Nintendo Ultra64 Programmer's Manual page 241

Rsp
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Operation:
T:
 0
VCC
15...0
 0
VCO
15...0
 0
VCE
7...0
for i in 0...7
if (e = 0000) then /* vector operand */
elseif ((e
elseif ((e
elseif ((e
endif
sign  ((VR[vs][i*2]
if (sign) then
else
endif
Revision 1.0
16
16
8
j  i
& 1110) = 0010) then /* scalar quarter of vector */
3...0
j  (e
& 0001) + (i & 1110)
3...0
& 1100) = 0100) then /* scalar half of vector */
3...0
j  (e
& 0011) + (i & 1100)
3...0
& 1000) = 1000) then /* scalar whole of vector */
3...0
j  (e
& 0111)
3...0
xor VR[vt][j*2]
15...0
ge  (VR[vt][j*2]
) < 0)
15...0
le  (VR[vs][i*2]
+ VR[vt][j*2]
15...0
vce  (VR[vs][i*2]
15...0
eq  (VR[vs][i*2]
+ VR[vt][j*2]
15...0
 (le) ? -(VR[vt][j*2]
di
15...0
 di
ACC[i]
15...0
15...0
le  (VR[vt][j*2]
) < 0)
15...0
ge  (VR[vs][i*2]
- VR[vt][j*2]
15...0
vce  0
eq  (VR[vs][i*2]
- VR[vt][j*2]
15...0
 (ge) ? VR[vt][j*2]
di
15...0
 di
ACC[i]
15...0
15...0
) < 0)
15...0
) <= 0)
15...0
+ VR[vt][j*2]
) = -1)
15...0
) = 0)
15...0
) : VR[vs][i*2]
15...0
15...0
) >= 0)
15...0
) = 0)
15...0
: VR[vs][i*2]
15...0
15...0
241

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