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-rw-r--r--src/mode7prio.c603
1 files changed, 603 insertions, 0 deletions
diff --git a/src/mode7prio.c b/src/mode7prio.c
new file mode 100644
index 0000000..2b9a3a2
--- /dev/null
+++ b/src/mode7prio.c
@@ -0,0 +1,603 @@
+#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
+
+/*
+void DrawBGMode7Background16Prio (uint8 *Screen, int bg)
+{
+ RENDER_BACKGROUND_MODE7PRIO (GFX.ScreenColors [b & 0x7f]);
+}
+*/
+
+
+#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)
+#else
+ #define DMSG(rop)
+#endif
+
+void DrawBGMode7Background16PrioR0 (uint8 *Screen, int bg);
+void DrawBGMode7Background16PrioR1R2 (uint8 *Screen, int bg);
+void DrawBGMode7Background16PrioR3 (uint8 *Screen, int bg);
+
+void DrawBGMode7Background16Prio (uint8 *Screen, int bg)
+{
+ 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:
+ DrawBGMode7Background16PrioR0(Screen, bg);
+ return;
+ case 3:
+ DrawBGMode7Background16PrioR3(Screen, bg);
+ return;
+ default:
+ DrawBGMode7Background16PrioR1R2(Screen, bg);
+ return;
+ }
+}
+
+#define M7C 0x1fff
+
+void DrawBGMode7Background16PrioR3 (uint8 *Screen, int bg)
+{
+
+ 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 BB;
+ int DD;
+ uint32 Line;
+ uint32 clip;
+ uint8 b;
+ uint8 *Depth;
+ uint32 depth = Mode7Depths[0] | (Mode7Depths[1] << 8);
+
+ 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;
+ dir = -1;
+ } else {
+ startx = Left;
+ aa = l->MatrixA;
+ cc = l->MatrixC;
+ dir = 1;
+ }
+
+ if (dir == 1)
+ {
+ __asm__ volatile (
+ "1: \n"
+ " mov r3, %[AA], lsr #18 \n"
+ " orrs r3, r3, %[CC], lsr #18 \n"
+ " bne 2f \n"
+ " \n"
+ " mov r3, %[CC], lsr #11 \n"
+ " mov r1, %[AA], lsr #11 \n"
+ " add r3, r1, r3, lsl #7 \n"
+ " mov r3, r3, lsl #1 \n"
+ " ldrb r3, [%[VRAM], r3] \n"
+ " \n"
+ " mov r1, %[CC], lsr #8 \n"
+ " mov r0, %[AA], lsr #8 \n"
+ " \n"
+ " add r3, %[VRAM], r3, lsl #7 \n"
+ " \n"
+ " and r1, r1, #7 \n"
+ " and r0, r0, #7 \n"
+ " add r3, r3, r1, lsl #4 \n"
+ " add r3, r3, r0, lsl #1 \n"
+ " \n"
+ " ldrb r0, [r3, #1] \n"
+ " ldrb r3, [%[d]] \n"
+ " tst r0, #0x80 \n"
+ " andeq r1, %[depth], #0xff \n"
+ " mov r1, %[depth], lsr #8 \n"
+ " cmp r1, r3 \n"
+ " bls 4f \n"
+
+ " ldr r1, %[daa] \n"
+ " movs r0, r0, lsl #2 \n"
+ " add %[AA], %[AA], r1 \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, r3, r0, lsl #1 \n"
+ " \n"
+ " add r3, %[VRAM], r3 \n"
+
+ " ldrb r0, [r3, #1] \n"
+ " ldrb r3, [%[d]] \n"
+ " tst r0, #0x80 \n"
+ " andeq r1, %[depth], #0xff \n"
+ " mov r1, %[depth], lsr #8 \n"
+ " cmp r1, r3 \n"
+ " bls 4f \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" (yy + CentreY),
+ [xx3] "r" (startx + HOffset)
+ : "r0", "r1", "r3", "cc"
+ );
+ }
+ else
+ {
+ __asm__ volatile (
+ "1: \n"
+ " mov r3, %[AA], lsr #18 \n"
+ " orrs r3, r3, %[CC], lsr #18 \n"
+ " bne 2f \n"
+ " \n"
+ " mov r3, %[CC], lsr #11 \n"
+ " mov r1, %[AA], lsr #11 \n"
+ " add r3, r1, r3, lsl #7 \n"
+ " mov r3, r3, lsl #1 \n"
+ " ldrb r3, [%[VRAM], r3] \n"
+ " \n"
+ " mov r1, %[CC], lsr #8 \n"
+ " mov r0, %[AA], lsr #8 \n"
+ " \n"
+ " add r3, %[VRAM], r3, lsl #7 \n"
+ " \n"
+ " and r1, r1, #7 \n"
+ " and r0, r0, #7 \n"
+ " add r3, r3, r1, lsl #4 \n"
+ " add r3, r3, r0, lsl #1 \n"
+ " \n"
+ " ldrb r0, [r3, #1] \n"
+ " ldrb r3, [%[d]] \n"
+ " tst r0, #0x80 \n"
+ " andeq r1, %[depth], #0xff \n"
+ " mov r1, %[depth], lsr #8 \n"
+ " cmp r1, r3 \n"
+ " bls 4f \n"
+
+ " ldr r1, %[daa] \n"
+ " movs r0, r0, lsl #2 \n"
+ " add %[AA], %[AA], r1 \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, r3, r0, lsl #1 \n"
+ " \n"
+ " add r3, %[VRAM], r3 \n"
+
+ " ldrb r0, [r3, #1] \n"
+ " ldrb r3, [%[d]] \n"
+ " tst r0, #0x80 \n"
+ " andeq r1, %[depth], #0xff \n"
+ " mov r1, %[depth], lsr #8 \n"
+ " cmp r1, r3 \n"
+ " bls 4f \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" (yy + CentreY),
+ [xx3] "r" (startx + HOffset)
+ : "r0", "r1", "r3", "cc"
+ );
+ }
+ }
+ }
+
+}
+
+void DrawBGMode7Background16PrioR1R2 (uint8 *Screen, int bg)
+{
+
+ 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;
+ uint32 depth = Mode7Depths[0] | (Mode7Depths[1] << 8);
+
+ 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"
+ " mov r3, %[AA], lsr #18 \n"
+ " orrs r3, r3, %[CC], lsr #18 \n"
+ " bne 2f \n"
+ " \n"
+ " ldr r1, %[AndByY] \n"
+ " ldr r0, %[AndByX] \n"
+ " and r1, r1, %[CC], lsr #4 \n"
+ " and r0, r0, %[AA], lsr #7 \n"
+ " \n"
+ " and r3, r1, #0x7f \n"
+ " sub r3, r1, r3 \n"
+ " add r3, r3, r0, lsr #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"
+ " ldrb r3, [%[d]] \n"
+ " tst r0, #0x80 \n"
+ " andeq r1, %[depth], #0xff \n"
+ " mov r1, %[depth], lsr #8 \n"
+ " cmp r1, r3 \n"
+ " bls 2f \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 DrawBGMode7Background16PrioR0 (uint8 *Screen, int bg)
+{
+ 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;
+ uint32 depth = Mode7Depths[0] | (Mode7Depths[1] << 8);
+
+ 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;
+
+ 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"
+ " ldr r0, 7b \n"
+ " and r1, r3, %[CC], lsr #4 \n"
+ " and r3, r1, #0x7f \n"
+ " and r0, r0, %[AA], lsr #7 \n"
+ " sub r3, r1, r3 \n"
+ " add r3, r3, r0, lsr #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"
+ " ldrb r3, [%[d]] \n"
+ " tst r0, #0x80 \n"
+ " andeq r1, %[depth], #0xff \n"
+ " mov r1, %[depth], lsr #8 \n"
+ " cmp r1, r3 \n"
+ " bls 2f \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"
+ );
+
+ }
+ }
+
+}
+
+