/*============================================================================= RenderPC.cpp: Cry Render support precompiled header generator. Copyright 2001 Crytek Studios. All Rights Reserved. Revision history: * Created by Honitch Andrey =============================================================================*/ #define CRY_API #ifdef _DEBUG #define CRTDBG_MAP_ALLOC #endif //_DEBUG //! Include standart headers. #include //#define PS2 //#define OPENGL #ifdef _XBOX //! Include standart headers. #include #include #include #include #include #include #include #include #include #include #include #include #include typedef unsigned long DWORD; typedef unsigned short WORD; typedef unsigned char BYTE; #include #else #include #endif #include // enable memory pool usage #define USE_NEWPOOL #include #include "CrtOverrides.h" #if defined _DEBUG && defined OPENGL #define DEBUGALLOC #endif ///////////////////////////////////////////////////////////////////////////// // STL ////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////// #include #include #include #include #include #include #include typedef const char* cstr; #define SIZEOF_ARRAY(arr) (sizeof(arr)/sizeof((arr)[0])) // Include common headers. //#include "Common\CryHelpers.h" //typedef string String; #ifdef DEBUGALLOC #include #define DEBUG_CLIENTBLOCK new( _NORMAL_BLOCK, __FILE__, __LINE__) #define new DEBUG_CLIENTBLOCK // memman #define calloc(s,t) _calloc_dbg(s, t, _NORMAL_BLOCK, __FILE__, __LINE__) #define malloc(s) _malloc_dbg(s, _NORMAL_BLOCK, __FILE__, __LINE__) #define realloc(p, s) _realloc_dbg(p, s, _NORMAL_BLOCK, __FILE__, __LINE__) #endif #include #include #define MAX_TMU 8 //! Include main interfaces. #include #include #include #include #include #include #include #include #include #include #include #include "Font.h" #include "Except.h" #include #include "Cry_Camera.h" //#include "_Malloc.h" #include "math.h" #include "Common/Mkl/Mkl.h" #include #include #include "Common/Shaders/Shader.h" //#include "Common/XFile/File.h" //#include "Common/Image.h" #include "Common/Shaders/CShader.h" #include "Common/EvalFuncs.h" #include "Common/RenderPipeline.h" #include "Common/Renderer.h" #include "Common/CPUDetect.h" #include "Common/Textures/TexMan.h" #include "Common/Shaders/Parser.h" #include "Common/SimpleFrameProfiler.h" // per-frame profilers: collect the infromation for each frame for // displaying statistics at the beginning of each frame #define PROFILER(ID,NAME) DECLARE_FRAME_PROFILER(ID,NAME) #include "Common/FrameProfilers-list.h" #undef PROFILER // All handled render elements (except common ones included in "RendElement.h") #include "Common/RendElements/CREBeam.h" #include "Common/RendElements/CREPrefabGeom.h" #include "Common/RendElements/CREClientPoly.h" #include "Common/RendElements/CREClientPoly2D.h" #include "Common/RendElements/CREParticleSpray.h" #include "Common/RendElements/CREFlares.h" #include "Common/RendElements/CREPolyBlend.h" #include "Common/RendElements/CRESkyZone.h" #include "Common/RendElements/CREOcean.h" #include "Common/RendElements/CREGlare.h" #include "Common/RendElements/CRETempMesh.h" #define max(a,b) (((a) > (b)) ? (a) : (b)) #define min(a,b) (((a) < (b)) ? (a) : (b)) /*----------------------------------------------------------------------------- Vector transformations. -----------------------------------------------------------------------------*/ // // Transformations in optimized assembler format. // An adaption of Michael Abrash' optimal transformation code. // #if DO_ASM _inline void ASMTransformPoint(const SCoord &Coords, const Vec3d& InVector, Vec3d& OutVector) { // SCoords is a structure of 4 vectors: Origin, X, Y, Z // x y z // Vector Origin; 0 4 8 // Vector XAxis; 12 16 20 // Vector YAxis; 24 28 32 // Vector ZAxis; 36 40 44 // // task: VectorSubtract(InVector, Coords.org, Temp); // Outvector[0] = DotProduct(Temp, Coords.rot[0]); // Outvector[1] = DotProduct(Temp, Coords.rot[1]); // Outvector[2] = DotProduct(Temp, Coords.rot[2]); // // About 33 cycles on a Pentium. // __asm { mov esi,[InVector] mov edx,[Coords] mov edi,[OutVector] // get source fld dword ptr [esi+0] fld dword ptr [esi+4] fld dword ptr [esi+8] // z y x fxch st(2) // xyz // subtract origin fsub dword ptr [edx + 0] // xyz fxch st(1) fsub dword ptr [edx + 4] // yxz fxch st(2) fsub dword ptr [edx + 8] // zxy fxch st(1) // X Z Y // triplicate X for transforming fld st(0) // X X Z Y fmul dword ptr [edx+12] // Xx X Z Y fld st(1) // X Xx X Z Y fmul dword ptr [edx+24] // Xy Xx X Z Y fxch st(2) fmul dword ptr [edx+36] // Xz Xx Xy Z Y fxch st(4) // Y Xx Xy Z Xz fld st(0) // Y Y Xx Xy Z Xz fmul dword ptr [edx+16] fld st(1) // Y Yx Y Xx Xy Z Xz fmul dword ptr [edx+28] fxch st(2) // Y Yx Yy Xx Xy Z Xz fmul dword ptr [edx+40] // Yz Yx Yy Xx Xy Z Xz fxch st(1) // Yx Yz Yy Xx Xy Z Xz faddp st(3),st(0) // Yz Yy XxYx Xy Z Xz faddp st(5),st(0) // Yy XxYx Xy Z XzYz faddp st(2),st(0) // XxYx XyYy Z XzYz fxch st(2) // Z XyYy XxYx XzYz fld st(0) // Z Z XyYy XxYx XzYz fmul dword ptr [edx+20] fld st(1) // Z Zx Z XyYy XxYx XzYz fmul dword ptr [edx+32] fxch st(2) // Z Zx Zy fmul dword ptr [edx+44] // Zz Zx Zy XyYy XxYx XzYz fxch st(1) // Zx Zz Zy XyYy XxYx XzYz faddp st(4),st(0) // Zz Zy XyYy XxYxZx XzYz faddp st(4),st(0) // Zy XyYy XxYxZx XzYzZz faddp st(1),st(0) // XyYyZy XxYxZx XzYzZz fstp dword ptr [edi+4] fstp dword ptr [edi+0] fstp dword ptr [edi+8] } } #endif #if DO_ASM _inline void ASMTransformVector(const SCoord &Coords, const Vec3d& InVector, Vec3d& OutVector) { __asm { mov esi,[InVector] mov edx,[Coords] mov edi,[OutVector] // get source fld dword ptr [esi+0] fld dword ptr [esi+4] fxch st(1) fld dword ptr [esi+8] // z x y fxch st(1) // x z y // triplicate X for transforming fld st(0) // X X Z Y fmul dword ptr [edx+12] // Xx X Z Y fld st(1) // X Xx X Z Y fmul dword ptr [edx+24] // Xy Xx X Z Y fxch st(2) fmul dword ptr [edx+36] // Xz Xx Xy Z Y fxch st(4) // Y Xx Xy Z Xz fld st(0) // Y Y Xx Xy Z Xz fmul dword ptr [edx+16] fld st(1) // Y Yx Y Xx Xy Z Xz fmul dword ptr [edx+28] fxch st(2) // Y Yx Yy Xx Xy Z Xz fmul dword ptr [edx+40] // Yz Yx Yy Xx Xy Z Xz fxch st(1) // Yx Yz Yy Xx Xy Z Xz faddp st(3),st(0) // Yz Yy XxYx Xy Z Xz faddp st(5),st(0) // Yy XxYx Xy Z XzYz faddp st(2),st(0) // XxYx XyYy Z XzYz fxch st(2) // Z XyYy XxYx XzYz fld st(0) // Z Z XyYy XxYx XzYz fmul dword ptr [edx+20] fld st(1) // Z Zx Z XyYy XxYx XzYz fmul dword ptr [edx+32] fxch st(2) // Z Zx Zy fmul dword ptr [edx+44] // Zz Zx Zy XyYy XxYx XzYz fxch st(1) // Zx Zz Zy XyYy XxYx XzYz faddp st(4),st(0) // Zz Zy XyYy XxYxZx XzYz faddp st(4),st(0) // Zy XyYy XxYxZx XzYzZz faddp st(1),st(0) // XyYyZy XxYxZx XzYzZz fstp dword ptr [edi+4] fstp dword ptr [edi+0] fstp dword ptr [edi+8] } } #endif // // Transform a point by a coordinate system, moving // it by the coordinate system's origin if nonzero. // _inline void TransformPoint( const SCoord &Coords, Vec3d& in, Vec3d& out) { #if !DO_ASM Vec3d Temp; Temp = in - Coords.m_Org; out[0] = Temp | Coords.m_Vecs[0]; out[1] = Temp | Coords.m_Vecs[1]; out[2] = Temp | Coords.m_Vecs[2]; #else ASMTransformPoint( Coords, in, out); #endif } //we need a better function-name for this exotic operation //there already is a "TransformPoint" in Cry_Matrix.h _inline void TransformPoint( const Matrix44 &Matr, Vec3d& inp, Vec3d& outp) { //T_CHANGED_BY_IVO //Vec3d Temp = inp - *(Vec3d *)&Matr.m_values[3][0]; Vec3d Temp = inp - Matr.GetTranslation(); //T_CHANGED_BY_IVO //outp.x = Temp | *(Vec3d *)&Matr.m_values[0][0]; //outp.y = Temp | *(Vec3d *)&Matr.m_values[1][0]; //outp.z = Temp | *(Vec3d *)&Matr.m_values[2][0]; outp.x = Temp | Matr.GetOrtX(); outp.y = Temp | Matr.GetOrtY(); outp.z = Temp | Matr.GetOrtZ(); } // // Transform a directional vector by a coordinate system. // Ignore's the coordinate system's origin. // _inline void TransformVector( SCoord Coords, Vec3d& in, Vec3d& out ) { #if !DO_ASM Vec3d Temp; Temp = in; out[0] = Temp | Coords.m_Vecs[0]; out[1] = Temp | Coords.m_Vecs[1]; out[2] = Temp | Coords.m_Vecs[2]; #else ASMTransformVector( Coords, in, out); #endif } _inline void TransformVec_ViewProj(Vec3d& v, Matrix44 viewmatr, Matrix44 projmatr, vec4_t vv, vec4_t pv) { int i; for (i=0; i<4; i++) { vv[i] = viewmatr[0][i]*v[0] + viewmatr[1][i]*v[1] + viewmatr[2][i]*v[2] + viewmatr[3][i]; } for (i=0; i<4; i++) { pv[i] = projmatr[0][i]*vv[0] + projmatr[1][i]*vv[1] + projmatr[2][i]*vv[2] + projmatr[3][i]*vv[3]; } } _inline void ProjectPoint(vec4_t pv, Vec3d& v3d, vec2_t v2d) { v3d[0] = pv[0] / pv[3]; v3d[1] = pv[1] / pv[3]; v3d[2] = (pv[2] + pv[3]) / (pv[2] + pv[3] + pv[3]); v2d[0] = (float)QRound((v3d[0] + 1) * gRenDev->GetWidth() * 0.5f); v2d[1] = (float)QRound((v3d[1] + 1) * gRenDev->GetHeight() * 0.5f); v2d[0] = (float)QRound(v2d[0]); v2d[1] = (float)QRound(v2d[1]); } _inline void TransformVector(Vec3d& out, Vec3d& in, Matrix44& m) { //T_CHANGED_BY_IVO //out.x = in.x * m.m_values[0][0] + in.y * m.m_values[1][0] + in.z * m.m_values[2][0]; //out.y = in.x * m.m_values[0][1] + in.y * m.m_values[1][1] + in.z * m.m_values[2][1]; //out.z = in.x * m.m_values[0][2] + in.y * m.m_values[1][2] + in.z * m.m_values[2][2]; out.x = in.x * m(0,0) + in.y * m(1,0) + in.z * m(2,0); out.y = in.x * m(0,1) + in.y * m(1,1) + in.z * m(2,1); out.z = in.x * m(0,2) + in.y * m(1,2) + in.z * m(2,2); } _inline void TransformPosition(Vec3d& out, Vec3d& in, Matrix44& m) { //T_CHANGED_BY_IVO //out.x = in.x * m.m_values[0][0] + in.y * m.m_values[1][0] + in.z * m.m_values[2][0] + m.m_values[3][0]; //out.y = in.x * m.m_values[0][1] + in.y * m.m_values[1][1] + in.z * m.m_values[2][1] + m.m_values[3][1]; //out.z = in.x * m.m_values[0][2] + in.y * m.m_values[1][2] + in.z * m.m_values[2][2] + m.m_values[3][2]; TransformVector (out, in, m); out += m.GetTranslation(); } inline Plane TransformPlaneByUsingAdjointT( const Matrix44& M, const Matrix44& TA, const Plane plSrc) { //CHANGED_BY_IVO //Vec3d newNorm = TA.TransformVector(plSrc.n); Vec3d newNorm = GetTransposed44(TA)*(plSrc.n); newNorm.Normalize(); if(M.Determinant() < 0.f) newNorm *= -1; Plane plane; plane.Set(newNorm, M.TransformPointOLD(plSrc.n * plSrc.d) | newNorm); return plane; } inline Matrix44 TransposeAdjoint(const Matrix44& M) { Matrix44 ta; ta(0,0) = M(1,1) * M(2,2) - M(1,2) * M(2,1); ta(0,1) = M(1,2) * M(2,0) - M(1,0) * M(2,2); ta(0,2) = M(1,0) * M(2,1) - M(1,1) * M(2,0); ta(0,3) = 0.f; ta(1,0) = M(2,1) * M(0,2) - M(2,2) * M(0,1); ta(1,1) = M(2,2) * M(0,0) - M(2,0) * M(0,2); ta(1,2) = M(2,0) * M(0,1) - M(2,1) * M(0,0); ta(1,3) = 0.f; ta(2,0) = M(0,1) * M(1,2) - M(0,2) * M(1,1); ta(2,1) = M(0,2) * M(1,0) - M(0,0) * M(1,2); ta(2,2) = M(0,0) * M(1,1) - M(0,1) * M(1,0); ta(2,3) = 0.f; ta(3,0) = 0.f; ta(3,1) = 0.f; ta(3,2) = 0.f; ta(3,1) = 1.f; return ta; } inline Plane TransformPlane( const Matrix44& M, const Plane& plSrc) { Matrix44 tmpTA = TransposeAdjoint(M); return TransformPlaneByUsingAdjointT(M, tmpTA, plSrc); } // Homogeneous plane transform. inline Plane TransformPlane2(const Matrix44& m, const Plane& src ) { Plane plDst; float v0=src.n.x, v1=src.n.y, v2=src.n.z, v3=src.d; plDst.n.x = v0 * m[0][0] + v1 * m[0][1] + v2 * m[0][2] + v3 * m[0][3]; plDst.n.y = v0 * m[1][0] + v1 * m[1][1] + v2 * m[1][2] + v3 * m[1][3]; plDst.n.z = v0 * m[2][0] + v1 * m[2][1] + v2 * m[2][2] + v3 * m[2][3]; plDst.d = v0 * m[3][0] + v1 * m[3][1] + v2 * m[3][2] + v3 * m[3][3]; return plDst; } inline Plane TransformPlane2_NoTrans(const Matrix44& m, const Plane& src ) { Plane plDst; float v0=src.n.x, v1=src.n.y, v2=src.n.z; plDst.n.x = v0 * m[0][0] + v1 * m[0][1] + v2 * m[0][2]; plDst.n.y = v0 * m[1][0] + v1 * m[1][1] + v2 * m[1][2]; plDst.n.z = v0 * m[2][0] + v1 * m[2][1] + v2 * m[2][2]; plDst.d = src.d; return plDst; } inline Plane TransformPlane2Transposed(const Matrix44& m, const Plane& src ) { Plane plDst; float v0=src.n.x, v1=src.n.y, v2=src.n.z, v3=src.d; plDst.n.x = v0 * m[0][0] + v1 * m[1][0] + v2 * m[2][0] + v3 * m[3][0]; plDst.n.y = v0 * m[0][1] + v1 * m[1][1] + v2 * m[2][1] + v3 * m[3][1]; plDst.n.z = v0 * m[0][2] + v1 * m[2][1] + v2 * m[2][2] + v3 * m[3][2]; plDst.d = v0 * m[0][3] + v1 * m[1][3] + v2 * m[2][3] + v3 * m[3][3]; return plDst; } //=============================================================================================== _inline int CullBoxByPlane (float *Mins, float *Maxs, SPlane *p) { float dist1, dist2; int sides; // fast axial cases if (p->m_Type < 3) { return (p->m_Dist <= Mins[p->m_Type]) ? 1 : (p->m_Dist >= Maxs[p->m_Type]) ? 2 : 3; } // general case switch (p->m_SignBits) { case 0: dist1 = p->m_Normal[0]*Maxs[0] + p->m_Normal[1]*Maxs[1] + p->m_Normal[2]*Maxs[2]; dist2 = p->m_Normal[0]*Mins[0] + p->m_Normal[1]*Mins[1] + p->m_Normal[2]*Mins[2]; break; case 1: dist1 = p->m_Normal[0]*Mins[0] + p->m_Normal[1]*Maxs[1] + p->m_Normal[2]*Maxs[2]; dist2 = p->m_Normal[0]*Maxs[0] + p->m_Normal[1]*Mins[1] + p->m_Normal[2]*Mins[2]; break; case 2: dist1 = p->m_Normal[0]*Maxs[0] + p->m_Normal[1]*Mins[1] + p->m_Normal[2]*Maxs[2]; dist2 = p->m_Normal[0]*Mins[0] + p->m_Normal[1]*Maxs[1] + p->m_Normal[2]*Mins[2]; break; case 3: dist1 = p->m_Normal[0]*Mins[0] + p->m_Normal[1]*Mins[1] + p->m_Normal[2]*Maxs[2]; dist2 = p->m_Normal[0]*Maxs[0] + p->m_Normal[1]*Maxs[1] + p->m_Normal[2]*Mins[2]; break; case 4: dist1 = p->m_Normal[0]*Maxs[0] + p->m_Normal[1]*Maxs[1] + p->m_Normal[2]*Mins[2]; dist2 = p->m_Normal[0]*Mins[0] + p->m_Normal[1]*Mins[1] + p->m_Normal[2]*Maxs[2]; break; case 5: dist1 = p->m_Normal[0]*Mins[0] + p->m_Normal[1]*Maxs[1] + p->m_Normal[2]*Mins[2]; dist2 = p->m_Normal[0]*Maxs[0] + p->m_Normal[1]*Mins[1] + p->m_Normal[2]*Maxs[2]; break; case 6: dist1 = p->m_Normal[0]*Maxs[0] + p->m_Normal[1]*Mins[1] + p->m_Normal[2]*Mins[2]; dist2 = p->m_Normal[0]*Mins[0] + p->m_Normal[1]*Maxs[1] + p->m_Normal[2]*Maxs[2]; break; case 7: dist1 = p->m_Normal[0]*Mins[0] + p->m_Normal[1]*Mins[1] + p->m_Normal[2]*Mins[2]; dist2 = p->m_Normal[0]*Maxs[0] + p->m_Normal[1]*Maxs[1] + p->m_Normal[2]*Maxs[2]; break; default: dist1 = dist2 = 0; // shut up compiler ASSERT( 1 ); break; } sides = 0; if (dist1 >= p->m_Dist) sides = 1; if (dist2 < p->m_Dist) sides |= 2; //ASSERT( sides != 0 ); return sides; } //=============================================================================================== // Interfaces from the Game extern ILog *iLog; extern IConsole *iConsole; extern ITimer *iTimer; extern ISystem *iSystem; extern int *pTest_int; extern IPhysicalWorld *pIPhysicalWorld; #define MAX_PATH_LENGTH 512 inline void _text_to_log(char * format, ...) { char buffer[MAX_PATH_LENGTH]; va_list args; va_start(args, format); vsprintf(buffer, format, args); va_end(args); iLog->Log(buffer); if (gRenDev->CV_r_log == 3) gRenDev->Logv(SRendItem::m_RecurseLevel, buffer); } inline void _text_to_logPlus(char * format, ...) { char buffer[MAX_PATH_LENGTH]; va_list args; va_start(args, format); vsprintf(buffer, format, args); va_end(args); iLog->LogPlus(buffer); if (gRenDev->CV_r_log == 3) gRenDev->Logv(SRendItem::m_RecurseLevel, buffer); } inline void _UpdateLoadingScreen(const char * format, ...) { if(format) { char buffer[MAX_PATH_LENGTH]; va_list args; va_start(args, format); vsprintf(buffer, format, args); va_end(args); iLog->Log(buffer); if (gRenDev->CV_r_log == 3) gRenDev->Logv(SRendItem::m_RecurseLevel, buffer); } //iConsole->Update(); //gRenDev->BeginFrame(); //iConsole->Draw(); //gRenDev->Update(); } inline void _UpdateLoadingScreenPlus(const char * format, ...) { if(format) { char buffer[MAX_PATH_LENGTH]; va_list args; va_start(args, format); vsprintf(buffer, format, args); va_end(args); iLog->Log(buffer); if (gRenDev->CV_r_log == 3) gRenDev->Logv(SRendItem::m_RecurseLevel, buffer); } iConsole->Update(); gRenDev->BeginFrame(); iConsole->Draw(); gRenDev->Update(); } _inline char * Cry_strdup(const char * str) { char *memory; if (!str) return(NULL); memory = (char *)malloc(strlen(str) + 1); if (memory) return(strcpy(memory,str)); return(NULL); } const char* GetExtension (const char *in); void StripExtension (const char *in, char *out); void AddExtension (char *path, char *extension); void ConvertDOSToUnixName( char *dst, const char *src ); void ConvertUnixToDosName( char *dst, const char *src ); void UsePath (char *name, char *path, char *dst); #define Vector2Copy(a,b) {b[0]=a[0];b[1]=a[1];} //================================================================== // Profiling inline DWORD sCycles() { uint L; #ifndef PS2 __asm { xor eax,eax // Required so that VC++ realizes EAX is modified. _emit 0x0F // RDTSC - Pentium+ time stamp register to EDX:EAX. _emit 0x31 // Use only 32 bits in EAX - even a Ghz cpu would have a 4+ sec period. mov [L],eax // Save low value. xor edx,edx // Required so that VC++ realizes EDX is modified. } #else L = 0; #endif return L; } inline double sCycles2() { uint L,H; #ifndef PS2 __asm { xor eax,eax // Required so that VC++ realizes EAX is modified. xor edx,edx // Required so that VC++ realizes EDX is modified. _emit 0x0F // RDTSC - Pentium+ time stamp register to EDX:EAX. _emit 0x31 // Use only 32 bits in EAX - even a Ghz cpu would have a 4+ sec period. mov [L],eax // Save low value. mov [H],edx // Save high value. } #else L = H = 0; #endif return ((DOUBLE)L + 4294967296.0 * (DOUBLE)H); } #define FP_BITS(fp) (*(DWORD *)&(fp)) _inline float C_sqrt_tab(float n) { if (FP_BITS(n) == 0) return 0.0; // check for square root of 0 FP_BITS(n) = gRenDev->fast_sqrt_table[(FP_BITS(n) >> 8) & 0xFFFF] | ((((FP_BITS(n) - 0x3F800000) >> 1) + 0x3F800000) & 0x7F800000); return n; } //========================================================================================= // // Memory copy. // #if DO_ASM #define DEFINED_cryMemcpy /****************************************************************************** Copyright (c) 2001 Advanced Micro Devices, Inc. LIMITATION OF LIABILITY: THE MATERIALS ARE PROVIDED *AS IS* WITHOUT ANY EXPRESS OR IMPLIED WARRANTY OF ANY KIND INCLUDING WARRANTIES OF MERCHANTABILITY, NONINFRINGEMENT OF THIRD-PARTY INTELLECTUAL PROPERTY, OR FITNESS FOR ANY PARTICULAR PURPOSE. IN NO EVENT SHALL AMD OR ITS SUPPLIERS BE LIABLE FOR ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, LOSS OF INFORMATION) ARISING OUT OF THE USE OF OR INABILITY TO USE THE MATERIALS, EVEN IF AMD HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. BECAUSE SOME JURISDICTIONS PROHIBIT THE EXCLUSION OR LIMITATION OF LIABILITY FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES, THE ABOVE LIMITATION MAY NOT APPLY TO YOU. AMD does not assume any responsibility for any errors which may appear in the Materials nor any responsibility to support or update the Materials. AMD retains the right to make changes to its test specifications at any time, without notice. NO SUPPORT OBLIGATION: AMD is not obligated to furnish, support, or make any further information, software, technical information, know-how, or show-how available to you. So that all may benefit from your experience, please report any problems or suggestions about this software to 3dsdk.support@amd.com AMD Developer Technologies, M/S 585 Advanced Micro Devices, Inc. 5900 E. Ben White Blvd. Austin, TX 78741 3dsdk.support@amd.com ******************************************************************************/ /***************************************************************************** MEMCPY_AMD.CPP ******************************************************************************/ // Very optimized memcpy() routine for AMD Athlon and Duron family. // This code uses any of FOUR different basic copy methods, depending // on the transfer size. // NOTE: Since this code uses MOVNTQ (also known as "Non-Temporal MOV" or // "Streaming Store"), and also uses the software prefetch instructions, // be sure you're running on Athlon/Duron or other recent CPU before calling! #define TINY_BLOCK_COPY 64 // upper limit for movsd type copy // The smallest copy uses the X86 "movsd" instruction, in an optimized // form which is an "unrolled loop". #define IN_CACHE_COPY 64 * 1024 // upper limit for movq/movq copy w/SW prefetch // Next is a copy that uses the MMX registers to copy 8 bytes at a time, // also using the "unrolled loop" optimization. This code uses // the software prefetch instruction to get the data into the cache. #define UNCACHED_COPY 197 * 1024 // upper limit for movq/movntq w/SW prefetch // For larger blocks, which will spill beyond the cache, it's faster to // use the Streaming Store instruction MOVNTQ. This write instruction // bypasses the cache and writes straight to main memory. This code also // uses the software prefetch instruction to pre-read the data. // USE 64 * 1024 FOR THIS VALUE IF YOU'RE ALWAYS FILLING A "CLEAN CACHE" #define BLOCK_PREFETCH_COPY infinity // no limit for movq/movntq w/block prefetch #define CACHEBLOCK 80h // number of 64-byte blocks (cache lines) for block prefetch // For the largest size blocks, a special technique called Block Prefetch // can be used to accelerate the read operations. Block Prefetch reads // one address per cache line, for a series of cache lines, in a short loop. // This is faster than using software prefetch. The technique is great for // getting maximum read bandwidth, especially in DDR memory systems. // Inline assembly syntax for use with Visual C++ inline void cryMemcpy( void* Dst, const void* Src, INT Count ) { if( gRenDev->m_Cpu->mCpu[0].mFeatures & CFI_MMX ) { __asm { mov ecx, [Count] ; number of bytes to copy mov edi, [Dst] ; destination mov esi, [Src] ; source mov ebx, ecx ; keep a copy of count cld cmp ecx, TINY_BLOCK_COPY jb $memcpy_ic_3 ; tiny? skip mmx copy cmp ecx, 32*1024 ; don't align between 32k-64k because jbe $memcpy_do_align ; it appears to be slower cmp ecx, 64*1024 jbe $memcpy_align_done $memcpy_do_align: mov ecx, 8 ; a trick that's faster than rep movsb... sub ecx, edi ; align destination to qword and ecx, 111b ; get the low bits sub ebx, ecx ; update copy count neg ecx ; set up to jump into the array add ecx, offset $memcpy_align_done jmp ecx ; jump to array of movsb's align 4 movsb movsb movsb movsb movsb movsb movsb movsb $memcpy_align_done: ; destination is dword aligned mov ecx, ebx ; number of bytes left to copy shr ecx, 6 ; get 64-byte block count jz $memcpy_ic_2 ; finish the last few bytes cmp ecx, IN_CACHE_COPY/64 ; too big 4 cache? use uncached copy jae $memcpy_uc_test // This is small block copy that uses the MMX registers to copy 8 bytes // at a time. It uses the "unrolled loop" optimization, and also uses // the software prefetch instruction to get the data into the cache. align 16 $memcpy_ic_1: ; 64-byte block copies, in-cache copy prefetchnta [esi + (200*64/34+192)] ; start reading ahead movq mm0, [esi+0] ; read 64 bits movq mm1, [esi+8] movq [edi+0], mm0 ; write 64 bits movq [edi+8], mm1 ; note: the normal movq writes the movq mm2, [esi+16] ; data to cache; a cache line will be movq mm3, [esi+24] ; allocated as needed, to store the data movq [edi+16], mm2 movq [edi+24], mm3 movq mm0, [esi+32] movq mm1, [esi+40] movq [edi+32], mm0 movq [edi+40], mm1 movq mm2, [esi+48] movq mm3, [esi+56] movq [edi+48], mm2 movq [edi+56], mm3 add esi, 64 ; update source pointer add edi, 64 ; update destination pointer dec ecx ; count down jnz $memcpy_ic_1 ; last 64-byte block? $memcpy_ic_2: mov ecx, ebx ; has valid low 6 bits of the byte count $memcpy_ic_3: shr ecx, 2 ; dword count and ecx, 1111b ; only look at the "remainder" bits neg ecx ; set up to jump into the array add ecx, offset $memcpy_last_few jmp ecx ; jump to array of movsd's $memcpy_uc_test: cmp ecx, UNCACHED_COPY/64 ; big enough? use block prefetch copy jae $memcpy_bp_1 $memcpy_64_test: or ecx, ecx ; tail end of block prefetch will jump here jz $memcpy_ic_2 ; no more 64-byte blocks left // For larger blocks, which will spill beyond the cache, it's faster to // use the Streaming Store instruction MOVNTQ. This write instruction // bypasses the cache and writes straight to main memory. This code also // uses the software prefetch instruction to pre-read the data. align 16 $memcpy_uc_1: ; 64-byte blocks, uncached copy prefetchnta [esi + (200*64/34+192)] ; start reading ahead movq mm0,[esi+0] ; read 64 bits add edi,64 ; update destination pointer movq mm1,[esi+8] add esi,64 ; update source pointer movq mm2,[esi-48] movntq [edi-64], mm0 ; write 64 bits, bypassing the cache movq mm0,[esi-40] ; note: movntq also prevents the CPU movntq [edi-56], mm1 ; from READING the destination address movq mm1,[esi-32] ; into the cache, only to be over-written movntq [edi-48], mm2 ; so that also helps performance movq mm2,[esi-24] movntq [edi-40], mm0 movq mm0,[esi-16] movntq [edi-32], mm1 movq mm1,[esi-8] movntq [edi-24], mm2 movntq [edi-16], mm0 dec ecx movntq [edi-8], mm1 jnz $memcpy_uc_1 ; last 64-byte block? jmp $memcpy_ic_2 ; almost done // For the largest size blocks, a special technique called Block Prefetch // can be used to accelerate the read operations. Block Prefetch reads // one address per cache line, for a series of cache lines, in a short loop. // This is faster than using software prefetch. The technique is great for // getting maximum read bandwidth, especially in DDR memory systems. $memcpy_bp_1: ; large blocks, block prefetch copy cmp ecx, CACHEBLOCK ; big enough to run another prefetch loop? jl $memcpy_64_test ; no, back to regular uncached copy mov eax, CACHEBLOCK / 2 ; block prefetch loop, unrolled 2X add esi, CACHEBLOCK * 64 ; move to the top of the block align 16 $memcpy_bp_2: mov edx, [esi-64] ; grab one address per cache line mov edx, [esi-128] ; grab one address per cache line sub esi, 128 ; go reverse order to suppress HW prefetcher dec eax ; count down the cache lines jnz $memcpy_bp_2 ; keep grabbing more lines into cache mov eax, CACHEBLOCK ; now that it's in cache, do the copy align 16 $memcpy_bp_3: movq mm0, [esi ] ; read 64 bits movq mm1, [esi+ 8] movq mm2, [esi+16] movq mm3, [esi+24] movq mm4, [esi+32] movq mm5, [esi+40] movq mm6, [esi+48] movq mm7, [esi+56] add esi, 64 ; update source pointer movntq [edi ], mm0 ; write 64 bits, bypassing cache movntq [edi+ 8], mm1 ; note: movntq also prevents the CPU movntq [edi+16], mm2 ; from READING the destination address movntq [edi+24], mm3 ; into the cache, only to be over-written, movntq [edi+32], mm4 ; so that also helps performance movntq [edi+40], mm5 movntq [edi+48], mm6 movntq [edi+56], mm7 add edi, 64 ; update dest pointer dec eax ; count down jnz $memcpy_bp_3 ; keep copying sub ecx, CACHEBLOCK ; update the 64-byte block count jmp $memcpy_bp_1 ; keep processing chunks // The smallest copy uses the X86 "movsd" instruction, in an optimized // form which is an "unrolled loop". Then it handles the last few bytes. align 4 movsd movsd ; perform last 1-15 dword copies movsd movsd movsd movsd movsd movsd movsd movsd ; perform last 1-7 dword copies movsd movsd movsd movsd movsd movsd $memcpy_last_few: ; dword aligned from before movsd's mov ecx, ebx ; has valid low 2 bits of the byte count and ecx, 11b ; the last few cows must come home jz $memcpy_final ; no more, let's leave rep movsb ; the last 1, 2, or 3 bytes $memcpy_final: emms ; clean up the MMX state sfence ; flush the write buffer // mov eax, [dest] ; ret value = destination pointer } } else { __asm { mov ecx, Count mov esi, Src mov edi, Dst mov ebx, ecx shr ecx, 2 and ebx, 3 rep movsd mov ecx, ebx rep movsb } } } #else inline void cryMemcpy( void* Dst, const void* Src, INT Count ) { memcpy(Dst, Src, Count); } #endif //========================================================================================= // // Normal timing. // #define ticks(Timer) {Timer -= sCycles2();} #define unticks(Timer) {Timer += sCycles2()+34;} //============================================================================= /*----------------------------------------------------------------------------- The End. -----------------------------------------------------------------------------*/