq t2, t0, inc_input_menu
li t0, 'w'
beq t2, t0, dec_input_menu
li t0, '\n'
beq t2, t0, selected_input_menu
j fim_input_menu
inc_input_menu:
lb t0, 0(a1)
addi t0, t0, 1
blt t0, a0, safe_inc_input_menu
li t0, 0
safe_inc_input_menu:
sb t0, 0(a1)
j fim_input_menu
dec_input_menu:
lb t0, 0(a1)
addi t0, t0, -1
bge t0, zero, safe_dec_input_menu
addi t0, a0, -1
safe_dec_input_menu:
sb t0, 0(a1)
j fim_input_menu
selected_input_menu:
li t0, 1
sb t0, 0(a2)
j fim_input_menu
fim_input_menu:
ret
|
nqd1/FPGRARS
| 1,348
|
samples/test/Mage-Embler/src/macros.s
|
########## Put the buffer to draw on register #########
.macro GET_BUFFER_TO_DRAW(%reg)
addi sp, sp, -4
sw s11, 0(sp)
la %reg, FRAME_TO_DRAW
lb %reg, 0(%reg)
slli %reg, %reg, 20
li s11, BUFFER_ADRESS
add %reg, s11, %reg
lw s11, 0(sp)
addi sp, sp, 4
.end_macro
######### Verifica se eh a DE1-SoC ###############
.macro DE1(%reg,%salto)
li %reg, 0x10008000 # carrega tp
bne gp, %reg, %salto # Na DE1 gp = 0 ! Não tem segmento .extern
.end_macro
######### Initialize a Player and increment N_PLAYERS (altera registradores t) ###############
.macro INIT_PLAYER(%nome, %posX, %posY, %tipo, %vidaTotal, %vidaAtual, %damage, %hit, %crit)
# t0 = PLAYERS[N_PLAYERS]
la t0, PLAYERS
la t1, N_PLAYERS
lb t1, 0(t1)
li t2, PLAYER_BYTE_SIZE
mul t1, t1, t2
add t0, t0, t1
# initialize
sw %nome, PLAYER_W_NOME(t0)
li t1, %posX
sb t1, PLAYER_B_POS_X(t0)
li t1, %posY
sb t1, PLAYER_B_POS_Y(t0)
li t1, %tipo
sb t1, PLAYER_B_TIPO(t0)
li t1, %vidaTotal
sb t1, PLAYER_B_VIDA_TOTAL(t0)
li t1, %vidaAtual
sb t1, PLAYER_B_VIDA_ATUAL(t0)
li t1, %damage
sb t1, PLAYER_B_DAMAGE(t0)
li t1, %hit
sb t1, PLAYER_B_HIT(t0)
li t1, %crit
sb t1, PLAYER_B_CRIT(t0)
li t1, 0
sb t1, PLAYER_B_MOVED(t0)
li t1, 0
sb t1, PLAYER_B_SPECIAL_TERRAIN(t0)
# increment N_PLAYERS
la t0, N_PLAYERS
lb t1, 0(t0)
addi t1, t1, 1
sb t1, 0(t0)
.end_macro
|
nqd1/FPGRARS
| 1,813
|
samples/test/Mage-Embler/src/game_audio.s
|
######################################################################
# Roda a lógica de audio do jogo baseado no
######################################################################
RUN_GAME_AUDIO:
addi sp, sp, -4
sw ra, 0(sp)
la t0, AUDIO_STATE
lb t0, 0(t0)
li t1, AUDIO_STATE_NOTHING
beq t0, t1, nothing_run_game_audio
li t1, AUDIO_STATE_START_MENU
beq t0, t1, start_menu_run_game_audio
li t1, AUDIO_STATE_WIN_MENU
beq t0, t1, win_menu_run_game_audio
li t1, AUDIO_STATE_MAP
beq t0, t1, map_run_game_audio
li t1, AUDIO_STATE_COMBAT
beq t0, t1, combat_run_game_audio
li t1, AUDIO_STATE_MOVE_CURSOR
beq t0, t1, move_cursor_run_game_audio
li t1, AUDIO_STATE_COMBAT_SUBLIFE
beq t0, t1, combat_sublife_run_game_audio
ret_run_game_audio:
lw ra, 0(sp)
addi sp, sp, 4
ret
nothing_run_game_audio:
j ret_run_game_audio
start_menu_run_game_audio:
la a0, START_MENU_SONG
li a1, START_MENU_INSTRUMENT
li a2, SONG_VOLUME
jal playAudio
j ret_run_game_audio
win_menu_run_game_audio:
la a0, WIN_MENU_SONG
li a1, WIN_MENU_INSTRUMENT
li a2, SONG_VOLUME
jal playAudio
j ret_run_game_audio
map_run_game_audio:
la a0, MAP_SONG
li a1, WIN_MENU_INSTRUMENT
li a2, SONG_VOLUME
jal playAudio
j ret_run_game_audio
combat_run_game_audio:
la a0, COMBAT_SONG
li a1, WIN_MENU_INSTRUMENT
li a2, SONG_VOLUME
jal playAudio
j ret_run_game_audio
move_cursor_run_game_audio:
li a0, 25
li a1, 100
li a2, 0
li a3, EFFECT_VOLUME
jal MIDI_OUT
# *AUDIO_STATE = AUDIO_STATE_MAP
la t0, AUDIO_STATE
li t1, AUDIO_STATE_MAP
sb t1, 0(t0)
j ret_run_game_audio
combat_sublife_run_game_audio:
li a0, 25
li a1, 100
li a2, 15
li a3, EFFECT_VOLUME
jal MIDI_OUT
# *AUDIO_STATE = AUDIO_STATE_COMBAT
la t0, AUDIO_STATE
li t1, AUDIO_STATE_COMBAT
sb t1, 0(t0)
j ret_run_game_audio
|
nuew/varian620i
| 2,174
|
sqrt/sr.S
|
*
* This is in the public domain in the United States, as it is a work
* of the U.S. Government made by an employee in the course of their
* official duties per 17 USC 105.
*
* SUBROUTINE SR COMPUTES THE SQUARE ROOT OF THE INPUT A REGISTER.
* CERTAIN STRINGENT LIMITS ARE PLACED ON THE INPUT. IT MUST ALWAYS BE
* A WHOLE INTEGER, ALWAYS POSITIVE, ALWAYS GREATER THAN ZERO BUT LESS
* THAN 32,767 AND ALWAYS SCALED 2**15 (OFB). THE NEAREST WHOLE SQUARE
* ROOT IS RETURNED IN THE A REGISTER AND THE X AND B REGISTERS ARE RE-
* STORED TO THEIR INPUT VALUES. FOR EXAMPLE, AN INPUT OF 30 (BASE 10)
* WILL YIELD A SQUARE ROOT OF 5, WHEREAS AN INPUT OF 31 WILL YIELD A
* SQUARE ROOT OF 6
*
ORG 02634 GUARANTEED LOCATION FOR USE BY AV
SR ENTR
STB SR4+3 SAVE REGISTERS
STA SR4+4
STA SR4 A
STA SR4+1 1ST XI
STA SR4+2 1ST XI
ASRA 1 NUMBER OF PASSES
TAX
SR1 TZA
LDB SR4 A
DIV SR4+1 A/XI
TBA
ADD SR4+1 XI + A/XI
ASRA 1 1/2*(XI + A/XI)= NEW XI
STA SR4+1 NEW XI
SUB SR4+2 MINUS OLD XI
JAP *+9 IF NEW XI GREQ OLD XI QUIT
LDA SR4+1 NEW XI
STA SR4+2 TO OLD XI FOR NEW PASS
JXZ *+5 IF NUMBER OF PASSES EQ 1/2 A, QUIT
DXR
JMP SR1 DO NEXT PASS
LDB SR4+1
TZA
MUL SR4+1 XI**2
STB SR4+2
LDA SR4 A
SUB SR4+2 A-(XI**2)
JAZ *+9 IF XI**2 IS EQUAL OR LARGER, OK
JAN *+7
STA SR4+2 IF NOT, SAVE DIFFERENCE
LDA SR4+1 CHECK AGAINST XI
SUB SR4+2
JAN SR4-3 XI IS LARGER SO ROUND UP XI
LDA SR4+1 XI IS SMALLER OR EQUAL SO OK
LDB SR4+3 RESTORE REGISTERS
LDX SR4+4
JMP SR EQRESS
INR SR4+1 ROUND UP XI
JMP *-6 RESTORE REGISTERS
SR4 CATA 0,0,0,0,0
|
oizys7/rCore_leaning
| 1,053
|
os/src/link_app.S
|
.align 3
.section .data
.global _num_app
_num_app:
.quad 5
.quad app_0_start
.quad app_1_start
.quad app_2_start
.quad app_3_start
.quad app_4_start
.quad app_4_end
.section .data
.global app_0_start
.global app_0_end
app_0_start:
.incbin "../user/target/riscv64gc-unknown-none-elf/release/00hello_world.bin"
app_0_end:
.section .data
.global app_1_start
.global app_1_end
app_1_start:
.incbin "../user/target/riscv64gc-unknown-none-elf/release/01store_fault.bin"
app_1_end:
.section .data
.global app_2_start
.global app_2_end
app_2_start:
.incbin "../user/target/riscv64gc-unknown-none-elf/release/02power.bin"
app_2_end:
.section .data
.global app_3_start
.global app_3_end
app_3_start:
.incbin "../user/target/riscv64gc-unknown-none-elf/release/03priv_inst.bin"
app_3_end:
.section .data
.global app_4_start
.global app_4_end
app_4_start:
.incbin "../user/target/riscv64gc-unknown-none-elf/release/04priv_csr.bin"
app_4_end:
|
oizys7/rCore_leaning
| 1,620
|
os/src/trap/trap.S
|
.altmacro
.macro SAVE_GP n
sd x\n, \n*8(sp)
.endm
.macro LOAD_GP n
ld x\n, \n*8(sp)
.endm
.section .text
.globl __alltraps
.globl __restore
.align 2
# 实现 Trap 上下文保存
__alltraps:
csrrw sp, sscratch, sp
# now sp->kernel stack, sscratch->user stack
# allocate a TrapContext on kernel stack
addi sp, sp, -34*8
# save general-purpose registers
sd x1, 1*8(sp)
# skip sp(x2), we will save it later
sd x3, 3*8(sp)
# skip tp(x4), application does not use it
# save x5~x31
.set n, 5
.rept 27
SAVE_GP %n
.set n, n+1
.endr
# we can use t0/t1/t2 freely, because they were saved on kernel stack
csrr t0, sstatus
csrr t1, sepc
sd t0, 32*8(sp)
sd t1, 33*8(sp)
# read user stack from sscratch and save it on the kernel stack
csrr t2, sscratch
sd t2, 2*8(sp)
# set input argument of trap_handler(cx: &mut TrapContext)
mv a0, sp
call trap_handler
# 实现 Trap 上下文恢复
__restore:
# case1: start running app by __restore
# case2: back to U after handling trap
mv sp, a0
# now sp->kernel stack(after allocated), sscratch->user stack
# restore sstatus/sepc
ld t0, 32*8(sp)
ld t1, 33*8(sp)
ld t2, 2*8(sp)
csrw sstatus, t0
csrw sepc, t1
csrw sscratch, t2
# restore general-purpuse registers except sp/tp
ld x1, 1*8(sp)
ld x3, 3*8(sp)
.set n, 5
.rept 27
LOAD_GP %n
.set n, n+1
.endr
# release TrapContext on kernel stack
addi sp, sp, 34*8
# now sp->kernel stack, sscratch->user stack
csrrw sp, sscratch, sp
sret
|
Okm165/sp1-poseidon2
| 8,450
|
crates/zkvm/entrypoint/src/memset.s
|
// This is musl-libc memset commit 37e18b7bf307fa4a8c745feebfcba54a0ba74f30:
//
// src/string/memset.c
//
// This was compiled into assembly with:
//
// clang-14 -target riscv32 -march=rv32im -O3 -S memset.c -nostdlib -fno-builtin -funroll-loops
//
// and labels manually updated to not conflict.
//
// musl as a whole is licensed under the following standard MIT license:
//
// ----------------------------------------------------------------------
// Copyright © 2005-2020 Rich Felker, et al.
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// ----------------------------------------------------------------------
//
// Authors/contributors include:
//
// A. Wilcox
// Ada Worcester
// Alex Dowad
// Alex Suykov
// Alexander Monakov
// Andre McCurdy
// Andrew Kelley
// Anthony G. Basile
// Aric Belsito
// Arvid Picciani
// Bartosz Brachaczek
// Benjamin Peterson
// Bobby Bingham
// Boris Brezillon
// Brent Cook
// Chris Spiegel
// Clément Vasseur
// Daniel Micay
// Daniel Sabogal
// Daurnimator
// David Carlier
// David Edelsohn
// Denys Vlasenko
// Dmitry Ivanov
// Dmitry V. Levin
// Drew DeVault
// Emil Renner Berthing
// Fangrui Song
// Felix Fietkau
// Felix Janda
// Gianluca Anzolin
// Hauke Mehrtens
// He X
// Hiltjo Posthuma
// Isaac Dunham
// Jaydeep Patil
// Jens Gustedt
// Jeremy Huntwork
// Jo-Philipp Wich
// Joakim Sindholt
// John Spencer
// Julien Ramseier
// Justin Cormack
// Kaarle Ritvanen
// Khem Raj
// Kylie McClain
// Leah Neukirchen
// Luca Barbato
// Luka Perkov
// M Farkas-Dyck (Strake)
// Mahesh Bodapati
// Markus Wichmann
// Masanori Ogino
// Michael Clark
// Michael Forney
// Mikhail Kremnyov
// Natanael Copa
// Nicholas J. Kain
// orc
// Pascal Cuoq
// Patrick Oppenlander
// Petr Hosek
// Petr Skocik
// Pierre Carrier
// Reini Urban
// Rich Felker
// Richard Pennington
// Ryan Fairfax
// Samuel Holland
// Segev Finer
// Shiz
// sin
// Solar Designer
// Stefan Kristiansson
// Stefan O'Rear
// Szabolcs Nagy
// Timo Teräs
// Trutz Behn
// Valentin Ochs
// Will Dietz
// William Haddon
// William Pitcock
//
// Portions of this software are derived from third-party works licensed
// under terms compatible with the above MIT license:
//
// The TRE regular expression implementation (src/regex/reg* and
// src/regex/tre*) is Copyright © 2001-2008 Ville Laurikari and licensed
// under a 2-clause BSD license (license text in the source files). The
// included version has been heavily modified by Rich Felker in 2012, in
// the interests of size, simplicity, and namespace cleanliness.
//
// Much of the math library code (src/math/* and src/complex/*) is
// Copyright © 1993,2004 Sun Microsystems or
// Copyright © 2003-2011 David Schultz or
// Copyright © 2003-2009 Steven G. Kargl or
// Copyright © 2003-2009 Bruce D. Evans or
// Copyright © 2008 Stephen L. Moshier or
// Copyright © 2017-2018 Arm Limited
// and labelled as such in comments in the individual source files. All
// have been licensed under extremely permissive terms.
//
// The ARM memcpy code (src/string/arm/memcpy.S) is Copyright © 2008
// The Android Open Source Project and is licensed under a two-clause BSD
// license. It was taken from Bionic libc, used on Android.
//
// The AArch64 memcpy and memset code (src/string/aarch64/*) are
// Copyright © 1999-2019, Arm Limited.
//
// The implementation of DES for crypt (src/crypt/crypt_des.c) is
// Copyright © 1994 David Burren. It is licensed under a BSD license.
//
// The implementation of blowfish crypt (src/crypt/crypt_blowfish.c) was
// originally written by Solar Designer and placed into the public
// domain. The code also comes with a fallback permissive license for use
// in jurisdictions that may not recognize the public domain.
//
// The smoothsort implementation (src/stdlib/qsort.c) is Copyright © 2011
// Valentin Ochs and is licensed under an MIT-style license.
//
// The x86_64 port was written by Nicholas J. Kain and is licensed under
// the standard MIT terms.
//
// The mips and microblaze ports were originally written by Richard
// Pennington for use in the ellcc project. The original code was adapted
// by Rich Felker for build system and code conventions during upstream
// integration. It is licensed under the standard MIT terms.
//
// The mips64 port was contributed by Imagination Technologies and is
// licensed under the standard MIT terms.
//
// The powerpc port was also originally written by Richard Pennington,
// and later supplemented and integrated by John Spencer. It is licensed
// under the standard MIT terms.
//
// All other files which have no copyright comments are original works
// produced specifically for use as part of this library, written either
// by Rich Felker, the main author of the library, or by one or more
// contributors listed above. Details on authorship of individual files
// can be found in the git version control history of the project. The
// omission of copyright and license comments in each file is in the
// interest of source tree size.
//
// In addition, permission is hereby granted for all public header files
// (include/* and arch/* /bits/* ) and crt files intended to be linked into
// applications (crt/*, ldso/dlstart.c, and arch/* /crt_arch.h) to omit
// the copyright notice and permission notice otherwise required by the
// license, and to use these files without any requirement of
// attribution. These files include substantial contributions from:
//
// Bobby Bingham
// John Spencer
// Nicholas J. Kain
// Rich Felker
// Richard Pennington
// Stefan Kristiansson
// Szabolcs Nagy
//
// all of whom have explicitly granted such permission.
//
// This file previously contained text expressing a belief that most of
// the files covered by the above exception were sufficiently trivial not
// to be subject to copyright, resulting in confusion over whether it
// negated the permissions granted in the license. In the spirit of
// permissive licensing, and of not having licensing issues being an
// obstacle to adoption, that text has been removed.
.text
.attribute 4, 16
.attribute 5, "rv32im"
.file "musl_memset.c"
.globl memset
.p2align 2
.type memset,@function
memset:
beqz a2, .LBB0_9memset
sb a1, 0(a0)
add a3, a2, a0
li a4, 3
sb a1, -1(a3)
bltu a2, a4, .LBB0_9memset
sb a1, 1(a0)
sb a1, 2(a0)
sb a1, -2(a3)
li a4, 7
sb a1, -3(a3)
bltu a2, a4, .LBB0_9memset
sb a1, 3(a0)
li a5, 9
sb a1, -4(a3)
bltu a2, a5, .LBB0_9memset
neg a3, a0
andi a4, a3, 3
add a3, a0, a4
sub a2, a2, a4
andi a2, a2, -4
andi a1, a1, 255
lui a4, 4112
addi a4, a4, 257
mul a1, a1, a4
sw a1, 0(a3)
add a4, a3, a2
sw a1, -4(a4)
bltu a2, a5, .LBB0_9memset
sw a1, 4(a3)
sw a1, 8(a3)
sw a1, -12(a4)
li a5, 25
sw a1, -8(a4)
bltu a2, a5, .LBB0_9memset
sw a1, 12(a3)
sw a1, 16(a3)
sw a1, 20(a3)
sw a1, 24(a3)
sw a1, -28(a4)
sw a1, -24(a4)
sw a1, -20(a4)
andi a5, a3, 4
ori a5, a5, 24
sub a2, a2, a5
li a6, 32
sw a1, -16(a4)
bltu a2, a6, .LBB0_9memset
add a3, a3, a5
li a4, 31
.LBB0_8memset:
sw a1, 0(a3)
sw a1, 4(a3)
sw a1, 8(a3)
sw a1, 12(a3)
sw a1, 16(a3)
sw a1, 20(a3)
sw a1, 24(a3)
sw a1, 28(a3)
addi a2, a2, -32
addi a3, a3, 32
bltu a4, a2, .LBB0_8memset
.LBB0_9memset:
ret
.Lfunc_end0memset:
.size memset, .Lfunc_end0memset-memset
.ident "Ubuntu clang version 14.0.6-++20220622053131+f28c006a5895-1~exp1~20220622173215.157"
.section ".note.GNU-stack","",@progbits
.addrsig
|
Okm165/sp1-poseidon2
| 11,855
|
crates/zkvm/entrypoint/src/memcpy.s
|
// This is musl-libc commit 37e18b7bf307fa4a8c745feebfcba54a0ba74f30:
//
// src/string/memcpy.c
//
// This was compiled into assembly with:
//
// clang-14 -target riscv32 -march=rv32im -O3 -S memcpy.c -nostdlib -fno-builtin -funroll-loops
//
// and labels manually updated to not conflict.
//
// musl as a whole is licensed under the following standard MIT license:
//
// ----------------------------------------------------------------------
// Copyright © 2005-2020 Rich Felker, et al.
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// ----------------------------------------------------------------------
//
// Authors/contributors include:
//
// A. Wilcox
// Ada Worcester
// Alex Dowad
// Alex Suykov
// Alexander Monakov
// Andre McCurdy
// Andrew Kelley
// Anthony G. Basile
// Aric Belsito
// Arvid Picciani
// Bartosz Brachaczek
// Benjamin Peterson
// Bobby Bingham
// Boris Brezillon
// Brent Cook
// Chris Spiegel
// Clément Vasseur
// Daniel Micay
// Daniel Sabogal
// Daurnimator
// David Carlier
// David Edelsohn
// Denys Vlasenko
// Dmitry Ivanov
// Dmitry V. Levin
// Drew DeVault
// Emil Renner Berthing
// Fangrui Song
// Felix Fietkau
// Felix Janda
// Gianluca Anzolin
// Hauke Mehrtens
// He X
// Hiltjo Posthuma
// Isaac Dunham
// Jaydeep Patil
// Jens Gustedt
// Jeremy Huntwork
// Jo-Philipp Wich
// Joakim Sindholt
// John Spencer
// Julien Ramseier
// Justin Cormack
// Kaarle Ritvanen
// Khem Raj
// Kylie McClain
// Leah Neukirchen
// Luca Barbato
// Luka Perkov
// M Farkas-Dyck (Strake)
// Mahesh Bodapati
// Markus Wichmann
// Masanori Ogino
// Michael Clark
// Michael Forney
// Mikhail Kremnyov
// Natanael Copa
// Nicholas J. Kain
// orc
// Pascal Cuoq
// Patrick Oppenlander
// Petr Hosek
// Petr Skocik
// Pierre Carrier
// Reini Urban
// Rich Felker
// Richard Pennington
// Ryan Fairfax
// Samuel Holland
// Segev Finer
// Shiz
// sin
// Solar Designer
// Stefan Kristiansson
// Stefan O'Rear
// Szabolcs Nagy
// Timo Teräs
// Trutz Behn
// Valentin Ochs
// Will Dietz
// William Haddon
// William Pitcock
//
// Portions of this software are derived from third-party works licensed
// under terms compatible with the above MIT license:
//
// The TRE regular expression implementation (src/regex/reg* and
// src/regex/tre*) is Copyright © 2001-2008 Ville Laurikari and licensed
// under a 2-clause BSD license (license text in the source files). The
// included version has been heavily modified by Rich Felker in 2012, in
// the interests of size, simplicity, and namespace cleanliness.
//
// Much of the math library code (src/math/* and src/complex/*) is
// Copyright © 1993,2004 Sun Microsystems or
// Copyright © 2003-2011 David Schultz or
// Copyright © 2003-2009 Steven G. Kargl or
// Copyright © 2003-2009 Bruce D. Evans or
// Copyright © 2008 Stephen L. Moshier or
// Copyright © 2017-2018 Arm Limited
// and labelled as such in comments in the individual source files. All
// have been licensed under extremely permissive terms.
//
// The ARM memcpy code (src/string/arm/memcpy.S) is Copyright © 2008
// The Android Open Source Project and is licensed under a two-clause BSD
// license. It was taken from Bionic libc, used on Android.
//
// The AArch64 memcpy and memset code (src/string/aarch64/*) are
// Copyright © 1999-2019, Arm Limited.
//
// The implementation of DES for crypt (src/crypt/crypt_des.c) is
// Copyright © 1994 David Burren. It is licensed under a BSD license.
//
// The implementation of blowfish crypt (src/crypt/crypt_blowfish.c) was
// originally written by Solar Designer and placed into the public
// domain. The code also comes with a fallback permissive license for use
// in jurisdictions that may not recognize the public domain.
//
// The smoothsort implementation (src/stdlib/qsort.c) is Copyright © 2011
// Valentin Ochs and is licensed under an MIT-style license.
//
// The x86_64 port was written by Nicholas J. Kain and is licensed under
// the standard MIT terms.
//
// The mips and microblaze ports were originally written by Richard
// Pennington for use in the ellcc project. The original code was adapted
// by Rich Felker for build system and code conventions during upstream
// integration. It is licensed under the standard MIT terms.
//
// The mips64 port was contributed by Imagination Technologies and is
// licensed under the standard MIT terms.
//
// The powerpc port was also originally written by Richard Pennington,
// and later supplemented and integrated by John Spencer. It is licensed
// under the standard MIT terms.
//
// All other files which have no copyright comments are original works
// produced specifically for use as part of this library, written either
// by Rich Felker, the main author of the library, or by one or more
// contributors listed above. Details on authorship of individual files
// can be found in the git version control history of the project. The
// omission of copyright and license comments in each file is in the
// interest of source tree size.
//
// In addition, permission is hereby granted for all public header files
// (include/* and arch/* /bits/* ) and crt files intended to be linked into
// applications (crt/*, ldso/dlstart.c, and arch/* /crt_arch.h) to omit
// the copyright notice and permission notice otherwise required by the
// license, and to use these files without any requirement of
// attribution. These files include substantial contributions from:
//
// Bobby Bingham
// John Spencer
// Nicholas J. Kain
// Rich Felker
// Richard Pennington
// Stefan Kristiansson
// Szabolcs Nagy
//
// all of whom have explicitly granted such permission.
//
// This file previously contained text expressing a belief that most of
// the files covered by the above exception were sufficiently trivial not
// to be subject to copyright, resulting in confusion over whether it
// negated the permissions granted in the license. In the spirit of
// permissive licensing, and of not having licensing issues being an
// obstacle to adoption, that text has been removed.
.text
.attribute 4, 16
.attribute 5, "rv32im"
.file "musl_memcpy.c"
.globl memcpy
.p2align 2
.type memcpy,@function
memcpy:
andi a3, a1, 3
seqz a3, a3
seqz a4, a2
or a3, a3, a4
bnez a3, .LBBmemcpy0_11
addi a5, a1, 1
mv a6, a0
.LBBmemcpy0_2:
lb a7, 0(a1)
addi a4, a1, 1
addi a3, a6, 1
sb a7, 0(a6)
addi a2, a2, -1
andi a1, a5, 3
snez a1, a1
snez a6, a2
and a7, a1, a6
addi a5, a5, 1
mv a1, a4
mv a6, a3
bnez a7, .LBBmemcpy0_2
andi a1, a3, 3
beqz a1, .LBBmemcpy0_12
.LBBmemcpy0_4:
li a5, 32
bltu a2, a5, .LBBmemcpy0_26
li a5, 3
beq a1, a5, .LBBmemcpy0_19
li a5, 2
beq a1, a5, .LBBmemcpy0_22
li a5, 1
bne a1, a5, .LBBmemcpy0_26
lw a5, 0(a4)
sb a5, 0(a3)
srli a1, a5, 8
sb a1, 1(a3)
srli a6, a5, 16
addi a1, a3, 3
sb a6, 2(a3)
addi a2, a2, -3
addi a3, a4, 16
li a4, 16
.LBBmemcpy0_9:
lw a6, -12(a3)
srli a5, a5, 24
slli a7, a6, 8
lw t0, -8(a3)
or a5, a7, a5
sw a5, 0(a1)
srli a5, a6, 24
slli a6, t0, 8
lw a7, -4(a3)
or a5, a6, a5
sw a5, 4(a1)
srli a6, t0, 24
slli t0, a7, 8
lw a5, 0(a3)
or a6, t0, a6
sw a6, 8(a1)
srli a6, a7, 24
slli a7, a5, 8
or a6, a7, a6
sw a6, 12(a1)
addi a1, a1, 16
addi a2, a2, -16
addi a3, a3, 16
bltu a4, a2, .LBBmemcpy0_9
addi a4, a3, -13
j .LBBmemcpy0_25
.LBBmemcpy0_11:
mv a3, a0
mv a4, a1
andi a1, a3, 3
bnez a1, .LBBmemcpy0_4
.LBBmemcpy0_12:
li a1, 16
bltu a2, a1, .LBBmemcpy0_15
li a1, 15
.LBBmemcpy0_14:
lw a5, 0(a4)
lw a6, 4(a4)
lw a7, 8(a4)
lw t0, 12(a4)
sw a5, 0(a3)
sw a6, 4(a3)
sw a7, 8(a3)
sw t0, 12(a3)
addi a4, a4, 16
addi a2, a2, -16
addi a3, a3, 16
bltu a1, a2, .LBBmemcpy0_14
.LBBmemcpy0_15:
andi a1, a2, 8
beqz a1, .LBBmemcpy0_17
lw a1, 0(a4)
lw a5, 4(a4)
sw a1, 0(a3)
sw a5, 4(a3)
addi a3, a3, 8
addi a4, a4, 8
.LBBmemcpy0_17:
andi a1, a2, 4
beqz a1, .LBBmemcpy0_30
lw a1, 0(a4)
sw a1, 0(a3)
addi a3, a3, 4
addi a4, a4, 4
j .LBBmemcpy0_30
.LBBmemcpy0_19:
lw a5, 0(a4)
addi a1, a3, 1
sb a5, 0(a3)
addi a2, a2, -1
addi a3, a4, 16
li a4, 18
.LBBmemcpy0_20:
lw a6, -12(a3)
srli a5, a5, 8
slli a7, a6, 24
lw t0, -8(a3)
or a5, a7, a5
sw a5, 0(a1)
srli a5, a6, 8
slli a6, t0, 24
lw a7, -4(a3)
or a5, a6, a5
sw a5, 4(a1)
srli a6, t0, 8
slli t0, a7, 24
lw a5, 0(a3)
or a6, t0, a6
sw a6, 8(a1)
srli a6, a7, 8
slli a7, a5, 24
or a6, a7, a6
sw a6, 12(a1)
addi a1, a1, 16
addi a2, a2, -16
addi a3, a3, 16
bltu a4, a2, .LBBmemcpy0_20
addi a4, a3, -15
j .LBBmemcpy0_25
.LBBmemcpy0_22:
lw a5, 0(a4)
sb a5, 0(a3)
srli a6, a5, 8
addi a1, a3, 2
sb a6, 1(a3)
addi a2, a2, -2
addi a3, a4, 16
li a4, 17
.LBBmemcpy0_23:
lw a6, -12(a3)
srli a5, a5, 16
slli a7, a6, 16
lw t0, -8(a3)
or a5, a7, a5
sw a5, 0(a1)
srli a5, a6, 16
slli a6, t0, 16
lw a7, -4(a3)
or a5, a6, a5
sw a5, 4(a1)
srli a6, t0, 16
slli t0, a7, 16
lw a5, 0(a3)
or a6, t0, a6
sw a6, 8(a1)
srli a6, a7, 16
slli a7, a5, 16
or a6, a7, a6
sw a6, 12(a1)
addi a1, a1, 16
addi a2, a2, -16
addi a3, a3, 16
bltu a4, a2, .LBBmemcpy0_23
addi a4, a3, -14
.LBBmemcpy0_25:
mv a3, a1
.LBBmemcpy0_26:
andi a1, a2, 16
bnez a1, .LBBmemcpy0_35
andi a1, a2, 8
bnez a1, .LBBmemcpy0_36
.LBBmemcpy0_28:
andi a1, a2, 4
beqz a1, .LBBmemcpy0_30
.LBBmemcpy0_29:
lb a1, 0(a4)
lb a5, 1(a4)
lb a6, 2(a4)
sb a1, 0(a3)
sb a5, 1(a3)
lb a1, 3(a4)
sb a6, 2(a3)
addi a4, a4, 4
addi a5, a3, 4
sb a1, 3(a3)
mv a3, a5
.LBBmemcpy0_30:
andi a1, a2, 2
bnez a1, .LBBmemcpy0_33
andi a1, a2, 1
bnez a1, .LBBmemcpy0_34
.LBBmemcpy0_32:
ret
.LBBmemcpy0_33:
lb a1, 0(a4)
lb a5, 1(a4)
sb a1, 0(a3)
addi a4, a4, 2
addi a1, a3, 2
sb a5, 1(a3)
mv a3, a1
andi a1, a2, 1
beqz a1, .LBBmemcpy0_32
.LBBmemcpy0_34:
lb a1, 0(a4)
sb a1, 0(a3)
ret
.LBBmemcpy0_35:
lb a1, 0(a4)
lb a5, 1(a4)
lb a6, 2(a4)
sb a1, 0(a3)
sb a5, 1(a3)
lb a1, 3(a4)
sb a6, 2(a3)
lb a5, 4(a4)
lb a6, 5(a4)
sb a1, 3(a3)
lb a1, 6(a4)
sb a5, 4(a3)
sb a6, 5(a3)
lb a5, 7(a4)
sb a1, 6(a3)
lb a1, 8(a4)
lb a6, 9(a4)
sb a5, 7(a3)
lb a5, 10(a4)
sb a1, 8(a3)
sb a6, 9(a3)
lb a1, 11(a4)
sb a5, 10(a3)
lb a5, 12(a4)
lb a6, 13(a4)
sb a1, 11(a3)
lb a1, 14(a4)
sb a5, 12(a3)
sb a6, 13(a3)
lb a5, 15(a4)
sb a1, 14(a3)
addi a4, a4, 16
addi a1, a3, 16
sb a5, 15(a3)
mv a3, a1
andi a1, a2, 8
beqz a1, .LBBmemcpy0_28
.LBBmemcpy0_36:
lb a1, 0(a4)
lb a5, 1(a4)
lb a6, 2(a4)
sb a1, 0(a3)
sb a5, 1(a3)
lb a1, 3(a4)
sb a6, 2(a3)
lb a5, 4(a4)
lb a6, 5(a4)
sb a1, 3(a3)
lb a1, 6(a4)
sb a5, 4(a3)
sb a6, 5(a3)
lb a5, 7(a4)
sb a1, 6(a3)
addi a4, a4, 8
addi a1, a3, 8
sb a5, 7(a3)
mv a3, a1
andi a1, a2, 4
bnez a1, .LBBmemcpy0_29
j .LBBmemcpy0_30
.Lfuncmemcpy_end0:
.size memcpy, .Lfuncmemcpy_end0-memcpy
.ident "Ubuntu clang version 14.0.6-++20220622053131+f28c006a5895-1~exp1~20220622173215.157"
.section ".note.GNU-stack","",@progbits
.addrsig
|
oknotokcomputer/roar
| 1,406
|
libcrosvm/kernel_loader/src/test_elf.S
|
# Copyright 2022 The ChromiumOS Authors
# Use of this source code is governed by a BSD-style license that can be
# found in the LICENSE file.
# Build instructions:
# x86_64-linux-gnu-as test_elf.S -o test_elf.o
# x86_64-linux-gnu-ld test_elf.o -o test_elf.bin -T test_elf.ld
.intel_syntax noprefix
.section .rodata
hello_world:
.string "Hello world!\n"
.set hello_size, .-hello_world
.text
.globl _start
_start:
lea rsi, [rip + hello_world] # rsi -> message string
mov rcx, hello_size # rcx = length of message
mov dx, 0x3F8 # dx = COM1 port
.print_loop:
# Wait for the transmit buffer to be empty by polling the line status.
add dx, 5 # dx = line status register
.wait_empty:
in al, dx # read line status
test al, 0x20 # check buffer empty flag
jz .wait_empty # keep waiting if flag is not set
.wait_done:
sub dx, 5 # dx = data register
# Load a byte of the message and send it to the serial port.
lodsb # load message byte from RSI to AL
out dx, al # send byte to serial port
dec rcx # rcx--
jnz .print_loop # repeat if rcx != 0
.done:
int3 # cause vcpu to exit
|
OmarBenGacem/osmium
| 1,671
|
kernel/boot.s
|
.option norvc
.section .reset.boot, "ax",@progbits
.global _start
.global abort
_start:
/* Set up stack pointer. */
lui sp, %hi(stack_end)
addi sp, sp, %lo(stack_end)
/* Now jump to the rust world; __start_rust. */
j __start_rust
.section .elfdata
.incbin "../misc/bin/nop"
.option norvc
.section .kernel_aligned, "ax",@progbits
.global kernel_pgdir_ptr
kernel_pgdir_ptr:
.skip 4096
.global temporary_pgdir_ptr
temporary_pgdir_ptr:
.skip 4096
# (for reserve region. use for page copy between two different memory space)
.global tmp_reserved_page
tmp_reserved_page:
.skip 4096
.global kernel_frames_ptr
kernel_frames_ptr:
.skip 2097152
.global stack_stop
stack_stop:
.skip 4096
stack:
.skip 4096000
stack_end:
.global interrupt_stack_stop
interrupt_stack_stop:
.skip 4096
interrupt_stack:
.skip 4096000
.global interrupt_stack_end
interrupt_stack_end:
# followings are not aligned data
.option norvc
.section .programs, "ax",@progbits
.global nop_start
nop_start:
.incbin "../misc/bin/nop"
.global nop_end
nop_end:
.global loop_start
loop_start:
.incbin "../misc/bin/loop"
.global loop_end
loop_end:
.global sh_start
sh_start:
.incbin "../misc/bin/sh"
.global sh_end
sh_end:
.global syscaller_start
syscaller_start:
.incbin "../misc/bin/syscaller"
.global syscaller_end
syscaller_end:
.global hello_start
hello_start:
.incbin "../misc/bin/hello"
.global hello_end
hello_end:
.global tic_start
tic_start:
.incbin "../misc/bin/tic"
.global tic_end
tic_end:
.global catch_ball_start
catch_ball_start:
.incbin "../misc/bin/catch_ball"
.global catch_ball_end
catch_ball_end:
|
Omerhrr/Tswapper
| 71,202
|
.cargo/registry/src/index.crates.io-6f17d22bba15001f/blake3-1.5.1/c/blake3_sse2_x86-64_windows_gnu.S
|
.intel_syntax noprefix
.global blake3_hash_many_sse2
.global _blake3_hash_many_sse2
.global blake3_compress_in_place_sse2
.global _blake3_compress_in_place_sse2
.global blake3_compress_xof_sse2
.global _blake3_compress_xof_sse2
.section .text
.p2align 6
_blake3_hash_many_sse2:
blake3_hash_many_sse2:
push r15
push r14
push r13
push r12
push rsi
push rdi
push rbx
push rbp
mov rbp, rsp
sub rsp, 528
and rsp, 0xFFFFFFFFFFFFFFC0
movdqa xmmword ptr [rsp+0x170], xmm6
movdqa xmmword ptr [rsp+0x180], xmm7
movdqa xmmword ptr [rsp+0x190], xmm8
movdqa xmmword ptr [rsp+0x1A0], xmm9
movdqa xmmword ptr [rsp+0x1B0], xmm10
movdqa xmmword ptr [rsp+0x1C0], xmm11
movdqa xmmword ptr [rsp+0x1D0], xmm12
movdqa xmmword ptr [rsp+0x1E0], xmm13
movdqa xmmword ptr [rsp+0x1F0], xmm14
movdqa xmmword ptr [rsp+0x200], xmm15
mov rdi, rcx
mov rsi, rdx
mov rdx, r8
mov rcx, r9
mov r8, qword ptr [rbp+0x68]
movzx r9, byte ptr [rbp+0x70]
neg r9d
movd xmm0, r9d
pshufd xmm0, xmm0, 0x00
movdqa xmmword ptr [rsp+0x130], xmm0
movdqa xmm1, xmm0
pand xmm1, xmmword ptr [ADD0+rip]
pand xmm0, xmmword ptr [ADD1+rip]
movdqa xmmword ptr [rsp+0x150], xmm0
movd xmm0, r8d
pshufd xmm0, xmm0, 0x00
paddd xmm0, xmm1
movdqa xmmword ptr [rsp+0x110], xmm0
pxor xmm0, xmmword ptr [CMP_MSB_MASK+rip]
pxor xmm1, xmmword ptr [CMP_MSB_MASK+rip]
pcmpgtd xmm1, xmm0
shr r8, 32
movd xmm2, r8d
pshufd xmm2, xmm2, 0x00
psubd xmm2, xmm1
movdqa xmmword ptr [rsp+0x120], xmm2
mov rbx, qword ptr [rbp+0x90]
mov r15, rdx
shl r15, 6
movzx r13d, byte ptr [rbp+0x78]
movzx r12d, byte ptr [rbp+0x88]
cmp rsi, 4
jc 3f
2:
movdqu xmm3, xmmword ptr [rcx]
pshufd xmm0, xmm3, 0x00
pshufd xmm1, xmm3, 0x55
pshufd xmm2, xmm3, 0xAA
pshufd xmm3, xmm3, 0xFF
movdqu xmm7, xmmword ptr [rcx+0x10]
pshufd xmm4, xmm7, 0x00
pshufd xmm5, xmm7, 0x55
pshufd xmm6, xmm7, 0xAA
pshufd xmm7, xmm7, 0xFF
mov r8, qword ptr [rdi]
mov r9, qword ptr [rdi+0x8]
mov r10, qword ptr [rdi+0x10]
mov r11, qword ptr [rdi+0x18]
movzx eax, byte ptr [rbp+0x80]
or eax, r13d
xor edx, edx
9:
mov r14d, eax
or eax, r12d
add rdx, 64
cmp rdx, r15
cmovne eax, r14d
movdqu xmm8, xmmword ptr [r8+rdx-0x40]
movdqu xmm9, xmmword ptr [r9+rdx-0x40]
movdqu xmm10, xmmword ptr [r10+rdx-0x40]
movdqu xmm11, xmmword ptr [r11+rdx-0x40]
movdqa xmm12, xmm8
punpckldq xmm8, xmm9
punpckhdq xmm12, xmm9
movdqa xmm14, xmm10
punpckldq xmm10, xmm11
punpckhdq xmm14, xmm11
movdqa xmm9, xmm8
punpcklqdq xmm8, xmm10
punpckhqdq xmm9, xmm10
movdqa xmm13, xmm12
punpcklqdq xmm12, xmm14
punpckhqdq xmm13, xmm14
movdqa xmmword ptr [rsp], xmm8
movdqa xmmword ptr [rsp+0x10], xmm9
movdqa xmmword ptr [rsp+0x20], xmm12
movdqa xmmword ptr [rsp+0x30], xmm13
movdqu xmm8, xmmword ptr [r8+rdx-0x30]
movdqu xmm9, xmmword ptr [r9+rdx-0x30]
movdqu xmm10, xmmword ptr [r10+rdx-0x30]
movdqu xmm11, xmmword ptr [r11+rdx-0x30]
movdqa xmm12, xmm8
punpckldq xmm8, xmm9
punpckhdq xmm12, xmm9
movdqa xmm14, xmm10
punpckldq xmm10, xmm11
punpckhdq xmm14, xmm11
movdqa xmm9, xmm8
punpcklqdq xmm8, xmm10
punpckhqdq xmm9, xmm10
movdqa xmm13, xmm12
punpcklqdq xmm12, xmm14
punpckhqdq xmm13, xmm14
movdqa xmmword ptr [rsp+0x40], xmm8
movdqa xmmword ptr [rsp+0x50], xmm9
movdqa xmmword ptr [rsp+0x60], xmm12
movdqa xmmword ptr [rsp+0x70], xmm13
movdqu xmm8, xmmword ptr [r8+rdx-0x20]
movdqu xmm9, xmmword ptr [r9+rdx-0x20]
movdqu xmm10, xmmword ptr [r10+rdx-0x20]
movdqu xmm11, xmmword ptr [r11+rdx-0x20]
movdqa xmm12, xmm8
punpckldq xmm8, xmm9
punpckhdq xmm12, xmm9
movdqa xmm14, xmm10
punpckldq xmm10, xmm11
punpckhdq xmm14, xmm11
movdqa xmm9, xmm8
punpcklqdq xmm8, xmm10
punpckhqdq xmm9, xmm10
movdqa xmm13, xmm12
punpcklqdq xmm12, xmm14
punpckhqdq xmm13, xmm14
movdqa xmmword ptr [rsp+0x80], xmm8
movdqa xmmword ptr [rsp+0x90], xmm9
movdqa xmmword ptr [rsp+0xA0], xmm12
movdqa xmmword ptr [rsp+0xB0], xmm13
movdqu xmm8, xmmword ptr [r8+rdx-0x10]
movdqu xmm9, xmmword ptr [r9+rdx-0x10]
movdqu xmm10, xmmword ptr [r10+rdx-0x10]
movdqu xmm11, xmmword ptr [r11+rdx-0x10]
movdqa xmm12, xmm8
punpckldq xmm8, xmm9
punpckhdq xmm12, xmm9
movdqa xmm14, xmm10
punpckldq xmm10, xmm11
punpckhdq xmm14, xmm11
movdqa xmm9, xmm8
punpcklqdq xmm8, xmm10
punpckhqdq xmm9, xmm10
movdqa xmm13, xmm12
punpcklqdq xmm12, xmm14
punpckhqdq xmm13, xmm14
movdqa xmmword ptr [rsp+0xC0], xmm8
movdqa xmmword ptr [rsp+0xD0], xmm9
movdqa xmmword ptr [rsp+0xE0], xmm12
movdqa xmmword ptr [rsp+0xF0], xmm13
movdqa xmm9, xmmword ptr [BLAKE3_IV_1+rip]
movdqa xmm10, xmmword ptr [BLAKE3_IV_2+rip]
movdqa xmm11, xmmword ptr [BLAKE3_IV_3+rip]
movdqa xmm12, xmmword ptr [rsp+0x110]
movdqa xmm13, xmmword ptr [rsp+0x120]
movdqa xmm14, xmmword ptr [BLAKE3_BLOCK_LEN+rip]
movd xmm15, eax
pshufd xmm15, xmm15, 0x00
prefetcht0 [r8+rdx+0x80]
prefetcht0 [r9+rdx+0x80]
prefetcht0 [r10+rdx+0x80]
prefetcht0 [r11+rdx+0x80]
paddd xmm0, xmmword ptr [rsp]
paddd xmm1, xmmword ptr [rsp+0x20]
paddd xmm2, xmmword ptr [rsp+0x40]
paddd xmm3, xmmword ptr [rsp+0x60]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
movdqa xmm8, xmmword ptr [BLAKE3_IV_0+rip]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0x10]
paddd xmm1, xmmword ptr [rsp+0x30]
paddd xmm2, xmmword ptr [rsp+0x50]
paddd xmm3, xmmword ptr [rsp+0x70]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0x80]
paddd xmm1, xmmword ptr [rsp+0xA0]
paddd xmm2, xmmword ptr [rsp+0xC0]
paddd xmm3, xmmword ptr [rsp+0xE0]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0x90]
paddd xmm1, xmmword ptr [rsp+0xB0]
paddd xmm2, xmmword ptr [rsp+0xD0]
paddd xmm3, xmmword ptr [rsp+0xF0]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0x20]
paddd xmm1, xmmword ptr [rsp+0x30]
paddd xmm2, xmmword ptr [rsp+0x70]
paddd xmm3, xmmword ptr [rsp+0x40]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0x60]
paddd xmm1, xmmword ptr [rsp+0xA0]
paddd xmm2, xmmword ptr [rsp]
paddd xmm3, xmmword ptr [rsp+0xD0]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0x10]
paddd xmm1, xmmword ptr [rsp+0xC0]
paddd xmm2, xmmword ptr [rsp+0x90]
paddd xmm3, xmmword ptr [rsp+0xF0]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0xB0]
paddd xmm1, xmmword ptr [rsp+0x50]
paddd xmm2, xmmword ptr [rsp+0xE0]
paddd xmm3, xmmword ptr [rsp+0x80]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0x30]
paddd xmm1, xmmword ptr [rsp+0xA0]
paddd xmm2, xmmword ptr [rsp+0xD0]
paddd xmm3, xmmword ptr [rsp+0x70]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0x40]
paddd xmm1, xmmword ptr [rsp+0xC0]
paddd xmm2, xmmword ptr [rsp+0x20]
paddd xmm3, xmmword ptr [rsp+0xE0]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0x60]
paddd xmm1, xmmword ptr [rsp+0x90]
paddd xmm2, xmmword ptr [rsp+0xB0]
paddd xmm3, xmmword ptr [rsp+0x80]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0x50]
paddd xmm1, xmmword ptr [rsp]
paddd xmm2, xmmword ptr [rsp+0xF0]
paddd xmm3, xmmword ptr [rsp+0x10]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0xA0]
paddd xmm1, xmmword ptr [rsp+0xC0]
paddd xmm2, xmmword ptr [rsp+0xE0]
paddd xmm3, xmmword ptr [rsp+0xD0]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0x70]
paddd xmm1, xmmword ptr [rsp+0x90]
paddd xmm2, xmmword ptr [rsp+0x30]
paddd xmm3, xmmword ptr [rsp+0xF0]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0x40]
paddd xmm1, xmmword ptr [rsp+0xB0]
paddd xmm2, xmmword ptr [rsp+0x50]
paddd xmm3, xmmword ptr [rsp+0x10]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp]
paddd xmm1, xmmword ptr [rsp+0x20]
paddd xmm2, xmmword ptr [rsp+0x80]
paddd xmm3, xmmword ptr [rsp+0x60]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0xC0]
paddd xmm1, xmmword ptr [rsp+0x90]
paddd xmm2, xmmword ptr [rsp+0xF0]
paddd xmm3, xmmword ptr [rsp+0xE0]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0xD0]
paddd xmm1, xmmword ptr [rsp+0xB0]
paddd xmm2, xmmword ptr [rsp+0xA0]
paddd xmm3, xmmword ptr [rsp+0x80]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0x70]
paddd xmm1, xmmword ptr [rsp+0x50]
paddd xmm2, xmmword ptr [rsp]
paddd xmm3, xmmword ptr [rsp+0x60]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0x20]
paddd xmm1, xmmword ptr [rsp+0x30]
paddd xmm2, xmmword ptr [rsp+0x10]
paddd xmm3, xmmword ptr [rsp+0x40]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0x90]
paddd xmm1, xmmword ptr [rsp+0xB0]
paddd xmm2, xmmword ptr [rsp+0x80]
paddd xmm3, xmmword ptr [rsp+0xF0]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0xE0]
paddd xmm1, xmmword ptr [rsp+0x50]
paddd xmm2, xmmword ptr [rsp+0xC0]
paddd xmm3, xmmword ptr [rsp+0x10]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0xD0]
paddd xmm1, xmmword ptr [rsp]
paddd xmm2, xmmword ptr [rsp+0x20]
paddd xmm3, xmmword ptr [rsp+0x40]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0x30]
paddd xmm1, xmmword ptr [rsp+0xA0]
paddd xmm2, xmmword ptr [rsp+0x60]
paddd xmm3, xmmword ptr [rsp+0x70]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0xB0]
paddd xmm1, xmmword ptr [rsp+0x50]
paddd xmm2, xmmword ptr [rsp+0x10]
paddd xmm3, xmmword ptr [rsp+0x80]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0xF0]
paddd xmm1, xmmword ptr [rsp]
paddd xmm2, xmmword ptr [rsp+0x90]
paddd xmm3, xmmword ptr [rsp+0x60]
paddd xmm0, xmm4
paddd xmm1, xmm5
paddd xmm2, xmm6
paddd xmm3, xmm7
pxor xmm12, xmm0
pxor xmm13, xmm1
pxor xmm14, xmm2
pxor xmm15, xmm3
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm12
paddd xmm9, xmm13
paddd xmm10, xmm14
paddd xmm11, xmm15
pxor xmm4, xmm8
pxor xmm5, xmm9
pxor xmm6, xmm10
pxor xmm7, xmm11
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
paddd xmm0, xmmword ptr [rsp+0xE0]
paddd xmm1, xmmword ptr [rsp+0x20]
paddd xmm2, xmmword ptr [rsp+0x30]
paddd xmm3, xmmword ptr [rsp+0x70]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
pshuflw xmm15, xmm15, 0xB1
pshufhw xmm15, xmm15, 0xB1
pshuflw xmm12, xmm12, 0xB1
pshufhw xmm12, xmm12, 0xB1
pshuflw xmm13, xmm13, 0xB1
pshufhw xmm13, xmm13, 0xB1
pshuflw xmm14, xmm14, 0xB1
pshufhw xmm14, xmm14, 0xB1
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
movdqa xmmword ptr [rsp+0x100], xmm8
movdqa xmm8, xmm5
psrld xmm8, 12
pslld xmm5, 20
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 12
pslld xmm6, 20
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 12
pslld xmm7, 20
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 12
pslld xmm4, 20
por xmm4, xmm8
paddd xmm0, xmmword ptr [rsp+0xA0]
paddd xmm1, xmmword ptr [rsp+0xC0]
paddd xmm2, xmmword ptr [rsp+0x40]
paddd xmm3, xmmword ptr [rsp+0xD0]
paddd xmm0, xmm5
paddd xmm1, xmm6
paddd xmm2, xmm7
paddd xmm3, xmm4
pxor xmm15, xmm0
pxor xmm12, xmm1
pxor xmm13, xmm2
pxor xmm14, xmm3
movdqa xmm8, xmm15
psrld xmm15, 8
pslld xmm8, 24
pxor xmm15, xmm8
movdqa xmm8, xmm12
psrld xmm12, 8
pslld xmm8, 24
pxor xmm12, xmm8
movdqa xmm8, xmm13
psrld xmm13, 8
pslld xmm8, 24
pxor xmm13, xmm8
movdqa xmm8, xmm14
psrld xmm14, 8
pslld xmm8, 24
pxor xmm14, xmm8
paddd xmm10, xmm15
paddd xmm11, xmm12
movdqa xmm8, xmmword ptr [rsp+0x100]
paddd xmm8, xmm13
paddd xmm9, xmm14
pxor xmm5, xmm10
pxor xmm6, xmm11
pxor xmm7, xmm8
pxor xmm4, xmm9
pxor xmm0, xmm8
pxor xmm1, xmm9
pxor xmm2, xmm10
pxor xmm3, xmm11
movdqa xmm8, xmm5
psrld xmm8, 7
pslld xmm5, 25
por xmm5, xmm8
movdqa xmm8, xmm6
psrld xmm8, 7
pslld xmm6, 25
por xmm6, xmm8
movdqa xmm8, xmm7
psrld xmm8, 7
pslld xmm7, 25
por xmm7, xmm8
movdqa xmm8, xmm4
psrld xmm8, 7
pslld xmm4, 25
por xmm4, xmm8
pxor xmm4, xmm12
pxor xmm5, xmm13
pxor xmm6, xmm14
pxor xmm7, xmm15
mov eax, r13d
jne 9b
movdqa xmm9, xmm0
punpckldq xmm0, xmm1
punpckhdq xmm9, xmm1
movdqa xmm11, xmm2
punpckldq xmm2, xmm3
punpckhdq xmm11, xmm3
movdqa xmm1, xmm0
punpcklqdq xmm0, xmm2
punpckhqdq xmm1, xmm2
movdqa xmm3, xmm9
punpcklqdq xmm9, xmm11
punpckhqdq xmm3, xmm11
movdqu xmmword ptr [rbx], xmm0
movdqu xmmword ptr [rbx+0x20], xmm1
movdqu xmmword ptr [rbx+0x40], xmm9
movdqu xmmword ptr [rbx+0x60], xmm3
movdqa xmm9, xmm4
punpckldq xmm4, xmm5
punpckhdq xmm9, xmm5
movdqa xmm11, xmm6
punpckldq xmm6, xmm7
punpckhdq xmm11, xmm7
movdqa xmm5, xmm4
punpcklqdq xmm4, xmm6
punpckhqdq xmm5, xmm6
movdqa xmm7, xmm9
punpcklqdq xmm9, xmm11
punpckhqdq xmm7, xmm11
movdqu xmmword ptr [rbx+0x10], xmm4
movdqu xmmword ptr [rbx+0x30], xmm5
movdqu xmmword ptr [rbx+0x50], xmm9
movdqu xmmword ptr [rbx+0x70], xmm7
movdqa xmm1, xmmword ptr [rsp+0x110]
movdqa xmm0, xmm1
paddd xmm1, xmmword ptr [rsp+0x150]
movdqa xmmword ptr [rsp+0x110], xmm1
pxor xmm0, xmmword ptr [CMP_MSB_MASK+rip]
pxor xmm1, xmmword ptr [CMP_MSB_MASK+rip]
pcmpgtd xmm0, xmm1
movdqa xmm1, xmmword ptr [rsp+0x120]
psubd xmm1, xmm0
movdqa xmmword ptr [rsp+0x120], xmm1
add rbx, 128
add rdi, 32
sub rsi, 4
cmp rsi, 4
jnc 2b
test rsi, rsi
jne 3f
4:
movdqa xmm6, xmmword ptr [rsp+0x170]
movdqa xmm7, xmmword ptr [rsp+0x180]
movdqa xmm8, xmmword ptr [rsp+0x190]
movdqa xmm9, xmmword ptr [rsp+0x1A0]
movdqa xmm10, xmmword ptr [rsp+0x1B0]
movdqa xmm11, xmmword ptr [rsp+0x1C0]
movdqa xmm12, xmmword ptr [rsp+0x1D0]
movdqa xmm13, xmmword ptr [rsp+0x1E0]
movdqa xmm14, xmmword ptr [rsp+0x1F0]
movdqa xmm15, xmmword ptr [rsp+0x200]
mov rsp, rbp
pop rbp
pop rbx
pop rdi
pop rsi
pop r12
pop r13
pop r14
pop r15
ret
.p2align 5
3:
test esi, 0x2
je 3f
movups xmm0, xmmword ptr [rcx]
movups xmm1, xmmword ptr [rcx+0x10]
movaps xmm8, xmm0
movaps xmm9, xmm1
movd xmm13, dword ptr [rsp+0x110]
movd xmm14, dword ptr [rsp+0x120]
punpckldq xmm13, xmm14
movaps xmmword ptr [rsp], xmm13
movd xmm14, dword ptr [rsp+0x114]
movd xmm13, dword ptr [rsp+0x124]
punpckldq xmm14, xmm13
movaps xmmword ptr [rsp+0x10], xmm14
mov r8, qword ptr [rdi]
mov r9, qword ptr [rdi+0x8]
movzx eax, byte ptr [rbp+0x80]
or eax, r13d
xor edx, edx
2:
mov r14d, eax
or eax, r12d
add rdx, 64
cmp rdx, r15
cmovne eax, r14d
movaps xmm2, xmmword ptr [BLAKE3_IV+rip]
movaps xmm10, xmm2
movups xmm4, xmmword ptr [r8+rdx-0x40]
movups xmm5, xmmword ptr [r8+rdx-0x30]
movaps xmm3, xmm4
shufps xmm4, xmm5, 136
shufps xmm3, xmm5, 221
movaps xmm5, xmm3
movups xmm6, xmmword ptr [r8+rdx-0x20]
movups xmm7, xmmword ptr [r8+rdx-0x10]
movaps xmm3, xmm6
shufps xmm6, xmm7, 136
pshufd xmm6, xmm6, 0x93
shufps xmm3, xmm7, 221
pshufd xmm7, xmm3, 0x93
movups xmm12, xmmword ptr [r9+rdx-0x40]
movups xmm13, xmmword ptr [r9+rdx-0x30]
movaps xmm11, xmm12
shufps xmm12, xmm13, 136
shufps xmm11, xmm13, 221
movaps xmm13, xmm11
movups xmm14, xmmword ptr [r9+rdx-0x20]
movups xmm15, xmmword ptr [r9+rdx-0x10]
movaps xmm11, xmm14
shufps xmm14, xmm15, 136
pshufd xmm14, xmm14, 0x93
shufps xmm11, xmm15, 221
pshufd xmm15, xmm11, 0x93
shl rax, 0x20
or rax, 0x40
movq xmm3, rax
movdqa xmmword ptr [rsp+0x20], xmm3
movaps xmm3, xmmword ptr [rsp]
movaps xmm11, xmmword ptr [rsp+0x10]
punpcklqdq xmm3, xmmword ptr [rsp+0x20]
punpcklqdq xmm11, xmmword ptr [rsp+0x20]
mov al, 7
9:
paddd xmm0, xmm4
paddd xmm8, xmm12
movaps xmmword ptr [rsp+0x20], xmm4
movaps xmmword ptr [rsp+0x30], xmm12
paddd xmm0, xmm1
paddd xmm8, xmm9
pxor xmm3, xmm0
pxor xmm11, xmm8
pshuflw xmm3, xmm3, 0xB1
pshufhw xmm3, xmm3, 0xB1
pshuflw xmm11, xmm11, 0xB1
pshufhw xmm11, xmm11, 0xB1
paddd xmm2, xmm3
paddd xmm10, xmm11
pxor xmm1, xmm2
pxor xmm9, xmm10
movdqa xmm4, xmm1
pslld xmm1, 20
psrld xmm4, 12
por xmm1, xmm4
movdqa xmm4, xmm9
pslld xmm9, 20
psrld xmm4, 12
por xmm9, xmm4
paddd xmm0, xmm5
paddd xmm8, xmm13
movaps xmmword ptr [rsp+0x40], xmm5
movaps xmmword ptr [rsp+0x50], xmm13
paddd xmm0, xmm1
paddd xmm8, xmm9
pxor xmm3, xmm0
pxor xmm11, xmm8
movdqa xmm13, xmm3
psrld xmm3, 8
pslld xmm13, 24
pxor xmm3, xmm13
movdqa xmm13, xmm11
psrld xmm11, 8
pslld xmm13, 24
pxor xmm11, xmm13
paddd xmm2, xmm3
paddd xmm10, xmm11
pxor xmm1, xmm2
pxor xmm9, xmm10
movdqa xmm4, xmm1
pslld xmm1, 25
psrld xmm4, 7
por xmm1, xmm4
movdqa xmm4, xmm9
pslld xmm9, 25
psrld xmm4, 7
por xmm9, xmm4
pshufd xmm0, xmm0, 0x93
pshufd xmm8, xmm8, 0x93
pshufd xmm3, xmm3, 0x4E
pshufd xmm11, xmm11, 0x4E
pshufd xmm2, xmm2, 0x39
pshufd xmm10, xmm10, 0x39
paddd xmm0, xmm6
paddd xmm8, xmm14
paddd xmm0, xmm1
paddd xmm8, xmm9
pxor xmm3, xmm0
pxor xmm11, xmm8
pshuflw xmm3, xmm3, 0xB1
pshufhw xmm3, xmm3, 0xB1
pshuflw xmm11, xmm11, 0xB1
pshufhw xmm11, xmm11, 0xB1
paddd xmm2, xmm3
paddd xmm10, xmm11
pxor xmm1, xmm2
pxor xmm9, xmm10
movdqa xmm4, xmm1
pslld xmm1, 20
psrld xmm4, 12
por xmm1, xmm4
movdqa xmm4, xmm9
pslld xmm9, 20
psrld xmm4, 12
por xmm9, xmm4
paddd xmm0, xmm7
paddd xmm8, xmm15
paddd xmm0, xmm1
paddd xmm8, xmm9
pxor xmm3, xmm0
pxor xmm11, xmm8
movdqa xmm13, xmm3
psrld xmm3, 8
pslld xmm13, 24
pxor xmm3, xmm13
movdqa xmm13, xmm11
psrld xmm11, 8
pslld xmm13, 24
pxor xmm11, xmm13
paddd xmm2, xmm3
paddd xmm10, xmm11
pxor xmm1, xmm2
pxor xmm9, xmm10
movdqa xmm4, xmm1
pslld xmm1, 25
psrld xmm4, 7
por xmm1, xmm4
movdqa xmm4, xmm9
pslld xmm9, 25
psrld xmm4, 7
por xmm9, xmm4
pshufd xmm0, xmm0, 0x39
pshufd xmm8, xmm8, 0x39
pshufd xmm3, xmm3, 0x4E
pshufd xmm11, xmm11, 0x4E
pshufd xmm2, xmm2, 0x93
pshufd xmm10, xmm10, 0x93
dec al
je 9f
movdqa xmm12, xmmword ptr [rsp+0x20]
movdqa xmm5, xmmword ptr [rsp+0x40]
pshufd xmm13, xmm12, 0x0F
shufps xmm12, xmm5, 214
pshufd xmm4, xmm12, 0x39
movdqa xmm12, xmm6
shufps xmm12, xmm7, 250
pand xmm13, xmmword ptr [PBLENDW_0x33_MASK+rip]
pand xmm12, xmmword ptr [PBLENDW_0xCC_MASK+rip]
por xmm13, xmm12
movdqa xmmword ptr [rsp+0x20], xmm13
movdqa xmm12, xmm7
punpcklqdq xmm12, xmm5
movdqa xmm13, xmm6
pand xmm12, xmmword ptr [PBLENDW_0x3F_MASK+rip]
pand xmm13, xmmword ptr [PBLENDW_0xC0_MASK+rip]
por xmm12, xmm13
pshufd xmm12, xmm12, 0x78
punpckhdq xmm5, xmm7
punpckldq xmm6, xmm5
pshufd xmm7, xmm6, 0x1E
movdqa xmmword ptr [rsp+0x40], xmm12
movdqa xmm5, xmmword ptr [rsp+0x30]
movdqa xmm13, xmmword ptr [rsp+0x50]
pshufd xmm6, xmm5, 0x0F
shufps xmm5, xmm13, 214
pshufd xmm12, xmm5, 0x39
movdqa xmm5, xmm14
shufps xmm5, xmm15, 250
pand xmm6, xmmword ptr [PBLENDW_0x33_MASK+rip]
pand xmm5, xmmword ptr [PBLENDW_0xCC_MASK+rip]
por xmm6, xmm5
movdqa xmm5, xmm15
punpcklqdq xmm5, xmm13
movdqa xmmword ptr [rsp+0x30], xmm2
movdqa xmm2, xmm14
pand xmm5, xmmword ptr [PBLENDW_0x3F_MASK+rip]
pand xmm2, xmmword ptr [PBLENDW_0xC0_MASK+rip]
por xmm5, xmm2
movdqa xmm2, xmmword ptr [rsp+0x30]
pshufd xmm5, xmm5, 0x78
punpckhdq xmm13, xmm15
punpckldq xmm14, xmm13
pshufd xmm15, xmm14, 0x1E
movdqa xmm13, xmm6
movdqa xmm14, xmm5
movdqa xmm5, xmmword ptr [rsp+0x20]
movdqa xmm6, xmmword ptr [rsp+0x40]
jmp 9b
9:
pxor xmm0, xmm2
pxor xmm1, xmm3
pxor xmm8, xmm10
pxor xmm9, xmm11
mov eax, r13d
cmp rdx, r15
jne 2b
movups xmmword ptr [rbx], xmm0
movups xmmword ptr [rbx+0x10], xmm1
movups xmmword ptr [rbx+0x20], xmm8
movups xmmword ptr [rbx+0x30], xmm9
mov eax, dword ptr [rsp+0x130]
neg eax
mov r10d, dword ptr [rsp+0x110+8*rax]
mov r11d, dword ptr [rsp+0x120+8*rax]
mov dword ptr [rsp+0x110], r10d
mov dword ptr [rsp+0x120], r11d
add rdi, 16
add rbx, 64
sub rsi, 2
3:
test esi, 0x1
je 4b
movups xmm0, xmmword ptr [rcx]
movups xmm1, xmmword ptr [rcx+0x10]
movd xmm13, dword ptr [rsp+0x110]
movd xmm14, dword ptr [rsp+0x120]
punpckldq xmm13, xmm14
mov r8, qword ptr [rdi]
movzx eax, byte ptr [rbp+0x80]
or eax, r13d
xor edx, edx
2:
mov r14d, eax
or eax, r12d
add rdx, 64
cmp rdx, r15
cmovne eax, r14d
movaps xmm2, xmmword ptr [BLAKE3_IV+rip]
shl rax, 32
or rax, 64
movq xmm12, rax
movdqa xmm3, xmm13
punpcklqdq xmm3, xmm12
movups xmm4, xmmword ptr [r8+rdx-0x40]
movups xmm5, xmmword ptr [r8+rdx-0x30]
movaps xmm8, xmm4
shufps xmm4, xmm5, 136
shufps xmm8, xmm5, 221
movaps xmm5, xmm8
movups xmm6, xmmword ptr [r8+rdx-0x20]
movups xmm7, xmmword ptr [r8+rdx-0x10]
movaps xmm8, xmm6
shufps xmm6, xmm7, 136
pshufd xmm6, xmm6, 0x93
shufps xmm8, xmm7, 221
pshufd xmm7, xmm8, 0x93
mov al, 7
9:
paddd xmm0, xmm4
paddd xmm0, xmm1
pxor xmm3, xmm0
pshuflw xmm3, xmm3, 0xB1
pshufhw xmm3, xmm3, 0xB1
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 20
psrld xmm11, 12
por xmm1, xmm11
paddd xmm0, xmm5
paddd xmm0, xmm1
pxor xmm3, xmm0
movdqa xmm14, xmm3
psrld xmm3, 8
pslld xmm14, 24
pxor xmm3, xmm14
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 25
psrld xmm11, 7
por xmm1, xmm11
pshufd xmm0, xmm0, 0x93
pshufd xmm3, xmm3, 0x4E
pshufd xmm2, xmm2, 0x39
paddd xmm0, xmm6
paddd xmm0, xmm1
pxor xmm3, xmm0
pshuflw xmm3, xmm3, 0xB1
pshufhw xmm3, xmm3, 0xB1
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 20
psrld xmm11, 12
por xmm1, xmm11
paddd xmm0, xmm7
paddd xmm0, xmm1
pxor xmm3, xmm0
movdqa xmm14, xmm3
psrld xmm3, 8
pslld xmm14, 24
pxor xmm3, xmm14
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 25
psrld xmm11, 7
por xmm1, xmm11
pshufd xmm0, xmm0, 0x39
pshufd xmm3, xmm3, 0x4E
pshufd xmm2, xmm2, 0x93
dec al
jz 9f
movdqa xmm8, xmm4
shufps xmm8, xmm5, 214
pshufd xmm9, xmm4, 0x0F
pshufd xmm4, xmm8, 0x39
movdqa xmm8, xmm6
shufps xmm8, xmm7, 250
pand xmm9, xmmword ptr [PBLENDW_0x33_MASK+rip]
pand xmm8, xmmword ptr [PBLENDW_0xCC_MASK+rip]
por xmm9, xmm8
movdqa xmm8, xmm7
punpcklqdq xmm8, xmm5
movdqa xmm10, xmm6
pand xmm8, xmmword ptr [PBLENDW_0x3F_MASK+rip]
pand xmm10, xmmword ptr [PBLENDW_0xC0_MASK+rip]
por xmm8, xmm10
pshufd xmm8, xmm8, 0x78
punpckhdq xmm5, xmm7
punpckldq xmm6, xmm5
pshufd xmm7, xmm6, 0x1E
movdqa xmm5, xmm9
movdqa xmm6, xmm8
jmp 9b
9:
pxor xmm0, xmm2
pxor xmm1, xmm3
mov eax, r13d
cmp rdx, r15
jne 2b
movups xmmword ptr [rbx], xmm0
movups xmmword ptr [rbx+0x10], xmm1
jmp 4b
.p2align 6
blake3_compress_in_place_sse2:
_blake3_compress_in_place_sse2:
sub rsp, 120
movdqa xmmword ptr [rsp], xmm6
movdqa xmmword ptr [rsp+0x10], xmm7
movdqa xmmword ptr [rsp+0x20], xmm8
movdqa xmmword ptr [rsp+0x30], xmm9
movdqa xmmword ptr [rsp+0x40], xmm11
movdqa xmmword ptr [rsp+0x50], xmm14
movdqa xmmword ptr [rsp+0x60], xmm15
movups xmm0, xmmword ptr [rcx]
movups xmm1, xmmword ptr [rcx+0x10]
movaps xmm2, xmmword ptr [BLAKE3_IV+rip]
movzx eax, byte ptr [rsp+0xA0]
movzx r8d, r8b
shl rax, 32
add r8, rax
movq xmm3, r9
movq xmm4, r8
punpcklqdq xmm3, xmm4
movups xmm4, xmmword ptr [rdx]
movups xmm5, xmmword ptr [rdx+0x10]
movaps xmm8, xmm4
shufps xmm4, xmm5, 136
shufps xmm8, xmm5, 221
movaps xmm5, xmm8
movups xmm6, xmmword ptr [rdx+0x20]
movups xmm7, xmmword ptr [rdx+0x30]
movaps xmm8, xmm6
shufps xmm6, xmm7, 136
pshufd xmm6, xmm6, 0x93
shufps xmm8, xmm7, 221
pshufd xmm7, xmm8, 0x93
mov al, 7
9:
paddd xmm0, xmm4
paddd xmm0, xmm1
pxor xmm3, xmm0
pshuflw xmm3, xmm3, 0xB1
pshufhw xmm3, xmm3, 0xB1
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 20
psrld xmm11, 12
por xmm1, xmm11
paddd xmm0, xmm5
paddd xmm0, xmm1
pxor xmm3, xmm0
movdqa xmm14, xmm3
psrld xmm3, 8
pslld xmm14, 24
pxor xmm3, xmm14
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 25
psrld xmm11, 7
por xmm1, xmm11
pshufd xmm0, xmm0, 0x93
pshufd xmm3, xmm3, 0x4E
pshufd xmm2, xmm2, 0x39
paddd xmm0, xmm6
paddd xmm0, xmm1
pxor xmm3, xmm0
pshuflw xmm3, xmm3, 0xB1
pshufhw xmm3, xmm3, 0xB1
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 20
psrld xmm11, 12
por xmm1, xmm11
paddd xmm0, xmm7
paddd xmm0, xmm1
pxor xmm3, xmm0
movdqa xmm14, xmm3
psrld xmm3, 8
pslld xmm14, 24
pxor xmm3, xmm14
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 25
psrld xmm11, 7
por xmm1, xmm11
pshufd xmm0, xmm0, 0x39
pshufd xmm3, xmm3, 0x4E
pshufd xmm2, xmm2, 0x93
dec al
jz 9f
movdqa xmm8, xmm4
shufps xmm8, xmm5, 214
pshufd xmm9, xmm4, 0x0F
pshufd xmm4, xmm8, 0x39
movdqa xmm8, xmm6
shufps xmm8, xmm7, 250
pand xmm9, xmmword ptr [PBLENDW_0x33_MASK+rip]
pand xmm8, xmmword ptr [PBLENDW_0xCC_MASK+rip]
por xmm9, xmm8
movdqa xmm8, xmm7
punpcklqdq xmm8, xmm5
movdqa xmm14, xmm6
pand xmm8, xmmword ptr [PBLENDW_0x3F_MASK+rip]
pand xmm14, xmmword ptr [PBLENDW_0xC0_MASK+rip]
por xmm8, xmm14
pshufd xmm8, xmm8, 0x78
punpckhdq xmm5, xmm7
punpckldq xmm6, xmm5
pshufd xmm7, xmm6, 0x1E
movdqa xmm5, xmm9
movdqa xmm6, xmm8
jmp 9b
9:
pxor xmm0, xmm2
pxor xmm1, xmm3
movups xmmword ptr [rcx], xmm0
movups xmmword ptr [rcx+0x10], xmm1
movdqa xmm6, xmmword ptr [rsp]
movdqa xmm7, xmmword ptr [rsp+0x10]
movdqa xmm8, xmmword ptr [rsp+0x20]
movdqa xmm9, xmmword ptr [rsp+0x30]
movdqa xmm11, xmmword ptr [rsp+0x40]
movdqa xmm14, xmmword ptr [rsp+0x50]
movdqa xmm15, xmmword ptr [rsp+0x60]
add rsp, 120
ret
.p2align 6
_blake3_compress_xof_sse2:
blake3_compress_xof_sse2:
sub rsp, 120
movdqa xmmword ptr [rsp], xmm6
movdqa xmmword ptr [rsp+0x10], xmm7
movdqa xmmword ptr [rsp+0x20], xmm8
movdqa xmmword ptr [rsp+0x30], xmm9
movdqa xmmword ptr [rsp+0x40], xmm11
movdqa xmmword ptr [rsp+0x50], xmm14
movdqa xmmword ptr [rsp+0x60], xmm15
movups xmm0, xmmword ptr [rcx]
movups xmm1, xmmword ptr [rcx+0x10]
movaps xmm2, xmmword ptr [BLAKE3_IV+rip]
movzx eax, byte ptr [rsp+0xA0]
movzx r8d, r8b
mov r10, qword ptr [rsp+0xA8]
shl rax, 32
add r8, rax
movq xmm3, r9
movq xmm4, r8
punpcklqdq xmm3, xmm4
movups xmm4, xmmword ptr [rdx]
movups xmm5, xmmword ptr [rdx+0x10]
movaps xmm8, xmm4
shufps xmm4, xmm5, 136
shufps xmm8, xmm5, 221
movaps xmm5, xmm8
movups xmm6, xmmword ptr [rdx+0x20]
movups xmm7, xmmword ptr [rdx+0x30]
movaps xmm8, xmm6
shufps xmm6, xmm7, 136
pshufd xmm6, xmm6, 0x93
shufps xmm8, xmm7, 221
pshufd xmm7, xmm8, 0x93
mov al, 7
9:
paddd xmm0, xmm4
paddd xmm0, xmm1
pxor xmm3, xmm0
pshuflw xmm3, xmm3, 0xB1
pshufhw xmm3, xmm3, 0xB1
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 20
psrld xmm11, 12
por xmm1, xmm11
paddd xmm0, xmm5
paddd xmm0, xmm1
pxor xmm3, xmm0
movdqa xmm14, xmm3
psrld xmm3, 8
pslld xmm14, 24
pxor xmm3, xmm14
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 25
psrld xmm11, 7
por xmm1, xmm11
pshufd xmm0, xmm0, 0x93
pshufd xmm3, xmm3, 0x4E
pshufd xmm2, xmm2, 0x39
paddd xmm0, xmm6
paddd xmm0, xmm1
pxor xmm3, xmm0
pshuflw xmm3, xmm3, 0xB1
pshufhw xmm3, xmm3, 0xB1
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 20
psrld xmm11, 12
por xmm1, xmm11
paddd xmm0, xmm7
paddd xmm0, xmm1
pxor xmm3, xmm0
movdqa xmm14, xmm3
psrld xmm3, 8
pslld xmm14, 24
pxor xmm3, xmm14
paddd xmm2, xmm3
pxor xmm1, xmm2
movdqa xmm11, xmm1
pslld xmm1, 25
psrld xmm11, 7
por xmm1, xmm11
pshufd xmm0, xmm0, 0x39
pshufd xmm3, xmm3, 0x4E
pshufd xmm2, xmm2, 0x93
dec al
jz 9f
movdqa xmm8, xmm4
shufps xmm8, xmm5, 214
pshufd xmm9, xmm4, 0x0F
pshufd xmm4, xmm8, 0x39
movdqa xmm8, xmm6
shufps xmm8, xmm7, 250
pand xmm9, xmmword ptr [PBLENDW_0x33_MASK+rip]
pand xmm8, xmmword ptr [PBLENDW_0xCC_MASK+rip]
por xmm9, xmm8
movdqa xmm8, xmm7
punpcklqdq xmm8, xmm5
movdqa xmm14, xmm6
pand xmm8, xmmword ptr [PBLENDW_0x3F_MASK+rip]
pand xmm14, xmmword ptr [PBLENDW_0xC0_MASK+rip]
por xmm8, xmm14
pshufd xmm8, xmm8, 0x78
punpckhdq xmm5, xmm7
punpckldq xmm6, xmm5
pshufd xmm7, xmm6, 0x1E
movdqa xmm5, xmm9
movdqa xmm6, xmm8
jmp 9b
9:
movdqu xmm4, xmmword ptr [rcx]
movdqu xmm5, xmmword ptr [rcx+0x10]
pxor xmm0, xmm2
pxor xmm1, xmm3
pxor xmm2, xmm4
pxor xmm3, xmm5
movups xmmword ptr [r10], xmm0
movups xmmword ptr [r10+0x10], xmm1
movups xmmword ptr [r10+0x20], xmm2
movups xmmword ptr [r10+0x30], xmm3
movdqa xmm6, xmmword ptr [rsp]
movdqa xmm7, xmmword ptr [rsp+0x10]
movdqa xmm8, xmmword ptr [rsp+0x20]
movdqa xmm9, xmmword ptr [rsp+0x30]
movdqa xmm11, xmmword ptr [rsp+0x40]
movdqa xmm14, xmmword ptr [rsp+0x50]
movdqa xmm15, xmmword ptr [rsp+0x60]
add rsp, 120
ret
.section .rdata
.p2align 6
BLAKE3_IV:
.long 0x6A09E667, 0xBB67AE85
.long 0x3C6EF372, 0xA54FF53A
ADD0:
.long 0, 1, 2, 3
ADD1:
.long 4, 4, 4, 4
BLAKE3_IV_0:
.long 0x6A09E667, 0x6A09E667, 0x6A09E667, 0x6A09E667
BLAKE3_IV_1:
.long 0xBB67AE85, 0xBB67AE85, 0xBB67AE85, 0xBB67AE85
BLAKE3_IV_2:
.long 0x3C6EF372, 0x3C6EF372, 0x3C6EF372, 0x3C6EF372
BLAKE3_IV_3:
.long 0xA54FF53A, 0xA54FF53A, 0xA54FF53A, 0xA54FF53A
BLAKE3_BLOCK_LEN:
.long 64, 64, 64, 64
CMP_MSB_MASK:
.long 0x80000000, 0x80000000, 0x80000000, 0x80000000
PBLENDW_0x33_MASK:
.long 0xFFFFFFFF, 0x00000000, 0xFFFFFFFF, 0x00000000
PBLENDW_0xCC_MASK:
.long 0x00000000, 0xFFFFFFFF, 0x00000000, 0xFFFFFFFF
PBLENDW_0x3F_MASK:
.long 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0x00000000
PBLENDW_0xC0_MASK:
.long 0x00000000, 0x00000000, 0x00000000, 0xFFFFFFFF
|
Omerhrr/Tswapper
| 66,735
|
.cargo/registry/src/index.crates.io-6f17d22bba15001f/blake3-1.5.1/c/blake3_avx2_x86-64_windows_gnu.S
|
.intel_syntax noprefix
.global _blake3_hash_many_avx2
.global blake3_hash_many_avx2
.section .text
.p2align 6
_blake3_hash_many_avx2:
blake3_hash_many_avx2:
push r15
push r14
push r13
push r12
push rsi
push rdi
push rbx
push rbp
mov rbp, rsp
sub rsp, 880
and rsp, 0xFFFFFFFFFFFFFFC0
vmovdqa xmmword ptr [rsp+0x2D0], xmm6
vmovdqa xmmword ptr [rsp+0x2E0], xmm7
vmovdqa xmmword ptr [rsp+0x2F0], xmm8
vmovdqa xmmword ptr [rsp+0x300], xmm9
vmovdqa xmmword ptr [rsp+0x310], xmm10
vmovdqa xmmword ptr [rsp+0x320], xmm11
vmovdqa xmmword ptr [rsp+0x330], xmm12
vmovdqa xmmword ptr [rsp+0x340], xmm13
vmovdqa xmmword ptr [rsp+0x350], xmm14
vmovdqa xmmword ptr [rsp+0x360], xmm15
mov rdi, rcx
mov rsi, rdx
mov rdx, r8
mov rcx, r9
mov r8, qword ptr [rbp+0x68]
movzx r9, byte ptr [rbp+0x70]
neg r9d
vmovd xmm0, r9d
vpbroadcastd ymm0, xmm0
vmovdqa ymmword ptr [rsp+0x260], ymm0
vpand ymm1, ymm0, ymmword ptr [ADD0+rip]
vpand ymm2, ymm0, ymmword ptr [ADD1+rip]
vmovdqa ymmword ptr [rsp+0x2A0], ymm2
vmovd xmm2, r8d
vpbroadcastd ymm2, xmm2
vpaddd ymm2, ymm2, ymm1
vmovdqa ymmword ptr [rsp+0x220], ymm2
vpxor ymm1, ymm1, ymmword ptr [CMP_MSB_MASK+rip]
vpxor ymm2, ymm2, ymmword ptr [CMP_MSB_MASK+rip]
vpcmpgtd ymm2, ymm1, ymm2
shr r8, 32
vmovd xmm3, r8d
vpbroadcastd ymm3, xmm3
vpsubd ymm3, ymm3, ymm2
vmovdqa ymmword ptr [rsp+0x240], ymm3
shl rdx, 6
mov qword ptr [rsp+0x2C0], rdx
cmp rsi, 8
jc 3f
2:
vpbroadcastd ymm0, dword ptr [rcx]
vpbroadcastd ymm1, dword ptr [rcx+0x4]
vpbroadcastd ymm2, dword ptr [rcx+0x8]
vpbroadcastd ymm3, dword ptr [rcx+0xC]
vpbroadcastd ymm4, dword ptr [rcx+0x10]
vpbroadcastd ymm5, dword ptr [rcx+0x14]
vpbroadcastd ymm6, dword ptr [rcx+0x18]
vpbroadcastd ymm7, dword ptr [rcx+0x1C]
mov r8, qword ptr [rdi]
mov r9, qword ptr [rdi+0x8]
mov r10, qword ptr [rdi+0x10]
mov r11, qword ptr [rdi+0x18]
mov r12, qword ptr [rdi+0x20]
mov r13, qword ptr [rdi+0x28]
mov r14, qword ptr [rdi+0x30]
mov r15, qword ptr [rdi+0x38]
movzx eax, byte ptr [rbp+0x78]
movzx ebx, byte ptr [rbp+0x80]
or eax, ebx
xor edx, edx
.p2align 5
9:
movzx ebx, byte ptr [rbp+0x88]
or ebx, eax
add rdx, 64
cmp rdx, qword ptr [rsp+0x2C0]
cmove eax, ebx
mov dword ptr [rsp+0x200], eax
vmovups xmm8, xmmword ptr [r8+rdx-0x40]
vinsertf128 ymm8, ymm8, xmmword ptr [r12+rdx-0x40], 0x01
vmovups xmm9, xmmword ptr [r9+rdx-0x40]
vinsertf128 ymm9, ymm9, xmmword ptr [r13+rdx-0x40], 0x01
vunpcklpd ymm12, ymm8, ymm9
vunpckhpd ymm13, ymm8, ymm9
vmovups xmm10, xmmword ptr [r10+rdx-0x40]
vinsertf128 ymm10, ymm10, xmmword ptr [r14+rdx-0x40], 0x01
vmovups xmm11, xmmword ptr [r11+rdx-0x40]
vinsertf128 ymm11, ymm11, xmmword ptr [r15+rdx-0x40], 0x01
vunpcklpd ymm14, ymm10, ymm11
vunpckhpd ymm15, ymm10, ymm11
vshufps ymm8, ymm12, ymm14, 136
vmovaps ymmword ptr [rsp], ymm8
vshufps ymm9, ymm12, ymm14, 221
vmovaps ymmword ptr [rsp+0x20], ymm9
vshufps ymm10, ymm13, ymm15, 136
vmovaps ymmword ptr [rsp+0x40], ymm10
vshufps ymm11, ymm13, ymm15, 221
vmovaps ymmword ptr [rsp+0x60], ymm11
vmovups xmm8, xmmword ptr [r8+rdx-0x30]
vinsertf128 ymm8, ymm8, xmmword ptr [r12+rdx-0x30], 0x01
vmovups xmm9, xmmword ptr [r9+rdx-0x30]
vinsertf128 ymm9, ymm9, xmmword ptr [r13+rdx-0x30], 0x01
vunpcklpd ymm12, ymm8, ymm9
vunpckhpd ymm13, ymm8, ymm9
vmovups xmm10, xmmword ptr [r10+rdx-0x30]
vinsertf128 ymm10, ymm10, xmmword ptr [r14+rdx-0x30], 0x01
vmovups xmm11, xmmword ptr [r11+rdx-0x30]
vinsertf128 ymm11, ymm11, xmmword ptr [r15+rdx-0x30], 0x01
vunpcklpd ymm14, ymm10, ymm11
vunpckhpd ymm15, ymm10, ymm11
vshufps ymm8, ymm12, ymm14, 136
vmovaps ymmword ptr [rsp+0x80], ymm8
vshufps ymm9, ymm12, ymm14, 221
vmovaps ymmword ptr [rsp+0xA0], ymm9
vshufps ymm10, ymm13, ymm15, 136
vmovaps ymmword ptr [rsp+0xC0], ymm10
vshufps ymm11, ymm13, ymm15, 221
vmovaps ymmword ptr [rsp+0xE0], ymm11
vmovups xmm8, xmmword ptr [r8+rdx-0x20]
vinsertf128 ymm8, ymm8, xmmword ptr [r12+rdx-0x20], 0x01
vmovups xmm9, xmmword ptr [r9+rdx-0x20]
vinsertf128 ymm9, ymm9, xmmword ptr [r13+rdx-0x20], 0x01
vunpcklpd ymm12, ymm8, ymm9
vunpckhpd ymm13, ymm8, ymm9
vmovups xmm10, xmmword ptr [r10+rdx-0x20]
vinsertf128 ymm10, ymm10, xmmword ptr [r14+rdx-0x20], 0x01
vmovups xmm11, xmmword ptr [r11+rdx-0x20]
vinsertf128 ymm11, ymm11, xmmword ptr [r15+rdx-0x20], 0x01
vunpcklpd ymm14, ymm10, ymm11
vunpckhpd ymm15, ymm10, ymm11
vshufps ymm8, ymm12, ymm14, 136
vmovaps ymmword ptr [rsp+0x100], ymm8
vshufps ymm9, ymm12, ymm14, 221
vmovaps ymmword ptr [rsp+0x120], ymm9
vshufps ymm10, ymm13, ymm15, 136
vmovaps ymmword ptr [rsp+0x140], ymm10
vshufps ymm11, ymm13, ymm15, 221
vmovaps ymmword ptr [rsp+0x160], ymm11
vmovups xmm8, xmmword ptr [r8+rdx-0x10]
vinsertf128 ymm8, ymm8, xmmword ptr [r12+rdx-0x10], 0x01
vmovups xmm9, xmmword ptr [r9+rdx-0x10]
vinsertf128 ymm9, ymm9, xmmword ptr [r13+rdx-0x10], 0x01
vunpcklpd ymm12, ymm8, ymm9
vunpckhpd ymm13, ymm8, ymm9
vmovups xmm10, xmmword ptr [r10+rdx-0x10]
vinsertf128 ymm10, ymm10, xmmword ptr [r14+rdx-0x10], 0x01
vmovups xmm11, xmmword ptr [r11+rdx-0x10]
vinsertf128 ymm11, ymm11, xmmword ptr [r15+rdx-0x10], 0x01
vunpcklpd ymm14, ymm10, ymm11
vunpckhpd ymm15, ymm10, ymm11
vshufps ymm8, ymm12, ymm14, 136
vmovaps ymmword ptr [rsp+0x180], ymm8
vshufps ymm9, ymm12, ymm14, 221
vmovaps ymmword ptr [rsp+0x1A0], ymm9
vshufps ymm10, ymm13, ymm15, 136
vmovaps ymmword ptr [rsp+0x1C0], ymm10
vshufps ymm11, ymm13, ymm15, 221
vmovaps ymmword ptr [rsp+0x1E0], ymm11
vpbroadcastd ymm15, dword ptr [rsp+0x200]
prefetcht0 [r8+rdx+0x80]
prefetcht0 [r12+rdx+0x80]
prefetcht0 [r9+rdx+0x80]
prefetcht0 [r13+rdx+0x80]
prefetcht0 [r10+rdx+0x80]
prefetcht0 [r14+rdx+0x80]
prefetcht0 [r11+rdx+0x80]
prefetcht0 [r15+rdx+0x80]
vpaddd ymm0, ymm0, ymmword ptr [rsp]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x40]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x80]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0xC0]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm0, ymmword ptr [rsp+0x220]
vpxor ymm13, ymm1, ymmword ptr [rsp+0x240]
vpxor ymm14, ymm2, ymmword ptr [BLAKE3_BLOCK_LEN+rip]
vpxor ymm15, ymm3, ymm15
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [BLAKE3_IV_0+rip]
vpaddd ymm9, ymm13, ymmword ptr [BLAKE3_IV_1+rip]
vpaddd ymm10, ymm14, ymmword ptr [BLAKE3_IV_2+rip]
vpaddd ymm11, ymm15, ymmword ptr [BLAKE3_IV_3+rip]
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x20]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x60]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0xA0]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0xE0]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x100]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x140]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x180]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x1C0]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x120]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x160]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x1A0]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x1E0]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x40]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x60]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0xE0]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x80]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0xC0]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x140]
vpaddd ymm2, ymm2, ymmword ptr [rsp]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x1A0]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x20]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x180]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x120]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x1E0]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x160]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0xA0]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x1C0]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x100]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x60]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x140]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x1A0]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0xE0]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x80]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x180]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x40]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x1C0]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0xC0]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x120]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x160]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x100]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0xA0]
vpaddd ymm1, ymm1, ymmword ptr [rsp]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x1E0]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x20]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x140]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x180]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x1C0]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x1A0]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0xE0]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x120]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x60]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x1E0]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x80]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x160]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0xA0]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x20]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x40]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x100]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0xC0]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x180]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x120]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x1E0]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x1C0]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x1A0]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x160]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x140]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x100]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0xE0]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0xA0]
vpaddd ymm2, ymm2, ymmword ptr [rsp]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0xC0]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x40]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x60]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x20]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x80]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x120]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x160]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x100]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x1E0]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x1C0]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0xA0]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x180]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x20]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x1A0]
vpaddd ymm1, ymm1, ymmword ptr [rsp]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x40]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x80]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x60]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x140]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0xC0]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0xE0]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x160]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0xA0]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x20]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x100]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x1E0]
vpaddd ymm1, ymm1, ymmword ptr [rsp]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x120]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0xC0]
vpaddd ymm0, ymm0, ymm4
vpaddd ymm1, ymm1, ymm5
vpaddd ymm2, ymm2, ymm6
vpaddd ymm3, ymm3, ymm7
vpxor ymm12, ymm12, ymm0
vpxor ymm13, ymm13, ymm1
vpxor ymm14, ymm14, ymm2
vpxor ymm15, ymm15, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpshufb ymm15, ymm15, ymm8
vpaddd ymm8, ymm12, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm13
vpaddd ymm10, ymm10, ymm14
vpaddd ymm11, ymm11, ymm15
vpxor ymm4, ymm4, ymm8
vpxor ymm5, ymm5, ymm9
vpxor ymm6, ymm6, ymm10
vpxor ymm7, ymm7, ymm11
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x1C0]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x40]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x60]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0xE0]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT16+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vmovdqa ymmword ptr [rsp+0x200], ymm8
vpsrld ymm8, ymm5, 12
vpslld ymm5, ymm5, 20
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 12
vpslld ymm6, ymm6, 20
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 12
vpslld ymm7, ymm7, 20
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 12
vpslld ymm4, ymm4, 20
vpor ymm4, ymm4, ymm8
vpaddd ymm0, ymm0, ymmword ptr [rsp+0x140]
vpaddd ymm1, ymm1, ymmword ptr [rsp+0x180]
vpaddd ymm2, ymm2, ymmword ptr [rsp+0x80]
vpaddd ymm3, ymm3, ymmword ptr [rsp+0x1A0]
vpaddd ymm0, ymm0, ymm5
vpaddd ymm1, ymm1, ymm6
vpaddd ymm2, ymm2, ymm7
vpaddd ymm3, ymm3, ymm4
vpxor ymm15, ymm15, ymm0
vpxor ymm12, ymm12, ymm1
vpxor ymm13, ymm13, ymm2
vpxor ymm14, ymm14, ymm3
vbroadcasti128 ymm8, xmmword ptr [ROT8+rip]
vpshufb ymm15, ymm15, ymm8
vpshufb ymm12, ymm12, ymm8
vpshufb ymm13, ymm13, ymm8
vpshufb ymm14, ymm14, ymm8
vpaddd ymm10, ymm10, ymm15
vpaddd ymm11, ymm11, ymm12
vpaddd ymm8, ymm13, ymmword ptr [rsp+0x200]
vpaddd ymm9, ymm9, ymm14
vpxor ymm5, ymm5, ymm10
vpxor ymm6, ymm6, ymm11
vpxor ymm7, ymm7, ymm8
vpxor ymm4, ymm4, ymm9
vpxor ymm0, ymm0, ymm8
vpxor ymm1, ymm1, ymm9
vpxor ymm2, ymm2, ymm10
vpxor ymm3, ymm3, ymm11
vpsrld ymm8, ymm5, 7
vpslld ymm5, ymm5, 25
vpor ymm5, ymm5, ymm8
vpsrld ymm8, ymm6, 7
vpslld ymm6, ymm6, 25
vpor ymm6, ymm6, ymm8
vpsrld ymm8, ymm7, 7
vpslld ymm7, ymm7, 25
vpor ymm7, ymm7, ymm8
vpsrld ymm8, ymm4, 7
vpslld ymm4, ymm4, 25
vpor ymm4, ymm4, ymm8
vpxor ymm4, ymm4, ymm12
vpxor ymm5, ymm5, ymm13
vpxor ymm6, ymm6, ymm14
vpxor ymm7, ymm7, ymm15
movzx eax, byte ptr [rbp+0x78]
jne 9b
mov rbx, qword ptr [rbp+0x90]
vunpcklps ymm8, ymm0, ymm1
vunpcklps ymm9, ymm2, ymm3
vunpckhps ymm10, ymm0, ymm1
vunpcklps ymm11, ymm4, ymm5
vunpcklps ymm0, ymm6, ymm7
vshufps ymm12, ymm8, ymm9, 78
vblendps ymm1, ymm8, ymm12, 0xCC
vshufps ymm8, ymm11, ymm0, 78
vunpckhps ymm13, ymm2, ymm3
vblendps ymm2, ymm11, ymm8, 0xCC
vblendps ymm3, ymm12, ymm9, 0xCC
vperm2f128 ymm12, ymm1, ymm2, 0x20
vmovups ymmword ptr [rbx], ymm12
vunpckhps ymm14, ymm4, ymm5
vblendps ymm4, ymm8, ymm0, 0xCC
vunpckhps ymm15, ymm6, ymm7
vperm2f128 ymm7, ymm3, ymm4, 0x20
vmovups ymmword ptr [rbx+0x20], ymm7
vshufps ymm5, ymm10, ymm13, 78
vblendps ymm6, ymm5, ymm13, 0xCC
vshufps ymm13, ymm14, ymm15, 78
vblendps ymm10, ymm10, ymm5, 0xCC
vblendps ymm14, ymm14, ymm13, 0xCC
vperm2f128 ymm8, ymm10, ymm14, 0x20
vmovups ymmword ptr [rbx+0x40], ymm8
vblendps ymm15, ymm13, ymm15, 0xCC
vperm2f128 ymm13, ymm6, ymm15, 0x20
vmovups ymmword ptr [rbx+0x60], ymm13
vperm2f128 ymm9, ymm1, ymm2, 0x31
vperm2f128 ymm11, ymm3, ymm4, 0x31
vmovups ymmword ptr [rbx+0x80], ymm9
vperm2f128 ymm14, ymm10, ymm14, 0x31
vperm2f128 ymm15, ymm6, ymm15, 0x31
vmovups ymmword ptr [rbx+0xA0], ymm11
vmovups ymmword ptr [rbx+0xC0], ymm14
vmovups ymmword ptr [rbx+0xE0], ymm15
vmovdqa ymm0, ymmword ptr [rsp+0x2A0]
vpaddd ymm1, ymm0, ymmword ptr [rsp+0x220]
vmovdqa ymmword ptr [rsp+0x220], ymm1
vpxor ymm0, ymm0, ymmword ptr [CMP_MSB_MASK+rip]
vpxor ymm2, ymm1, ymmword ptr [CMP_MSB_MASK+rip]
vpcmpgtd ymm2, ymm0, ymm2
vmovdqa ymm0, ymmword ptr [rsp+0x240]
vpsubd ymm2, ymm0, ymm2
vmovdqa ymmword ptr [rsp+0x240], ymm2
add rdi, 64
add rbx, 256
mov qword ptr [rbp+0x90], rbx
sub rsi, 8
cmp rsi, 8
jnc 2b
test rsi, rsi
jnz 3f
4:
vzeroupper
vmovdqa xmm6, xmmword ptr [rsp+0x2D0]
vmovdqa xmm7, xmmword ptr [rsp+0x2E0]
vmovdqa xmm8, xmmword ptr [rsp+0x2F0]
vmovdqa xmm9, xmmword ptr [rsp+0x300]
vmovdqa xmm10, xmmword ptr [rsp+0x310]
vmovdqa xmm11, xmmword ptr [rsp+0x320]
vmovdqa xmm12, xmmword ptr [rsp+0x330]
vmovdqa xmm13, xmmword ptr [rsp+0x340]
vmovdqa xmm14, xmmword ptr [rsp+0x350]
vmovdqa xmm15, xmmword ptr [rsp+0x360]
mov rsp, rbp
pop rbp
pop rbx
pop rdi
pop rsi
pop r12
pop r13
pop r14
pop r15
ret
.p2align 5
3:
mov rbx, qword ptr [rbp+0x90]
mov r15, qword ptr [rsp+0x2C0]
movzx r13d, byte ptr [rbp+0x78]
movzx r12d, byte ptr [rbp+0x88]
test rsi, 0x4
je 3f
vbroadcasti128 ymm0, xmmword ptr [rcx]
vbroadcasti128 ymm1, xmmword ptr [rcx+0x10]
vmovdqa ymm8, ymm0
vmovdqa ymm9, ymm1
vbroadcasti128 ymm12, xmmword ptr [rsp+0x220]
vbroadcasti128 ymm13, xmmword ptr [rsp+0x240]
vpunpckldq ymm14, ymm12, ymm13
vpunpckhdq ymm15, ymm12, ymm13
vpermq ymm14, ymm14, 0x50
vpermq ymm15, ymm15, 0x50
vbroadcasti128 ymm12, xmmword ptr [BLAKE3_BLOCK_LEN+rip]
vpblendd ymm14, ymm14, ymm12, 0x44
vpblendd ymm15, ymm15, ymm12, 0x44
vmovdqa ymmword ptr [rsp], ymm14
vmovdqa ymmword ptr [rsp+0x20], ymm15
mov r8, qword ptr [rdi]
mov r9, qword ptr [rdi+0x8]
mov r10, qword ptr [rdi+0x10]
mov r11, qword ptr [rdi+0x18]
movzx eax, byte ptr [rbp+0x80]
or eax, r13d
xor edx, edx
.p2align 5
2:
mov r14d, eax
or eax, r12d
add rdx, 64
cmp rdx, r15
cmovne eax, r14d
mov dword ptr [rsp+0x200], eax
vmovups ymm2, ymmword ptr [r8+rdx-0x40]
vinsertf128 ymm2, ymm2, xmmword ptr [r9+rdx-0x40], 0x01
vmovups ymm3, ymmword ptr [r8+rdx-0x30]
vinsertf128 ymm3, ymm3, xmmword ptr [r9+rdx-0x30], 0x01
vshufps ymm4, ymm2, ymm3, 136
vshufps ymm5, ymm2, ymm3, 221
vmovups ymm2, ymmword ptr [r8+rdx-0x20]
vinsertf128 ymm2, ymm2, xmmword ptr [r9+rdx-0x20], 0x01
vmovups ymm3, ymmword ptr [r8+rdx-0x10]
vinsertf128 ymm3, ymm3, xmmword ptr [r9+rdx-0x10], 0x01
vshufps ymm6, ymm2, ymm3, 136
vshufps ymm7, ymm2, ymm3, 221
vpshufd ymm6, ymm6, 0x93
vpshufd ymm7, ymm7, 0x93
vmovups ymm10, ymmword ptr [r10+rdx-0x40]
vinsertf128 ymm10, ymm10, xmmword ptr [r11+rdx-0x40], 0x01
vmovups ymm11, ymmword ptr [r10+rdx-0x30]
vinsertf128 ymm11, ymm11, xmmword ptr [r11+rdx-0x30], 0x01
vshufps ymm12, ymm10, ymm11, 136
vshufps ymm13, ymm10, ymm11, 221
vmovups ymm10, ymmword ptr [r10+rdx-0x20]
vinsertf128 ymm10, ymm10, xmmword ptr [r11+rdx-0x20], 0x01
vmovups ymm11, ymmword ptr [r10+rdx-0x10]
vinsertf128 ymm11, ymm11, xmmword ptr [r11+rdx-0x10], 0x01
vshufps ymm14, ymm10, ymm11, 136
vshufps ymm15, ymm10, ymm11, 221
vpshufd ymm14, ymm14, 0x93
vpshufd ymm15, ymm15, 0x93
vpbroadcastd ymm2, dword ptr [rsp+0x200]
vmovdqa ymm3, ymmword ptr [rsp]
vmovdqa ymm11, ymmword ptr [rsp+0x20]
vpblendd ymm3, ymm3, ymm2, 0x88
vpblendd ymm11, ymm11, ymm2, 0x88
vbroadcasti128 ymm2, xmmword ptr [BLAKE3_IV+rip]
vmovdqa ymm10, ymm2
mov al, 7
9:
vpaddd ymm0, ymm0, ymm4
vpaddd ymm8, ymm8, ymm12
vmovdqa ymmword ptr [rsp+0x40], ymm4
nop
vmovdqa ymmword ptr [rsp+0x60], ymm12
nop
vpaddd ymm0, ymm0, ymm1
vpaddd ymm8, ymm8, ymm9
vpxor ymm3, ymm3, ymm0
vpxor ymm11, ymm11, ymm8
vbroadcasti128 ymm4, xmmword ptr [ROT16+rip]
vpshufb ymm3, ymm3, ymm4
vpshufb ymm11, ymm11, ymm4
vpaddd ymm2, ymm2, ymm3
vpaddd ymm10, ymm10, ymm11
vpxor ymm1, ymm1, ymm2
vpxor ymm9, ymm9, ymm10
vpsrld ymm4, ymm1, 12
vpslld ymm1, ymm1, 20
vpor ymm1, ymm1, ymm4
vpsrld ymm4, ymm9, 12
vpslld ymm9, ymm9, 20
vpor ymm9, ymm9, ymm4
vpaddd ymm0, ymm0, ymm5
vpaddd ymm8, ymm8, ymm13
vpaddd ymm0, ymm0, ymm1
vpaddd ymm8, ymm8, ymm9
vmovdqa ymmword ptr [rsp+0x80], ymm5
vmovdqa ymmword ptr [rsp+0xA0], ymm13
vpxor ymm3, ymm3, ymm0
vpxor ymm11, ymm11, ymm8
vbroadcasti128 ymm4, xmmword ptr [ROT8+rip]
vpshufb ymm3, ymm3, ymm4
vpshufb ymm11, ymm11, ymm4
vpaddd ymm2, ymm2, ymm3
vpaddd ymm10, ymm10, ymm11
vpxor ymm1, ymm1, ymm2
vpxor ymm9, ymm9, ymm10
vpsrld ymm4, ymm1, 7
vpslld ymm1, ymm1, 25
vpor ymm1, ymm1, ymm4
vpsrld ymm4, ymm9, 7
vpslld ymm9, ymm9, 25
vpor ymm9, ymm9, ymm4
vpshufd ymm0, ymm0, 0x93
vpshufd ymm8, ymm8, 0x93
vpshufd ymm3, ymm3, 0x4E
vpshufd ymm11, ymm11, 0x4E
vpshufd ymm2, ymm2, 0x39
vpshufd ymm10, ymm10, 0x39
vpaddd ymm0, ymm0, ymm6
vpaddd ymm8, ymm8, ymm14
vpaddd ymm0, ymm0, ymm1
vpaddd ymm8, ymm8, ymm9
vpxor ymm3, ymm3, ymm0
vpxor ymm11, ymm11, ymm8
vbroadcasti128 ymm4, xmmword ptr [ROT16+rip]
vpshufb ymm3, ymm3, ymm4
vpshufb ymm11, ymm11, ymm4
vpaddd ymm2, ymm2, ymm3
vpaddd ymm10, ymm10, ymm11
vpxor ymm1, ymm1, ymm2
vpxor ymm9, ymm9, ymm10
vpsrld ymm4, ymm1, 12
vpslld ymm1, ymm1, 20
vpor ymm1, ymm1, ymm4
vpsrld ymm4, ymm9, 12
vpslld ymm9, ymm9, 20
vpor ymm9, ymm9, ymm4
vpaddd ymm0, ymm0, ymm7
vpaddd ymm8, ymm8, ymm15
vpaddd ymm0, ymm0, ymm1
vpaddd ymm8, ymm8, ymm9
vpxor ymm3, ymm3, ymm0
vpxor ymm11, ymm11, ymm8
vbroadcasti128 ymm4, xmmword ptr [ROT8+rip]
vpshufb ymm3, ymm3, ymm4
vpshufb ymm11, ymm11, ymm4
vpaddd ymm2, ymm2, ymm3
vpaddd ymm10, ymm10, ymm11
vpxor ymm1, ymm1, ymm2
vpxor ymm9, ymm9, ymm10
vpsrld ymm4, ymm1, 7
vpslld ymm1, ymm1, 25
vpor ymm1, ymm1, ymm4
vpsrld ymm4, ymm9, 7
vpslld ymm9, ymm9, 25
vpor ymm9, ymm9, ymm4
vpshufd ymm0, ymm0, 0x39
vpshufd ymm8, ymm8, 0x39
vpshufd ymm3, ymm3, 0x4E
vpshufd ymm11, ymm11, 0x4E
vpshufd ymm2, ymm2, 0x93
vpshufd ymm10, ymm10, 0x93
dec al
je 9f
vmovdqa ymm4, ymmword ptr [rsp+0x40]
vmovdqa ymm5, ymmword ptr [rsp+0x80]
vshufps ymm12, ymm4, ymm5, 214
vpshufd ymm13, ymm4, 0x0F
vpshufd ymm4, ymm12, 0x39
vshufps ymm12, ymm6, ymm7, 250
vpblendd ymm13, ymm13, ymm12, 0xAA
vpunpcklqdq ymm12, ymm7, ymm5
vpblendd ymm12, ymm12, ymm6, 0x88
vpshufd ymm12, ymm12, 0x78
vpunpckhdq ymm5, ymm5, ymm7
vpunpckldq ymm6, ymm6, ymm5
vpshufd ymm7, ymm6, 0x1E
vmovdqa ymmword ptr [rsp+0x40], ymm13
vmovdqa ymmword ptr [rsp+0x80], ymm12
vmovdqa ymm12, ymmword ptr [rsp+0x60]
vmovdqa ymm13, ymmword ptr [rsp+0xA0]
vshufps ymm5, ymm12, ymm13, 214
vpshufd ymm6, ymm12, 0x0F
vpshufd ymm12, ymm5, 0x39
vshufps ymm5, ymm14, ymm15, 250
vpblendd ymm6, ymm6, ymm5, 0xAA
vpunpcklqdq ymm5, ymm15, ymm13
vpblendd ymm5, ymm5, ymm14, 0x88
vpshufd ymm5, ymm5, 0x78
vpunpckhdq ymm13, ymm13, ymm15
vpunpckldq ymm14, ymm14, ymm13
vpshufd ymm15, ymm14, 0x1E
vmovdqa ymm13, ymm6
vmovdqa ymm14, ymm5
vmovdqa ymm5, ymmword ptr [rsp+0x40]
vmovdqa ymm6, ymmword ptr [rsp+0x80]
jmp 9b
9:
vpxor ymm0, ymm0, ymm2
vpxor ymm1, ymm1, ymm3
vpxor ymm8, ymm8, ymm10
vpxor ymm9, ymm9, ymm11
mov eax, r13d
cmp rdx, r15
jne 2b
vmovdqu xmmword ptr [rbx], xmm0
vmovdqu xmmword ptr [rbx+0x10], xmm1
vextracti128 xmmword ptr [rbx+0x20], ymm0, 0x01
vextracti128 xmmword ptr [rbx+0x30], ymm1, 0x01
vmovdqu xmmword ptr [rbx+0x40], xmm8
vmovdqu xmmword ptr [rbx+0x50], xmm9
vextracti128 xmmword ptr [rbx+0x60], ymm8, 0x01
vextracti128 xmmword ptr [rbx+0x70], ymm9, 0x01
vmovaps xmm8, xmmword ptr [rsp+0x260]
vmovaps xmm0, xmmword ptr [rsp+0x220]
vmovaps xmm1, xmmword ptr [rsp+0x230]
vmovaps xmm2, xmmword ptr [rsp+0x240]
vmovaps xmm3, xmmword ptr [rsp+0x250]
vblendvps xmm0, xmm0, xmm1, xmm8
vblendvps xmm2, xmm2, xmm3, xmm8
vmovaps xmmword ptr [rsp+0x220], xmm0
vmovaps xmmword ptr [rsp+0x240], xmm2
add rbx, 128
add rdi, 32
sub rsi, 4
3:
test rsi, 0x2
je 3f
vbroadcasti128 ymm0, xmmword ptr [rcx]
vbroadcasti128 ymm1, xmmword ptr [rcx+0x10]
vmovd xmm13, dword ptr [rsp+0x220]
vpinsrd xmm13, xmm13, dword ptr [rsp+0x240], 1
vpinsrd xmm13, xmm13, dword ptr [BLAKE3_BLOCK_LEN+rip], 2
vmovd xmm14, dword ptr [rsp+0x224]
vpinsrd xmm14, xmm14, dword ptr [rsp+0x244], 1
vpinsrd xmm14, xmm14, dword ptr [BLAKE3_BLOCK_LEN+rip], 2
vinserti128 ymm13, ymm13, xmm14, 0x01
vbroadcasti128 ymm14, xmmword ptr [ROT16+rip]
vbroadcasti128 ymm15, xmmword ptr [ROT8+rip]
mov r8, qword ptr [rdi]
mov r9, qword ptr [rdi+0x8]
movzx eax, byte ptr [rbp+0x80]
or eax, r13d
xor edx, edx
.p2align 5
2:
mov r14d, eax
or eax, r12d
add rdx, 64
cmp rdx, r15
cmovne eax, r14d
mov dword ptr [rsp+0x200], eax
vbroadcasti128 ymm2, xmmword ptr [BLAKE3_IV+rip]
vpbroadcastd ymm8, dword ptr [rsp+0x200]
vpblendd ymm3, ymm13, ymm8, 0x88
vmovups ymm8, ymmword ptr [r8+rdx-0x40]
vinsertf128 ymm8, ymm8, xmmword ptr [r9+rdx-0x40], 0x01
vmovups ymm9, ymmword ptr [r8+rdx-0x30]
vinsertf128 ymm9, ymm9, xmmword ptr [r9+rdx-0x30], 0x01
vshufps ymm4, ymm8, ymm9, 136
vshufps ymm5, ymm8, ymm9, 221
vmovups ymm8, ymmword ptr [r8+rdx-0x20]
vinsertf128 ymm8, ymm8, xmmword ptr [r9+rdx-0x20], 0x01
vmovups ymm9, ymmword ptr [r8+rdx-0x10]
vinsertf128 ymm9, ymm9, xmmword ptr [r9+rdx-0x10], 0x01
vshufps ymm6, ymm8, ymm9, 136
vshufps ymm7, ymm8, ymm9, 221
vpshufd ymm6, ymm6, 0x93
vpshufd ymm7, ymm7, 0x93
mov al, 7
9:
vpaddd ymm0, ymm0, ymm4
vpaddd ymm0, ymm0, ymm1
vpxor ymm3, ymm3, ymm0
vpshufb ymm3, ymm3, ymm14
vpaddd ymm2, ymm2, ymm3
vpxor ymm1, ymm1, ymm2
vpsrld ymm8, ymm1, 12
vpslld ymm1, ymm1, 20
vpor ymm1, ymm1, ymm8
vpaddd ymm0, ymm0, ymm5
vpaddd ymm0, ymm0, ymm1
vpxor ymm3, ymm3, ymm0
vpshufb ymm3, ymm3, ymm15
vpaddd ymm2, ymm2, ymm3
vpxor ymm1, ymm1, ymm2
vpsrld ymm8, ymm1, 7
vpslld ymm1, ymm1, 25
vpor ymm1, ymm1, ymm8
vpshufd ymm0, ymm0, 0x93
vpshufd ymm3, ymm3, 0x4E
vpshufd ymm2, ymm2, 0x39
vpaddd ymm0, ymm0, ymm6
vpaddd ymm0, ymm0, ymm1
vpxor ymm3, ymm3, ymm0
vpshufb ymm3, ymm3, ymm14
vpaddd ymm2, ymm2, ymm3
vpxor ymm1, ymm1, ymm2
vpsrld ymm8, ymm1, 12
vpslld ymm1, ymm1, 20
vpor ymm1, ymm1, ymm8
vpaddd ymm0, ymm0, ymm7
vpaddd ymm0, ymm0, ymm1
vpxor ymm3, ymm3, ymm0
vpshufb ymm3, ymm3, ymm15
vpaddd ymm2, ymm2, ymm3
vpxor ymm1, ymm1, ymm2
vpsrld ymm8, ymm1, 7
vpslld ymm1, ymm1, 25
vpor ymm1, ymm1, ymm8
vpshufd ymm0, ymm0, 0x39
vpshufd ymm3, ymm3, 0x4E
vpshufd ymm2, ymm2, 0x93
dec al
jz 9f
vshufps ymm8, ymm4, ymm5, 214
vpshufd ymm9, ymm4, 0x0F
vpshufd ymm4, ymm8, 0x39
vshufps ymm8, ymm6, ymm7, 250
vpblendd ymm9, ymm9, ymm8, 0xAA
vpunpcklqdq ymm8, ymm7, ymm5
vpblendd ymm8, ymm8, ymm6, 0x88
vpshufd ymm8, ymm8, 0x78
vpunpckhdq ymm5, ymm5, ymm7
vpunpckldq ymm6, ymm6, ymm5
vpshufd ymm7, ymm6, 0x1E
vmovdqa ymm5, ymm9
vmovdqa ymm6, ymm8
jmp 9b
9:
vpxor ymm0, ymm0, ymm2
vpxor ymm1, ymm1, ymm3
mov eax, r13d
cmp rdx, r15
jne 2b
vmovdqu xmmword ptr [rbx], xmm0
vmovdqu xmmword ptr [rbx+0x10], xmm1
vextracti128 xmmword ptr [rbx+0x20], ymm0, 0x01
vextracti128 xmmword ptr [rbx+0x30], ymm1, 0x01
vmovaps ymm8, ymmword ptr [rsp+0x260]
vmovaps ymm0, ymmword ptr [rsp+0x220]
vmovups ymm1, ymmword ptr [rsp+0x228]
vmovaps ymm2, ymmword ptr [rsp+0x240]
vmovups ymm3, ymmword ptr [rsp+0x248]
vblendvps ymm0, ymm0, ymm1, ymm8
vblendvps ymm2, ymm2, ymm3, ymm8
vmovaps ymmword ptr [rsp+0x220], ymm0
vmovaps ymmword ptr [rsp+0x240], ymm2
add rbx, 64
add rdi, 16
sub rsi, 2
3:
test rsi, 0x1
je 4b
vmovdqu xmm0, xmmword ptr [rcx]
vmovdqu xmm1, xmmword ptr [rcx+0x10]
vmovd xmm3, dword ptr [rsp+0x220]
vpinsrd xmm3, xmm3, dword ptr [rsp+0x240], 1
vpinsrd xmm13, xmm3, dword ptr [BLAKE3_BLOCK_LEN+rip], 2
vmovdqa xmm14, xmmword ptr [ROT16+rip]
vmovdqa xmm15, xmmword ptr [ROT8+rip]
mov r8, qword ptr [rdi]
movzx eax, byte ptr [rbp+0x80]
or eax, r13d
xor edx, edx
.p2align 5
2:
mov r14d, eax
or eax, r12d
add rdx, 64
cmp rdx, r15
cmovne eax, r14d
vmovdqa xmm2, xmmword ptr [BLAKE3_IV+rip]
vmovdqa xmm3, xmm13
vpinsrd xmm3, xmm3, eax, 3
vmovups xmm8, xmmword ptr [r8+rdx-0x40]
vmovups xmm9, xmmword ptr [r8+rdx-0x30]
vshufps xmm4, xmm8, xmm9, 136
vshufps xmm5, xmm8, xmm9, 221
vmovups xmm8, xmmword ptr [r8+rdx-0x20]
vmovups xmm9, xmmword ptr [r8+rdx-0x10]
vshufps xmm6, xmm8, xmm9, 136
vshufps xmm7, xmm8, xmm9, 221
vpshufd xmm6, xmm6, 0x93
vpshufd xmm7, xmm7, 0x93
mov al, 7
9:
vpaddd xmm0, xmm0, xmm4
vpaddd xmm0, xmm0, xmm1
vpxor xmm3, xmm3, xmm0
vpshufb xmm3, xmm3, xmm14
vpaddd xmm2, xmm2, xmm3
vpxor xmm1, xmm1, xmm2
vpsrld xmm8, xmm1, 12
vpslld xmm1, xmm1, 20
vpor xmm1, xmm1, xmm8
vpaddd xmm0, xmm0, xmm5
vpaddd xmm0, xmm0, xmm1
vpxor xmm3, xmm3, xmm0
vpshufb xmm3, xmm3, xmm15
vpaddd xmm2, xmm2, xmm3
vpxor xmm1, xmm1, xmm2
vpsrld xmm8, xmm1, 7
vpslld xmm1, xmm1, 25
vpor xmm1, xmm1, xmm8
vpshufd xmm0, xmm0, 0x93
vpshufd xmm3, xmm3, 0x4E
vpshufd xmm2, xmm2, 0x39
vpaddd xmm0, xmm0, xmm6
vpaddd xmm0, xmm0, xmm1
vpxor xmm3, xmm3, xmm0
vpshufb xmm3, xmm3, xmm14
vpaddd xmm2, xmm2, xmm3
vpxor xmm1, xmm1, xmm2
vpsrld xmm8, xmm1, 12
vpslld xmm1, xmm1, 20
vpor xmm1, xmm1, xmm8
vpaddd xmm0, xmm0, xmm7
vpaddd xmm0, xmm0, xmm1
vpxor xmm3, xmm3, xmm0
vpshufb xmm3, xmm3, xmm15
vpaddd xmm2, xmm2, xmm3
vpxor xmm1, xmm1, xmm2
vpsrld xmm8, xmm1, 7
vpslld xmm1, xmm1, 25
vpor xmm1, xmm1, xmm8
vpshufd xmm0, xmm0, 0x39
vpshufd xmm3, xmm3, 0x4E
vpshufd xmm2, xmm2, 0x93
dec al
jz 9f
vshufps xmm8, xmm4, xmm5, 214
vpshufd xmm9, xmm4, 0x0F
vpshufd xmm4, xmm8, 0x39
vshufps xmm8, xmm6, xmm7, 250
vpblendd xmm9, xmm9, xmm8, 0xAA
vpunpcklqdq xmm8, xmm7, xmm5
vpblendd xmm8, xmm8, xmm6, 0x88
vpshufd xmm8, xmm8, 0x78
vpunpckhdq xmm5, xmm5, xmm7
vpunpckldq xmm6, xmm6, xmm5
vpshufd xmm7, xmm6, 0x1E
vmovdqa xmm5, xmm9
vmovdqa xmm6, xmm8
jmp 9b
9:
vpxor xmm0, xmm0, xmm2
vpxor xmm1, xmm1, xmm3
mov eax, r13d
cmp rdx, r15
jne 2b
vmovdqu xmmword ptr [rbx], xmm0
vmovdqu xmmword ptr [rbx+0x10], xmm1
jmp 4b
.section .rdata
.p2align 6
ADD0:
.long 0, 1, 2, 3, 4, 5, 6, 7
ADD1:
.long 8, 8, 8, 8, 8, 8, 8, 8
BLAKE3_IV_0:
.long 0x6A09E667, 0x6A09E667, 0x6A09E667, 0x6A09E667
.long 0x6A09E667, 0x6A09E667, 0x6A09E667, 0x6A09E667
BLAKE3_IV_1:
.long 0xBB67AE85, 0xBB67AE85, 0xBB67AE85, 0xBB67AE85
.long 0xBB67AE85, 0xBB67AE85, 0xBB67AE85, 0xBB67AE85
BLAKE3_IV_2:
.long 0x3C6EF372, 0x3C6EF372, 0x3C6EF372, 0x3C6EF372
.long 0x3C6EF372, 0x3C6EF372, 0x3C6EF372, 0x3C6EF372
BLAKE3_IV_3:
.long 0xA54FF53A, 0xA54FF53A, 0xA54FF53A, 0xA54FF53A
.long 0xA54FF53A, 0xA54FF53A, 0xA54FF53A, 0xA54FF53A
BLAKE3_BLOCK_LEN:
.long 0x00000040, 0x00000040, 0x00000040, 0x00000040
.long 0x00000040, 0x00000040, 0x00000040, 0x00000040
ROT16:
.byte 2, 3, 0, 1, 6, 7, 4, 5, 10, 11, 8, 9, 14, 15, 12, 13
ROT8:
.byte 1, 2, 3, 0, 5, 6, 7, 4, 9, 10, 11, 8, 13, 14, 15, 12
CMP_MSB_MASK:
.long 0x80000000, 0x80000000, 0x80000000, 0x80000000
.long 0x80000000, 0x80000000, 0x80000000, 0x80000000
BLAKE3_IV:
.long 0x6A09E667, 0xBB67AE85, 0x3C6EF372, 0xA54FF53A
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