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[Previous](47-03.html) [Table of Contents](index.html) [Next](47-05.html)
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------------------------ --------------------------------- --------------------
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### Designing from a Mode X Perspective {#Heading5}
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Listing 47.4 shows Mode X rectangle fill code. The plane is selected for
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each pixel in turn, with drawing cycling from plane 0 to plane 3, then
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wrapping back to plane 0. This is the sort of code that stems from a
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write-pixel line of thinking; it reflects not a whit of the unique
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perspective that Mode X demands, and although it looks reasonably
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efficient, it is in fact some of the slowest graphics code you will ever
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see. I’ve provided Listing 47.4 partly for illustrative purposes, but
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mostly so we’ll have a point of reference for the substantial speed-up
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that’s possible with code that’s designed from a Mode X perspective.
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**LISTING 47.4 L47-4.ASM**
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; Mode X (320x240, 256 colors) rectangle fill routine. Works on all
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; VGAs. Uses slow approach that selects the plane explicitly for each
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; pixel. Fills up to but not including the column at EndX and the row
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; at EndY. No clipping is performed.
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; C near-callable as:
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;
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; void FillRectangleX(int StartX, int StartY, int EndX, int EndY,
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; unsigned int PageBase, int Color);
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SC_INDEX equ 03c4h ;Sequence Controller Index
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MAP_MASK equ 02h ;index in SC of Map Mask register
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SCREEN_SEG equ 0a000h ;segment of display memory in mode X
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SCREEN_WIDTH equ 80 ;width of screen in bytes from one scan line
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; to the next
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parms struc
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dw 2 dup (?) ;pushed BP and return address
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StartX dw ? ;X coordinate of upper left corner of rect
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StartY dw ? ;Y coordinate of upper left corner of rect
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EndX dw ? ;X coordinate of lower right corner of rect
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; (the row at EndX is not filled)
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EndY dw ? ;Y coordinate of lower right corner of rect
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; (the column at EndY is not filled)
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PageBase dw ? ;base offset in display memory of page in
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; which to fill rectangle
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Color dw ? ;color in which to draw pixel
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parms ends
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.model small
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.code
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public _FillRectangleX
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_FillRectangleX proc near
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push bp ;preserve caller’s stack frame
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mov bp,sp ;point to local stack frame
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push si ;preserve caller’s register variables
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push di
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mov ax,SCREEN_WIDTH
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mul [bp+StartY] ;offset in page of top rectangle scan line
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mov di,[bp+StartX]
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shr di,1
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shr di,1 ;X/4 = offset of first rectangle pixel in scan
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; line
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add di,ax ;offset of first rectangle pixel in page
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add di,[bp+PageBase] ;offset of first rectangle pixel in
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; display memory
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mov ax,SCREEN_SEG
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mov es,ax ;point ES:DI to the first rectangle pixel’s
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; address
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mov dx,SC_INDEX ;set the Sequence Controller Index to
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mov al,MAP_MASK ; point to the Map Mask register
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out dx,al
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inc dx ;point DX to the SC Data register
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mov cl,byte ptr [bp+StartX]
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and cl,011b ;CL = first rectangle pixel’s plane
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mov al,01h
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shl al,cl ;set only the bit for the pixel’s plane to 1
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mov ah,byte ptr [bp+Color] ;color with which to fill
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mov bx,[bp+EndY]
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sub bx,[bp+StartY] ;BX = height of rectangle
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jle FillDone ;skip if 0 or negative height
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mov si,[bp+EndX]
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sub si,[bp+StartX] ;CX = width of rectangle
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jle FillDone ;skip if 0 or negative width
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FillRowsLoop:
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push ax ;remember the plane mask for the left edge
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push di ;remember the start offset of the scan line
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mov cx,si ;set count of pixels in this scan line
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FillScanLineLoop:
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out dx,al ;set the plane for this pixel
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mov es:[di],ah ;draw the pixel
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shl al,1 ;adjust the plane mask for the next pixel’s
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and al,01111b ; bit, modulo 4
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jnz AddressSet ;advance address if we turned over from
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inc di ; plane 3 to plane 0
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mov al,00001b ;set plane mask bit for plane 0
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AddressSet:
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loop FillScanLineLoop
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pop di ;retrieve the start offset of the scan line
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add di,SCREEN_WIDTH ;point to the start of the next scan
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; line of the rectangle
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pop ax ;retrieve the plane mask for the left edge
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dec bx ;count down scan lines
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jnz FillRowsLoop
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FillDone:
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pop di ;restore caller’s register variables
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pop si
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pop bp ;restore caller’s stack frame
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ret
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_FillRectangleX endp
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end
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The two major weaknesses of Listing 47.4 both result from selecting the
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plane on a pixel by pixel basis. First, endless **OUT**s (which are
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particularly slow on 386s, 486s, and Pentiums, much slower than accesses
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to display memory) must be performed, and, second, **REP STOS** can’t be
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used. Listing 47.5 overcomes both these problems by tailoring the fill
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technique to the organization of display memory. Each plane is filled in
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its entirety in one burst before the next plane is processed, so only
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five **OUT**s are required in all, and **REP STOS** can indeed be used;
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I’ve used **REP STOSB** in Listings 47.5 and 47.6. **REP STOSW** could
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be used and would improve performance on most VGAs; however, **REP
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STOSW** requires extra overhead to set up, so it can be slower for small
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rectangles, especially on 8-bit VGAs. Note that doing an entire plane at
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a time can produce a “fading-in” effect for large images, because all
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columns for one plane are drawn before any columns for the next. If this
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is a problem, the four planes can be cycled through once for each scan
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line, rather than once for the entire rectangle.
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Listing 47.5 is 2.5 times faster than Listing 47.4 at clearing the
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screen on a 20-MHz cached 386 with a Paradise VGA. Although Listing 47.5
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is slightly slower than an equivalent mode 13H fill routine would be,
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it’s not grievously so.
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------------------------ --------------------------------- --------------------
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[Previous](47-03.html) [Table of Contents](index.html) [Next](47-05.html)
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------------------------ --------------------------------- --------------------
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* * * * *
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Graphics Programming Black Book © 2001 Michael Abrash
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