summaryrefslogtreecommitdiff
path: root/src/mode7.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/mode7.c')
-rw-r--r--src/mode7.c1073
1 files changed, 546 insertions, 527 deletions
diff --git a/src/mode7.c b/src/mode7.c
index 9e2b47d..85ab084 100644
--- a/src/mode7.c
+++ b/src/mode7.c
@@ -20,552 +20,571 @@ void DrawBGMode7Background16 (uint8 *Screen, int bg, int depth)
*/
#ifdef __DEBUG__
-
- #define DMSG(rop) printf("Rendering Mode7 w/prio, ROp: " rop ", R:%d, r2130: %d, bg: %d\n", PPU.Mode7Repeat, GFX.r2130 & 1, bg)
+
+#define DMSG(rop) printf("Rendering Mode7 w/prio, ROp: " rop ", R:%d, r2130: %d, bg: %d\n", PPU.Mode7Repeat, GFX.r2130 & 1, bg)
#else
- #define DMSG(rop)
+#define DMSG(rop)
#endif
-void DrawBGMode7Background16R0 (uint8 *Screen, int bg, int depth);
-void DrawBGMode7Background16R1R2 (uint8 *Screen, int bg, int depth);
-void DrawBGMode7Background16R3 (uint8 *Screen, int bg, int depth);
+void DrawBGMode7Background16R0(uint8* Screen, int bg, int depth);
+void DrawBGMode7Background16R1R2(uint8* Screen, int bg, int depth);
+void DrawBGMode7Background16R3(uint8* Screen, int bg, int depth);
-void DrawBGMode7Background16 (uint8 *Screen, int bg, int depth)
+void DrawBGMode7Background16(uint8* Screen, int bg, int depth)
{
- DMSG("opaque");
- CHECK_SOUND();
-
- if (GFX.r2130 & 1) {
- if (IPPU.DirectColourMapsNeedRebuild) S9xBuildDirectColourMaps ();
- GFX.ScreenColors = DirectColourMaps [0];
- } else GFX.ScreenColors = IPPU.ScreenColors;
-
- switch (PPU.Mode7Repeat) {
- case 0:
- DrawBGMode7Background16R0(Screen, bg, depth);
- return;
- case 3:
- DrawBGMode7Background16R3(Screen, bg, depth);
- return;
- default:
- DrawBGMode7Background16R1R2(Screen, bg, depth);
- return;
- }
+ DMSG("opaque");
+ CHECK_SOUND();
+
+ if (GFX.r2130 & 1)
+ {
+ if (IPPU.DirectColourMapsNeedRebuild) S9xBuildDirectColourMaps();
+ GFX.ScreenColors = DirectColourMaps [0];
+ }
+ else GFX.ScreenColors = IPPU.ScreenColors;
+
+ switch (PPU.Mode7Repeat)
+ {
+ case 0:
+ DrawBGMode7Background16R0(Screen, bg, depth);
+ return;
+ case 3:
+ DrawBGMode7Background16R3(Screen, bg, depth);
+ return;
+ default:
+ DrawBGMode7Background16R1R2(Screen, bg, depth);
+ return;
+ }
}
-#define M7C 0x1fff
+#define M7C 0x1fff
-void DrawBGMode7Background16R3 (uint8 *Screen, int bg, int depth)
+void DrawBGMode7Background16R3(uint8* Screen, int bg, int depth)
{
- uint8 *VRAM1 = Memory.VRAM + 1;
- int aa, cc;
- int startx;
- uint32 Left = 0;
- uint32 Right = 256;
- uint32 ClipCount = GFX.pCurrentClip->Count [0];
-
- int32 HOffset;
- int32 VOffset;
- int32 CentreX;
- int32 CentreY;
- uint8 *d;
- uint16 *p;
- int dir;
- int yy;
- int xx;
- int yy3;
- int xx3;
- int BB;
- int DD;
- uint32 Line;
- uint32 clip;
- uint8 b;
- uint8 *Depth;
-
- if (!ClipCount) ClipCount = 1;
-
- Screen += GFX.StartY * GFX_PITCH;
- Depth = GFX.DB + GFX.StartY * GFX_PPL;
- SLineMatrixData *l = &LineMatrixData [GFX.StartY];
-
- for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) {
- HOffset = ((int32) LineData[Line].BG[0].HOffset << M7) >> M7;
- VOffset = ((int32) LineData[Line].BG[0].VOffset << M7) >> M7;
-
- CentreX = ((int32) l->CentreX << M7) >> M7;
- CentreY = ((int32) l->CentreY << M7) >> M7;
-
- if (PPU.Mode7VFlip) yy = 255 - (int) Line;
- else yy = Line;
-
- yy += VOffset - CentreY;
- xx = HOffset - CentreX;
-
- BB = l->MatrixB * yy + (CentreX << 8);
- DD = l->MatrixD * yy + (CentreY << 8);
-
- yy3 = ((yy + CentreY) & 7) << 4;
-
- for (clip = 0; clip < ClipCount; clip++)
- {
- if (GFX.pCurrentClip->Count [0]){
- Left = GFX.pCurrentClip->Left [clip][0];
- Right = GFX.pCurrentClip->Right [clip][0];
- if (Right <= Left) continue;
- }
- p = (uint16 *) Screen + Left;
- d = Depth + Left;
-
- if (PPU.Mode7HFlip) {
- startx = Right - 1;
- aa = -l->MatrixA;
- cc = -l->MatrixC;
- dir = -1;
- } else {
- startx = Left;
- aa = l->MatrixA;
- cc = l->MatrixC;
- dir = 1;
- }
-
-
- xx3 = (startx + HOffset);
-
- if (dir == 1)
- {
- __asm__ volatile (
- "1: \n"
- " ldrb r0, [%[d]] \n"
- " mov r3, %[AA], asr #18 \n"
- " cmp %[depth], r0 \n"
- " bls 4f \n"
- " orrs r3, r3, %[CC], asr #18 \n"
- " bne 2f \n"
- " \n"
- " mov r3, %[CC], asr #11 \n"
- " mov r1, %[AA], asr #11 \n"
- " add r3, r1, r3, lsl #7 \n"
- " mov r3, r3, lsl #1 \n"
- " ldrb r3, [%[VRAM], r3] \n"
- " \n"
- " and r1, %[CC], #(7 << 8) \n"
- " add r3, %[VRAM], r3, lsl #7 \n"
- " and r0, %[AA], #(7 << 8) \n"
- " add r3, r3, r1, asr #4 \n"
- " add r3, r3, r0, asr #7 \n"
- " \n"
- " ldr r1, %[daa] \n"
- " ldrb r0, [r3, #1] \n"
- " add %[AA], %[AA], r1 \n"
- " movs r0, r0, lsl #2 \n"
- " ldrne r1, [%[colors], r0] \n"
- " add %[xx3], %[xx3], #1 \n"
- " strneb %[depth], [%[d]] \n"
- " ldr r0, %[dcc] \n"
- " strneh r1, [%[p]] \n"
- " \n"
- " add %[CC], %[CC], r0 \n"
- " add %[d], %[d], #1 \n"
- " add %[p], %[p], #2 \n"
- " subs %[x], %[x], #1 \n"
- " bne 1b \n"
- " b 3f \n"
- "2: \n"
- //" and r1, %[yy3], #7 \n"
- " and r0, %[xx3], #7 \n"
- //" mov r3, r1, lsl #4 \n"
- " add r3, %[yy3], r0, lsl #1 \n"
- " \n"
- " add r3, %[VRAM], r3 \n"
- " ldrb r0, [r3, #1] \n"
- " movs r0, r0, lsl #2 \n"
- " ldrne r1, [%[colors], r0] \n"
- " strneb %[depth], [%[d]] \n"
- " strneh r1, [%[p]] \n"
- "4: \n"
- " ldr r0, %[daa] \n"
- " ldr r1, %[dcc] \n"
- " add %[xx3], %[xx3], #1 \n"
- " add %[AA], %[AA], r0 \n"
- " add %[CC], %[CC], r1 \n"
- " add %[p], %[p], #2 \n"
- " add %[d], %[d], #1 \n"
- " subs %[x], %[x], #1 \n"
- " bne 1b \n"
- "3: \n"
- :
- : [x] "r" (Right - Left),
- [AA] "r" (l->MatrixA * (startx + xx) + BB),
- [CC] "r" (l->MatrixC * (startx + xx) + DD),
- [daa] "m" (aa),
- [dcc] "m" (cc),
- [VRAM] "r" (Memory.VRAM),
- [colors] "r" (GFX.ScreenColors),
- [p] "r" (p),
- [d] "r" (d),
- [depth] "r" (depth),
- //[dir] "r" (dir),
- [yy3] "r" (yy3),
- [xx3] "r" (xx3)
- : "r0", "r1", "r3", "cc"
- );
- }
- else
- {
- __asm__ volatile (
- "1: \n"
- " ldrb r0, [%[d]] \n"
- " mov r3, %[AA], asr #18 \n"
- " cmp %[depth], r0 \n"
- " bls 4f \n"
- " orrs r3, r3, %[CC], asr #18 \n"
- " bne 2f \n"
- " \n"
- " mov r3, %[CC], asr #11 \n"
- " mov r1, %[AA], asr #11 \n"
- " add r3, r1, r3, lsl #7 \n"
- " mov r3, r3, lsl #1 \n"
- " ldrb r3, [%[VRAM], r3] \n"
- " \n"
- " and r1, %[CC], #(7 << 8) \n"
- " add r3, %[VRAM], r3, lsl #7 \n"
- " and r0, %[AA], #(7 << 8) \n"
- " add r3, r3, r1, asr #4 \n"
- " add r3, r3, r0, asr #7 \n"
- " \n"
- " ldr r1, %[daa] \n"
- " ldrb r0, [r3, #1] \n"
- " add %[AA], %[AA], r1 \n"
- " movs r0, r0, lsl #2 \n"
- " ldrne r1, [%[colors], r0] \n"
- " add %[xx3], %[xx3], #-1 \n"
- " strneb %[depth], [%[d]] \n"
- " ldr r0, %[dcc] \n"
- " strneh r1, [%[p]] \n"
- " \n"
- " add %[CC], %[CC], r0 \n"
- " add %[d], %[d], #1 \n"
- " add %[p], %[p], #2 \n"
- " subs %[x], %[x], #1 \n"
- " bne 1b \n"
- " b 3f \n"
- "2: \n"
- //" and r1, %[yy3], #7 \n"
- " and r0, %[xx3], #7 \n"
- //" mov r3, r1, lsl #4 \n"
- " add r3, %[yy3], r0, lsl #1 \n"
- " \n"
- " add r3, %[VRAM], r3 \n"
- " ldrb r0, [r3, #1] \n"
- " movs r0, r0, lsl #2 \n"
- " ldrne r1, [%[colors], r0] \n"
- " strneb %[depth], [%[d]] \n"
- " strneh r1, [%[p]] \n"
- "4: \n"
- " ldr r0, %[daa] \n"
- " ldr r1, %[dcc] \n"
- " add %[xx3], %[xx3], #-1 \n"
- " add %[AA], %[AA], r0 \n"
- " add %[CC], %[CC], r1 \n"
- " add %[p], %[p], #2 \n"
- " add %[d], %[d], #1 \n"
- " subs %[x], %[x], #1 \n"
- " bne 1b \n"
- "3: \n"
- :
- : [x] "r" (Right - Left),
- [AA] "r" (l->MatrixA * (startx + xx) + BB),
- [CC] "r" (l->MatrixC * (startx + xx) + DD),
- [daa] "m" (aa),
- [dcc] "m" (cc),
- [VRAM] "r" (Memory.VRAM),
- [colors] "r" (GFX.ScreenColors),
- [p] "r" (p),
- [d] "r" (d),
- [depth] "r" (depth),
- //[dir] "r" (dir),
- [yy3] "r" (yy3),
- [xx3] "r" (xx3)
- : "r0", "r1", "r3", "cc"
- );
- }
- }
- }
+ uint8* VRAM1 = Memory.VRAM + 1;
+ int aa, cc;
+ int startx;
+ uint32 Left = 0;
+ uint32 Right = 256;
+ uint32 ClipCount = GFX.pCurrentClip->Count [0];
+
+ int32 HOffset;
+ int32 VOffset;
+ int32 CentreX;
+ int32 CentreY;
+ uint8* d;
+ uint16* p;
+ int dir;
+ int yy;
+ int xx;
+ int yy3;
+ int xx3;
+ int BB;
+ int DD;
+ uint32 Line;
+ uint32 clip;
+ uint8 b;
+ uint8* Depth;
+
+ if (!ClipCount) ClipCount = 1;
+
+ Screen += GFX.StartY * GFX_PITCH;
+ Depth = GFX.DB + GFX.StartY * GFX_PPL;
+ SLineMatrixData* l = &LineMatrixData [GFX.StartY];
+
+ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++)
+ {
+ HOffset = ((int32) LineData[Line].BG[0].HOffset << M7) >> M7;
+ VOffset = ((int32) LineData[Line].BG[0].VOffset << M7) >> M7;
+
+ CentreX = ((int32) l->CentreX << M7) >> M7;
+ CentreY = ((int32) l->CentreY << M7) >> M7;
+
+ if (PPU.Mode7VFlip) yy = 255 - (int) Line;
+ else yy = Line;
+
+ yy += VOffset - CentreY;
+ xx = HOffset - CentreX;
+
+ BB = l->MatrixB * yy + (CentreX << 8);
+ DD = l->MatrixD * yy + (CentreY << 8);
+
+ yy3 = ((yy + CentreY) & 7) << 4;
+
+ for (clip = 0; clip < ClipCount; clip++)
+ {
+ if (GFX.pCurrentClip->Count [0])
+ {
+ Left = GFX.pCurrentClip->Left [clip][0];
+ Right = GFX.pCurrentClip->Right [clip][0];
+ if (Right <= Left) continue;
+ }
+ p = (uint16*) Screen + Left;
+ d = Depth + Left;
+
+ if (PPU.Mode7HFlip)
+ {
+ startx = Right - 1;
+ aa = -l->MatrixA;
+ cc = -l->MatrixC;
+ dir = -1;
+ }
+ else
+ {
+ startx = Left;
+ aa = l->MatrixA;
+ cc = l->MatrixC;
+ dir = 1;
+ }
+
+
+ xx3 = (startx + HOffset);
+
+ if (dir == 1)
+ {
+ __asm__ volatile(
+ "1: \n"
+ " ldrb r0, [%[d]] \n"
+ " mov r3, %[AA], asr #18 \n"
+ " cmp %[depth], r0 \n"
+ " bls 4f \n"
+ " orrs r3, r3, %[CC], asr #18 \n"
+ " bne 2f \n"
+ " \n"
+ " mov r3, %[CC], asr #11 \n"
+ " mov r1, %[AA], asr #11 \n"
+ " add r3, r1, r3, lsl #7 \n"
+ " mov r3, r3, lsl #1 \n"
+ " ldrb r3, [%[VRAM], r3] \n"
+ " \n"
+ " and r1, %[CC], #(7 << 8) \n"
+ " add r3, %[VRAM], r3, lsl #7 \n"
+ " and r0, %[AA], #(7 << 8) \n"
+ " add r3, r3, r1, asr #4 \n"
+ " add r3, r3, r0, asr #7 \n"
+ " \n"
+ " ldr r1, %[daa] \n"
+ " ldrb r0, [r3, #1] \n"
+ " add %[AA], %[AA], r1 \n"
+ " movs r0, r0, lsl #2 \n"
+ " ldrne r1, [%[colors], r0] \n"
+ " add %[xx3], %[xx3], #1 \n"
+ " strneb %[depth], [%[d]] \n"
+ " ldr r0, %[dcc] \n"
+ " strneh r1, [%[p]] \n"
+ " \n"
+ " add %[CC], %[CC], r0 \n"
+ " add %[d], %[d], #1 \n"
+ " add %[p], %[p], #2 \n"
+ " subs %[x], %[x], #1 \n"
+ " bne 1b \n"
+ " b 3f \n"
+ "2: \n"
+ //" and r1, %[yy3], #7 \n"
+ " and r0, %[xx3], #7 \n"
+ //" mov r3, r1, lsl #4 \n"
+ " add r3, %[yy3], r0, lsl #1 \n"
+ " \n"
+ " add r3, %[VRAM], r3 \n"
+ " ldrb r0, [r3, #1] \n"
+ " movs r0, r0, lsl #2 \n"
+ " ldrne r1, [%[colors], r0] \n"
+ " strneb %[depth], [%[d]] \n"
+ " strneh r1, [%[p]] \n"
+ "4: \n"
+ " ldr r0, %[daa] \n"
+ " ldr r1, %[dcc] \n"
+ " add %[xx3], %[xx3], #1 \n"
+ " add %[AA], %[AA], r0 \n"
+ " add %[CC], %[CC], r1 \n"
+ " add %[p], %[p], #2 \n"
+ " add %[d], %[d], #1 \n"
+ " subs %[x], %[x], #1 \n"
+ " bne 1b \n"
+ "3: \n"
+ :
+ : [x] "r"(Right - Left),
+ [AA] "r"(l->MatrixA * (startx + xx) + BB),
+ [CC] "r"(l->MatrixC * (startx + xx) + DD),
+ [daa] "m"(aa),
+ [dcc] "m"(cc),
+ [VRAM] "r"(Memory.VRAM),
+ [colors] "r"(GFX.ScreenColors),
+ [p] "r"(p),
+ [d] "r"(d),
+ [depth] "r"(depth),
+ //[dir] "r" (dir),
+ [yy3] "r"(yy3),
+ [xx3] "r"(xx3)
+ : "r0", "r1", "r3", "cc"
+ );
+ }
+ else
+ {
+ __asm__ volatile(
+ "1: \n"
+ " ldrb r0, [%[d]] \n"
+ " mov r3, %[AA], asr #18 \n"
+ " cmp %[depth], r0 \n"
+ " bls 4f \n"
+ " orrs r3, r3, %[CC], asr #18 \n"
+ " bne 2f \n"
+ " \n"
+ " mov r3, %[CC], asr #11 \n"
+ " mov r1, %[AA], asr #11 \n"
+ " add r3, r1, r3, lsl #7 \n"
+ " mov r3, r3, lsl #1 \n"
+ " ldrb r3, [%[VRAM], r3] \n"
+ " \n"
+ " and r1, %[CC], #(7 << 8) \n"
+ " add r3, %[VRAM], r3, lsl #7 \n"
+ " and r0, %[AA], #(7 << 8) \n"
+ " add r3, r3, r1, asr #4 \n"
+ " add r3, r3, r0, asr #7 \n"
+ " \n"
+ " ldr r1, %[daa] \n"
+ " ldrb r0, [r3, #1] \n"
+ " add %[AA], %[AA], r1 \n"
+ " movs r0, r0, lsl #2 \n"
+ " ldrne r1, [%[colors], r0] \n"
+ " add %[xx3], %[xx3], #-1 \n"
+ " strneb %[depth], [%[d]] \n"
+ " ldr r0, %[dcc] \n"
+ " strneh r1, [%[p]] \n"
+ " \n"
+ " add %[CC], %[CC], r0 \n"
+ " add %[d], %[d], #1 \n"
+ " add %[p], %[p], #2 \n"
+ " subs %[x], %[x], #1 \n"
+ " bne 1b \n"
+ " b 3f \n"
+ "2: \n"
+ //" and r1, %[yy3], #7 \n"
+ " and r0, %[xx3], #7 \n"
+ //" mov r3, r1, lsl #4 \n"
+ " add r3, %[yy3], r0, lsl #1 \n"
+ " \n"
+ " add r3, %[VRAM], r3 \n"
+ " ldrb r0, [r3, #1] \n"
+ " movs r0, r0, lsl #2 \n"
+ " ldrne r1, [%[colors], r0] \n"
+ " strneb %[depth], [%[d]] \n"
+ " strneh r1, [%[p]] \n"
+ "4: \n"
+ " ldr r0, %[daa] \n"
+ " ldr r1, %[dcc] \n"
+ " add %[xx3], %[xx3], #-1 \n"
+ " add %[AA], %[AA], r0 \n"
+ " add %[CC], %[CC], r1 \n"
+ " add %[p], %[p], #2 \n"
+ " add %[d], %[d], #1 \n"
+ " subs %[x], %[x], #1 \n"
+ " bne 1b \n"
+ "3: \n"
+ :
+ : [x] "r"(Right - Left),
+ [AA] "r"(l->MatrixA * (startx + xx) + BB),
+ [CC] "r"(l->MatrixC * (startx + xx) + DD),
+ [daa] "m"(aa),
+ [dcc] "m"(cc),
+ [VRAM] "r"(Memory.VRAM),
+ [colors] "r"(GFX.ScreenColors),
+ [p] "r"(p),
+ [d] "r"(d),
+ [depth] "r"(depth),
+ //[dir] "r" (dir),
+ [yy3] "r"(yy3),
+ [xx3] "r"(xx3)
+ : "r0", "r1", "r3", "cc"
+ );
+ }
+ }
+ }
}
-void DrawBGMode7Background16R1R2 (uint8 *Screen, int bg, int depth)
+void DrawBGMode7Background16R1R2(uint8* Screen, int bg, int depth)
{
- int aa, cc;
- int startx;
- uint32 Left = 0;
- uint32 Right = 256;
- uint32 ClipCount = GFX.pCurrentClip->Count [0];
-
- int32 HOffset;
- int32 VOffset;
- int32 CentreX;
- int32 CentreY;
- uint8 *d;
- uint16 *p;
- int yy;
- int xx;
- int BB;
- int DD;
- uint32 Line;
- uint32 clip;
- uint8 b;
- uint32 AndByY;
- uint32 AndByX = 0xffffffff;
- if (Settings.Dezaemon && PPU.Mode7Repeat == 2) AndByX = 0x7ff;
- AndByY = AndByX << 4;
- AndByX = AndByX << 1;
- uint8 *Depth;
-
- if (!ClipCount) ClipCount = 1;
-
- Screen += GFX.StartY * GFX_PITCH;
- Depth = GFX.DB + GFX.StartY * GFX_PPL;
-
- SLineMatrixData *l = &LineMatrixData [GFX.StartY];
-
- for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) {
- HOffset = ((int32) LineData[Line].BG[0].HOffset << M7) >> M7;
- VOffset = ((int32) LineData[Line].BG[0].VOffset << M7) >> M7;
-
- CentreX = ((int32) l->CentreX << M7) >> M7;
- CentreY = ((int32) l->CentreY << M7) >> M7;
-
- if (PPU.Mode7VFlip) yy = 255 - (int) Line;
- else yy = Line;
-
- yy += VOffset - CentreY;
- xx = HOffset - CentreX;
-
- BB = l->MatrixB * yy + (CentreX << 8);
- DD = l->MatrixD * yy + (CentreY << 8);
-
- for (clip = 0; clip < ClipCount; clip++) {
- if (GFX.pCurrentClip->Count [0]){
- Left = GFX.pCurrentClip->Left [clip][0];
- Right = GFX.pCurrentClip->Right [clip][0];
- if (Right <= Left) continue;
- }
- p = (uint16 *) Screen + Left;
- d = Depth + Left;
-
- if (PPU.Mode7HFlip) {
- startx = Right - 1;
- aa = -l->MatrixA;
- cc = -l->MatrixC;
- } else {
- startx = Left;
- aa = l->MatrixA;
- cc = l->MatrixC;
- }
- __asm__ volatile (
- "1: \n"
- " ldrb r0, [%[d]] \n"
- " mov r3, %[AA], asr #18 \n"
- " cmp %[depth], r0 \n"
- " bls 2f \n"
- " orrs r3, r3, %[CC], asr #18 \n"
- " bne 2f \n"
- " \n"
- " ldr r1, %[AndByY] \n"
- " ldr r0, %[AndByX] \n"
- " and r1, r1, %[CC], asr #4 \n"
- " and r0, r0, %[AA], asr #7 \n"
- " \n"
- " and r3, r1, #0x7f \n"
- " sub r3, r1, r3 \n"
- " add r3, r3, r0, asr #4 \n"
- " add r3, r3, r3 \n"
- " ldrb r3, [%[VRAM], r3] \n"
- " and r1, r1, #0x70 \n"
- " \n"
- " add r3, %[VRAM], r3, lsl #7 \n"
- " \n"
- " and r0, r0, #14 \n"
- " add r3, r3, r1 \n"
- " add r3, r3, r0 \n"
- " \n"
- " ldrb r0, [r3, #1] \n"
- " add %[AA], %[AA], %[daa] \n"
- " movs r0, r0, lsl #2 \n"
- " ldrne r1, [%[colors], r0] \n"
- " strneb %[depth], [%[d]] \n"
- " add %[CC], %[CC], %[dcc] \n"
- " strneh r1, [%[p]] \n"
- " add %[p], %[p], #2 \n"
- " add %[d], %[d], #1 \n"
- " subs %[x], %[x], #1 \n"
- " bne 1b \n"
- " b 3f \n"
- "2: \n"
- " add %[AA], %[AA], %[daa] \n"
- " add %[CC], %[CC], %[dcc] \n"
- " add %[p], %[p], #2 \n"
- " add %[d], %[d], #1 \n"
- " subs %[x], %[x], #1 \n"
- " bne 1b \n"
- "3: \n"
- :
- : [x] "r" (Right - Left),
- [AA] "r" (l->MatrixA * (startx + xx) + BB),
- [CC] "r" (l->MatrixC * (startx + xx) + DD),
- [daa] "r" (aa),
- [dcc] "r" (cc),
- [VRAM] "r" (Memory.VRAM),
- [colors] "r" (GFX.ScreenColors),
- [p] "r" (p),
- [d] "r" (d),
- [depth] "r" (depth),
- [AndByX] "m" (AndByX),
- [AndByY] "m" (AndByY)
- : "r0", "r1", "r3", "cc"
- );
- }
+ int aa, cc;
+ int startx;
+ uint32 Left = 0;
+ uint32 Right = 256;
+ uint32 ClipCount = GFX.pCurrentClip->Count [0];
+
+ int32 HOffset;
+ int32 VOffset;
+ int32 CentreX;
+ int32 CentreY;
+ uint8* d;
+ uint16* p;
+ int yy;
+ int xx;
+ int BB;
+ int DD;
+ uint32 Line;
+ uint32 clip;
+ uint8 b;
+ uint32 AndByY;
+ uint32 AndByX = 0xffffffff;
+ if (Settings.Dezaemon && PPU.Mode7Repeat == 2) AndByX = 0x7ff;
+ AndByY = AndByX << 4;
+ AndByX = AndByX << 1;
+ uint8* Depth;
+
+ if (!ClipCount) ClipCount = 1;
+
+ Screen += GFX.StartY * GFX_PITCH;
+ Depth = GFX.DB + GFX.StartY * GFX_PPL;
+
+ SLineMatrixData* l = &LineMatrixData [GFX.StartY];
+
+ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++)
+ {
+ HOffset = ((int32) LineData[Line].BG[0].HOffset << M7) >> M7;
+ VOffset = ((int32) LineData[Line].BG[0].VOffset << M7) >> M7;
+
+ CentreX = ((int32) l->CentreX << M7) >> M7;
+ CentreY = ((int32) l->CentreY << M7) >> M7;
+
+ if (PPU.Mode7VFlip) yy = 255 - (int) Line;
+ else yy = Line;
+
+ yy += VOffset - CentreY;
+ xx = HOffset - CentreX;
+
+ BB = l->MatrixB * yy + (CentreX << 8);
+ DD = l->MatrixD * yy + (CentreY << 8);
+
+ for (clip = 0; clip < ClipCount; clip++)
+ {
+ if (GFX.pCurrentClip->Count [0])
+ {
+ Left = GFX.pCurrentClip->Left [clip][0];
+ Right = GFX.pCurrentClip->Right [clip][0];
+ if (Right <= Left) continue;
+ }
+ p = (uint16*) Screen + Left;
+ d = Depth + Left;
+
+ if (PPU.Mode7HFlip)
+ {
+ startx = Right - 1;
+ aa = -l->MatrixA;
+ cc = -l->MatrixC;
+ }
+ else
+ {
+ startx = Left;
+ aa = l->MatrixA;
+ cc = l->MatrixC;
+ }
+ __asm__ volatile(
+ "1: \n"
+ " ldrb r0, [%[d]] \n"
+ " mov r3, %[AA], asr #18 \n"
+ " cmp %[depth], r0 \n"
+ " bls 2f \n"
+ " orrs r3, r3, %[CC], asr #18 \n"
+ " bne 2f \n"
+ " \n"
+ " ldr r1, %[AndByY] \n"
+ " ldr r0, %[AndByX] \n"
+ " and r1, r1, %[CC], asr #4 \n"
+ " and r0, r0, %[AA], asr #7 \n"
+ " \n"
+ " and r3, r1, #0x7f \n"
+ " sub r3, r1, r3 \n"
+ " add r3, r3, r0, asr #4 \n"
+ " add r3, r3, r3 \n"
+ " ldrb r3, [%[VRAM], r3] \n"
+ " and r1, r1, #0x70 \n"
+ " \n"
+ " add r3, %[VRAM], r3, lsl #7 \n"
+ " \n"
+ " and r0, r0, #14 \n"
+ " add r3, r3, r1 \n"
+ " add r3, r3, r0 \n"
+ " \n"
+ " ldrb r0, [r3, #1] \n"
+ " add %[AA], %[AA], %[daa] \n"
+ " movs r0, r0, lsl #2 \n"
+ " ldrne r1, [%[colors], r0] \n"
+ " strneb %[depth], [%[d]] \n"
+ " add %[CC], %[CC], %[dcc] \n"
+ " strneh r1, [%[p]] \n"
+ " add %[p], %[p], #2 \n"
+ " add %[d], %[d], #1 \n"
+ " subs %[x], %[x], #1 \n"
+ " bne 1b \n"
+ " b 3f \n"
+ "2: \n"
+ " add %[AA], %[AA], %[daa] \n"
+ " add %[CC], %[CC], %[dcc] \n"
+ " add %[p], %[p], #2 \n"
+ " add %[d], %[d], #1 \n"
+ " subs %[x], %[x], #1 \n"
+ " bne 1b \n"
+ "3: \n"
+ :
+ : [x] "r"(Right - Left),
+ [AA] "r"(l->MatrixA * (startx + xx) + BB),
+ [CC] "r"(l->MatrixC * (startx + xx) + DD),
+ [daa] "r"(aa),
+ [dcc] "r"(cc),
+ [VRAM] "r"(Memory.VRAM),
+ [colors] "r"(GFX.ScreenColors),
+ [p] "r"(p),
+ [d] "r"(d),
+ [depth] "r"(depth),
+ [AndByX] "m"(AndByX),
+ [AndByY] "m"(AndByY)
+ : "r0", "r1", "r3", "cc"
+ );
+ }
}
}
-void DrawBGMode7Background16R0 (uint8 *Screen, int bg, int depth)
-{
- uint8 *VRAM1 = Memory.VRAM + 1;
- int aa, cc;
- int startx;
- uint32 Left;
- uint32 Right;
- uint32 ClipCount = GFX.pCurrentClip->Count [0];
-
- int32 HOffset;
- int32 VOffset;
- int32 CentreX;
- int32 CentreY;
- uint16 *p;
- uint8 *d;
- int yy;
- int xx;
- int BB;
- int DD;
- uint32 Line;
- uint32 clip;
- SLineMatrixData *l;
- uint8 *Depth;
-
-
- Left = 0;
- Right = 256;
-
-
- if (!ClipCount) ClipCount = 1;
-
-
- l = &LineMatrixData [GFX.StartY];
- Screen += GFX.StartY * GFX_PITCH;
- Depth = GFX.DB + GFX.StartY * GFX_PPL;
-
- for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++) {
- HOffset = ((int32) LineData[Line].BG[0].HOffset << M7) >> M7;
- VOffset = ((int32) LineData[Line].BG[0].VOffset << M7) >> M7;
-
- CentreX = ((int32) l->CentreX << M7) >> M7;
- CentreY = ((int32) l->CentreY << M7) >> M7;
-
- if (PPU.Mode7VFlip) yy = 255 - (int) Line;
- else yy = Line;
-
- /*yy += (VOffset - CentreY) % 1023;
- xx = (HOffset - CentreX) % 1023;
-*/
-
- yy += ((VOffset - CentreY) << (32-10+1)) >> (32-10+1) ;
- xx = ((HOffset - CentreX) << (32-10+1)) >> (32-10+1);
-
- BB = l->MatrixB * yy + (CentreX << 8);
- DD = l->MatrixD * yy + (CentreY << 8);
-
- for (clip = 0; clip < ClipCount; clip++)
- {
- if (GFX.pCurrentClip->Count [0]){
- Left = GFX.pCurrentClip->Left [clip][0];
- Right = GFX.pCurrentClip->Right [clip][0];
- if (Right <= Left) continue;
- }
-
- p = (uint16 *) Screen + Left;
- d = Depth + Left;
-
- if (PPU.Mode7HFlip) {
- startx = Right - 1;
- aa = -l->MatrixA;
- cc = -l->MatrixC;
- } else {
- startx = Left;
- aa = l->MatrixA;
- cc = l->MatrixC;
- }
- __asm__ volatile (
- " b 1f \n"
- //"7: \n" // AndByX
- //" .word (0x3ff << 1) \n"
- "8: \n" // AndByY
- " .word (0x3ff << 4) \n"
- " \n"
- "1: \n"
- " ldr r3, 8b \n"
- " ldrb r0, [%[d]] \n"
- " and r1, r3, %[CC], asr #4 \n"
- " cmp %[depth], r0 \n"
- " bls 2f \n"
- //" ldr r0, 7b \n"
- " mov r0, r3, asr #3 \n"
- " and r3, r1, #0x7f \n"
- " and r0, r0, %[AA], asr #7 \n"
- " sub r3, r1, r3 \n"
- " add r3, r3, r0, asr #4 \n"
- " add r3, r3, r3 \n"
- " ldrb r3, [%[VRAM], r3] \n"
- " \n"
- " and r1, r1, #0x70 \n"
- " add r3, %[VRAM], r3, lsl #7 \n"
- " \n"
- " and r0, r0, #14 \n"
- " add r3, r3, r1 \n"
- " add r3, r3, r0 \n"
- " \n"
- " ldrb r0, [r3, #1] \n"
- " movs r0, r0, lsl #2 \n"
- " ldrne r1, [%[colors], r0] \n"
- " strneb %[depth], [%[d]] \n"
- " strneh r1, [%[p]] \n"
- " \n"
- "2: \n"
- " add %[AA], %[AA], %[daa] \n"
- " add %[CC], %[CC], %[dcc] \n"
- " add %[p], %[p], #2 \n"
- " add %[d], %[d], #1 \n"
- " subs %[x], %[x], #1 \n"
- " bne 1b \n"
- :
- : [x] "r" (Right - Left),
- [AA] "r" (l->MatrixA * (startx + xx) + BB),
- [CC] "r" (l->MatrixC * (startx + xx) + DD),
- [daa] "r" (aa),
- [dcc] "r" (cc),
- [VRAM] "r" (Memory.VRAM),
- [colors] "r" (GFX.ScreenColors),
- [p] "r" (p),
- [d] "r" (d),
- [depth] "r" (depth)
- : "r0", "r1", "r3", "cc"
- );
-
- }
- }
+void DrawBGMode7Background16R0(uint8* Screen, int bg, int depth)
+{
+ uint8* VRAM1 = Memory.VRAM + 1;
+ int aa, cc;
+ int startx;
+ uint32 Left;
+ uint32 Right;
+ uint32 ClipCount = GFX.pCurrentClip->Count [0];
+
+ int32 HOffset;
+ int32 VOffset;
+ int32 CentreX;
+ int32 CentreY;
+ uint16* p;
+ uint8* d;
+ int yy;
+ int xx;
+ int BB;
+ int DD;
+ uint32 Line;
+ uint32 clip;
+ SLineMatrixData* l;
+ uint8* Depth;
+
+
+ Left = 0;
+ Right = 256;
+
+
+ if (!ClipCount) ClipCount = 1;
+
+
+ l = &LineMatrixData [GFX.StartY];
+ Screen += GFX.StartY * GFX_PITCH;
+ Depth = GFX.DB + GFX.StartY * GFX_PPL;
+
+ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, Depth += GFX_PPL, l++)
+ {
+ HOffset = ((int32) LineData[Line].BG[0].HOffset << M7) >> M7;
+ VOffset = ((int32) LineData[Line].BG[0].VOffset << M7) >> M7;
+
+ CentreX = ((int32) l->CentreX << M7) >> M7;
+ CentreY = ((int32) l->CentreY << M7) >> M7;
+
+ if (PPU.Mode7VFlip) yy = 255 - (int) Line;
+ else yy = Line;
+
+ /*yy += (VOffset - CentreY) % 1023;
+ xx = (HOffset - CentreX) % 1023;
+ */
+
+ yy += ((VOffset - CentreY) << (32 - 10 + 1)) >> (32 - 10 + 1) ;
+ xx = ((HOffset - CentreX) << (32 - 10 + 1)) >> (32 - 10 + 1);
+
+ BB = l->MatrixB * yy + (CentreX << 8);
+ DD = l->MatrixD * yy + (CentreY << 8);
+
+ for (clip = 0; clip < ClipCount; clip++)
+ {
+ if (GFX.pCurrentClip->Count [0])
+ {
+ Left = GFX.pCurrentClip->Left [clip][0];
+ Right = GFX.pCurrentClip->Right [clip][0];
+ if (Right <= Left) continue;
+ }
+
+ p = (uint16*) Screen + Left;
+ d = Depth + Left;
+
+ if (PPU.Mode7HFlip)
+ {
+ startx = Right - 1;
+ aa = -l->MatrixA;
+ cc = -l->MatrixC;
+ }
+ else
+ {
+ startx = Left;
+ aa = l->MatrixA;
+ cc = l->MatrixC;
+ }
+ __asm__ volatile(
+ " b 1f \n"
+ //"7: \n" // AndByX
+ //" .word (0x3ff << 1) \n"
+ "8: \n" // AndByY
+ " .word (0x3ff << 4) \n"
+ " \n"
+ "1: \n"
+ " ldr r3, 8b \n"
+ " ldrb r0, [%[d]] \n"
+ " and r1, r3, %[CC], asr #4 \n"
+ " cmp %[depth], r0 \n"
+ " bls 2f \n"
+ //" ldr r0, 7b \n"
+ " mov r0, r3, asr #3 \n"
+ " and r3, r1, #0x7f \n"
+ " and r0, r0, %[AA], asr #7 \n"
+ " sub r3, r1, r3 \n"
+ " add r3, r3, r0, asr #4 \n"
+ " add r3, r3, r3 \n"
+ " ldrb r3, [%[VRAM], r3] \n"
+ " \n"
+ " and r1, r1, #0x70 \n"
+ " add r3, %[VRAM], r3, lsl #7 \n"
+ " \n"
+ " and r0, r0, #14 \n"
+ " add r3, r3, r1 \n"
+ " add r3, r3, r0 \n"
+ " \n"
+ " ldrb r0, [r3, #1] \n"
+ " movs r0, r0, lsl #2 \n"
+ " ldrne r1, [%[colors], r0] \n"
+ " strneb %[depth], [%[d]] \n"
+ " strneh r1, [%[p]] \n"
+ " \n"
+ "2: \n"
+ " add %[AA], %[AA], %[daa] \n"
+ " add %[CC], %[CC], %[dcc] \n"
+ " add %[p], %[p], #2 \n"
+ " add %[d], %[d], #1 \n"
+ " subs %[x], %[x], #1 \n"
+ " bne 1b \n"
+ :
+ : [x] "r"(Right - Left),
+ [AA] "r"(l->MatrixA * (startx + xx) + BB),
+ [CC] "r"(l->MatrixC * (startx + xx) + DD),
+ [daa] "r"(aa),
+ [dcc] "r"(cc),
+ [VRAM] "r"(Memory.VRAM),
+ [colors] "r"(GFX.ScreenColors),
+ [p] "r"(p),
+ [d] "r"(d),
+ [depth] "r"(depth)
+ : "r0", "r1", "r3", "cc"
+ );
+
+ }
+ }
}