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-rw-r--r--src/mode7new.c506
1 files changed, 506 insertions, 0 deletions
diff --git a/src/mode7new.c b/src/mode7new.c
new file mode 100644
index 0000000..b09dc36
--- /dev/null
+++ b/src/mode7new.c
@@ -0,0 +1,506 @@
+#include "snes9x.h"
+#include "memmap.h"
+#include "ppu.h"
+#include "cpuexec.h"
+#include "display.h"
+#include "gfx.h"
+#include "apu.h"
+
+extern SLineData LineData[240];
+extern SLineMatrixData LineMatrixData [240];
+extern uint8 Mode7Depths [2];
+
+#define M7 19
+
+#ifdef __DEBUG__
+
+ #define DMSG(rop) printf("Rendering Mode7, ROp: " rop ", R:%d, r2130: %d\n", PPU.Mode7Repeat, GFX.r2130 & 1)
+#else
+ #define DMSG(rop)
+#endif
+
+void DrawBGMode7Background16NewR0 (uint8 *Screen);
+void DrawBGMode7Background16NewR1R2 (uint8 *Screen);
+void DrawBGMode7Background16NewR3 (uint8 *Screen);
+
+void DrawBGMode7Background16New (uint8 *Screen)
+{
+ DMSG("totally 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:
+ DrawBGMode7Background16NewR0(Screen);
+ return;
+ case 3:
+ DrawBGMode7Background16NewR3(Screen);
+ return;
+ default:
+ DrawBGMode7Background16NewR1R2(Screen);
+ return;
+ }
+}
+
+#define M7C 0x1fff
+
+void DrawBGMode7Background16NewR3 (uint8 *Screen)
+{
+ uint8 *VRAM1 = Memory.VRAM + 1;
+ int aa, cc;
+ int startx;
+ uint32 Left = 0;
+ uint32 Right = 256;
+ uint32 ClipCount = GFX.pCurrentClip->Count [0];
+
+ int HOffset;
+ int VOffset;
+ int CentreX;
+ int CentreY;
+ uint16 *p;
+ int dir;
+ int yy;
+ int xx;
+ int yy3;
+ int xx3;
+ int BB;
+ int DD;
+ int Line;
+ uint32 clip;
+
+ //FILE *f = fopen("mode7.log", "a");
+
+ if (!ClipCount) ClipCount = 1;
+
+ Screen += GFX.StartY * GFX_PITCH;
+ SLineMatrixData *l = &LineMatrixData [GFX.StartY];
+
+ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, 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 - 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;
+
+ 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;
+ }
+
+ int AA = (l->MatrixA * (startx + xx) + BB);
+ int CC = (l->MatrixC * (startx + xx) + DD);
+
+ int width = Right - Left;
+ xx3 = (startx + HOffset);
+
+ //fprintf(f, "AA:%d, CC:%d, daa: %d, dcc: %d, MA: %d, MB: %d, MC: %d, MD: %d\n", AA, CC, aa, cc, l->MatrixA, l->MatrixB, l->MatrixC, l->MatrixD);
+
+
+ if (dir == 1)
+ {
+ __asm__ volatile (
+ "1: \n"
+ " mov r3, %[AA], asr #18 \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"
+ " ldrb r0, [r3, #1] \n"
+ " add %[AA], %[AA], %[daa] \n"
+ " movs r0, r0, lsl #2 \n"
+ " ldrne r1, [%[colors], r0] \n"
+ " add %[xx3], %[xx3], #1 \n"
+ " strneh r1, [%[p]] \n"
+ " \n"
+ " add %[CC], %[CC], %[dcc] \n"
+ " add %[p], %[p], #2 \n"
+ " subs %[x], %[x], #1 \n"
+ " bne 1b \n"
+ " b 3f \n"
+ "2: \n"
+ " and r0, %[xx3], #7 \n"
+ " add r3, %[yy3], r0, lsl #1 \n"
+ " \n"
+ " add r3, %[VRAM], r3 \n"
+ " ldrb r0, [r3, #1] \n"
+ " add %[AA], %[AA], %[daa] \n"
+ " movs r0, r0, lsl #2 \n"
+ " ldrne r1, [%[colors], r0] \n"
+ " add %[xx3], %[xx3], #1 \n"
+ " strneh r1, [%[p]] \n"
+ " \n"
+ " add %[CC], %[CC], %[dcc] \n"
+ " add %[p], %[p], #2 \n"
+ " subs %[x], %[x], #1 \n"
+ " bne 1b \n"
+ "3: \n"
+ : [xx3] "+r" (xx3),
+ [x] "+r" (width),
+ [p] "+r" (p),
+ [AA] "+r" (AA),
+ [CC] "+r" (CC)
+ : [yy3] "r" (yy3),
+ [daa] "r" (aa),
+ [dcc] "r" (cc),
+ [VRAM] "r" (Memory.VRAM),
+ [colors] "r" (GFX.ScreenColors)
+ //[dir] "r" (dir)
+ : "r0", "r1", "r3", "cc"
+ );
+ }
+ else
+ {
+ __asm__ volatile (
+ "1: \n"
+ " mov r3, %[AA], asr #18 \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"
+ " ldrb r0, [r3, #1] \n"
+ " add %[AA], %[AA], %[daa] \n"
+ " movs r0, r0, lsl #2 \n"
+ " ldrne r1, [%[colors], r0] \n"
+ " add %[xx3], %[xx3], #-1 \n"
+ " strneh r1, [%[p]] \n"
+ " \n"
+ " add %[CC], %[CC], %[dcc] \n"
+ " add %[p], %[p], #2 \n"
+ " subs %[x], %[x], #1 \n"
+ " bne 1b \n"
+ " b 3f \n"
+ "2: \n"
+ " and r0, %[xx3], #7 \n"
+ " add r3, %[yy3], r0, lsl #1 \n"
+ " \n"
+ " add r3, %[VRAM], r3 \n"
+ " ldrb r0, [r3, #1] \n"
+ " add %[AA], %[AA], %[daa] \n"
+ " movs r0, r0, lsl #2 \n"
+ " ldrne r1, [%[colors], r0] \n"
+ " add %[xx3], %[xx3], #-1 \n"
+ " strneh r1, [%[p]] \n"
+ " \n"
+ " add %[CC], %[CC], %[dcc] \n"
+ " add %[p], %[p], #2 \n"
+ " subs %[x], %[x], #1 \n"
+ " bne 1b \n"
+ "3: \n"
+ : [xx3] "+r" (xx3),
+ [x] "+r" (width),
+ [p] "+r" (p),
+ [AA] "+r" (AA),
+ [CC] "+r" (CC)
+ : [yy3] "r" (yy3),
+ [daa] "r" (aa),
+ [dcc] "r" (cc),
+ [VRAM] "r" (Memory.VRAM),
+ [colors] "r" (GFX.ScreenColors)
+ //[dir] "r" (dir)
+ : "r0", "r1", "r3", "cc"
+ );
+ }
+ }
+ }
+
+ //fclose(f);
+
+}
+
+void DrawBGMode7Background16NewR1R2 (uint8 *Screen)
+{
+ 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;
+ 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;
+
+ if (!ClipCount) ClipCount = 1;
+
+ Screen += GFX.StartY * GFX_PITCH;
+ SLineMatrixData *l = &LineMatrixData [GFX.StartY];
+
+ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, 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;
+
+ 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"
+ " mov r3, %[AA], asr #18 \n"
+ " orrs r3, r3, %[CC], asr #18 \n"
+ " bne 2f \n"
+ " \n"
+ " and r1, %[AndByY], %[CC], asr #4 \n"
+ " and r0, %[AndByX], %[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"
+ " add %[CC], %[CC], %[dcc] \n"
+ " strneh r1, [%[p]] \n"
+ " add %[p], %[p], #2 \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"
+ " 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),
+ [AndByX] "r" (AndByX),
+ [AndByY] "r" (AndByY)
+ : "r0", "r1", "r3", "cc"
+ );
+ }
+ }
+}
+
+
+void DrawBGMode7Background16NewR0 (uint8 *Screen)
+{
+ 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 *z;
+ int yy;
+ int xx;
+ int BB;
+ int DD;
+ uint32 Line;
+ uint32 clip;
+ SLineMatrixData *l;
+
+
+
+ Left = 0;
+ Right = 256;
+
+
+ if (!ClipCount) ClipCount = 1;
+
+
+ l = &LineMatrixData [GFX.StartY];
+ Screen += GFX.StartY * GFX_PITCH;
+
+ for (Line = GFX.StartY; Line <= GFX.EndY; Line++, Screen += GFX_PITCH, 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;
+
+
+ if (PPU.Mode7HFlip) {
+ startx = Right - 1;
+ aa = -l->MatrixA;
+ cc = -l->MatrixC;
+ } else {
+ startx = Left;
+ aa = l->MatrixA;
+ cc = l->MatrixC;
+ }
+ __asm__ volatile (
+ " \n"
+ "1: \n"
+ " and r1, %[AndByY], %[CC], asr #4 \n"
+ " and r3, r1, #0x7f \n"
+ " and r0, %[AndByX], %[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"
+ " add %[AA], %[AA], %[daa] \n"
+ " movs r0, r0, lsl #2 \n"
+ " add %[CC], %[CC], %[dcc] \n"
+ " ldrne r1, [%[colors], r0] \n"
+ " add %[p], %[p], #2 \n"
+ " strneh r1, [%[p]] \n"
+ " \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),
+ [AndByX] "r" (0x3ff << 1),
+ [AndByY] "r" (0x3ff << 4)
+ : "r0", "r1", "r3", "cc"
+ );
+
+ }
+ }
+
+}
+
+