brender-1997/pentprim/xzuvc.inc
2022-05-03 14:31:40 -07:00

1019 lines
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PHP

;; tzuvlm.inc
;;
;; Triangle rasterise loop Z, Affine Texture, Constant colour MMX
;;
; Select a bunch of instructions based on the direction that we are going
;
ifidni direction,<lr>
D_PADDW macro _arg0,_arg1
paddw _arg0,_arg1
endm
D_PADDD macro _arg0,_arg1
paddd _arg0,_arg1
endm
WORD_STEP = 8
J_EMPTY macro lab
jg lab
endm
START_MASKS equ left_masks
END_MASKS equ right_masks
M0 = 0
M1 = 1
M2 = 2
M3 = 3
FETCH_T0 textequ <movd mm0,>
FETCH_T1 textequ <movd mm2,>
PACK_T01 textequ <punpcklbw mm0,mm2>
FETCH_T2 textequ <movd mm1, >
FETCH_T3 textequ <movd mm2, >
PACK_T23 textequ <punpcklbw mm1,mm2>
endif
ifidni direction,<rl>
D_PADDW macro _arg0,_arg1
psubw _arg0,_arg1
endm
D_PADDD macro _arg0,_arg1
psubd _arg0,_arg1
endm
J_EMPTY macro lab
jl lab
endm
START_MASKS equ right_masks
END_MASKS equ left_masks
WORD_STEP = -8
M0 = 3
M1 = 2
M2 = 1
M3 = 0
FETCH_T0 textequ <movd mm2,>
FETCH_T1 textequ <movd mm1,>
PACK_T01 textequ <punpcklbw mm1,mm2>
FETCH_T2 textequ <movd mm2,>
FETCH_T3 textequ <movd mm0,>
PACK_T23 textequ <punpcklbw mm0,mm2>
endif
; Use function pointer field in header to accumulate transparency mask
;
temp_mask equ WORK.h.function
; Setup work area
;
sub esp,PARAM_OFFSET
UNPACK_UV_32
if BLEND
UNPACK_CONSTANT_COLOUR_BLEND
else
UNPACK_CONSTANT_COLOUR SCREENDOOR
endif
UNPACK_PARAM_16 PARAM.s_z,PARAM.d_z_x, WORK.z0, WORK.d_z_y1, WORK.d_z_y0, WORK.d_z_x
;; Setup for first iteration of loop and generate pointers to starting scanline
;;
movd mm5,WORK.h.start_scanline
;V
movq mm6,qword ptr WORK.h.screen_stride
punpckldq mm5,mm5
pmaddwd mm5,mm6
mov eax,WORK.h.xm
mov ebx,WORK.h.x1
sar eax,16
mov ecx,WORK.h.counts
paddd mm5,qword ptr WORK.h.screen_address
sar ebx,16
if SCREENDOOR or DITHER
mov ebp,WORK.h.start_scanline
and ebp,3
mov WORK.h.start_scanline,ebp
endif
movq qword ptr qword ptr WORK.h.screen_address,mm5
mov edi,WORK.h.screen_address
test ecx,ecx
mov esi,WORK.h.depth_address
jns start
; Top trapezoid is empty
;
rol ecx,16
; V
test ecx,ecx
js skip_triangle
mov WORK.h.counts,ecx
mov ecx,WORK.h.d_x2
mov ebx,WORK.h.x2
mov WORK.h.d_x1,ecx
mov WORK.h.x1,ebx
sar ebx,16
jmp start
skip_triangle:
RASTERISE_EXIT
;; Swith to lower trapezoid
;;
next_trapezoid_1:
rol ecx,16
next_trapezoid_2:
test ecx,ecx ; See if there is another count of bottom of dword
js skip_triangle
;sl_bottom:
mov ebx,WORK.h.d_x2
; Version of X increments that loads lower X info
;
; Increment X's
;
mov WORK.h.counts,ecx
mov eax,WORK.h.xm
mov WORK.h.d_x1,ebx
mov ecx,WORK.h.d_xm
mov edx,eax
add eax,ecx
mov WORK.h.xm,eax
xor edx,ecx
xor edx,eax
mov ebx,WORK.h.x2
movq mm0,qword ptr WORK.z0 ; Load Z for parameter increment
;V
shl edx,14
jmp sl_bottom_cont
; Jump here for empty or skipped line
;
next_line:
mov eax,WORK.h.xm ; Load up edges for next loop
mov ebx,WORK.h.x1
mov ecx,WORK.h.counts
;V
sub ecx,10000h ; Decrement count (in hi word of dword)
js next_trapezoid_1
;; Per scanline updates
;;
sl_loop:
; Increment X's and generate flag for carry from bit 17->18 (crossing dword)
;
mov WORK.h.counts,ecx
mov ecx,WORK.h.d_xm
mov edx,eax
add eax,ecx
mov WORK.h.xm,eax
xor edx,ecx
xor edx,eax
mov ecx,WORK.h.d_x1
movq mm0,qword ptr WORK.z0 ; Load Z for parameter increment
;V
shl edx,14
lea ebx,[ebx+ecx]
sl_bottom_cont:
sbb edx,edx
mov WORK.h.x1,ebx
; eax: start X (pixel)
; ebx: end Y (pixel)
;
; edx: -1 or 0 (if carry)
; Increment parameters
;
movq mm5,qword ptr WORK.d_z_y0[edx*8]
;V
movq mm1,qword ptr WORK.z2
paddd mm0,mm5
paddd mm1,mm5
mov esi,WORK.u
mov edi,WORK.v
movq qword ptr WORK.z0,mm0
;V
movq qword ptr WORK.z2,mm1
;V
add esi,WORK.d_u_y0[edx*8]
add edi,WORK.d_v_y0[edx*8]
and esi,WORK.u_mask
and edi,WORK.v_mask
mov WORK.u,esi
mov WORK.v,edi
; Increment addresses
;
if DITHER or SCREENDOOR
mov ebp,WORK.h.start_scanline
inc ebp
and ebp,3
mov WORK.h.start_scanline,ebp
endif
mov edi,WORK.h.screen_address
mov esi,WORK.h.depth_address
add edi,WORK.h.screen_stride
add esi,WORK.h.depth_stride
sar eax,16 ; Get integer part of X start
mov WORK.h.screen_address,edi
sar ebx,16 ; Get integer part of X end
mov WORK.h.depth_address,esi
start:
; Generate masks and pointers
;
cmp eax,ebx
J_EMPTY next_line ; No pixels on line at all
if SCREENDOOR
; Lookup up screendoor transparency mask
;
mov ecx,WORK.h._c
or ebp,ecx
endif
mov ecx,eax
mov edx,ebx
if SCREENDOOR
movq mm6,qword ptr screendoor_masks[ebp*8]
endif
and eax,not 3
and ebx,not 3
and ecx,3
and edx,3
sub eax,ebx
je one_word ; Scanline fits in one word
;; Render scanline
;;
;; Z Pass
;;
if SCREENDOOR
movq qword ptr screendoor_mask,mm6
endif
; Setup for Z
;
add eax,eax ; convert pixel number to address offset
mov ebp,offset scanline_mask
lea esi,[esi+ebx*2] ; Move pointers on to end of scanline
lea edi,[edi+ebx*2]
; Z read test, and write - 2.6 cycles per pixel
;
; Depth test and writeback for a scanline of 2 words or more
;
; At entry:
;
; mm0 Z01 16.16 16.16
; mm1 Z23 16.16 16.16
;
; ebp pointer to end of mask buffer
; esi pointer to end of scanline in depth buffer
; eax -count
;
; ecx pixel within first word of scanline start
; edx pixel within last word of scanline end
;
; Loop head
;
;
movq mm2,mm0 ; Make a copy of Z01
movq mm3,mm1 ; Make a copy of Z23
D_PADDD mm0,qword ptr WORK.d_z_x ; Add delta to Z01
psrad mm2,16 ; Shift to get integer parts
D_PADDD mm1,qword ptr WORK.d_z_x ; Add delta to Z23
psrad mm3,16
mov ebx,eax ; Copy of loop counter for second pass
packssdw mm2,mm3 ; merge Zs down to 16 bits per pixel
movq mm7,[esi+eax] ; read current z buffer pixels
movq mm6,mm2 ; make copy of new Z's
ifidni direction,<lr>
sub ebp,eax ; Set up mask pointer for left to right
endif
psubusw mm6,mm7 ; Compare old and new Z's (Unsigned)
pcmpeqw mm6,qword ptr zeros ; Make a mask from the results of PSUB
pxor mm5,mm5
pand mm6,qword ptr START_MASKS[ecx*8] ; Mask for front of scanline
;V
if SCREENDOOR
pand mm6,qword ptr screendoor_mask
endif
movq mm4,mm6 ; Make a copy of mask
pand mm2,mm6 ; Select new Z's using mask
pandn mm6,mm7 ; Select old Z's using mask
add eax,WORD_STEP ; Loop control
por mm6,mm2 ; Combine old and new Z's
je z_loop_tail
z_loop_body:
; Loop body
;
; At this point:
;
; mm0 current Z01
; mm1 current Z23
; mm4 previous mask
; mm5 previous accumulated mask
; mm6 previous merged pixels
;
; edi end of line
; eax current count
;
movq mm2,mm0 ; Make copies of the current Z01 values
movq mm3,mm1 ; Make copies of the current Z23 values
D_PADDD mm0,qword ptr WORK.d_z_x ; Add delta to Z01
psrad mm2,16 ; Shift to get integer parts of Z01
D_PADDD mm1,qword ptr WORK.d_z_x ; Add delta to Z23
psrad mm3,16 ; Shift to get integer parts of Z23
movq mm7,[esi+eax] ; read current z buffer pixels
packssdw mm2,mm3 ; merge Zs down to 16 bits per pixel
if not BLEND
movq [esi+eax-WORD_STEP],mm6 ; Write to prev. Z buffer pixels
endif
movq mm6,mm2 ; make copy of new Z's
; 10 cycle stall here if destination is not in cache
;
movq [ebp+eax-WORD_STEP],mm4 ; Write out previous mask
psubusw mm6,mm7 ; Compare old and new Z's (Unsigned)
pcmpeqw mm6,qword ptr zeros ; Make a mask from the results of PSUB
por mm5,mm4 ; Accumulate previous mask
if SCREENDOOR
pand mm6,qword ptr screendoor_mask
endif
movq mm4,mm6 ; Make a copy of mask
pand mm2,mm6 ; Select new Z's using mask
pandn mm6,mm7 ; Select old Z's using mask
add eax,WORD_STEP
por mm6,mm2 ; Combine old and new Z's
jne z_loop_body
; Loop tail
;
z_loop_tail:
movq mm7,[esi] ; read current z buffer pixels
psrad mm0,16 ; Shift to get integer parts of Z01
if not BLEND
movq [esi-WORD_STEP],mm6 ; Write to prev. Z buffer pixels
endif
psrad mm1,16 ; Shift to get integer parts of Z23
movq [ebp-WORD_STEP],mm4 ; Write out previous mask
packssdw mm0,mm1 ; merge Zs down to 16 bits per pixel
movq mm6,mm0 ; make copy of new Z's
;UV
psubusw mm6,mm7 ; Compare old and new Z's (Unsigned)
;UV
pcmpeqw mm6,qword ptr zeros ; Make a mask from the results of PSUB
;V
pand mm6,qword ptr END_MASKS[edx*8] ; Mask for front of scanline
por mm5,mm4 ; Accumulate previous mask
if SCREENDOOR
pand mm6,qword ptr screendoor_mask
endif
movq mm4,mm6 ; Make a copy of mask
pand mm0,mm6 ; Select new Z's using mask
pandn mm6,mm7 ; Select old Z's using mask
movq mm7,qword ptr mask_6 ; Set up a constant mask in mm7
por mm6,mm0 ; Combine old and new Z's
movq [ebp],mm4 ; Write out mask
por mm5,mm4 ; Accumulate mask
movq [esi],mm6 ; Write to Z buffer pixels
packsswb mm5,mm5
movd eax,mm5
;V
test eax,eax ; Early out of no pixels visible on scanline
je next_line
;; Colour Pass
;;
;; MANY WORD CASE
;;
; MMX Linear texture mapping, 4 pixels at a time, with transparency
;
; 2222 2222 1111 1111 1100 0000 0000
; 7654 3210 9876 5432 1098 7654 3210
; ecx U accumulator - UUUU UU00 0000 00UU.0uuu uuuu uuuu
; ebp V accumulator - 0000 00VV VVVV VV00.0vvv vvvv vvvv
;
; dl texel index
; esi Texture
; edi Palette
; eax Loop control
; ebx Texel address
;
mov eax,ebx
xor edx,edx
mov WORK.mask_end,ebp
mov WORK.screen_end,edi
mov ecx,WORK.u
mov ebp,WORK.v
c_loop_body:
lea ebx,[ebp+ecx] ; Generate texture address
mov esi,WORK.texture_address
shr ebx,FRACTION_BITS+1 ; Get significant part of merged U&V
mov edi,WORK.map_address
add ecx,WORK.d_u_x ; Update U&V for next texel
add ebp,WORK.d_v_x
mov dl,[esi+ebx] ; Read texel
nop
and ecx,WORK.u_mask ; Tidy up U accumulator
and ebp,WORK.v_mask ; Tidy up V accumulator
FETCH_T0 [edi+edx*4] ; Read palette (8.8.8)
;V
lea ebx,[ebp+ecx] ; Generate texture address
mov byte ptr temp_mask+M0,dl
shr ebx,FRACTION_BITS+1 ; Get significant part of merged U&V
nop
add ecx,WORK.d_u_x ; Update U&V for next texel
add ebp,WORK.d_v_x
mov dl,[esi+ebx] ; Read texel
nop
and ecx,WORK.u_mask ; Tidy up U accumulator
and ebp,WORK.v_mask ; Tidy up V accumulator
FETCH_T1 [edi+edx*4] ; Read palette (8.8.8) and merge texels 0 and 1 into same register
;V
lea ebx,[ebp+ecx] ; Generate texture address
mov byte ptr temp_mask+M1,dl
shr ebx,FRACTION_BITS+1 ; Get significant part of merged U&V
PACK_T01
add ecx,WORK.d_u_x ; Update U&V for next texel
add ebp,WORK.d_v_x
mov dl,[esi+ebx] ; Read texel
nop
and ecx,WORK.u_mask ; Tidy up U accumulator
and ebp,WORK.v_mask ; Tidy up V accumulator
FETCH_T2 [edi+edx*4] ; Read palette (8.8.8)
;V
lea ebx,[ebp+ecx] ; Generate texture address
mov byte ptr temp_mask+M2,dl
shr ebx,FRACTION_BITS+1 ; Get significant part of merged U&V
nop
add ecx,WORK.d_u_x ; Update U&V for next texel
add ebp,WORK.d_v_x
mov dl,[esi+ebx] ; Read texel
nop
and ecx,WORK.u_mask ; Tidy up U accumulator
and ebp,WORK.v_mask ; Tidy up V accumulator
FETCH_T3 [edi+edx*4] ; Read palette (8.8.8)
mov byte ptr temp_mask+M3,dl
PACK_T23
movq mm2,mm0
punpcklwd mm0,mm1
punpckhwd mm2,mm1
movd mm3,temp_mask ; Get the 4 texel indices
punpcklbw mm2,mm2
punpcklbw mm3,mm3 ; Convert bytes to words
mov esi,WORK.mask_end
pcmpeqw mm3,qword ptr zeros ; mm4 now has transparency mask for 4 texels
movq mm1,mm0
punpcklbw mm0,mm0
punpckhbw mm1,mm1
; Now have the four texels and transparency mask:
;
; mm0 = B3.B2.B1.B0
; mm1 = G3.G2.G1.G0
; mm2 = R3.R2.R1.R0
; mm3 = M3.M2.M1.M0
;
; Modulate with constant colour
;
psrlw mm0,1 ; Reduce to 7 bits
psrlw mm1,1
psrlw mm2,1
pmulhw mm0,qword ptr WORK.cb01
pmulhw mm1,qword ptr WORK.cg01
pmulhw mm2,qword ptr WORK.cr01
if BLEND
; Read current screen pixels
;
mov edi,WORK.screen_end
movq mm4,[edi+eax] ; Read screen pixels
; Decompose into RGB
;
movq mm5,mm4
movq mm6,mm4
psllw mm4,10
pand mm4,mask_5s
psllw mm5,4
pand mm5,mask_6s
psrlw mm6,1
pand mm6,mask_5s
; Scale by 1-alpha
;
pmulhw mm4,WORK.alpha01
pmulhw mm5,WORK.alpha01
pmulhw mm6,WORK.alpha01
; Add to screen RGB's
;
paddusw mm0,mm4
paddusw mm1,mm5
paddusw mm2,mm6
; movq mm0,mm4
; movq mm1,mm5
; movq mm2,mm6
psllw mm0,2 ; Line up
psllw mm1,2
psllw mm2,2
else
psllw mm0,2 ; Line up
psllw mm1,2
psllw mm2,2
endif
if DITHER
mov ebx,WORK.h.start_scanline
and ebx,3
paddw mm0,qword ptr dither_table_11[ebx*8]
paddw mm1,qword ptr dither_table_10[ebx*8]
paddw mm2,qword ptr dither_table_11[ebx*8]
endif
; Convert to RGB 565
;
pand mm2,qword ptr mask_5
if COLOUR_TYPE_15
pand mm1,qword ptr mask_5
endif
if COLOUR_TYPE_16
pand mm1,qword ptr mask_6
endif
if COLOUR_TYPE_15
psrlw mm2,1
endif
psrlw mm0,11
por mm0,mm2
mov edi,WORK.screen_end
pandn mm3,[esi+eax] ; Merge transp with current mask
if COLOUR_TYPE_15
psrlw mm1,6
endif
if COLOUR_TYPE_16
psrlw mm1,5
endif
movq mm2,[edi+eax] ; Read old destination
por mm0,mm1
pand mm0,mm3
pandn mm3,mm2
por mm0,mm3
test eax,eax
; CYCLE
movq [edi+eax],mm0
lea eax,[eax+WORD_STEP]
jne c_loop_body
mov ecx,WORK.h.counts
mov eax,WORK.h.xm ; Load up edges for next loop
mov ebx,WORK.h.x1
sub ecx,10000h ; Decrement count (in hi word of dword)
jns sl_loop
rol ecx,16
jmp next_trapezoid_2
one_word:
; Depth test and writeback for a scanline of 1 word
;
; At entry:
;
; mm0 Z01 16.16 16.16
; mm1 Z23 16.16 16.16
;
; esi pointer to depth buffer word
; edi pointer to word in colour buffer
;
; ecx pixel within word of scanline start
; edx pixel within word of scanline end
;
movq mm7,[esi+ebx*2] ; read current z buffer pixels
psrad mm0,16 ; Shift to get integer parts
if SCREENDOOR
pand mm6,qword ptr START_MASKS[ecx*8] ; Mask for front of scanline
else
movq mm6,qword ptr START_MASKS[ecx*8] ; Mask for front of scanline
endif
psrad mm1,16
pand mm6,qword ptr END_MASKS[edx*8] ; Mask for back of scanline
packssdw mm0,mm1 ; merge Zs down to 16 bits per pixel
movq mm1,mm0 ; make copy of new Z's
psubusw mm0,mm7 ; Compare old and new Z's (Unsigned)
pcmpeqw mm0,qword ptr zeros ; Make a mask from the results of PSUB
pand mm0,mm6 ; Mask for length scanline
movq mm5,mm0 ; copy mask for early out test
pand mm1,mm0 ; Select new Z's using mask
pandn mm0,mm7 ; Select old Z's using mask
por mm0,mm1 ; Combine old and new Z's
movq mm6,mm5 ; copy mask for colour pass
if not BLEND
movq [esi+ebx*2],mm0 ; Write to Z buffer pixels
endif
packsswb mm5,mm5 ; Merge mask down to 32 bits
movd eax,mm5
test eax,eax ; Early out of no pixels visible on scanline
je next_line
;; ONE WORD CASE
;;
;; mm6 = pixel mask
; MMX Linear texture mapping, 4 pixels at a time, with transparency
;
; 2222 2222 1111 1111 1100 0000 0000
; 7654 3210 9876 5432 1098 7654 3210
; ecx U accumulator - UUUU UU00 0000 00UU.0uuu uuuu uuuu
; ebp V accumulator - 0000 00VV VVVV VV00.0vvv vvvv vvvv
;
; dl texel index
; esi Texture
; edi Palette
; eax Loop control
; ebx Texel address
;
mov eax,ebx
xor edx,edx
; mov WORK.screen_end,edi
mov ecx,WORK.u
mov ebp,WORK.v
lea ebx,[ebp+ecx] ; Generate texture address
mov esi,WORK.texture_address
shr ebx,FRACTION_BITS+1 ; Get significant part of merged U&V
mov edi,WORK.map_address
add ecx,WORK.d_u_x ; Update U&V for next texel
add ebp,WORK.d_v_x
mov dl,[esi+ebx] ; Read texel
nop
and ecx,WORK.u_mask ; Tidy up U accumulator
and ebp,WORK.v_mask ; Tidy up V accumulator
FETCH_T0 [edi+edx*4] ; Read palette (8.8.8)
;V
lea ebx,[ebp+ecx] ; Generate texture address
mov byte ptr temp_mask+M0,dl
shr ebx,FRACTION_BITS+1 ; Get significant part of merged U&V
nop
add ecx,WORK.d_u_x ; Update U&V for next texel
add ebp,WORK.d_v_x
mov dl,[esi+ebx] ; Read texel
nop
and ecx,WORK.u_mask ; Tidy up U accumulator
and ebp,WORK.v_mask ; Tidy up V accumulator
FETCH_T1 [edi+edx*4] ; Read palette (8.8.8) and merge texels 0 and 1 into same register
;V
lea ebx,[ebp+ecx] ; Generate texture address
mov byte ptr temp_mask+M1,dl
shr ebx,FRACTION_BITS+1 ; Get significant part of merged U&V
PACK_T01
add ecx,WORK.d_u_x ; Update U&V for next texel
add ebp,WORK.d_v_x
mov dl,[esi+ebx] ; Read texel
nop
and ecx,WORK.u_mask ; Tidy up U accumulator
and ebp,WORK.v_mask ; Tidy up V accumulator
FETCH_T2 [edi+edx*4] ; Read palette (8.8.8)
;V
lea ebx,[ebp+ecx] ; Generate texture address
mov byte ptr temp_mask+M2,dl
shr ebx,FRACTION_BITS+1 ; Get significant part of merged U&V
nop
add ecx,WORK.d_u_x ; Update U&V for next texel
add ebp,WORK.d_v_x
mov dl,[esi+ebx] ; Read texel
nop
and ecx,WORK.u_mask ; Tidy up U accumulator
and ebp,WORK.v_mask ; Tidy up V accumulator
FETCH_T3 [edi+edx*4] ; Read palette (8.8.8)
PACK_T23
movq mm2,mm0
mov byte ptr temp_mask+M3,dl
punpcklwd mm0,mm1
punpckhwd mm2,mm1
movd mm3,temp_mask ; Get the 4 texel indices
punpcklbw mm2,mm2
punpcklbw mm3,mm3 ; Convert bytes to words
pcmpeqw mm3,qword ptr zeros ; mm4 now has transparency mask for 4 texels
movq mm1,mm0
punpcklbw mm0,mm0
punpckhbw mm1,mm1
mov edi,WORK.h.screen_address
; Now have the four texels and transparency mask:
;
; mm0 = R3.R2.R1.R0
; mm1 = G3.G2.G1.G0
; mm2 = B3.B2.B1.B0
; mm3 = M3.M2.M1.M0
;
; Modulate with constant colour
;
psrlw mm0,1 ; Reduce to 7 bits
psrlw mm1,1
psrlw mm2,1
pmulhw mm0,qword ptr WORK.cb01
pmulhw mm1,qword ptr WORK.cg01
pmulhw mm2,qword ptr WORK.cr01
if BLEND
; Read current screen pixels
;
movq mm4,[edi+eax*2] ; Read screen pixels
; Decompose into RGB
;
; Decompose into RGB
;
movq mm5,mm4
movq mm7,mm4
psllw mm4,10
pand mm4,mask_5s
psllw mm5,4
pand mm5,mask_6s
psrlw mm7,1
pand mm7,mask_5s
; Scale by 1-alpha
;
pmulhw mm4,WORK.alpha01
pmulhw mm5,WORK.alpha01
pmulhw mm7,WORK.alpha01
; Add to screen RGB's
;
paddusw mm0,mm4
paddusw mm1,mm5
paddusw mm2,mm7
psllw mm0,2 ; Line up
psllw mm1,2
psllw mm2,2
else
psllw mm0,2 ; Line up
psllw mm1,2
psllw mm2,2
endif
if DITHER
mov ebx,WORK.h.start_scanline
and ebx,3
paddw mm0,qword ptr dither_table_11[ebx*8]
paddw mm1,qword ptr dither_table_10[ebx*8]
paddw mm2,qword ptr dither_table_11[ebx*8]
endif
; Convert to RGB 565
;
pand mm2,qword ptr mask_5
if COLOUR_TYPE_15
pand mm1,qword ptr mask_5
endif
if COLOUR_TYPE_16
pand mm1,qword ptr mask_6
endif
if COLOUR_TYPE_15
psrlw mm2,1
endif
psrlw mm0,11
lea edi,[edi+eax*2]
por mm0,mm2
pandn mm3,mm6 ; Merge transp with current mask
if COLOUR_TYPE_15
psrlw mm1,6
endif
if COLOUR_TYPE_16
psrlw mm1,5
endif
movq mm2,[edi] ; Read old destination
por mm0,mm1
pand mm0,mm3
pandn mm3,mm2
mov ecx,WORK.h.counts
por mm0,mm3
mov eax,WORK.h.xm ; Load up edges for next loop
mov ebx,WORK.h.x1
movq [edi],mm0
sub ecx,10000h ; Decrement count (in hi word of dword)
jns sl_loop
rol ecx,16
jmp next_trapezoid_2