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

3793 lines
104 KiB
C++

/***********************************************************************************************
*
* Copyright © DreamWorks Interactive, 1997.
*
* Contents:
* Specialized (non-template) versions of the DrawSubtriangle function.
* Optimized for the AMD K6-3D Processor
*
***********************************************************************************************
*
* $Log:: /JP2_PC/Source/Lib/Renderer/Primitives/AMDK6/DrawSubTriangleBumpEx.cpp $
*
* 10 10/01/98 12:39a Asouth
* Added #ifdefs for MW build; explicit scope of fixed
*
* 9 9/11/98 5:13p Mmouni
* Optimized to avoid degraded pre-decode.
*
* 8 9/10/98 10:34p Mmouni
* Made solid primitives write qword aligned qwords.
*
* 7 98.01.22 3:15p Mmouni
* Added support for 16-bit deep bump-maps.
*
* 6 97.11.04 10:59p Mmouni
* Linear version of primitives now use 3dx/mmx.
*
* 5 97.10.30 1:39p Mmouni
* All perspective sub-triangle routines are now 3DX/MMX.
*
* 4 97.10.27 1:25p Mmouni
* Initial K6-3D version, copied from the Pentium versions.
*
* 11 97.10.22 7:11p Mmouni
* Moved code that makes copies of edge values into assembly.
*
* 10 10/10/97 1:47p Mmouni
* All inner loops are now left to right only, and optimized some.
*
* 9 9/30/97 9:31p Mmouni
* All primitives now have optimized y loops.
*
* 8 9/29/97 11:55a Mmouni
* Made self modification conditional on direction.
*
* 7 9/15/97 2:10p Mmouni
* Optimized inner loops (not final yet).
*
* 6 9/01/97 8:02p Rwyatt
* ANDs added to enable tiling
*
* 5 97/07/18 3:28p Pkeet
* Removed use of the 'b_right' parameter from DrawSubTriangle.
*
* 4 97/07/16 15:49 Speter
* Commented out redundant static delcarations now that all DrawSubTriangles are included into
* one file (now just declared in DrawSubTriangleEx.cpp.)
*
* 3 7/14/97 12:36p Rwyatt
* Checkled in so Scott can move them....
*
* 2 7/11/97 2:52p Rwyatt
* Highly optimized Linear Non-transparent for P5
*
* 1 7/07/97 7:23p Rwyatt
* Initial Implementation of Pentium Specific bump mapping
*
***********************************************************************************************
***********************************************************************************************
*
* 8 6/15/97 2:40a Rwyatt
* Optimized perspective bump mapping to be in line with the non perspective.
*
* 7 6/15/97 1:31a Bbell
* Removed unnecessary include.
*
* 6 97/06/12 5:56p Pkeet
* Added capability to render only every other scanline and to double the number of scanlines.
*
* 5 6/12/97 3:15p Rwyatt
* Linear bump mapping optimized for PENTIUM PRO only, on this devices it is about 10 - 20%
* faster. On a pentium this code will be much (30%) slower due to lots of data dependencies and
* AGIs which the pro is immune to.
*
* 4 6/11/97 11:29p Rwyatt
* Optimized scan setup time and for both linear bump mappers.
*
* 3 6/11/97 7:08p Rwyatt
* Removed AGIs from UV walking in Transparent linear
*
* 2 97/06/10 11:15p Pkeet
* Added self-modifying code for the increment and the decrement.
*
* 1 97/06/10 2:27p Pkeet
* Moved the bumpmap routines here from DrawSubTriangle.
*
* 9 97/06/10 1:20p Pkeet
* Added initial assembly optimizations for bumpmap linear routines.
*
* 8 97/06/10 12:53p Pkeet
* Fixed bug in bumpmap assembly.
*
* 7 97/06/10 10:51a Pkeet
* Added initial assembly optimization passes for perspective corrected bumpmapping for both
* transparent and non-transparent versions.
*
* 6 97/06/09 6:38p Pkeet
* Algorithmic optimizations.
*
* 5 97/06/08 4:16p Pkeet
* Added perspective correction bump map primitives.
*
* 4 97/06/06 8:51p Pkeet
* Added linear.
*
* 3 97/06/06 6:44p Pkeet
* Moved the inner loop to self-modifying code.
*
* 2 97/06/06 4:36p Pkeet
* It works again.
*
* 1 97/06/04 6:46p Pkeet
* Initial specialized version of DrawSubTriangle.
*
**********************************************************************************************/
#include "Common.hpp"
#include "Lib/View/Raster.hpp"
#include "Lib/Renderer/Primitives/DrawTriangle.hpp"
// Put this stuff in a seperate section for alignment.
#pragma code_seg("StriBump")
#if (iBUMPMAP_RESOLUTION == 16)
//*****************************************************************************************
//
// Bumpmapped, Perspective correct and Transparent for 16 bit screen.
//
void DrawSubtriangle(TBumpPerspTrans* pscan, CDrawPolygon<TBumpPerspTrans>* pdtri)
{
typedef TBumpPerspTrans::TIndex prevent_internal_compiler_errors;
static void *pvTextureBitmapAdj;
::fixed fx_inc;
::fixed fx_diff;
TBumpPerspTrans* plinc = &pdtri->pedgeBase->lineIncrement;
__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;
// 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]TBumpPerspTrans.fxX
mov edx,[eax]TBumpPerspTrans.fxXDifference
mov fx_inc,ebx
movq mm0,[eax]TBumpPerspTrans.indCoord.fUInvZ
mov fx_diff,edx
mov ebx,[eax]TBumpPerspTrans.indCoord.fInvZ
movq [tvEdgeStep.UInvZ],mm0
mov [tvEdgeStep.InvZ],ebx
// Create offset base pointer.
mov ebx,[pvTextureBitmap] // Base of texture.
sub ebx,4 // Adjust by -4.
mov [pvTextureBitmapAdj],ebx // Base of texture - 4.
//
// Setup:
// QWORD qMFactor = width,1,width,1
// Load global texture values.
//
movd mm3,[iTexWidth] // 0,0,0,Width
movd mm4,[u4OneOne] // 0,0,1,1
punpcklwd mm3,mm3 // 0,0,Width,Width
punpcklwd mm4,mm3 // Width,1,Width,1
movq mm0,[ecx]TBumpPerspTrans.indCoord.fUInvZ // mm0 = (V/Z,U/Z)
movq [qMFactor],mm4 // Save mfactor
movd mm1,[ecx]TBumpPerspTrans.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
// Check to see if we sould skip this scanline.
and eax,ebx
jnz END_OF_SCANLINE
//
// Setup for prespective correction and looping.
#ifdef __MWERKS__
#define SLTYPE TBumpPerspTrans
#include "psprologue3.inl"
#else
PERSPECTIVE_SCANLINE_PROLOGUE_3DX(TBumpPerspTrans)
#endif
SUBDIVISION_LOOP:
//---------------------------------------------------------------------------
// Draw the subdivision.
//
// mm6,mm7 = texture values.
//
// Setup registers:
//
// eax = texel1 temp ebx = texel2 temp
// ecx = texel1 temp edx = dest_base_ptr
// esi = texure base/temp edi = pixel_offset & count
// ebp = clut/bump temp
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = uvmask
// mm4 = ??? mm5 = ???
// mm6 = uvslope mm7 = uv (stepped once)
//
movq mm0,mm7 // Copy U1,V1
paddd mm7,mm6 // Step U,V
psrad mm0,16 // Shift for integer U1,V1
movq mm1,mm7 // Copy U2,V2
psrad mm1,16 // Shift for integer U2,V2
movq mm3,[qUVMasks] // Load texture masks
packssdw mm0,mm1 // Pack integer texture values
movq mm2,[qMFactor] // Load texture multipliers
pand mm0,mm3 // Mask for tiling
mov esi,edx // Move destination base to esi.
pmaddwd mm0,mm2 // Compute texture indici
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
movq [qIndexTemp],mm0 // Save texture 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
ALIGN 16
nop
//
// Do two pixels at a time.
//
// mm0 = packed & masked U1,V1,U2,V2
// mm7 is stepped once.
//
INNER_LOOP_2P:
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
movq mm0,mm7 // Copy U1,V1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 1.
psrad mm0,16 // Shift for integer U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 2.
paddd mm7,mm6 // Step U,V
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 1 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 2 color
sub ecx,ebp // Subtract light theta 1.
sub edx,ebp // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
movq mm1,mm7 // Copy U2,V2
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 2.
psrad mm1,16 // Shift for integer U2,V2
mov ebp,[pvClutConversion] // Base of CLUT.
packssdw mm0,mm1 // Pack integer texture values.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
pand mm0,mm3 // Mask for tiling
pmaddwd mm0,mm2 // Compute texture indicies.
movq [qIndexTemp],mm0 // Save texture indicies.
test al,0xfc // test for transparent (long decode)
jz short PIXEL1_TRANS
shr eax,2 // Shift off lower 2 bits.
mov ax,[ebp + eax*2] // Clut lookup 1.
mov [esi + edi*2 - 4],ax // Store pixel 1
PIXEL1_TRANS:
test bl,0xfc // test for transparent (long decode)
jz short PIXEL2_TRANS
shr ebx,2 // Shift off lower 2 bits.
nop // For cache alignment.
nop
mov bx,[ebp + ebx*2] // Clut lookup 2.
mov [esi + edi*2 - 2],bx // Store pixel 2
PIXEL2_TRANS:
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.
//
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 1.
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 2.
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 1 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 2 color
sub ecx,ebp // Subtract light theta 1.
sub edx,ebp // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 2.
mov ebp,[pvClutConversion] // Base of CLUT.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
test al,0xfc // test for transparent (long decode)
jz short PIXEL1_TRANS_END
shr eax,2 // Shift off lower 2 bits.
mov ax,[ebp + eax*2] // Clut lookup 1.
mov [esi + edi*2 - 4],ax // Store pixel 1
PIXEL1_TRANS_END:
test bl,0xfc // test for transparent (long decode)
jz short PIXEL2_TRANS_END
shr ebx,2 // Shift off lower 2 bits.
mov bx,[ebp + ebx*2] // Clut lookup 2.
mov [esi + edi*2 - 2],bx // Store pixel 2
PIXEL2_TRANS_END:
mov eax,[i_pixel] // Load remaining length.
jmp short END_OF_SPAN
ONE_PIXEL_LEFT:
//
// One pixel left, don't step texture co-ordinates.
//
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movzx ecx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
mov ebx,0 // Clear eax
mov eax,[i_pixel] // Load remaining length.
mov bl,ch // Copy texel 1 color
sub ecx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov bh,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversion] // Base of CLUT.
test bl,0xfc // test for transparent (long decode)
jz short END_OF_SPAN
shr ebx,2 // Shift off lower 2 bits.
mov bx,[ebp + ebx*2] // Clut lookup 1.
mov [esi + edi*2 - 4],bx // Store pixel 1
END_OF_SPAN:
// See if there are any pixels left.
cmp eax,0
jz 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
//
// 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]TBumpPerspTrans.fxX.i4Fx
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,edx
mov ebx,[ecx]TBumpPerspTrans.fxXDifference.i4Fx
mov [esi]CDrawPolygonBase.iLineStartIndex,edi
// Step edge values.
movq mm0,[ecx]TBumpPerspTrans.indCoord.fUInvZ
movq mm2,[tvEdgeStep.UInvZ]
movd mm1,[ecx]TBumpPerspTrans.indCoord.fInvZ
movd mm3,[tvEdgeStep.InvZ]
pfadd (m0,m2)
mov edi,[fx_diff]
pfadd (m1,m3)
add eax,[fx_inc]
add ebx,edi
jge short NO_UNDERFLOW
// Underflow.
// Add borrow/carry adjustments to U,V,Z.
movq mm2,[tvNegAdj.UInvZ]
add ebx,0x00010000
movd mm3,[tvNegAdj.InvZ]
pfadd (m0,m2)
pfadd (m1,m3)
jmp short FINISH_LOOPING
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short FINISH_LOOPING
// Overflow.
// Add borrow/carry adjustments to U,V,Z.
movq mm2,[tvNegAdj.UInvZ]
sub ebx,0x00010000
movd mm3,[tvNegAdj.InvZ]
pfadd (m0,m2)
pfadd (m1,m3)
FINISH_LOOPING:
// Save values and Y Loop control.
movq [ecx]TBumpPerspTrans.indCoord.fUInvZ,mm0
movd [ecx]TBumpPerspTrans.indCoord.fInvZ,mm1
mov [ecx]TBumpPerspTrans.fxX.i4Fx,eax
mov edx,[esi]CDrawPolygonBase.iY
mov [ecx]TBumpPerspTrans.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
}
}
//*****************************************************************************************
//
// Bumpmapped and Perspective correct for 16 bit screen.
//
void DrawSubtriangle(TBumpPersp* pscan, CDrawPolygon<TBumpPersp>* pdtri)
{
typedef TBumpPersp::TIndex prevent_internal_compiler_errors;
static void *pvClutConversionAdj;
static void *pvTextureBitmapAdj;
::fixed fx_inc;
::fixed fx_diff;
TBumpPersp* plinc = &pdtri->pedgeBase->lineIncrement;
__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;
// 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]TBumpPersp.fxX
mov edx,[eax]TBumpPersp.fxXDifference
mov fx_inc,ebx
movq mm0,[eax]TBumpPersp.indCoord.fUInvZ
mov fx_diff,edx
mov ebx,[eax]TBumpPersp.indCoord.fInvZ
movq [tvEdgeStep.UInvZ],mm0
mov [tvEdgeStep.InvZ],ebx
// Create offset base pointers.
mov eax,[pvClutConversion] // Base of CLUT.
mov ebx,[pvTextureBitmap] // Base of texture.
sub eax,4 // Adjust by -4.
mov [pvClutConversionAdj],eax // Base of CLUT - 4.
sub ebx,4 // Adjust by -4.
mov [pvTextureBitmapAdj],ebx // Base of texture - 4.
//
// Setup:
// QWORD qMFactor = width,1,width,1
// Load global texture values.
//
movd mm3,[iTexWidth] // 0,0,0,Width
movd mm4,[u4OneOne] // 0,0,1,1
punpcklwd mm3,mm3 // 0,0,Width,Width
punpcklwd mm4,mm3 // Width,1,Width,1
movq mm0,[ecx]TBumpPersp.indCoord.fUInvZ // mm0 = (V/Z,U/Z)
movq [qMFactor],mm4 // Save mfactor
movd mm1,[ecx]TBumpPersp.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
// Check to see if we sould skip this scanline.
and eax,ebx
jnz END_OF_SCANLINE
//
// Setup for prespective correction and looping.
#ifdef __MWERKS__
#define SLTYPE TBumpPersp
#include "psprologue3.inl"
#else
PERSPECTIVE_SCANLINE_PROLOGUE_3DX(TBumpPersp)
#endif
SUBDIVISION_LOOP:
//---------------------------------------------------------------------------
// Draw the subdivision.
//
// mm6,mm7 = texture values.
//
// Setup registers:
//
// eax = texel1 temp ebx = texel2 temp
// ecx = texel1 temp edx = texture_ptr/texel2 temp
// esi = base of scanline edi = pixel_offset & count
// ebp = clut_ptr/bump_ptr/temp
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = uvmask
// mm4 = ? mm5 = ?
// mm6 = uvslope mm7 = uv (stepped once)
//
movq mm0,mm7 // Copy U1,V1
paddd mm7,mm6 // Step U,V
psrad mm0,16 // Shift for integer U1,V1
movq mm1,mm7 // Copy U2,V2
psrad mm1,16 // Shift for integer U2,V2
movq mm3,[qUVMasks] // Load texture masks
packssdw mm0,mm1 // Pack integer texture values
movq mm2,[qMFactor] // Load texture multipliers
pand mm0,mm3 // Mask for tiling
mov esi,edx // Move destination base to esi.
pmaddwd mm0,mm2 // Compute texture indici
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
movq [qIndexTemp],mm0 // Save texture indicies.
//
// 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.
//
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 1.
movq mm0,mm7 // Copy U1,V1
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 1 color
sub ecx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
psrad mm0,16 // Shift for integer U1,V1
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
packssdw mm1,mm0 // Pack integer texture values.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
movq mm0,mm1 // Move packed values back into mm0.
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
pand mm0,mm3 // Mask for tiling
shr eax,2 // Shift off lower 2 bits.
pmaddwd mm0,mm2 // Compute texture indicies.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 1.
movq [qIndexTemp],mm0 // Save texture indicies.
mov [esi + edi*2 - 2],ax // Store pixel 1
ALIGNED2:
and eax,7
jz ALIGNED4
add edi,2 // Two pixels left?
jge FINISH_REMAINDER2
//
// Do two pixels for alignment.
//
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
psrad mm0,16 // Shift for integer U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
paddd mm7,mm6 // Step U,V
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
psrad mm1,16 // Shift for integer U2,V2
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
packssdw mm0,mm1 // Pack integer texture values.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
pand mm0,mm3 // Mask for tiling
shr eax,2 // Shift off lower 2 bits.
pmaddwd mm0,mm2 // Compute texture indicies.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
movq [qIndexTemp],mm0 // Save texture indicies.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
mov [esi + edi*2 - 4],ebx // Store pixels
ALIGNED4:
add edi,4
jl INNER_LOOP_4P // Four pixles left?
jmp FINISH_REMAINDER4
// Align start of loop to 4 past the beginning of a cache line.
ALIGN 16
nop
nop
nop
nop
//
// Do four pixels at a time.
//
// qIndexTemp = texture indices.
// mm7 is stepped once.
//
INNER_LOOP_4P:
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
psrad mm0,16 // Shift for integer U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
paddd mm7,mm6 // Step U,V
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
psrad mm1,16 // Shift for integer U2,V2
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
packssdw mm0,mm1 // Pack integer texture values.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
pand mm0,mm3 // Mask for tiling
shr eax,2 // Shift off lower 2 bits.
pmaddwd mm0,mm2 // Compute texture indicies.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
movq [qIndexTemp],mm0 // Save texture indicies.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
movd mm4,ebx // Copy into MMX reg.
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
movq mm0,mm7 // Copy U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
psrad mm0,16 // Shift for integer U1,V1
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
paddd mm7,mm6 // Step U,V
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
movq mm1,mm7 // Copy U2,V2
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
psrad mm1,16 // Shift for integer U2,V2
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
packssdw mm0,mm1 // Pack integer texture values.
shr eax,2 // Shift off lower 2 bits.
pand mm0,mm3 // Mask for tiling
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
pmaddwd mm0,mm2 // Compute texture indicies.
shl eax,16 // Shift pixel 2 up.
movq [qIndexTemp],mm0 // Save texture indicies.
or ebx,eax // Combine pixels.
movd mm5,ebx // Copy into MMX reg.
punpckldq mm4,mm5 // Combine all four pixels.
movq [esi + edi*2 - 8],mm4 // Store 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
//
// Four pixels left, step co-ordinates 3 times.
//
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
psrad mm0,16 // Shift for integer U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
paddd mm7,mm6 // Step U,V
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
psrad mm1,16 // Shift for integer U2,V2
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
packssdw mm0,mm1 // Pack integer texture values.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
pand mm0,mm3 // Mask for tiling
shr eax,2 // Shift off lower 2 bits.
pmaddwd mm0,mm2 // Compute texture indicies.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
movq [qIndexTemp],mm0 // Save texture indicies.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
movd mm4,ebx // Copy into MMX reg.
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
shr eax,2 // Shift off lower 2 bits.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
movd mm5,ebx // Copy into MMX reg.
punpckldq mm4,mm5 // Combine all four pixels.
movq [esi - 8],mm4 // Store 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 co-ordinates twice.
//
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
psrad mm0,16 // Shift for integer U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
paddd mm7,mm6 // Step U,V
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
psrad mm1,16 // Shift for integer U2,V2
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
packssdw mm0,mm1 // Pack integer texture values.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
pand mm0,mm3 // Mask for tiling
shr eax,2 // Shift off lower 2 bits.
pmaddwd mm0,mm2 // Compute texture indicies.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
movq [qIndexTemp],mm0 // Save texture indicies.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
mov [esi - 6],ebx // Store pixels
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 1 color
sub ecx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
shr eax,2 // Shift off lower 2 bits.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 1.
mov [esi - 2],ax // Store pixel 1
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 co-ordinates once.
//
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
shr eax,2 // Shift off lower 2 bits.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
mov [esi - 4],ebx // Store pixels
mov eax,[i_pixel] // Load remaining length.
jmp short END_OF_SPAN
ONE_PIXEL_LEFT:
//
// One pixel left, don't step texture co-ordinates.
//
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 1 color
sub ecx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
shr eax,2 // Shift off lower 2 bits.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 1.
mov [esi - 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
jz 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
//
// 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]TBumpPersp.fxX.i4Fx
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,edx
mov ebx,[ecx]TBumpPersp.fxXDifference.i4Fx
mov [esi]CDrawPolygonBase.iLineStartIndex,edi
// Step edge values.
movq mm0,[ecx]TBumpPersp.indCoord.fUInvZ
movq mm2,[tvEdgeStep.UInvZ]
movd mm1,[ecx]TBumpPersp.indCoord.fInvZ
movd mm3,[tvEdgeStep.InvZ]
pfadd (m0,m2)
mov edi,[fx_diff]
pfadd (m1,m3)
add eax,[fx_inc]
add ebx,edi
jge short NO_UNDERFLOW
// Underflow.
// Add borrow/carry adjustments to U,V,Z.
movq mm2,[tvNegAdj.UInvZ]
add ebx,0x00010000
movd mm3,[tvNegAdj.InvZ]
pfadd (m0,m2)
pfadd (m1,m3)
jmp short FINISH_LOOPING
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short FINISH_LOOPING
// Overflow.
// Add borrow/carry adjustments to U,V,Z.
movq mm2,[tvNegAdj.UInvZ]
sub ebx,0x00010000
movd mm3,[tvNegAdj.InvZ]
pfadd (m0,m2)
pfadd (m1,m3)
FINISH_LOOPING:
// Save values and Y Loop control.
movq [ecx]TBumpPersp.indCoord.fUInvZ,mm0
movd [ecx]TBumpPersp.indCoord.fInvZ,mm1
mov [ecx]TBumpPersp.fxX.i4Fx,eax
mov edx,[esi]CDrawPolygonBase.iY
mov [ecx]TBumpPersp.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
}
}
//*****************************************************************************************
//
// Bumpmapped, Linear and transparent for 16 bit screen.
//
void DrawSubtriangle(TBumpLinearTrans* pscan, CDrawPolygon<TBumpLinearTrans>* pdtri)
{
typedef TBumpLinearTrans::TIndex prevent_internal_compiler_errors;
static CDrawPolygon<TBumpLinearTrans>* pdtriGlbl;
static TBumpLinearTrans* pscanGlbl;
static PackedFloatUV pf_texture_inc;
static void *pvTextureBitmapAdj;
TBumpLinearTrans* plinc = &pdtri->pedgeBase->lineIncrement;
__asm
{
// Get ready to do MMX/3DX.
femms
mov edi,[plinc] // Pointer to scanline increment.
push ebp
mov esi,[pdtri] // Pointer to polygon object.
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]TBumpLinearTrans.fxX
mov pscanGlbl,eax
mov ecx,[edi]TBumpLinearTrans.fxXDifference
mov fx_inc,ebx
movq mm0,[edi]TBumpLinearTrans.indCoord.pfIndex
mov fx_diff,ecx
movq [pf_texture_inc],mm0
// Create offset base pointers.
mov edx,[pvTextureBitmap] // Base of texture.
sub edx,4 // Adjust by -4.
mov [pvTextureBitmapAdj],edx // Base of texture - 4.
//
// Setup:
//
// mm2 = qMFactor = width,1,width,1
// mm3 = qUVMasks
// mm6 = uvslope
//
movd mm0,[iTexWidth] // 0,0,0,Width
movd mm2,[u4OneOne] // 0,0,1,1
movq mm3,[qUVMasks] // Load texture masks
punpcklwd mm0,mm0 // 0,0,Width,Width
movq mm6,[pfxDeltaTex] // Load texture slopes.
punpcklwd mm2,mm0 // Width,1,Width,1
movq mm7,[eax]TBumpLinearTrans.indCoord.pfIndex
//
// Iterate through the scanlines that intersect the subtriangle.
//
Y_LOOP:
mov ebx,[bEvenScanlinesOnly]
mov edx,[esi]CDrawPolygonBase.iY
// Check for odd scan lines here and skip if even
and edx,ebx
jnz short END_OF_SCANLINE
mov ebx,[eax]TBumpLinearTrans.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 esi,[edx + ecx*2]
sub edi,ebx
jge short END_OF_SCANLINE // no pixels to draw
//---------------------------------------------------------------------------
// Draw the scanline.
//
// eax = texel1 temp ebx = texel2 temp
// ecx = texel1 temp edx = dest_base_ptr
// esi = texure base/temp edi = pixel_offset & count
// ebp = clut/bump temp
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = uvmask
// mm6 = uvslope mm7 = uv (stepped once)
//
pf2id (m7,m7) // Convert texture values to 16.16 fixed.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
movq mm0,mm7 // Copy U1,V1
paddd mm7,mm6 // Step U,V
psrad mm0,16 // Shift for integer U1,V1
movq mm1,mm7 // Copy U2,V2
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values
pand mm0,mm3 // Mask for tiling
pmaddwd mm0,mm2 // Compute texture indicies
movq [qIndexTemp],mm0 // Save texture 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 = packed & masked U1,V1,U2,V2
// mm7 is stepped once.
//
INNER_LOOP_2P:
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
movq mm0,mm7 // Copy U1,V1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 1.
psrad mm0,16 // Shift for integer U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 2.
paddd mm7,mm6 // Step U,V
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 1 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 2 color
sub ecx,ebp // Subtract light theta 1.
sub edx,ebp // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
movq mm1,mm7 // Copy U2,V2
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 2.
psrad mm1,16 // Shift for integer U2,V2
mov ebp,[pvClutConversion] // Base of CLUT.
packssdw mm0,mm1 // Pack integer texture values.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
pand mm0,mm3 // Mask for tiling
pmaddwd mm0,mm2 // Compute texture indicies.
movq [qIndexTemp],mm0 // Save texture indicies.
test al,0xfc // test for transparent (long decode)
jz short PIXEL1_TRANS
shr eax,2 // Shift off lower 2 bits.
mov ax,[ebp + eax*2] // Clut lookup 1.
mov [esi + edi*2 - 4],ax // Store pixel 1
PIXEL1_TRANS:
test bl,0xfc // test for transparent (long decode)
jz short PIXEL2_TRANS
shr ebx,2 // Shift off lower 2 bits.
nop // For cache alignment.
nop
mov bx,[ebp + ebx*2] // Clut lookup 2.
mov [esi + edi*2 - 2],bx // Store pixel 2
PIXEL2_TRANS:
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.
//
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 1.
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 2.
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 1 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 2 color
sub ecx,ebp // Subtract light theta 1.
sub edx,ebp // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 2.
mov ebp,[pvClutConversion] // Base of CLUT.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
test al,0xfc // test for transparent (long decode)
jz short PIXEL1_TRANS_END
shr eax,2 // Shift off lower 2 bits.
mov ax,[ebp + eax*2] // Clut lookup 1.
mov [esi + edi*2 - 4],ax // Store pixel 1
PIXEL1_TRANS_END:
test bl,0xfc // test for transparent (long decode)
jz short PIXEL2_TRANS_END
shr ebx,2 // Shift off lower 2 bits.
mov bx,[ebp + ebx*2] // Clut lookup 2.
mov [esi + edi*2 - 2],bx // Store pixel 2
PIXEL2_TRANS_END:
mov eax,[i_pixel] // Load remaining length.
jmp short END_OF_SCANLINE
ONE_PIXEL_LEFT:
//
// One pixel left, don't step texture co-ordinates.
//
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movzx ecx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
mov ebx,0 // Clear eax
mov eax,[i_pixel] // Load remaining length.
mov bl,ch // Copy texel 1 color
sub ecx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov bh,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversion] // Base of CLUT.
test bl,0xfc // test for transparent (long decode)
jz short END_OF_SCANLINE
shr ebx,2 // Shift off lower 2 bits.
mov bx,[ebp + ebx*2] // Clut lookup 1.
mov [esi + edi*2 - 4],bx // Store pixel 1
// -------------------------------------------------------------------------
// Increment the base edge.
//
END_OF_SCANLINE:
mov eax,[pscanGlbl]
movq mm1,[pf_texture_inc]
movq mm7,[eax]TBumpLinearTrans.indCoord.pfIndex
mov ebx,[eax]TBumpLinearTrans.fxXDifference
pfadd (m7,m1)
add ebx,[fx_diff]
jge short NO_UNDERFLOW
// Undeflow of fxXDifference.
add ebx,0x00010000
movq mm1,[pfNegD]
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]
pfadd (m7,m1)
EDGE_DONE:
// Store modified variables and do looping.
// Step length, line starting address.
mov esi,[pdtriGlbl]
mov [eax]TBumpLinearTrans.fxXDifference,ebx
movq [eax]TBumpLinearTrans.indCoord.pfIndex,mm7
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]TBumpLinearTrans.fxX
mov edx,[fx_inc]
add ecx,edx
mov edx,[esi]CDrawPolygonBase.iY
mov [eax]TBumpLinearTrans.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
}
}
//*****************************************************************************************
//
// Bumpmapped and Linear for 16 bit screen.
//
void DrawSubtriangle(TBumpLinear* pscan, CDrawPolygon<TBumpLinear>* pdtri)
{
typedef TBumpLinear::TIndex prevent_internal_compiler_errors;
static CDrawPolygon<TBumpLinear>* pdtriGlbl;
static TBumpLinear* pscanGlbl;
static PackedFloatUV pf_texture_inc;
static void *pvClutConversionAdj;
static void *pvTextureBitmapAdj;
TBumpLinear* plinc = &pdtri->pedgeBase->lineIncrement;
__asm
{
// Get ready to do MMX/3DX.
femms
mov edi,[plinc] // Pointer to scanline increment.
push ebp
mov esi,[pdtri] // Pointer to polygon object.
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]TBumpLinear.fxX
mov pscanGlbl,eax
mov ecx,[edi]TBumpLinear.fxXDifference
mov fx_inc,ebx
movq mm0,[edi]TBumpLinear.indCoord.pfIndex
mov fx_diff,ecx
movq [pf_texture_inc],mm0
// Create offset base pointers.
mov ebx,[pvClutConversion] // Base of CLUT.
mov edx,[pvTextureBitmap] // Base of texture.
sub ebx,4 // Adjust by -4.
mov [pvClutConversionAdj],ebx // Base of CLUT - 4.
sub edx,4 // Adjust by -4.
mov [pvTextureBitmapAdj],edx // Base of texture - 4.
//
// Setup:
//
// mm2 = qMFactor = width,1,width,1
// mm3 = qUVMasks
// mm6 = uvslope
//
movd mm0,[iTexWidth] // 0,0,0,Width
movd mm2,[u4OneOne] // 0,0,1,1
movq mm3,[qUVMasks] // Load texture masks
punpcklwd mm0,mm0 // 0,0,Width,Width
movq mm6,[pfxDeltaTex] // Load texture slopes.
punpcklwd mm2,mm0 // Width,1,Width,1
movq mm7,[eax]TBumpLinear.indCoord.pfIndex
//
// Iterate through the scanlines that intersect the subtriangle.
//
Y_LOOP:
mov ebx,[bEvenScanlinesOnly]
mov edx,[esi]CDrawPolygonBase.iY
// Check for odd scan lines here and skip if even
and edx,ebx
jnz END_OF_SCANLINE
mov ebx,[eax]TBumpLinear.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 esi,[edx + ecx*2]
sub edi,ebx
jge END_OF_SCANLINE // no pixels to draw
//---------------------------------------------------------------------------
// Draw the scanline.
//
// eax = texel1 temp ebx = texel2 temp
// ecx = texel1 temp edx = texture_ptr/texel2 temp
// esi = base of scanline edi = pixel_offset & count
// ebp = clut_ptr/bump_ptr/temp
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = uvmask
// mm4 = ? mm5 = ?
// mm6 = uvslope mm7 = uv (stepped once)
//
pf2id (m7,m7) // Convert texture values to 16.16 fixed.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
movq mm0,mm7 // Copy U1,V1
paddd mm7,mm6 // Step U,V
psrad mm0,16 // Shift for integer U1,V1
movq mm1,mm7 // Copy U2,V2
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values
pand mm0,mm3 // Mask for tiling
pmaddwd mm0,mm2 // Compute texture indicies
movq [qIndexTemp],mm0 // Save texture indicies.
//
// 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.
//
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 1.
movq mm0,mm7 // Copy U1,V1
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 1 color
sub ecx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
psrad mm0,16 // Shift for integer U1,V1
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
packssdw mm1,mm0 // Pack integer texture values.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
movq mm0,mm1 // Move packed values back into mm0.
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
pand mm0,mm3 // Mask for tiling
shr eax,2 // Shift off lower 2 bits.
pmaddwd mm0,mm2 // Compute texture indicies.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 1.
movq [qIndexTemp],mm0 // Save texture indicies.
mov [esi + edi*2 - 2],ax // Store pixel 1
ALIGNED2:
and eax,7
jz ALIGNED4
add edi,2 // Two pixels left?
jge FINISH_REMAINDER2
//
// Do two pixels for alignment.
//
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
psrad mm0,16 // Shift for integer U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
paddd mm7,mm6 // Step U,V
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
psrad mm1,16 // Shift for integer U2,V2
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
packssdw mm0,mm1 // Pack integer texture values.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
pand mm0,mm3 // Mask for tiling
shr eax,2 // Shift off lower 2 bits.
pmaddwd mm0,mm2 // Compute texture indicies.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
movq [qIndexTemp],mm0 // Save texture indicies.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
mov [esi + edi*2 - 4],ebx // Store pixels
ALIGNED4:
add edi,4
jl INNER_LOOP_4P // Four pixles left?
jmp FINISH_REMAINDER4
// Align start of loop to 4 past the beginning of a cache line.
ALIGN 16
nop
ALIGN 16
nop
nop
nop
nop
//
// Do four pixels at a time.
//
// qIndexTemp = texture indices.
// mm7 is stepped once.
//
INNER_LOOP_4P:
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
psrad mm0,16 // Shift for integer U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
paddd mm7,mm6 // Step U,V
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
psrad mm1,16 // Shift for integer U2,V2
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
packssdw mm0,mm1 // Pack integer texture values.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
pand mm0,mm3 // Mask for tiling
shr eax,2 // Shift off lower 2 bits.
pmaddwd mm0,mm2 // Compute texture indicies.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
movq [qIndexTemp],mm0 // Save texture indicies.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
movd mm4,ebx // Copy into MMX reg.
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
movq mm0,mm7 // Copy U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
psrad mm0,16 // Shift for integer U1,V1
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
paddd mm7,mm6 // Step U,V
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
movq mm1,mm7 // Copy U2,V2
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
psrad mm1,16 // Shift for integer U2,V2
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
packssdw mm0,mm1 // Pack integer texture values.
shr eax,2 // Shift off lower 2 bits.
pand mm0,mm3 // Mask for tiling
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
pmaddwd mm0,mm2 // Compute texture indicies.
shl eax,16 // Shift pixel 2 up.
movq [qIndexTemp],mm0 // Save texture indicies.
or ebx,eax // Combine pixels.
movd mm5,ebx // Copy into MMX reg.
punpckldq mm4,mm5 // Combine all four pixels.
movq [esi + edi*2 - 8],mm4 // Store 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
//
// Four pixels left, step co-ordinates twice.
//
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
psrad mm0,16 // Shift for integer U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
paddd mm7,mm6 // Step U,V
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
psrad mm1,16 // Shift for integer U2,V2
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
packssdw mm0,mm1 // Pack integer texture values.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
pand mm0,mm3 // Mask for tiling
shr eax,2 // Shift off lower 2 bits.
pmaddwd mm0,mm2 // Compute texture indicies.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
movq [qIndexTemp],mm0 // Save texture indicies.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
movd mm4,ebx // Copy into MMX reg.
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
shr eax,2 // Shift off lower 2 bits.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
movd mm5,ebx // Copy into MMX reg.
punpckldq mm4,mm5 // Combine all four pixels.
movq [esi - 8],mm4 // Store pixels
jmp END_OF_SCANLINE
THREE_OR_LESS:
sub edi,2
jge FINISH_REMAINDER2
//
// Three pixels left, step co-ordinates twice.
//
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movq mm0,mm7 // Copy U1,V1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
psrad mm0,16 // Shift for integer U1,V1
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
paddd mm7,mm6 // Step U,V
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
psrad mm1,16 // Shift for integer U2,V2
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
packssdw mm0,mm1 // Pack integer texture values.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
pand mm0,mm3 // Mask for tiling
shr eax,2 // Shift off lower 2 bits.
pmaddwd mm0,mm2 // Compute texture indicies.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
movq [qIndexTemp],mm0 // Save texture indicies.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
mov [esi - 6],ebx // Store pixels
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 1 color
sub ecx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
shr eax,2 // Shift off lower 2 bits.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 1.
mov [esi - 2],ax // Store pixel 1
jmp END_OF_SCANLINE
FINISH_REMAINDER2:
//
// One pixel (edi == 1) or two pixels (edi == 0) left.
//
jnz ONE_PIXEL_LEFT
//
// Two pixels left, don't step texture co-ordinates.
//
mov eax,dword ptr[qIndexTemp + 4] // Get texture index 2
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 2.
movzx edx,word ptr[edx + ebx*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 2 color
mov ebx,0 // Clear ebx
mov bl,dh // Copy texel 1 color
sub ecx,ebp // Subtract light theta 2.
sub edx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
and edx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 2.
mov bh,byte ptr[ebp + edx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
mov edx,[pvTextureBitmapAdj] // Base of texture - 4.
shr eax,2 // Shift off lower 2 bits.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 2.
shr ebx,2 // Shift off lower 2 bits.
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 1.
shl eax,16 // Shift pixel 2 up.
or ebx,eax // Combine pixels.
mov [esi - 4],ebx // Store pixels
jmp short END_OF_SCANLINE
ONE_PIXEL_LEFT:
//
// One pixel left, don't step texture co-ordinates.
//
mov eax,dword ptr[qIndexTemp] // Get texture index 1
movzx ecx,word ptr[edx + eax*2 + 4] // Lookup texel 1.
mov ebp,[u4LightTheta] // Load light theta.
mov eax,0 // Clear eax
mov al,ch // Copy texel 1 color
sub ecx,ebp // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversionAdj] // Base of CLUT - 4.
shr eax,2 // Shift off lower 2 bits.
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 1.
mov [esi - 2],ax // Store pixel 1
// -------------------------------------------------------------------------
// Increment the base edge.
//
END_OF_SCANLINE:
mov eax,[pscanGlbl]
movq mm1,[pf_texture_inc]
movq mm7,[eax]TBumpLinear.indCoord.pfIndex
mov ebx,[eax]TBumpLinear.fxXDifference
pfadd (m7,m1)
add ebx,[fx_diff]
jge short NO_UNDERFLOW
// Undeflow of fxXDifference.
add ebx,0x00010000
movq mm1,[pfNegD]
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]
pfadd (m7,m1)
EDGE_DONE:
// Store modified variables and do looping.
// Step length, line starting address.
mov esi,[pdtriGlbl]
mov [eax]TBumpLinear.fxXDifference,ebx
movq [eax]TBumpLinear.indCoord.pfIndex,mm7
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]TBumpLinear.fxX
mov edx,[fx_inc]
add ecx,edx
mov edx,[esi]CDrawPolygonBase.iY
mov [eax]TBumpLinear.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 (iBUMPMAP_RESOLUTION == 32) // if (iBUMPMAP_RESOLUTION == 16)
//*****************************************************************************************
//
// Bumpmapped, Perspective correct and Transparent for 16 bit screen.
//
void DrawSubtriangle(TBumpPerspTrans* pscan, CDrawPolygon<TBumpPerspTrans>* pdtri)
{
typedef TBumpPerspTrans::TIndex prevent_internal_compiler_errors;
::fixed fx_inc;
::fixed fx_diff;
TBumpPerspTrans* plinc = &pdtri->pedgeBase->lineIncrement;
__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;
// 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]TBumpPerspTrans.fxX
mov edx,[eax]TBumpPerspTrans.fxXDifference
mov fx_inc,ebx
movq mm0,[eax]TBumpPerspTrans.indCoord.fUInvZ
mov fx_diff,edx
mov ebx,[eax]TBumpPerspTrans.indCoord.fInvZ
movq [tvEdgeStep.UInvZ],mm0
mov [tvEdgeStep.InvZ],ebx
//
// Setup:
// QWORD qMFactor = width,1,width,1
// Load global texture values.
//
movd mm3,[iTexWidth] // 0,0,0,Width
movd mm4,[u4OneOne] // 0,0,1,1
punpcklwd mm3,mm3 // 0,0,Width,Width
punpcklwd mm4,mm3 // Width,1,Width,1
movq mm0,[ecx]TBumpPerspTrans.indCoord.fUInvZ // mm0 = (V/Z,U/Z)
movq [qMFactor],mm4 // Save mfactor
movd mm1,[ecx]TBumpPerspTrans.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
// Check to see if we sould skip this scanline.
and eax,ebx
jnz END_OF_SCANLINE
//
// Setup for prespective correction and looping.
#ifdef __MWERKS__
#define SLTYPE TBumpPerspTrans
#include "psprologue3.inl"
#else
PERSPECTIVE_SCANLINE_PROLOGUE_3DX(TBumpPerspTrans)
#endif
SUBDIVISION_LOOP:
//---------------------------------------------------------------------------
// Draw the subdivision.
//
// mm6,mm7 = texture values.
//
// Setup registers:
//
// eax = texel1 temp ebx = texel2 temp
// ecx = texel1 temp edx = dest_base_ptr
// esi = texure base/temp edi = pixel_offset & count
// ebp = clut/bump temp
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = uvmask
// mm4 = ??? mm5 = ???
// mm6 = uvslope mm7 = uv (stepped once)
//
movq mm0,mm7 // Copy U1,V1
paddd mm7,mm6 // Step U,V
psrad mm0,16 // Shift for integer U1,V1
movq mm1,mm7 // Copy U2,V2
psrad mm1,16 // Shift for integer U2,V2
movq mm3,[qUVMasks] // Load texture masks
packssdw mm0,mm1 // Pack integer texture values
movq mm2,[qMFactor] // Load texture multipliers
pand mm0,mm3 // Mask for tiling
pmaddwd mm0,mm2 // Compute texture indici
movq [qIndexTemp],mm0 // Save texture 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 9 past the beginning of a cache line.
ALIGN 16
nop
nop
nop
nop
nop
nop
nop
nop
nop
//
// Do two pixels at a time.
//
// mm0 = packed & masked U1,V1,U2,V2
// mm7 is stepped once.
//
INNER_LOOP_2P:
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
movq mm0,mm7 // Copy U1,V1
mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
psrad mm0,16 // Shift for integer U1,V1
mov esi,dword ptr[esi + ebx*4] // Lookup texel 2.
paddd mm7,mm6 // Step U,V
mov eax,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebx,esi // Copy texel 2
sub esi,[u4LightTheta] // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr eax,24 // Shift color value down.
shr ebx,24 // Shift color value down.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov bh,byte ptr[ebp + esi] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov ebp,[pvClutConversion] // Base of CLUT.
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values.
mov esi,[pvTextureBitmap] // Base of texture.
pand mm0,mm3 // Mask for tiling
pmaddwd mm0,mm2 // Compute texture indicies.
movq [qIndexTemp],mm0 // Save texture indicies.
test al,al // Test for transparency.
jz short PIXEL1_TRANSPARENT
mov ax,word ptr[ebp + eax*2] // Clut lookup 1.
mov [edx + edi*2 - 4],ax // Store pixel 1
PIXEL1_TRANSPARENT:
test bl,bl // Test for transparency.
jz short PIXEL2_TRANSPARENT
mov bx,word ptr[ebp + ebx*2] // Clut lookup 2.
mov [edx + edi*2 - 2],bx // Store pixel 2
PIXEL2_TRANSPARENT:
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 co-ordinates once.
//
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
mov esi,dword ptr[esi + ebx*4] // Lookup texel 2.
mov eax,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebx,esi // Copy texel 2
sub esi,[u4LightTheta] // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr eax,24 // Shift color value down.
shr ebx,24 // Shift color value down.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov bh,byte ptr[ebp + esi] // Bump map intensity lookup 2.
mov ebp,[pvClutConversion] // Base of CLUT.
test al,al // Test for transparency.
jz short PIXEL1_TRANSPARENT_END
mov ax,word ptr[ebp + eax*2] // Clut lookup 1.
mov [edx + edi*2 - 4],ax // Store pixel 1
PIXEL1_TRANSPARENT_END:
test bl,bl // Test for transparency.
jz short PIXEL2_TRANSPARENT_END
mov bx,word ptr[ebp + ebx*2] // Clut lookup 2.
mov [edx + edi*2 - 2],bx // Store pixel 2
PIXEL2_TRANSPARENT_END:
mov eax,[i_pixel] // Load remaining length.
jmp short END_OF_SPAN
ONE_PIXEL_LEFT:
//
// One pixel left, don't step texture co-ordinates.
//
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
mov ecx,dword ptr[esi + ebx*4] // Lookup texel 1.
mov ebx,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr ebx,24 // Shift color value down.
mov eax,[i_pixel] // Load remaining length.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov bh,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversion] // Base of CLUT.
test bl,bl // Test for transparency.
jz short END_OF_SPAN
mov bx,word ptr[ebp + ebx*2] // Clut lookup 1.
mov [edx + edi*2 - 4],bx // Store pixel 1
END_OF_SPAN:
// See if there are any pixels left.
cmp eax,0
jz 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
//
// 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]TBumpPerspTrans.fxX.i4Fx
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,edx
mov ebx,[ecx]TBumpPerspTrans.fxXDifference.i4Fx
mov [esi]CDrawPolygonBase.iLineStartIndex,edi
// Step edge values.
movq mm0,[ecx]TBumpPerspTrans.indCoord.fUInvZ
movq mm2,[tvEdgeStep.UInvZ]
movd mm1,[ecx]TBumpPerspTrans.indCoord.fInvZ
movd mm3,[tvEdgeStep.InvZ]
pfadd (m0,m2)
mov edi,[fx_diff]
pfadd (m1,m3)
add eax,[fx_inc]
add ebx,edi
jge short NO_UNDERFLOW
// Underflow.
// Add borrow/carry adjustments to U,V,Z.
movq mm2,[tvNegAdj.UInvZ]
add ebx,0x00010000
movd mm3,[tvNegAdj.InvZ]
pfadd (m0,m2)
pfadd (m1,m3)
jmp short FINISH_LOOPING
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short FINISH_LOOPING
// Overflow.
// Add borrow/carry adjustments to U,V,Z.
movq mm2,[tvNegAdj.UInvZ]
sub ebx,0x00010000
movd mm3,[tvNegAdj.InvZ]
pfadd (m0,m2)
pfadd (m1,m3)
FINISH_LOOPING:
// Save values and Y Loop control.
movq [ecx]TBumpPerspTrans.indCoord.fUInvZ,mm0
movd [ecx]TBumpPerspTrans.indCoord.fInvZ,mm1
mov [ecx]TBumpPerspTrans.fxX.i4Fx,eax
mov edx,[esi]CDrawPolygonBase.iY
mov [ecx]TBumpPerspTrans.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
}
}
//*****************************************************************************************
//
// Bumpmapped and Perspective correct for 16 bit screen.
//
void DrawSubtriangle(TBumpPersp* pscan, CDrawPolygon<TBumpPersp>* pdtri)
{
typedef TBumpPersp::TIndex prevent_internal_compiler_errors;
::fixed fx_inc;
::fixed fx_diff;
TBumpPersp* plinc = &pdtri->pedgeBase->lineIncrement;
__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;
// 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]TBumpPersp.fxX
mov edx,[eax]TBumpPersp.fxXDifference
mov fx_inc,ebx
movq mm0,[eax]TBumpPersp.indCoord.fUInvZ
mov fx_diff,edx
mov ebx,[eax]TBumpPersp.indCoord.fInvZ
movq [tvEdgeStep.UInvZ],mm0
mov [tvEdgeStep.InvZ],ebx
//
// Setup:
// QWORD qMFactor = width,1,width,1
// Load global texture values.
//
movd mm3,[iTexWidth] // 0,0,0,Width
movd mm4,[u4OneOne] // 0,0,1,1
punpcklwd mm3,mm3 // 0,0,Width,Width
punpcklwd mm4,mm3 // Width,1,Width,1
movq mm0,[ecx]TBumpPersp.indCoord.fUInvZ // mm0 = (V/Z,U/Z)
movq [qMFactor],mm4 // Save mfactor
movd mm1,[ecx]TBumpPersp.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
// Check to see if we sould skip this scanline.
and eax,ebx
jnz END_OF_SCANLINE
//
// Setup for prespective correction and looping.
#ifdef __MWERKS__
#define SLTYPE TBumpPersp
#include "psprologue3.inl"
#else
PERSPECTIVE_SCANLINE_PROLOGUE_3DX(TBumpPersp)
#endif
SUBDIVISION_LOOP:
//---------------------------------------------------------------------------
// Draw the subdivision.
//
// mm6,mm7 = texture values.
//
// Setup registers:
//
// eax = texel1 temp ebx = texel2 temp
// ecx = texel1 temp edx = dest_base_ptr
// esi = texure base/temp edi = pixel_offset & count
// ebp = clut/bump temp
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = uvmask
// mm6 = uvslope mm7 = uv (stepped once)
//
movq mm0,mm7 // Copy U1,V1
paddd mm7,mm6 // Step U,V
psrad mm0,16 // Shift for integer U1,V1
movq mm1,mm7 // Copy U2,V2
psrad mm1,16 // Shift for integer U2,V2
movq mm3,[qUVMasks] // Load texture masks
packssdw mm0,mm1 // Pack integer texture values
movq mm2,[qMFactor] // Load texture multipliers
pand mm0,mm3 // Mask for tiling
pmaddwd mm0,mm2 // Compute texture indici
movq [qIndexTemp],mm0 // Save texture 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 9 past the beginning of a cache line.
ALIGN 16
nop
nop
nop
nop
nop
nop
nop
nop
nop
//
// Do two pixels at a time.
//
// mm0 = packed & masked U1,V1,U2,V2
// mm7 is stepped once.
//
INNER_LOOP_2P:
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
movq mm0,mm7 // Copy U1,V1
mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
psrad mm0,16 // Shift for integer U1,V1
mov esi,dword ptr[esi + ebx*4] // Lookup texel 2.
paddd mm7,mm6 // Step U,V
mov eax,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebx,esi // Copy texel 2
sub esi,[u4LightTheta] // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr eax,24 // Shift color value down.
shr ebx,24 // Shift color value down.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov bh,byte ptr[ebp + esi] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov ebp,[pvClutConversion] // Base of CLUT.
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values.
sub ebp,4 // Force offset for movzx (was a nop)
mov esi,[pvTextureBitmap] // Base of texture.
pand mm0,mm3 // Mask for tiling
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 1.
pmaddwd mm0,mm2 // Compute texture indicies.
mov [edx + edi*2 - 4],ax // Store pixel 1
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 2.
movq [qIndexTemp],mm0 // Save texture indicies.
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 co-ordinates once.
//
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
mov esi,dword ptr[esi + ebx*4] // Lookup texel 2.
mov eax,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebx,esi // Copy texel 2
sub esi,[u4LightTheta] // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr eax,24 // Shift color value down.
shr ebx,24 // Shift color value down.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov bh,byte ptr[ebp + esi] // Bump map intensity lookup 2.
mov ebp,[pvClutConversion] // Base of CLUT.
dec ebp // Force offset for movzx (was a nop)
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup 1.
mov [edx + edi*2 - 4],ax // Store pixel 1
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup 2.
mov [edx + edi*2 - 2],bx // Store pixel 2
mov eax,[i_pixel] // Load remaining length.
jmp short END_OF_SPAN
ONE_PIXEL_LEFT:
//
// One pixel left, don't step texture co-ordinates.
//
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
mov ecx,dword ptr[esi + ebx*4] // Lookup texel 1.
mov ebx,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr ebx,24 // Shift color value down.
mov eax,[i_pixel] // Load remaining length.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov bh,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversion] // Base of CLUT.
dec ebp // Force offset for movzx (was a nop)
mov bx,word ptr[ebp + ebx*2 + 1] // Clut lookup 1.
mov [edx + edi*2 - 4],bx // Store pixel 1
END_OF_SPAN:
// See if there are any pixels left.
cmp eax,0
jz 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
//
// 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]TBumpPersp.fxX.i4Fx
mov [esi]CDrawPolygonBase.fxLineLength.i4Fx,edx
mov ebx,[ecx]TBumpPersp.fxXDifference.i4Fx
mov [esi]CDrawPolygonBase.iLineStartIndex,edi
// Step edge values.
movq mm0,[ecx]TBumpPersp.indCoord.fUInvZ
movq mm2,[tvEdgeStep.UInvZ]
movd mm1,[ecx]TBumpPersp.indCoord.fInvZ
movd mm3,[tvEdgeStep.InvZ]
pfadd (m0,m2)
mov edi,[fx_diff]
pfadd (m1,m3)
add eax,[fx_inc]
add ebx,edi
jge short NO_UNDERFLOW
// Underflow.
// Add borrow/carry adjustments to U,V,Z.
movq mm2,[tvNegAdj.UInvZ]
add ebx,0x00010000
movd mm3,[tvNegAdj.InvZ]
pfadd (m0,m2)
pfadd (m1,m3)
jmp short FINISH_LOOPING
NO_UNDERFLOW:
cmp ebx,0x00010000
jl short FINISH_LOOPING
// Overflow.
// Add borrow/carry adjustments to U,V,Z.
movq mm2,[tvNegAdj.UInvZ]
sub ebx,0x00010000
movd mm3,[tvNegAdj.InvZ]
pfadd (m0,m2)
pfadd (m1,m3)
FINISH_LOOPING:
// Save values and Y Loop control.
movq [ecx]TBumpPersp.indCoord.fUInvZ,mm0
movd [ecx]TBumpPersp.indCoord.fInvZ,mm1
mov [ecx]TBumpPersp.fxX.i4Fx,eax
mov edx,[esi]CDrawPolygonBase.iY
mov [ecx]TBumpPersp.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
}
}
//*****************************************************************************************
//
// Bumpmapped, Linear and transparent for 16 bit screen.
//
void DrawSubtriangle(TBumpLinearTrans* pscan, CDrawPolygon<TBumpLinearTrans>* pdtri)
{
typedef TBumpLinearTrans::TIndex prevent_internal_compiler_errors;
static CDrawPolygon<TBumpLinearTrans>* pdtriGlbl;
static TBumpLinearTrans* pscanGlbl;
static PackedFloatUV pf_texture_inc;
TBumpLinearTrans* plinc = &pdtri->pedgeBase->lineIncrement;
__asm
{
// Get ready to do MMX/3DX.
femms
mov edi,[plinc] // Pointer to scanline increment.
push ebp
mov esi,[pdtri] // Pointer to polygon object.
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]TBumpLinearTrans.fxX
mov pscanGlbl,eax
mov ecx,[edi]TBumpLinearTrans.fxXDifference
mov fx_inc,ebx
movq mm0,[edi]TBumpLinearTrans.indCoord.pfIndex
mov fx_diff,ecx
movq [pf_texture_inc],mm0
//
// Setup:
//
// mm2 = qMFactor = width,1,width,1
// mm3 = qUVMasks
// mm6 = uvslope
//
movd mm0,[iTexWidth] // 0,0,0,Width
movd mm2,[u4OneOne] // 0,0,1,1
movq mm3,[qUVMasks] // Load texture masks
punpcklwd mm0,mm0 // 0,0,Width,Width
movq mm6,[pfxDeltaTex] // Load texture slopes.
punpcklwd mm2,mm0 // Width,1,Width,1
movq mm7,[eax]TBumpLinearTrans.indCoord.pfIndex
//
// Iterate through the scanlines that intersect the subtriangle.
//
Y_LOOP:
mov ebx,[bEvenScanlinesOnly]
mov edx,[esi]CDrawPolygonBase.iY
// Check for odd scan lines here and skip if even
and edx,ebx
jnz short END_OF_SCANLINE
mov ebx,[eax]TBumpLinearTrans.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.
//
// eax = texel1 temp ebx = texel2 temp
// ecx = texel1 temp edx = dest_base_ptr
// esi = texure base/temp edi = pixel_offset & count
// ebp = clut/bump temp
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = uvmask
// mm6 = uvslope mm7 = uv (stepped once)
//
pf2id (m7,m7) // Convert texture values to 16.16 fixed.
mov esi,[pvTextureBitmap] // Load texture ponter.
movq mm0,mm7 // Copy U1,V1
paddd mm7,mm6 // Step U,V
psrad mm0,16 // Shift for integer U1,V1
movq mm1,mm7 // Copy U2,V2
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values
pand mm0,mm3 // Mask for tiling
pmaddwd mm0,mm2 // Compute texture indicies
movq [qIndexTemp],mm0 // Save texture 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 9 past the beginning of a cache line.
ALIGN 16
nop
nop
nop
nop
nop
nop
nop
nop
nop
//
// Do two pixels at a time.
//
// mm0 = packed & masked U1,V1,U2,V2
// mm7 is stepped once.
//
INNER_LOOP_2P:
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
movq mm0,mm7 // Copy U1,V1
mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
psrad mm0,16 // Shift for integer U1,V1
mov esi,dword ptr[esi + ebx*4] // Lookup texel 2.
paddd mm7,mm6 // Step U,V
mov eax,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebx,esi // Copy texel 2
sub esi,[u4LightTheta] // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr eax,24 // Shift color value down.
shr ebx,24 // Shift color value down.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov bh,byte ptr[ebp + esi] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov ebp,[pvClutConversion] // Base of CLUT.
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values.
mov esi,[pvTextureBitmap] // Base of texture.
pand mm0,mm3 // Mask for tiling
pmaddwd mm0,mm2 // Compute texture indicies.
movq [qIndexTemp],mm0 // Save texture indicies.
test al,al // Test for transparency.
jz short PIXEL1_TRANSPARENT
mov ax,word ptr[ebp + eax*2] // Clut lookup 1.
mov [edx + edi*2 - 4],ax // Store pixel 1
PIXEL1_TRANSPARENT:
test bl,bl // Test for transparency.
jz short PIXEL2_TRANSPARENT
mov bx,word ptr[ebp + ebx*2] // Clut lookup 2.
mov [edx + edi*2 - 2],bx // Store pixel 2
PIXEL2_TRANSPARENT:
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.
//
mov eax,dword ptr[qIndexTemp] // Get texture index 1
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
mov esi,dword ptr[esi + ebx*4] // Lookup texel 2.
mov eax,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebx,esi // Copy texel 2
sub esi,[u4LightTheta] // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr eax,24 // Shift color value down.
shr ebx,24 // Shift color value down.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov bh,byte ptr[ebp + esi] // Bump map intensity lookup 2.
mov ebp,[pvClutConversion] // Base of CLUT.
test al,al // Test for transparency.
jz short PIXEL1_TRANSPARENT_END
mov ax,word ptr[ebp + eax*2] // Clut lookup 1.
mov [edx + edi*2 - 4],ax // Store pixel 1
PIXEL1_TRANSPARENT_END:
test bl,bl // Test for transparency.
jz short END_OF_SCANLINE
mov bx,word ptr[ebp + ebx*2] // Clut lookup 2.
mov [edx + edi*2 - 2],bx // Store pixel 2
jmp short END_OF_SCANLINE
ONE_PIXEL_LEFT:
//
// One pixel left.
//
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
mov ecx,dword ptr[esi + ebx*4] // Lookup texel 1.
mov ebx,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr ebx,24 // Shift color value down.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov bh,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversion] // Base of CLUT.
test bl,bl // Test for transparency.
jz short END_OF_SCANLINE
mov bx,word ptr[ebp + ebx*2] // Clut lookup 1.
mov [edx + edi*2 - 4],bx // Store pixel 1
// -------------------------------------------------------------------------
// Increment the base edge.
//
END_OF_SCANLINE:
mov eax,[pscanGlbl]
movq mm1,[pf_texture_inc]
movq mm7,[eax]TBumpLinearTrans.indCoord.pfIndex
mov ebx,[eax]TBumpLinearTrans.fxXDifference
pfadd (m7,m1)
add ebx,[fx_diff]
jge short NO_UNDERFLOW
// Undeflow of fxXDifference.
add ebx,0x00010000
movq mm1,[pfNegD]
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]
pfadd (m7,m1)
EDGE_DONE:
// Store modified variables and do looping.
// Step length, line starting address.
mov esi,[pdtriGlbl]
mov [eax]TBumpLinearTrans.fxXDifference,ebx
movq [eax]TBumpLinearTrans.indCoord.pfIndex,mm7
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]TBumpLinearTrans.fxX
mov edx,[fx_inc]
add ecx,edx
mov edx,[esi]CDrawPolygonBase.iY
mov [eax]TBumpLinearTrans.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
}
}
//*****************************************************************************************
//
// Bumpmapped and Linear for 16 bit screen.
//
void DrawSubtriangle(TBumpLinear* pscan, CDrawPolygon<TBumpLinear>* pdtri)
{
typedef TBumpLinear::TIndex prevent_internal_compiler_errors;
static CDrawPolygon<TBumpLinear>* pdtriGlbl;
static TBumpLinear* pscanGlbl;
static PackedFloatUV pf_texture_inc;
TBumpLinear* plinc = &pdtri->pedgeBase->lineIncrement;
__asm
{
// Get ready to do MMX/3DX.
femms
mov edi,[plinc] // Pointer to scanline increment.
push ebp
mov esi,[pdtri] // Pointer to polygon object.
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]TBumpLinear.fxX
mov pscanGlbl,eax
mov ecx,[edi]TBumpLinear.fxXDifference
mov fx_inc,ebx
movq mm0,[edi]TBumpLinear.indCoord.pfIndex
mov fx_diff,ecx
movq [pf_texture_inc],mm0
//
// Setup:
//
// mm2 = qMFactor = width,1,width,1
// mm3 = qUVMasks
// mm6 = uvslope
//
movd mm0,[iTexWidth] // 0,0,0,Width
movd mm2,[u4OneOne] // 0,0,1,1
movq mm3,[qUVMasks] // Load texture masks
punpcklwd mm0,mm0 // 0,0,Width,Width
movq mm6,[pfxDeltaTex] // Load texture slopes.
punpcklwd mm2,mm0 // Width,1,Width,1
movq mm7,[eax]TBumpLinear.indCoord.pfIndex
//
// Iterate through the scanlines that intersect the subtriangle.
//
Y_LOOP:
mov ebx,[bEvenScanlinesOnly]
mov edx,[esi]CDrawPolygonBase.iY
// Check for odd scan lines here and skip if even
and edx,ebx
jnz short END_OF_SCANLINE
mov ebx,[eax]TBumpLinear.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.
//
// eax = texel1 temp ebx = texel2 temp
// ecx = texel1 temp edx = dest_base_ptr
// esi = texure base/temp edi = pixel_offset & count
// ebp = clut/bump temp
//
// mm0 = temp mm1 = temp
// mm2 = mfactor mm3 = uvmask
// mm6 = uvslope mm7 = uv (stepped once)
//
pf2id (m7,m7) // Convert texture values to 16.16 fixed.
mov esi,[pvTextureBitmap] // Load texture ponter.
movq mm0,mm7 // Copy U1,V1
paddd mm7,mm6 // Step U,V
psrad mm0,16 // Shift for integer U1,V1
movq mm1,mm7 // Copy U2,V2
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values
pand mm0,mm3 // Mask for tiling
pmaddwd mm0,mm2 // Compute texture indicies
movq [qIndexTemp],mm0 // Save texture 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 9 past the beginning of a cache line.
ALIGN 16
nop
nop
nop
nop
nop
nop
nop
nop
nop
//
// Do two pixels at a time.
//
// mm0 = packed & masked U1,V1,U2,V2
// mm7 is stepped once.
//
INNER_LOOP_2P:
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
movq mm0,mm7 // Copy U1,V1
mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
psrad mm0,16 // Shift for integer U1,V1
mov esi,dword ptr[esi + ebx*4] // Lookup texel 2.
paddd mm7,mm6 // Step U,V
mov eax,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebx,esi // Copy texel 2
sub esi,[u4LightTheta] // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr eax,24 // Shift color value down.
shr ebx,24 // Shift color value down.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov bh,byte ptr[ebp + esi] // Bump map intensity lookup 2.
movq mm1,mm7 // Copy U2,V2
mov ebp,[pvClutConversion] // Base of CLUT.
psrad mm1,16 // Shift for integer U2,V2
packssdw mm0,mm1 // Pack integer texture values.
sub ebp,4 // Force offset for movzx (was a nop)
mov esi,[pvTextureBitmap] // Base of texture.
pand mm0,mm3 // Mask for tiling
movzx eax,word ptr[ebp + eax*2 + 4] // Clut lookup 1.
pmaddwd mm0,mm2 // Compute texture indicies.
mov [edx + edi*2 - 4],ax // Store pixel 1
movzx ebx,word ptr[ebp + ebx*2 + 4] // Clut lookup 2.
movq [qIndexTemp],mm0 // Save texture indicies.
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 co-ordinates once.
//
mov eax,dword ptr[qIndexTemp] // Get texture index 1
paddd mm7,mm6 // Step U,V
mov ebx,dword ptr[qIndexTemp + 4] // Get texture index 2
mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
mov esi,dword ptr[esi + ebx*4] // Lookup texel 2.
mov eax,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebx,esi // Copy texel 2
sub esi,[u4LightTheta] // Subtract light theta 2.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr eax,24 // Shift color value down.
shr ebx,24 // Shift color value down.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov ah,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
mov bh,byte ptr[ebp + esi] // Bump map intensity lookup 2.
mov ebp,[pvClutConversion] // Base of CLUT.
dec ebp // Force offset for movzx (was a nop)
movzx eax,word ptr[ebp + eax*2 + 1] // Clut lookup 1.
mov [edx + edi*2 - 4],ax // Store pixel 1
movzx ebx,word ptr[ebp + ebx*2 + 1] // Clut lookup 2.
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.
//
mov ebx,dword ptr[qIndexTemp] // Get texture index 1
mov ecx,dword ptr[esi + ebx*4] // Lookup texel 1.
mov ebx,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr ebx,24 // Shift color value down.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
mov bh,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov ebp,[pvClutConversion] // Base of CLUT.
dec ebp // Force offset for movzx (was a nop)
mov bx,word ptr[ebp + ebx*2 + 1] // Clut lookup 1.
mov [edx + edi*2 - 4],bx // Store pixel 1
// -------------------------------------------------------------------------
// Increment the base edge.
//
END_OF_SCANLINE:
mov eax,[pscanGlbl]
movq mm1,[pf_texture_inc]
movq mm7,[eax]TBumpLinear.indCoord.pfIndex
mov ebx,[eax]TBumpLinear.fxXDifference
pfadd (m7,m1)
add ebx,[fx_diff]
jge short NO_UNDERFLOW
// Undeflow of fxXDifference.
add ebx,0x00010000
movq mm1,[pfNegD]
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]
pfadd (m7,m1)
EDGE_DONE:
// Store modified variables and do looping.
// Step length, line starting address.
mov esi,[pdtriGlbl]
mov [eax]TBumpLinear.fxXDifference,ebx
movq [eax]TBumpLinear.indCoord.pfIndex,mm7
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]TBumpLinear.fxX
mov edx,[fx_inc]
add ecx,edx
mov edx,[esi]CDrawPolygonBase.iY
mov [eax]TBumpLinear.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
}
}
#endif // elif (iBUMPMAP_RESOLUTION == 32)
// Restore default section.
#pragma code_seg()