/*********************************************************************************************** * * Copyright © DreamWorks Interactive. 1996 * * Contents: * Overloaded functions for "Walk.hpp" optimized for the Pentium. * * Bugs: * * To do: * Changed the name of the module to 'TexWalkEx.hpp.' Make functions member functions of * CWalk1D and CWalk2D. * *********************************************************************************************** * * $Log:: /JP2_PC/Source/Lib/Renderer/Primitives/P5/WalkEx.hpp $ * * 8 9/01/97 8:04p Rwyatt * * 7 8/15/97 2:33a Rwyatt * Fixed local variable problem * * 6 8/15/97 12:58a Rwyatt * Removed local floating point constants and used the global ones. * * 5 1/15/97 1:02p Pkeet * Moved the assembly versions of the 2d initializing functions to WalkEx.hpp. Removed fog * parameters. * * 4 8/12/96 7:15p Pkeet * Added comments. * * 3 7/10/96 1:48p Pkeet * Added additional comments. * * 2 7/09/96 6:38p Pkeet * Added a '+=' operator for 'CWalk1D.' * * 1 7/09/96 6:00p Pkeet * Initial implementation. * **********************************************************************************************/ #ifndef HEADER_LIB_RENDERER_PRIMITIVES_P5_WALKEX_HPP #define HEADER_LIB_RENDERER_PRIMITIVES_P5_WALKEX_HPP // Make sure this file is being included from 'FixedP.hpp'. #ifndef HEADER_LIB_RENDERER_PRIMITIVES_WALK_HPP #error The header file Walk.hpp has not been included! #endif // // Global functions. // //********************************************************************************************* // inline void operator+=(CWalk1D& w1d_a, const CWalk1D& w1d_b) // // Adds two CWalk1D parameters together and stores the result in the first parameter. // // Notes: // The assembly version is equivalent to the following 'C' code: // // w1d_a.bfx.i4Int += w1d_b.bfx.i4Int; // if (iAddCarry(w1d_a.bfx.u4Frac, w1d_a.bfx.u4Frac, w1d_b.bfx.u4Frac)) // w1d_a.bfx.i4Int += w1d_a.iOffsetPerLine; // //************************************** { // // Register usage: // // Register Variable // // ebx w1d_a.bfx.u4Frac // ecx w1d_b.bfx.i4Int // edi w1d_a // esi w1d_b // __asm { // Load variables into the registers. mov edi, w1d_a mov esi, w1d_b mov ebx, [edi]CWalk1D.bfxValue.u4Frac mov ecx, [edi]CWalk1D.bfxValue.i4Int // Add the integer portions together. add ecx, [esi]CWalk1D.bfxValue.i4Int // // Add the fractional portions together, and add an extra step value if a carry // results. // add ebx, [esi]CWalk1D.bfxValue.u4Frac jnc short SKIP_STEP_ADD add ecx, [edi]CWalk1D.iOffsetPerLine SKIP_STEP_ADD: // Store the modified variables. mov [edi]CWalk1D.bfxValue.u4Frac, ebx mov [edi]CWalk1D.bfxValue.i4Int, ecx } } //********************************************************************************************* // inline void operator+= ( CWalk2D& w2d_a, // First 2D walk parameter, cumulative results stored here. const CWalk2D& w2d_b // Second 2D walk parameter. ) // // Adds two CWalk2D parameters together and stores the result in the first parameter. // // Notes: // This code demonstrates an implementation Michael Abrash's trick of walking through // a 2D texture map with arbitrary widths and heights. The assembly version is equivalent // to the following 'C' code: // // int i_carry = iAddCarry(w2d_a.uVFrac, w2d_a.uVFrac, w2d_b.uVFrac); // w2d_a.iUVInt[1] += w2d_b.iUVInt[i_carry + 1] - iAddCarry(w2d_a.uUFrac, w2d_a.uUFrac, // w2d_b.uUFrac); // // The algorithm can be described as follows: // // 1. Add the fractional components of V together, and store the carry in a register. // // 2. Add the fractional components of U together, and add the carry of the U // additions to the integer UV portion. // // 3. If there was no carry from the V fraction addition, add the combined integer // components of U and V. If there was a carry from the V fraction addition, add // the combined integer components of U and V plus a value representing the V line // offset. // //************************************** { // // Register usage: // // Register Variable // // eax Temporary // ebx w2d_a.uUFrac // ecx w2d_a.uVFrac // edx w2d_a.iUVInt[1] // edi w2d_a // esi w2d_b // __asm { // Load variables into the registers. mov edi, w2d_a mov esi, w2d_b mov ebx, [edi]CWalk2D.uUFrac mov ecx, [edi]CWalk2D.uVFrac mov edx, [edi + 4]CWalk2D.iUVInt // Add the V fractional values together and store the carry. add ecx, [esi]CWalk2D.uVFrac sbb eax, eax // Add the U fractional values, setting the carry flag. add ebx, [esi]CWalk2D.uUFrac // Add the integer values from the integer table, and add a possible carry. adc edx, [esi + eax*4 + 4]CWalk2D.iUVInt // Store the modified variables. mov [edi]CWalk2D.uUFrac, ebx mov [edi]CWalk2D.uVFrac, ecx mov [edi + 4]CWalk2D.iUVInt, edx } } #if VER_ASM //***************************************************************************************** // inline void Initialize ( CWalk2D& rw2d, float f_u, // The 'U' component. float f_v, // The 'V' component. int i_width // The width of the texture map. ) // // Sets the fractional and integer parts of the CWalk2D object. // //************************************** { const float fFixed16Scale = 65536.0; int32 i4_temp; __asm { mov esi, [rw2d] fld [fFixed16Scale] fmul [f_u] fistp [i4_temp] fld [fFixed16Scale] fmul [f_v] mov ecx, [i4_temp] sar ecx, 16 mov edx, [i4_temp] fistp [i4_temp] shl edx, 16 mov eax, [i4_temp] sar eax, 16 mov [esi]CWalk2D.uUFrac, edx imul [i_width] mov ebx, [i4_temp] shl ebx, 16 add eax, ecx mov [esi]CWalk2D.uVFrac, ebx mov [esi + 4]CWalk2D.iUVInt, eax add eax, i_width mov [esi]CWalk2D.iUVInt, eax } } //***************************************************************************************** // inline void InitializePos ( CWalk2D& rw2d, float f_u, // The 'U' component. float f_v, // The 'V' component. int i_width // The width of the texture map. ) // // Sets the fractional and integer parts of the CWalk2D object. // //************************************** { #define iBITS_ACCURACY 11 const float fFastFixed16Conversion = float(1 << (23 - iBITS_ACCURACY)); int32 i4_temp_a; int32 i4_temp_b; __asm { mov esi, [rw2d] fld [fFastFixed16Conversion] fld st(0) fadd [f_u] fstp float ptr[i4_temp_a] mov ecx, [i4_temp_a] fadd [f_v] sar ecx, iBITS_ACCURACY fstp [i4_temp_b] and ecx, 0x007FFFFF >> iBITS_ACCURACY mov edx, [i4_temp_a] shl edx, 32 - iBITS_ACCURACY mov eax, [i4_temp_b] sar eax, iBITS_ACCURACY and eax, 0x007FFFFF >> iBITS_ACCURACY mov [esi]CWalk2D.uUFrac, edx imul [i_width] mov ebx, [i4_temp_b] shl ebx, 32 - iBITS_ACCURACY add eax, ecx mov [esi]CWalk2D.uVFrac, ebx mov [esi + 4]CWalk2D.iUVInt, eax //add eax, i_width //mov [esi]CWalk2D.iUVInt, eax } } #endif // VER_ASM // // Additional notes. // /********************************************************************************************** * * This function is included only to illustrate how the 'C' versions of the overloaded '+=' * operators for CWalk1D and CWalk2D classes work. Reference is made in the notes of these * respective functions to this 'iAddCarry' function. * * inline int iAddCarry(uint& u_result, uint i_a, uint i_b) * { * // Add the two values together. * u_result = i_a + i_b; * * // Return -1 if a carry is present. * if ((u_result < i_a) || (u_result < i_b)) * return -1; * * // Return 0 if there is no carry. * return 0; * } * **********************************************************************************************/ #endif