iigs-game-engine/src/tiles/FastRenderer.s

151 lines
6.0 KiB
ArmAsm

; If the engine mode has the second background layer disabled, we take advantage of that to
; be more efficient in our rendering. Basically, without the second layer, there is no need
; to use the tile mask information.
;
; If there are no sprites, then we copy the tile data into the code field as fast as possible.
; If there are sprites, then the sprite data is flattened and stored into a direct page buffer
; and then copied into the code field
_RenderTileFast
ldx TileStore+TS_VBUFF_ADDR_COUNT,y ; How many sprites are on this tile?
beq NoSpritesFast ; This is faster if there are no sprites
lda TileStore+TS_TILE_ID,y ; Check if the tile has
jmp (fast_dispatch,x)
fast_dispatch
da NoSpritesFast
da OneSpriteFast
da TwoSpritesFast
da ThreeSpritesFast
da FourSpritesFast
NoSpritesFast
tyx
lda TileStore+TS_CODE_ADDR_HIGH,x ; load the bank of the target code field line
pha ; and put on the stack for later. Has addl bank in high byte.
ldy TileStore+TS_CODE_ADDR_LOW,x ; load the address of the code field
lda TileStore+TS_TILE_ADDR,x ; load the address of this tile's data (pre-calculated)
plb ; set the code field bank
jmp (TileStore+TS_BASE_TILE_DISP,x) ; go to the tile copy routine (just basics)
; The TS_BASE_TILE_DISP routines will come from this table when ENGINE_MODE_TWO_LAYER and
; ENGINE_MODE_DYN_TILES are both off.
FastTileProcs dw _TBCopyDataFast,_TBCopyDataFast,_TBCopyDataVFast,_TBCopyDataVFast
; Where there are sprites involved, the first step is to call a routine to copy the
; tile data into a temporary buffer. Then the sprite data is merged and placed into
; the code field.
OneSpriteFast
tyx
lda TileStore+TS_TILE_ADDR,y
per :-1
jmp (TileStore+TS_BASE_TILE_COPY,x) ; Copy the tile data to the temporary buffer
:
ldx TileStore+TS_VBUFF_ADDR_0,y ; address of the sprite data
lda TileStore+TS_CODE_ADDR_HIGH,y ; load the bank of the target code field line
pha ; and put on the stack for later.
lda TileStore+TS_CODE_ADDR_LOW,y
tay
plb ; set the code field bank
]line equ 0
lup 8
lda blttmp+{]line*4}
andl spritemask+{]line*SPRITE_PLANE_SPAN},x
oral spritedata+{]line*SPRITE_PLANE_SPAN},x
sta: $0004+{]line*$1000},y
lda blttmp+{]line*4}+2
andl spritemask+{]line*SPRITE_PLANE_SPAN}+2,x
oral spritedata+{]line*SPRITE_PLANE_SPAN}+2,x
sta: $0001+{]line*$1000},y
]line equ ]line+1
--^
rts
TwoSpritesFast
tyx
lda TileStore+TS_TILE_ADDR,y
per :-1
jmp (TileStore+TS_BASE_TILE_COPY,x) ; Copy the tile data to the temporary buffer
:
lda TileStore+TS_VBUFF_ADDR_0,y ; address of the sprite data
sta spritedata_0
sta spritemask_0
lda TileStore+TS_VBUFF_ADDR_1,y ; address of the sprite data
sta spritedata_1
sta spritemask_1
lda TileStore+TS_CODE_ADDR_HIGH,y ; load the bank of the target code field line
pha ; and put on the stack for later.
lda TileStore+TS_CODE_ADDR_LOW,y
tay
plb ; set the code field bank
]line equ 0
lup 8
ldy #{]line*SPRITE_PLANE_SPAN}
lda blttmp+{]line*4}
andl [spritemask_1],y
oral [spritedata_1],y
andl [spritemask_0],y
oral [spritedata_0],y
sta: $0004+{]line*$1000},x
ldy #{]line*SPRITE_PLANE_SPAN}+2
lda blttmp+{]line*4}+2
andl [spritemask_1],y
oral [spritedata_1],y
andl [spritemask_0],y
oral [spritedata_0],y
sta: $0001+{]line*$1000},x
]line equ ]line+1
--^
rts
ThreeSpritesFast
FourSpritesFast
tyx
lda TileStore+TS_TILE_ADDR,y
per :-1
jmp (TileStore+TS_BASE_TILE_COPY,x) ; Copy the tile data to the temporary buffer
:
lda TileStore+TS_VBUFF_ADDR_0,y ; address of the sprite data
sta spritedata_0
sta spritemask_0
lda TileStore+TS_VBUFF_ADDR_1,y
sta spritedata_1
sta spritemask_1
lda TileStore+TS_VBUFF_ADDR_2,y
sta spritedata_2
sta spritemask_2
lda TileStore+TS_CODE_ADDR_HIGH,y ; load the bank of the target code field line
pha ; and put on the stack for later.
lda TileStore+TS_CODE_ADDR_LOW,y
tay
plb ; set the code field bank
]line equ 0
lup 8
ldy #{]line*SPRITE_PLANE_SPAN}
lda blttmp+{]line*4}
andl [spritemask_2],y
oral [spritedata_2],y
andl [spritemask_1],y
oral [spritedata_1],y
andl [spritemask_0],y
oral [spritedata_0],y
sta: $0004+{]line*$1000},x
ldy #{]line*SPRITE_PLANE_SPAN}+2
lda blttmp+{]line*4}+2
andl [spritemask_2],y
oral [spritedata_2],y
andl [spritemask_1],y
oral [spritedata_1],y
andl [spritemask_0],y
oral [spritedata_0],y
sta: $0001+{]line*$1000},x
]line equ ]line+1
--^
rts