JurassicParkTrespasser/jp2_pc/Source/Lib/Renderer/Primitives/AMDK6/DrawSubTriangleTerrain.inl

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2018-01-01 22:07:24 +00:00
/***********************************************************************************************
*
* Copyright <20> DreamWorks Interactive, 1997.
*
* Contents:
* Specialized (non-template) versions of the DrawSubtriangle function for terrain.
* Optimized for the AMD K6-3D processor.
*
***********************************************************************************************
*
* $Log:: /JP2_PC/Source/Lib/Renderer/Primitives/AMDK6/DrawSubTriangleTerrain.cpp $
*
* 6 10/01/98 12:41a Asouth
* Explicit fixed; #ifdefs for MW build
*
* 5 98.04.08 8:42p Mmouni
* Added fogged dithered flat shaded primitive.
*
* 4 3/16/98 7:54p Mmouni
* Fixed a problem with incorrect shading values.
*
* 3 3/11/98 9:05p Mmouni
* Perspective primitive now does QWORD writes.
*
* 2 97.11.12 1:28p Mmouni
* Aligned inner loops for optimal pre-decode.
*
* 1 97.11.11 9:49p Mmouni
* Optimized for K6-3D.
*
* 2 97.11.07 5:44p Mmouni
* Added dithering support.
*
* 1 97/11/06 4:48p Pkeet
* Initial implementation.
*
**********************************************************************************************/
#include "Common.hpp"
#include "Lib/View/Raster.hpp"
#include "Lib/Renderer/Fog.hpp"
#include "Lib/Renderer/LightBlend.hpp"
#include "Lib/Renderer/Primitives/DrawTriangle.hpp"
// Put this stuff in a seperate section for alignment.
#pragma code_seg("StriDTerr")
//
// The number of integral bits of the fog shading values.
//
#define LOG2_NUM_SHADES 3
//
// The mask for the combined screen y, screen x, shade value.
//
#define SY_SX_MASK (0xFFFFFF60 << (LOG2_NUM_SHADES+2))
#if (DITHER_SIZE == 2)
//*****************************************************************************************
//
// Dithered, alpha-fogged, perspective texture.
//
// Notes:
// The inner loop keeps both the current intensity and the low bit of screen y and
// screen x in one register. The contents of the register are layed out as follows:
// 00000000000YXSSSFFFFFFFFFFFFFFFF.
//
void DrawSubtriangle(TGFogPersp* pscan, CDrawPolygon<TGFogPersp>* pdtri)
{
typedef TGFogPersp::TPixel prevent_internal_compiler_errors;
static void* pvAlphaDitherTable;
::fixed fx_inc;
::fixed fx_diff;
::fixed fx_gour_inc;
TGFogPersp* plinc = &pdtri->pedgeBase->lineIncrement;
//
// TGFogPersp with CGouraudOn substitued for CGouraudFog.
// This is necessary so that we can access members of CGouraudOn.
//
typedef CScanline<uint16, CGouraudOn, CTransparencyOff,
CMapTexture<uint16>, CIndexPerspective, CColLookupOff> FakeTGFogPersp;
typedef FakeTGFogPersp::TPixel prevent_internal_compiler_errors2;
__asm
{
// Get ready to do MMX/3DX.
femms
//
// Local copies of edge stepping values.
//
// fx_inc = pdtri->pedgeBase->lineIncrement.fxX;
// fx_diff = pdtri->pedgeBase->lineIncrement.fxXDifference;
// fx_gour_inc = pdtri->pedgeBase->lineIncrement.gourIntensity.fxIntensity;
// f_inc_uinvz = pdtri->pedgeBase->lineIncrement.indCoord.fUInvZ;
// f_inc_vinvz = pdtri->pedgeBase->lineIncrement.indCoord.fVInvZ;
// f_inc_invz = pdtri->pedgeBase->lineIncrement.indCoord.fInvZ;
//
mov eax,[plinc]
mov esi,[pdtri] // Pointer to polygon object.
mov ecx,[pscan] // Pointer to scanline object.
mov ebx,[eax]TGFogPersp.fxX
mov edx,[eax]TGFogPersp.fxXDifference
mov fx_inc,ebx
movq mm0,[eax]TGFogPersp.indCoord.fUInvZ
mov fx_diff,edx
mov ebx,[eax]TGFogPersp.indCoord.fInvZ
movq [tvEdgeStep.UInvZ],mm0
mov edx,[eax]FakeTGFogPersp.gourIntensity.fxIntensity
mov [tvEdgeStep.InvZ],ebx
mov fx_gour_inc,edx
//
// Setup:
// QWORD qShadeSlopes = fxDeltaXIntensity*2,fxDeltaXIntensity*2
// QWORD qMFactor = width,1,width,1
// Load global texture values.
//
movd mm2,[fxDeltaXIntensity]
punpckldq mm2,mm2 // fxDeltaXIntensity,fxDeltaXIntensity
movd mm3,[iTexWidth] // 0,0,0,Width
paddd mm2,mm2 // fxDeltaXIntensity*2,fxDeltaXIntensity*2
movd mm4,[u4OneOne] // 0,0,1,1
movq [qShadeSlopes],mm2
punpcklwd mm3,mm3 // 0,0,Width,Width
punpcklwd mm4,mm3 // Width,1,Width,1
movq mm0,[ecx]TGFogPersp.indCoord.fUInvZ // mm0 = (V/Z,U/Z)
movq [qMFactor],mm4 // Save mfactor
movd mm1,[ecx]TGFogPersp.indCoord.fInvZ // mm1 = (?,1/Z)
//
// Iterate through the scanlines that intersect the subtriangle.
//
// esi,ecx,mm0,mm1 setup.
//
Y_LOOP:
mov eax,[esi]CDrawPolygonBase.iY
mov ebx,[bEvenScanlinesOnly]
push ebp // Save ebp.
// Check to see if we sould skip this scanline.
and eax,ebx
jnz END_OF_SCANLINE
//
// Setup:
// QWORD qShadeValue = fxIntensity+1,fxIntensity
// pvDither = lbAlphaTerrain.au4AlphaRefDither + low 2 bits of Y + low 2 bits of X.
//
mov edi,[ecx]FakeTGFogPersp.gourIntensity.fxIntensity.i4Fx
mov dword ptr[qShadeValue],edi
mov eax,[esi]CDrawPolygonBase.iY // Get current integer y.
add edi,[fxDeltaXIntensity]
mov ebx,[ecx]TGFogPersp.fxX.i4Fx // Get current fixed point x.
mov dword ptr[qShadeValue+4],edi
shr ebx,(16-(LOG2_NUM_SHADES+4)) // Shift low bit of x into position.
and eax,1 // Mask low bit of y.
shl eax,(LOG2_NUM_SHADES+5) // Shift low bit of y into position.
and ebx,(1 << (LOG2_NUM_SHADES+4)) // Mask shifted low bit of x.
mov edi,lbAlphaTerrain.au4AlphaRefDither // Intensity to Alpha+Dither table pointer.
or eax,ebx // Combine low bits of x and y.
add edi,eax // Combine low bits of x and y with pointer.
mov [pvAlphaDitherTable],edi // Save pointer + y + x value.
//
// Setup for prespective correction and looping.
#ifdef __MWERKS__
#define SLTYPE TGFogPersp
#include "psprologue3.inl"
#else
PERSPECTIVE_SCANLINE_PROLOGUE_3DX(TGFogPersp)
#endif
SUBDIVISION_LOOP:
//---------------------------------------------------------------------------
// Draw the subdivision.
//
// mm6,mm7 = texture values.
//
// Setup registers:
//
// eax = texel/alpha index ebx = alpha/texel index
// ecx = alpha_base_ptr edx = dest_base_ptr
// esi = texture_base_ptr edi = pixel_offset & count
// ebp = clut_base_ptr
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = uvmask
// mm4 = shade+1,shade mm5 = shadeslope*2,shadeslope*2
// mm6 = uvslope mm7 = uv (stepped once)
//
lea ebp,lbAlphaTerrain.au2Colour // Alpha color to color table.
movq mm0,mm7 // Copy U1,V1
dec ebp // Hack to force SIB+offset in loop.
paddd mm7,mm6 // Step U,V
movq mm2,[qMFactor] // Load texture multipliers
movq mm1,mm7 // Copy U2,V2
psrad mm0,16 // Shift for integer U1,V1
movq mm4,[qShadeValue] // Load shading value
psrad mm1,16 // Shift for integer U2,V2
movq mm5,[qShadeSlopes] // Load shading slopes
packssdw mm0,mm1 // Pack integer texture values
movq mm1,mm4 // Copy shading values
psrld mm1,14 // Shift shading values
paddd mm4,mm5 // Step shading values
pmaddwd mm0,mm2 // Compute texture indices
movq [qShadeTemp],mm1 // Save shading indices
dec esi // Hack to force SIB+offset in loop.
mov ecx,[pvAlphaDitherTable] // Intensity to Alpha+Dither table.
//
// Make sure we have more than 2 pixels left.
//
add edi,2
jl short INNER_LOOP_2P
jmp FINISH_REMAINDER
// Align start of loop to 0 past the beginning of a cache line.
ALIGN 16
nop
ALIGN 16
//
// Do two pixels at a time.
//
// mm0 = Texture indices.
// qShadeTemp = CLUT indices.
// mm4 is stepped once.
// mm7 is stepped once.
//
INNER_LOOP_2P:
movq [qIndexTemp],mm0 // Save texture indicies.
paddd mm7,mm6 // Step U,V
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
psrad mm0,16 // Shift for integer U1,V1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
paddd mm7,mm6 // Step U,V
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
movq mm1,mm7 // Copy U2,V2
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
psrad mm1,16 // Shift for integer U2,V2
xor ecx,(1 << (LOG2_NUM_SHADES+4)) // Step screen x.
packssdw mm0,mm1 // Pack integer texture values.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 2
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
mov [edx + edi*2 - 4],ax // Store pixel 1
mov eax,dword ptr[qShadeTemp+4] // Get shade value 2
movq mm1,mm4 // Copy shading values.
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 2
paddd mm4,mm5 // Step shading values.
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
pmaddwd mm0,mm2 // Compute texture indicies.
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
psrld mm1,14 // Shift shading values (leave 4 bits of fraction).
xor ecx,(1 << (LOG2_NUM_SHADES+4)) // Step screen x.
movq [qShadeTemp],mm1 // Save shading indicies.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for p1
mov [edx + edi*2 - 2],bx // Store pixel 2
add edi,2 // Increment index by 2
jl short INNER_LOOP_2P // Loop (while >2 pixels)
FINISH_REMAINDER:
//
// One pixel (edi == 1) or two pixels (edi == 0) left.
//
jnz short ONE_PIXEL_LEFT
//
// Two pixels left, only step texture co-ordinates once.
//
movq [qIndexTemp],mm0 // Save texture indicies.
paddd mm7,mm6 // Step U,V
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movq [qShadeValue],mm4 // Save intensity value.
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
xor ecx,(1 << (LOG2_NUM_SHADES+4)) // Step screen x.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 2
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
mov [edx + edi*2 - 4],ax // Store pixel 1
mov eax,dword ptr[qShadeTemp+4] // Get shade value 2
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 2
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
xor ecx,(1 << (LOG2_NUM_SHADES+4)) // Step screen x.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for p1
mov [edx + edi*2 - 2],bx // Store pixel 2
mov [pvAlphaDitherTable],ecx // Save intensity to Alpha+Dither table.
mov eax,[i_pixel] // Load remaining length.
jmp short END_OF_SPAN
ONE_PIXEL_LEFT:
//
// One pixel left, don't step texture co-ordinates.
//
movq [qIndexTemp],mm0 // Save texture indicies.
psrad mm5,1 // Reduce shade step to 1x.
mov eax,dword ptr[qIndexTemp] // Get texture index 1
psubd mm4,mm5 // Backup shading values by 1.
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
movq [qShadeValue],mm4 // Save intensity value.
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
xor ecx,(1 << (LOG2_NUM_SHADES+4)) // Step screen x.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
mov [pvAlphaDitherTable],ecx // Save intensity to Alpha+Dither table.
mov [edx + edi*2 - 4],ax // Store pixel 1
mov eax,[i_pixel] // Load remaining length.
END_OF_SPAN:
// See if there are any pixels left.
cmp eax,0
je short END_OF_SCANLINE
//
// Do perspective correction for next span.
#ifdef __MWERKS__
#include "psepilogue3.inl"
#else
PERSPECTIVE_SCANLINE_EPILOGUE_3DX
#endif
jmp SUBDIVISION_LOOP
END_OF_SCANLINE:
pop ebp // Restore ebp.
//
// Increment the base edge.
//
mov esi,[pdtri] // Pointer to polygon object.
mov ecx,[pscan] // Pointer to scanline object.
// Step length, line starting address.
mov edx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov edi,[esi]CDrawPolygonBase.iLineStartIndex
add edx,[esi]CDrawPolygonBase.fxDeltaLineLength.i4Fx
add edi,gsGlobals.u4LinePixels
mov eax,[ecx]TGFogPersp.fxX.i4Fx
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,edx
mov ebx,[ecx]TGFogPersp.fxXDifference.i4Fx
mov [esi]CDrawPolygonBase.iLineStartIndex,edi
// Step edge values.
movq mm0,[ecx]TGFogPersp.indCoord.fUInvZ
movd mm1,[ecx]TGFogPersp.indCoord.fInvZ
movq mm2,[tvEdgeStep.UInvZ]
movd mm3,[tvEdgeStep.InvZ]
pfadd (m0,m2)
mov edx,[ecx]FakeTGFogPersp.gourIntensity.fxIntensity.i4Fx
pfadd (m1,m3)
mov edi,[fx_diff]
add edx,[fx_gour_inc]
add eax,[fx_inc]
add ebx,edi
jge short NO_UNDERFLOW
// Underflow.
mov edi,[fxIModDiv]
add ebx,0x00010000
add edx,edi
jmp short BORROW_OR_CARRY
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short FINISH_LOOPING
// Overflow.
mov edi,[fxIModDiv]
sub ebx,0x00010000
add edx,edi
BORROW_OR_CARRY:
// Add borrow/carry adjustments to U,V,Z.
movq mm2,[tvNegAdj.UInvZ]
movd mm3,[tvNegAdj.InvZ]
pfadd (m0,m2)
pfadd (m1,m3)
FINISH_LOOPING:
// Save values and Y Loop control.
movq [ecx]TGFogPersp.indCoord.fUInvZ,mm0
movd [ecx]TGFogPersp.indCoord.fInvZ,mm1
mov [ecx]FakeTGFogPersp.gourIntensity.fxIntensity.i4Fx,edx
mov [ecx]TGFogPersp.fxX.i4Fx,eax
mov edx,[esi]CDrawPolygonBase.iY
mov [ecx]TGFogPersp.fxXDifference.i4Fx,ebx
mov ebx,[esi]CDrawPolygonBase.iYTo
inc edx
mov [esi]CDrawPolygonBase.iY,edx
cmp edx,ebx
jl Y_LOOP
// Done with MMX/3DX.
femms
}
}
//*****************************************************************************************
//
// Dithered, alpha-fogged, linear texture.
//
void DrawSubtriangle(TGFogLinear* pscan, CDrawPolygon<TGFogLinear>* pdtri)
{
typedef TGFogLinear::TPixel prevent_internal_compiler_errors;
static CDrawPolygon<TGFogLinear>* pdtriGlbl;
static TGFogLinear* pscanGlbl;
static ::fixed fx_gour_inc;
static PackedFloatUV pf_texture_inc;
TGFogLinear* plinc = &pdtri->pedgeBase->lineIncrement;
//
// TGFogLinear with CGouraudOn substitued for CGouraudFog.
// This is necessary so that we can access members of CGouraudOn.
//
typedef CScanline<uint16, CGouraudOn, CTransparencyOff,
CMapTexture<uint16>, CIndexLinear, CColLookupOff> FakeTGFogLinear;
typedef FakeTGFogLinear::TPixel prevent_internal_compiler_errors2;
__asm
{
// Get ready to do MMX/3DX.
femms
mov edi,[plinc] // Pointer to scanline increment.
mov esi,[pdtri] // Pointer to polygon object.
push ebp // Save ebp.
mov eax,[pscan] // Pointer to scanline object.
mov pdtriGlbl,esi
//
// Local copies of edge stepping values.
//
// fx_inc = pdtri->pedgeBase->lineIncrement.fxX;
// fx_diff = pdtri->pedgeBase->lineIncrement.fxXDifference;
// pf_texture_inc = pdtri->pedgeBase->lineIncrement.indCoord.pfIndex;
// pdtriGlbl = pdtri;
// pscanGlbl = pscan;
// fx_gour_inc = pdtri->pedgeBase->lineIncrement.gourIntensity.fxIntensity;
//
mov ebx,[edi]TGFogLinear.fxX
mov pscanGlbl,eax
mov ecx,[edi]TGFogLinear.fxXDifference
mov [fx_inc],ebx
movq mm0,[edi]TGFogLinear.indCoord.pfIndex
mov [fx_diff],ecx
mov ebx,[edi]FakeTGFogLinear.gourIntensity.fxIntensity
movq [pf_texture_inc],mm0
mov [fx_gour_inc],ebx
//
// Setup:
//
// mm2 = qMFactor = width,1,width,1
// mm5 = qShadeSlopes = fxDeltaXIntensity*2,fxDeltaXIntensity*2
// mm6 = uvslope
//
movd mm5,[fxDeltaXIntensity]
movd mm0,[iTexWidth] // 0,0,0,Width
punpckldq mm5,mm5 // fxDeltaXIntensity,fxDeltaXIntensity
movd mm2,[u4OneOne] // 0,0,1,1
paddd mm5,mm5 // fxDeltaXIntensity*2,fxDeltaXIntensity*2
punpcklwd mm0,mm0 // 0,0,Width,Width
movq mm6,[pfxDeltaTex] // Load texture slopes.
punpcklwd mm2,mm0 // Width,1,Width,1
movq mm7,[eax]TGFogLinear.indCoord.pfIndex
//
// Iterate through the scanlines that intersect the subtriangle.
//
Y_LOOP:
mov ebx,[bEvenScanlinesOnly]
mov ebp,[esi]CDrawPolygonBase.iY
// Check for odd scan lines here and skip if even
and ebp,ebx
jnz short END_OF_SCANLINE
mov ebx,[eax]TGFogLinear.fxX.i4Fx
mov ecx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov edi,ebx
mov edx,gsGlobals.pvScreen
add ebx,ecx
sar edi,16
mov ecx,[esi]CDrawPolygonBase.iLineStartIndex
sar ebx,16
add ecx,ebx
lea edx,[edx + ecx*2]
sub edi,ebx
jge short END_OF_SCANLINE // no pixels to draw
//---------------------------------------------------------------------------
// Draw the scanline.
//
// mm6,mm7 = texture values.
//
// Setup registers:
//
// eax = texel/alpha index ebx = alpha/texel index
// ecx = alpha_base_ptr edx = dest_base_ptr
// esi = texture_base_ptr edi = pixel_offset & count
// ebp = clut_base_ptr
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = temp
// mm4 = shade+1,shade mm5 = shadeslope*2,shadeslope*2
// mm6 = uvslope mm7 = uv (stepped once)
//
// Setup:
// QWORD qShadeValue = fxIntensity+1,fxIntensity
// pvDither = lbAlphaTerrain.au4AlphaRefDither + low 2 bits of Y + low 2 bits of X.
//
movd mm4,[eax]FakeTGFogLinear.gourIntensity.fxIntensity.i4Fx
pf2id (m7,m7) // Convert texture values to 16.16 fixed.
mov ecx,[esi]CDrawPolygonBase.iY // Get current integer y.
mov ebx,[eax]TGFogPersp.fxX.i4Fx // Get current fixed point x.
shr ebx,(16-(LOG2_NUM_SHADES+4)) // Shift low bit of x into position.
and ecx,1 // Mask low bit of y.
shl ecx,(LOG2_NUM_SHADES+5) // Shift low bit of y into position.
and ebx,(1 << (LOG2_NUM_SHADES+4)) // Mask shifted low bit of x.
or ecx,ebx // Combine low bits of x and y.
mov ebx,lbAlphaTerrain.au4AlphaRefDither // Intensity to Alpha+Dither table pointer.
add ecx,ebx // Combine low bits of x and y with pointer.
movd mm1,[fxDeltaXIntensity] // Load intensity delta.
movq mm0,mm7 // Copy U1,V1
punpckldq mm4,mm4 // Duplicate intensity value.
paddd mm7,mm6 // Step U,V
mov esi,[pvTextureBitmap] // Load texture ponter.
psllq mm1,32 // Shift to upper dword.
lea ebp,lbAlphaTerrain.au2Colour // Load clut base pointer.
paddd mm4,mm1 // Add to starting intensity.
movq mm1,mm7 // Copy U2,V2
psrad mm0,16 // Shift for integer U1,V1
dec ebp // Hack to force SIB+offset in loop.
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values
movq mm1,mm4 // Copy shading values
psrld mm1,14 // Shift shading values
paddd mm4,mm5 // Step shading values
pmaddwd mm0,mm2 // Compute texture indices
dec esi // Hack to force SIB+offset in loop.
movq [qShadeTemp],mm1 // Save shading indicies
//
// Make sure we have more than 2 pixels left.
//
add edi,2
jl short INNER_LOOP_2P
jmp FINISH_REMAINDER
// Align start of loop to 0 past the beginning of a cache line.
ALIGN 16
//
// Do two pixels at a time.
//
// mm0 = Texture indices.
// qShadeTemp = CLUT indices.
// mm4 is stepped once.
// mm7 is stepped once.
//
INNER_LOOP_2P:
movq [qIndexTemp],mm0 // Save texture indicies.
paddd mm7,mm6 // Step U,V
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
psrad mm0,16 // Shift for integer U1,V1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
paddd mm7,mm6 // Step U,V
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
movq mm1,mm7 // Copy U2,V2
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
psrad mm1,16 // Shift for integer U2,V2
xor ecx,(1 << (LOG2_NUM_SHADES+4)) // Step screen x.
packssdw mm0,mm1 // Pack integer texture values.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 2
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
mov [edx + edi*2 - 4],ax // Store pixel 1
mov eax,dword ptr[qShadeTemp+4] // Get shade value 2
movq mm1,mm4 // Copy shading values.
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 2
paddd mm4,mm5 // Step shading values.
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
pmaddwd mm0,mm2 // Compute texture indicies.
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
psrld mm1,14 // Shift shading values (leave 4 bits of fraction).
xor ecx,(1 << (LOG2_NUM_SHADES+4)) // Step screen x.
movq [qShadeTemp],mm1 // Save shading indicies.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for p2
mov [edx + edi*2 - 2],bx // Store pixel 2
add edi,2 // Inrcement index by 2
jl short INNER_LOOP_2P // Loop (while >2 pixels)
FINISH_REMAINDER:
//
// One pixel (edi == 1) or two pixels (edi == 0) left.
//
jnz short ONE_PIXEL_LEFT
//
// Two pixels left, only step texture/shade co-ordinates once.
//
movq [qIndexTemp],mm0 // Save texture indicies.
mov eax,dword ptr[qIndexTemp] // Get texture index 1
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
xor ecx,(1 << (LOG2_NUM_SHADES+4)) // Step screen x.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 2
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
mov [edx + edi*2 - 4],ax // Store pixel 1
mov eax,dword ptr[qShadeTemp+4] // Get shade value 2
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 2
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for p2
mov [edx + edi*2 - 2],bx // Store pixel 2
jmp short END_OF_SCANLINE
ONE_PIXEL_LEFT:
//
// One pixel left, don't step texture co-ordinates.
//
movq [qIndexTemp],mm0 // Save texture indicies.
mov eax,dword ptr[qIndexTemp] // Get texture index 1
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
mov [edx + edi*2 - 4],ax // Store pixel 1
// -------------------------------------------------------------------------
// Increment the base edge.
//
END_OF_SCANLINE:
mov eax,[pscanGlbl]
movq mm1,[pf_texture_inc]
movq mm7,[eax]TGFogLinear.indCoord.pfIndex
mov ebp,[eax]FakeTGFogLinear.gourIntensity.fxIntensity.i4Fx
mov ebx,[eax]TGFogLinear.fxXDifference
pfadd (m7,m1)
add ebp,[fx_gour_inc]
add ebx,[fx_diff]
jge short NO_UNDERFLOW
// Undeflow of fxXDifference.
add ebx,0x00010000
movq mm1,[pfNegD]
add ebp,[fxIModDiv]
pfadd (m7,m1)
jmp short EDGE_DONE
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short EDGE_DONE
// Overflow of fxXDifference.
sub ebx,0x00010000
movq mm1,[pfNegD]
add ebp,[fxIModDiv]
pfadd (m7,m1)
EDGE_DONE:
// Store modified variables and do looping.
// Step length, line starting address.
mov esi,[pdtriGlbl]
mov [eax]FakeTGFogLinear.gourIntensity.fxIntensity.i4Fx,ebp
mov [eax]TGFogLinear.fxXDifference,ebx
mov ebx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
movq [eax]TGFogLinear.indCoord.pfIndex,mm7
mov ecx,[esi]CDrawPolygonBase.iLineStartIndex
add ebx,[esi]CDrawPolygonBase.fxDeltaLineLength.i4Fx
add ecx,gsGlobals.u4LinePixels
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,ebx
mov [esi]CDrawPolygonBase.iLineStartIndex,ecx
mov ecx,[eax]TGFogLinear.fxX
mov ebp,[fx_inc]
mov edx,[esi]CDrawPolygonBase.iY
add ecx,ebp
mov [eax]TGFogLinear.fxX,ecx
inc edx
mov ebx,[esi]CDrawPolygonBase.iYTo
mov [esi]CDrawPolygonBase.iY,edx
cmp edx,ebx
jl Y_LOOP
pop ebp
// Done with MMX/3DX.
femms
}
}
#elif (DITHER_SIZE == 4) // if (DITHER_SIZE == 2)
//*****************************************************************************************
//
// Dithered, alpha-fogged, perspective texture.
//
// Notes:
// The inner loop keeps both the current intensity and 2 bits of the current screen x
// and curren screen y value in one register. The contents of the register are layed
// out as follows: 0000000YY0XX0SSSFFFFFFFFFFFFFFFF. Where YY is the lower two bits
// of the current screen y, XX is the lower 2 bits of the current x, SSS is the
// integral part of the shading value (more bits would be used for more than 8 shades),
// and the F's are the fractional part oft the shading values.
//
void DrawSubtriangle(TGFogPersp* pscan, CDrawPolygon<TGFogPersp>* pdtri)
{
typedef TGFogPersp::TPixel prevent_internal_compiler_errors;
static void* pvAlphaDitherTable;
::fixed fx_inc;
::fixed fx_diff;
::fixed fx_gour_inc;
TGFogPersp* plinc = &pdtri->pedgeBase->lineIncrement;
//
// TGFogPersp with CGouraudOn substitued for CGouraudFog.
// This is necessary so that we can access members of CGouraudOn.
//
typedef CScanline<uint16, CGouraudOn, CTransparencyOff,
CMapTexture<uint16>, CIndexPerspective, CColLookupOff> FakeTGFogPersp;
typedef FakeTGFogPersp::TPixel prevent_internal_compiler_errors2;
__asm
{
// Get ready to do MMX/3DX.
femms
//
// Local copies of edge stepping values.
//
// fx_inc = pdtri->pedgeBase->lineIncrement.fxX;
// fx_diff = pdtri->pedgeBase->lineIncrement.fxXDifference;
// fx_gour_inc = pdtri->pedgeBase->lineIncrement.gourIntensity.fxIntensity;
// f_inc_uinvz = pdtri->pedgeBase->lineIncrement.indCoord.fUInvZ;
// f_inc_vinvz = pdtri->pedgeBase->lineIncrement.indCoord.fVInvZ;
// f_inc_invz = pdtri->pedgeBase->lineIncrement.indCoord.fInvZ;
//
mov eax,[plinc]
mov esi,[pdtri] // Pointer to polygon object.
mov ecx,[pscan] // Pointer to scanline object.
mov ebx,[eax]TGFogPersp.fxX
mov edx,[eax]TGFogPersp.fxXDifference
mov fx_inc,ebx
movq mm0,[eax]TGFogPersp.indCoord.fUInvZ
mov fx_diff,edx
mov ebx,[eax]TGFogPersp.indCoord.fInvZ
movq [tvEdgeStep.UInvZ],mm0
mov edx,[eax]FakeTGFogPersp.gourIntensity.fxIntensity
mov [tvEdgeStep.InvZ],ebx
mov fx_gour_inc,edx
//
// Setup:
// QWORD qShadeSlopes = fxDeltaXIntensity*2,fxDeltaXIntensity*2
// QWORD qMFactor = width,1,width,1
// Load global texture values.
//
movd mm2,[fxDeltaXIntensity]
punpckldq mm2,mm2 // fxDeltaXIntensity,fxDeltaXIntensity
movd mm3,[iTexWidth] // 0,0,0,Width
paddd mm2,mm2 // fxDeltaXIntensity*2,fxDeltaXIntensity*2
movd mm4,[u4OneOne] // 0,0,1,1
movq [qShadeSlopes],mm2
punpcklwd mm3,mm3 // 0,0,Width,Width
punpcklwd mm4,mm3 // Width,1,Width,1
movq mm0,[ecx]TGFogPersp.indCoord.fUInvZ // mm0 = (V/Z,U/Z)
movq [qMFactor],mm4 // Save mfactor
movd mm1,[ecx]TGFogPersp.indCoord.fInvZ // mm1 = (?,1/Z)
//
// Iterate through the scanlines that intersect the subtriangle.
//
// esi,ecx,mm0,mm1 setup.
//
Y_LOOP:
mov eax,[esi]CDrawPolygonBase.iY
mov ebx,[bEvenScanlinesOnly]
push ebp // Save ebp.
// Check to see if we sould skip this scanline.
and eax,ebx
jnz END_OF_SCANLINE
//
// Setup:
// QWORD qShadeValue = fxIntensity+1,fxIntensity
// pvDither = lbAlphaTerrain.au4AlphaRefDither + low 2 bits of Y + low 2 bits of X.
//
mov edi,[ecx]FakeTGFogPersp.gourIntensity.fxIntensity.i4Fx
mov dword ptr[qShadeValue],edi
mov eax,[esi]CDrawPolygonBase.iY // Get current integer y.
add edi,[fxDeltaXIntensity]
mov ebx,[ecx]TGFogPersp.fxX.i4Fx // Get current fixed point x.
mov dword ptr[qShadeValue+4],edi
shr ebx,(16-(LOG2_NUM_SHADES+7)) // Shift low 2 bits of x into position.
and eax,3 // Mask low 2 bits of y.
shl eax,(LOG2_NUM_SHADES+10) // Shift low 2 bits of y into position.
and ebx,(3 << (LOG2_NUM_SHADES+7)) // Mask shifted low 2 bits of x.
mov edi,lbAlphaTerrain.au4AlphaRefDither // Intensity to Alpha+Dither table pointer.
or eax,ebx // Combine low bits of x and y.
add edi,eax // Combine low bits of x and y with pointer.
mov [pvAlphaDitherTable],edi // Save pointer + y + x value.
//
// Setup for prespective correction and looping.
//
#ifdef __MWERKS__
#define SLTYPE TGFogPersp
#include "psprologue3.inl"
#else
PERSPECTIVE_SCANLINE_PROLOGUE_3DX(TGFogPersp)
#endif
SUBDIVISION_LOOP:
//---------------------------------------------------------------------------
// Draw the subdivision.
//
// mm6,mm7 = texture values.
//
// Setup registers:
//
// eax = texel/alpha index ebx = alpha/texel index
// ecx = alpha_base_ptr edx = dest_base_ptr
// esi = texture_base_ptr edi = pixel_offset & count
// ebp = clut_base_ptr
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = temp
// mm4 = shade+1,shade mm5 = shadeslope*2,shadeslope*2
// mm6 = uvslope mm7 = uv (stepped once)
//
lea ebp,lbAlphaTerrain.au2Colour // Alpha color to color table.
movq mm0,mm7 // Copy U1,V1
dec ebp // Hack to force SIB+offset in loop.
paddd mm7,mm6 // Step U,V
movq mm2,[qMFactor] // Load texture multipliers
movq mm1,mm7 // Copy U2,V2
psrad mm0,16 // Shift for integer U1,V1
movq mm4,[qShadeValue] // Load shading value
psrad mm1,16 // Shift for integer U2,V2
movq mm5,[qShadeSlopes] // Load shading slopes
packssdw mm0,mm1 // Pack integer texture values
movq mm3,mm4 // Copy shading values
psrld mm3,12 // Shift shading values
paddd mm4,mm5 // Step shading values
pmaddwd mm0,mm2 // Compute texture indices
movq [qShadeTemp],mm3 // Save shading indices
dec esi // Hack to force SIB+offset in loop.
mov ecx,[pvAlphaDitherTable] // Intensity to Alpha+Dither table.
//
// Align to a quadword boundry.
//
lea eax,[edx + edi*2]
mov ebx,3
test eax,ebx
jz ALIGNED2
inc edi // One pixel left?
jz ONE_PIXEL_LEFT
//
// Do one pixel for alignment.
//
movq [qIndexTemp],mm0 // Save texture indicies.
paddd mm7,mm6 // Step U,V
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U3,V3
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
psrad mm0,16 // Shift for integer U3,V3.
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
packssdw mm1,mm0 // Pack as U3V3 and U2V2.
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
movq mm0,mm1 // Put back into mm0.
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
movq mm3,mm5 // Copy shading slopes (*2).
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
psrad mm3,1 // Half them.
and ecx,SY_SX_MASK // Mask carry.
movq mm1,mm4 // Copy shading values.
paddd mm4,mm3 // Step next shading values by one.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
psubd mm1,mm3 // Backup previous next shading values.
mov [edx + edi*2 - 2],ax // Store pixel 1
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
pmaddwd mm0,mm2 // Compute texture indices
movq [qShadeTemp],mm1 // Save shading indicies.
lea eax,[edx + edi*2]
ALIGNED2:
and eax,7
jz ALIGNED4
add edi,2 // Two pixels left?
jge FINISH_REMAINDER2
//
// Do two pixels for alignment.
//
movq [qIndexTemp],mm0 // Save texture indicies.
paddd mm7,mm6 // Step U,V
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
psrad mm0,16 // Shift for integer U1,V1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
paddd mm7,mm6 // Step U,V
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
movq mm1,mm7 // Copy U2,V2
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
psrad mm1,16 // Shift for integer U2,V2
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
packssdw mm0,mm1 // Pack integer texture values.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 2
and ecx,SY_SX_MASK // Mask carry.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
movq mm1,mm4 // Copy shading values.
mov [edx + edi*2 - 4],ax // Store pixel 1
mov eax,dword ptr[qShadeTemp+4] // Get shade value 2
paddd mm4,mm5 // Step shading values.
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 2
pmaddwd mm0,mm2 // Compute texture indicies.
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
movq [qShadeTemp],mm1 // Save shading indicies.
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for p1
and ecx,SY_SX_MASK // Mask carry.
mov [edx + edi*2 - 2],bx // Store pixel 2
ALIGNED4:
add edi,4 // Four pixels left.
jl INNER_LOOP_4P
jmp FINISH_REMAINDER4
// Align start of loop to ? past the beginning of a cache line.
ALIGN 16
nop
ALIGN 16
nop
nop
nop
nop
//
// Do four pixels at a time.
//
// mm0 = Texture indices.
// qShadeTemp = CLUT indices.
// mm4 is stepped once.
// mm7 is stepped once.
//
INNER_LOOP_4P:
movq [qIndexTemp],mm0 // Save texture indicies.
paddd mm7,mm6 // Step U,V
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
psrad mm0,16 // Shift for integer U1,V1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
paddd mm7,mm6 // Step U,V
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
movq mm1,mm7 // Copy U2,V2
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values.
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
and ecx,SY_SX_MASK // Mask carry.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 2
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for pixel 1
movq mm1,mm4 // Copy shading values.
movd mm3,eax // Save pixel 1
mov eax,dword ptr[qShadeTemp+4] // Get shade value 2
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 2
paddd mm4,mm5 // Step shading values.
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
pmaddwd mm0,mm2 // Compute texture indicies.
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
movq [qShadeTemp],mm1 // Save shading indicies.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for pixel 2
and ecx,SY_SX_MASK // Mask carry.
movd mm1,ebx // Copy pixel 2
paddd mm7,mm6 // Step U,V
punpcklwd mm3,mm1 // Save pixel 2
movq [qIndexTemp],mm0 // Save texture indicies.
mov eax,dword ptr[qIndexTemp] // Get texture index 3
movq mm0,mm7 // Copy U1,V1
mov ebx,dword ptr[qShadeTemp] // Get shade value 3
psrad mm0,16 // Shift for integer U1,V1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 3
paddd mm7,mm6 // Step U,V
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
movq mm1,mm7 // Copy U2,V2
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
psrad mm1,16 // Shift for integer U2,V2
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
packssdw mm0,mm1 // Pack integer texture values.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 4
and ecx,SY_SX_MASK // Mask carry.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p3
movd mm1,eax // Copy pixel 3
punpckldq mm3,mm1 // Save pixel 3
movq mm1,mm4 // Copy shading values.
mov eax,dword ptr[qShadeTemp+4] // Get shade value 4
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 4
paddd mm4,mm5 // Step shading values.
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
pmaddwd mm0,mm2 // Compute texture indicies.
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
movq [qShadeTemp],mm1 // Save shading indicies.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for p4
and ecx,SY_SX_MASK // Mask carry.
nop // Avoid degraded pre-decode.
movd mm1,ebx // Copy pixel 4
psllq mm1,48 // Shift pixel 4 up.
por mm3,mm1 // Combine with other pixels.
movq [edx + edi*2 - 8],mm3 // Store 4 pixels.
add edi,4 // Increment index by 4
jl INNER_LOOP_4P // Loop (while >4 pixels)
FINISH_REMAINDER4:
//
// One (edi == 3), two (edi == 2), three (edi == 1) or four (edi == 0) pixels left.
//
jnz THREE_OR_LESS
test eax,eax // Two bytes for alignment.
//
// Four pixels left, step texture coords 3 times, shades once.
//
movq [qIndexTemp],mm0 // Save texture indicies.
paddd mm7,mm6 // Step U,V
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
psrad mm0,16 // Shift for integer U1,V1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
paddd mm7,mm6 // Step U,V
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
movq mm1,mm7 // Copy U2,V2
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values.
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
and ecx,SY_SX_MASK // Mask carry.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 2
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for pixel 1
movq mm1,mm4 // Copy shading values.
movd mm3,eax // Save pixel 1
mov eax,dword ptr[qShadeTemp+4] // Get shade value 2
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 2
paddd mm4,mm5 // Step shading values.
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
pmaddwd mm0,mm2 // Compute texture indicies.
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
movq [qShadeTemp],mm1 // Save shading indicies.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for pixel 2
and ecx,SY_SX_MASK // Mask carry.
movd mm1,ebx // Copy pixel 2
paddd mm7,mm6 // Step U,V
punpcklwd mm3,mm1 // Save pixel 2
movq [qIndexTemp],mm0 // Save texture indicies.
mov eax,dword ptr[qIndexTemp] // Get texture index 3
mov ebx,dword ptr[qShadeTemp] // Get shade value 3
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 3
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 4
and ecx,SY_SX_MASK // Mask carry.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p3
movd mm1,eax // Copy pixel 3
punpckldq mm3,mm1 // Save pixel 3
mov eax,dword ptr[qShadeTemp+4] // Get shade value 4
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 4
movq [qShadeValue],mm4 // Save intensity value.
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for p4
and ecx,SY_SX_MASK // Mask carry.
movd mm1,ebx // Copy pixel 4
psllq mm1,48 // Shift pixel 4 up.
mov [pvAlphaDitherTable],ecx // Save intensity to Alpha+Dither table.
por mm3,mm1 // Combine with other pixels.
movq [edx - 8],mm3 // Store 4 pixels.
mov eax,[i_pixel] // Load remaining length.
jmp END_OF_SPAN
THREE_OR_LESS:
sub edi,2
jge FINISH_REMAINDER2
//
// Three pixels left, step texture coords twice, shades by half.
//
movq [qIndexTemp],mm0 // Save texture indicies.
paddd mm7,mm6 // Step U,V
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
psrad mm0,16 // Shift for integer U1,V1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
paddd mm7,mm6 // Step U,V
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
movq mm1,mm7 // Copy U2,V2
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
psrad mm1,16 // Shift for integer U2,V2
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
packssdw mm0,mm1 // Pack integer texture values.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 2
and ecx,SY_SX_MASK // Mask carry.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
movq mm1,mm4 // Copy shading values.
mov [edx - 6],ax // Store pixel 1
mov eax,dword ptr[qShadeTemp+4] // Get shade value 2
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 2
pmaddwd mm0,mm2 // Compute texture indicies.
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
movq [qShadeTemp],mm1 // Save shading indicies.
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for p1
and ecx,SY_SX_MASK // Mask carry.
mov [edx - 4],bx // Store pixel 2
movq [qIndexTemp],mm0 // Save texture indicies.
psrad mm5,1 // Reduce shade step to 1x.
mov eax,dword ptr[qIndexTemp] // Get texture index 3
paddd mm4,mm5 // Step shading values by half.
mov ebx,dword ptr[qShadeTemp] // Get shade value 3
movq [qShadeValue],mm4 // Save intensity value.
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 3
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
and ecx,SY_SX_MASK // Mask carry.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p3
mov [pvAlphaDitherTable],ecx // Save intensity to Alpha+Dither table.
mov [edx - 2],ax // Store pixel 3
mov eax,[i_pixel] // Load remaining length.
jmp END_OF_SPAN
FINISH_REMAINDER2:
//
// One pixel (edi == 1) or two pixels (edi == 0) left.
//
jnz ONE_PIXEL_LEFT
//
// Two pixels left, only step texture coords once, don't step shades.
//
movq [qIndexTemp],mm0 // Save texture indicies.
paddd mm7,mm6 // Step U,V
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movq [qShadeValue],mm4 // Save intensity value.
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 2
and ecx,SY_SX_MASK // Mask carry.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
mov [edx - 4],ax // Store pixel 1
mov eax,dword ptr[qShadeTemp+4] // Get shade value 2
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 2
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for p1
and ecx,SY_SX_MASK // Mask carry.
mov [edx + - 2],bx // Store pixel 2
mov [pvAlphaDitherTable],ecx // Save intensity to Alpha+Dither table.
mov eax,[i_pixel] // Load remaining length.
jmp END_OF_SPAN
ONE_PIXEL_LEFT:
//
// One pixel left, don't step texture co-ordinates, backup shades by half.
//
movq [qIndexTemp],mm0 // Save texture indicies.
psrad mm5,1 // Reduce shade step to 1x.
mov eax,dword ptr[qIndexTemp] // Get texture index 1
psubd mm4,mm5 // Backup shading values by 1.
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
movq [qShadeValue],mm4 // Save intensity value.
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
and ecx,SY_SX_MASK // Mask carry.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
mov [pvAlphaDitherTable],ecx // Save intensity to Alpha+Dither table.
mov [edx - 2],ax // Store pixel 1
mov eax,[i_pixel] // Load remaining length.
END_OF_SPAN:
// See if there are any pixels left.
cmp eax,0
je END_OF_SCANLINE
//
// Do perspective correction for next span.
//
#ifdef __MWERKS__
#include "psepilogue3.inl"
#else
PERSPECTIVE_SCANLINE_EPILOGUE_3DX
#endif
jmp SUBDIVISION_LOOP
END_OF_SCANLINE:
pop ebp // Restore ebp.
//
// Increment the base edge.
//
mov esi,[pdtri] // Pointer to polygon object.
mov ecx,[pscan] // Pointer to scanline object.
// Step length, line starting address.
mov edx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov edi,[esi]CDrawPolygonBase.iLineStartIndex
add edx,[esi]CDrawPolygonBase.fxDeltaLineLength.i4Fx
add edi,gsGlobals.u4LinePixels
mov eax,[ecx]TGFogPersp.fxX.i4Fx
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,edx
mov ebx,[ecx]TGFogPersp.fxXDifference.i4Fx
mov [esi]CDrawPolygonBase.iLineStartIndex,edi
// Step edge values.
movq mm0,[ecx]TGFogPersp.indCoord.fUInvZ
movd mm1,[ecx]TGFogPersp.indCoord.fInvZ
movq mm2,[tvEdgeStep.UInvZ]
movd mm3,[tvEdgeStep.InvZ]
pfadd (m0,m2)
mov edx,[ecx]FakeTGFogPersp.gourIntensity.fxIntensity.i4Fx
pfadd (m1,m3)
mov edi,[fx_diff]
add edx,[fx_gour_inc]
add eax,[fx_inc]
add ebx,edi
jge short NO_UNDERFLOW
// Underflow.
mov edi,[fxIModDiv]
add ebx,0x00010000
add edx,edi
jmp short BORROW_OR_CARRY
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short FINISH_LOOPING
// Overflow.
mov edi,[fxIModDiv]
sub ebx,0x00010000
add edx,edi
BORROW_OR_CARRY:
// Add borrow/carry adjustments to U,V,Z.
movq mm2,[tvNegAdj.UInvZ]
movd mm3,[tvNegAdj.InvZ]
pfadd (m0,m2)
pfadd (m1,m3)
FINISH_LOOPING:
// Save values and Y Loop control.
movq [ecx]TGFogPersp.indCoord.fUInvZ,mm0
movd [ecx]TGFogPersp.indCoord.fInvZ,mm1
mov [ecx]FakeTGFogPersp.gourIntensity.fxIntensity.i4Fx,edx
mov [ecx]TGFogPersp.fxX.i4Fx,eax
mov edx,[esi]CDrawPolygonBase.iY
mov [ecx]TGFogPersp.fxXDifference.i4Fx,ebx
mov ebx,[esi]CDrawPolygonBase.iYTo
inc edx
mov [esi]CDrawPolygonBase.iY,edx
cmp edx,ebx
jl Y_LOOP
// Done with MMX/3DX.
femms
}
}
//*****************************************************************************************
//
// Dithered, alpha-fogged, linear texture.
//
void DrawSubtriangle(TGFogLinear* pscan, CDrawPolygon<TGFogLinear>* pdtri)
{
typedef TGFogLinear::TPixel prevent_internal_compiler_errors;
static CDrawPolygon<TGFogLinear>* pdtriGlbl;
static TGFogLinear* pscanGlbl;
static ::fixed fx_gour_inc;
static PackedFloatUV pf_texture_inc;
TGFogLinear* plinc = &pdtri->pedgeBase->lineIncrement;
//
// TGFogLinear with CGouraudOn substitued for CGouraudFog.
// This is necessary so that we can access members of CGouraudOn.
//
typedef CScanline<uint16, CGouraudOn, CTransparencyOff,
CMapTexture<uint16>, CIndexLinear, CColLookupOff> FakeTGFogLinear;
typedef FakeTGFogLinear::TPixel prevent_internal_compiler_errors2;
__asm
{
// Get ready to do MMX/3DX.
femms
mov edi,[plinc] // Pointer to scanline increment.
mov esi,[pdtri] // Pointer to polygon object.
push ebp // Save ebp.
mov eax,[pscan] // Pointer to scanline object.
mov pdtriGlbl,esi
//
// Local copies of edge stepping values.
//
// fx_inc = pdtri->pedgeBase->lineIncrement.fxX;
// fx_diff = pdtri->pedgeBase->lineIncrement.fxXDifference;
// pf_texture_inc = pdtri->pedgeBase->lineIncrement.indCoord.pfIndex;
// pdtriGlbl = pdtri;
// pscanGlbl = pscan;
// fx_gour_inc = pdtri->pedgeBase->lineIncrement.gourIntensity.fxIntensity;
//
mov ebx,[edi]TGFogLinear.fxX
mov pscanGlbl,eax
mov ecx,[edi]TGFogLinear.fxXDifference
mov [fx_inc],ebx
movq mm0,[edi]TGFogLinear.indCoord.pfIndex
mov [fx_diff],ecx
mov ebx,[edi]FakeTGFogLinear.gourIntensity.fxIntensity
movq [pf_texture_inc],mm0
mov [fx_gour_inc],ebx
//
// Setup:
//
// mm2 = qMFactor = width,1,width,1
// mm5 = qShadeSlopes = fxDeltaXIntensity*2,fxDeltaXIntensity*2
// mm6 = uvslope
//
movd mm5,[fxDeltaXIntensity]
movd mm0,[iTexWidth] // 0,0,0,Width
punpckldq mm5,mm5 // fxDeltaXIntensity,fxDeltaXIntensity
movd mm2,[u4OneOne] // 0,0,1,1
paddd mm5,mm5 // fxDeltaXIntensity*2,fxDeltaXIntensity*2
punpcklwd mm0,mm0 // 0,0,Width,Width
movq mm6,[pfxDeltaTex] // Load texture slopes.
punpcklwd mm2,mm0 // Width,1,Width,1
movq mm7,[eax]TGFogLinear.indCoord.pfIndex
//
// Iterate through the scanlines that intersect the subtriangle.
//
Y_LOOP:
mov ebx,[bEvenScanlinesOnly]
mov ebp,[esi]CDrawPolygonBase.iY
// Check for odd scan lines here and skip if even
and ebp,ebx
jnz short END_OF_SCANLINE
mov ebx,[eax]TGFogLinear.fxX.i4Fx
mov ecx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov edi,ebx
mov edx,gsGlobals.pvScreen
add ebx,ecx
sar edi,16
mov ecx,[esi]CDrawPolygonBase.iLineStartIndex
sar ebx,16
add ecx,ebx
lea edx,[edx + ecx*2]
sub edi,ebx
jge short END_OF_SCANLINE // no pixels to draw
//---------------------------------------------------------------------------
// Draw the scanline.
//
// mm6,mm7 = texture values.
//
// Setup registers:
//
// eax = texel/alpha index ebx = alpha/texel index
// ecx = alpha_base_ptr edx = dest_base_ptr
// esi = texture_base_ptr edi = pixel_offset & count
// ebp = clut_base_ptr
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = temp
// mm4 = shade+1,shade mm5 = shadeslope*2,shadeslope*2
// mm6 = uvslope mm7 = uv (stepped once)
//
// Setup:
// QWORD qShadeValue = fxIntensity+1,fxIntensity
// pvDither = lbAlphaTerrain.au4AlphaRefDither + low 2 bits of Y + low 2 bits of X.
//
movd mm4,[eax]FakeTGFogLinear.gourIntensity.fxIntensity.i4Fx
pf2id (m7,m7) // Convert texture values to 16.16 fixed.
mov ecx,[esi]CDrawPolygonBase.iY // Get current integer y.
mov ebx,[eax]TGFogPersp.fxX.i4Fx // Get current fixed point x.
shr ebx,(16-(LOG2_NUM_SHADES+7)) // Shift low 2 bits of x into position.
and ecx,3 // Mask low 2 bits of y.
shl ecx,(LOG2_NUM_SHADES+10) // Shift low 2 bits of y into position.
and ebx,(3 << (LOG2_NUM_SHADES+7)) // Mask shifted low 2 bits of x.
or ecx,ebx // Combine low bits of x and y.
mov ebx,lbAlphaTerrain.au4AlphaRefDither // Intensity to Alpha+Dither table pointer.
add ecx,ebx // Combine low bits of x and y with pointer.
movd mm1,[fxDeltaXIntensity] // Load intensity delta.
movq mm0,mm7 // Copy U1,V1
punpckldq mm4,mm4 // Duplicate intensity value.
paddd mm7,mm6 // Step U,V
mov esi,[pvTextureBitmap] // Load texture ponter.
psllq mm1,32 // Shift to upper dword.
lea ebp,lbAlphaTerrain.au2Colour // Load clut base pointer.
paddd mm4,mm1 // Add to starting intensity.
movq mm1,mm7 // Copy U2,V2
psrad mm0,16 // Shift for integer U1,V1
dec ebp // Hack to force SIB+offset in loop.
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values
movq mm1,mm4 // Copy shading values
psrld mm1,12 // Shift shading values
paddd mm4,mm5 // Step shading values
pmaddwd mm0,mm2 // Compute texture indices
dec esi // Hack to force SIB+offset in loop.
movq [qShadeTemp],mm1 // Save shading indicies
//
// Make sure we have more than 2 pixels left.
//
add edi,2
jl short INNER_LOOP_2P
jmp FINISH_REMAINDER
// Align start of loop to 1 past the beginning of a cache line.
ALIGN 16
nop
//
// Do two pixels at a time.
//
// mm0 = Texture indices.
// qShadeTemp = CLUT indices.
// mm4 is stepped once.
// mm7 is stepped once.
//
INNER_LOOP_2P:
movq [qIndexTemp],mm0 // Save texture indicies.
paddd mm7,mm6 // Step U,V
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
psrad mm0,16 // Shift for integer U1,V1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
paddd mm7,mm6 // Step U,V
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
movq mm1,mm7 // Copy U2,V2
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
psrad mm1,16 // Shift for integer U2,V2
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
packssdw mm0,mm1 // Pack integer texture values.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 2
and ecx,SY_SX_MASK // Mask carry.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
mov [edx + edi*2 - 4],ax // Store pixel 1
mov eax,dword ptr[qShadeTemp+4] // Get shade value 2
movq mm1,mm4 // Copy shading values.
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 2
paddd mm4,mm5 // Step shading values.
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
pmaddwd mm0,mm2 // Compute texture indicies.
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
movq [qShadeTemp],mm1 // Save shading indicies.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for p2
and ecx,SY_SX_MASK // Mask carry.
mov [edx + edi*2 - 2],bx // Store pixel 2
add edi,2 // Inrcement index by 2
jl short INNER_LOOP_2P // Loop (while >2 pixels)
FINISH_REMAINDER:
//
// One pixel (edi == 1) or two pixels (edi == 0) left.
//
jnz short ONE_PIXEL_LEFT
//
// Two pixels left, only step texture/shade co-ordinates once.
//
movq [qIndexTemp],mm0 // Save texture indicies.
mov eax,dword ptr[qIndexTemp] // Get texture index 1
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
add ecx,(1 << (LOG2_NUM_SHADES+7)) // Step screen x.
mov ebx,dword ptr[qIndexTemp+4] // Get texture index 2
and ecx,SY_SX_MASK // Mask carry.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
mov [edx + edi*2 - 4],ax // Store pixel 1
mov eax,dword ptr[qShadeTemp+4] // Get shade value 2
movzx ebx,word ptr[esi + ebx*2 + 1] // Lookup texel 2
and ebx,[u4TerrainFogMask] // Mask off bits used for alpha.
or ebx,[ecx + eax*4] // Apply dithered alhpa bits.
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup for p2
mov [edx + edi*2 - 2],bx // Store pixel 2
jmp short END_OF_SCANLINE
ONE_PIXEL_LEFT:
//
// One pixel left, don't step texture co-ordinates.
//
movq [qIndexTemp],mm0 // Save texture indicies.
mov eax,dword ptr[qIndexTemp] // Get texture index 1
mov ebx,dword ptr[qShadeTemp] // Get shade value 1
movzx eax,word ptr[esi + eax*2 + 1] // Lookup texel 1
and eax,[u4TerrainFogMask] // Mask off bits used for alpha.
or eax,[ecx + ebx*4] // Apply dithered alhpa bits.
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup for p1
mov [edx + edi*2 - 4],ax // Store pixel 1
// -------------------------------------------------------------------------
// Increment the base edge.
//
END_OF_SCANLINE:
mov eax,[pscanGlbl]
movq mm1,[pf_texture_inc]
movq mm7,[eax]TGFogLinear.indCoord.pfIndex
mov ebp,[eax]FakeTGFogLinear.gourIntensity.fxIntensity.i4Fx
mov ebx,[eax]TGFogLinear.fxXDifference
pfadd (m7,m1)
add ebp,[fx_gour_inc]
add ebx,[fx_diff]
jge short NO_UNDERFLOW
// Undeflow of fxXDifference.
add ebx,0x00010000
movq mm1,[pfNegD]
add ebp,[fxIModDiv]
pfadd (m7,m1)
jmp short EDGE_DONE
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short EDGE_DONE
// Overflow of fxXDifference.
sub ebx,0x00010000
movq mm1,[pfNegD]
add ebp,[fxIModDiv]
pfadd (m7,m1)
EDGE_DONE:
// Store modified variables and do looping.
// Step length, line starting address.
mov esi,[pdtriGlbl]
mov [eax]FakeTGFogLinear.gourIntensity.fxIntensity.i4Fx,ebp
mov [eax]TGFogLinear.fxXDifference,ebx
mov ebx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
movq [eax]TGFogLinear.indCoord.pfIndex,mm7
mov ecx,[esi]CDrawPolygonBase.iLineStartIndex
add ebx,[esi]CDrawPolygonBase.fxDeltaLineLength.i4Fx
add ecx,gsGlobals.u4LinePixels
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,ebx
mov [esi]CDrawPolygonBase.iLineStartIndex,ecx
mov ecx,[eax]TGFogLinear.fxX
mov ebp,[fx_inc]
mov edx,[esi]CDrawPolygonBase.iY
add ecx,ebp
mov [eax]TGFogLinear.fxX,ecx
inc edx
mov ebx,[esi]CDrawPolygonBase.iYTo
mov [esi]CDrawPolygonBase.iY,edx
cmp edx,ebx
jl Y_LOOP
pop ebp
// Done with MMX/3DX.
femms
}
}
//*********************************************************************************************
void DrawSubtriangle(TFlatGourFog* pscan, CDrawPolygon<TFlatGourFog>* pdtri)
{
typedef TFlatGourFog::TPixel prevent_internal_compiler_errors;
static CDrawPolygon<TFlatGourFog>* pdtriGlbl;
static TFlatGourFog* pscanGlbl;
static ::fixed fx_gour_inc;
TFlatGourFog* plinc = &pdtri->pedgeBase->lineIncrement;
//
// TFlatGourFog with CGouraudOn substitued for CGouraudFog.
// This is necessary so that we can access members of CGouraudOn.
//
typedef CScanline<uint16, CGouraudOn, CTransparencyOff, CMapFlat, CIndexNone,
CColLookupOff> FakeTFlatGourFog;
typedef FakeTFlatGourFog::TPixel prevent_internal_compiler_errors2;
__asm
{
// Get ready to do MMX/3DX.
femms
mov edi,[plinc] // Pointer to scanline increment.
mov esi,[pdtri] // Pointer to polygon object.
push ebp // Save ebp.
mov eax,[pscan] // Pointer to scanline object.
mov pdtriGlbl,esi
//
// Local copies of edge stepping values.
//
// fx_inc = pdtri->pedgeBase->lineIncrement.fxX;
// fx_diff = pdtri->pedgeBase->lineIncrement.fxXDifference;
// pdtriGlbl = pdtri;
// pscanGlbl = pscan;
// fx_gour_inc = pdtri->pedgeBase->lineIncrement.gourIntensity.fxIntensity;
//
mov ebx,[edi]TFlatGourFog.fxX
mov pscanGlbl,eax
mov ecx,[edi]TFlatGourFog.fxXDifference
mov [fx_inc],ebx
mov [fx_diff],ecx
mov ebx,[edi]FakeTFlatGourFog.gourIntensity.fxIntensity
mov [fx_gour_inc],ebx
//
// Setup:
//
// mm5 = 2,fxDeltaXIntensity*2 | 2,fxDeltaXIntensity*2
// mm6 = yxfog_mask | yxfog_mask
// mm7 = 1,fxDeltaXIntensity | 1,fxDeltaXIntensity
//
mov ecx,[fxDeltaXIntensity] // Intensity step.
mov ebx,0x01b7ffff // Mask for y,x,shade
movd mm6,ebx
mov ebp,ecx // Copy step.
add ecx,ecx // fxDeltaXIntensity*2
and ebp,0x0007ffff // Mask off 3+16 bits
and ecx,0x0007ffff // Mask off 3+16 bits
or ebp,(1 << (LOG2_NUM_SHADES+17))
movd mm7,ebp
or ecx,(2 << (LOG2_NUM_SHADES+17))
movd mm5,ecx
punpckldq mm7,mm7 // 1,fxDeltaXIntensity | 1,fxDeltaXIntensity
punpckldq mm6,mm6 // yxfog_mask | yxfog_mask
punpckldq mm5,mm5 // 2,fxDeltaXIntensity*2 | 2,fxDeltaXIntensity*2
//
// Iterate through the scanlines that intersect the subtriangle.
//
Y_LOOP:
mov ebx,[bEvenScanlinesOnly]
mov ebp,[esi]CDrawPolygonBase.iY
// Check for odd scan lines here and skip if even
and ebp,ebx
jnz short END_OF_SCANLINE
mov ebx,[eax]TFlatGourFog.fxX.i4Fx
mov ecx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov edi,ebx
mov edx,gsGlobals.pvScreen
add ebx,ecx
sar edi,16
mov ecx,[esi]CDrawPolygonBase.iLineStartIndex
sar ebx,16
add ecx,ebx
lea edx,[edx + ecx*2]
sub edi,ebx
jge short END_OF_SCANLINE // no pixels to draw
//---------------------------------------------------------------------------
// Draw the scanline.
//
// Setup registers:
//
// eax = texel/alpha index ebx = alpha/texel index
// ecx = clut_base_ptr + masked color edx = dest_base_ptr
// esi = alpha_base_ptr edi = pixel_offset & count
// ebp =
//
// mm1 = shifted shading values.
// mm4 = y,x+1,shade+1 | y,x,shade mm5 = 2,shadeslope*2 | 2,shadeslope*2
// mm6 = carry mask | carry mask mm7 = 1,shadeslope | 1,shadeslope
//
mov ecx,[esi]CDrawPolygonBase.iY // Get current integer y.
and ecx,3 // Mask low 2 bits of y.
mov ebx,[eax]TFlatGourFog.fxX.i4Fx // Get current fixed point x.
and ebx,(3 << 16) // Mask low 2 bits of x.
shl ebx,(LOG2_NUM_SHADES+1) // Shift low 2 bits of x into position.
shl ecx,(LOG2_NUM_SHADES+20) // Shift low 2 bits of y into position.
or ebx,ecx // Combine shifted low bits of x and y.
mov ecx,[eax]FakeTFlatGourFog.gourIntensity.fxIntensity.i4Fx
or ebx,ecx // y,x,shade
movd mm4,ebx // n
movq mm1,mm4 // Copy value
paddd mm1,mm7 // Step by one
pand mm1,mm6 // Mask carries
punpckldq mm4,mm1 // Combine n and n+1
lea ecx,lbAlphaTerrain.au2Colour // Load clut base pointer.
mov eax,[u4ConstColour] // Load color.
and eax,[u4TerrainFogMask] // Mask out fog bits.
lea ecx,[ecx + eax*2 - 1] // Base + colour + hacked offset.
mov esi,lbAlphaTerrain.au4AlphaRefDither // Intensity to Alpha+Dither table pointer.
movq mm1,mm4 // Copy shading values
psrld mm1,12 // Shift shading values
//
// Align to a quadword boundry.
//
lea eax,[edx + edi*2]
and eax,3
jz ALIGNED2
inc edi // One pixel left?
jz ONE_PIXEL_LEFT
//
// Do one pixel for alignment.
//
movd ebx,mm1 // y,x,shade
paddd mm4,mm7 // Step shading values by 1.
pand mm4,mm6 // Mask carries.
mov ebx,[esi + ebx*4] // Lookup dithered alhpa value 1.
movq mm1,mm4 // Copy shading values.
lea eax,[edx + edi*2]
movzx ebx,word ptr[ecx + ebx*2 + 1] // Do CLUT lookup 1.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
mov [edx + edi*2 - 2],bx // Store pixel.
ALIGNED2:
and eax,7
jz ALIGNED4
add edi,2 // Two pixels left?
jge FINISH_REMAINDER2
//
// Do two pixels for alignment.
//
movd eax,mm1 // y,x,shade
psrlq mm1,32 // shift second value down.
movd ebx,mm1 // y,x,shade
paddd mm4,mm5 // Step shading values by 2.
mov ebx,[esi + ebx*4] // Lookup dithered alhpa value 2.
pand mm4,mm6 // Toggle bit 1 of x (+2).
mov eax,[esi + eax*4] // Lookup dithered alhpa value 1.
movq mm1,mm4 // Copy shading values.
movzx ebx,word ptr[ecx + ebx*2 + 1] // Do CLUT lookup 2.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
movzx eax,word ptr[ecx + eax*2 + 1] // Do CLUT lookup 1.
shl ebx,16
or eax,ebx
mov [edx + edi*2 - 4],eax // Store pixels.
ALIGNED4:
add edi,4
jl short INNER_LOOP_4P // Four pixles left?
jmp FINISH_REMAINDER4
// Align start of loop to 7 past the beginning of a cache line.
ALIGN 16
nop
nop
nop
nop
nop
nop
nop
//
// Do four pixels at a time.
//
INNER_LOOP_4P:
movd eax,mm1 // y,x,shade
psrlq mm1,32 // shift second value down.
movd ebx,mm1 // y,x,shade
paddd mm4,mm5 // Step shading values by 2.
mov ebx,[esi + ebx*4] // Lookup dithered alhpa value 2.
pand mm4,mm6 // Toggle bit 1 of x (+2).
mov eax,[esi + eax*4] // Lookup dithered alhpa value 1.
movq mm1,mm4 // Copy shading values.
movzx ebx,word ptr[ecx + ebx*2 + 1] // Do CLUT lookup 2.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
movzx eax,word ptr[ecx + eax*2 + 1] // Do CLUT lookup 1.
shl ebx,16 // Shift pixel 2 up.
or eax,ebx // Combine pixels.
movd mm2,eax // Put in MMX register.
movd eax,mm1 // y,x,shade
psrlq mm1,32 // shift second value down.
movd ebx,mm1 // y,x,shade
paddd mm4,mm5 // Step shading values by 2.
mov ebx,[esi + ebx*4] // Lookup dithered alhpa value 2.
pand mm4,mm6 // Toggle bit 1 of x (+2).
mov eax,[esi + eax*4] // Lookup dithered alhpa value 1.
movq mm1,mm4 // Copy shading values.
movzx ebx,word ptr[ecx + ebx*2 + 1] // Do CLUT lookup 2.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
movzx eax,word ptr[ecx + eax*2 + 1] // Do CLUT lookup 1.
shl ebx,16 // Shift pixel 2 up.
or eax,ebx // Combine pixels.
movd mm3,eax // Put in MMX register.
punpckldq mm2,mm3 // Combine all four pixels.
movq [edx + edi*2 - 8],mm2 // Store 4 pixels
add edi,4
jl INNER_LOOP_4P
FINISH_REMAINDER4:
//
// One (edi == 3), two (edi == 2), three (edi == 1) or four (edi == 0) pixels left.
//
jnz THREE_OR_LESS
//
// Four pixels left.
//
movd eax,mm1 // y,x,shade
psrlq mm1,32 // shift second value down.
movd ebx,mm1 // y,x,shade
paddd mm4,mm5 // Step shading values by 2.
mov ebx,[esi + ebx*4] // Lookup dithered alhpa value 2.
pand mm4,mm6 // Toggle bit 1 of x (+2).
mov eax,[esi + eax*4] // Lookup dithered alhpa value 1.
movq mm1,mm4 // Copy shading values.
movzx ebx,word ptr[ecx + ebx*2 + 1] // Do CLUT lookup 2.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
movzx eax,word ptr[ecx + eax*2 + 1] // Do CLUT lookup 1.
shl ebx,16 // Shift pixel 2 up.
or eax,ebx // Combine pixels.
movd mm2,eax // Put in MMX register.
movd eax,mm1 // y,x,shade
psrlq mm1,32 // shift second value down.
movd ebx,mm1 // y,x,shade
mov ebx,[esi + ebx*4] // Lookup dithered alhpa value 2.
mov eax,[esi + eax*4] // Lookup dithered alhpa value 1.
movzx ebx,word ptr[ecx + ebx*2 + 1] // Do CLUT lookup 2.
movzx eax,word ptr[ecx + eax*2 + 1] // Do CLUT lookup 1.
shl ebx,16 // Shift pixel 2 up.
or eax,ebx // Combine pixels.
movd mm3,eax // Put in MMX register.
punpckldq mm2,mm3 // Combine all four pixels.
movq [edx + edi*2 - 8],mm2 // Store 4 pixels
jmp END_OF_SCANLINE
THREE_OR_LESS:
sub edi,2
jge FINISH_REMAINDER2
//
// Three pixels left.
//
movd eax,mm1 // y,x,shade
psrlq mm1,32 // shift second value down.
movd ebx,mm1 // y,x,shade
paddd mm4,mm5 // Step shading values by 2.
mov ebx,[esi + ebx*4] // Lookup dithered alhpa value 2.
pand mm4,mm6 // Toggle bit 1 of x (+2).
mov eax,[esi + eax*4] // Lookup dithered alhpa value 1.
movq mm1,mm4 // Copy shading values.
movzx ebx,word ptr[ecx + ebx*2 + 1] // Do CLUT lookup 2.
psrld mm1,12 // Shift shading values (leave 4 bits of fraction).
movzx eax,word ptr[ecx + eax*2 + 1] // Do CLUT lookup 1.
shl ebx,16
or eax,ebx
mov [edx - 6],eax // Store pixels.
movd eax,mm1 // y,x,shade
mov eax,[esi + eax*4] // Lookup dithered alhpa value 1.
movzx eax,word ptr[ecx + eax*2 + 1] // Do CLUT lookup 1.
mov [edx - 2],ax // Store pixel.
jmp short END_OF_SCANLINE
FINISH_REMAINDER2:
//
// One pixel (edi == 1) or two pixels (edi == 0) left.
//
jnz ONE_PIXEL_LEFT
//
// Two pixels left.
//
movd eax,mm1 // y,x,shade
psrlq mm1,32 // shift second value down.
movd ebx,mm1 // y,x,shade
mov ebx,[esi + ebx*4] // Lookup dithered alhpa value 2.
mov eax,[esi + eax*4] // Lookup dithered alhpa value 1.
movzx ebx,word ptr[ecx + ebx*2 + 1] // Do CLUT lookup 2.
movzx eax,word ptr[ecx + eax*2 + 1] // Do CLUT lookup 1.
shl ebx,16
or eax,ebx
mov [edx - 4],eax // Store pixels.
jmp short END_OF_SCANLINE
ONE_PIXEL_LEFT:
//
// One pixel left.
//
movd eax,mm1 // y,x,shade
mov eax,[esi + eax*4] // Lookup dithered alhpa value 1.
movzx eax,word ptr[ecx + eax*2 + 1] // Do CLUT lookup 1.
mov [edx - 2],ax // Store pixel.
// -------------------------------------------------------------------------
// Increment the base edge.
//
END_OF_SCANLINE:
mov eax,[pscanGlbl]
mov ebp,[eax]FakeTFlatGourFog.gourIntensity.fxIntensity.i4Fx
mov ebx,[eax]TFlatGourFog.fxXDifference
add ebp,[fx_gour_inc]
add ebx,[fx_diff]
jge short NO_UNDERFLOW
// Undeflow of fxXDifference.
add ebx,0x00010000
add ebp,[fxIModDiv]
jmp short EDGE_DONE
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short EDGE_DONE
// Overflow of fxXDifference.
sub ebx,0x00010000
add ebp,[fxIModDiv]
EDGE_DONE:
// Store modified variables and do looping.
// Step length, line starting address.
mov esi,[pdtriGlbl]
mov [eax]FakeTFlatGourFog.gourIntensity.fxIntensity.i4Fx,ebp
mov [eax]TFlatGourFog.fxXDifference,ebx
mov ebx,[esi]CDrawPolygonBase.fxLineLength.i4Fx
mov ecx,[esi]CDrawPolygonBase.iLineStartIndex
add ebx,[esi]CDrawPolygonBase.fxDeltaLineLength.i4Fx
add ecx,gsGlobals.u4LinePixels
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,ebx
mov [esi]CDrawPolygonBase.iLineStartIndex,ecx
mov ecx,[eax]TFlatGourFog.fxX
mov ebp,[fx_inc]
mov edx,[esi]CDrawPolygonBase.iY
add ecx,ebp
mov [eax]TFlatGourFog.fxX,ecx
inc edx
mov ebx,[esi]CDrawPolygonBase.iYTo
mov [esi]CDrawPolygonBase.iY,edx
cmp edx,ebx
jl Y_LOOP
pop ebp
// Done with MMX/3DX.
femms
}
}
#else // elif (DITHER_SIZE == 4)
//*********************************************************************************************
//
// Reference C++ implementation.
//
void DrawSubtriangle(TGFogPersp* pscan, CDrawPolygon<TGFogPersp>* pdtri)
{
typedef TGFogPersp::TPixel TDest;
Assert(pscan);
Assert(pdtri);
int i_x_from;
int i_x_to;
int i_screen_index;
int i_pixel;
// Iterate through the scanlines that intersect the subtriangle.
do
{
if (bRIGHT_TO_LEFT)
{
i_x_from = (pscan->fxX.i4Fx - pdtri->fxLineLength.i4Fx) >> 16;
i_x_to = pscan->fxX.i4Fx >> 16;
i_screen_index = pdtri->iLineStartIndex + i_x_from - 1;
i_pixel = i_x_to - i_x_from;
}
else
{
i_x_from = pscan->fxX.i4Fx >> 16;
i_x_to = (pscan->fxX.i4Fx + pdtri->fxLineLength.i4Fx) >> 16;
i_screen_index = pdtri->iLineStartIndex + i_x_to;
i_pixel = i_x_from - i_x_to;
}
// Draw if there are pixels to draw.
if (i_x_to > i_x_from && !(bEvenScanlinesOnly && ((pdtri->iY & 1) == 0)))
{
{
TGFogPersp::TGouraud gour(pscan->gourIntensity);
TGFogPersp::TIndex index(pscan->indCoord, i_pixel);
TDest* apix_screen = ((TDest*)pdtri->prasScreen->pSurface) + i_screen_index;
int i_x = i_x_from;
// Iterate left or right along the destination scanline.
for (;;)
{
// Do next subdivision.
int i_pixel_inner = index.i4StartSubdivision(i_pixel);
TDest* apix_screen_inner = apix_screen + i_pixel;
for (;;)
{
// int32 i4_fog_index = int(gour.fxIntensity);
// Assert(bWithin(i4_fog_index, 0, iNUM_TERRAIN_FOG_BANDS - 1));
uint16 u2_source_pixel = ((uint16*)pvTextureBitmap)[index.iGetIndex()];
++index;
u2_source_pixel &= lbAlphaTerrain.u2GetAlphaMask();
// u2_source_pixel |= lbAlphaTerrain.u2GetAlphaReference(i4_fog_index);
u2_source_pixel |= lbAlphaTerrain.u4GetAlphaRefDither(i_x, pdtri->iY, gour.fxIntensity.i4Fx);
apix_screen_inner[i_pixel_inner] = lbAlphaTerrain.au2Colour[u2_source_pixel];
i_x++;
// Increment values.
i_pixel_inner += i4ScanlineDirection;
// Break from subdivision loop if there are no more pixels to render.
if (i_pixel_inner == 0)
break;
// Increment values.
++gour;
}
// Exit scanline routine if there are no more pixels to render.
if (i_pixel == 0)
break;
// Increment values.
++gour;
// Implement perspective correction.
index.UpdatePerspective(0);
}
}
}
// Increment the base edge.
++*pdtri->pedgeBase;
// Set the new length of the line to be rasterized.
pdtri->fxLineLength.i4Fx += pdtri->fxDeltaLineLength.i4Fx;
// Get new starting pixel TIndex for the scanline.
pdtri->iLineStartIndex += pdtri->prasScreen->iLinePixels;
}
while (++pdtri->iY < pdtri->iYTo);
}
//*********************************************************************************************
void DrawSubtriangle(TGFogLinear* pscan, CDrawPolygon<TGFogLinear>* pdtri)
{
typedef TGFogLinear::TPixel TDest;
Assert(pscan);
Assert(pdtri);
int i_x_from;
int i_x_to;
int i_screen_index;
int i_pixel;
// Iterate through the scanlines that intersect the subtriangle.
do
{
if (bRIGHT_TO_LEFT)
{
i_x_from = (pscan->fxX.i4Fx - pdtri->fxLineLength.i4Fx) >> 16;
i_x_to = pscan->fxX.i4Fx >> 16;
i_screen_index = pdtri->iLineStartIndex + i_x_from - 1;
i_pixel = i_x_to - i_x_from;
}
else
{
i_x_from = pscan->fxX.i4Fx >> 16;
i_x_to = (pscan->fxX.i4Fx + pdtri->fxLineLength.i4Fx) >> 16;
i_screen_index = pdtri->iLineStartIndex + i_x_to;
i_pixel = i_x_from - i_x_to;
}
// Draw if there are pixels to draw.
if (i_x_to > i_x_from && !(bEvenScanlinesOnly && ((pdtri->iY & 1) == 0)))
{
{
TGFogLinear::TGouraud gour(pscan->gourIntensity);
TGFogLinear::TIndex index(pscan->indCoord, i_pixel);
TDest* apix_screen = ((TDest*)pdtri->prasScreen->pSurface) + i_screen_index;
int i_x = i_x_from;
// Iterate left or right along the destination scanline.
for (;;)
{
// Do next subdivision.
int i_pixel_inner = index.i4StartSubdivision(i_pixel);
TDest* apix_screen_inner = apix_screen + i_pixel;
for (;;)
{
// int32 i4_fog_index = int(gour.fxIntensity);
// Assert(bWithin(i4_fog_index, 0, iNUM_TERRAIN_FOG_BANDS - 1));
uint16 u2_source_pixel = ((uint16*)pvTextureBitmap)[index.iGetIndex()];
++index;
u2_source_pixel &= lbAlphaTerrain.u2GetAlphaMask();
// u2_source_pixel |= lbAlphaTerrain.u2GetAlphaReference(i4_fog_index);
u2_source_pixel |= lbAlphaTerrain.u4GetAlphaRefDither(i_x, pdtri->iY, gour.fxIntensity.i4Fx);
apix_screen_inner[i_pixel_inner] = lbAlphaTerrain.au2Colour[u2_source_pixel];
i_x++;
// Increment values.
i_pixel_inner += i4ScanlineDirection;
// Break from subdivision loop if there are no more pixels to render.
if (i_pixel_inner == 0)
break;
// Increment values.
++gour;
}
// Exit scanline routine if there are no more pixels to render.
if (i_pixel == 0)
break;
// Increment values.
++gour;
// Implement perspective correction.
index.UpdatePerspective(0);
}
}
}
// Increment the base edge.
++*pdtri->pedgeBase;
// Set the new length of the line to be rasterized.
pdtri->fxLineLength.i4Fx += pdtri->fxDeltaLineLength.i4Fx;
// Get new starting pixel TIndex for the scanline.
pdtri->iLineStartIndex += pdtri->prasScreen->iLinePixels;
}
while (++pdtri->iY < pdtri->iYTo);
}
//*********************************************************************************************
void DrawSubtriangle(TFlatGourFog* pscan, CDrawPolygon<TFlatGourFog>* pdtri)
{
typedef TFlatGourFog::TPixel TDest;
Assert(pscan);
Assert(pdtri);
int i_x_from;
int i_x_to;
int i_screen_index;
int i_pixel;
// Iterate through the scanlines that intersect the subtriangle.
do
{
i_x_from = pscan->fxX.i4Fx >> 16;
i_x_to = (pscan->fxX.i4Fx + pdtri->fxLineLength.i4Fx) >> 16;
i_screen_index = pdtri->iLineStartIndex + i_x_to;
i_pixel = i_x_from - i_x_to;
// Draw if there are pixels to draw.
if (i_x_to > i_x_from && !(bEvenScanlinesOnly && ((pdtri->iY & 1) == 0)))
{
TFlatGourFog::TGouraud gour(pscan->gourIntensity);
TDest* apix_screen = ((TDest*)pdtri->prasScreen->pSurface) + i_screen_index;
int i_x = i_x_from;
// Iterate left along the destination scanline.
do
{
// int32 i4_fog_index = int(gour.fxIntensity);
// Assert(bWithin(i4_fog_index, 0, iNUM_TERRAIN_FOG_BANDS - 1));
uint16 u2_source_pixel = u4ConstColour;
u2_source_pixel &= lbAlphaTerrain.u2GetAlphaMask();
u2_source_pixel |= lbAlphaTerrain.u4GetAlphaRefDither(i_x, pdtri->iY, gour.fxIntensity.i4Fx);
apix_screen[i_pixel] = lbAlphaTerrain.au2Colour[u2_source_pixel];
i_x++;
// Increment values.
++gour;
}
while (++i_pixel);
}
// Increment the base edge.
++*pdtri->pedgeBase;
// Set the new length of the line to be rasterized.
pdtri->fxLineLength.i4Fx += pdtri->fxDeltaLineLength.i4Fx;
// Get new starting pixel TIndex for the scanline.
pdtri->iLineStartIndex += pdtri->prasScreen->iLinePixels;
}
while (++pdtri->iY < pdtri->iYTo);
}
#endif // else
// Restore default section.
#pragma code_seg()