@ 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}