scummvm/graphics/scaler/Normal2xARM.s

175 lines
4.6 KiB
ArmAsm

@ ScummVM - Graphic Adventure Engine
@
@ ScummVM is the legal property of its developers, whose names
@ are too numerous to list here. Please refer to the COPYRIGHT
@ file distributed with this source distribution.
@
@ This program is free software@ you can redistribute it and/or
@ modify it under the terms of the GNU General Public License
@ as published by the Free Software Foundation@ either version 2
@ of the License, or (at your option) any later version.
@
@ This program is distributed in the hope that it will be useful,
@ but WITHOUT ANY WARRANTY@ without even the implied warranty of
@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
@ GNU General Public License for more details.
@
@ You should have received a copy of the GNU General Public License
@ along with this program@ if not, write to the Free Software
@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
@
@ $URL$
@ $Id$
@
@ @author Robin Watts (robin@wss.co.uk)
.text
.global Normal2xARM
.global Normal2xAspectMask
@ Assumes dst is aligned (so did the C)
@ Assumes 16bit (so did the C)
Normal2xARM:
@ r0 = src
@ r1 = srcPitch
@ r2 = dst
@ r3 = dstPitch
@ r4 = w
@ r5 = h
STMFD r13!,{r4-r11,r14}
LDR r4, [r13,#4*9] @ r4 = w
LDR r5, [r13,#4*10] @ r5 = h
ADD r12,r2, r3
SUB r1, r1, r4, LSL #1
SUB r6, r3, r4, LSL #2
ADD r3, r3, r6
yloop:
SUBS r14,r4, #4
BLT thin
xloop:
LDRH r6, [r0], #2
LDRH r7, [r0], #2
LDRH r8, [r0], #2
LDRH r9, [r0], #2
ORR r6, r6, r6, LSL #16
ORR r7, r7, r7, LSL #16
ORR r8, r8, r8, LSL #16
ORR r9, r9, r9, LSL #16
STMIA r2!, {r6-r9}
STMIA r12!,{r6-r9}
SUBS r14,r14,#4
BGE xloop
ADDS r14,r14,#4
BNE thin
ADD r0, r0, r1
ADD r2, r2, r3
ADD r12,r12,r3
SUBS r5, r5, #1
BGT yloop
LDMFD r13!,{r4-r11,PC}
thin:
LDRH r6, [r0], #2
ORR r6, r6, r6, LSL #16
STR r6, [r2], #4
STR r6, [r12],#4
SUBS r14,r14,#1
BGT thin
ADD r0, r0, r1
ADD r2, r2, r3
ADD r12,r12,r3
SUBS r5, r5, #1
BGT yloop
LDMFD r13!,{r4-r11,PC}
@ Horrid filter calculations
@ AAAAAAAAAAAABBBBBBBBBBBBCCCCCCCCCCCCDDDDDDDDDDDDEEEEEEEEEEEE
@ <-+-><-+-><-+-><-+-><-+-><-+-><-+-><-+-><-+-><-+-><-+-><-+->
@ Ideal: A,A,(A*2+B*3)/5,B,(B*4+C)/5,C,C,(C+D*4)/5,D,(D*3+E*2)/5,E,E
@ Actual: A,A,(A*3+B*5)/8,B,(B*7+C)/8,C,C,(C+D*7)/8,D,(D*5+E*3)/8,E,E
@ Assumes dst is aligned (so did the C)
@ Assumes 16bit (so did the C)
Normal2xAspectMask:
@ r0 = src
@ r1 = srcPitch
@ r2 = dst
@ r3 = dstPitch
@ r4 = w
@ r5 = h
@ r12= mask
STMFD r13!,{r4-r11,r14}
LDR r4, [r13,#4*9] @ r4 = w
LDR r5, [r13,#4*10] @ r5 = h
LDR r12,[r13,#4*11] @ r12= mask
MOV r11,#2
SUB r11,r11,r1, LSL #2 @ r11= 2-srcPitch*4
MOV r14,#4
SUB r14,r14,r3, LSL #3
SUB r14,r14,r3, LSL #1
SUB r14,r14,r3 @ r14 = 4-dstPitch*11
yloop_aspect:
xloop_aspect:
LDRH r6, [r0], r1 @ r6 = A
LDRH r7, [r0], r1 @ r7 = B
LDRH r8, [r0], r1 @ r8 = C
LDRH r9, [r0], r1 @ r9 = D
LDRH r10,[r0], r11 @ r10= E
ORR r6, r6, r6, LSL #16 @ r6 = output 0, 1
ORR r7, r7, r7, LSL #16 @ r7 = output 3
ORR r8, r8, r8, LSL #16 @ r8 = output 5,6
ORR r9, r9, r9, LSL #16 @ r9 = output 8
ORR r10,r10,r10,LSL #16 @ r10= output 10, 11
STR r6, [r2], r3 @ output 0 (A)
STR r6, [r2], r3 @ output 1 (A)
AND r6, r6, r12 @ r6 = A split
ADD r6, r6, r6, LSL #1 @ r6 = A*3
STR r7, [r2, r3] @ output 3 (B)
AND r7, r7, r12 @ r7 = B split
ADD r6, r6, r7 @ r6 = A*3 + B
ADD r6, r6, r7, LSL #2 @ r6 = A*3 + B*5
AND r6, r12,r6, LSR #3 @ r6 = (A*3 + B*5)>>3
ORR r6, r6, r6, ROR #16 @ r6 = output 2
STR r6, [r2], r3, LSL #1 @ output 2 (A*3+B*5)>>3
RSB r7, r7, r7, LSL #3 @ r7 = B*7
AND r6, r8, r12 @ r6 = C split
ADD r7, r7, r6 @ r7 = B*7+C
AND r7, r12,r7, LSR #3 @ r7 = (B*7 + C)>>3
ORR r7, r7, r7, ROR #16 @ r7 = output 4
STR r7, [r2], r3 @ output 4 (B*7+C)>>3
STR r8, [r2], r3 @ output 5 (C)
STR r8, [r2], r3 @ output 6 (C)
STR r9, [r2, r3] @ output 8 (D)
AND r9, r9, r12 @ r9 = D split
RSB r7, r9, r9, LSL #3 @ r7 = D*7
ADD r6, r6, r7 @ r6 = C+D*7
AND r6, r12,r6, LSR #3 @ r6 = (C + D*7)>>3
ORR r6, r6, r6, ROR #16 @ r6 = output 7
STR r6, [r2], r3, LSL #1 @ output 7 (C+D*7)>>3
ADD r9, r9, r9, LSL #2 @ r9 = D*5
AND r6, r10,r12 @ r6 = E split
ADD r9, r9, r6 @ r9 = D*5+E
ADD r9, r9, r6, LSL #1 @ r9 = D*5+E*3
AND r9, r12,r9, LSR #3 @ r9 = (D*5 + E*3)>>3
ORR r9, r9, r9, ROR #16 @ r9 = output 9
STR r9, [r2], r3 @ output 9 (D*5+E*3)>>3
STR r10,[r2], r3 @ output 10 (E)
STR r10,[r2], r14 @ output 11 (E)
SUBS r4, r4, #1
BGT xloop_aspect
LDR r4, [r13,#4*9] @ r4 = w
ADD r0, r0, r1, LSL #2
ADD r0, r0, r1
SUB r0, r0, r4, LSL #1
ADD r2, r2, r3, LSL #3
ADD r2, r2, r3, LSL #2
SUB r2, r2, r4, LSL #2
SUBS r5, r5, #5
BGT yloop_aspect
LDMFD r13!,{r4-r11,PC}