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- From: wfblan@netcom.com (Wells Fargo Bank)
- Subject: Re: FPU and games?
- Message-ID: <wfblanDLozuJ.64s@netcom.com>
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- 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>
- Date: Wed, 24 Jan 1996 15:47:07 GMT
- Sender: wfblan@netcom12.netcom.com
-
- 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.
-
- : -- _
- : a Stellar programmer _ //
- : "Amiga - back for the future" \X/
-
-
- So am I correct to understand that you are saying that using the above loop
- without the fmoves, it is pheasable to use the 040's FPU to improve texture
- maped games and programs? And wouldn't this be all the more true on an 060?
-
- Rob Bamford
- (wfblan@netcom.com)
-