project64/Source/Glide64/TexLoad16b.cpp

304 lines
4.2 KiB
C++

#include "Gfx #1.3.h"
/*****************************************************************
16b textures load
*****************************************************************/
/*****************************************************************
; Size: 2, Format: 0
;
; 2008.03.29 cleaned up - H.Morii
; 2009 ported to NASM - Sergey (Gonetz) Lipski
*/
void asmLoad16bRGBA (wxUIntPtr src, wxUIntPtr dst, int wid_64, int height, int line, int ext)
{
_asm {
push ebx
push esi
push edi
mov esi,[src]
mov edi,[dst]
mov ecx,[height]
y_loop:
push ecx
mov ecx,[wid_64]
x_loop:
mov eax,[esi] ; read both pixels
mov ebx,[esi+4] ; read both pixels
bswap eax
bswap ebx
ror ax,1
ror bx,1
ror eax,16
ror ebx,16
ror ax,1
ror bx,1
mov [edi],eax
mov [edi+4],ebx
add esi,8
add edi,8
dec ecx
jnz x_loop
pop ecx
dec ecx
jz end_y_loop
push ecx
mov eax,esi
add eax,[line]
mov esi,[src]
sub eax, esi
and eax, 0xFFF
add esi, eax
add edi,[ext]
mov ecx,[wid_64]
x_loop_2:
mov eax,[esi+4] ; read both pixels
mov ebx,[esi] ; read both pixels
bswap eax
bswap ebx
ror ax,1
ror bx,1
ror eax,16
ror ebx,16
ror ax,1
ror bx,1
mov [edi],eax
mov [edi+4],ebx
add esi,8
add edi,8
dec ecx
jnz x_loop_2
mov eax,esi
add eax,[line]
mov esi,[src]
sub eax, esi
and eax, 0xFFF
add esi, eax
add edi,[ext]
pop ecx
dec ecx
jnz y_loop
end_y_loop:
pop edi
pop esi
pop ebx
}
}
/****************************************************************
; Size: 2, Format: 3
;
; ** by Gugaman/Dave2001 **
;
; 2008.03.29 cleaned up - H.Morii
; 2009 ported to NASM - Sergey (Gonetz) Lipski
*/
void asmLoad16bIA (wxUIntPtr src, wxUIntPtr dst, int wid_64, int height, int line, int ext)
{
_asm {
push ebx
push esi
push edi
mov esi,[src]
mov edi,[dst]
mov ecx,[height]
y_loop:
push ecx
mov ecx,[wid_64]
x_loop:
mov eax,[esi] ; read both pixels
mov ebx,[esi+4] ; read both pixels
mov [edi],eax
mov [edi+4],ebx
add esi,8
add edi,8
dec ecx
jnz x_loop
pop ecx
dec ecx
jz end_y_loop
push ecx
add esi,[line]
add edi,[ext]
mov ecx,[wid_64]
x_loop_2:
mov eax,[esi+4] ; read both pixels
mov ebx,[esi] ; read both pixels
mov [edi],eax
mov [edi+4],ebx
add esi,8
add edi,8
dec ecx
jnz x_loop_2
add esi,[line]
add edi,[ext]
pop ecx
dec ecx
jnz y_loop
end_y_loop:
pop edi
pop esi
pop ebx
}
}
/*****************************************************************
;16b textures mirror/clamp/wrap
;*****************************************************************/
void asmMirror16bS (int tex, int start, int width, int height, int mask, int line, int full, int count)
{
_asm {
push ebx
push esi
push edi
mov edi,[start]
mov ecx,[height]
loop_y:
xor edx,edx
loop_x:
mov esi,[tex]
mov ebx,[width]
add ebx,edx
and ebx,[width]
jnz is_mirrored
mov eax,edx
shl eax,1
and eax,[mask]
add esi,eax
mov ax,[esi]
mov [edi],ax
add edi,2
jmp end_mirror_check
is_mirrored:
add esi,[mask]
mov eax,edx
shl eax,1
and eax,[mask]
sub esi,eax
mov ax,[esi]
mov [edi],ax
add edi,2
end_mirror_check:
inc edx
cmp edx,[count]
jne loop_x
add edi,[line]
mov eax,[tex]
add eax,[full]
mov [tex],eax
dec ecx
jnz loop_y
pop edi
pop esi
pop ebx
}
}
void asmWrap16bS (int tex, int start, int height, int mask, int line, int full, int count)
{
_asm {
push ebx
push esi
push edi
mov edi,[start]
mov ecx,[height]
loop_y:
xor edx,edx
loop_x:
mov esi,[tex]
mov eax,edx
and eax,[mask]
shl eax,2
add esi,eax
mov eax,[esi]
mov [edi],eax
add edi,4
inc edx
cmp edx,[count]
jne loop_x
add edi,[line]
mov eax,[tex]
add eax,[full]
mov [tex],eax
dec ecx
jnz loop_y
pop edi
pop esi
pop ebx
}
}
void asmClamp16bS (int tex, int constant, int height,int line, int full, int count)
{
_asm {
push ebx
push esi
push edi
mov esi,[constant]
mov edi,[tex]
mov ecx,[height]
y_loop:
mov ax,[esi]
mov edx,[count]
x_loop:
mov [edi],ax ; don't unroll or make dword, it may go into next line (doesn't have to be multiple of two)
add edi,2
dec edx
jnz x_loop
add esi,[full]
add edi,[line]
dec ecx
jnz y_loop
pop edi
pop esi
pop ebx
}
}