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- Path: Flex058.dBH.WAU.NL!joop.vandeWege
- From: joop.vandeWege@medew.ento.wau.nl (Joop van de Wege)
- Newsgroups: comp.sys.amiga.programmer,comp.sys.amiga.games,comp.sys.amiga.hardware,comp.sys.amiga.misc,comp.sys.amiga.graphics
- Subject: Re: FPU and games?
- Date: Fri, 26 Jan 1996 11:41:10 LOCAL
- Organization: ento
- Message-ID: <joop.vandeWege.536.002C49EF@medew.ento.wau.nl>
- References: <38232041@kone.fipnet.fi> <volker.0ed8@vb.franken.de> <38232075@kone.fipnet.fi> <volker.0ehd@vb.franken.de> <38232112@kone.fipnet.fi> <volker.0en5@vb.franken.de> <38232154@kone.fipnet.fi> <wfblanDLozuJ.64s@netcom.com>
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- In article <wfblanDLozuJ.64s@netcom.com> wfblan@netcom.com (Wells Fargo Bank) writes:
- >From: wfblan@netcom.com (Wells Fargo Bank)
- >Subject: Re: FPU and games?
- >Date: Wed, 24 Jan 1996 15:47:07 GMT
-
- >Jyrki Saarinen (jsaarinen@kone.fipnet.fi) wrote:
-
- >: > It is. fmove.l fpx,dy converts an 80bit floating point number to a
- >: > 32bit signed integer.
-
- >: Ok, great. I stupidly thought that fint is needed when it was
- >: not.
-
- >: Now, I can see how FPU can be used in perspective correct
- >: texture mapping. Everything could be fitted into registers..
-
- >: Hmm. I tested a loop like this:
-
- >: fmove fp2,fp6 ;v<<8/z
- >: fmove fp0,fp7 ;u/z
- >: fdiv fp4,fp6 ;v<<8 = v<<8/z / 1/z
- >: fdiv fp4,fp7 ;u = u/z / 1/z
- >: fmove.l fp6,d0
- >: fmove.b fp7,d0
- >: move.b (a0,d0.l),(a1)+
- >: fadd fp2,fp3 ;v/z+=v/z step
- >: fadd fp0,fp1 ;u/z+=u/z step
- >: fadd fp5,fp4 ;1/z+=1/z step
-
- >: Now, with those fmoves to data registers this loop
- >: was very slow. Any reason why? Without those fmoves
- >: this loop was about the clock cycles the 040 manual
- >: tells.
-
- Check out the mc68030 reference manual, the pages about differences between
- 882/1 and implement the suggestion found there.
- Basically you should try to avoid using the same instruction twice in a row.
- It is better to mix fmove with something else to get the most out of
- the pipeline decoding.
-
- Joop
-
-