5d05b9d3e9
This ports id Software's Quake to run on the SDL plugin runtime. The source code originated from id under the GPLv2 license. I used https://github.com/ahefner/sdlquake as the base of my port. Performance is, unsurprisingly, not on par with what you're probably used to on PC. I average about 10FPS on ipod6g, but it's still playable. Sound works well enough, but in-game music is not supported. I've written ARM assembly routines for the inner sound loop. Make sure you turn the "brightness" all the way down, or colors will look funky. To run, extract Quake's data files to /.rockbox/quake. Have fun! Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
149 lines
2.5 KiB
ArmAsm
149 lines
2.5 KiB
ArmAsm
//
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// d_copy.s
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// x86 assembly-language screen copying code.
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//
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#include "asm_i386.h"
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#include "quakeasm.h"
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#include "asm_draw.h"
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.data
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LCopyWidth: .long 0
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LBlockSrcStep: .long 0
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LBlockDestStep: .long 0
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LSrcDelta: .long 0
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LDestDelta: .long 0
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#define bufptr 4+16
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// copies 16 rows per plane at a pop; idea is that 16*512 = 8k, and since
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// no Mode X mode is wider than 360, all the data should fit in the cache for
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// the passes for the next 3 planes
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.text
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.globl C(VGA_UpdatePlanarScreen)
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C(VGA_UpdatePlanarScreen):
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pushl %ebp // preserve caller's stack frame
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pushl %edi
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pushl %esi // preserve register variables
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pushl %ebx
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movl C(VGA_bufferrowbytes),%eax
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shll $1,%eax
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movl %eax,LBlockSrcStep
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movl C(VGA_rowbytes),%eax
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shll $1,%eax
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movl %eax,LBlockDestStep
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movl $0x3C4,%edx
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movb $2,%al
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outb %al,%dx // point the SC to the Map Mask
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incl %edx
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movl bufptr(%esp),%esi
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movl C(VGA_pagebase),%edi
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movl C(VGA_height),%ebp
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shrl $1,%ebp
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movl C(VGA_width),%ecx
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movl C(VGA_bufferrowbytes),%eax
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subl %ecx,%eax
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movl %eax,LSrcDelta
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movl C(VGA_rowbytes),%eax
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shll $2,%eax
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subl %ecx,%eax
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movl %eax,LDestDelta
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shrl $4,%ecx
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movl %ecx,LCopyWidth
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LRowLoop:
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movb $1,%al
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LPlaneLoop:
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outb %al,%dx
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movb $2,%ah
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pushl %esi
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pushl %edi
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LRowSetLoop:
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movl LCopyWidth,%ecx
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LColumnLoop:
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movb 12(%esi),%bh
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movb 8(%esi),%bl
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shll $16,%ebx
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movb 4(%esi),%bh
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movb (%esi),%bl
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movl %ebx,(%edi)
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addl $16,%esi
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addl $4,%edi
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decl %ecx
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jnz LColumnLoop
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addl LDestDelta,%edi
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addl LSrcDelta,%esi
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decb %ah
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jnz LRowSetLoop
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popl %edi
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popl %esi
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incl %esi
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shlb $1,%al
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cmpb $16,%al
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jnz LPlaneLoop
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subl $4,%esi
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addl LBlockSrcStep,%esi
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addl LBlockDestStep,%edi
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decl %ebp
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jnz LRowLoop
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popl %ebx // restore register variables
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popl %esi
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popl %edi
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popl %ebp // restore the caller's stack frame
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ret
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#define srcptr 4+16
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#define destptr 8+16
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#define width 12+16
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#define height 16+16
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#define srcrowbytes 20+16
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#define destrowbytes 24+16
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.globl C(VGA_UpdateLinearScreen)
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C(VGA_UpdateLinearScreen):
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pushl %ebp // preserve caller's stack frame
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pushl %edi
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pushl %esi // preserve register variables
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pushl %ebx
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cld
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movl srcptr(%esp),%esi
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movl destptr(%esp),%edi
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movl width(%esp),%ebx
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movl srcrowbytes(%esp),%eax
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subl %ebx,%eax
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movl destrowbytes(%esp),%edx
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subl %ebx,%edx
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shrl $2,%ebx
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movl height(%esp),%ebp
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LLRowLoop:
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movl %ebx,%ecx
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rep/movsl (%esi),(%edi)
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addl %eax,%esi
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addl %edx,%edi
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decl %ebp
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jnz LLRowLoop
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popl %ebx // restore register variables
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popl %esi
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popl %edi
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popl %ebp // restore the caller's stack frame
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ret
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