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- From: "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi>
- Date: Tue, 23 Jan 96 18:45:21 UT
- Comments: Illegal date header - new date added by quicknews
- X-Original-Date: Tue, 23 Jan 96 19:08:35
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- Subject: Re: FPU and games?
- Message-ID: <38232154@kone.fipnet.fi>
-
-
- > 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.
-
- -- _
- a Stellar programmer _ //
- "Amiga - back for the future" \X/
-