; ; Jaguar Example Source Code ; Jaguar Workshop Series #6 ; Copyright (c)1994 Atari Corp. ; ALL RIGHTS RESERVED ; ; Program: gpuint.cof - GPU Interrupt Object Example ; Module: gpu_init.s - Program entry and initialization ; ; Revision History: ; 7/26/94 - SDS: Modified from mou.cof sources ;---------------------------------------------------------------------------- ; This Jaguar sample program demonstrates the use of a GPU Interrupt object ; by changing the background color of the line buffer every scanline. ; The program initializes the jaguar console and video and then builds a list ; as follows: ; - Branch Object (branches to last STOP object if below ; displayable area) ; - Branch Object (branches to last STOP object if above ; displayable area) ; - Bitmap Object (jaguar logo) ; - Branch Object (branches to GPU Interrupt object when it ; it should be called) ; - STOP Object ; - GPU Interrupt Object ; - STOP Object ; ; The GPU is then loaded with three segments of code as follows: ; ; 1. Stub code that is called when the interrupt occurs at ; $F03000 + (3 * $10) and passes control to the actual handler. ; 2. The interrupt handler itself is loaded at $F03080 ; 3. A section of code to keep the GPU running while it's not processing ; interrupts. It checks a flag (which will never be set) to determine ; when to shut down. Note that the GPU must be running for interrupts ; to occur and checking a flag is the best way. Tight infinite GPU ; loops are not recommended. ; ; The third section of GPU code is then started and GPU Object Processor ; interrupts are enabled. ; ; Lastly, the code installs vertical blank handlers and starts video ; processing. ; .include "jaguar.inc" .include "joytrick.inc" .include "gpuint.inc" ; Globals .globl a_vdb .globl a_vde .globl a_hdb .globl a_hde .globl width .globl height ; Externals .extern InitLister .extern UpdateList .extern InitGPU ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Program Entry Point Follows... .text move.l #$00070007,G_END ; big-endian mode move.w #$FFFF,VI ; disable video frame ints move.l #INITSTACK,a7 ; Setup a stack jsr InitVideo ; Setup our video registers. jsr InitLister ; Initialize Object Display List jsr InitGPU ; Load GPU Interrupt Code ; and start the gpu code jsr InitVBint move.l d0,OLP ; Value of d0 from InitLister move.w #$6C1,VMODE ; Configure Video illegal ; Bye bye... ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Procedure: InitVBint ; Install our vertical blank handler and enable interrupts ; ; InitVBint: move.l d0,-(sp) move.l #UpdateList,LEVEL0 ; Install our Auto-Vector 0 handler move.w a_vde,d0 ori.w #1,d0 ; Must be ODD move.w d0,VI move.w INT1,d0 ; Enable video interrupts ori.w #1,d0 move.w d0,INT1 move.w sr,d0 and.w #$F8FF,d0 ; Lower the 68k IPL to allow interrupts move.w d0,sr move.l (sp)+,d0 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; ; Procedure: InitVideo (same as in vidinit.s) ; Build values for hdb, hde, vdb, and vde and store them. ; InitVideo: movem.l d0-d6,-(sp) move.w CONFIG,d0 ; Also is joystick register andi.w #VIDTYPE,d0 ; 0 = PAL, 1 = NTSC beq palvals move.w #NTSC_HMID,d2 move.w #NTSC_WIDTH,d0 move.w #NTSC_VMID,d6 move.w #NTSC_HEIGHT,d4 bra calc_vals palvals: move.w #PAL_HMID,d2 move.w #PAL_WIDTH,d0 move.w #PAL_VMID,d6 move.w #PAL_HEIGHT,d4 calc_vals: move.w d0,width move.w d4,height move.w d0,d1 asr #1,d1 ; Width/2 sub.w d1,d2 ; Mid - Width/2 add.w #4,d2 ; (Mid - Width/2)+4 sub.w #1,d1 ; Width/2 - 1 ori.w #$400,d1 ; (Width/2 - 1)|$400 move.w d1,a_hde move.w d1,HDE move.w d2,a_hdb move.w d2,HDB1 move.w d2,HDB2 move.w d6,d5 sub.w d4,d5 move.w d5,a_vdb add.w d4,d6 move.w d6,a_vde move.w a_vdb,VDB move.w #$FFFF,VDE move.l #0,BORD1 ; Black border move.w #0,BG ; Init line buffer to black movem.l (sp)+,d0-d6 rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;; Uninitialized Data!!! .bss a_hdb: .ds.w 1 a_hde: .ds.w 1 a_vdb: .ds.w 1 a_vde: .ds.w 1 width: .ds.w 1 height: .ds.w 1 .end