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820 lines
27 KiB
820 lines
27 KiB
dnl-----------------------------------------------------------------------------
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dnl
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dnl This file contains the macro for generating texture addressing routines.
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dnl
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dnl-----------------------------------------------------------------------------
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dnl
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dnl
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dnl
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dnl d_TexAddr
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dnl
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dnl Generates all the differentiated texture address routines.
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dnl
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dnl It takes 5 parameters.
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dnl
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dnl $1 is one of 0 or 1. 0 is single texture, and 1 is the first multi-texture
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dnl $2 is one of TexAddrWrapMirror TexAddrAll
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dnl $3 is one of NoPersp Persp
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dnl $4 is one of Point Bilinear MaybeBilinear
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dnl $5 is one of NoMip
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dnl
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dnl Note that even when we are not mip mapping, we use iLOD to get to the nearest mip map
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dnl (so iLOD must be 0 if the texture has no mip levels)
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dnl
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dnl two different jump counts.
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define(`d_WDIVcnt', 0)dnl
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define(`d_MaybeBilinearcnt', 0)dnl
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define(`d_MaxCLODcnt', 0)dnl
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dnl
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dnl Variables needed for texturing
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dnl
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dnl
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define(`texaddraVars', `
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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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')
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dnl
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dnl d_UpdateUoWAndVoW
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dnl increments UoW and VoW for either texture 1 or 2 and can be used
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dnl in several different files.
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dnl
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define(`d_UpdateUoWandVoW', `
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;pS->iUoW`'d_TexNum += pP->iDUoW`'$1`'DX;
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;pS->iVoW`'d_TexNum += pP->iDVoW`'$1`'DX;
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movq mm5, XpS(iUoW`'$1`')
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paddd mm5, XpP(iDUoW`'$1`'DX)
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movq XpS(iUoW`'$1`'), mm5
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')
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define(`d_UpdateLOD', `
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; Seems like this should be done with something else
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; i.e. group 16 bit adds together.
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;pS->iLOD += pS->iDLOD;
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xor eax, eax
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mov ax, XpS(iLOD)
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add ax, XpS(iDLOD)
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mov XpS(iLOD), ax
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')
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define(`d_UpdateOoW', `
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;pS->iOoW += pP->iDOoWDX;
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mov eax, XpS(iOoW)
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add eax, XpP(iDOoWDX)
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mov XpS(iOoW), eax
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')
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dnl d_UoWVowTimesW is so that I have same code in several different locations.
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dnl These four locations are texaddr1.mas, tstfail.mas, Setup Code (Monolithic and regular)
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dnl
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dnl mm5 is UoW and VoW for either texture 1 or texture two
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dnl esi is W
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dnl $1 is 1 or 2 depending on result is for texture one or texture 2
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dnl
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dnl
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dnl Does integer W * U or V computation
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dnl define(`d_WTimesUVoW', `imul32h_s20(($1), ($2))')dnl
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dnl
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dnl iW = 1.15.16 << 4 = 1.11.20
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dnl UoW = 1.11.20 << 8 = 1.2.28
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dnl
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dnl 1.11.20 * 1.3.28 == 1.15.48 >> 32 == 1.15.16
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dnl inline INT32 imul32h_s20(INT32 x, INT32 y)
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dnl {
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dnl #ifdef _X86_
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dnl _asm
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dnl {
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dnl mov eax, x
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dnl mov edx, y
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dnl imul edx
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dnl shr eax, 20
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dnl shl edx, 12
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dnl and eax, 000000fffh
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dnl and edx, 0fffff000h
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dnl or eax, edx
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dnl }
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dnl #else
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dnl return (INT32)(((LONGLONG)x * y) >> 20);
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dnl #endif
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dnl }
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define(`d_UoWVoWTimesW', `
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;pCtx->SI.iU`'d_TexNum = d_WTimesUVoW(pS->iW,pS->iUoW`'$1`');
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;pCtx->SI.iV`'d_TexNum = d_WTimesUVoW(pS->iW,pS->iVoW`'$1`');
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movd eax, mm5
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psrlq mm5, 32
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imul esi
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shrd eax, edx, 20
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mov XpCtxSI(iU`'$1`'), eax
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movd eax, mm5
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imul esi
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shrd eax, edx, 20
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mov XpCtxSI(iV`'$1`'), eax
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')
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define(`d_UpdateNonPersp', `
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;pCtx->SI.iU`'$1`' = pS->iUoW`'$1`'>>TEX_TO_FINAL_SHIFT; // 1.11.20 >> 4 == 1.15.16
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;pCtx->SI.iV`'$1`' = pS->iVoW`'$1`'>>TEX_TO_FINAL_SHIFT;
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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 XpCtxSI(iU`'$1`'), mm5
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')
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dnl d_WDivide
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dnl
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dnl Does incremental W divide calculation
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dnl
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define(`d_WDivide', `
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dnl Increment counter for jump address calc stuff.
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define(`d_WDIVcnt', eval(d_WDIVcnt+1))dnl
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dnl This was deemed too annoying
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dnl #if DBG
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dnl if (iOoW <= 0)
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dnl {
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dnl D3D_WARN(0, "WDivide, iOoW (%d) out of Range!", iOoW);
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dnl DDASSERT(0);
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dnl }
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dnl #endif
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dnl Note: iOoW comes in as eax. So it is ready for first multiply
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dnl iOoW is actual iOoW value in 1.31 form instead of 1.15 form. good.
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dnl In SpecialW case I have to reload it at the end.
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;INT32 iWn0 = pS->iW + pCtx->SI.iDW; // 1.15.16
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; TODO Could do this and OoW Add at same time with MMX.
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mov edx, XpS(iW)
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mov LastW, edx ; Save iW to calc iDW for next time.
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add edx, XpCtxSI(iDW)
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;if (pCtx->SI.iSpecialW < 0)
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;{
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xor edi, edi
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cmp di, word ptr XpCtxSI(iSpecialW)
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jle DontDoSpecialW`'d_WDIVcnt`'
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;DoSpecialW`'d_WDIVcnt`':
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; This label is a left over from when
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;if (iWn0 < 0)
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;{
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cmp edx, edi
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jl WOutOfRange`'d_WDIVcnt`'
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;iWn0 = pS->iW >> 1; // use iW/2 as a guess, instead
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mov edx, LastW
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sar edx, 1
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;}
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WOutOfRange`'d_WDIVcnt`':
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;VAL32 iWn1;
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;INT16 iWnOld = iWn0 + 0x100; // make sure while fails first time
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; Dont need to make sure it fails. I do a post test which guarentees it will execute once.
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;INT32 iGiveUp = 7;
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mov GiveUp, 8 ; Pre decrementing instead of post decrementing.
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;while((abs(iWnOld - iWn0) > 0x20) && (iGiveUp-- > 0))
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;{
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SpecW`'d_WDIVcnt`'Loop1:
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; Could move this to bottom of loop and combine results somehow.
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; TBD look at it more.
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dec GiveUp
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jz ExitSpecWLoop`'d_WDIVcnt`'
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; Shift iOoW by one since imul cannot have sign bit set
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; OoW cannot reach one, only 0x7fffffff
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;shr eax, 1 ; 1.31 >> 1 = 1.30
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; Get ready to do Two minus iOoW*iW
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mov esi, (1 SHL 16)
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;iWnOld = iWn0;
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mov edi, edx
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; Result should be close to one so we want most of the
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; precision in the low bits. Need to give more bits
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; leaway since these are the bad cases.
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; iWn1 = imul32h(pS->iOoW, iWn0); // 1.31*1.15.16 = 1.16.47 >> 32 = 1.16.15
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imul edx
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;iWn1 = (1L<<16) - iWn1; // 2.0 - iWn1
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sub esi, edx
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;while(iWn1.i < 0)
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;{
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SpecW`'d_WDIVcnt`'Loop2:
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test esi, esi
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jns SpecW`'d_WDIVcnt`'ExitLoop2 ; This jump should be predicted correctly most of the time.
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;iWn1=(iWn1+(1L<<15))>>1; // iWn1 = (iWn1 + 1.0)/2
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add esi, (1 SHL 15)
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sar esi, 1
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jmp SpecW`'d_WDIVcnt`'Loop2
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;}
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SpecW`'d_WDIVcnt`'ExitLoop2:
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;iWn1 <<= 15; // 1.16.15 << 15 = 1.1.30
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mov eax, edi
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shl eax, 5 ; 1.15.16 << 5 = 1.10.21 TBD Can I shift off upper bits??
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shl esi, 12 ; 4.15 << 12 = 4.27 ;
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;iWn0 = imul32h(iWn1, iWn0)<<2; // 1.1.30 * 1.15.16 = 1.17.46 >> 32 = 1.17.14 << 2 = 1.15.16
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; Actually 4.27 * 1.10.21 = 1.14.48 >> 32 = 1.14.16. No need for post shift.
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mul esi
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; Have to do (abs(iWnOld - iWn0) > 0x20) code here.
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sub edi, edx
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; These four lines are abs code.
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mov eax, edi
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sar eax, 31
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xor edi, eax
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sub edi, eax
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cmp edi, 020h ;Assuming that loop will only happen once.
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jbe ExitSpecWLoop`'d_WDIVcnt`'
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; Reload eax with iOoW.
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mov eax, XpS(iOoW)
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jmp SpecW`'d_WDIVcnt`'Loop1
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;}
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;else
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;{
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DontDoSpecialW`'d_WDIVcnt`':
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; Everything should be positive in Non-SpecialW case.
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;INT32 iWn1;
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mov esi, (1 SHL 16)
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mov edi, edx
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; This should be close to one so Low bits are most important.
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;iWn1 = (iOoW*iWn0)>>15; // 1.31*0.15.16 == 0.16.47 >> 32 = 0.16.15
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mul edx
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;iWn1 = (1L<<16) - iWn1; // 2.0 - iWn1
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sub esi, edx
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;iWn1 <<= 15; // 1.16.15 << 15 = 1.1.30
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shl esi, 15 ; 0.16.15 << 15 = 0.2.30
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mov eax, esi
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;iWn0 = imul32h(iWn1, iWn0)<<2; // 1.1.30 * 1.15.16 = 1.17.46 >> 32 = 1.17.14 << 2 = 1.15.16
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mul edi ; 0.2.30 * 1.15.16 = 1.17.46 >> 32 = 1.17.14
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shl edx, 2 ; 1.17.14 << 2 = 1.15.16
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;}
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;}
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ExitSpecWLoop`'d_WDIVcnt`':
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;pCtx->SI.iDW = iWn0 - (UINT16)pS->iW;
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;pS->iW = iWn0;
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mov XpS(iW), edx
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mov esi, edx ; Save W for multiplying by UoW and VoW
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sub edx, LastW
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mov XpCtxSI(iDW), edx
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;pCtx->SI.iSpecialW += 1; // this is supposed to wrap past 0x7fff sometimes
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inc word ptr XpCtxSI(iSpecialW)
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')
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dnl
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define(`d_TexAddr', `
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define(`d_TexNum', eval($1+1))dnl
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;---------------------------------------------------------------------------
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;void Tex`'d_TexNum`'Addr_$2_$3_$4_$5(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
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; PD3DI_RASTSPAN pS)
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;{
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PUBLIC _MMX_Tex`'d_TexNum`'Addr_$2_$3_$4_$5
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_MMX_Tex`'d_TexNum`'Addr_$2_$3_$4_$5:
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;PD3DI_SPANTEX pTex = &pCtx->pTexture[$1];
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mov esi, XpCtx(pTexture + $1*SIZEOF_PSPANTEX)
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ifelse(`$4', `MaybeBilinear', `
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; In maybe bilinear just jump to point or bi-linear depending on iLOD.
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define(`d_MaybeBilinearcnt', eval(d_MaybeBilinearcnt+1))dnl
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;if ((((UINT16)pS->iLOD) >> 15) ^ (INT16)(pTex->uMagFilter == D3DTFG_POINT))
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;{
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; TODO check to see if MMX really needed here.
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movd mm1, XpTex(uMagFilter)
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pcmpeqd mm1, mmword ptr memD3DTFG_POINT
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movsx edx, word ptr XpS(iLOD)
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movd eax, mm1
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sar edx, 15 ; Generates mask based on sign.
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xor edx, eax
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jz DoPoint`'d_MaybeBilinearcnt
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;// if magnify matches Mag filter, bilinear, else point
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;C_Tex`'d_TexNum`'Addr_$2_$3_Bilinear_$5(pCtx, pP, pS);
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jmp _MMX_Tex`'d_TexNum`'Addr_$2_$3_Bilinear_$5
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DoPoint`'d_MaybeBilinearcnt`':
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jmp _MMX_Tex`'d_TexNum`'Addr_$2_$3_Point_$5
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', `
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ifelse(`$5', `LOD', `
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;INT16 iLOD0 = min(max(pS->iLOD >> 11, 0), pTex->cLOD);
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movsx eax, word ptr XpS(iLOD)
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sar eax, 11
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mov edx, eax
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sar edx, 31
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xor edx, 0ffffffffh
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and eax, edx
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define(`d_MaxCLODcnt', eval(d_MaxCLODcnt+1))dnl
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cmp eax, XpTex(cLOD)
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jb NotMax`'d_MaxCLODcnt`'
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mov eax, XpTex(cLOD)
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NotMax`'d_MaxCLODcnt`':
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movd mm3, eax
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')
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; ----------------------------------------
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; Doing UV calculation a little more accurate
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; Exactly like C code.
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; I shift 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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ifelse(`$5', `NoLOD', `
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;iLOD0 is zero so no subtraction needed and LOD doesnt need to be subtracted from U and V.
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', `
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punpcklwd mm3, mm3 ; Make two copys of iLOD to subtract U and V
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')dnl
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movd mm4, XpTex(iShiftU)
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ifelse(`$5', `LOD', `
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psubw mm4, mm3
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')dnl
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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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ifelse(`$5', `LOD', `
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pand mm3, MMWORD PTR Val0xffff ; Make iLOD back to only one copy
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')
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psrld mm4, 16
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movd mm1, XpCtxSI(iU`'d_TexNum)
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psrad mm1, mm5
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movd mm2, XpCtxSI(iV`'d_TexNum)
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psrad mm2, mm4
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punpckldq mm1, mm2
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ifelse(`$4', `Bilinear', `
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psubd mm1, MMWORD PTR Val0x0000002000000020
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')
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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 shift pitch.
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; With actual pitch, this would be two moves and a shift.
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;shl eax, 1
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ifelse(`$5', `LOD', `
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movzx edx, word ptr XpTex(iShiftPitch+eax*2)
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', `
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movzx edx, word ptr XpTex(iShiftPitch)
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')dnl
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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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;pslld mm5, 16 ;. Use this after hack.
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; not needed in hacked version since i add to shifted value.
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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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ifelse(`$4', `Point', `
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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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', `
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;INT32 iUFrac = iU00 & 0x03f;
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;INT32 iVFrac = iV00 & 0x03f;
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;iU00 >>= 6;
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;iV00 >>= 6;
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movq mm2, mm1
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psrad mm1, 6
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;pand mm1, MMWORD PTR Val0x0000ffff0000ffff
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pand mm2, dword ptr UFracVFracMask ; UFracVFracMask = 0x0000003f0000003f
|
|
|
|
; Going to use only 8 bits for bi-linear so that I can do a pmullw.
|
|
; Currently at 6 bits so shift up by 2.
|
|
psllw mm2, 2
|
|
|
|
movq mm0, mm2
|
|
; Replicate VFrac value for bilinear
|
|
punpckhwd mm2, mm2
|
|
punpcklwd mm2, mm2
|
|
|
|
; Replicate UFrac Value for bilinear
|
|
punpcklwd mm0, mm0
|
|
punpcklwd mm0, mm0
|
|
|
|
movq dword ptr VFrac, mm2
|
|
movq dword ptr UFrac, mm0
|
|
|
|
;INT32 iU01 = iU00 + 1;
|
|
;INT32 iV01 = iV00 + 1;
|
|
packssdw mm1, mm1 ; replicate U and V value to upper 16 bit locations
|
|
paddw mm1, dword ptr IncHighandLow16
|
|
; This will make texture values be (High word to low word):
|
|
; iV01, iU00, iV00, iU01
|
|
; Need to do this to make texture look up for bilinear easier.
|
|
; I have to combine to get all combinations anyway. It just
|
|
; happens to be better for me to have iV00, iU01 pair first.
|
|
')
|
|
;UINT16 uMaskU0 = pTex->uMaskU >> iLOD0; UINT16 uMaskV0 = pTex->uMaskV >> iLOD0;
|
|
; put mask in mm3 and replicate to match location for wrap/mirror/clamp
|
|
movd mm0, XpTex(uMaskU) ; Load U and V mask
|
|
|
|
ifelse(`$4', `Bilinear', `
|
|
; replicate mask if doing bilinear
|
|
punpckldq mm0, mm0
|
|
')
|
|
|
|
ifelse(`$5', `NoLOD', `
|
|
; iLOD0 is zero so no shift needed.
|
|
' , `
|
|
; iLOD0 shift value left over from above. TBD. Put this in in mip case
|
|
; Could do this one before or after the unpack also.
|
|
psrlw mm0, mm3
|
|
')
|
|
|
|
ifelse(`$2', `TexAddrWrapMirror', `
|
|
;INT16 iFlip;
|
|
; MM1 should contain 16 bit iU and iV for both texture locations
|
|
; End Result is MM1 value wrapped or mirrored
|
|
; in Bilinear Case, four values can be done
|
|
; iU00, iV00, iU01, iV01
|
|
; This code really does alot for the bilinear case and is kinda wasteful
|
|
; in the normal mode.
|
|
|
|
;iFlip1 = iU00 & pTex->iFlipMaskU; ;iFlip2 = iV00 & pTex->iFlipMaskV; ;iFlip3 = iU01 & pTex->iFlipMaskU; ;iFlip4 = iV01 & pTex->iFlipMaskV;
|
|
movq mm7, mm1
|
|
; Point doesnt need replication
|
|
movd mm4, XpTex(iFlipMaskU)
|
|
; if bilinear replicate values together, Point doesnt need this.
|
|
ifelse(`$4', `Bilinear', `
|
|
punpckldq mm4, mm4
|
|
')
|
|
ifelse(`$5', `NoLOD', `
|
|
; iLOD0 is zero so no shift needed.
|
|
' , `
|
|
psrlw mm4, mm3 ; Shifts mirror mask to correct bit location
|
|
')
|
|
pand mm7, mm4
|
|
|
|
;iFlip1 = MMX_cmpeqw(iFlip1, 0); ;iFlip2 = MMX_cmpeqw(iFlip2, 0); ;iFlip3 = MMX_cmpeqw(iFlip3, 0); ;iFlip4 = MMX_cmpeqw(iFlip4, 0);
|
|
pcmpeqw mm7, MMWORD PTR Zero
|
|
|
|
;iFlip1 = uMaskU0 & ~ iFlip1; ;iFlip2 = uMaskV0 & ~ iFlip2; ;iFlip3 = uMaskU0 & ~ iFlip3; ;iFlip4 = uMaskV0 & ~ iFlip4;
|
|
pandn mm7, mm0
|
|
|
|
;iU00 &= uMaskU0; ;iV00 &= uMaskV0; ;iU01 &= uMaskU0; ;iV01 &= uMaskV0;
|
|
pand mm1, mm0
|
|
|
|
;iU00 ^= iFlip1; ;iV00 ^= iFlip2; ;iU01 ^= iFlip3; ;iV01 ^= iFlip4;
|
|
pxor mm1, mm7
|
|
|
|
; Result in mm4 now since TexAddrAll ends up that way.
|
|
; Still need to look at register useage more.
|
|
movq mm4, mm1
|
|
') dnl
|
|
|
|
ifelse(`$2', `TexAddrAll', `
|
|
;INT16 iFlip, iClamp1, iClamp2, iClampMinT, iClampMaxT;
|
|
;INT16 iUoWAdj = (INT16)(pS->iUoW`'d_TexNum >> 12); // adjust to match W
|
|
;INT16 iVoWAdj = (INT16)(pS->iVoW`'d_TexNum >> 12);
|
|
;movq mm6, XpS(iUoW`'d_TexNum)
|
|
|
|
;movq mm6, MMWORD PTR Zero
|
|
pxor mm6, mm6
|
|
|
|
; TBD Data in SPANTEX needs to be rearange to make life simpler.
|
|
; I have rearranged some of it, but there still needs to be some
|
|
; fixes to it.
|
|
|
|
;iFlip1 = iU00 & pTex->iFlipMaskU; ;iFlip2 = iV00 & pTex->iFlipMaskV; ;iFlip3 = iU01 & pTex->iFlipMaskU; ;iFlip4 = iV01 & pTex->iFlipMaskV;
|
|
movq mm7, mm1
|
|
movd mm4, XpTex(iFlipMaskU) ; This should copy U and V mask at the same time.
|
|
|
|
ifelse(`$4', `Bilinear', `
|
|
dnl Only replicate if U and V if doing bilinear
|
|
punpckldq mm4, mm4 ; copy UV
|
|
')
|
|
ifelse(`$5', `NoLOD', `
|
|
; iLOD0 is zero so no shift needed.
|
|
' , `
|
|
psrlw mm4, mm3 ; Shifts mirror mask to correct bit location
|
|
')
|
|
pand mm7, mm4
|
|
|
|
;iFlip1 = MMX_cmpeqw(iFlip1, 0); ;iFlip2 = MMX_cmpeqw(iFlip2, 0); ;iFlip3 = MMX_cmpeqw(iFlip3, 0); ;iFlip4 = MMX_cmpeqw(iFlip4, 0);
|
|
pcmpeqw mm7, MMWORD PTR Zero
|
|
|
|
;iFlip1 = uMaskU0 &~ iFlip1; ;iFlip2 = uMaskV0 &~ iFlip2; ;iFlip3 = uMaskU0 &~ iFlip3; ;iFlip4 = uMaskV0 &~ iFlip4;
|
|
pandn mm7, mm0
|
|
|
|
;iU00 &= uMaskU0; ;iV00 &= uMaskV0; ;iU01 &= uMaskU0; ;iV01 &= uMaskV0;
|
|
pand mm1, mm0
|
|
|
|
;iU00 ^= iFlip1; ;iV00 ^= iFlip2; ;iU01 ^= iFlip3; ;iV01 ^= iFlip4;
|
|
pxor mm1, mm7
|
|
|
|
;iClamp11 = MMX_cmpgtw(0, iUoWAdj); ;iClamp12 = MMX_cmpgtw(0, iVoWAdj);
|
|
pcmpgtd mm6, XpS(iUoW`'d_TexNum)
|
|
packssdw mm6, mm6
|
|
|
|
;iClamp21 = MMX_cmpgtw(iOoWAdj, iUoWAdj); ;iClamp22 = MMX_cmpgtw(iOoWAdj, iVoWAdj);
|
|
movd mm7, XpS(iOoW)
|
|
punpckldq mm7, mm7 ; Make a copy of OoW to compare both UoW and VoW.
|
|
psrld mm7, 11 ; Make OoWs Precision Match UoWs.
|
|
pcmpgtd mm7, XpS(iUoW`'d_TexNum)
|
|
packssdw mm7, mm7
|
|
|
|
;iClampMinT1 = pTex->iClampMinU & iClamp11; ;iClampMinT2 = pTex->iClampMinV & iClamp12; ;iClampMinT3 = pTex->iClampMinU & iClamp13; ;iClampMinT4 = pTex->iClampMinV & iClamp14;
|
|
movd mm0, XpTex(iClampMinU)
|
|
ifelse(`$4', `Bilinear', `
|
|
punpckldq mm0, mm0
|
|
')
|
|
pand mm0, mm6
|
|
|
|
; Save clamp2 because pandn will destory value.
|
|
movq mm4, mm7
|
|
|
|
;iClampMaxT1 = pTex->iClampMaxU &~ iClamp21; ;iClampMaxT2 = pTex->iClampMaxV &~ iClamp22; ;iClampMaxT3 = pTex->iClampMaxU &~ iClamp23; ;iClampMaxT4 = pTex->iClampMaxV &~ iClamp24;
|
|
movd mm2, XpTex(iClampMaxU)
|
|
ifelse(`$4', `Bilinear', `
|
|
punpckldq mm2, mm2
|
|
')
|
|
ifelse(`$5', `NoLOD', `
|
|
; iLOD0 is zero so no shift needed.
|
|
' , `
|
|
psraw mm2, mm3 ; Shifts clamp max to correct bit location
|
|
')
|
|
pandn mm7, mm2 ; Since iClamp2 is already negated, I can just do an AND.
|
|
|
|
;iClamp21 &= ~iClamp11; ;iClamp22 &= ~iClamp12; ;iClamp23 &= ~iClamp13; ;iClamp24 &= ~iClamp14;
|
|
pandn mm6, mm4
|
|
|
|
;iClamp21 = pTex->iClampEnU &~ iClamp21; ;iClamp22 = pTex->iClampEnU &~ iClamp22; ;iClamp23 = pTex->iClampEnU &~ iClamp23; ;iClamp24 = pTex->iClampEnU &~ iClamp24;
|
|
movd mm2, XpTex(iClampEnU)
|
|
ifelse(`$4', `Bilinear', `
|
|
punpckldq mm2, mm2
|
|
')
|
|
pandn mm6, mm2
|
|
|
|
;iU00 &= ~iClamp21; ;iV00 &= ~iClamp22; ;iU01 &= ~iClamp23; ;iV01 &= ~iClamp24;
|
|
pandn mm6, mm1
|
|
|
|
;iU00 |= iClampMinT1; ;iV00 |= iClampMinT2; ;iU01 |= iClampMinT3; ;iV01 |= iClampMinT4;
|
|
por mm6, mm0
|
|
|
|
;iU00 |= iClampMaxT1; ;iV00 |= iClampMaxT2; ;iU01 |= iClampMaxT3; ;iV01 |= iClampMaxT4;
|
|
por mm6, mm7
|
|
movq mm4, mm6
|
|
') dnl
|
|
|
|
; Making other two cases for texture addressing has to be simplier than
|
|
; this and not use so many registers. Puts U1 V0 U0 V1 into mm3.
|
|
; TBD Make this better.
|
|
; values are still stored as iV01, iU00, iV00, iU01
|
|
|
|
ifelse(`$4', `Bilinear', `
|
|
movq mm2, mm4
|
|
movq mm3, mm4
|
|
') dnl Bilinear
|
|
|
|
dnl ifelse(`$2', `TexAddrAll', `
|
|
movq mm0, mm4
|
|
dnl ') dnl border code
|
|
|
|
pmaddwd mm4, mm5 ; Throw in first address calculation.
|
|
; Just to get it started. Calculate
|
|
; iU0+iV1*iShiftU0 and iU1+iV0*iShiftU0
|
|
|
|
|
|
ifelse(`$4', `Bilinear', `
|
|
; values are being changed to iV01, iU01, iV00, iU00
|
|
; seven instructions for this seems excessive.
|
|
pand mm2, MMWORD ptr MaskKeepUValues
|
|
pand mm3, MMWORD ptr MaskKeepVValues
|
|
movq mm1, mm2
|
|
psllq mm2, 32
|
|
psrlq mm1, 32
|
|
por mm3, mm2
|
|
por mm3, mm1
|
|
') dnl Bilinear
|
|
|
|
; From here until mov edi is code that is needed for border.
|
|
; all sign bits are stored in bytes so that border code can tell if uv went below zero.
|
|
dnl ifelse(`$2', `TexAddrAll', `
|
|
ifelse(`$4', `Point', `
|
|
; Point needs to be in same format as bilinear for border
|
|
packsswb mm0, mm0
|
|
') dnl point
|
|
|
|
ifelse(`$4', `Bilinear', `
|
|
; mm0 = iV01, iU00, iV00, iU01
|
|
; mm3 = iV01, iU01, iV00, iU00
|
|
; Need to rearrange values to be like so v1 u0 v1 u1 v0 u0 v0 u1 in bytes
|
|
; This is really bad. Just doing whatever to get it to work.
|
|
movq mm1, mm0
|
|
punpckldq mm1, mm3 ; This will make mm1 = v0 u0 v0 u1
|
|
movq mm2, mm3
|
|
punpckhdq mm2, mm0 ; This will make mm0 = v1 u0 v1 u1
|
|
packsswb mm1, mm2
|
|
movq mm0, mm1
|
|
') dnl Bilinear
|
|
dnl ') dnl TexAddrAll
|
|
|
|
ifelse(`$4', `Bilinear', `
|
|
pmaddwd mm3, mm5 ; Calculates iU1+iV0*iShiftU0 and iU0+iV1*iShiftU0
|
|
') dnl Bilinear
|
|
|
|
dnl ; Load pTex->pBits[iLOD0] into esi. It will be needed.
|
|
dnl ; Convient that eax is still around as iLOD0. TBD make sure eax positive.
|
|
|
|
ifelse(`$5', `NoLOD', `
|
|
mov edi, XpTex(pBits)
|
|
',`
|
|
mov edi, XpTex(pBits+eax*4)
|
|
')dnl
|
|
; was esi. Cant change to esi because it is the pointer to pTex
|
|
; which is used by Border and ColorKey. Use edi for now and
|
|
; call routines through memory. Figure out if this is bad.
|
|
|
|
; load the read texture routine address into a register early
|
|
;mov edi, XpCtx(pfnTexRead + $1*SIZEOF_PFNTEXREAD)
|
|
|
|
ifelse(`$4', `Bilinear', `
|
|
; iV0 iU1 address should be done by now.
|
|
movd eax, mm4
|
|
|
|
;UINT32 uTex00 = pCtx->pfnTexRead[$1](iU00, iV00, pTex->iShiftU,
|
|
; pTex->pBits[iLOD0], &pCtx->Texture[$1]);
|
|
; Combine U and V values before making call.
|
|
;call edi
|
|
|
|
call dword ptr XpCtx(pfnTexRead + $1*SIZEOF_PFNTEXREAD)
|
|
|
|
movd eax, mm3
|
|
movq mm7, mm1 ; Put TColor[iU0, uV0] in mm7
|
|
|
|
;UINT32 uTex10 = pCtx->pfnTexRead[$1](iU01, iV00, pTex->iShiftU,
|
|
; pTex->pBits[iLOD0], &pCtx->Texture[$1]);
|
|
;call edi
|
|
call dword ptr XpCtx(pfnTexRead + $1*SIZEOF_PFNTEXREAD)
|
|
|
|
psrlq mm3, 32
|
|
psubw mm7, mm1
|
|
psllw mm1, 8
|
|
pmullw mm7, dword ptr UFrac
|
|
paddw mm7, mm1 ; Should I copy mm1 to another variable and do shift/add later?
|
|
movd eax, mm3
|
|
|
|
;UINT32 uTex01 = pCtx->pfnTexRead[$1](iU00, iV01, pTex->iShiftU,
|
|
; pTex->pBits[iLOD0], &pCtx->Texture[$1]);
|
|
;call edi
|
|
call dword ptr XpCtx(pfnTexRead + $1*SIZEOF_PFNTEXREAD)
|
|
|
|
psrlq mm4, 32
|
|
movq mm6, mm1
|
|
movd eax, mm4
|
|
;UINT32 uTex11 = pCtx->pfnTexRead[$1](iU01, iV01, pTex->iShiftU,
|
|
; pTex->pBits[iLOD0], &pCtx->Texture[$1]);
|
|
;call edi
|
|
call dword ptr XpCtx(pfnTexRead + $1*SIZEOF_PFNTEXREAD)
|
|
|
|
;TexFiltBilinear(&pCtx->SI.TexCol[$1], iUFrac, iVFrac, uTex00, uTex10, uTex01, uTex11);
|
|
; The amount of shifting instructions for this makes the other approach
|
|
; look pretty good.
|
|
psubw mm6, mm1
|
|
psllw mm1, 8
|
|
pmullw mm6, dword ptr UFrac ; TBD explain this code better.
|
|
movq mm4, mm7
|
|
paddw mm6, mm1
|
|
psrlw mm6, 8
|
|
psrlw mm7, 8
|
|
psubw mm6, mm7
|
|
pmullw mm6, dword ptr VFrac
|
|
paddw mm4, mm6
|
|
psrlw mm4, 8
|
|
|
|
; TBD shouldnt have to pack and then unpack later. Should keep in a register
|
|
packuswb mm4, mm4
|
|
movd XpCtxSI(TexCol+$1*4), mm4
|
|
|
|
') dnl
|
|
|
|
ifelse(`$4', `Point', `
|
|
|
|
; iV0 iU1 address should be done by now.
|
|
movd eax, mm4
|
|
|
|
;pCtx->SI.TexCol[$1] = pCtx->pfnTexRead[$1](iU00, iV00, pTex->iShiftU,
|
|
; pTex->pBits[iLOD0], &pCtx->Texture[$1]);
|
|
;call edi
|
|
call dword ptr XpCtx(pfnTexRead + $1*SIZEOF_PFNTEXREAD)
|
|
|
|
; TBD Currently have to pack and then unpack later. Should be able
|
|
; to leave the value in some register for a while. I would think.
|
|
packuswb mm1, mm1
|
|
movd XpCtxSI(TexCol+$1*4), mm1
|
|
') dnl
|
|
|
|
dnl only do update code in non-monolithic case. Monolithic code updates are done
|
|
dnl by tstfail routine.
|
|
|
|
d_UpdateUoWandVoW(d_TexNum)
|
|
|
|
ifelse(`$5', `LOD', `
|
|
ifelse(d_TexNum, 1, `
|
|
d_UpdateLOD()
|
|
')
|
|
')
|
|
|
|
ifelse(`$3', `Persp', `
|
|
ifelse(d_TexNum, 1, `
|
|
|
|
d_UpdateOoW()
|
|
|
|
;pS->iW = 0x00800000/(pS->iOoW>>16); // 9.23/1.15 = 8.8
|
|
d_WDivide()
|
|
', `
|
|
; In Texaddr1, W is calculated and result is in esi. I need to get the W value back into esi for the multiply.
|
|
mov esi, XpS(iW)
|
|
')
|
|
|
|
d_UoWVoWTimesW(d_TexNum)
|
|
', `
|
|
|
|
d_UpdateNonPersp(d_TexNum)
|
|
|
|
')
|
|
; load the next bead address into a register early. Not early anymore
|
|
; since so much regular non-mmx code being done for WDIV
|
|
mov eax, XpCtx(pfnTex`'d_TexNum`'AddrEnd)
|
|
|
|
; pCtx->pfnTex`'d_TexNum`'AddrEnd(pCtx, pP, pS);
|
|
jmp eax
|
|
|
|
')')
|
|
dnl
|
|
dnl
|
|
dnl d_TexAddrHdr
|
|
dnl
|
|
dnl Generates headers with the same format as d_TexAddr
|
|
dnl
|
|
define(`d_TexAddrHdr', `
|
|
void MMX_Tex`'eval($1+1)`'Addr_$2_$3_$4_$5(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
|
|
PD3DI_RASTSPAN pS);')dnl
|
|
dnl
|