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[Previous](48-04.html) [Table of Contents](index.html) [Next](49-01.html)
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------------------------ --------------------------------- --------------------
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Listing 48.3 has an important limitation: It does not guarantee proper
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handling when the source and destination overlap, as in the case of a
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downward scroll, for example. Listing 48.3 performs top-to-bottom,
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left-to-right copying. Downward scrolls require bottom-to-top copying;
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likewise, rightward horizontal scrolls require right-to-left copying. As
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it happens, my intended use for Listing 48.3 is to copy images between
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off-screen memory and on-screen memory, and to save areas under pop-up
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menus and the like, so I don’t really need overlap handling—and I do
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really need to keep the complexity of this discussion down. However, you
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will surely want to add overlap handling if you plan to perform
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arbitrary scrolling and copying in display memory.
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Now that we have a fast way to copy images around in display memory, we
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can draw icons and other images as much as four times faster than in
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mode 13H, depending on the speed of the VGA’s display memory. (In case
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you’re worried about the nibble-alignment limitation on fast copies,
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don’t be; I’ll address that fully in due time, but the secret is to
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store all four possible rotations in off-screen memory, then select the
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correct one for each copy.) However, before our fast display
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memory-to-display memory copy routine can do us any good, we must have a
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way to get pixel patterns from system memory into display memory, so
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that they can then be copied with the fast copy routine.
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#### Copying to Display Memory {#Heading5}
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The final piece of the puzzle is the system memory to
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display-memory-copy-routine shown in Listing 48.4. This routine assumes
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that pixels are stored in system memory in exactly the order in which
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they will ultimately appear on the screen; that is, in the same linear
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order that mode 13H uses. It would be more efficient to store all the
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pixels for one plane first, then all the pixels for the next plane, and
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so on for all four planes, because many **OUT**s could be avoided, but
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that would make images rather hard to create. And, while it is true that
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the speed of drawing images is, in general, often a critical performance
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factor, the speed of copying images from system memory to display memory
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is not particularly critical in Mode X. Important images can be stored
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in off-screen memory and copied to the screen via the latches much
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faster than even the speediest system memory-to-display memory copy
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routine could manage.
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I’m not going to present a routine to perform Mode X copies from display
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memory to system memory, but such a routine would be a straightforward
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inverse of Listing 48.4.
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**LISTING 48.4 L48-4.ASM**
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; Mode X (320x240, 256 colors) system memory to display memory copy
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; routine. Uses approach of changing the plane for each pixel copied;
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; this is slower than copying all pixels in one plane, then all pixels
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; in the next plane, and so on, but it is simpler; besides, images for
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; which performance is critical should be stored in off-screen memory
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; and copied to the screen via the latches. Copies up to but not
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; including the column at SourceEndX and the row at SourceEndY. No
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; clipping is performed. C near-callable as:
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;
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; void CopySystemToScreenX(int SourceStartX, int SourceStartY,
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; int SourceEndX, int SourceEndY, int DestStartX,
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; int DestStartY, char* SourcePtr, unsigned int DestPageBase,
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; int SourceBitmapWidth, int DestBitmapWidth);
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SC_INDEX equ 03c4h ;Sequence Controller Index register port
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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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parms struc
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dw 2 dup (?) ;pushed BP and return address
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SourceStartX dw ? ;X coordinate of upper-left corner of source
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SourceStartY dw ? ;Y coordinate of upper-left corner of source
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SourceEndX dw ? ;X coordinate of lower-right corner of source
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; (the row at EndX is not copied)
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SourceEndY dw ? ;Y coordinate of lower-right corner of source
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; (the column at EndY is not copied)
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DestStartX dw ? ;X coordinate of upper-left corner of dest
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DestStartY dw ? ;Y coordinate of upper-left corner of dest
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SourcePtr dw ? ;pointer in DS to start of bitmap in which
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; source resides
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DestPageBase dw ? ;base offset in display memory of page in
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; which dest resides
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SourceBitmapWidth dw ? ;# of pixels across source bitmap
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DestBitmapWidth dw ? ;# of pixels across dest bitmap
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; (must be a multiple of 4)
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parms ends
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RectWidth equ -2 ;local storage for width of rectangle
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LeftMask equ -4 ;local storage for left rect edge plane mask
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STACK_FRAME_SIZE equ 4
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.model small
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.code
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public _CopySystemToScreenX
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_CopySystemToScreenX 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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sub sp,STACK_FRAME_SIZE ;allocate space for local vars
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push si ;preserve caller’s register variables
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push di
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cld
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mov ax,SCREEN_SEG ;point ES to display memory
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mov es,ax
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mov ax,[bp+SourceBitmapWidth]
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mul [bp+SourceStartY] ;top source rect scan line
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add ax,[bp+SourceStartX]
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add ax,[bp+SourcePtr] ;offset of first source rect pixel
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mov si,ax ; in DS
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mov ax,[bp+DestBitmapWidth]
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shr ax,1 ;convert to width in addresses
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shr ax,1
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mov [bp+DestBitmapWidth],ax ;remember address width
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mul [bp+DestStartY] ;top dest rect scan line
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mov di,[bp+DestStartX]
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mov cx,di
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shr di,1 ;X/4 = offset of first dest rect pixel in
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shr di,1 ; scan line
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add di,ax ;offset of first dest rect pixel in page
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add di,[bp+DestPageBase] ;offset of first dest rect pixel
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; in display memory
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and cl,011b ;CL = first dest pixel’s plane
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mov al,11h ;upper nibble comes into play when
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; plane wraps from 3 back to 0
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shl al,cl ;set the bit for the first dest pixel’s
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mov [bp+LeftMask],al ; plane in each nibble to 1
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mov cx,[bp+SourceEndX] ;calculate # of pixels across
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sub cx,[bp+SourceStartX] ; rect
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jle CopyDone ;skip if 0 or negative width
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mov [bp+RectWidth],cx
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mov bx,[bp+SourceEndY]
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sub bx,[bp+SourceStartY] ;BX = height of rectangle
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jle CopyDone ;skip if 0 or negative height
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mov dx,SC_INDEX ;point to SC Index register
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mov al,MAP_MASK
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out dx,al ;point SC Index reg to the Map Mask
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inc dx ;point DX to SC Data reg
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CopyRowsLoop:
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mov ax,[bp+LeftMask]
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mov cx,[bp+RectWidth]
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push si ;remember the start offset in the source
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push di ;remember the start offset in the dest
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CopyScanLineLoop:
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out dx,al ;set the plane for this pixel
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movsb ;copy the pixel to the screen
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rol al,1 ;set mask for next pixel’s plane
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cmc ;advance destination address only when
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sbb di,0 ; wrapping from plane 3 to plane 0
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; (else undo INC DI done by MOVSB)
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loop CopyScanLineLoop
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pop di ;retrieve the dest start offset
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add di,[bp+DestBitmapWidth] ;point to the start of the
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; next scan line of the dest
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pop si ;retrieve the source start offset
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add si,[bp+SourceBitmapWidth] ;point to the start of the
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; next scan line of the source
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dec bx ;count down scan lines
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jnz CopyRowsLoop
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CopyDone:
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pop di ;restore caller’s register variables
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pop si
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mov sp,bp ;discard storage for local variables
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pop bp ;restore caller’s stack frame
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ret
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_CopySystemToScreenX endp
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end
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### Who Was that Masked Image Copier? {#Heading6}
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At this point, it’s getting to be time for us to take all the Mode X
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tools we’ve developed, together with one more tool—masked image
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copying—and the remaining unexplored feature of Mode X, page flipping,
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and build an animation application. I hope that when we’re done, you’ll
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agree with me that Mode X is *the* way to animate on the PC.
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In truth, though, it matters less whether or not *you* think that Mode X
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is the best way to animate than whether or not your users think it’s the
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best way based on results; end users care only about results, not how
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you produced them. For my writing, you folks are the end users—and
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notice how remarkably little you care about how this book gets written
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and produced. You care that it turned up in the bookstore, and you care
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about the contents, but you sure as heck don’t care about how it got
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that far from a bin of tree pulp. When you’re a creator, the process
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matters. When you’re a buyer, results are everything. All important.
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*Sine qua non.* The whole enchilada.
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If you catch my drift.
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------------------------ --------------------------------- --------------------
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[Previous](48-04.html) [Table of Contents](index.html) [Next](49-01.html)
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------------------------ --------------------------------- --------------------
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* * * * *
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Graphics Programming Black Book © 2001 Michael Abrash
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