Fixed FPU assembly. (fistp is 16bit, fistpl is 32bit)

Game displays now.
This commit is contained in:
Steven Fuller 2001-08-09 06:23:42 +00:00 committed by Patryk Obara
parent 45cf2eb3a1
commit ea2f8c4527
5 changed files with 64 additions and 27 deletions

View file

@ -3,7 +3,7 @@ NASM = nasm
CFLAGS = -g -Wall -pipe -O2 -Dengine=1 -I. -Iinclude -Iwin95 -Iavp -Iavp/win95 -Iavp/support -Iavp/win95/frontend -Iavp/win95/gadgets
CXXFLAGS = $(CFLAGS)
LDLIBS = -lm # /home/relnev/ElectricFence-2.2.2/libefence.a
LDLIBS = -lm
CFLAGS += `sdl-config --cflags`
LDLIBS += -L/usr/X11R6/lib -lX11 -lXext -lGL `sdl-config --libs`

View file

@ -38,7 +38,8 @@ PROCESSORTYPES ReadProcessorType()
int InitialiseWindowsSystem()
{
ScanDrawMode = ScanDrawD3DHardwareRGB;
#if 1
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fprintf(stderr, "SDL Init failed: %s\n", SDL_GetError());
exit(EXIT_FAILURE);
@ -65,7 +66,7 @@ int InitialiseWindowsSystem()
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
#endif
return 0;
}
@ -109,6 +110,7 @@ static void handle_keypress(int keysym, int press)
void CheckForWindowsMessages()
{
#if 1
SDL_Event event;
GotAnyKey = 0;
@ -131,18 +133,23 @@ void CheckForWindowsMessages()
}
} while (SDL_PollEvent(&event));
}
#endif
}
void InGameFlipBuffers()
{
#if 1
SDL_GL_SwapBuffers();
#endif
}
void ThisFramesRenderingHasBegun()
{
fprintf(stderr, "ThisFramesRenderingHasBegun()\n");
#if 1
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif
}
void ThisFramesRenderingHasFinished()
@ -152,8 +159,9 @@ void ThisFramesRenderingHasFinished()
int ExitWindowsSystem()
{
#if 1
SDL_Quit();
#endif
return 0;
}

View file

@ -20,8 +20,10 @@ int WideMulNarrowDiv(int a, int b, int c);
void RotateVector_ASM(VECTORCH *v, MATRIXCH *m);
void RotateAndCopyVector_ASM(VECTORCH *v1, VECTORCH *v2, MATRIXCH *m);
#if 0
int FloatToInt(float);
#define f2i(a, b) { a = FloatToInt(b); }
#endif
void ADD_LL(LONGLONGCH *a, LONGLONGCH *b, LONGLONGCH *c)
{
@ -568,9 +570,9 @@ int SqRoot32(int A)
*/
__asm__("finit \n\t"
"fild sqrt_temp1 \n\t"
"fildl sqrt_temp1 \n\t"
"fsqrt \n\t"
"fistp sqrt_temp2 \n\t"
"fistpl sqrt_temp2 \n\t"
"fwait \n\t"
:
:
@ -600,6 +602,21 @@ __asm__("finit \n\t"
extern float fti_fptmp;
extern int fti_itmp;
void FloatToInt()
{
#if 1
__asm__("fld fti_fptmp \n\t"
"fistpl fti_itmp \n\t"
:
:
: "memory", "cc"
);
#else
fti_itmp = (int)fti_fptmp;
#endif
}
#if 0
int FloatToInt(float fptmp)
{
#if 1
@ -623,6 +640,7 @@ __asm__("fld fti_fptmp \n\t"
return fptmp;
#endif
}
#endif
void TranslatePoint(float *source, float *dest, float *matrix)
{

View file

@ -27,6 +27,7 @@ static void *CurrTextureHandle;
void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVERTEX *renderVerticesPtr)
{
#if 1
int texoffset;
void *TextureHandle;
int i;
@ -41,9 +42,9 @@ void D3D_ZBufferedGouraudTexturedPolygon_Output(POLYHEADER *inputPolyPtr, RENDER
TextureHandle = CurrTextureHandle;
}
fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
// fprintf(stderr, "D3D_ZBufferedGouraudTexturedPolygon_Output(%p, %p)\n", inputPolyPtr, renderVerticesPtr);
// fprintf(stderr, "\tRenderPolygon.NumberOfVertices = %d\n", RenderPolygon.NumberOfVertices);
// fprintf(stderr, "\ttexoffset = %d (ptr = %p)\n", texoffset, texoffset ? (void *)ImageHeaderArray[texoffset].D3DHandle : CurrTextureHandle);
switch(RenderPolygon.TranslucencyMode)
{
@ -81,35 +82,23 @@ switch(RenderPolygon.TranslucencyMode)
/* this is just random garbage */
x1 = (vertices->X*(Global_VDB_Ptr->VDB_ProjX+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreX;
y1 = (vertices->Y*(Global_VDB_Ptr->VDB_ProjY+1))/vertices->Z+Global_VDB_Ptr->VDB_CentreY;
// x = vertices->X;
// y = vertices->Y;
x = x1;
y = y1;
// x = x/32768.0;
// y = y/32768.0;
// x = (x - 32768.0)/32768.0;
// y = (y - 32768.0)/32768.0;
x = (x - 320.0)/320.0;
y = (y - 240.0)/240.0;
x = (x - 320.0)/320.0;
y = -(y - 240.0)/240.0;
// z = vertices->Z*16;
// z = -z/65536;
zvalue = 65536 - vertices->Z+HeadUpDisplayZOffset;
zvalue = 1.0 - ZNear/zvalue;
z = -zvalue;
// x *= 16.0;
// y *= 16.0;
// z *= 16.0;
glColor4ub(vertices->R, vertices->G, vertices->B, vertices->A);
glVertex3f(x, y, z);
fprintf(stderr, "Vertex %d: (%f, %f, %f)\n\t[%d, %d, %d]->[%d, %d] (%d, %d, %d, %d)\n", i, x, y, z, vertices->X, vertices->Y, vertices->Z, x1, y1, vertices->R, vertices->G, vertices->B, vertices->A);
fprintf(stderr, "znear = %f, zvalue = %f, z = %f\n", ZNear, zvalue, z);
// fprintf(stderr, "Vertex %d: (%f, %f, %f)\n\t[%d, %d, %d]->[%d, %d] (%d, %d, %d, %d)\n", i, x, y, z, vertices->X, vertices->Y, vertices->Z, x1, y1, vertices->R, vertices->G, vertices->B, vertices->A);
// fprintf(stderr, "znear = %f, zvalue = %f, z = %f\n", ZNear, zvalue, z);
}
glEnd();
CurrTextureHandle = TextureHandle;
#endif
}

View file

@ -1132,8 +1132,20 @@ int WideMulNarrowDiv(int a, int b, int c);
void RotateVector_ASM(VECTORCH *v, MATRIXCH *m);
void RotateAndCopyVector_ASM(VECTORCH *v1, VECTORCH *v2, MATRIXCH *m);
/*
int FloatToInt(float);
#define f2i(a, b) { a = FloatToInt(b); }
*/
int SqRoot32(int A);
void FloatToInt();
extern float fti_fptmp;
extern int fti_itmp;
#define f2i(a, b) { \
fti_fptmp = (b); \
FloatToInt(); \
a = fti_itmp;}
#else /* inline stuff */
@ -1869,6 +1881,16 @@ __asm__("fld fti_fptmp \n\t"
a = FloatToInt(b); \
}
#if 0
int SqRoot32(int A);
void FloatToInt();
#define f2i(a, b) { \
fti_fptmp = (b); \
FloatToInt(); \
a = fti_itmp;}
#endif
#endif
#endif