diff options
Diffstat (limited to 'src/mode7prio.c')
-rw-r--r-- | src/mode7prio.c | 1133 |
1 files changed, 576 insertions, 557 deletions
diff --git a/src/mode7prio.c b/src/mode7prio.c index 2b9a3a2..ef5b0c1 100644 --- a/src/mode7prio.c +++ b/src/mode7prio.c @@ -21,582 +21,601 @@ void DrawBGMode7Background16Prio (uint8 *Screen, int bg) #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 DrawBGMode7Background16PrioR0 (uint8 *Screen, int bg); -void DrawBGMode7Background16PrioR1R2 (uint8 *Screen, int bg); -void DrawBGMode7Background16PrioR3 (uint8 *Screen, int bg); +void DrawBGMode7Background16PrioR0(uint8* Screen, int bg); +void DrawBGMode7Background16PrioR1R2(uint8* Screen, int bg); +void DrawBGMode7Background16PrioR3(uint8* Screen, int bg); -void DrawBGMode7Background16Prio (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; - } + 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 +#define M7C 0x1fff -void DrawBGMode7Background16PrioR3 (uint8 *Screen, int bg) +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" - ); - } - } - } + 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) +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" - ); - } + 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" - ); - - } - } +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" + ); + + } + } } |