/* * 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]; extern uint8 ConvertTile(uint8* pCache, uint32 TileAddr); // DrawTile16 ----------------------------------------- void DrawTile16NoPrio(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, [%[bp], #" p "] \n"\ " ldrb r8, [%[bp], #" p3 "] \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"\ " movs r9, r8, 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, [%[bp], #" p3 "] \n"\ " ldrb r8, [%[bp], #" p6 "] \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"\ " movs r9, r8, 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 } // DrawClippedTile16NoPrio ----------------------------------------- void DrawClippedTile16NoPrio(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, [%[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, [%[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 }