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379 lines
16 KiB
Plaintext
379 lines
16 KiB
Plaintext
[hammer home the distinction between compile-time and run-time]
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A Region is a data structure that defines a set of pixels. ???
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[briefly describe Apple's Region and ARDI's internal Region. ARDI's
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region doesn't XOR adjacent scanlines, and stores X values in "native
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endian" byte order for speed (y values are still big endian, which can
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be irritating). Mac programs can never see a special region].
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...We wanted to write a blitter that had good performance in the
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common case, but did not want to spend a great deal of time writing
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code to handle special cases...
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One way to write a simple Region blitter is to start with a subroutine
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that parses the start/stop pairs of a Region scanline and draws the
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corresponding pixels. This subroutine is then called once for each
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row of pixels to be displayed.
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Unfortunately, this approach is slow since each scanline gets
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re-parsed every time it is drawn. The Region for a 300 pixel tall
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rectangle consists of a single scanline with a repeat count of "300";
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this "simple Region blitter" will parse that scanline 300 times!
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That's a lot of redundant work.
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There are many possible ways to get away with parsing each scanline
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only once. One approach is to convert the start/stop pairs into a bit
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mask where the bits in the mask correspond to the bits in the target
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bitmap that are to be changed. The inner blitting loop then becomes
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an exercise in bitwise arithmetic. In C, such a loop might look
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something like this:
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for (x = left; x < right; x++)
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dst[x] = (dst[x] & ~mask[x]) | (pattern_value & mask[x]);
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That's not bad, but it's unnecessarily slow in the common case of
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filling a rectangle. For a rectangular Region, mask[x] is usually all
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one bits, making the bit munging a waste of time. And even when the
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masks are never solid (e.g. when drawing a thin vertical line), this
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technique is still unnecessarily slow. As it turns out, even the
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cycles the CPU spends loading mask bits from memory are unnecessary.
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Executor's blitter uses the techniques of partial evaluation and
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dynamic code generation to eliminate redundant work. On the 80x86
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each scanline is quickly translated into executable code, and that
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code gets executed once each time the scanline needs to be drawn. On
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non-80x86 platforms, each scanline is compiled into threaded code
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which is executed by a machine-generated interpreter to draw the
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scanlines.
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80x86:
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Before describing how the dynamic compilation process works, let's
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take a look at an example. Consider the case where a 401x300
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rectangle is to be filled with white pixels (pixel value zero on the
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Macintosh). This might happen, for example, when erasing a window.
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Furthermore, let's assume that the target bitmap has four bits per
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pixel, since that's somewhat tricker to handle than 8 bits per pixel.
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Here is the subroutine that Executor dynamically generates to draw
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this rectangle on a Pentium:
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loop: andl $0xff,0x50(%edi) # clear leftmost 6 boundary pixels
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addl $0x54,%edi # set up pointer for loop
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movl $0x31,%ecx # set up loop counter
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rep ; stosl # slam out 49 aligned longs
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andl $0xffff0f00,0x0(%edi) # clear 3 right boundary pixels
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addl $0x28,%edi # move to next row
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decl %edx # decrement # of rows left
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jne loop # continue looping if appropriate
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ret # we're done!
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This code, when called with the proper values in its input registers,
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will draw the entire rectangle. Note how the inner loop is merely a
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"rep ; stosl"...it doesn't get much more concise than that! The
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astute reader will know that on certain 80x86 processors "rep ; stosl"
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is not the fastest possible way to set a range of memory. This is
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true, but because our code generation is dynamic, in the future we can
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tailor the specific code sequence generated to the processor on which
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Executor is currently running. The blitter already does this when it
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needs to emit a byte swap; on the 80486 and up we use the `bswap'
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instruction, and on the 80386 (which doesn't support `bswap') we use a
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sequence of rotates.
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One thing you may notice is that the bit masks used to clear the
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boundary pixels look strange. They are actually correct, since 80x86
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processors are little endian.
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Unlike some processors, such as the 68040, the 80x86 instruction and
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data caches are always coherent. Consequently, no cache flushes need
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to be performed before the dynamically created code can be executed.
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Here's another example, this time drawn from a real application. The
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program "Globe", by Paul Mercer, draws a spinning globe on the screen
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as fast as it can. Each "globe frame" is a 128x128 Pixmap. Here is
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the code that Executor generates and runs when Globe uses CopyBits to
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transfer one frame to the screen at 8 bits per pixel:
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loop: movl $0x20,%ecx ; set up loop counter for 32 longs
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rep ; movsl ; copy one row (128 bytes)
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addl $0xffffff00,%esi ; advance to previous src row
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addl $0xfffffd00,%edi ; advance to previous dst row
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decl %edx ; decrement # of rows remaining
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jne loop
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ret
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Again the inner loop is very tight, just a "rep ; movsl" this time.
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No matter how fast the generated code, if Executor spends too much
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time generating that code then any speedup will be negated by the
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increased time required for dynamic compilation. Consequently, the
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dynamic compilation from Region to 80x86 code needs to be fast.
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We solved this problem with a "meta-assembler" written in Perl.
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The blitter operates on aligned longs in the destination bitmap. As
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the compilation engine strides through the start/stop pairs from left
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to right, it identifies which bits in each long are part of the Region
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and determines which of several cases is appropriate:
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- Some but not all bits in the current long are in the Region.
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- All bits in the current long are in the Region.
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- All bits in this long and the next long are in the Region.
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- All bits in this long and the next two longs are in the Region.
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- All bits in this long and the next three longs are in the Region.
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- More than four contiguous longs are completely in the Region,
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and the number of longs equals 0 mod 4.
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- More than four contiguous longs are completely in the Region,
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and the number of longs equals 1 mod 4.
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- More than four contiguous longs are completely in the Region,
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and the number of longs equals 2 mod 4.
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- More than four contiguous longs are completely in the Region,
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and the number of longs equals 3 mod 4.
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The particular case encountered determines which function pointer to
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load from a lookup table corresponding to the current drawing mode.
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For example, the "patCopy" drawing mode has one table of function
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pointers, "patXor" another. There are also some special case tables
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for drawing patterns that are either all zero bits or all one bits.
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The main blitter doesn't care what drawing mode is being used, since
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it does all mode-specific work through the supplied function pointer
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table.
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Each function pointer points to a function that generates 80x86 code
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for the appropriate case. For example, one function generates code
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for a "patCopy" to three contiguous longs, one generates code for
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"patXor" only to certain specified bits within one long, etc.
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The blitter compilation engine marches through the Region scanline
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from left to right, calling code generation functions as it goes. The
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generated code is accrued into a 32-byte aligned buffer on the stack.
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In this way, the blitter constructs a subroutine to draw the Region.
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The compilation engine isn't very complicated. The tricky part is the
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all of code generation subroutines, which need to be fast since they
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are called so often and easy to write since there are so many of them.
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For each drawing mode there's one for each case the compilation engine
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cares about. For pattern drawing modes, there are separate
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specialized routines for cases like patterns that can be entirely
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expressed in one 32-bit value ("short/narrow") patterns, patterns
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which can be expressed as one 32-bit value for each row, but which
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vary per row ("tall/narrow"), as well as "wide" variants of both.
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Beyond that, there are some versions specialized for 80486 and higher
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processors (which have the "bswap" instruction).
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This is where the Perl meta-assembler comes into play.
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The meta-assembler takes as input an assembly language template, and
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generates as output Pentium-scheduled assembly code that outputs an
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80x86 binary for the input template. Got it? This can be a little
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confusing, so a few examples are in order.
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Here is perhaps the simplest template:
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@meta copy_short_narrow_1
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movl %eax,@param_offset@(%edi)
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@endmeta
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The meta-assembler processes that into this 80x86 assembly code:
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.align 4,0x90
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.globl _xdblt_copy_short_narrow_1
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_xdblt_copy_short_narrow_1:
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movw $0x8789,(%edi)
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movl %eax,2(%edi)
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addl $6,%edi
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ret
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This subroutine, which gets called by the blitter compilation engine,
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generates the binary for the input assembly template. It writes the
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raw binary for the movl instruction specified in the template to the
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address specified by %edi.
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Let's take a look at a far more complicated template. This template
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handles the case where we want to bitwise OR a pattern to the
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destination bitmap, and the number of longs to transfer equals zero
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mod 4 (e.g. if the blitter wants to OR 36 longs to memory):
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@meta or_short_narrow_many_mod_0
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addl $@param_offset@,%edi
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movl $@param_long_count_div_4@,%ecx
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1: orl %eax,(%edi)
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orl %eax,4(%edi)
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orl %eax,8(%edi)
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orl %eax,12(%edi)
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addl $16,%edi
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decl %ecx
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jnz 1b
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@lit leal (%eax,%edx,4),%ecx
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@lit addl %ecx,edi_offset
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@endmeta
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The meta-assembler compiles that to this:
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.align 4,0x90
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.globl _xdblt_or_short_narrow_many_mod_0
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_xdblt_or_short_narrow_many_mod_0:
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movw $0xC781,(%edi)
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movl %eax,2(%edi)
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movl $0x47090709,11(%edi)
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movb $0xB9,6(%edi)
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movl $0x8470904,15(%edi)
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movl $0x754910C7,23(%edi)
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movl $0x830C4709,19(%edi)
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movb $0xEF,27(%edi)
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movl %edx,%ecx
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shrl $2,%ecx
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movl %ecx,7(%edi)
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addl $28,%edi
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leal (%eax,%edx,4),%ecx
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addl %ecx,edi_offset
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ret
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Again, this mechanically generated subroutine generates the executable
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80x86 binary for the "or_short_narrow_many_mod_0" template. It gets
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called by the blitter compilation engine when it needs code to OR a
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bunch of longs to memory.
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Even though this subroutine is longer than the previous example, it
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still doesn't take very long to execute. Furthermore, it only gets
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called when the blitter has determined that many longs are to be ORed
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to memory, so the time taken actually blitting to memory will
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typically dwarf the time taken to execute these 15 instructions.
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The meta-assembler is a Perl script that works by running numerous
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syntactically modified versions of the assembly template through
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"gas", the GNU assembler, and examining the output bytes to discover
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which bits are fixed opcode bits and which bits correspond to
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operands. Once it has figured out what goes where, it generates 80x86
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assembly code which writes out the constant bytes and computes and
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writes out the operand bytes. That code is run through a simple
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Pentium instruction scheduler and the meta-assembler is done.
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Portable:
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Although the meta-assembler-based blitter works only on 80x86
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processors, Executor itself can run on non-Intel processors. On other
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CPUs (such as the 68040 used in the NeXTstation) Executor's blitter
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works somewhat differently.
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The basic idea is still the same: translate Region scanlines into an
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efficient form once and then use that efficient form each time the
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scanline gets drawn. This time, however, the "efficient form" is
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processor independent, and the blitter is written entirely in C.
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As is the case with the 80x86-specific blitter, the portable blitter
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compilation engine examines scanline start/stop pairs and identifies
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which of several cases is appropriate. One case is "output three
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longs", another is "output only certain pixels within the current
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long", and so on.
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Like the 80x86-specific blitter, the particular case encountered
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determines which entry in a lookup table will be used. But there the
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similarity ends. The lookup tables contain pointers to C code labels
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rather than to routines that generates 80x86 code on the fly.
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[FIXME: the following would be best as a footnote]
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"What the heck is a pointer to a C code label?", you ask? gcc (the
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GNU C compiler) has a "pointer to label" extension to the C language
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which makes the statement "&&my_label" evaluate to a "void *" that
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points to the compiled code for "my_label:" within a C function.
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This, combined with gcc's "goto void *" extension, allows C programs
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to execute goto statements whose destinations are not known at compile
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time.
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Each scanline gets translated into an array of opcodes for the
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"blitter opcode interpreter" (which will be described below). Each
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opcode is stored in one of these C structs:
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struct
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{
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const void *label; /* Pointer to C code to handle this opcode. */
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int32 offset; /* Offset into scanline to start. */
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int32 arg; /* Extra operand with different uses. */
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};
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For example, consider the case where the blitter wants to write out
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five contiguous longs from a "simple" pattern starting 64 bytes into
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the current row. In this case, "label" would equal
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"&©_short_narrow_many_5", "offset" would equal 64, and "arg" would
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equal 5.
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The blitter opcode interpreter
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The blitter opcode interpreter is machine generated C code created by
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a Perl script when Executor is compiled. That Perl script takes as
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input C code snippets that tell it how to handle particular drawing
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modes, and produces as output C code for an interpreter.
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Here is the template taken as input by the Perl script for the
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"copy_short_narrow" case. This is the simple case where the pixels
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for the pattern being displayed can be stored entirely within one
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32-bit long (for example, solid white or solid black).
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begin_mode copy_short_narrow max_unwrap
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repeat @dst@ = v;
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mask @dst@ = (@dst@ & ~arg) | (v & arg);
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end_mode
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The "repeat" field tells the Perl script what C code to generate for
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the simple case where all pixels in the destination long are to be
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affected. The "mask" case tells it what to do when it must only
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modify certain bits in the target long and must leave others alone.
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The generated interpreter takes as input an array of blitter opcode
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structs, which it then proceeds to interpret once for each row to be
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drawn.
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Here is the section of the (machine-generated) interpreter that
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handles the copy_short_narrow cases. Remember that each "blitter
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opcode" is really just a pointer to one of these C labels. This code
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would get used when filling a rectangle with a solid color.
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copy_short_narrow_mask:
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*dst = (*dst & ~arg) | (v & arg);
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JUMP_TO_NEXT;
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copy_short_narrow_many_loop:
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dst += 8;
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copy_short_narrow_many_8:
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dst[0] = v;
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copy_short_narrow_many_7:
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dst[1] = v;
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copy_short_narrow_many_6:
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dst[2] = v;
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copy_short_narrow_many_5:
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dst[3] = v;
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copy_short_narrow_many_4:
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dst[4] = v;
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copy_short_narrow_many_3:
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dst[5] = v;
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copy_short_narrow_many_2:
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dst[6] = v;
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copy_short_narrow_many_1:
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dst[7] = v;
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if ((arg -= 8) > 0)
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goto copy_short_narrow_many_loop;
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JUMP_TO_NEXT;
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Note how the inner blitting loop is "unwrapped" for speed. A blitter
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opcode would specify that 39 longs are to be output by making its
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"arg" field be 39 and the "label" field point to
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"copy_short_narrow_many_3", in the middle of the unwrapped loop. The
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interpreter would jump there and loop until all of the pixels had been
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written out, at 32 bytes per loop iteration. This is very fast,
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especially for portable code.
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Of course, if any other pixels needed to be drawn, there would be
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additional blitter opcode structs telling the interpreter what to do.
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The interpreter dispatches to the next opcode by executing the
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"JUMP_TO_NEXT" macro, which automatically does a "goto" to the C label
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that handles the next opcode.
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