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-rw-r--r--src/tile16.c3330
1 files changed, 1709 insertions, 1621 deletions
diff --git a/src/tile16.c b/src/tile16.c
index c2825df..7da4ce9 100644
--- a/src/tile16.c
+++ b/src/tile16.c
@@ -4,7 +4,7 @@
* (c) Copyright 1996 - 2001 Gary Henderson (gary.henderson@ntlworld.com) and
* Jerremy Koot (jkoot@snes9x.com)
*
- * Super FX C emulator code
+ * 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_.
@@ -55,566 +55,580 @@ 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)
+ " 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);
+ 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)
+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);
+ 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)
+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);
+ 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;
- }
+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)
+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);
+ 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;
- }
-
+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)
+static inline void WRITE_4PIXELSHI16(uint32 Offset, uint8* Pixels)
{
- uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ 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; \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static inline void WRITE_4PIXELSHI16_FLIPPED (uint32 Offset, uint8 *Pixels)
+static inline void WRITE_4PIXELSHI16_FLIPPED(uint32 Offset, uint8* Pixels)
{
- uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ 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; \
+ Screen [N] = GFX.ScreenColors [Pixel]; \
+ Depth [N] = GFX.Z2; \
}
- FN(0)
- FN(1)
- FN(2)
- FN(3)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16x2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16x2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ 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; \
+ 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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_FLIPPEDx2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_FLIPPEDx2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ 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; \
+ 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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16x2x2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16x2x2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ 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; \
+ 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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
-static INLINE void WRITE_4PIXELS16_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels)
+static INLINE void WRITE_4PIXELS16_FLIPPEDx2x2(uint32 Offset, uint8* Pixels)
{
- register uint32 Pixel;
- uint16 *Screen = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
+ 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; \
+ 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)
+ FN(0)
+ FN(1)
+ FN(2)
+ FN(3)
#undef FN
}
#ifdef __FAST_OBJS__
// DrawNoZTile16 -----------------------------------------
-void DrawNoZTile16 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
+void DrawNoZTile16(uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
-if (Tile & V_FLIP){
- if (!(Tile & H_FLIP)){
- __asm__ volatile (
- "2: \n"
+ 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"
+ " 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
- );
-
- }
+ " 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
@@ -623,155 +637,164 @@ if (Tile & V_FLIP){
#endif // #ifdef __FAST_OBJS__
// DrawTile16 -----------------------------------------
-void DrawTile16 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
+void DrawTile16(uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
-
-if (Tile & V_FLIP){
- if (!(Tile & H_FLIP)){
- __asm__ volatile (
- "2: \n"
+ 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"
+ " 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
- );
-
- }
+ " 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
@@ -779,909 +802,974 @@ if (Tile & V_FLIP){
}
// DrawClippedTile16 -----------------------------------------
-void DrawClippedTile16 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+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;
- }
+ if (Width == 0) return;
+ if (Width == 8)
+ {
+ DrawTile16(Tile, Offset, StartLine, LineCount);
+ return;
+ }
- TILE_PREAMBLE
-Offset += StartPixel;
+ 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"
+ " 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
- );
-
- }
+ " 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;
}
- 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;
- }
-
@@ -1692,167 +1780,167 @@ if (Tile & V_FLIP){
}
-void DrawTile16x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTile16x2(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
- uint32 l;
+ TILE_PREAMBLE
+ register uint8* bp;
+ uint32 l;
- RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
+ RENDER_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
}
-void DrawClippedTile16x2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile16x2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
- uint32 l;
+ TILE_PREAMBLE
+ register uint8* bp;
+ uint32 l;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2, WRITE_4PIXELS16_FLIPPEDx2, 8)
}
-void DrawTile16x2x2 (uint32 Tile, uint32 Offset, uint32 StartLine,
- uint32 LineCount)
+void DrawTile16x2x2(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
- uint32 l;
+ TILE_PREAMBLE
+ register uint8* bp;
+ uint32 l;
- RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
+ RENDER_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
}
-void DrawClippedTile16x2x2 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawClippedTile16x2x2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
- uint32 l;
+ TILE_PREAMBLE
+ register uint8* bp;
+ uint32 l;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILE(WRITE_4PIXELS16x2x2, WRITE_4PIXELS16_FLIPPEDx2x2, 8)
+ 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)
+void DrawLargePixel16(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- uint32 l;
+ TILE_PREAMBLE
+ uint32 l;
- register uint16 *sp = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.DB + Offset;
- uint16 pixel;
+ 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)
+ RENDER_TILE_LARGE(GFX.ScreenColors [pixel], PLOT_PIXEL)
}
-void DrawLargePixel16Add (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Pixels,
- uint32 StartLine, uint32 LineCount)
+void DrawLargePixel16Add(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- uint32 l;
+ TILE_PREAMBLE
+ uint32 l;
- register uint16 *sp = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- register uint16 pixel;
+ 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)
+ 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)
+void DrawLargePixel16Add1_2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- uint32 l;
+ TILE_PREAMBLE
+ uint32 l;
- register uint16 *sp = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- register uint16 pixel;
+ 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)
+ 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)
+void DrawLargePixel16Sub(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- uint32 l;
+ TILE_PREAMBLE
+ uint32 l;
- register uint16 *sp = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- register uint16 pixel;
+ 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)
+ 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)
+void DrawLargePixel16Sub1_2(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Pixels,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- uint32 l;
+ TILE_PREAMBLE
+ uint32 l;
- register uint16 *sp = (uint16 *) GFX.S + Offset;
- uint8 *Depth = GFX.ZBuffer + Offset;
- uint16 pixel;
+ 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)
+ 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)
+void DrawHiResTile16(uint32 Tile, uint32 Offset, uint32 StartLine,
+ uint32 LineCount)
{
- TILE_PREAMBLE
- uint32 l;
+ TILE_PREAMBLE
+ uint32 l;
- register uint8 *bp;
+ register uint8* bp;
- RENDER_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
+ RENDER_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
}
-void DrawHiResClippedTile16 (uint32 Tile, uint32 Offset,
- uint32 StartPixel, uint32 Width,
- uint32 StartLine, uint32 LineCount)
+void DrawHiResClippedTile16(uint32 Tile, uint32 Offset,
+ uint32 StartPixel, uint32 Width,
+ uint32 StartLine, uint32 LineCount)
{
- TILE_PREAMBLE
- register uint8 *bp;
- uint32 l;
+ TILE_PREAMBLE
+ register uint8* bp;
+ uint32 l;
- TILE_CLIP_PREAMBLE
- RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
+ TILE_CLIP_PREAMBLE
+ RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4)
}