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Diffstat (limited to 'src/tile16.cpp')
-rw-r--r-- | src/tile16.cpp | 1920 |
1 files changed, 1920 insertions, 0 deletions
diff --git a/src/tile16.cpp b/src/tile16.cpp new file mode 100644 index 0000000..5044bd5 --- /dev/null +++ b/src/tile16.cpp @@ -0,0 +1,1920 @@ +/* + * 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" + +#ifdef USE_GLIDE +#include "3d.h" +#endif + +extern uint32 HeadMask [4]; +extern uint32 TailMask [5]; + +#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; + } + +} + +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; + } + +} + +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 +} + +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 +} + +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 +} + +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 +} + +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 +} + +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 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; +// sizeof(FN) = 32 bytes +#define SIZEOF_FN (8 * 4) +#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" +// sizeof(FN1) = 32 bytes +#define SIZEOF_FN1 (8 * 4) +#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"\ + +if (Tile & V_FLIP){ + if (!(Tile & H_FLIP)){ + asm volatile ( + " add %[width], %[width], pc \n" + " bx %[width] \n" + "2: \n" + FN(6) + FN(5) + FN(4) + FN(3) + FN(2) + FN(1) + 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" + " bxne %[width] \n" + // 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" ((7 - Width) * SIZEOF_FN), + [bp] "r" (pCache + 56 - StartLine + StartPixel) + // clobbered + : "r8", "r9", "cc" // r8, r9 & flags + ); + } else { + asm volatile ( + " add %[width], %[width], pc \n" + " bx %[width] \n" + "2: \n" + FN1(6) + FN1(5) + FN1(4) + FN1(3) + FN1(2) + FN1(1) + 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" + " bxne %[width] \n" + // 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" ((7 - Width) * SIZEOF_FN1), + [bp] "r" (pCache + 56 - StartLine - StartPixel) + // clobbered + : "r8", "r9", "cc" // r8, r9 & flags + ); + } +} else { + if (!(Tile & H_FLIP)){ + asm volatile ( + " add %[width], %[width], pc \n" + " bx %[width] \n" + "2: \n" + FN(6) + FN(5) + FN(4) + FN(3) + FN(2) + FN(1) + 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" + " bxne %[width] \n" + // 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" ((7 - Width) * SIZEOF_FN), + [bp] "r" (pCache + StartLine + StartPixel) + // clobbered + : "r8", "r9", "cc" // r8, r9 & flags + ); + } else { + asm volatile ( + " add %[width], %[width], pc \n" + " bx %[width] \n" + "2: \n" + FN1(6) + FN1(5) + FN1(4) + FN1(3) + FN1(2) + FN1(1) + 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" + " bxne %[width] \n" + // 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" ((7 - Width) * SIZEOF_FN1), + [bp] "r" (pCache + StartLine - StartPixel) + // clobbered + : "r8", "r9", "cc" // r8, r9 & flags + ); + + } + } +} +*/ +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) +} |