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

633 lines
18 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/DrawSubTriangleBumpTblEx.cpp $
*
* 6 97.11.04 10:59p Mmouni
* Linear version of primitives now use 3dx/mmx.
*
* 5 97.10.27 1:25p Mmouni
* Initial K6-3D version, copied from the Pentium versions.
*
* 6 97/10/12 21:40 Speter
* Changed BumpLookup.au1CosToIntensity to au1IntensityTrans.
*
* 5 9/01/97 8:02p Rwyatt
* ANDs added to enable tiling
*
* 4 97/07/18 3:29p Pkeet
* Removed use of the 'b_right' parameter from DrawSubTriangle.
*
* 3 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.)
*
* 2 7/14/97 12:36p Rwyatt
* Checkled in so Scott can move them....
*
* 2 7/14/97 12:36p Rwyatt
* Checkled in so Scott can move them....
*
* 1 7/07/97 7:26p Rwyatt
* Initial Implementation of Pentium Specific bump mapping
*
***********************************************************************************************
***********************************************************************************************
*
* 2 6/19/97 2:53p Mlange
* Moved Profile.hpp to Lib/Sys.
*
* 1 97/06/14 6:46p Pkeet
* Initial version.
*
* 17 97/06/12 5:56p Pkeet
* Added capability to render only every other scanline and to double the number of scanlines.
*
* 16 97/06/11 4:58p Pkeet
* Added opaque versions of the optimized copy primitives.
*
* 15 6/11/97 4:11p Rwyatt
* Removed 3 AGIs and 2 PRO stalls from the perspective primitive. These stalls were costing
* about 40 clocks and the net result is 50% speed increase!!!!!!!!
*
* 14 6/11/97 2:45p Rwyatt
* Removed 2 AGI stalls from the linear copy
*
* 13 6/11/97 2:04a Rwyatt
* Slight;y optimized, need to run through V-Tune so we can spot any stalls
*
* 12 6/10/97 10:02p Rwyatt
* Blazing linear transparent copy
*
* 11 6/10/97 4:34p Rwyatt
* Slightly optimized perspective copy primitive
*
* 10 97/06/10 2:27p Pkeet
* Moved the bumpmap routines into a seperate module.
*
* 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/Sys/Profile.hpp"
#include "Lib/View/Raster.hpp"
#include "Lib/Renderer/Primitives/DrawTriangle.hpp"
//
// Temporary Globals.
//
// Notes:
// These variables should be arraigned along with the external globals for maximum
// cache efficiency.
//
// Try to make variabels that would be local static so I do not need to use EBP to reference them.
// Variables that must be static can be force referenced by ESP if required.
// Note: the following static variables are declared in DrawSubTriangleBumpEx.cpp, which is
// included before me. These should be made global instead.
extern uint32 u4ClutIndex;
// Declared in DrawSubTriangleEx.cpp. Should be moved and renamed.
/*
static int i_x_from;
static int i_x_to;
static int i_screen_index;
static int i_pixel;
*/
//*****************************************************************************************
//
// Bumpmapped and Perspective correct for 16 bit screen.
//
void DrawSubtriangle(TBumpPerspTbl* pscan, CDrawPolygon<TBumpPerspTbl>* pdtri)
{
//
// Do self-modifications here.
//
uint32 u4_table_address = (uint32)au1IntensityTrans;
__asm
{
mov eax, [au1SubBumpToIntensity] // Load the pointer to the angle to intensity lookup table.
mov ebx, [pvClutConversion] // Clut conversion pointer.
mov ecx, [pvTextureBitmap]
mov edx, dword ptr[u4_table_address]
mov [MODIFY_FOR_ANGLETOINTENSITY-4], eax
mov [MODIFY_FOR_CLUT_CONVERSION-4], ebx
mov [MODIFY_FOR_TEXTUREPOINTER_A-4], ecx
add ecx, 3
mov [MODIFY_FOR_TEXTUREPOINTER_B-4], ecx
mov [MODIFY_FOR_BUMPMAP_TABLE - 4], edx
// scan line direction
cmp i4ScanlineDirection,0
jle short MDEC
// +ve
mov byte ptr [MODIFY_DIRECTION], 047h // inc edi
jmp short MDONE
MDEC:
// -ve
mov byte ptr [MODIFY_DIRECTION], 04Fh // dec edi
MDONE:
}
//
// Iterate through the scanlines that intersect the subtriangle.
//
do
{
if (bRIGHT_TO_LEFT)
{
i_x_from = (pscan->fxX.i4Fx - pdtri->fxLineLength.i4Fx)>>16;
i_x_to = (pscan->fxX.i4Fx)>>16;
i_screen_index = pdtri->iLineStartIndex + i_x_from - 1;
i_pixel = i_x_to - i_x_from;
}
else
{
i_x_from = (pscan->fxX.i4Fx)>>16;
i_x_to = (pscan->fxX.i4Fx + pdtri->fxLineLength.i4Fx)>>16;
i_screen_index = pdtri->iLineStartIndex + i_x_to;
i_pixel = i_x_from - i_x_to;
}
// Draw if there are pixels to draw.
if (i_x_to > i_x_from && !(bEvenScanlinesOnly && ((pdtri->iY & 1) == 0)))
{
// Get the start address for the scanline on the destination raster.
TBumpPerspTbl::TPixel* apix_screen = (TBumpPerspTbl::TPixel*)pdtri->prasScreen->pSurface;
apix_screen += i_screen_index;
TBumpPerspTbl::TIndex index(pscan->indCoord, i_pixel);
//
// Iterate left or right along the destination scanline depending on the sign of
// 'i4ScanlineDirection.'
//
for (;;)
{
// Do next subdivision.
int i_pixel_inner = index.i4StartSubdivision(i_pixel);
TBumpPerspTbl::TPixel* apix_screen_inner = apix_screen + i_pixel;
__asm
{
mov edi, i_pixel_inner
mov esi, [w2dTex]CWalk2D.uUFrac
mov ecx, [w2dTex]CWalk2D.uVFrac
mov edx, [w2dTex + 4]CWalk2D.iUVInt
push ebp
mov ebp, apix_screen_inner
jmp short BEGIN_INNER_LOOP
BEGIN_INNER_LOOP:
and edx, [u4TextureTileMask]
xor ebx, ebx
mov bl, byte ptr[edx*4 + 0x12345678]
MODIFY_FOR_TEXTUREPOINTER_B:
mov byte ptr[u4ClutIndex], bl
mov ebx, [edx*4 + 0x12345678]
MODIFY_FOR_TEXTUREPOINTER_A:
sub ebx, [u4LightTheta]
xor eax, eax
and ebx, iMASK_ANGLETABLE_LOOKUP
movzx ebx, byte ptr[ebx + 0x12345678]
MODIFY_FOR_ANGLETOINTENSITY:
movzx eax, byte ptr[ebx + 0x12345678]
MODIFY_FOR_BUMPMAP_TABLE:
shl eax, 8
xor ebx, ebx
add eax, [u4ClutIndex]
mov bx, word ptr[eax*2 + 0x12345678]
MODIFY_FOR_CLUT_CONVERSION:
// Add the V fractional values together and store the carry.
add ecx, [w2dDeltaTex]CWalk2D.uVFrac
sbb eax, eax
// Add the U fractional values, setting the carry flag.
add esi, [w2dDeltaTex]CWalk2D.uUFrac
// Add the integer values from the integer table, and add a possible carry.
adc edx, [w2dDeltaTex + eax*4 + 4]CWalk2D.iUVInt
mov word ptr[ebp + edi*2], bx
//
// Increment the inner loop screen index. This nop will get modified into
// an inc or dec edi
//
MODIFY_DIRECTION: nop
jnz short BEGIN_INNER_LOOP
// Store the modified variables.
pop ebp
mov [w2dTex]CWalk2D.uUFrac, esi
mov [w2dTex]CWalk2D.uVFrac, ecx
mov [w2dTex + 4]CWalk2D.iUVInt, edx
}
// Exit scanline routine if there are no more pixels to render.
if (i_pixel == 0)
break;
// Implement perspective correction.
index.UpdatePerspective(0);
}
}
// Increment the base edge.
++*pdtri->pedgeBase;
// Set the new length of the line to be rasterized.
pdtri->fxLineLength.i4Fx += pdtri->fxDeltaLineLength.i4Fx;
// Get new starting pixel TIndex for the scanline.
pdtri->iLineStartIndex += pdtri->prasScreen->iLinePixels;
}
while (++pdtri->iY < pdtri->iYTo);
}
//*****************************************************************************************
//
// Bumpmapped and Linear for 16 bit screen.
//
void DrawSubtriangle(TBumpLinearTbl* pscan, CDrawPolygon<TBumpLinearTbl>* pdtri)
{
//
// Do self-modifications here.
//
typedef TBumpLinearTbl::TIndex prevent_internal_compiler_errors;
static CDrawPolygon<TBumpLinear>* pdtriGlbl;
static TBumpLinearTbl* pscanGlbl;
static PackedFloatUV pf_texture_inc;
TBumpLinearTbl* 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]TBumpLinearTbl.fxX
mov pscanGlbl,eax
mov ecx,[edi]TBumpLinearTbl.fxXDifference
mov fx_inc,ebx
movq mm0,[edi]TBumpLinearTbl.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]TBumpLinearTbl.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]TBumpLinearTbl.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.
movzx ecx,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
movzx esi,byte ptr[ebp + esi] // Bump map intensity lookup 2.
mov ebp,[au1IntensityTrans] // Additional bump map shading.
mov ah,byte ptr[ebp + ecx] // Do additional lookup for intensity.
movq mm1,mm7 // Copy U2,V2
mov bh,byte ptr[ebp + esi] // Do additional lookup for intensity.
mov ebp,[pvClutConversion] // Base of CLUT.
psrad mm1,16 // Shift for integer U2,V2
mov esi,[pvTextureBitmap] // Base of texture.
packssdw mm0,mm1 // Pack integer texture values.
pand mm0,mm3 // Mask for tiling
movzx eax,word ptr[ebp + eax*2] // 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] // 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
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.
movzx ecx,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
and esi,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 2.
movzx esi,byte ptr[ebp + esi] // Bump map intensity lookup 2.
mov ebp,[au1IntensityTrans] // Additional bump map shading.
mov ah,byte ptr[ebp + ecx] // Do additional lookup.
mov bh,byte ptr[ebp + esi] // Do additional lookup.
mov ebp,[pvClutConversion] // Base of CLUT.
movzx eax,word ptr[ebp + eax*2] // Clut lookup 1.
mov [edx + edi*2 - 4],ax // Store pixel 1
movzx ebx,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, don't step texture co-ordinates.
//
mov eax,dword ptr[qIndexTemp] // Get texture index 1
mov ecx,dword ptr[esi + eax*4] // Lookup texel 1.
mov eax,ecx // Copy texel 1
sub ecx,[u4LightTheta] // Subtract light theta 1.
mov ebp,[au1SubBumpToIntensity] // Base of bump to intensity table.
shr eax,24 // Shift color value down.
and ecx,iMASK_ANGLETABLE_LOOKUP // Mask for bump map table index 1.
movzx ecx,byte ptr[ebp + ecx] // Bump map intensity lookup 1.
mov ebp,[au1IntensityTrans] // Additional bump map shading.
mov ah,byte ptr[ebp + ecx] // Do additional lookup.
mov ebp,[pvClutConversion] // Base of CLUT.
movzx eax,word ptr[ebp + eax*2] // Clut lookup 1.
mov [edx + edi*2 - 4],ax // Store pixel 1
// -------------------------------------------------------------------------
// Increment the base edge.
//
END_OF_SCANLINE:
mov eax,[pscanGlbl]
movq mm1,[pf_texture_inc]
movq mm7,[eax]TBumpLinearTbl.indCoord.pfIndex
mov ebx,[eax]TBumpLinearTbl.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]TBumpLinearTbl.fxXDifference,ebx
movq [eax]TBumpLinearTbl.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]TBumpLinearTbl.fxX
mov edx,[fx_inc]
add ecx,edx
mov edx,[esi]CDrawPolygonBase.iY
mov [eax]TBumpLinearTbl.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
}
}