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398 lines
11 KiB
398 lines
11 KiB
;-----------------------------------------------------------------------------
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;
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;
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; Monolith 16. Non-perspective 16 bit Z buffered X888
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;
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; Exactly the same as monolith 2 except color input is 32 bits and
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; output is 32 bits
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;
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;-----------------------------------------------------------------------------
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INCLUDE iammx.inc
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INCLUDE offs_acp.inc
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; Names are read LSB to MSB, so B5G6R5 means five bits of blue starting
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; at the LSB, then six bits of green, then five bits of red.
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;TBD check to see if this value is correct.
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COLOR_SHIFT equ 8
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.586
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.model flat
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; Big separating lines seperate code into span code
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; and loop code. If span and loop are not going to
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; end up being combined then it will be easy to
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; seperate the code.
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.data
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; Need externs for all of the variables that are needed for various beads
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EXTERN IncHighandLow16:MMWORD
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EXTERN UFracVFracMask:MMWORD
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EXTERN UV32to15Mask:MMWORD
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EXTERN Makelow16one:MMWORD
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EXTERN MaskKeepUValues:MMWORD
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EXTERN MaskKeepVValues:MMWORD
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EXTERN UFrac:MMWORD
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EXTERN VFrac:MMWORD
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EXTERN Zero:MMWORD
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EXTERN memD3DTFG_POINT:MMWORD
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EXTERN GiveUp:MMWORD
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EXTERN LastW:MMWORD
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EXTERN Val0x000a000a:MMWORD
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EXTERN Val0xffff:MMWORD
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EXTERN Val0x0000002000000020:MMWORD
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EXTERN Val0x0000ffff0000ffff:MMWORD
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EXTERN MaskRed565to888:MMWORD
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EXTERN MaskGreen565to888:MMWORD
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EXTERN MaskBlue565to888:MMWORD
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EXTERN MaskRed555to888:MMWORD
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EXTERN MaskGreen555to888:MMWORD
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EXTERN MaskBlue555to888:MMWORD
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EXTERN MaskAlpha1555to8888:MMWORD
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EXTERN MaskRed1555to8888:MMWORD
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EXTERN MaskGreen1555to8888:MMWORD
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EXTERN MaskBlue1555to8888:MMWORD
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; TBD. I think that I want to do 0xffff instead of 0xff. This will
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; have to be checked. There is a value very similiar to this in
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; buf write.
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EXTERN SetAlphato0xffff:MMWORD
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EXTERN SetAlphato0xff:MMWORD
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; TODO This equate are identical to the ones in texread.mas. Maybe they should be in a common .inc file.
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RedShift565to888 equ 8
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GreenShift565to888 equ 5
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BlueShift565to888 equ 3
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RedShift555to888 equ 9
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GreenShift555to888 equ 6
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BlueShift555to888 equ 3
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AlphaShift1555to8888 equ 16
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RedShift1555to8888 equ 9
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GreenShift1555to8888 equ 6
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BlueShift1555to8888 equ 3
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EXTERN Zero:MMWORD
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EXTERN DW_One_One:MMWORD
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EXTERN MaskOffAlpha:MMWORD
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EXTERN ShiftTA:MMWORD
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EXTERN Val0x00ff00ff00ff00ff:MMWORD
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EXTERN Val0x000000ff00ff00ff:MMWORD
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EXTERN Val0X0000000001000000:MMWORD
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EXTERN AlphaVal128:MMWORD
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EXTERN RGBVal128:MMWORD
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EXTERN g_uDitherValue:MMWORD
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EXTERN SetAlphato0xff:MMWORD
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EXTERN u888to565RedBlueMask:MMWORD
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EXTERN u888to565GreenMask:MMWORD
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EXTERN u888to565Multiplier:MMWORD
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EXTERN uVal0x000007ff03ff07ff:MMWORD
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EXTERN uVal0x0000078003c00780:MMWORD
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EXTERN u888to555RedBlueMask:MMWORD
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EXTERN u888to555GreenMask:MMWORD
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EXTERN u888to555Multiplier:MMWORD
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EXTERN uVal0x000007ff07ff07ff:MMWORD
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EXTERN uVal0x0000078007800780:MMWORD
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;-----------------------------------------------------------------------------
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; Span Variables
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uMaskU dq ?
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StackPos dd ?
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uSpans dd ?
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iShiftU dd ?
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iShiftPitch dd ?
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pBits dd ?
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;-----------------------------------------------------------------------------
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;-----------------------------------------------------------------------------
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; Loop Variables
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iSurfaceStep dd ?
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iZStep dd ?
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uPix dd ?
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;-----------------------------------------------------------------------------
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.code
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PUBLIC _MMXMLRast_16
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_MMXMLRast_16:
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push ebp
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mov StackPos, esp
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mov eax, esp
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sub esp, 0Ch ; This will need to change if stack frame size changes.
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push ebx
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push esi
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push edi
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; Put pCtx into ebx
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mov ebx, [eax+8]
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;PD3DI_RASTPRIM pP = pCtx->pPrim;
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mov ecx, [ebx+RASTCTX_pPrim]
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;while (pP)
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;{
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PrimLoop:
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cmp ecx, 0
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je ExitPrimLoop
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;UINT16 uSpans = pP->uSpans;
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movzx eax, word ptr [ecx+RASTPRIM_uSpans]
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mov uSpans, eax
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;PD3DI_RASTSPAN pS = (PD3DI_RASTSPAN)(pP + 1);
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mov ebp, ecx
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add ebp, SIZEOF_RASTPRIM
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SpanLoop:
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mov edx, uSpans
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mov eax, edx
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dec eax
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mov uSpans, eax
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test edx, edx
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jle ExitSpanLoop
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;pCtx->pfnBegin(pCtx, pP, pS);
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;-----------------------------------------------------------------------------
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; LoopAny code inserted here. This is to get rid of an extra
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; jump.
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;-----------------------------------------------------------------------------
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; Setup Code begins - get values to iterate
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movzx eax, word ptr [ebp+RASTSPAN_uPix]
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mov uPix, eax
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movq mm5, [ebp+RASTSPAN_iUoW1]
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; non perspective correct.
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psrad mm5, TEX_TO_FINAL_SHIFT
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movq [ebx+RASTCTX_SI+SPANITER_iU1], mm5
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mov dword ptr [ebx+RASTCTX_SI+SPANITER_iDW], 0
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mov word ptr [ebx+RASTCTX_SI+SPANITER_iSpecialW], 0
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mov eax, [ecx+RASTPRIM_uFlags]
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and eax, D3DI_RASTPRIM_X_DEC
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test eax, eax
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jz LeftToRightSpan
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mov eax, [ebx+RASTCTX_iZStep]
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neg eax
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mov iZStep, eax
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mov eax, [ebx+RASTCTX_iSurfaceStep]
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neg eax
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mov iSurfaceStep, eax
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jmp DoneSpanDirif
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LeftToRightSpan:
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mov eax, [ebx+RASTCTX_iZStep]
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mov iZStep, eax
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mov eax, [ebx+RASTCTX_iSurfaceStep]
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mov iSurfaceStep, eax
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DoneSpanDirif:
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;******************************************
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mov esi, [ebx+RASTCTX_pTexture]
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mov edx, [esi + SPANTEX_iShiftU]
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mov iShiftU, edx
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movzx edx, word ptr [esi + SPANTEX_iShiftPitch]
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mov iShiftPitch, edx
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movd mm0, dword ptr [esi+SPANTEX_uMaskU] ; Load U and V mask
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movq MMWORD PTR uMaskU, mm0
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mov edx, [esi+SPANTEX_pBits]
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mov pBits, edx
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mov edi, [ebp+RASTSPAN_pSurface]
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mov esi, [ebp+RASTSPAN_pZ]
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;******************************************
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PixelLoop:
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; Ztestcode
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; edx is uZ
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; eax is uZB
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; 16 bit unsigned format
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;UINT16 uZ = (UINT16)(pS->uZ>>15);
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;UINT16 uZB = *((UINT16*)pS->pZ);
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mov edx, [ebp+RASTSPAN_uZ]
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movd mm4, edx
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shr edx, 15
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movzx eax, word ptr [esi]
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;pS->uZ += pP->iDZDX;
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;if ((pCtx->iZXorMask)^(uZ > uZB))
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sub eax, edx
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paddd mm4, [ecx+RASTPRIM_iDZDX]
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movd [ebp+RASTSPAN_uZ], mm4
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xor eax, [ebx+RASTCTX_iZXorMask]
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test eax, eax
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js FailLabel
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mov word ptr [esi], dx
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; texturecode
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xor eax, eax
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; Doing UV calculation a little more accurate
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; Exactly like C code.
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; I iU and iV to the right not by (TEX_FINAL_SHIFT - iShiftU0) but by
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; (TEX_FINAL_SHIFT - iShiftU0 - 6). iShiftU0 = pTex->iShiftU - iLOD0
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; (TEX_FINAL_SHIFT - (pTex->iShiftU - iLOD0))
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; (TEX_FINAL_SHIFT + iLOD0 - pTex->iShiftU)
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; COMMENT1**
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; If textures have a max of 1024 then shiftU0 would be at most 10 which would
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; make (TEXT_FINAL_SHIFT - iShiftU - 6) at most zero. This is why I choose 6
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; It will also give bi-linear 6 bits of precision I think it was said that
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; only five was needed.
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;INT16 iShiftU0 = pTex->iShiftU - iLOD0;
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;INT16 iShiftV0 = pTex->iShiftV - iLOD0;
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movq mm5, MMWORD PTR Val0x000a000a ; This is TEX_FINAL_SHIFT - 6 = 10.
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;******************************************
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;movd mm4, [esi+SPANTEX_iShiftU]
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movd mm4, iShiftU
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;******************************************
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psubw mm5, mm4
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movq mm4, mm5
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pand mm5, MMWORD PTR Val0xffff
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psrld mm4, 16
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movd mm1, [ebx+RASTCTX_SI+SPANITER_iU1]
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psrad mm1, mm5
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movd mm2, [ebx+RASTCTX_SI+SPANITER_iV1]
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psrad mm2, mm4
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punpckldq mm1, mm2
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; Texture Pitch cannot be calculated so it must be looked up in the iShiftPitch table
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; ----------------- Start of hack
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; ATTENTION This is really hacked right now. Just to get it working
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; Pitch would be better for me, instead of pitch.
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; With actual pitch, this would be two moves and a .
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;******************************************
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;movzx edx, word ptr [esi+SPANTEX_iShiftPitch]
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mov edx, iShiftPitch
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;******************************************
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add edx, 16
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movd mm2, edx
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movq mm5, MMWORD ptr Makelow16one
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pslld mm5, mm2
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; ----------------- End of hack
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por mm5, MMWORD ptr Makelow16one
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; Make the low 16 bits of dword one
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; This helps in calculating texture address.
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; Gets U and V value into mm1 so that it can be mirrored, wrapped or
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; clamped. This can be done for two values in the point case
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; or four values in the bilinear case.
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;iU00 >>= 6;
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;iV00 >>= 6;
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psrad mm1, 6
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packssdw mm1, mm1 ; Value needs to be packed since all wrap/mirror
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; operations assume UV in low 32 bits.
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;UINT16 uMaskU0 = pTex->uMaskU >> iLOD0; UINT16 uMaskV0 = pTex->uMaskV >> iLOD0;
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; put mask in mm3 and replicate to match location for wrap/mirror/clamp
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pand mm1, MMWORD PTR uMaskU
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; Making other two cases for texture addressing has to be simplier than
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; this and not use so many registers. Puts U1 V0 U0 V1 into mm3.
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; TBD Make this better.
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; values are still stored as iV01, iU00, iV00, iU01
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movq mm4, mm1
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pmaddwd mm4, mm5 ; Throw in first address calculation.
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; Just to get it started. Calculate
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; iU0+iV1*iShiftU0 and iU1+iV0*iShiftU0
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; iV0 iU1 address should be done by now.
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movd eax, mm4
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shl eax, 2
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;add eax, [esi+SPANTEX_pBits]
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add eax, pBits
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;pCtx->SI.TexCol[0] = pCtx->pfnTexRead(iU00, iV00, pTex->iShiftU,
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; pTex->pBits[iLOD0], &pCtx->Texture[0]);
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; -------------------- In Monolithic version calls are inlined.
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;pcmpeqd mm5, mm5
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mov edx, dword ptr [eax]
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and edx, 000ffffffh ; Have to make alpha 0x00 in 32 bit cases.
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mov [edi], edx
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FailLabel:
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dec uPix ;// BUG BUG?? uPix should never start as zero should it?
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;// if so, this is a bug.
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jle ExitPixelLoop
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; Doing update code after span length test so that an extra update is not done.
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movq mm5, [ebp+RASTSPAN_iUoW1]
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paddd mm5, [ecx+RASTPRIM_iDUoW1DX]
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movq [ebp+RASTSPAN_iUoW1], mm5
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; mm5 still contains iUoW and iVoW which are the iU and iV values for
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; non perspective correct.
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psrad mm5, TEX_TO_FINAL_SHIFT
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movq [ebx+RASTCTX_SI+SPANITER_iU1], mm5
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add esi, iZStep
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add edi, iSurfaceStep
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jmp PixelLoop
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ExitPixelLoop:
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; Loop code ends
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;-----------------------------------------------------------------------------
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; LoopAny code ends here
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;-----------------------------------------------------------------------------
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;pS++;
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add ebp, SIZEOF_RASTSPAN
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;}
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jmp SpanLoop
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ExitSpanLoop:
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;pP = pP->pNext;
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mov ecx, [ecx+RASTPRIM_pNext]
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;}
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jmp PrimLoop
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ExitPrimLoop:
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;_asm{
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emms
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;}
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;return S_OK;
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xor eax, eax
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;}
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pop edi
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pop esi
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pop ebx
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mov esp, StackPos
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pop ebp
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ret
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END
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