repo_id
stringlengths
5
115
size
int64
590
5.01M
file_path
stringlengths
4
212
content
stringlengths
590
5.01M
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)
nqd1/FPGRARS
62,902
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 Track1: .word 70, 1, 1064, 0, 14913, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 44, 217, 42, 108, 44, 108, 42, 217, 39, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 44, 217, 42, 108, 44, 108, 42, 217, 39, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 217, 39, 217, 39, 217, 41, 217, 41, 217, 42, 217, 42, 217, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 37, 217, 40, 108, 37, 108, 42, 217, 40, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 37, 217, 40, 108, 37, 108, 42, 217, 40, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 37, 217, 40, 108, 37, 108, 42, 217, 40, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 37, 217, 40, 108, 37, 108, 42, 217, 40, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 44, 434, 42, 434, 39, 27826, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 44, 217, 42, 108, 44, 108, 42, 217, 39, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 44, 217, 42, 108, 44, 108, 42, 217, 39, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 217, 39, 217, 39, 217, 41, 217, 41, 217, 42, 217, 42, 217, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 37, 217, 40, 108, 37, 108, 42, 217, 40, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 37, 217, 40, 108, 37, 108, 42, 217, 40, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 37, 217, 40, 108, 37, 108, 42, 217, 40, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 42, 108, 39, 108, 44, 217, 42, 108, 44, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 35, 217, 35, 108, 35, 108, 35, 108, 35, 108, 34, 108, 35, 108, 37, 217, 37, 108, 37, 108, 37, 108, 37, 108, 35, 108, 37, 108, 37, 217, 40, 108, 37, 108, 42, 217, 40, 108, 42, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 39, 217, 39, 108, 39, 108, 39, 108, 39, 108, 37, 108, 39, 108, 44, 434, 42, 434 Track2: .word 70, 1, 956, 0, 28826, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 217, 63, 217, 63, 217, 65, 217, 65, 217, 66, 217, 66, 217, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 61, 217, 64, 108, 61, 108, 66, 217, 64, 108, 66, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 61, 217, 64, 108, 61, 108, 66, 217, 64, 108, 66, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 61, 217, 64, 108, 61, 108, 66, 217, 64, 108, 66, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 61, 217, 64, 108, 61, 108, 66, 217, 64, 108, 66, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 68, 434, 66, 434, 63, 27826, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 68, 217, 66, 108, 68, 108, 66, 217, 63, 108, 66, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 68, 217, 66, 108, 68, 108, 66, 217, 63, 108, 66, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 217, 63, 217, 63, 217, 65, 217, 65, 217, 66, 217, 66, 217, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 61, 217, 64, 108, 61, 108, 66, 217, 64, 108, 66, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 61, 217, 64, 108, 61, 108, 66, 217, 64, 108, 66, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 61, 217, 64, 108, 61, 108, 66, 217, 64, 108, 66, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 66, 108, 63, 108, 68, 217, 66, 108, 68, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 59, 217, 59, 108, 59, 108, 59, 108, 59, 108, 58, 108, 59, 108, 61, 217, 61, 108, 61, 108, 61, 108, 61, 108, 59, 108, 61, 108, 61, 217, 64, 108, 61, 108, 66, 217, 64, 108, 66, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 63, 217, 63, 108, 63, 108, 63, 108, 63, 108, 61, 108, 63, 108, 68, 434, 66, 434 Track3: .word 70, 1, 546, 0, 28826, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 87, 217, 85, 217, 82, 434, 75, 434, 82, 217, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 77, 217, 75, 217, 74, 217, 78, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 87, 217, 85, 217, 82, 434, 75, 434, 82, 217, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 80, 217, 78, 217, 77, 434, 78, 434, 80, 434, 82, 434, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 87, 217, 85, 217, 82, 434, 75, 434, 82, 217, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 77, 217, 75, 217, 74, 217, 78, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 87, 217, 85, 217, 82, 434, 75, 434, 82, 217, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 80, 217, 78, 217, 77, 434, 78, 434, 80, 434, 82, 434, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 434, 73, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 217, 75, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 434, 73, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 217, 75, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 434, 73, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 217, 75, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 87, 217, 89, 217, 90, 217, 89, 217, 87, 217, 85, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 217, 80, 217, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 434, 73, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 217, 75, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 434, 73, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 217, 75, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 434, 73, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 217, 75, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 87, 217, 89, 217, 90, 217, 89, 217, 87, 217, 85, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 217, 75, 14565, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 87, 217, 85, 217, 82, 434, 75, 434, 82, 217, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 77, 217, 75, 217, 74, 217, 78, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 87, 217, 85, 217, 82, 434, 75, 434, 82, 217, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 80, 217, 78, 217, 77, 434, 78, 434, 80, 434, 82, 434, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 87, 217, 85, 217, 82, 434, 75, 434, 82, 217, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 77, 217, 75, 217, 74, 217, 78, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 87, 217, 85, 217, 82, 434, 75, 434, 82, 217, 80, 217, 78, 217, 77, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 434, 80, 217, 78, 217, 77, 434, 78, 434, 80, 434, 82, 434, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 434, 73, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 217, 75, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 434, 73, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 217, 75, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 434, 73, 217, 75, 217, 77, 217, 78, 217, 80, 217, 82, 217, 75, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 80, 217, 82, 217, 85, 217, 87, 217, 82, 217, 80, 217, 82, 434, 87, 217, 89, 217, 90, 217, 89, 217, 87, 217, 85, 217, 82, 434, 80, 217, 82, 217, 80, 217, 78, 217, 77, 217, 73, 217, 75, 217, 80, 217, 80, 217, 82, 217 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