Leaked source code of windows server 2003
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;
; WARNING WARNING WARNING
; This asm file generated from mas file.
; EDIT THE MAS FILE.
; I warned you.
; WARNING WARNING WARNING
;
;-----------------------------------------------------------------------------
include(`m4hdr.mh')dnl
include(`cvars.mh')dnl
INCLUDE iammx.inc
INCLUDE offs_acp.inc
.586
.model flat
.data
PUBLIC IncHighandLow16
IncHighandLow16 dq 0001000000000001h
PUBLIC UFracVFracMask
UFracVFracMask dq 0000003f0000003fh ; Used to be 00000fff00000fffh. Change to 6 bits.
PUBLIC UV32to15Mask
UV32to15Mask dq 0000ffff0000ffffh ; ffff or 7fff???? dunno.
PUBLIC Makelow16one
Makelow16one dq 0000000100000001h
PUBLIC MaskKeepUValues
MaskKeepUValues dq 00000ffff0000ffffh
PUBLIC MaskKeepVValues
MaskKeepVValues dq 0ffff0000ffff0000h
PUBLIC UFrac
UFrac dq ?
PUBLIC VFrac
VFrac dq ?
PUBLIC Val0x000a000a
Val0x000a000a dq 000000000000a000ah
PUBLIC Val0xffff
Val0xffff dq 0ffffh
PUBLIC Val0x0000002000000020
Val0x0000002000000020 dq 0000002000000020h
PUBLIC Val0x0000ffff0000ffff
Val0x0000ffff0000ffff dq 0000ffff0000ffffh
PUBLIC Zero
Zero dq 0
PUBLIC memD3DTFG_POINT
memD3DTFG_POINT dq D3DTFG_POINT
; Used as counter on inside SpecialW loop.
PUBLIC GiveUp
GiveUp dd ?
PUBLIC LastW
LastW dd ?
.code
include(`texaddra.mh')dnl
d_RepStr(`d_RepStr(`d_RepStr(`d_RepStr(`d_TexAddr(0, AA, BB, CC, DD, NotMonolithic)',
`AA', `TexAddrWrapMirror', `TexAddrAll')',
`BB', `NoPersp', `Persp')',
`CC', ifelse(DD, NoLOD, `Point, Bilinear', `Point, Bilinear, MaybeBilinear'))',
`DD', `NoLOD', `LOD')
;// All singing all dancing mip mapping address calculation and filtering.
;// No texture filtering code need be called after this bead.
;void Tex1AddrFilt_All_Mip(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP,
; PD3DI_RASTSPAN pS)
;{
PUBLIC _MMX_Tex1Addr_Filt_All_Mip
_MMX_Tex1Addr_Filt_All_Mip:
define(`d_TexNum', 1)dnl
;PD3DI_SPANTEX pTex = &pCtx->pTexture[0];
mov esi, XpCtx(pTexture + 0*SIZEOF_PSPANTEX)
;INT16 iLOD0 = min(max(pS->iLOD >> 11, 0), pTex->cLOD);
;INT32 iU00 = pCtx->SI.iU`'d_TexNum<<(pTex->iShiftU - iLOD0);
;INT32 iV00 = pCtx->SI.iV`'d_TexNum<<(pTex->iShiftV - iLOD0);
movq mm1, XpCtxSI(iU`'d_TexNum)
movsx eax, word ptr XpS(iLOD)
sar eax, 11
mov edx, eax
sar edx, 31
not edx
;xor edx, 0ffffffffh
and eax, edx
define(`d_MaxCLODcnt', eval(d_MaxCLODcnt+1))dnl
cmp eax, XpTex(cLOD)
jb NotMax`'d_MaxCLODcnt`'
mov eax, XpTex(cLOD)
NotMax`'d_MaxCLODcnt`':
; eax is use below so we will keep iLOD0 in mm3 and put it into eax later.
movd mm3, eax
; ----------------------------------------
; Doing UV calculation a little more accurate
; Exactly like C code.
; I shift iU and iV to the right not by (TEX_FINAL_SHIFT - iShiftU0) but by
; (TEX_FINAL_SHIFT - iShiftU0 - 6). iShiftU0 = pTex->iShiftU - iLOD0
; (TEX_FINAL_SHIFT - (pTex->iShiftU - iLOD0))
; (TEX_FINAL_SHIFT + iLOD0 - pTex->iShiftU)
; COMMENT1**
; If textures have a max of 1024 then shiftU0 would be at most 10 which would
; make (TEXT_FINAL_SHIFT - iShiftU - 6) at most zero. This is why I choose 6
; It will also give bi-linear 6 bits of precision I think it was said that
; only five was needed.
;INT16 iShiftU0 = pTex->iShiftU - iLOD0;
;INT16 iShiftV0 = pTex->iShiftV - iLOD0;
movq mm5, MMWORD PTR Val0x000a000a ; This is TEX_FINAL_SHIFT - 6 = 10.
punpcklwd mm3, mm3 ; Make two copys of iLOD to subtract U and V
movd mm4, XpTex(iShiftU)
psubw mm4, mm3
psubw mm5, mm4
movq mm4, mm5
pand mm5, MMWORD PTR Val0xffff
pand mm3, MMWORD PTR Val0xffff ; Make iLOD back to only one copy
psrld mm4, 16
movd mm1, XpCtxSI(iU`'d_TexNum)
psrad mm1, mm5
movd mm2, XpCtxSI(iV`'d_TexNum)
psrad mm2, mm4
punpckldq mm1, mm2
;// select filter based on whether we are minifying or magnifying
;D3DTEXTUREMINFILTER uFilter;
;if (pS->iLOD < 0)
;{
; // depends on the first two entries (POINT and LINEAR)
; // being the same for min and mag
; uFilter = (D3DTEXTUREMINFILTER)pTex->uMagFilter;
;}
;else
;{
; uFilter = pTex->uMinFilter;
;}
; Use edx mask from above to determine if iLOD is less than 0.
mov eax, XpTex(uMinFilter)
and eax, edx
not edx
and edx, XpTex(uMagFilter)
or eax, edx
;if (uFilter == D3DTFG_LINEAR)
;{
cmp eax, D3DTFG_LINEAR
jne NotLinear
; Get LOD from mm3 and put in eax.
movd eax, mm3
; Save this off because there is no way to keep it in a register until next time.
movd XpCtxSI(TexCol+4), mm3
; This helps in calculating texture address.
movzx edx, word ptr XpTex(iShiftPitch+eax*2)
add edx, 16
movd mm2, edx
movq mm5, MMWORD ptr Makelow16one
pslld mm5, mm2
por mm5, MMWORD ptr Makelow16one
;INT32 iHalf = 1<<(TEX_FINAL_SHIFT - iShiftU0 - 1);
;INT32 iUAlign = pCtx->SI.iU1 - iHalf;
;iHalf = 1<<(TEX_FINAL_SHIFT - iShiftV0 - 1);
;INT32 iVAlign = pCtx->SI.iV1 - iHalf;
;iU00 = iUAlign >> (TEX_FINAL_SHIFT - iShiftU0);
;iV00 = iVAlign >> (TEX_FINAL_SHIFT - iShiftV0);
;iUFrac0 = (iUAlign<<iShiftU0) & TEX_FINAL_FRAC_MASK;
;iVFrac0 = (iVAlign<<iShiftV0) & TEX_FINAL_FRAC_MASK;
psubd mm1, MMWORD PTR Val0x0000002000000020
;INT32 iUFrac = iU00 & 0x03f;
;INT32 iVFrac = iV00 & 0x03f;
;iU00 >>= 6;
;iV00 >>= 6;
movq mm2, mm1
psrad mm1, 6
;pand mm1, MMWORD PTR Val0x0000ffff0000ffff
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
; replicate mask if doing bilinear
punpckldq mm0, mm0
psrlw mm0, mm3
;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.
punpckldq mm4, mm4 ; copy UV
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)
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)
punpckldq mm2, mm2
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)
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
; 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
movq mm2, mm4
movq mm3, mm4
movq mm0, mm4
pmaddwd mm4, mm5 ; Throw in first address calculation.
; Just to get it started. Calculate
; iU0+iV1*iShiftU0 and iU1+iV0*iShiftU0
; 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
; 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.
; 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
pmaddwd mm3, mm5 ; Calculates iU1+iV0*iShiftU0 and iU0+iV1*iShiftU0
mov edi, XpTex(pBits+eax*4)
; 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)
; iV0 iU1 address should be done by now.
movd eax, mm4
;UINT32 uTex00 = pCtx->pfnTexRead[0](iU00, iV00, pTex->iShiftU,
; pTex->pBits[iLOD0], &pCtx->Texture[0]);
; Combine U and V values before making call.
;call edi
call dword ptr XpCtx(pfnTexRead)
movd eax, mm3
movq mm7, mm1 ; Put TColor[iU0, uV0] in mm7
;UINT32 uTex10 = pCtx->pfnTexRead[0](iU01, iV00, pTex->iShiftU,
; pTex->pBits[iLOD0], &pCtx->Texture[0]);
;call edi
call dword ptr XpCtx(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[0](iU00, iV01, pTex->iShiftU,
; pTex->pBits[iLOD0], &pCtx->Texture[0]);
;call edi
call dword ptr XpCtx(pfnTexRead)
psrlq mm4, 32
movq mm6, mm1
movd eax, mm4
;UINT32 uTex11 = pCtx->pfnTexRead[0](iU01, iV01, pTex->iShiftU,
; pTex->pBits[iLOD0], &pCtx->Texture[0]);
;call edi
call dword ptr XpCtx(pfnTexRead)
;TexFiltBilinear(&pCtx->SI.TexCol[0], 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), mm4
movq MMWORD PTR XpCtxSI(uBB), mm4
;----Calc second mip level pixel------------------------------------------------------------------------------
;INT16 iLOD1 = (INT16)(min(iLOD0+(pS->iLOD > 0), pTex->cLOD));
;****** Need to save iLOD0 from above somehow.
; Saving it in second texture color for now.
movd mm3, XpCtxSI(TexCol+4)
pxor mm5, mm5
movd mm2, XpS(iLOD)
pcmpgtw mm2, mm5
psubw mm3, mm2
movd mm1, XpTex(cLOD)
movq mm2, mm3
pcmpgtw mm3, mm1
pand mm1, mm3
pandn mm3, mm2
por mm3, mm1
pand mm3, MMWORD PTR Val0xffff ; Get rid of any data in the high word.
; Get LOD from mm3 and put in eax.
movd eax, mm3
movq mm1, XpCtxSI(iU`'d_TexNum)
;INT16 iShiftU1 = pTex->iShiftU - iLOD1;
;INT16 iShiftV1 = pTex->iShiftV - iLOD1;
movq mm5, MMWORD PTR Val0x000a000a ; This is TEX_FINAL_SHIFT - 6 = 10.
punpcklwd mm3, mm3 ; Make two copys of iLOD to subtract U and V
movd mm4, XpTex(iShiftU)
psubw mm4, mm3
psubw mm5, mm4
movq mm4, mm5
pand mm5, MMWORD PTR Val0xffff
pand mm3, MMWORD PTR Val0xffff ; Make iLOD back to only one copy
psrld mm4, 16
movd mm1, XpCtxSI(iU`'d_TexNum)
psrad mm1, mm5
movd mm2, XpCtxSI(iV`'d_TexNum)
psrad mm2, mm4
punpckldq mm1, mm2
; This helps in calculating texture address.
movzx edx, word ptr XpTex(iShiftPitch+eax*2)
add edx, 16
movd mm2, edx
movq mm5, MMWORD ptr Makelow16one
pslld mm5, mm2
por mm5, MMWORD ptr Makelow16one
;INT32 iHalf = 1<<(TEX_FINAL_SHIFT - iShiftU1 - 1);
;INT32 iUAlign = pCtx->SI.iU1 - iHalf;
;iHalf = 1<<(TEX_FINAL_SHIFT - iShiftV1 - 1);
;INT32 iVAlign = pCtx->SI.iV1 - iHalf;
;iU10 = iUAlign >> (TEX_FINAL_SHIFT - iShiftU0);
;iV10 = iVAlign >> (TEX_FINAL_SHIFT - iShiftV0);
;iUFrac0 = (iUAlign<<iShiftU0) & TEX_FINAL_FRAC_MASK;
;iVFrac0 = (iVAlign<<iShiftV0) & TEX_FINAL_FRAC_MASK;
psubd mm1, MMWORD PTR Val0x0000002000000020
;INT32 iUFrac = iU00 & 0x03f;
;INT32 iVFrac = iV00 & 0x03f;
;iU00 >>= 6;
;iV00 >>= 6;
movq mm2, mm1
psrad mm1, 6
;pand mm1, MMWORD PTR Val0x0000ffff0000ffff
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
; replicate mask if doing bilinear
punpckldq mm0, mm0
psrlw mm0, mm3
;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.
punpckldq mm4, mm4 ; copy UV
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 mm3, XpTex(iClampMinU)
punpckldq mm3, mm3
pand mm3, 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)
punpckldq mm2, mm2
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)
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, mm3
;iU00 |= iClampMaxT1; ;iV00 |= iClampMaxT2; ;iU01 |= iClampMaxT3; ;iV01 |= iClampMaxT4;
por mm6, mm7
movq mm4, mm6
; 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
movq mm2, mm4
movq mm3, mm4
movq mm0, mm4
pmaddwd mm4, mm5 ; Throw in first address calculation.
; Just to get it started. Calculate
; iU0+iV1*iShiftU0 and iU1+iV0*iShiftU0
; 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
; 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.
; 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
pmaddwd mm3, mm5 ; Calculates iU1+iV0*iShiftU0 and iU0+iV1*iShiftU0
mov edi, XpTex(pBits+eax*4)
; 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)
; iV0 iU1 address should be done by now.
movd eax, mm4
;UINT32 uTex00 = pCtx->pfnTexRead[0](iU00, iV00, pTex->iShiftU,
; pTex->pBits[iLOD0], &pCtx->Texture[0]);
; Combine U and V values before making call.
;call edi
call dword ptr XpCtx(pfnTexRead)
movd eax, mm3
movq mm7, mm1 ; Put TColor[iU0, uV0] in mm7
;UINT32 uTex10 = pCtx->pfnTexRead[0](iU01, iV00, pTex->iShiftU,
; pTex->pBits[iLOD0], &pCtx->Texture[0]);
;call edi
call dword ptr XpCtx(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[0](iU00, iV01, pTex->iShiftU,
; pTex->pBits[iLOD0], &pCtx->Texture[0]);
;call edi
call dword ptr XpCtx(pfnTexRead)
psrlq mm4, 32
movq mm6, mm1
movd eax, mm4
;UINT32 uTex11 = pCtx->pfnTexRead[0](iU01, iV01, pTex->iShiftU,
; pTex->pBits[iLOD0], &pCtx->Texture[0]);
;call edi
call dword ptr XpCtx(pfnTexRead)
;TexFiltBilinear(&pCtx->SI.TexCol[0], 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), mm4
jmp mipinterp
NotLinear:
; Get LOD from mm3 and put in eax.
movd eax, mm3
; This helps in calculating texture address.
movzx edx, word ptr XpTex(iShiftPitch+eax*2)
add edx, 16
movd mm2, edx
movq mm5, MMWORD ptr Makelow16one
pslld mm5, mm2
por mm5, MMWORD ptr Makelow16one
;iU00 >>= 6;
;iV00 >>= 6;
psrad mm1, 6
packssdw mm1, mm1 ; Value needs to be packed since all wrap/mirror
; operations assume UV in low 32 bits.
;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
; 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
;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.
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)
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)
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)
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
movq mm0, mm4
pmaddwd mm4, mm5 ; Throw in first address calculation.
; Just to get it started. Calculate
; iU0+iV1*iShiftU0 and iU1+iV0*iShiftU0
; Point needs to be in same format as bilinear for border
packsswb mm0, mm0
mov edi, XpTex(pBits+eax*4)
; iV0 iU1 address should be done by now.
movd eax, mm4
;pCtx->SI.TexCol[0] = pCtx->pfnTexRead[0](iU00, iV00, pTex->iShiftU,
; pTex->pBits[iLOD0], &pCtx->Texture[0]);
call dword ptr XpCtx(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
movq XpCtxSI(uBB), mm1
;----Calc second mip level pixel------------------------------------------------------------------------------
;****** iLOD0 was saved in mm3 from above.
;INT16 iLOD1 = (INT16)(min(iLOD0+(pS->iLOD > 0), pTex->cLOD));
pxor mm5, mm5
movd mm2, XpS(iLOD)
pcmpgtw mm2, mm5
psubw mm3, mm2
movd mm1, XpTex(cLOD)
movq mm2, mm3
pcmpgtw mm3, mm1
pand mm1, mm3
pandn mm3, mm2
por mm3, mm1
pand mm3, MMWORD PTR Val0xffff ; Get rid of any data in the high word.
; Get LOD from mm3 and put in eax.
movd eax, mm3
movq mm1, XpCtxSI(iU`'d_TexNum)
;INT16 iShiftU0 = pTex->iShiftU - iLOD0;
;INT16 iShiftV0 = pTex->iShiftV - iLOD0;
movq mm5, MMWORD PTR Val0x000a000a ; This is TEX_FINAL_SHIFT - 6 = 10.
punpcklwd mm3, mm3 ; Make two copys of iLOD to subtract U and V
movd mm4, XpTex(iShiftU)
psubw mm4, mm3
psubw mm5, mm4
movq mm4, mm5
pand mm5, MMWORD PTR Val0xffff
pand mm3, MMWORD PTR Val0xffff ; Make iLOD back to only one copy
psrld mm4, 16
movd mm1, XpCtxSI(iU`'d_TexNum)
psrad mm1, mm5
movd mm2, XpCtxSI(iV`'d_TexNum)
psrad mm2, mm4
punpckldq mm1, mm2
; This helps in calculating texture address.
movzx edx, word ptr XpTex(iShiftPitch+eax*2)
add edx, 16
movd mm2, edx
movq mm5, MMWORD ptr Makelow16one
pslld mm5, mm2
por mm5, MMWORD ptr Makelow16one
;iU00 >>= 6;
;iV00 >>= 6;
psrad mm1, 6
packssdw mm1, mm1 ; Value needs to be packed since all wrap/mirror
; operations assume UV in low 32 bits.
;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
; 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
;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.
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)
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)
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)
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
movq mm0, mm4
pmaddwd mm4, mm5 ; Throw in first address calculation.
; Just to get it started. Calculate
; iU0+iV1*iShiftU0 and iU1+iV0*iShiftU0
; Point needs to be in same format as bilinear for border
packsswb mm0, mm0
mov edi, XpTex(pBits+eax*4)
; iV0 iU1 address should be done by now.
movd eax, mm4
;pCtx->SI.TexCol[0] = pCtx->pfnTexRead[0](iU00, iV00, pTex->iShiftU,
; pTex->pBits[iLOD0], &pCtx->Texture[0]);
call dword ptr XpCtx(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), mm1
movq mm4, mm1
mipinterp:
;INT32 r0, r1;
;INT32 g0, g1;
;INT32 b0, b1;
;INT32 a0, a1;
;r0 = RGBA_GETRED(uTex0);
;r1 = RGBA_GETRED(uTex1);
;g0 = RGBA_GETGREEN(uTex0);
;g1 = RGBA_GETGREEN(uTex1);
;b0 = RGBA_GETBLUE(uTex0);
;b1 = RGBA_GETBLUE(uTex1);
;a0 = RGBA_GETALPHA(uTex0);
;a1 = RGBA_GETALPHA(uTex1);
dnl d_bcom()
;Tex1 in mm4, tex0 will be in mm1
movq mm1, XpCtxSI(uBB)
movq mm2, mm1
psubw mm4, mm1
psllw mm2, 8
;INT32 t = pS->iLOD & 0x7ff;
mov eax, XpS(iLOD)
shr eax, 3
and eax, 0ffh
movd mm3, eax
; Replicate
punpcklwd mm3, mm3
punpckldq mm3, mm3
;INT32 mt = 0x7ff - t;
;r0 = (mt*r0 + t*r1)>>11;
;g0 = (mt*g0 + t*g1)>>11;
;b0 = (mt*b0 + t*b1)>>11;
;a0 = (mt*a0 + t*a1)>>11;
pmullw mm4, mm3
paddw mm4, mm2
dnl d_ecom()
;movq mm4, XpCtxSI(uBB)
psrlw mm4, 8
packuswb mm4, mm4
movd XpCtxSI(TexCol), mm4
d_UpdateUoWandVoW(1)
d_UpdateLOD()
d_UpdateOoW()
;pS->iW = 0x00800000/(pS->iOoW>>16); // 9.23/1.15 = 8.8
d_WDivide()
d_UoWVoWTimesW(1)
; load the next bead address.
mov eax, XpCtx(pfnTex1AddrEnd)
; pCtx->pfnTex1AddrEnd(pCtx, pP, pS);
jmp eax
;}
END