diff options
Diffstat (limited to 'src/tile16_t.h')
-rw-r--r-- | src/tile16_t.h | 965 |
1 files changed, 496 insertions, 469 deletions
diff --git a/src/tile16_t.h b/src/tile16_t.h index cda914f..3fcdcf3 100644 --- a/src/tile16_t.h +++ b/src/tile16_t.h @@ -14,61 +14,61 @@ #define MACRO_CONCAT(a,b) a##b #define DEC_DRAW(n) MACRO_CONCAT(void DrawTile16, n)(uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount) -#define DEC_DRAWCLIPPED(n) MACRO_CONCAT(void DrawClippedTile16, n)(uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) +#define DEC_DRAWCLIPPED(n) MACRO_CONCAT(void DrawClippedTile16, n)(uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) #ifdef __FAST_OBJS__ #define DEC_DRAWNOZ(n) MACRO_CONCAT(void DrawNoZTile16, n)(uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount) #define ROW(width) \ - " mov r10, " width " \n" \ - "7:\n" \ - " ldrb r9, [%[bp]], #1 \n"\ - " add %[depth], %[depth], #1 \n"\ - " movs r9, r9, lsl #2 \n"\ - " beq 3f \n"\ - \ - " ldrb r8, [%[subdepth], %[depth]] \n"\ - " ldr r9, [%[colors], r9] \n"\ - " strb %[gfx_z2], [%[depth], #(-1)] \n"\ - \ - " cmp r8, #1 \n"\ - " blo 4f \n"\ - " ldrneh r8, [%[screen], %[delta]] \n"\ - " moveq r8, %[fixedcolour] \n"\ - ROP \ - "4: \n"\ - " strh r9, [%[screen]] \n"\ - \ - "3: \n"\ - " subs r10, r10, #1 \n"\ - " add %[screen], %[screen], #2 \n"\ - " bne 7b \n" - -#define ROW1(width) \ - " mov r10, " width " \n" \ - "7:\n" \ - " ldrb r9, [%[bp]], #-1 \n"\ - " add %[depth], %[depth], #1 \n"\ - " movs r9, r9, lsl #2 \n"\ - " beq 3f \n"\ - \ - " ldrb r8, [%[subdepth], %[depth]] \n"\ - " ldr r9, [%[colors], r9] \n"\ - " strb %[gfx_z2], [%[depth], #(-1)] \n"\ - \ - " cmp r8, #1 \n"\ - " blo 4f \n"\ - " ldrneh r8, [%[screen], %[delta]] \n"\ - " moveq r8, %[fixedcolour] \n"\ - ROP \ - "4: \n"\ - " strh r9, [%[screen]] \n"\ - \ - "3: \n"\ - " subs r10, r10, #1 \n"\ - " add %[screen], %[screen], #2 \n"\ - " bne 7b \n" + " mov r10, " width " \n" \ + "7:\n" \ + " ldrb r9, [%[bp]], #1 \n"\ + " add %[depth], %[depth], #1 \n"\ + " movs r9, r9, lsl #2 \n"\ + " beq 3f \n"\ + \ + " ldrb r8, [%[subdepth], %[depth]] \n"\ + " ldr r9, [%[colors], r9] \n"\ + " strb %[gfx_z2], [%[depth], #(-1)] \n"\ + \ + " cmp r8, #1 \n"\ + " blo 4f \n"\ + " ldrneh r8, [%[screen], %[delta]] \n"\ + " moveq r8, %[fixedcolour] \n"\ + ROP \ + "4: \n"\ + " strh r9, [%[screen]] \n"\ + \ + "3: \n"\ + " subs r10, r10, #1 \n"\ + " add %[screen], %[screen], #2 \n"\ + " bne 7b \n" + +#define ROW1(width) \ + " mov r10, " width " \n" \ + "7:\n" \ + " ldrb r9, [%[bp]], #-1 \n"\ + " add %[depth], %[depth], #1 \n"\ + " movs r9, r9, lsl #2 \n"\ + " beq 3f \n"\ + \ + " ldrb r8, [%[subdepth], %[depth]] \n"\ + " ldr r9, [%[colors], r9] \n"\ + " strb %[gfx_z2], [%[depth], #(-1)] \n"\ + \ + " cmp r8, #1 \n"\ + " blo 4f \n"\ + " ldrneh r8, [%[screen], %[delta]] \n"\ + " moveq r8, %[fixedcolour] \n"\ + ROP \ + "4: \n"\ + " strh r9, [%[screen]] \n"\ + \ + "3: \n"\ + " subs r10, r10, #1 \n"\ + " add %[screen], %[screen], #2 \n"\ + " bne 7b \n" @@ -76,113 +76,122 @@ // DrawNoZTile16 ----------------------------------------- DEC_DRAWNOZ(ROPNAME) { - TILE_PREAMBLE - - if (Tile & V_FLIP){ - if (!(Tile & H_FLIP)){ - __asm__ volatile ( - "2: \n" - - ROW("#8") - - " sub %[bp], %[bp], #(8+8) \n" - " add %[screen], %[screen], #(640-16) \n" - " add %[depth], %[depth], #(320-8) \n" - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - [delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + 56 - StartLine) - // clobbered - : "r8", "r9", "r10", "cc" - ); - } else { - __asm__ volatile ( - "2: \n" - ROW1("#8") - - " add %[screen], %[screen], #(640-16) \n" - " add %[depth], %[depth], #(320-8) \n" - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - [delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + 56 - StartLine + 7) - // clobbered - : "r8", "r9", "r10", "cc" - ); - } -} else { - if (!(Tile & H_FLIP)){ - __asm__ volatile ( - "2: \n" - ROW("#8") - - " add %[screen], %[screen], #(640-16) \n" - " add %[depth], %[depth], #(320-8) \n" - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - [delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + StartLine) - // clobbered - : "r8", "r9", "r10", "cc" - ); - } else { - __asm__ volatile ( - "2: \n" - ROW1("#8") - - " add %[bp], %[bp], #(8+8) \n" - " add %[screen], %[screen], #(640-16) \n" - " add %[depth], %[depth], #(320-8) \n" - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - [delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + StartLine + 7) - // clobbered - : "r8", "r9", "r10", "cc" - ); - - } + TILE_PREAMBLE + + if (Tile & V_FLIP) + { + if (!(Tile & H_FLIP)) + { + __asm__ volatile( + "2: \n" + + ROW("#8") + + " sub %[bp], %[bp], #(8+8) \n" + " add %[screen], %[screen], #(640-16) \n" + " add %[depth], %[depth], #(320-8) \n" + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + [delta] "r"(GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + 56 - StartLine) + // clobbered + : "r8", "r9", "r10", "cc" + ); + } + else + { + __asm__ volatile( + "2: \n" + ROW1("#8") + + " add %[screen], %[screen], #(640-16) \n" + " add %[depth], %[depth], #(320-8) \n" + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + [delta] "r"(GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + 56 - StartLine + 7) + // clobbered + : "r8", "r9", "r10", "cc" + ); + } + } + else + { + if (!(Tile & H_FLIP)) + { + __asm__ volatile( + "2: \n" + ROW("#8") + + " add %[screen], %[screen], #(640-16) \n" + " add %[depth], %[depth], #(320-8) \n" + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + [delta] "r"(GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + StartLine) + // clobbered + : "r8", "r9", "r10", "cc" + ); + } + else + { + __asm__ volatile( + "2: \n" + ROW1("#8") + + " add %[bp], %[bp], #(8+8) \n" + " add %[screen], %[screen], #(640-16) \n" + " add %[depth], %[depth], #(320-8) \n" + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + [delta] "r"(GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + StartLine + 7) + // clobbered + : "r8", "r9", "r10", "cc" + ); + + } } } @@ -193,330 +202,348 @@ DEC_DRAWNOZ(ROPNAME) #define ROW(width) \ - " ldrb r8, [%[depth]], #1 \n"\ - " mov r10, " width " \n" \ - "7:\n" \ - \ - " cmp %[gfx_z1], r8 \n"\ - " ldrhib r9, [%[bp]] \n"\ - " bls 3f \n"\ - \ - " movs r9, r9, lsl #2 \n"\ - " beq 3f \n"\ - \ - " ldrb r8, [%[subdepth], %[depth]] \n"\ - " ldr r9, [%[colors], r9] \n"\ - " strb %[gfx_z2], [%[depth], #(-1)] \n"\ - \ - " cmp r8, #1 \n"\ - " blo 4f \n"\ - " mov r8, #0x200000 \n"\ - " ldrneh r8, [%[screen], r8] \n"\ - " moveq r8, %[fixedcolour] \n"\ - \ - ROP \ - "4: \n"\ - " strh r9, [%[screen]] \n"\ - \ - "3: \n"\ - \ - " subs r10, r10, #1 \n"\ - " add %[bp], %[bp], #1 \n"\ - " add %[screen], %[screen], #2 \n"\ - " ldrneb r8, [%[depth]], #1 \n"\ - " bne 7b \n" - -#define ROW1(width) \ - " ldrb r8, [%[depth]], #1 \n"\ - " mov r10, " width " \n" \ - "7:\n" \ - \ - " cmp %[gfx_z1], r8 \n"\ - " ldrhib r9, [%[bp]] \n"\ - " bls 3f \n"\ - \ - " movs r9, r9, lsl #2 \n"\ - " beq 3f \n"\ - \ - " ldrb r8, [%[subdepth], %[depth]] \n"\ - " ldr r9, [%[colors], r9] \n"\ - " strb %[gfx_z2], [%[depth], #(-1)] \n"\ - \ - " cmp r8, #1 \n"\ - " blo 4f \n"\ - " mov r8, #0x200000 \n"\ - " ldrneh r8, [%[screen], r8] \n"\ - " moveq r8, %[fixedcolour] \n"\ - \ - ROP \ - "4: \n"\ - " strh r9, [%[screen]] \n"\ - \ - "3: \n"\ - \ - " subs r10, r10, #1 \n"\ - " sub %[bp], %[bp], #1 \n"\ - " add %[screen], %[screen], #2 \n"\ - " ldrneb r8, [%[depth]], #1 \n"\ - " bne 7b \n" + " ldrb r8, [%[depth]], #1 \n"\ + " mov r10, " width " \n" \ + "7:\n" \ + \ + " cmp %[gfx_z1], r8 \n"\ + " ldrhib r9, [%[bp]] \n"\ + " bls 3f \n"\ + \ + " movs r9, r9, lsl #2 \n"\ + " beq 3f \n"\ + \ + " ldrb r8, [%[subdepth], %[depth]] \n"\ + " ldr r9, [%[colors], r9] \n"\ + " strb %[gfx_z2], [%[depth], #(-1)] \n"\ + \ + " cmp r8, #1 \n"\ + " blo 4f \n"\ + " mov r8, #0x200000 \n"\ + " ldrneh r8, [%[screen], r8] \n"\ + " moveq r8, %[fixedcolour] \n"\ + \ + ROP \ + "4: \n"\ + " strh r9, [%[screen]] \n"\ + \ + "3: \n"\ + \ + " subs r10, r10, #1 \n"\ + " add %[bp], %[bp], #1 \n"\ + " add %[screen], %[screen], #2 \n"\ + " ldrneb r8, [%[depth]], #1 \n"\ + " bne 7b \n" + +#define ROW1(width) \ + " ldrb r8, [%[depth]], #1 \n"\ + " mov r10, " width " \n" \ + "7:\n" \ + \ + " cmp %[gfx_z1], r8 \n"\ + " ldrhib r9, [%[bp]] \n"\ + " bls 3f \n"\ + \ + " movs r9, r9, lsl #2 \n"\ + " beq 3f \n"\ + \ + " ldrb r8, [%[subdepth], %[depth]] \n"\ + " ldr r9, [%[colors], r9] \n"\ + " strb %[gfx_z2], [%[depth], #(-1)] \n"\ + \ + " cmp r8, #1 \n"\ + " blo 4f \n"\ + " mov r8, #0x200000 \n"\ + " ldrneh r8, [%[screen], r8] \n"\ + " moveq r8, %[fixedcolour] \n"\ + \ + ROP \ + "4: \n"\ + " strh r9, [%[screen]] \n"\ + \ + "3: \n"\ + \ + " subs r10, r10, #1 \n"\ + " sub %[bp], %[bp], #1 \n"\ + " add %[screen], %[screen], #2 \n"\ + " ldrneb r8, [%[depth]], #1 \n"\ + " bne 7b \n" // DrawTile16 ----------------------------------------- DEC_DRAW(ROPNAME) { - TILE_PREAMBLE - - if (Tile & V_FLIP){ - if (!(Tile & H_FLIP)){ - __asm__ volatile ( - "2: \n" - - ROW("#8") - - " sub %[bp], %[bp], #(8+8) \n" - " add %[screen], %[screen], #(640-16) \n" - " add %[depth], %[depth], #(320-8) \n" - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - //[delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + 56 - StartLine) - // clobbered - : "r8", "r9", "r10", "cc" - ); - } else { - __asm__ volatile ( - "2: \n" - ROW1("#8") - - " add %[screen], %[screen], #(640-16) \n" - " add %[depth], %[depth], #(320-8) \n" - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - //[delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + 56 - StartLine + 7) - // clobbered - : "r8", "r9", "r10", "cc" - ); - } -} else { - if (!(Tile & H_FLIP)){ - __asm__ volatile ( - "2: \n" - ROW("#8") - - " add %[screen], %[screen], #(640-16) \n" - " add %[depth], %[depth], #(320-8) \n" - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - //[delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + StartLine) - // clobbered - : "r8", "r9", "r10", "cc" - ); - } else { - __asm__ volatile ( - "2: \n" - ROW1("#8") - - " add %[bp], %[bp], #(8+8) \n" - " add %[screen], %[screen], #(640-16) \n" - " add %[depth], %[depth], #(320-8) \n" - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - //[delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + StartLine + 7) - // clobbered - : "r8", "r9", "r10", "cc" - ); - - } + TILE_PREAMBLE + + if (Tile & V_FLIP) + { + if (!(Tile & H_FLIP)) + { + __asm__ volatile( + "2: \n" + + ROW("#8") + + " sub %[bp], %[bp], #(8+8) \n" + " add %[screen], %[screen], #(640-16) \n" + " add %[depth], %[depth], #(320-8) \n" + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + //[delta] "r" (GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + 56 - StartLine) + // clobbered + : "r8", "r9", "r10", "cc" + ); + } + else + { + __asm__ volatile( + "2: \n" + ROW1("#8") + + " add %[screen], %[screen], #(640-16) \n" + " add %[depth], %[depth], #(320-8) \n" + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + //[delta] "r" (GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + 56 - StartLine + 7) + // clobbered + : "r8", "r9", "r10", "cc" + ); + } + } + else + { + if (!(Tile & H_FLIP)) + { + __asm__ volatile( + "2: \n" + ROW("#8") + + " add %[screen], %[screen], #(640-16) \n" + " add %[depth], %[depth], #(320-8) \n" + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + //[delta] "r" (GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + StartLine) + // clobbered + : "r8", "r9", "r10", "cc" + ); + } + else + { + __asm__ volatile( + "2: \n" + ROW1("#8") + + " add %[bp], %[bp], #(8+8) \n" + " add %[screen], %[screen], #(640-16) \n" + " add %[depth], %[depth], #(320-8) \n" + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + //[delta] "r" (GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + StartLine + 7) + // clobbered + : "r8", "r9", "r10", "cc" + ); + + } } } // DrawClippedTile16 ----------------------------------------- DEC_DRAWCLIPPED(ROPNAME) { -if (Width == 0) return; - - TILE_PREAMBLE - -Offset = Offset + StartPixel; -if (Tile & V_FLIP){ - if (!(Tile & H_FLIP)){ - __asm__ volatile ( - "2: \n" - - ROW("%[width]") - - // Loop - "1: \n" - " sub %[bp], %[bp], #8 \n" - " add %[screen], %[screen], #640 \n" - " add %[depth], %[depth], #320 \n" - // -- - " sub %[bp], %[bp], %[width] \n" - " sub %[screen], %[screen], %[width], lsl #1 \n" - " sub %[depth], %[depth], %[width] \n" - // -- - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - //[delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [width] "r" (Width), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + 56 - StartLine + StartPixel) - // clobbered - : "r8", "r9", "r10", "cc" - ); - } else { - __asm__ volatile ( - "2: \n" - ROW1("%[width]") - // Loop - "1: \n" - " sub %[bp], %[bp], #8 \n" - " add %[screen], %[screen], #640 \n" - " add %[depth], %[depth], #320 \n" - // -- - " add %[bp], %[bp], %[width] \n" - " sub %[screen], %[screen], %[width], lsl #1 \n" - " sub %[depth], %[depth], %[width] \n" - // -- - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - //[delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [width] "r" (Width), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + 56 - StartLine - StartPixel + 7) - // clobbered - : "r8", "r9", "r10", "cc" - ); - } -} else { - if (!(Tile & H_FLIP)){ - __asm__ volatile ( - "2: \n" - ROW("%[width]") - // Loop - "1: \n" - " add %[bp], %[bp], #8 \n" - " add %[screen], %[screen], #640 \n" - " add %[depth], %[depth], #320 \n" - // -- - " sub %[bp], %[bp], %[width] \n" - " sub %[screen], %[screen], %[width], lsl #1 \n" - " sub %[depth], %[depth], %[width] \n" - // -- - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - //[delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [width] "r" (Width), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + StartLine + StartPixel) - // clobbered - : "r8", "r9", "r10", "cc" - ); - } else { - __asm__ volatile ( - "2: \n" - ROW1("%[width]") - // Loop - "1: \n" - " add %[bp], %[bp], #8 \n" - " add %[screen], %[screen], #640 \n" - " add %[depth], %[depth], #320 \n" - // -- - " add %[bp], %[bp], %[width] \n" - " sub %[screen], %[screen], %[width], lsl #1 \n" - " sub %[depth], %[depth], %[width] \n" - // -- - " subs %[lcount], %[lcount], #1 \n" - " bne 2b" - // output - : [lcount] "+r" (LineCount) - // input - : [gfx_z1] "r" (GFX.Z1), - [gfx_z2] "r" (GFX.Z2), - [colors] "r" (GFX.ScreenColors), - //[delta] "r" (GFX.Delta << 1), - [fixedcolour] "r" (GFX.FixedColour), - [width] "r" (Width), - [screen] "r" ((uint16 *) GFX.S + Offset), - [depth] "r" (GFX.ZBuffer + Offset), - [subdepth] "r" (GFX.DepthDelta - 1), - [bp] "r" (pCache + StartLine - StartPixel + 7) - // clobbered - : "r8", "r9", "r10", "cc" - ); - - } + if (Width == 0) return; + + TILE_PREAMBLE + + Offset = Offset + StartPixel; + if (Tile & V_FLIP) + { + if (!(Tile & H_FLIP)) + { + __asm__ volatile( + "2: \n" + + ROW("%[width]") + + // Loop + "1: \n" + " sub %[bp], %[bp], #8 \n" + " add %[screen], %[screen], #640 \n" + " add %[depth], %[depth], #320 \n" + // -- + " sub %[bp], %[bp], %[width] \n" + " sub %[screen], %[screen], %[width], lsl #1 \n" + " sub %[depth], %[depth], %[width] \n" + // -- + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + //[delta] "r" (GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [width] "r"(Width), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + 56 - StartLine + StartPixel) + // clobbered + : "r8", "r9", "r10", "cc" + ); + } + else + { + __asm__ volatile( + "2: \n" + ROW1("%[width]") + // Loop + "1: \n" + " sub %[bp], %[bp], #8 \n" + " add %[screen], %[screen], #640 \n" + " add %[depth], %[depth], #320 \n" + // -- + " add %[bp], %[bp], %[width] \n" + " sub %[screen], %[screen], %[width], lsl #1 \n" + " sub %[depth], %[depth], %[width] \n" + // -- + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + //[delta] "r" (GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [width] "r"(Width), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + 56 - StartLine - StartPixel + 7) + // clobbered + : "r8", "r9", "r10", "cc" + ); + } + } + else + { + if (!(Tile & H_FLIP)) + { + __asm__ volatile( + "2: \n" + ROW("%[width]") + // Loop + "1: \n" + " add %[bp], %[bp], #8 \n" + " add %[screen], %[screen], #640 \n" + " add %[depth], %[depth], #320 \n" + // -- + " sub %[bp], %[bp], %[width] \n" + " sub %[screen], %[screen], %[width], lsl #1 \n" + " sub %[depth], %[depth], %[width] \n" + // -- + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + //[delta] "r" (GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [width] "r"(Width), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + StartLine + StartPixel) + // clobbered + : "r8", "r9", "r10", "cc" + ); + } + else + { + __asm__ volatile( + "2: \n" + ROW1("%[width]") + // Loop + "1: \n" + " add %[bp], %[bp], #8 \n" + " add %[screen], %[screen], #640 \n" + " add %[depth], %[depth], #320 \n" + // -- + " add %[bp], %[bp], %[width] \n" + " sub %[screen], %[screen], %[width], lsl #1 \n" + " sub %[depth], %[depth], %[width] \n" + // -- + " subs %[lcount], %[lcount], #1 \n" + " bne 2b" + // output + : [lcount] "+r"(LineCount) + // input + : [gfx_z1] "r"(GFX.Z1), + [gfx_z2] "r"(GFX.Z2), + [colors] "r"(GFX.ScreenColors), + //[delta] "r" (GFX.Delta << 1), + [fixedcolour] "r"(GFX.FixedColour), + [width] "r"(Width), + [screen] "r"((uint16*) GFX.S + Offset), + [depth] "r"(GFX.ZBuffer + Offset), + [subdepth] "r"(GFX.DepthDelta - 1), + [bp] "r"(pCache + StartLine - StartPixel + 7) + // clobbered + : "r8", "r9", "r10", "cc" + ); + + } } } |