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+/*
+ * Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
+ *
+ * (c) Copyright 1996 - 2001 Gary Henderson (gary.henderson@ntlworld.com) and
+ * Jerremy Koot (jkoot@snes9x.com)
+ *
+ * Super FX C emulator code
+ * (c) Copyright 1997 - 1999 Ivar (ivar@snes9x.com) and
+ * Gary Henderson.
+ * Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_.
+ *
+ * DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson.
+ * C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_.
+ * C4 C code (c) Copyright 2001 Gary Henderson (gary.henderson@ntlworld.com).
+ *
+ * DOS port code contains the works of other authors. See headers in
+ * individual files.
+ *
+ * Snes9x homepage: http://www.snes9x.com
+ *
+ * Permission to use, copy, modify and distribute Snes9x in both binary and
+ * source form, for non-commercial purposes, is hereby granted without fee,
+ * providing that this license information and copyright notice appear with
+ * all copies and any derived work.
+ *
+ * This software is provided 'as-is', without any express or implied
+ * warranty. In no event shall the authors be held liable for any damages
+ * arising from the use of this software.
+ *
+ * Snes9x is freeware for PERSONAL USE only. Commercial users should
+ * seek permission of the copyright holders first. Commercial use includes
+ * charging money for Snes9x or software derived from Snes9x.
+ *
+ * The copyright holders request that bug fixes and improvements to the code
+ * should be forwarded to them so everyone can benefit from the modifications
+ * in future versions.
+ *
+ * Super NES and Super Nintendo Entertainment System are trademarks of
+ * Nintendo Co., Limited and its subsidiary companies.
+ */
+
+// ARM V5 Assembly by bitrider
+
+#include "snes9x.h"
+
+#include "memmap.h"
+#include "ppu.h"
+#include "display.h"
+#include "gfx.h"
+#include "tile16.h"
+
+extern uint32 HeadMask [4];
+extern uint32 TailMask [5];
+
+#ifdef ARM_ASM
+
+#define f(from, to_lo, to_hi, pix) \
+ " movs " #from ", " #from ", lsl #(17) \n" \
+ " addcs " #to_hi ", " #to_hi ", #(1 << ( 0 + 1 + " #pix ")) \n" \
+ " addmi " #to_hi ", " #to_hi ", #(1 << ( 8 + 1 + " #pix ")) \n" \
+ " movs " #from ", " #from ", lsl #2 \n" \
+ " addcs " #to_hi ", " #to_hi ", #(1 << (16 + 1 + " #pix ")) \n" \
+ " addmi " #to_hi ", " #to_hi ", #(1 << (24 + 1 + " #pix ")) \n" \
+ " movs " #from ", " #from ", lsl #2 \n"\
+ " addcs " #to_lo ", " #to_lo ", #(1 << ( 0 + 1 + " #pix ")) \n" \
+ " addmi " #to_lo ", " #to_lo ", #(1 << ( 8 + 1 + " #pix ")) \n" \
+ " movs " #from ", " #from ", lsl #2 \n" \
+ " addcs " #to_lo ", " #to_lo ", #(1 << (16 + 1 + " #pix ")) \n" \
+ " addmi " #to_lo ", " #to_lo ", #(1 << (24 + 1 + " #pix ")) \n" \
+ \
+ " movs " #from ", " #from ", lsl #2 \n"\
+ " addcs " #to_hi ", " #to_hi ", #(1 << ( 0 + " #pix ")) \n"\
+ " addmi " #to_hi ", " #to_hi ", #(1 << ( 8 + " #pix ")) \n" \
+ " movs " #from ", " #from ", lsl #2 \n"\
+ " addcs " #to_hi ", " #to_hi ", #(1 << (16 + " #pix ")) \n" \
+ " addmi " #to_hi ", " #to_hi ", #(1 << (24 + " #pix ")) \n"\
+ " movs " #from ", " #from ", lsl #2 \n"\
+ " addcs " #to_lo ", " #to_lo ", #(1 << ( 0 + " #pix ")) \n"\
+ " addmi " #to_lo ", " #to_lo ", #(1 << ( 8 + " #pix ")) \n" \
+ " movs " #from ", " #from ", lsl #2 \n"\
+ " addcs " #to_lo ", " #to_lo ", #(1 << (16 + " #pix ")) \n" \
+ " addmi " #to_lo ", " #to_lo ", #(1 << (24 + " #pix ")) \n"
+
+uint8 ConvertTile8bpp (uint8 *pCache, uint32 TileAddr)
+{
+ register uint8 *tp = &Memory.VRAM[TileAddr];
+ register uint32 *p = (uint32 *) pCache;
+ register uint32 non_zero;
+
+ __asm__ volatile (
+ " mov r0, #8 \n"
+ " mov %[non_zero], #0 \n"
+
+ "1: \n"
+
+ " mov r1, #0 \n"
+ " mov r2, #0 \n"
+
+ " ldrh r3, [%[tp], #16] \n"
+ " ldrh r4, [%[tp], #32] \n"
+
+ f(r3, r2, r1, 2)
+ f(r4, r2, r1, 4)
+
+ " ldrh r3, [%[tp], #48] \n"
+ " ldrh r4, [%[tp]], #2 \n"
+
+ f(r3, r2, r1, 6)
+ f(r4, r2, r1, 0)
+
+ " stmia %[p]!, {r1, r2} \n"
+
+ " orr %[non_zero], %[non_zero], r1 \n"
+ " orr %[non_zero], %[non_zero], r2 \n"
+
+ " subs r0, r0, #1 \n"
+ " bne 1b \n"
+
+ : [non_zero] "+r" (non_zero),
+ [tp] "+r" (tp),
+ [p] "+r" (p)
+ :
+ : "r0", "r1", "r2", "r3", "r4", "cc"
+ );
+
+ return (non_zero ? TRUE : BLANK_TILE);
+}
+
+uint8 ConvertTile4bpp (uint8 *pCache, uint32 TileAddr)
+{
+ register uint8 *tp = &Memory.VRAM[TileAddr];
+ register uint32 *p = (uint32 *) pCache;
+ register uint32 non_zero;
+
+ __asm__ volatile (
+ " mov r0, #8 \n"
+ " mov %[non_zero], #0 \n"
+ "1: \n"
+
+ " mov r1, #0 \n"
+ " mov r2, #0 \n"
+
+ " ldrh r3, [%[tp], #16]\n"
+ " ldrh r4, [%[tp]], #2 \n"
+
+ f(r3, r2, r1, 2)
+ f(r4, r2, r1, 0)
+
+ " stmia %[p]!, {r1, r2} \n"
+
+ " orr %[non_zero], %[non_zero], r1 \n"
+ " orr %[non_zero], %[non_zero], r2 \n"
+
+ " subs r0, r0, #1 \n"
+ " bne 1b \n"
+
+ : [non_zero] "+r" (non_zero),
+ [tp] "+r" (tp),
+ [p] "+r" (p)
+ :
+ : "r0", "r1", "r2", "r3", "r4", "cc"
+ );
+
+ return (non_zero ? TRUE : BLANK_TILE);
+}
+
+uint8 ConvertTile2bpp (uint8 *pCache, uint32 TileAddr)
+{
+ register uint8 *tp = &Memory.VRAM[TileAddr];
+ register uint32 *p = (uint32 *) pCache;
+ register uint32 non_zero;
+
+ __asm__ volatile (
+ " mov r0, #8 \n"
+ " mov %[non_zero], #0 \n"
+ "1: \n"
+
+ " ldrh r3, [%[tp]], #2 \n"
+
+ " mov r1, #0 \n"
+ " mov r2, #0 \n"
+
+ f(r3, r2, r1, 0)
+
+ " stmia %[p]!, {r1, r2} \n"
+
+ " orr %[non_zero], %[non_zero], r1 \n"
+ " orr %[non_zero], %[non_zero], r2 \n"
+
+ " subs r0, r0, #1 \n"
+ " bne 1b \n"
+
+ : [non_zero] "+r" (non_zero),
+ [tp] "+r" (tp),
+ [p] "+r" (p)
+ :
+ : "r0", "r1", "r2", "r3", "cc"
+ );
+
+ return (non_zero ? TRUE : BLANK_TILE);
+}
+
+
+uint8 (*ConvertTile) (uint8 *pCache, uint32 TileAddr);
+void SelectConvertTile() {
+ switch (BG.BitShift)
+ {
+
+ case 8:
+ ConvertTile = &ConvertTile8bpp;
+ break;
+ case 4:
+ ConvertTile = &ConvertTile4bpp;
+ break;
+ case 2:
+ ConvertTile = &ConvertTile2bpp;
+ break;
+ }
+}
+#else
+uint8 ConvertTile (uint8 *pCache, uint32 TileAddr)
+{
+ register uint8 *tp = &Memory.VRAM[TileAddr];
+ uint32 *p = (uint32 *) pCache;
+ uint32 non_zero = 0;
+ uint8 line;
+
+ switch (BG.BitShift)
+ {
+ case 8:
+ for (line = 8; line != 0; line--, tp += 2)
+ {
+ uint32 p1 = 0;
+ uint32 p2 = 0;
+ register uint8 pix;
+
+ if ((pix = *(tp + 0)))
+ {
+ p1 |= odd_high[0][pix >> 4];
+ p2 |= odd_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 1)))
+ {
+ p1 |= even_high[0][pix >> 4];
+ p2 |= even_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 16)))
+ {
+ p1 |= odd_high[1][pix >> 4];
+ p2 |= odd_low[1][pix & 0xf];
+ }
+ if ((pix = *(tp + 17)))
+ {
+ p1 |= even_high[1][pix >> 4];
+ p2 |= even_low[1][pix & 0xf];
+ }
+ if ((pix = *(tp + 32)))
+ {
+ p1 |= odd_high[2][pix >> 4];
+ p2 |= odd_low[2][pix & 0xf];
+ }
+ if ((pix = *(tp + 33)))
+ {
+ p1 |= even_high[2][pix >> 4];
+ p2 |= even_low[2][pix & 0xf];
+ }
+ if ((pix = *(tp + 48)))
+ {
+ p1 |= odd_high[3][pix >> 4];
+ p2 |= odd_low[3][pix & 0xf];
+ }
+ if ((pix = *(tp + 49)))
+ {
+ p1 |= even_high[3][pix >> 4];
+ p2 |= even_low[3][pix & 0xf];
+ }
+ *p++ = p1;
+ *p++ = p2;
+ non_zero |= p1 | p2;
+ }
+ break;
+
+ case 4:
+ for (line = 8; line != 0; line--, tp += 2)
+ {
+ uint32 p1 = 0;
+ uint32 p2 = 0;
+ register uint8 pix;
+ if ((pix = *(tp + 0)))
+ {
+ p1 |= odd_high[0][pix >> 4];
+ p2 |= odd_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 1)))
+ {
+ p1 |= even_high[0][pix >> 4];
+ p2 |= even_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 16)))
+ {
+ p1 |= odd_high[1][pix >> 4];
+ p2 |= odd_low[1][pix & 0xf];
+ }
+ if ((pix = *(tp + 17)))
+ {
+ p1 |= even_high[1][pix >> 4];
+ p2 |= even_low[1][pix & 0xf];
+ }
+ *p++ = p1;
+ *p++ = p2;
+ non_zero |= p1 | p2;
+ }
+ break;
+
+ case 2:
+ for (line = 8; line != 0; line--, tp += 2)
+ {
+ uint32 p1 = 0;
+ uint32 p2 = 0;
+ register uint8 pix;
+ if ((pix = *(tp + 0)))
+ {
+ p1 |= odd_high[0][pix >> 4];
+ p2 |= odd_low[0][pix & 0xf];
+ }
+ if ((pix = *(tp + 1)))
+ {
+ p1 |= even_high[0][pix >> 4];
+ p2 |= even_low[0][pix & 0xf];
+ }
+ *p++ = p1;
+ *p++ = p2;
+ non_zero |= p1 | p2;
+ }
+ break;
+ }
+ return (non_zero ? TRUE : BLANK_TILE);
+}
+#endif
+
+void SelectPalette() {
+ // GFX.ScreenColors = &GFX.ScreenColorsPre[(Tile & GFX.PaletteMask) >> GFX.PaletteShift];
+ if (BG.DirectColourMode) {
+ // GFX.ScreenColors = DirectColourMaps [(Tile >> 10) & BG.PaletteMask];
+
+ GFX.ScreenColorsPre = DirectColourMaps[0];
+ GFX.PaletteMask = BG.PaletteMask << 10;
+ GFX.PaletteShift = 10;
+ } else {
+ // GFX.ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & BG.PaletteMask) << BG.PaletteShift) + BG.StartPalette];
+
+ GFX.ScreenColorsPre = &IPPU.ScreenColors[BG.StartPalette];
+ GFX.PaletteMask = BG.PaletteMask << 10;
+ GFX.PaletteShift = 10 - BG.PaletteShift;
+ }
+
+}
+
+static inline void WRITE_4PIXELSHI16 (uint32 Offset, uint8 *Pixels)
+{
+ uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[2*N])) \
+ { \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static inline void WRITE_4PIXELSHI16_FLIPPED (uint32 Offset, uint8 *Pixels)
+{
+ uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[6 - 2*N])) \
+ { \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16x2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_FLIPPEDx2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16x2x2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX_PITCH >> 1) + N * 2] = \
+ Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \
+ Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+static INLINE void WRITE_4PIXELS16_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels)
+{
+ register uint32 Pixel;
+ uint16 *Screen = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+
+#define FN(N) \
+ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \
+ { \
+ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX_PITCH >> 1) + N * 2] = \
+ Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \
+ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \
+ Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \
+ }
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+#undef FN
+}
+
+#ifdef __FAST_OBJS__
+// DrawNoZTile16 -----------------------------------------
+void DrawNoZTile16 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
+{
+
+ TILE_PREAMBLE
+if (Tile & V_FLIP){
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+#define FN(p) \
+ " ldrb r1, [%[bp], #" #p "] \n"\
+ " ldrb r0, [%[bp], #(" #p " + 1)] \n"\
+ " movs r1, r1, lsl #2 \n"\
+ " ldrne r1, [%[colors], r1] \n"\
+ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\
+ " strneh r1, [%[screen], #(" #p " * 2)] \n"\
+ "3: \n"\
+ " movs r1, r0, lsl #2 \n"\
+ " ldrne r1, [%[colors], r1] \n"\
+ " strneb %[gfx_z2], [%[depth], #(" #p " + 1)] \n"\
+ " strneh r1, [%[screen], #((" #p " + 1) * 2)] \n"\
+ "3: \n"
+
+ FN(0)
+ FN(2)
+ FN(4)
+ FN(6)
+ // Loop
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : [lcount] "+r" (LineCount)
+ // input
+ : [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + 56 - StartLine)
+ // clobbered
+ : "r0", "r1", "cc" // r8 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+#define FN1(p) \
+ " ldrb r1, [%[bp], #( 7 - " #p ")] \n"\
+ " ldrb r0, [%[bp], #(7 - " #p " - 1)] \n"\
+ " movs r1, r1, lsl #2 \n"\
+ " ldrne r1, [%[colors], r1] \n"\
+ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\
+ " strneh r1, [%[screen], #(" #p " * 2)] \n"\
+ "3: \n"\
+ " movs r1, r0, lsl #2 \n"\
+ " ldrne r1, [%[colors], r1] \n"\
+ " strneb %[gfx_z2], [%[depth], #(" #p " + 1)] \n"\
+ " strneh r1, [%[screen], #((" #p " + 1) * 2 )] \n"\
+ "3: \n"
+
+ FN1(0)
+ FN1(2)
+ FN1(4)
+ FN1(6)
+ // Loop
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : [lcount] "+r" (LineCount)
+ // input
+ : [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + 56 - StartLine)
+ // clobbered
+ : "r0", "r1", "cc" // r8 & flags
+ );
+ }
+} else {
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+ FN(0)
+ FN(2)
+ FN(4)
+ FN(6)
+ // Loop
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : [lcount] "+r" (LineCount)
+ // input
+ : [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + StartLine)
+ // clobbered
+ : "r0", "r1", "cc" // r8 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+ FN1(0)
+ FN1(2)
+ FN1(4)
+ FN1(6)
+ // Loop
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : [lcount] "+r" (LineCount)
+ // input
+ : [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + StartLine)
+ // clobbered
+ : "r0", "r1", "cc" // r8 & flags
+ );
+
+ }
+ }
+#undef FN
+#undef FN1
+
+}
+#endif // #ifdef __FAST_OBJS__
+
+// DrawTile16 -----------------------------------------
+void DrawTile16 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+
+if (Tile & V_FLIP){
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+#define FN(p) \
+ " ldrb r9, [%[depth], #" #p "] \n"\
+ " ldrb r8, [%[depth], #(" #p " + 1)] \n"\
+ " cmp %[gfx_z1], r9 \n"\
+ " ldrhib r9, [%[bp], #" #p "] \n"\
+ " bls 3f \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\
+ " strneh r9, [%[screen], #(" #p " * 2)] \n"\
+ "3: \n"\
+ " cmp %[gfx_z1], r8 \n"\
+ " ldrhib r9, [%[bp], #(" #p " + 1)] \n"\
+ " bls 3f \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #(" #p " + 1)] \n"\
+ " strneh r9, [%[screen], #((" #p " + 1) * 2)] \n"\
+ "3: \n"
+
+ FN(0)
+ FN(2)
+ FN(4)
+ FN(6)
+ // Loop
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : [lcount] "+r" (LineCount)
+ // input
+ : [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + 56 - StartLine)
+ // clobbered
+ : "r9", "r8", "cc" // r8 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+#define FN1(p) \
+ " ldrb r9, [%[depth], #" #p "] \n"\
+ " ldrb r8, [%[depth], #(" #p " + 1)] \n"\
+ " cmp %[gfx_z1], r9 \n"\
+ " ldrhib r9, [%[bp], #( 7 - " #p ")] \n"\
+ " bls 3f \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\
+ " strneh r9, [%[screen], #(" #p " * 2)] \n"\
+ "3: \n"\
+ " cmp %[gfx_z1], r8 \n"\
+ " ldrhib r9, [%[bp], #(7 - " #p " - 1)] \n"\
+ " bls 3f \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #(" #p " + 1)] \n"\
+ " strneh r9, [%[screen], #((" #p " + 1) * 2 )] \n"\
+ "3: \n"
+
+ FN1(0)
+ FN1(2)
+ FN1(4)
+ FN1(6)
+ // Loop
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : [lcount] "+r" (LineCount)
+ // input
+ : [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + 56 - StartLine)
+ // clobbered
+ : "r9", "r8", "cc" // r8 & flags
+ );
+ }
+} else {
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+ FN(0)
+ FN(2)
+ FN(4)
+ FN(6)
+ // Loop
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : [lcount] "+r" (LineCount)
+ // input
+ : [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + StartLine)
+ // clobbered
+ : "r9", "r8", "cc" // r8 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+ FN1(0)
+ FN1(2)
+ FN1(4)
+ FN1(6)
+ // Loop
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : [lcount] "+r" (LineCount)
+ // input
+ : [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [bp] "r" (pCache + StartLine)
+ // clobbered
+ : "r9", "r8", "cc" // r8, r9 & flags
+ );
+
+ }
+ }
+#undef FN
+#undef FN1
+
+}
+
+// DrawClippedTile16 -----------------------------------------
+void DrawClippedTile16 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+if (Width == 0) return;
+if (Width == 8) {
+ DrawTile16 (Tile, Offset, StartLine, LineCount);
+ return;
+ }
+
+ TILE_PREAMBLE
+Offset += StartPixel;
+
+#define FN(p) \
+ " ldrb r8, [%[depth], #" #p "] \n"\
+ " ldrb r9, [%[bp], #" #p "] \n"\
+ " cmp %[gfx_z1], r8 \n"\
+ " bls 3f \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\
+ " strneh r9, [%[screen], #(" #p " * 2)] \n"\
+ "3: \n"
+
+#define FN1(p) \
+ " ldrb r8, [%[depth], #" #p "] \n"\
+ " ldrb r9, [%[bp], #(7 - " #p ")] \n"\
+ " cmp %[gfx_z1], r8 \n"\
+ " bls 3f \n"\
+ " movs r9, r9, lsl #2 \n"\
+ " ldrne r9, [%[colors], r9] \n"\
+ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\
+ " strneh r9, [%[screen], #(" #p " * 2)] \n"\
+ "3: \n"\
+
+switch(Width) {
+ case 1:
+// -- Width = 1 ------
+if (Tile & V_FLIP){
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+ FN(0)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+ FN1(0)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ }
+} else {
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+ FN(0)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+ FN1(0)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+
+ }
+ }
+ break;
+ case 2:
+// -- Width = 2 ------
+if (Tile & V_FLIP){
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+
+ FN(0)
+ FN(1)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+
+ FN1(0)
+ FN1(1)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ }
+} else {
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+ FN(0)
+ FN(1)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+ FN1(0)
+ FN1(1)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+
+ }
+ }
+
+ break;
+ case 3:
+// -- Width = 3 ------
+if (Tile & V_FLIP){
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+
+ FN(0)
+ FN(1)
+ FN(2)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+
+ FN1(0)
+ FN1(1)
+ FN1(2)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ }
+} else {
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+ FN(0)
+ FN(1)
+ FN(2)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+ FN1(0)
+ FN1(1)
+ FN1(2)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+
+ }
+ }
+
+ break;
+ case 4:
+// -- Width = 4 ------
+if (Tile & V_FLIP){
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+
+ FN1(0)
+ FN1(1)
+ FN1(2)
+ FN1(3)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ }
+} else {
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+ FN1(0)
+ FN1(1)
+ FN1(2)
+ FN1(3)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+
+ }
+ }
+
+ break;
+ case 5:
+// -- Width = 5 ------
+if (Tile & V_FLIP){
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+ FN(4)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+
+ FN1(0)
+ FN1(1)
+ FN1(2)
+ FN1(3)
+ FN1(4)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ }
+} else {
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+ FN(4)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+ FN1(0)
+ FN1(1)
+ FN1(2)
+ FN1(3)
+ FN1(4)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+
+ }
+ }
+
+ break;
+ case 6:
+// -- Width = 6 ------
+if (Tile & V_FLIP){
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+ FN(4)
+ FN(5)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+
+ FN1(0)
+ FN1(1)
+ FN1(2)
+ FN1(3)
+ FN1(4)
+ FN1(5)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ }
+} else {
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+ FN(4)
+ FN(5)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+ FN1(0)
+ FN1(1)
+ FN1(2)
+ FN1(3)
+ FN1(4)
+ FN1(5)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+
+ }
+ }
+
+ break;
+ case 7:
+// -- Width = 7 ------
+if (Tile & V_FLIP){
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+ FN(4)
+ FN(5)
+ FN(6)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+
+ FN1(0)
+ FN1(1)
+ FN1(2)
+ FN1(3)
+ FN1(4)
+ FN1(5)
+ FN1(6)
+ // Loop
+ "1: \n"
+ " sub %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + 56 - StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ }
+} else {
+ if (!(Tile & H_FLIP)){
+ __asm__ volatile (
+ "2: \n"
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
+ FN(4)
+ FN(5)
+ FN(6)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine + StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+ } else {
+ __asm__ volatile (
+ "2: \n"
+ FN1(0)
+ FN1(1)
+ FN1(2)
+ FN1(3)
+ FN1(4)
+ FN1(5)
+ FN1(6)
+ // Loop
+ "1: \n"
+ " add %[bp], %[bp], #8 \n"
+ " add %[screen], %[screen], #640 \n"
+ " add %[depth], %[depth], #320 \n"
+ " subs %[lcount], %[lcount], #1 \n"
+ " bne 2b"
+ // output
+ : // none
+ // input
+ : [lcount] "r" (LineCount),
+ [gfx_z1] "r" (GFX.Z1),
+ [gfx_z2] "r" (GFX.Z2),
+ [screen] "r" ((uint16 *) GFX.S + Offset),
+ [colors] "r" (GFX.ScreenColors),
+ [depth] "r" (GFX.DB + Offset),
+ [width] "r" (Width),
+ [bp] "r" (pCache + StartLine - StartPixel)
+ // clobbered
+ : "r9", "r8", "cc" // r9 & flags
+ );
+
+ }
+ }
+
+ break;
+ }
+
+
+
+
+
+#undef FN
+#undef FN1
+#undef C
+
+}
+
+void DrawTile16x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+ uint32 l;
+
+ RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
+}
+
+void DrawClippedTile16x2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+ uint32 l;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
+}
+
+void DrawTile16x2x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+ uint32 l;
+
+ RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
+}
+
+void DrawClippedTile16x2x2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+ uint32 l;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
+}
+
+void DrawLargePixel16 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ uint32 l;
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.DB + Offset;
+ uint16 pixel;
+
+#define PLOT_PIXEL(screen, pixel) (pixel)
+
+ RENDER_TILE_LARGE (GFX.ScreenColors [pixel], PLOT_PIXEL)
+}
+
+
+void DrawLargePixel16Add (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ uint32 l;
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ register uint16 pixel;
+
+#define LARGE_ADD_PIXEL(s, p) \
+(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_ADD (p, *(s + GFX.Delta)) : \
+ COLOR_ADD (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_ADD_PIXEL)
+}
+
+void DrawLargePixel16Add1_2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ uint32 l;
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ register uint16 pixel;
+
+#define LARGE_ADD_PIXEL1_2(s, p) \
+((uint16) (Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_ADD1_2 (p, *(s + GFX.Delta)) : \
+ COLOR_ADD (p, GFX.FixedColour)) \
+ : p))
+
+ RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_ADD_PIXEL1_2)
+}
+
+void DrawLargePixel16Sub (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ uint32 l;
+
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ register uint16 pixel;
+
+#define LARGE_SUB_PIXEL(s, p) \
+(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_SUB (p, *(s + GFX.Delta)) : \
+ COLOR_SUB (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_SUB_PIXEL)
+}
+
+void DrawLargePixel16Sub1_2 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ uint32 l;
+
+ register uint16 *sp = (uint16 *) GFX.S + Offset;
+ uint8 *Depth = GFX.ZBuffer + Offset;
+ uint16 pixel;
+
+#define LARGE_SUB_PIXEL1_2(s, p) \
+(Depth [z + GFX.DepthDelta] ? (Depth [z + GFX.DepthDelta] != 1 ? \
+ COLOR_SUB1_2 (p, *(s + GFX.Delta)) : \
+ COLOR_SUB (p, GFX.FixedColour)) \
+ : p)
+
+ RENDER_TILE_LARGE (GFX.ScreenColors [pixel], LARGE_SUB_PIXEL1_2)
+}
+
+void DrawHiResTile16 (uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
+{
+ TILE_PREAMBLE
+ uint32 l;
+
+ register uint8 *bp;
+
+ RENDER_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
+}
+
+void DrawHiResClippedTile16 (uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
+{
+ TILE_PREAMBLE
+ register uint8 *bp;
+ uint32 l;
+
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
+}