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

190 lines
5.9 KiB
ArmAsm
Executable file

// ****************************************************************************
//
// VGA render GF_OSCLINE
//
// ****************************************************************************
#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* RenderOscLine(u8* dbuf, int x, int y, int w, sSegm* segm);
// render oscilloscope graph GF_OSCLINE
// 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 21.5 us on 151 MHz.
.thumb_func
.global RenderOscLine
RenderOscLine:
// push registers
push {r2-r7,lr}
// Input registers and stack content:
// R0 ... pointer to testination data buffer
// R1 ... start X coordinate
// SP+0: R2 start Y coordinate (later: base pointer to sample data)
// SP+4: R3 width to display
// SP+8: R4
// SP+12: R5
// SP+16: R6
// SP+20: R7
// SP+24: LR
// SP+28: video segment (later: wrap width in X direction)
// get pointer to video segment -> R4
ldr r4,[sp,#28] // load video segment -> R4
// get wrap width/2 -> [SP+28]
ldrh r5,[r4,#SSEGM_WRAPX] // get wrap width
lsrs r5,#1 // wrap width / 2
str r5,[sp,#28] // save wrap width
// X coordinate/2 -> R1
lsrs r1,#1
// remaining width/2 -> [SP+4]
lsrs r3,#1
str r3,[sp,#4] // save new width
// current Y in direction from bottom to up -> LR
ldrh r5,[r4,#SSEGM_WRAPY] // get wrap height
subs r5,#1 // wrapy - 1
subs r5,r2 // subtract Y, get Y relative to bottom -> R5
mov lr,r5
// base pointer to sample data (without X) -> [SP+0], R2
ldr r2,[r4,#SSEGM_DATA] // pointer to sample data
str r2,[sp,#0] // save pointer to sample buffer
// prepare pointer to sample data with X -> R2
add r2,r1 // pointer to source sample buffer -> R2
// prepare foreground color -> R6
ldrb r6,[r4,#SSEGM_PAR+1] // load foreground color
lsls r7,r6,#8
orrs r6,r7
// prepare background color -> R4
ldrb r4,[r4,#SSEGM_PAR] // load background color
lsls r7,r4,#8
orrs r4,r7
// prepare wrap width - start X -> R1
ldr r7,[sp,#28] // load wrap width
subs r1,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 ... *wrap width of this segment, later: number of pixels to generate in one part of segment
// R2 ... *pointer to source sample buffer
// R3 ... remaining width, later: (temporary)
// R4 ... *background color
// R5 ... (temporary)
// R6 ... *foreground color
// R7 ... (temporary)
// LR ... *current line Y (in direction from bottom to up)
// [SP+0] ... *base pointer to sample data (without X)
// [SP+4] ... *remaining width
// [SP+28] ... *wrap width
RenderOscLine_OutLoop:
// limit wrap width by total width -> R1
ldr r3,[sp,#4] // get remaining width
cmp r1,r3 // compare with wrap width
bls 2f // width is OK
mov r1,r3 // limit wrap width
// check number of pixels
2: cmp r1,#0 // check number of remaining pixels
beq RenderOscLine_Stop // stop
subs r3,r1 // get remaining width
str r3,[sp,#4] // save new remaining width
// ---- start inner loop, render in one part of segment
// Inner loop variables (* prepared before inner loop):
// R0 ... *pointer to destination data buffer
// R1 ... *number of pixels to generate (loop counter)
// R2 ... *pointer to source sample buffer
// R3 ... sample
// R4 ... *background color
// R5 ... previous sample
// R6 ... *foreground color
// R7 ... current color
// LR ... *current line Y (in direction from bottom to up)
// [SP+0] ... *base pointer to sample data (without X)
// [SP+4] ... *remaining width
// [SP+28] ... *wrap width
ldrb r5,[r2,#0] // [2] prepare previous sample -> R5
RenderOscLine_InLoop: // render 8 pixels in one loop step, top half of graph
// [3] get sample
ldrb r3,[r2,#0] // [2] get data sample -> R3
adds r2,#1 // [1] increment pointer
// [1] preset to background color
mov r7,r4 // [1] preset to background color
// [3..8] (sample > previous sample) AND (sample > line) AND (line > previous sample) - display pixel
cmp r3,lr // [1] compare sample with line
beq 4f // [1,2] (sample == line), true, display pixel everytime
blo 2f // [1,2] (sample < line), false
cmp r3,r5 // [1] compare sample with previous sample
bls 2f // [1,2] (sample <= previous), false
cmp lr,r5 // [1] compare line with previous sample
bhi 4f // [1,2] (line > previous), true
// [3..7] (sample < previous sample) AND (sample < line) AND (line < previous sample) - display pixel
2: cmp r3,r5 // [1] compare sample with previous sample
bhs 6f // [1,2] (sample >= previous), false
cmp r3,lr // [1] compare sample with line
bhs 6f // [1,2] (sample >= line), false
cmp lr,r5 // [1] compare line with previous sample
bhs 6f // [1,2] (line >= previous), false
// [1] use foreground color
4: mov r7,r6 // [1] use foreground color
// [3] write 2 pixels
6: strh r7,[r0,#0] // [2] write pixel
adds r0,#2 // [1] increment pointer
// [1] save previous sample
mov r5,r3 // [1]
// [2,3] loop counter
subs r1,#1 // [1] shift loop counter
bne RenderOscLine_InLoop // [1,2] render next pixel
// ---- end inner loop, start new part
// continue to outer loop
ldr r1,[sp,#28] // load wrap width
ldr r2,[sp,#0] // get base pointer to sample data -> R2
b RenderOscLine_OutLoop // go back to outer loop
RenderOscLine_Stop:
// pop registers and return
pop {r2-r7,pc}
.align 2
RenderOscLine_Addr:
.word RenderTextMask