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@ 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.
@
@ @author Robin Watts (robin@wss.co.uk)
.text
.global scale2x_8_arm
.global scale2x_16_arm
.global scale2x_32_arm
@ r0 = dst0
@ r1 = dst1
@ r2 = src
@ r3 = src_prev
@ r4 = src_next
@ r5 = len
@ We hold: r10 B
@ r8 r14 r7 D E F
@ r12 H
.align 2
scale2x_8_arm:
STMFD r13!,{r4-r5,r7-r8,r10-r11,r14}
LDR r4, [r13,#4*7]
LDR r5, [r13,#4*8]
LDRB r14,[r2], #1
CMP r3, #0 @ Set NE
@ Stall on Xscale
MOV r8, r14
B loop8
same8:
STRB r14,[r0], #1
STRB r14,[r0], #1
STRB r14,[r1], #1
STRB r14,[r1], #1
SUBS r5, r5, #1
MOV r8, r14
MOV r14,r7
BLT end8
loop8:
LDRNEB r7, [r3], #1 @ As long as we aren't on the last pixel
LDRB r10,[r2], #1
LDRB r12,[r4], #1
@ Stall on Xscale
CMP r7, r8
CMPNE r10,r12
BEQ same8
CMP r8, r10
STREQB r8, [r0], #1
STRNEB r14,[r0], #1
CMP r10,r7
STREQB r7, [r0], #1
STRNEB r14,[r0], #1
CMP r8, r12
STREQB r8, [r1], #1
STRNEB r14,[r1], #1
CMP r12,r7
STREQB r7, [r1], #1
STRNEB r14,[r1], #1
SUBS r5, r5, #1
MOV r8, r14
MOV r14,r7
BGE loop8
end8:
LDMFD r13!,{r4-r5,r7-r8,r10-r11,PC}
.align 2
scale2x_16_arm:
STMFD r13!,{r4-r5,r7-r8,r10-r11,r14}
LDR r4, [r13,#4*7]
LDR r5, [r13,#4*8]
LDRH r14,[r3], #2
CMP r3, #0 @ Set NE
@ Stall on Xscale
MOV r8, r14
B loop16
same16:
STRH r14,[r0], #2
STRH r14,[r0], #2
STRH r14,[r1], #2
STRH r14,[r1], #2
SUBS r5, r5, #1
MOV r8, r14
MOV r14,r7
BLT end16
loop16:
LDRNEH r7, [r3], #2 @ As long as we aren't on the last pixel
LDRH r10,[r2], #2
LDRH r12,[r4], #2
@ Stall on Xscale
CMP r7, r8
CMPNE r10,r12
BEQ same16
CMP r8, r10
STREQH r8, [r0], #2
STRNEH r14,[r0], #2
CMP r10,r7
STREQH r7, [r0], #2
STRNEH r14,[r0], #2
CMP r8, r12
STREQH r8, [r1], #2
STRNEH r14,[r1], #2
CMP r12,r7
STREQH r7, [r1], #2
STRNEH r14,[r1], #2
SUBS r5, r5, #1
MOV r8, r14
MOV r14,r7
BGE loop16
end16:
LDMFD r13!,{r4-r5,r7-r8,r10-r11,PC}
.align 2
scale2x_32_arm:
STMFD r13!,{r4-r5,r7-r8,r10-r11,r14}
LDR r4, [r13,#4*7]
LDR r5, [r13,#4*8]
LDR r14,[r3], #4
CMP r3, #0 @ Set NE
@ Stall on Xscale
MOV r8, r14
B loop32
same32:
STR r14,[r0], #4
STR r14,[r0], #4
STR r14,[r1], #4
STR r14,[r1], #4
SUBS r5, r5, #1
MOV r8, r14
MOV r14,r7
BLT end32
loop32:
LDRNE r7, [r3], #4 @ As long as we aren't on the last pixel
LDR r10,[r2], #4
LDR r12,[r4], #4
@ Stall on Xscale
CMP r7, r8
CMPNE r10,r12
BEQ same32
CMP r8, r10
STREQ r8, [r0], #4
STRNE r14,[r0], #4
CMP r10,r7
STREQ r7, [r0], #4
STRNE r14,[r0], #4
CMP r8, r12
STREQ r8, [r1], #4
STRNE r14,[r1], #4
CMP r12,r7
STREQ r7, [r1], #4
STRNE r14,[r1], #4
SUBS r5, r5, #1
MOV r8, r14
MOV r14,r7
BGE loop32
end32:
LDMFD r13!,{r4-r5,r7-r8,r10-r11,PC}
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