MCUME/MCUME_pico/picovga_t4/render/vga_graph1.S
2021-11-14 21:50:46 +01:00

258 lines
8.5 KiB
ArmAsm
Executable file

// ****************************************************************************
//
// VGA render GF_GRAPH1
//
// ****************************************************************************
#include "../define.h" // common definitions of C and ASM
.syntax unified
.section .time_critical.Render, "ax"
.cpu cortex-m0plus
.thumb // use 16-bit instructions
// render font pixel mask
.extern RenderTextMask // u32 RenderTextMask[512];
// extern "C" u8* RenderGraph1(u8* dbuf, int x, int y, int w, sSegm* segm);
// render 1-bit palette graphics GF_GRAPH1
// dbuf ... destination data buffer
// x ... start X coordinate (must be multiple of 4)
// y ... start Y coordinate
// w ... width of this segment (must be multiple of 4)
// segm ... video segment
// Output new dbuf pointer.
// 320 pixels takes 6 us on 151 MHz.
.thumb_func
.global RenderGraph1
RenderGraph1:
// push registers
push {r3-r7,lr}
// Input registers and stack content:
// R0 ... destination data buffer
// R1 ... start X coordinate
// R2 ... start Y coordinate
// SP+0: R3 width to display
// SP+4: R4
// SP+8: R5
// SP+12: R6
// SP+16: R7
// SP+20: LR
// SP+24: video segment (later: wrap width in X direction)
// get pointer to video segment -> R4
ldr r4,[sp,#24] // load video segment -> R4
// get wrap width -> [SP+24]
ldrh r5,[r4,#SSEGM_WRAPX] // get wrap width
movs r7,#3 // mask to align to 32-bit
bics r5,r7 // align wrap
str r5,[sp,#24] // save wrap width
// align X coordinate to 32-bit -> R1
bics r1,r7
// align remaining width -> [SP+0]
bics r3,r7
str r3,[sp,#0] // save new width
// base pointer to image data (without X) -> LR
ldrh r5,[r4,#SSEGM_WB] // get pitch of lines
muls r2,r5 // Y * WB -> offset of row in text buffer
ldr r5,[r4,#SSEGM_DATA] // pointer to data
add r2,r5 // base address of text buffer
mov lr,r2 // save pointer to text buffer
// prepare pointer to image data with X -> R2
lsrs r2,r1,#3 // convert X to character index (1 character is 8 pixels width)
add r2,lr // pointer to source text buffer -> R2
// prepare foreground color, expand to 32-bit -> R6
ldrb r6,[r4,#SSEGM_PAR+1] // load foreground color
lsls r7,r6,#8 // [1] shift foreground color << 8
orrs r7,r6 // [1] color expanded to 16 bits
lsls r6,r7,#16 // [1] shift 16-bit color << 16
orrs r6,r7 // [1] color expanded to 32 bits
// prepare background color, expand to 32 bits -> R4
ldrb r4,[r4,#SSEGM_PAR] // load background color
lsls r5,r4,#8 // shift background color << 8
orrs r5,r4 // color expanded to 16 bits
lsls r4,r5,#16 // shift 16-bit color << 16
orrs r4,r5 // color expanded to 32 bits
// [1] XOR foreground and background color -> R6
eors r6,r4 // [1] XOR foreground color with background color
// prepare pointer to conversion table -> R3
ldr r3,RenderGraph1_Addr // get pointer to conversion table -> R3
// ---- render 2nd half of first character
// R0 ... pointer to destination data buffer
// R1 ... start X coordinate
// R2 ... current pointer to image buffer
// R3 ... pointer to conversion table
// R4 ... background color (expanded to 32-bit)
// R5 ... (temporary)
// R6 ... foreground color (expanded to 32-bit)
// R7 ... (temporary)
// LR ... base pointer to image data (without X)
// [SP+0] ... remaining width
// [SP+24] ... wrap width
// check bit 2 of X coordinate - check if image starts with 2nd half of first character
lsls r5,r1,#29 // check bit 2 of X coordinate
bpl 2f // bit 2 not set, starting even 4-pixels
// [3] load image sample -> R5
ldrb r5,[r2,#0] // [2] load image sample -> R5
adds r2,#1 // [1] shift pointer to image buffer
// [2] prepare conversion table -> R5
lsls r5,#3 // [1] multiply image sample * 8
add r5,r3 // [1] add pointer to conversion table
// [6] convert second 4 pixels (lower 4 bits)
ldr r7,[r5,#4] // [2] load mask for lower 4 bits
ands r7,r6 // [1] mask foreground color
eors r7,r4 // [1] combine with background color
stmia r0!,{r7} // [2] store second 4 pixels
// shift X coordinate
adds r1,#4 // shift X coordinate
// check end of segment
ldr r7,[sp,#24] // load wrap width
cmp r1,r7 // X=end of segment?
blo 1f
movs r1,#0 // reset X coordinate
mov r2,lr // get base pointer to image data -> R2
// shift remaining width
1: ldr r7,[sp,#0] // get remaining width
subs r7,#4 // shift width
str r7,[sp,#0] // save new width
// prepare wrap width - start X -> R7
2: ldr r7,[sp,#24] // load wrap width
subs r7,r1 // pixels remaining to end of segment
// ---- start outer loop, render one part of segment
// Outer loop variables (* prepared before outer loop):
// R0 ... *pointer to destination data buffer
// R1 ... number of characters to generate in one part of segment
// R2 ... *current pointer to image buffer
// R3 ... *pointer to conversion table
// R4 ... *background color (expanded to 32-bit)
// R5 ... (temporary)
// R6 ... *foreground color (expanded to 32-bit)
// R7 ... *wrap width of this segment, later: temporary
// LR ... *base pointer to image data (without X)
// [SP+0] ... *remaining width
// [SP+24] ... *wrap width
RenderGraph1_OutLoop:
// limit wrap width by total width -> R7
ldr r5,[sp,#0] // get remaining width
cmp r7,r5 // compare with wrap width
bls 2f // width is OK
mov r7,r5 // limit wrap width
// check if remain whole characters
2: cmp r7,#8 // check number of remaining pixels
bhs 5f // enough characters remain
// check if 1st part of last character remains
cmp r7,#4 // check 1st part of last character
blo 3f // all done
// ---- render 1st part of last character
RenderGraph1_Last:
// [3] load image sample -> R5
ldrb r5,[r2,#0] // [2] load image sample -> R5
adds r2,#1 // [1] shift pointer to image buffer
// [2] prepare conversion table -> R5
lsls r5,#3 // [1] multiply image sample * 8
add r5,r3 // [1] add pointer to conversion table
// [6] convert first 4 pixels (higher 4 bits)
ldr r1,[r5,#0] // [2] load mask for higher 4 bits
ands r1,r6 // [1] mask foreground color
eors r1,r4 // [1] combine with background color
stmia r0!,{r1} // [2] store first 4 pixels
// check if continue with next segment
mov r2,lr // get base pointer to image data -> R2
cmp r7,#4
bhi RenderGraph1_OutLoop
// pop registers and return
3: pop {r3-r7,pc}
// ---- prepare to render whole characters
// prepare number of whole characters to render -> R1
5: lsrs r1,r7,#2 // shift to get number of characters*2
lsls r7,r1,#2 // shift back to get number of pixels, rounded down -> R7
subs r5,r7 // get remaining width
str r5,[sp,#0] // save new remaining width
subs r1,#1 // number of characters*2 - 1
// ---- [20*N-1] start inner loop, render characters in one part of segment
// Inner loop variables (* prepared before inner loop):
// R0 ... *pointer to destination data buffer
// R1 ... *number of characters to generate*2 - 1 (loop counter)
// R2 ... *current pointer to image buffer
// R3 ... *pointer to conversion table
// R4 ... *background color (expanded to 32-bit)
// R5 ... font sample
// R6 ... *foreground color (expanded to 32-bit)
// R7 ... (temporary)
// LR ... *base pointer to image data (without X)
RenderGraph1_InLoop:
// [3] load image sample -> R5
ldrb r5,[r2,#0] // [2] load image sample -> R5
adds r2,#1 // [1] shift pointer to image buffer
// [2] prepare conversion table -> R5
lsls r5,#3 // [1] multiply image sample * 8
add r5,r3 // [1] add pointer to conversion table
// [6] convert first 4 pixels (higher 4 bits)
ldr r7,[r5,#0] // [2] load mask for higher 4 bits
ands r7,r6 // [1] mask foreground color
eors r7,r4 // [1] combine with background color
stmia r0!,{r7} // [2] store first 4 pixels
// [6] convert second 4 pixels (lower 4 bits)
ldr r7,[r5,#4] // [2] load mask for lower 4 bits
ands r7,r6 // [1] mask foreground color
eors r7,r4 // [1] combine with background color
stmia r0!,{r7} // [2] store second 4 pixels
// [2,3] loop counter
subs r1,#2 // [1] shift loop counter
bhi RenderGraph1_InLoop // [1,2] > 0, render next whole character
// ---- end inner loop, continue with last character, or start new part
// continue to outer loop
ldr r7,[sp,#24] // load wrap width
beq RenderGraph1_Last // render 1st half of last character
mov r2,lr // get base pointer to image data -> R2
b RenderGraph1_OutLoop // go back to outer loop
.align 2
RenderGraph1_Addr:
.word RenderTextMask