/* * 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). * * (c) Copyright 2014 - 2016 Daniel De Matteis. (UNDER NO CIRCUMSTANCE * WILL COMMERCIAL RIGHTS EVER BE APPROPRIATED TO ANY PARTY) * * DOS port code contains the works of other authors. See headers in * individual files. * * Snes9x homepage: http://www.snes9x.com * * Permission to use, copy, modify and distribute Snes9x in both binary and * source form, for non-commercial purposes, is hereby granted without fee, * providing that this license information and copyright notice appear with * all copies and any derived work. * * This software is provided 'as-is', without any express or implied * warranty. In no event shall the authors be held liable for any damages * arising from the use of this software. * * Snes9x is freeware for PERSONAL USE only. Commercial users should * seek permission of the copyright holders first. Commercial use includes * charging money for Snes9x or software derived from Snes9x. * * The copyright holders request that bug fixes and improvements to the code * should be forwarded to them so everyone can benefit from the modifications * in future versions. * * Super NES and Super Nintendo Entertainment System are trademarks of * Nintendo Co., Limited and its subsidiary companies. */ // ARM V5 Assembly by bitrider #include "snes9x.h" #include "memmap.h" #include "ppu.h" #include "display.h" #include "gfx.h" #include "tile16.h" extern uint32 HeadMask [4]; extern uint32 TailMask [5]; #ifdef ARM_ASM #define f(from, to_lo, to_hi, pix) \ " movs " #from ", " #from ", lsl #(17) \n" \ " addcs " #to_hi ", " #to_hi ", #(1 << ( 0 + 1 + " #pix ")) \n" \ " addmi " #to_hi ", " #to_hi ", #(1 << ( 8 + 1 + " #pix ")) \n" \ " movs " #from ", " #from ", lsl #2 \n" \ " addcs " #to_hi ", " #to_hi ", #(1 << (16 + 1 + " #pix ")) \n" \ " addmi " #to_hi ", " #to_hi ", #(1 << (24 + 1 + " #pix ")) \n" \ " movs " #from ", " #from ", lsl #2 \n"\ " addcs " #to_lo ", " #to_lo ", #(1 << ( 0 + 1 + " #pix ")) \n" \ " addmi " #to_lo ", " #to_lo ", #(1 << ( 8 + 1 + " #pix ")) \n" \ " movs " #from ", " #from ", lsl #2 \n" \ " addcs " #to_lo ", " #to_lo ", #(1 << (16 + 1 + " #pix ")) \n" \ " addmi " #to_lo ", " #to_lo ", #(1 << (24 + 1 + " #pix ")) \n" \ \ " movs " #from ", " #from ", lsl #2 \n"\ " addcs " #to_hi ", " #to_hi ", #(1 << ( 0 + " #pix ")) \n"\ " addmi " #to_hi ", " #to_hi ", #(1 << ( 8 + " #pix ")) \n" \ " movs " #from ", " #from ", lsl #2 \n"\ " addcs " #to_hi ", " #to_hi ", #(1 << (16 + " #pix ")) \n" \ " addmi " #to_hi ", " #to_hi ", #(1 << (24 + " #pix ")) \n"\ " movs " #from ", " #from ", lsl #2 \n"\ " addcs " #to_lo ", " #to_lo ", #(1 << ( 0 + " #pix ")) \n"\ " addmi " #to_lo ", " #to_lo ", #(1 << ( 8 + " #pix ")) \n" \ " movs " #from ", " #from ", lsl #2 \n"\ " addcs " #to_lo ", " #to_lo ", #(1 << (16 + " #pix ")) \n" \ " addmi " #to_lo ", " #to_lo ", #(1 << (24 + " #pix ")) \n" uint8 ConvertTile8bpp(uint8* pCache, uint32 TileAddr) { uint8* tp = &Memory.VRAM[TileAddr]; uint32* p = (uint32*) pCache; 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* tp = &Memory.VRAM[TileAddr]; uint32* p = (uint32*) pCache; 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* tp = &Memory.VRAM[TileAddr]; uint32* p = (uint32*) pCache; uint32 non_zero; __asm__ volatile( " mov r0, #8 \n" " mov %[non_zero], #0 \n" "1: \n" " ldrh r3, [%[tp]], #2 \n" " mov r1, #0 \n" " mov r2, #0 \n" f(r3, r2, r1, 0) " stmia %[p]!, {r1, r2} \n" " orr %[non_zero], %[non_zero], r1 \n" " orr %[non_zero], %[non_zero], r2 \n" " subs r0, r0, #1 \n" " bne 1b \n" : [non_zero] "+r"(non_zero), [tp] "+r"(tp), [p] "+r"(p) : : "r0", "r1", "r2", "r3", "cc" ); return (non_zero ? TRUE : BLANK_TILE); } uint8(*ConvertTile)(uint8* pCache, uint32 TileAddr); void SelectConvertTile() { switch (BG.BitShift) { case 8: ConvertTile = &ConvertTile8bpp; break; case 4: ConvertTile = &ConvertTile4bpp; break; case 2: ConvertTile = &ConvertTile2bpp; break; } } #else uint8 ConvertTile(uint8* pCache, uint32 TileAddr) { 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; 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; 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; uint8 pix; if ((pix = *(tp + 0))) { p1 |= odd_high[0][pix >> 4]; p2 |= odd_low[0][pix & 0xf]; } if ((pix = *(tp + 1))) { p1 |= even_high[0][pix >> 4]; p2 |= even_low[0][pix & 0xf]; } *p++ = p1; *p++ = p2; non_zero |= p1 | p2; } break; } return (non_zero ? TRUE : BLANK_TILE); } #endif void SelectPalette() { // GFX.ScreenColors = &GFX.ScreenColorsPre[(Tile & GFX.PaletteMask) >> GFX.PaletteShift]; if (BG.DirectColourMode) { // GFX.ScreenColors = DirectColourMaps [(Tile >> 10) & BG.PaletteMask]; GFX.ScreenColorsPre = DirectColourMaps[0]; GFX.PaletteMask = BG.PaletteMask << 10; GFX.PaletteShift = 10; } else { // GFX.ScreenColors = &IPPU.ScreenColors [(((Tile >> 10) & BG.PaletteMask) << BG.PaletteShift) + BG.StartPalette]; GFX.ScreenColorsPre = &IPPU.ScreenColors[BG.StartPalette]; GFX.PaletteMask = BG.PaletteMask << 10; GFX.PaletteShift = 10 - BG.PaletteShift; } } static INLINE void WRITE_4PIXELSHI16(uint32 Offset, uint8* Pixels) { uint32 Pixel; uint16* Screen = (uint16*) GFX.S + Offset; uint8* Depth = GFX.DB + Offset; #define FN(N) \ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[2*N])) \ { \ Screen [N] = GFX.ScreenColors [Pixel]; \ Depth [N] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3) #undef FN } static INLINE void WRITE_4PIXELSHI16_FLIPPED(uint32 Offset, uint8* Pixels) { uint32 Pixel; uint16* Screen = (uint16*) GFX.S + Offset; uint8* Depth = GFX.DB + Offset; #define FN(N) \ if (GFX.Z1 > Depth [N] && (Pixel = Pixels[6 - 2*N])) \ { \ Screen [N] = GFX.ScreenColors [Pixel]; \ Depth [N] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3) #undef FN } static INLINE void WRITE_4PIXELS16x2(uint32 Offset, uint8* Pixels) { uint32 Pixel; uint16* Screen = (uint16*) GFX.S + Offset; uint8* Depth = GFX.DB + Offset; #define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3) #undef FN } static INLINE void WRITE_4PIXELS16_FLIPPEDx2(uint32 Offset, uint8* Pixels) { uint32 Pixel; uint16* Screen = (uint16*) GFX.S + Offset; uint8* Depth = GFX.DB + Offset; #define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3) #undef FN } static INLINE void WRITE_4PIXELS16x2x2(uint32 Offset, uint8* Pixels) { uint32 Pixel; uint16* Screen = (uint16*) GFX.S + Offset; uint8* Depth = GFX.DB + Offset; #define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX_PITCH >> 1) + N * 2] = \ Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \ Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3) #undef FN } static INLINE void WRITE_4PIXELS16_FLIPPEDx2x2(uint32 Offset, uint8* Pixels) { uint32 Pixel; uint16* Screen = (uint16*) GFX.S + Offset; uint8* Depth = GFX.DB + Offset; #define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX_PITCH >> 1) + N * 2] = \ Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \ Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3) #undef FN } #ifdef __FAST_OBJS__ // DrawNoZTile16 ----------------------------------------- void DrawNoZTile16(uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount) { TILE_PREAMBLE if (Tile & V_FLIP) { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" #define FN(p) \ " ldrb r1, [%[bp], #" #p "] \n"\ " ldrb r0, [%[bp], #(" #p " + 1)] \n"\ " movs r1, r1, lsl #2 \n"\ " ldrne r1, [%[colors], r1] \n"\ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\ " strneh r1, [%[screen], #(" #p " * 2)] \n"\ "3: \n"\ " movs r1, r0, lsl #2 \n"\ " ldrne r1, [%[colors], r1] \n"\ " strneb %[gfx_z2], [%[depth], #(" #p " + 1)] \n"\ " strneh r1, [%[screen], #((" #p " + 1) * 2)] \n"\ "3: \n" FN(0) FN(2) FN(4) FN(6) // Loop " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : [lcount] "+r"(LineCount) // input : [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [bp] "r"(pCache + 56 - StartLine) // clobbered : "r0", "r1", "cc" // r8 & flags ); } else { __asm__ volatile( "2: \n" #define FN1(p) \ " ldrb r1, [%[bp], #( 7 - " #p ")] \n"\ " ldrb r0, [%[bp], #(7 - " #p " - 1)] \n"\ " movs r1, r1, lsl #2 \n"\ " ldrne r1, [%[colors], r1] \n"\ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\ " strneh r1, [%[screen], #(" #p " * 2)] \n"\ "3: \n"\ " movs r1, r0, lsl #2 \n"\ " ldrne r1, [%[colors], r1] \n"\ " strneb %[gfx_z2], [%[depth], #(" #p " + 1)] \n"\ " strneh r1, [%[screen], #((" #p " + 1) * 2 )] \n"\ "3: \n" FN1(0) FN1(2) FN1(4) FN1(6) // Loop " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : [lcount] "+r"(LineCount) // input : [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [bp] "r"(pCache + 56 - StartLine) // clobbered : "r0", "r1", "cc" // r8 & flags ); } } else { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(2) FN(4) FN(6) // Loop " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : [lcount] "+r"(LineCount) // input : [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [bp] "r"(pCache + StartLine) // clobbered : "r0", "r1", "cc" // r8 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(2) FN1(4) FN1(6) // Loop " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : [lcount] "+r"(LineCount) // input : [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [bp] "r"(pCache + StartLine) // clobbered : "r0", "r1", "cc" // r8 & flags ); } } #undef FN #undef FN1 } #endif // #ifdef __FAST_OBJS__ // DrawTile16 ----------------------------------------- void DrawTile16(uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount) { TILE_PREAMBLE if (Tile & V_FLIP) { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" #define FN(p) \ " ldrb r9, [%[depth], #" #p "] \n"\ " ldrb r8, [%[depth], #(" #p " + 1)] \n"\ " cmp %[gfx_z1], r9 \n"\ " ldrhib r9, [%[bp], #" #p "] \n"\ " bls 3f \n"\ " movs r9, r9, lsl #2 \n"\ " ldrne r9, [%[colors], r9] \n"\ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\ " strneh r9, [%[screen], #(" #p " * 2)] \n"\ "3: \n"\ " cmp %[gfx_z1], r8 \n"\ " ldrhib r9, [%[bp], #(" #p " + 1)] \n"\ " bls 3f \n"\ " movs r9, r9, lsl #2 \n"\ " ldrne r9, [%[colors], r9] \n"\ " strneb %[gfx_z2], [%[depth], #(" #p " + 1)] \n"\ " strneh r9, [%[screen], #((" #p " + 1) * 2)] \n"\ "3: \n" FN(0) FN(2) FN(4) FN(6) // Loop " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : [lcount] "+r"(LineCount) // input : [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [bp] "r"(pCache + 56 - StartLine) // clobbered : "r9", "r8", "cc" // r8 & flags ); } else { __asm__ volatile( "2: \n" #define FN1(p) \ " ldrb r9, [%[depth], #" #p "] \n"\ " ldrb r8, [%[depth], #(" #p " + 1)] \n"\ " cmp %[gfx_z1], r9 \n"\ " ldrhib r9, [%[bp], #( 7 - " #p ")] \n"\ " bls 3f \n"\ " movs r9, r9, lsl #2 \n"\ " ldrne r9, [%[colors], r9] \n"\ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\ " strneh r9, [%[screen], #(" #p " * 2)] \n"\ "3: \n"\ " cmp %[gfx_z1], r8 \n"\ " ldrhib r9, [%[bp], #(7 - " #p " - 1)] \n"\ " bls 3f \n"\ " movs r9, r9, lsl #2 \n"\ " ldrne r9, [%[colors], r9] \n"\ " strneb %[gfx_z2], [%[depth], #(" #p " + 1)] \n"\ " strneh r9, [%[screen], #((" #p " + 1) * 2 )] \n"\ "3: \n" FN1(0) FN1(2) FN1(4) FN1(6) // Loop " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : [lcount] "+r"(LineCount) // input : [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [bp] "r"(pCache + 56 - StartLine) // clobbered : "r9", "r8", "cc" // r8 & flags ); } } else { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(2) FN(4) FN(6) // Loop " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : [lcount] "+r"(LineCount) // input : [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [bp] "r"(pCache + StartLine) // clobbered : "r9", "r8", "cc" // r8 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(2) FN1(4) FN1(6) // Loop " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : [lcount] "+r"(LineCount) // input : [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [bp] "r"(pCache + StartLine) // clobbered : "r9", "r8", "cc" // r8, r9 & flags ); } } #undef FN #undef FN1 } // DrawClippedTile16 ----------------------------------------- void DrawClippedTile16(uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { if (Width == 0) return; if (Width == 8) { DrawTile16(Tile, Offset, StartLine, LineCount); return; } TILE_PREAMBLE Offset += StartPixel; #define FN(p) \ " ldrb r8, [%[depth], #" #p "] \n"\ " ldrb r9, [%[bp], #" #p "] \n"\ " cmp %[gfx_z1], r8 \n"\ " bls 3f \n"\ " movs r9, r9, lsl #2 \n"\ " ldrne r9, [%[colors], r9] \n"\ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\ " strneh r9, [%[screen], #(" #p " * 2)] \n"\ "3: \n" #define FN1(p) \ " ldrb r8, [%[depth], #" #p "] \n"\ " ldrb r9, [%[bp], #(7 - " #p ")] \n"\ " cmp %[gfx_z1], r8 \n"\ " bls 3f \n"\ " movs r9, r9, lsl #2 \n"\ " ldrne r9, [%[colors], r9] \n"\ " strneb %[gfx_z2], [%[depth], #" #p "] \n"\ " strneh r9, [%[screen], #(" #p " * 2)] \n"\ "3: \n"\ switch (Width) { case 1: // -- Width = 1 ------ if (Tile & V_FLIP) { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } else { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } break; case 2: // -- Width = 2 ------ if (Tile & V_FLIP) { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } else { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } break; case 3: // -- Width = 3 ------ if (Tile & V_FLIP) { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) FN(2) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) FN1(2) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } else { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) FN(2) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) FN1(2) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } break; case 4: // -- Width = 4 ------ if (Tile & V_FLIP) { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) FN(2) FN(3) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) FN1(2) FN1(3) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } else { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) FN(2) FN(3) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) FN1(2) FN1(3) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } break; case 5: // -- Width = 5 ------ if (Tile & V_FLIP) { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) FN(2) FN(3) FN(4) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) FN1(2) FN1(3) FN1(4) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } else { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) FN(2) FN(3) FN(4) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) FN1(2) FN1(3) FN1(4) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } break; case 6: // -- Width = 6 ------ if (Tile & V_FLIP) { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) FN(2) FN(3) FN(4) FN(5) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) FN1(2) FN1(3) FN1(4) FN1(5) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } else { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) FN(2) FN(3) FN(4) FN(5) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) FN1(2) FN1(3) FN1(4) FN1(5) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } break; case 7: // -- Width = 7 ------ if (Tile & V_FLIP) { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) FN(2) FN(3) FN(4) FN(5) FN(6) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) FN1(2) FN1(3) FN1(4) FN1(5) FN1(6) // Loop "1: \n" " sub %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + 56 - StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } else { if (!(Tile & H_FLIP)) { __asm__ volatile( "2: \n" FN(0) FN(1) FN(2) FN(3) FN(4) FN(5) FN(6) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine + StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } else { __asm__ volatile( "2: \n" FN1(0) FN1(1) FN1(2) FN1(3) FN1(4) FN1(5) FN1(6) // Loop "1: \n" " add %[bp], %[bp], #8 \n" " add %[screen], %[screen], #640 \n" " add %[depth], %[depth], #320 \n" " subs %[lcount], %[lcount], #1 \n" " bne 2b" // output : // none // input : [lcount] "r"(LineCount), [gfx_z1] "r"(GFX.Z1), [gfx_z2] "r"(GFX.Z2), [screen] "r"((uint16*) GFX.S + Offset), [colors] "r"(GFX.ScreenColors), [depth] "r"(GFX.DB + Offset), [width] "r"(Width), [bp] "r"(pCache + StartLine - StartPixel) // clobbered : "r9", "r8", "cc" // r9 & flags ); } } break; } #undef FN #undef FN1 #undef C } void DrawTile16x2(uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount) { TILE_PREAMBLE 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 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 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 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; 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; uint16* sp = (uint16*) GFX.S + Offset; uint8* Depth = GFX.ZBuffer + Offset; 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; uint16* sp = (uint16*) GFX.S + Offset; uint8* Depth = GFX.ZBuffer + Offset; 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; uint16* sp = (uint16*) GFX.S + Offset; uint8* Depth = GFX.ZBuffer + Offset; 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; 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; 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 uint8* bp; uint32 l; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4) }