/* * Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. * * (c) Copyright 1996 - 2001 Gary Henderson (gary.henderson@ntlworld.com) and * Jerremy Koot (jkoot@snes9x.com) * * Super FX C emulator code * (c) Copyright 1997 - 1999 Ivar (ivar@snes9x.com) and * Gary Henderson. * Super FX assembler emulator code (c) Copyright 1998 zsKnight and _Demo_. * * DSP1 emulator code (c) Copyright 1998 Ivar, _Demo_ and Gary Henderson. * C4 asm and some C emulation code (c) Copyright 2000 zsKnight and _Demo_. * C4 C code (c) Copyright 2001 Gary Henderson (gary.henderson@ntlworld.com). * * DOS port code contains the works of other authors. See headers in * individual files. * * Snes9x homepage: http://www.snes9x.com * * Permission to use, copy, modify and distribute Snes9x in both binary and * source form, for non-commercial purposes, is hereby granted without fee, * providing that this license information and copyright notice appear with * all copies and any derived work. * * This software is provided 'as-is', without any express or implied * warranty. In no event shall the authors be held liable for any damages * arising from the use of this software. * * Snes9x is freeware for PERSONAL USE only. Commercial users should * seek permission of the copyright holders first. Commercial use includes * charging money for Snes9x or software derived from Snes9x. * * The copyright holders request that bug fixes and improvements to the code * should be forwarded to them so everyone can benefit from the modifications * in future versions. * * Super NES and Super Nintendo Entertainment System are trademarks of * Nintendo Co., Limited and its subsidiary companies. */ // ARM V5 Assembly by bitrider #include "snes9x.h" #include "memmap.h" #include "ppu.h" #include "display.h" #include "gfx.h" #include "tile16.h" extern uint32 HeadMask [4]; extern uint32 TailMask [5]; uint8 ConvertTile (uint8 *pCache, uint32 TileAddr) { register uint8 *tp = &Memory.VRAM[TileAddr]; uint32 *p = (uint32 *) pCache; uint32 non_zero = 0; uint8 line; uint32 p1; uint32 p2; register uint8 pix; switch (BG.BitShift) { case 8: for (line = 8; line != 0; line--, tp += 2) { p1 = p2 = 0; 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) { p1 = p2 = 0; 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) { p1 = p2 = 0; 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); } 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 } static INLINE void WRITE_4PIXELS16x2 (uint32 Offset, uint8 *Pixels) { register uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.DB + Offset; #define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3) #undef FN } static INLINE void WRITE_4PIXELS16_FLIPPEDx2 (uint32 Offset, uint8 *Pixels) { register uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.DB + Offset; #define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3) #undef FN } static INLINE void WRITE_4PIXELS16x2x2 (uint32 Offset, uint8 *Pixels) { register uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.DB + Offset; #define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX_PITCH >> 1) + N * 2] = \ Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \ Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3) #undef FN } static INLINE void WRITE_4PIXELS16_FLIPPEDx2x2 (uint32 Offset, uint8 *Pixels) { register uint32 Pixel; uint16 *Screen = (uint16 *) GFX.S + Offset; uint8 *Depth = GFX.DB + Offset; #define FN(N) \ if (GFX.Z1 > Depth [N * 2] && (Pixel = Pixels[3 - N])) \ { \ Screen [N * 2] = Screen [N * 2 + 1] = Screen [(GFX_PITCH >> 1) + N * 2] = \ Screen [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.ScreenColors [Pixel]; \ Depth [N * 2] = Depth [N * 2 + 1] = Depth [(GFX_PITCH >> 1) + N * 2] = \ Depth [(GFX_PITCH >> 1) + N * 2 + 1] = GFX.Z2; \ } FN(0) FN(1) FN(2) FN(3) #undef FN } // 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, p2, p3, p4) \ " ldrb r9, [%[depth], #" p "] \n"\ " ldrb r8, [%[depth], #" p3 "] \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], #" p2 "] \n"\ "3: \n"\ " cmp %[gfx_z1], r8 \n"\ " ldrhib r9, [%[bp], #" p3 "] \n"\ " bls 3f \n"\ " movs r9, r9, lsl #2 \n"\ " ldrne r9, [%[colors], r9] \n"\ " strneb %[gfx_z2], [%[depth], #" p3 "] \n"\ " strneh r9, [%[screen], #" p4 "] \n"\ "3: \n" FN("0", "0", "1", "2") FN("2", "4", "3", "6") FN("4", "8", "5", "10") FN("6", "12", "7", "14") // Loop " 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), [bp] "r" (pCache + 56 - StartLine) // clobbered : "r9", "r8", "cc" // r8 & flags ); } else { __asm__ volatile ( "2: \n" #define FN1(p, p2, p3, p4, p5, p6) \ " ldrb r9, [%[depth], #" p "] \n"\ " ldrb r8, [%[depth], #" p4 "] \n"\ " cmp %[gfx_z1], r9 \n"\ " ldrhib r9, [%[bp], #" p3 "] \n"\ " bls 3f \n"\ " movs r9, r9, lsl #2 \n"\ " ldrne r9, [%[colors], r9] \n"\ " strneb %[gfx_z2], [%[depth], #" p "] \n"\ " strneh r9, [%[screen], #" p2 "] \n"\ "3: \n"\ " cmp %[gfx_z1], r8 \n"\ " ldrhib r9, [%[bp], #" p6 "] \n"\ " bls 3f \n"\ " movs r9, r9, lsl #2 \n"\ " ldrne r9, [%[colors], r9] \n"\ " strneb %[gfx_z2], [%[depth], #" p4 "] \n"\ " strneh r9, [%[screen], #" p5 "] \n"\ "3: \n" FN1("0", "0", "7", "1", "2", "6") FN1("2", "4", "5", "3", "6", "4") FN1("4", "8", "3", "5", "10", "2") FN1("6", "12", "1", "7", "14", "0") // Loop " 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), [bp] "r" (pCache + 56 - StartLine) // clobbered : "r9", "r8", "cc" // r8 & flags ); } } else { if (!(Tile & H_FLIP)){ __asm__ volatile ( "2: \n" FN("0", "0", "1", "2") FN("2", "4", "3", "6") FN("4", "8", "5", "10") FN("6", "12", "7", "14") // Loop " 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), [bp] "r" (pCache + StartLine) // clobbered : "r9", "r8", "cc" // r8 & flags ); } else { __asm__ volatile ( "2: \n" FN1("0", "0", "7", "1", "2", "6") FN1("2", "4", "5", "3", "6", "4") FN1("4", "8", "3", "5", "10", "2") FN1("6", "12", "1", "7", "14", "0") // Loop " 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), [bp] "r" (pCache + StartLine) // clobbered : "r9", "r8", "cc" // r8 & flags ); } } #undef FN #undef FN1 } // DrawClippedTile16 ----------------------------------------- void DrawClippedTile16 (uint32 Tile, uint32 Offset, uint32 StartPixel, uint32 Width, uint32 StartLine, uint32 LineCount) { if (Width == 0) return; TILE_PREAMBLE Offset = Offset + StartPixel; if (Tile & V_FLIP){ if (!(Tile & H_FLIP)){ __asm__ volatile ( "2: \n" #define FN(p) \ " ldrb r9, [%[depth], #" p "] \n"\ " cmp %[gfx_z1], r9 \n"\ " bls 3f \n"\ " ldrb r9, [%[bp], #" p "] \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 C(p) " cmp %[width], #(" p " + 1) \n"\ " beq 1f \n" FN("0") C("0") FN("1") C("1") FN("2") C("2") FN("3") C("3") FN("4") C("4") FN("5") C("5") FN("6") C("6") FN("7") // 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", "cc" // r8 & flags ); } else { __asm__ volatile ( "2: \n" #define FN1(p) \ " ldrb r9, [%[depth], #" p "] \n"\ " cmp %[gfx_z1], r9 \n"\ " bls 3f \n"\ " ldrb r9, [%[bp], #(7 - " p ")] \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"\ FN1("0") C("0") FN1("1") C("1") FN1("2") C("2") FN1("3") C("3") FN1("4") C("4") FN1("5") C("5") FN1("6") C("6") FN1("7") // 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", "cc" // r8 & flags ); } } else { if (!(Tile & H_FLIP)){ __asm__ volatile ( "2: \n" FN("0") C("0") FN("1") C("1") FN("2") C("2") FN("3") C("3") FN("4") C("4") FN("5") C("5") FN("6") C("6") FN("7") // 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", "cc" // r8 & flags ); } else { __asm__ volatile ( "2: \n" FN1("0") C("0") FN1("1") C("1") FN1("2") C("2") FN1("3") C("3") FN1("4") C("4") FN1("5") C("5") FN1("6") C("6") FN1("7") // 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", "cc" // r8 & flags ); } } #undef FN #undef FN1 #undef C } void DrawTile16x2 (uint32 Tile, uint32 Offset, uint32 StartLine, uint32 LineCount) { TILE_PREAMBLE register uint8 *bp; 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; 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; 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; 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 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 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 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 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 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 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; TILE_CLIP_PREAMBLE RENDER_CLIPPED_TILEHI(WRITE_4PIXELSHI16, WRITE_4PIXELSHI16_FLIPPED, 4) }