A2osX/DRV/DHGR.DRV.S.LINE.txt

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PR#3
PREFIX /A2OSX.BUILD
LOMEM $A00
INC 1
AUTO 6
.LIST OFF
*--------------------------------------
* HLINE X1,X2 at Y1
*--------------------------------------
HLINE lda CB.Cache+S.CB.MODE
cmp #S.CB.MODE.MONO
bne HLINE.C16
HLINE.MONO >LDYA CB.Cache+S.CB.X1
jsr LBUF.SetBounds1YA
>LDYA CB.Cache+S.CB.X2
jsr LBUF.SetBounds2YA
lda CB.Cache+S.CB.MODE
bit #S.CB.MODE.C16
bne HLINE.C16
ldy CB.Cache+S.CB.COLOR
beq .1
ldy #%01111111
.1 ldx LBUF.C1
.2 tya
sta LBUF.DATA,x
cpx LBUF.C2
inx
bcc .2
ldy CB.Cache+S.CB.Y1
jmp LBUF.DrawAtY
HLINE.C16 lda CB.Cache+S.CB.X1
and #%11111100
tay
lda CB.Cache+S.CB.X1+1
jsr LBUF.SetBounds1YA
lda CB.Cache+S.CB.X2
ora #%00000011
tay
lda CB.Cache+S.CB.X2+1
jsr LBUF.SetBounds2YA
lda CB.Cache+S.CB.COLOR
asl
asl
clc
adc L.Color.Pixels
sta ZPPalettePtr
lda L.Color.Pixels+1
adc #0
sta ZPPalettePtr+1
ldx LBUF.C1
.1 txa
and #3 Compute index in Palette (Mod 4)
tay
lda (ZPPalettePtr),y
sta LBUF.DATA,x
cpx LBUF.C2
inx
bcc .1
ldy CB.Cache+S.CB.Y1
jmp LBUF.DrawAtY
rts
*--------------------------------------
* VLINE Y1,Y2 at X1
*--------------------------------------
VLINE lda CB.Cache+S.CB.OP
beq VLINE.OP0
VLINE.XOR jsr VLINE.DIVMOD7
ldy XMOD7
lda Mono.Masks,y
sta .2+1
ldy XCOL7
ldx CB.Cache+S.CB.Y1
.1 lda BASEL,x
sta ZPBasePtr
lda BASEH,x
sta ZPBasePtr+1
lda (ZPBasePtr),y XOR
.2 eor #$ff
sta (ZPBasePtr),y
inx
cpx CB.Cache+S.CB.Y2
bcc .1
beq .1
rts
VLINE.OP0 lda CB.Cache+S.CB.MODE
dec
bne VLINE.C16
VLINE.MONO jsr VLINE.DIVMOD7
ldy XMOD7
lda Mono.NMasks,y includes And $7F for mono
sta .3+1
lda CB.Cache+S.CB.COLOR get color
beq .1
lda Mono.Masks,y
.1 sta .4+1
ldy XCOL7
ldx CB.Cache+S.CB.Y1
.2 lda BASEL,x
sta ZPBasePtr
lda BASEH,x
sta ZPBasePtr+1
lda (ZPBasePtr),y
.3 and #$ff
.4 ora #$ff
sta (ZPBasePtr),y
inx
cpx CB.Cache+S.CB.Y2
bcc .2
beq .2
rts
VLINE.C16 lda CB.Cache+S.CB.X1
lsr CB.Cache+S.CB.X1+1 divide by 4
ror
lsr CB.Cache+S.CB.X1+1
ror
tay Y=X/4 (range 0->139)
lda DIV7.0,y A=X/4/7 (range 0->19)
asl times 2 (range 0->38)
ldx CB.Cache+S.CB.Y1
adc BASEL,x setup line Base Ptr (cc by asl)
sta ZPBasePtr ZPBasePtr now point to first of...
lda BASEH,x
sta ZPBasePtr+1 ...the 4 columns
lda MOD7.0,y get MOD
asl times 4 to compute index in MASK tables
asl
tax set in X for Masks,NMasks
lda CB.Cache+S.CB.COLOR
asl times 4 to compute index in PIXELS table
asl
tay
lda Color.Masks,x bits in 1st byte to light?
beq .10
and Color.Pixels,y apply color
sta GBYTE
sta SETPAGE2
lda (ZPBasePtr)
and Color.NMasks,x reset existing pixel,
ora GBYTE
sta (ZPBasePtr)
.10 inx
iny
lda Color.Masks,x
beq .11
and Color.Pixels,y apply color
sta GBYTE
sta CLRPAGE2
lda (ZPBasePtr)
and Color.NMasks,x reset existing pixel,
ora GBYTE
sta (ZPBasePtr)
.11 inc ZPBasePtr
inx
iny
lda Color.Masks,x
beq .12
and Color.Pixels,y apply color
sta GBYTE
sta SETPAGE2
lda (ZPBasePtr)
and Color.NMasks,x reset existing pixel,
ora GBYTE
sta (ZPBasePtr)
.12 inx
iny
lda Color.Masks,x
beq .13
and Color.Pixels,y apply color
sta GBYTE
sta CLRPAGE2
lda (ZPBasePtr)
and Color.NMasks,x reset existing pixel,
ora GBYTE
sta (ZPBasePtr)
.13 rts
*--------------------------------------
VLINE.DIVMOD7 ldx CB.Cache+S.CB.X1+1 Get X HI byte....
lda DIV7.lo,x
sta .2+1
lda DIV7.hi,x
sta .2+2
lda MOD7.lo,x
sta .3+1
lda MOD7.hi,x
sta .3+2
lda DIV7.BASE,x
ldx CB.Cache+S.CB.X1 Get X LO byte....
clc
.2 adc $ffff,x DIV7 : x = X.LO, a = X DIV 7
sta XDIV7 save X DIV 7
tay
lsr
sta XCOL7
ldx COL.BANK,y
sta $C000,x
.3 lda $ffff,x MOD7 : x = X.LO, y = X MOD 7
sta XMOD7
rts
*--------------------------------------
MAN
SAVE /A2OSX.SRC/DRV/DHGR.DRV.S.LINE
LOAD /A2OSX.SRC/DRV/DHGR.DRV.S
ASM