/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Grayscale framework * gray_scroll_up() function * * This is a generic framework to use grayscale display within Rockbox * plugins. It obviously does not work for the player. * * Copyright (C) 2004 Jens Arnold * * All files in this archive are subject to the GNU General Public License. * See the file COPYING in the source tree root for full license agreement. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ #ifndef SIMULATOR /* not for simulator by now */ #include "plugin.h" #ifdef HAVE_LCD_BITMAP /* and also not for the Player */ #include "gray.h" /*--------------------------------------------------------------------------- Scroll the whole grayscale buffer up by pixels (<= 7) ---------------------------------------------------------------------------- black_border determines if the pixels scrolled in at the bottom are black or white Scrolling up/down pixel-wise is significantly slower than scrolling left/right or scrolling up/down byte-wise because it involves bit shifting. That's why it is asm optimized. */ void gray_scroll_up(int count, bool black_border) { unsigned filler; if ((unsigned) count > 7) return; filler = black_border ? 0xFFu : 0; /* scroll column by column to minimize flicker */ asm volatile ( "mov #0,r6 \n" /* x = 0 */ "mova .su_shifttbl,r0 \n" /* calculate jump destination for */ "mov.b @(r0,%6),%6 \n" /* shift amount from table */ "bra .su_cloop \n" /* skip table */ "add r0,%6 \n" ".align 2 \n" ".su_shifttbl: \n" /* shift jump offset table */ ".byte .su_shift0 - .su_shifttbl \n" ".byte .su_shift1 - .su_shifttbl \n" ".byte .su_shift2 - .su_shifttbl \n" ".byte .su_shift3 - .su_shifttbl \n" ".byte .su_shift4 - .su_shifttbl \n" ".byte .su_shift5 - .su_shifttbl \n" ".byte .su_shift6 - .su_shifttbl \n" ".byte .su_shift7 - .su_shifttbl \n" ".su_cloop: \n" /* repeat for every column */ "mov %1,r2 \n" /* get start address */ "mov #0,r3 \n" /* current_plane = 0 */ ".su_oloop: \n" /* repeat for every bitplane */ "mov r2,r4 \n" /* get start address */ "mov #0,r5 \n" /* current_row = 0 */ "mov %5,r1 \n" /* get filler bits */ ".su_iloop: \n" /* repeat for all rows */ "sub %2,r4 \n" /* address -= width */ "mov.b @r4,r0 \n" /* get data byte */ "shll8 r1 \n" /* old data to 2nd byte */ "extu.b r0,r0 \n" /* extend unsigned */ "or r1,r0 \n" /* combine old data */ "jmp @%6 \n" /* jump into shift "path" */ "extu.b r0,r1 \n" /* store data for next round */ ".su_shift6: \n" /* shift right by 0..7 bits */ "shlr2 r0 \n" ".su_shift4: \n" "shlr2 r0 \n" ".su_shift2: \n" "bra .su_shift0 \n" "shlr2 r0 \n" ".su_shift7: \n" "shlr2 r0 \n" ".su_shift5: \n" "shlr2 r0 \n" ".su_shift3: \n" "shlr2 r0 \n" ".su_shift1: \n" "shlr r0 \n" ".su_shift0: \n" "mov.b r0,@r4 \n" /* store data */ "add #1,r5 \n" /* current_row++ */ "cmp/hi r5,%3 \n" /* current_row < bheight ? */ "bt .su_iloop \n" "add %4,r2 \n" /* start_address += plane_size */ "add #1,r3 \n" /* current_plane++ */ "cmp/hi r3,%0 \n" /* current_plane < depth ? */ "bt .su_oloop \n" "add #1,%1 \n" /* start_address++ */ "add #1,r6 \n" /* x++ */ "cmp/hi r6,%2 \n" /* x < width ? */ "bt .su_cloop \n" : /* outputs */ : /* inputs */ /* %0 */ "r"(_graybuf->depth), /* %1 */ "r"(_graybuf->data + _graybuf->plane_size), /* %2 */ "r"(_graybuf->width), /* %3 */ "r"(_graybuf->bheight), /* %4 */ "r"(_graybuf->plane_size), /* %5 */ "r"(filler), /* %6 */ "r"(count) : /* clobbers */ "r0", "r1", "r2", "r3", "r4", "r5", "r6" ); } #endif // #ifdef HAVE_LCD_BITMAP #endif // #ifndef SIMULATOR