#include "pspmath.h" void vfpu_perspective_matrix(ScePspFMatrix4 *m, float fovy, float aspect, float near, float far) { __asm__ volatile ( "vmzero.q M100\n" // set M100 to all zeros "mtv %1, S000\n" // S000 = fovy "viim.s S001, 90\n" // S002 = 90.0f "vrcp.s S001, S001\n" // S002 = 1/90 "vmul.s S000, S000, S000[1/2]\n" // S000 = fovy * 0.5 = fovy/2 "vmul.s S000, S000, S001\n" // S000 = (fovy/2)/90 "vrot.p C002, S000, [c, s]\n" // S002 = cos(angle), S003 = sin(angle) "vdiv.s S100, S002, S003\n" // S100 = m->x.x = cotangent = cos(angle)/sin(angle) "mtv %3, S001\n" // S001 = near "mtv %4, S002\n" // S002 = far "vsub.s S003, S001, S002\n" // S003 = deltaz = near-far "vrcp.s S003, S003\n" // S003 = 1/deltaz "mtv %2, S000\n" // S000 = aspect "vmov.s S111, S100\n" // S111 = m->y.y = cotangent "vdiv.s S100, S100, S000\n" // S100 = m->x.x = cotangent / aspect "vadd.s S122, S001, S002\n" // S122 = m->z.z = far + near "vmul.s S122, S122, S003\n" // S122 = m->z.z = (far+near)/deltaz "vmul.s S132, S001, S002\n" // S132 = m->w.z = far * near "vmul.s S132, S132, S132[2]\n" // S132 = m->w.z = 2 * (far*near) "vmul.s S132, S132, S003\n" // S132 = m->w.z = 2 * (far*near) / deltaz "vsub.s S123, S123, S123[1]\n" // S123 = m->z.w = -1.0 "sv.q C100, 0 + %0\n" "sv.q C110, 16 + %0\n" "sv.q C120, 32 + %0\n" "sv.q C130, 48 + %0\n" :"=m"(*m): "r"(fovy),"r"(aspect),"r"(near),"r"(far)); }