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diff --git a/backends/platform/wince/smartLandScale.s b/backends/platform/wince/smartLandScale.s
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@@ -1,187 +0,0 @@
-@ ScummVM - Graphic Adventure Engine
-@
-@ ScummVM is the legal property of its developers, whose names
-@ are too numerous to list here. Please refer to the COPYRIGHT
-@ file distributed with this source distribution.
-@
-@ This program is free software; you can redistribute it and/or
-@ modify it under the terms of the GNU General Public License
-@ as published by the Free Software Foundation; either version 2
-@ of the License, or (at your option) any later version.
-@
-@ This program is distributed in the hope that it will be useful,
-@ but WITHOUT ANY WARRANTY; without even the implied warranty of
-@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-@ GNU General Public License for more details.
-@
-@ You should have received a copy of the GNU General Public License
-@ along with this program; if not, write to the Free Software
-@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-@
-@ @author Robin Watts (robin@wss.co.uk)
-
- @ For 16 source pixels 0123456789ABCDEF, we want to produce 11 output
- @ pixels.
-
- @0000000000011111111111222222222223333333333344444444444555555555
- @<------||------><------||------><------||------><------||------>
-
- @5566666666666777777777778888888888899999999999AAAAAAAAAAABBBBBBB
- @<------||------><------||------><------||------><------||------>
-
- @BBBBCCCCCCCCCCCDDDDDDDDDDDEEEEEEEEEEEFFFFFFFFFFF
- @<------||------><------||------><------||------>
-
- @ So, use the following weights (approximately right)
-
- @ d0 = (3*s0 + 1*s1)>>2 Every source pixel constitutes
- @ d1 = (2*s1 + 2*s2)>>2 3/4 of a destination pixel,
- @ d2 = (1*s2 + 3*s3)>>2 except for s4,s5,sA and sB which
- @ d3 = (2*s4 + 2*s5)>>2 constitute 1/2 each.
- @ d4 = (3*s6 + 1*s7)>>2
- @ d5 = (2*s7 + 2*s8)>>2
- @ d6 = (1*s8 + 3*s9)>>2
- @ d7 = (2*sA + 2*sB)>>2
- @ d8 = (3*sC + 1*sD)>>2
- @ d9 = (2*sD + 2*sE)>>2
- @ dA = (1*sE + 3*sF)>>2
-
- .text
-
- .global SmartphoneLandscapeARM
-
- @ scales a width x height block of 16bpp pixels from srcPtr to dstPtr,
- @ scaling each scanline down by 11/16ths. Every 8th scanline is dropped
- @ srcPitch and dstPitch identify how to reach subsequent lines.
- @ mask allows for one routine to do both 565 and 565 formats.
-
-SmartphoneLandscapeARM:
- @ r0 = srcPtr
- @ r1 = srcSpan
- @ r2 = dstPtr
- @ r3 = dstSpan
- @ <> = width
- @ <> = height
- @ <> = mask
- MOV r12,r13
- STMFD r13!,{r4-r11,r14}
- LDMFD r12,{r4,r5,r11} @ r4 = width
- @ r5 = height
- @ r11= mask
- MOV r7, #7 @ r7 = line
- SUB r8, r1, r4, LSL #1 @ r8 = srcSpan - width*2
-y_loop:
- MOV r6, r4 @ r6 = i
- MOV r9, r2 @ r9 = dstPtr
-x_loop:
- LDRH r14,[r0],#2 @ r14 = s0
- LDRH r12,[r0],#2 @ r12 = s1
- LDRH r10,[r0],#2 @ r10 = s2
- ORR r14,r14,r14,LSL #16 @ r14 = s0s0
- ORR r12,r12,r12,LSL #16 @ r12 = s1s1
- AND r14,r14,r11 @ r14 = s0 as g_b_r
- AND r12,r12,r11 @ r12 = s1 as g_b_r
- ADD r14,r14,r14,LSL #1 @ r14 = s0*3 as g_b_r
- ORR r10,r10,r10,LSL #16 @ r10 = s2s2
- ADD r14,r14,r12 @ r14 = (s0*3 + s1) as g_b_r
- AND r10,r10,r11 @ r10 = s2 as g_b_r
- AND r14,r11,r14,LSR #2 @ r14 = d0 as g_b_r
- ORR r14,r14,r14,LSR #16 @ r14 = d0
- STRH r14,[r9],#2 @ store d0
- ADD r12,r12,r10 @ r12 = (s1 + s2) as g_b_r
- LDRH r14,[r0],#2 @ r14 = s3
- AND r12,r11,r12,LSR #1 @ r12 = d1 as g_b_r
- ORR r12,r12,r12,LSR #16 @ r12 = d1
- STRH r12,[r9],#2 @ store d1
- ORR r14,r14,r14,LSL #16 @ r14 = s3s3
- AND r14,r14,r11 @ r14 = s3 as g_b_r
- ADD r10,r10,r14 @ r10 = (s2 + s3) as g_b_r
- ADD r10,r10,r14,LSL #1 @ r10 = (s2 + s3*3) as g_b_r
- LDRH r14,[r0],#2 @ r14 = s4
- LDRH r12,[r0],#2 @ r12 = s5
- AND r10,r11,r10,LSR #2 @ r10 = d2 as g_b_r
- ORR r10,r10,r10,LSR #16 @ r10 = d2
- STRH r10,[r9],#2 @ store d2
- ORR r14,r14,r14,LSL #16 @ r14 = s4s4
- ORR r12,r12,r12,LSL #16 @ r12 = s5s5
- AND r14,r14,r11 @ r14 = s4 as g_b_r
- AND r12,r12,r11 @ r12 = s5 as g_b_r
- ADD r14,r14,r12 @ r14 = (s4 + s5) as g_b_r
- LDRH r12,[r0],#2 @ r12 = s6
- LDRH r10,[r0],#2 @ r10 = s7
- AND r14,r11,r14,LSR #1 @ r14 = d3 as g_b_r
- ORR r14,r14,r14,LSR #16 @ r14 = d3
- STRH r14,[r9],#2 @ store d3
- ORR r12,r12,r12,LSL #16 @ r12 = s6s6
- ORR r10,r10,r10,LSL #16 @ r10 = s7s7
- LDRH r14,[r0],#2 @ r14 = s8
- AND r12,r12,r11 @ r12 = s6 as g_b_r
- AND r10,r10,r11 @ r10 = s7 as g_b_r
- ORR r14,r14,r14,LSL #16 @ r14 = s8s8
- ADD r12,r12,r12,LSL #1 @ r12 = 3*s6 as g_b_r
- AND r14,r14,r11 @ r14 = s8 as g_b_r
- ADD r12,r12,r10 @ r12 = (3*s6+s7) as g_b_r
- AND r12,r11,r12,LSR #2 @ r12 = d4 as g_b_r
- ORR r12,r12,r12,LSR #16 @ r12 = d4
- STRH r12,[r9],#2 @ store d4
- ADD r10,r10,r14 @ r10 = (s7+s8) as g_b_r
- AND r10,r11,r10,LSR #1 @ r10 = d5 as g_b_r
- LDRH r12,[r0],#2 @ r12 = s9
- ORR r10,r10,r10,LSR #16 @ r10 = d5
- STRH r10,[r9],#2 @ store d5
- ORR r12,r12,r12,LSL #16 @ r12 = s9s9
- AND r12,r12,r11 @ r12 = s9 as g_b_r
- ADD r12,r12,r12,LSL #1 @ r12 = s9*3 as g_b_r
- ADD r12,r12,r14 @ r12 = (s8+s9*3) as g_b_r
- AND r12,r11,r12,LSR #2 @ r12 = d6 as g_b_r
- LDRH r14,[r0],#2 @ r14 = sA
- LDRH r10,[r0],#2 @ r10 = sB
- ORR r12,r12,r12,LSR #16 @ r12 = d6
- STRH r12,[r9],#2 @ store d6
- ORR r14,r14,r14,LSL #16 @ r14 = sAsA
- ORR r10,r10,r10,LSL #16 @ r10 = sBsB
- LDRH r12,[r0],#2 @ r12 = sC
- AND r14,r14,r11 @ r14 = sA as g_b_r
- AND r10,r10,r11 @ r10 = sB as g_b_r
- ORR r12,r12,r12,LSL #16 @ r12 = sCsC
- ADD r14,r14,r10 @ r14 = (sA + sB) as g_b_r
- LDRH r10,[r0],#2 @ r10 = sD
- AND r14,r11,r14,LSR #1 @ r14 = d7 as g_b_r
- AND r12,r12,r11 @ r12 = sC as g_b_r
- ORR r14,r14,r14,LSR #16 @ r14 = d7
- ORR r10,r10,r10,LSL #16 @ r10 = sDsD
- STRH r14,[r9],#2 @ store d7
- AND r10,r10,r11 @ r10 = sD as g_b_r
- ADD r12,r12,r12,LSL #1 @ r12 = 3*sC as g_b_r
- LDRH r14,[r0],#2 @ r14 = sE
- ADD r12,r12,r10 @ r12 = (3*sC+sD) as g_b_r
- AND r12,r11,r12,LSR #2 @ r12 = d8 as g_b_r
- ORR r14,r14,r14,LSL #16 @ r14 = sEsE
- ORR r12,r12,r12,LSR #16 @ r12 = d8
- AND r14,r14,r11 @ r14 = sE as g_b_r
- STRH r12,[r9],#2 @ store d8
- ADD r10,r10,r14 @ r10 = (sD+sE) as g_b_r
- LDRH r12,[r0],#2 @ r12 = sF
- AND r10,r11,r10,LSR #1 @ r10 = d9 as g_b_r
- ORR r10,r10,r10,LSR #16 @ r10 = d9
- STRH r10,[r9],#2 @ store d9
- ORR r12,r12,r12,LSL #16 @ r12 = sFsF
- AND r12,r12,r11 @ r12 = sF as g_b_r
- ADD r12,r12,r12,LSL #1 @ r12 = 3*sF as g_b_r
- ADD r12,r12,r14 @ r12 = (sE+3*sF) as g_b_r
- AND r12,r11,r12,LSR #2 @ r12 = dA as g_b_r
- ORR r12,r12,r12,LSR #16 @ r12 = dA
- SUBS r6,r6,#16 @ width -= 16
- STRH r12,[r9],#2 @ store dA
- BGT x_loop
-
- ADD r0, r0, r8 @ srcPtr += srcSpan
- ADD r2, r2, r3 @ dstPtr += dstSpan
- SUBS r7, r7, #1
- ADDEQ r0, r0, r1
- MOVEQ r7, #7
- SUBEQ r5, r5, #1
- SUBS r5, r5, #1
- BGT y_loop
-
- LDMFD r13!,{r4-r11,PC}