4 #include "src/lib/modex16.h"
\r
5 #include "src/lib/bitmap.h"
6 #include "src/lib/planar.c"
\r
8 word far* clockw= (word far*) 0x046C; /* 18.2hz clock */
\r
12 DrawPBuf(page_t *page, int x, int y, planar_buf_t *p, byte sprite)
18 // TODO Make this fast. It's SLOOOOOOW
\r
19 for(plane=0; plane < 4; plane++) {
\r
20 modexSelectPlane(PLANE(plane+x));
\r
21 for(px = plane; px < p->width; px+=4) {
\r
23 for(py=0; py<p->height/2; py++) {
24 SELECT_ALL_PLANES();
\r
25 if(!sprite || p->plane[offset])
\r
26 page->data = p->plane;
\r
44 page=modexDefaultPage();
\r
46 //0000 bmp = bitmapLoadPcx("data/koishi~~.pcx");
47 // bmp = bitmapLoadPcx("data/chikyuu.pcx");
48 bmp = bitmapLoadPcx("data/koishi^^.pcx");
49 // bmp = bitmapLoadPcx("16/PCX_LIB/chikyuu.pcx");
50 p = planar_buf_from_bitmap(&bmp);
\r
53 /* fix up the palette and everything */
\r
54 modexPalUpdate1(bmp.palette);
\r
56 /* clear and draw one sprite and one bitmap */
\r
57 modexClearRegion(&page, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 1);
\r
59 /* non sprite comparison */
61 for(i=0; i<100 ;i++) {
\r
62 oldDrawBmp(VGA, 20, 20, &bmp, 0);
\r
66 for(i=0; i<100 ;i++) {
\r
67 //0000 modexDrawBmp(&page, 20, 20, &bmp);
68 modexDrawBmp(&page, 0, 0, &bmp);
\r
70 t1 = (*clockw-start) /18.2;
\r
73 for(i=0; i<100; i++) {
\r
74 //0000 modexCopyPageRegion(&page, &page, 20, 20, 128, 20, 64, 64);
75 modexCopyPageRegion(&page, &page, 0, 0, 0, 0, 320, 240);
\r
77 t2 = (*clockw-start)/18.2;
\r
81 for(i=0; i<100 ;i++) {
\r
82 oldDrawBmp(VGA, 20, 20, &bmp, 1);
\r
87 for(i=0; i<100 ;i++) {
\r
88 //0000 modexDrawSprite(&page, 20, 20, &bmp);
89 modexDrawSprite(&page, 0, 0, &bmp);
\r
91 //_fmemset(MK_FP(0xA000, 0), (int)p->plane, SCREEN_WIDTH*(SCREEN_HEIGHT*2));
92 modexDrawBmp(&page, 0, 0, &bmp);
95 //DrawPBuf(&page, 0, 0, p, 0);
99 printf("\n%d\n", sizeof(p->plane));
100 printf("%d\n", sizeof(bmp));
102 for(i=0; i<(320*240); i++)
104 fprintf(stdout, "%d", bmp.data[i]);
105 if(i%320==0) fprintf(stdout, "\n");
107 printf("CPU to VGA: %f\n", t1);
\r
108 printf("VGA to VGA: %f\n", t2);
\r