Add full compiler toolchain, libc, examples and reference docs
First substantive commit: the entire Sprinter C compiler tree on top of
the bare README+gitignore initial commit.
What's in here:
bin/sprinter-cc — driver script invoking SDCC + linker + mkexe
libc/ — Sprinter-specific libc layer over ESTEX/BIOS
(conio, gfx, io, mem, stdio + headers)
runtime/ — crt0 variants (default/small/banked/minimal)
+ heap + bank trampolines
toolchain/ — mkexe (SprintEXE packer, C + tests)
examples/ — 30 demo programs (gfx, file I/O, env, time, …)
lib/Makefile — builds the libc archive (sprinter.lib)
docs/ — converted Sprinter manuals + asm reference samples
third_party/ — solid-c reference compiler dump + sdcc setup script
release_docs/ — packaging / release notes
gitignore overhaul:
• Drop dangerous blanket patterns: *.asm (would hide docs/samples/*.asm)
and *.exe (case-insensitive match was hiding third_party/solid-c/*.EXE
on macOS APFS). Replaced with examples/*/*.{asm,exe,…} and lib/*.lib.
• Restore tracking of toolchain/mkexe/tests/{one,big}.bin — those are
INPUT fixtures, not build outputs.
• Collapse the duplicated SDCC/C/Sdcc sections into one section per
concern (build outputs / vendored / OS-junk).
• Add .sprinter-cc-*/, build/ (catches lib/build/ too), .claude/.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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/*
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* gfx_256.c — 256-colour (mode 0x81) public drawing API.
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*
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* Single-shot wrappers do one W3-begin / one W3-end around their raw
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* call. Composites (rect, fill_rect, line) wrap a single begin/end
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* around many raw calls so the W3 dance is paid once per operation,
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* not once per pixel/byte.
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*/
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#include <gfx.h>
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#include <stdint.h>
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/* From gfx_raw_common.c — DI + map _gfx_bank into W3, save previous. */
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extern void _gfx_w3_video_begin(void);
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extern void _gfx_w3_video_end(void);
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/* From gfx_raw_256.c — W3-naive primitives. */
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extern void _gfx_putpixel256_raw(int x, int y, uint8_t color);
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extern void _gfx_hline256_raw (int x, int y, int len, uint8_t color);
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extern void _gfx_vline256_raw (int x, int y, int len, uint8_t color);
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extern void _gfx_clear256_raw (uint8_t color);
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void gfx_clear256(uint8_t color)
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{
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_gfx_w3_video_begin();
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_gfx_clear256_raw(color);
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_gfx_w3_video_end();
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}
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void gfx_putpixel256(int x, int y, uint8_t color)
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{
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if ((unsigned)x >= GFX_WIDTH || (unsigned)y >= GFX_HEIGHT) return;
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_gfx_w3_video_begin();
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_gfx_putpixel256_raw(x, y, color);
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_gfx_w3_video_end();
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}
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void gfx_hline256(int x, int y, int len, uint8_t color)
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{
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_gfx_w3_video_begin();
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_gfx_hline256_raw(x, y, len, color);
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_gfx_w3_video_end();
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}
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void gfx_vline256(int x, int y, int len, uint8_t color)
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{
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_gfx_w3_video_begin();
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_gfx_vline256_raw(x, y, len, color);
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_gfx_w3_video_end();
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}
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void gfx_rect256(int x, int y, int w, int h, uint8_t color)
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{
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if (w <= 0 || h <= 0) return;
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_gfx_w3_video_begin();
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_gfx_hline256_raw(x, y, w, color);
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_gfx_hline256_raw(x, y + h - 1, w, color);
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if (h > 2) {
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_gfx_vline256_raw(x, y + 1, h - 2, color);
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_gfx_vline256_raw(x + w - 1, y + 1, h - 2, color);
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}
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_gfx_w3_video_end();
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}
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void gfx_fill_rect256(int x, int y, int w, int h, uint8_t color)
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{
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if (w <= 0 || h <= 0) return;
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/* Pick the orientation with fewer accelerator bursts. Each burst
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* paints up to 256 contiguous bytes (horizontal) or up to 256
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* vertical pixels in one column.
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* row-major (hlines): h × ceil(w/256) bursts
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* col-major (vlines): w × ceil(h/256) bursts — for h ≤ 256 = w
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* Vertical wins for tall-narrow rects; horizontal for short-wide. */
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int h_bursts = h * ((w + 255) >> 8);
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int v_bursts = w * ((h + 255) >> 8);
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_gfx_w3_video_begin();
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if (h_bursts <= v_bursts) {
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for (int yy = 0; yy < h; yy++)
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_gfx_hline256_raw(x, y + yy, w, color);
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} else {
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for (int xx = 0; xx < w; xx++)
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_gfx_vline256_raw(x + xx, y, h, color);
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}
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_gfx_w3_video_end();
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}
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void gfx_line256(int x0, int y0, int x1, int y1, uint8_t color)
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{
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/* Orthogonal lines route to the accelerator. */
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if (y0 == y1) {
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int x = x0 <= x1 ? x0 : x1;
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int w = (x0 <= x1 ? x1 - x0 : x0 - x1) + 1;
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gfx_hline256(x, y0, w, color);
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return;
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}
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if (x0 == x1) {
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int y = y0 <= y1 ? y0 : y1;
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int h = (y0 <= y1 ? y1 - y0 : y0 - y1) + 1;
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gfx_vline256(x0, y, h, color);
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return;
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}
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/* Bresenham — single W3-setup around the whole loop. */
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int dx = x1 - x0; int sx = dx < 0 ? -1 : 1; if (dx < 0) dx = -dx;
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int dy = y1 - y0; int sy = dy < 0 ? -1 : 1; if (dy < 0) dy = -dy;
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int err = (dx > dy ? dx : -dy) / 2;
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int x = x0, y = y0;
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_gfx_w3_video_begin();
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for (;;) {
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_gfx_putpixel256_raw(x, y, color);
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if (x == x1 && y == y1) break;
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int e2 = err;
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if (e2 > -dx) { err -= dy; x += sx; }
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if (e2 < dy) { err += dx; y += sy; }
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}
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_gfx_w3_video_end();
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}
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