Change chapter headings

This commit is contained in:
James Gregory 2014-01-06 23:20:55 +11:00
commit 656aec06d5
70 changed files with 70 additions and 140 deletions

View file

@ -12,8 +12,7 @@ pages: 004-019
# Part I # Part I
## Chapter 1\ ## Chapter 1 -- The Best Optimizer Is between Your Ears
The Best Optimizer Is between Your Ears
### The Human Element of Code Optimization ### The Human Element of Code Optimization

View file

@ -10,8 +10,7 @@ chapter: '02'
pages: 021-030 pages: 021-030
--- ---
## Chapter 2\ ## Chapter 2 -- A World Apart
A World Apart
### The Unique Nature of Assembly Language Optimization ### The Unique Nature of Assembly Language Optimization

View file

@ -10,8 +10,7 @@ chapter: '03'
pages: 031-073 pages: 031-073
--- ---
## Chapter 3\ ## Chapter 3 -- Assume Nothing
Assume Nothing
### Understanding and Using the Zen Timer ### Understanding and Using the Zen Timer

View file

@ -10,8 +10,7 @@ chapter: '04'
pages: 075-109 pages: 075-109
--- ---
## Chapter 4\ ## Chapter 4 -- In the Lair of the Cycle-Eaters
In the Lair of the Cycle-Eaters
### How the PC Hardware Devours Code Performance ### How the PC Hardware Devours Code Performance

View file

@ -10,8 +10,7 @@ chapter: '05'
pages: 111-123 pages: 111-123
--- ---
## Chapter 5\ ## Chapter 5 -- Crossing the Border
Crossing the Border
### Searching Files with Restartable Blocks ### Searching Files with Restartable Blocks

View file

@ -10,8 +10,7 @@ chapter: '06'
pages: 125-133 pages: 125-133
--- ---
## Chapter 6\ ## Chapter 6 -- Looking Past Face Value
Looking Past Face Value
### How Machine Instructions May Do More Than You Think ### How Machine Instructions May Do More Than You Think

View file

@ -10,8 +10,7 @@ chapter: '07'
pages: 136-148 pages: 136-148
--- ---
## Chapter 7\ ## Chapter 7 -- Local Optimization
Local Optimization
### Optimizing Halfway between Algorithms and Cycle Counting ### Optimizing Halfway between Algorithms and Cycle Counting

View file

@ -10,8 +10,7 @@ chapter: 08
pages: 149-166 pages: 149-166
--- ---
## Chapter 8\ ## Chapter 8 -- Speeding Up C with Assembly Language
Speeding Up C with Assembly Language
### Jumping Languages When You Know It'll Help ### Jumping Languages When You Know It'll Help

View file

@ -10,8 +10,7 @@ chapter: 09
pages: 167-188 pages: 167-188
--- ---
## Chapter 9\ ## Chapter 9 -- Hints My Readers Gave Me
Hints My Readers Gave Me
### Optimization Odds and Ends from the Field ### Optimization Odds and Ends from the Field

View file

@ -10,8 +10,7 @@ chapter: '10'
pages: 190-203 pages: 190-203
--- ---
## Chapter 10\ ## Chapter 10 -- Patient Coding, Faster Code
Patient Coding, Faster Code
### How Working Quickly Can Bring Execution to a Crawl ### How Working Quickly Can Bring Execution to a Crawl

View file

@ -10,8 +10,7 @@ chapter: '11'
pages: 205-231 pages: 205-231
--- ---
## Chapter 11\ ## Chapter 11 -- Pushing the 286 and 386
Pushing the 286 and 386
### New Registers, New Instructions, New Timings, New Complications ### New Registers, New Instructions, New Timings, New Complications

View file

@ -10,8 +10,7 @@ chapter: '12'
pages: 233-246 pages: 233-246
--- ---
## Chapter 12\ ## Chapter 12 -- Pushing the 486
Pushing the 486
### It's Not Just a Bigger 386 ### It's Not Just a Bigger 386

View file

@ -10,8 +10,7 @@ chapter: '13'
pages: 248-258 pages: 248-258
--- ---
## Chapter 13\ ## Chapter 13 -- Aiming the 486
Aiming the 486
### Pipelines and Other Hazards of the High End ### Pipelines and Other Hazards of the High End

View file

@ -10,8 +10,7 @@ chapter: '14'
pages: 260-277 pages: 260-277
--- ---
## Chapter 14\ ## Chapter 14 -- Boyer-Moore String Searching
Boyer-Moore String Searching
### Optimizing a Pretty Optimum Search Algorithm ### Optimizing a Pretty Optimum Search Algorithm

View file

@ -10,8 +10,7 @@ chapter: '15'
pages: 279-293 pages: 279-293
--- ---
## Chapter 15\ ## Chapter 15 -- Linked Lists and plain Unintended Challenges
Linked Lists and plain Unintended Challenges
### Unfamiliar Problems with Familiar Data Structures ### Unfamiliar Problems with Familiar Data Structures

View file

@ -10,8 +10,7 @@ chapter: '16'
pages: 295-319 pages: 295-319
--- ---
## Chapter 16\ ## Chapter 16 -- There Ain't No Such Thing as the Fastest Code
There Ain't No Such Thing as the Fastest Code
### Lessons Learned in the Pursuit of the Ultimate Word Counter ### Lessons Learned in the Pursuit of the Ultimate Word Counter

View file

@ -10,8 +10,7 @@ chapter: '17'
pages: 322-346 pages: 322-346
--- ---
## Chapter 17\ ## Chapter 17 -- The Game of Life
The Game of Life
### The Triumph of Algorithmic Optimization in a Cellular Automata Game ### The Triumph of Algorithmic Optimization in a Cellular Automata Game

View file

@ -10,8 +10,7 @@ chapter: '18'
pages: 347-367 pages: 347-367
--- ---
## Chapter 18\ ## Chapter 18 -- It's a plain Wonderful Life
It's a plain Wonderful Life
### Optimization beyond the Pale ### Optimization beyond the Pale

View file

@ -10,8 +10,7 @@ chapter: '19'
pages: 369-379 pages: 369-379
--- ---
## Chapter 19\ ## Chapter 19 -- Pentium: Not the Same Old Song
Pentium: Not the Same Old Song
### Learning a Whole Different Set of Optimization Rules ### Learning a Whole Different Set of Optimization Rules

View file

@ -10,8 +10,7 @@ chapter: '20'
pages: 381-396 pages: 381-396
--- ---
## Chapter 20\ ## Chapter 20 -- Pentium Rules
Pentium Rules
### How Your Carbon-Based Optimizer Can Put the "Super" in Superscalar ### How Your Carbon-Based Optimizer Can Put the "Super" in Superscalar

View file

@ -10,8 +10,7 @@ chapter: '21'
pages: 397-411 pages: 397-411
--- ---
## Chapter 21\ ## Chapter 21 -- Unleashing the Pentium's V-Pipe
Unleashing the Pentium's V-Pipe
### Focusing on Keeping Both Pentium Pipes Full ### Focusing on Keeping Both Pentium Pipes Full

View file

@ -10,8 +10,7 @@ chapter: '22'
pages: 413-420 pages: 413-420
--- ---
## Chapter 22\ ## Chapter 22 -- Zenning and the Flexible Mind
Zenning and the Flexible Mind
### Taking a Spin through What You've Learned ### Taking a Spin through What You've Learned

View file

@ -12,8 +12,7 @@ pages: 423-448
# Part II # Part II
## Chapter 23\ ## Chapter 23 -- Bones and Sinew
Bones and Sinew
### At the Very Heart of Standard PC Graphics ### At the Very Heart of Standard PC Graphics

View file

@ -10,8 +10,7 @@ chapter: '24'
pages: 449-460 pages: 449-460
--- ---
## Chapter 24\ ## Chapter 24 -- Parallel Processing with the VGA
Parallel Processing with the VGA
### Taking on Graphics Memory Four Bytes at a Time ### Taking on Graphics Memory Four Bytes at a Time

View file

@ -10,8 +10,7 @@ chapter: '25'
pages: 461-479 pages: 461-479
--- ---
## Chapter 25\ ## Chapter 25 -- VGA Data Machinery
VGA Data Machinery
### The Barrel Shifter, Bit Mask, and Set/Reset Mechanisms ### The Barrel Shifter, Bit Mask, and Set/Reset Mechanisms

View file

@ -10,8 +10,7 @@ chapter: '26'
pages: 481-497 pages: 481-497
--- ---
## Chapter 26\ ## Chapter 26 -- VGA Write Mode 3
VGA Write Mode 3
### The Write Mode That Grows on You ### The Write Mode That Grows on You

View file

@ -10,8 +10,7 @@ chapter: '27'
pages: 499-521 pages: 499-521
--- ---
## Chapter 27\ ## Chapter 27 -- Yet Another VGA Write Mode
Yet Another VGA Write Mode
### Write Mode 2, Chunky Bitmaps,and Text-Graphics Coexistence ### Write Mode 2, Chunky Bitmaps,and Text-Graphics Coexistence

View file

@ -10,8 +10,7 @@ chapter: '28'
pages: 523-537 pages: 523-537
--- ---
## Chapter 28\ ## Chapter 28 -- Reading VGA Memory
Reading VGA Memory
### Read Modes 0 and 1, and the Color Don't Care Register ### Read Modes 0 and 1, and the Color Don't Care Register

View file

@ -10,8 +10,7 @@ chapter: '29'
pages: 539-559 pages: 539-559
--- ---
## Chapter 29\ ## Chapter 29 -- Saving Screens and Other VGA Mysteries
Saving Screens and Other VGA Mysteries
### Useful Nuggets from the VGA Zen File ### Useful Nuggets from the VGA Zen File

View file

@ -10,8 +10,7 @@ chapter: '30'
pages: 561-585 pages: 561-585
--- ---
## Chapter 30\ ## Chapter 30 -- Video Est Omnis Divisa
Video Est Omnis Divisa
### The Joys and Galling Problems of Using Split Screens on the EGA and VGA ### The Joys and Galling Problems of Using Split Screens on the EGA and VGA

View file

@ -10,8 +10,7 @@ chapter: '31'
pages: 587-605 pages: 587-605
--- ---
## Chapter 31\ ## Chapter 31 -- Higher 256-Color Resolution on the VGA
Higher 256-Color Resolution on the VGA
### When Is 320x200 Really 320x400? ### When Is 320x200 Really 320x400?

View file

@ -10,8 +10,7 @@ chapter: '32'
pages: 607-622 pages: 607-622
--- ---
## Chapter 32\ ## Chapter 32 -- Be It Resolved: 360x480
Be It Resolved: 360x480
### Taking 256-Color Modes About as Far as the Standard VGA Can Take Them ### Taking 256-Color Modes About as Far as the Standard VGA Can Take Them

View file

@ -10,8 +10,7 @@ chapter: '33'
pages: 623-636 pages: 623-636
--- ---
## Chapter 33\ ## Chapter 33 -- Yogi Bear and Eurythmics Confront VGA Colors
Yogi Bear and Eurythmics Confront VGA Colors
### The Basics of VGA Color Generation ### The Basics of VGA Color Generation

View file

@ -10,8 +10,7 @@ chapter: '34'
pages: 637-652 pages: 637-652
--- ---
## Chapter 34\ ## Chapter 34 -- Changing Colors without Writing Pixels
Changing Colors without Writing Pixels
### Special Effects through Realtime Manipulation of DAC Colors ### Special Effects through Realtime Manipulation of DAC Colors

View file

@ -10,8 +10,7 @@ chapter: '35'
pages: 653-678 pages: 653-678
--- ---
## Chapter 35\ ## Chapter 35 -- Bresenham Is Fast, and Fast Is Good
Bresenham Is Fast, and Fast Is Good
### Implementing and Optimizing Bresenham's Line-Drawing Algorithm ### Implementing and Optimizing Bresenham's Line-Drawing Algorithm

View file

@ -10,8 +10,7 @@ chapter: '36'
pages: 679-693 pages: 679-693
--- ---
## Chapter 36\ ## Chapter 36 -- The Good, the Bad, and the Run-Sliced
The Good, the Bad, and the Run-Sliced
### Faster Bresenham Lines with Run-Length Slice Line Drawing ### Faster Bresenham Lines with Run-Length Slice Line Drawing

View file

@ -10,8 +10,7 @@ chapter: '37'
pages: 695-706 pages: 695-706
--- ---
## Chapter 37\ ## Chapter 37 -- Dead Cats and Lightning Lines
Dead Cats and Lightning Lines
### Optimizing Run-Length Slice Line Drawing in a Major Way ### Optimizing Run-Length Slice Line Drawing in a Major Way

View file

@ -10,8 +10,7 @@ chapter: '38'
pages: 707-721 pages: 707-721
--- ---
## Chapter 38\ ## Chapter 38 -- The Polygon Primeval
The Polygon Primeval
### Drawing Polygons Efficiently and Quickly ### Drawing Polygons Efficiently and Quickly

View file

@ -10,8 +10,7 @@ chapter: '39'
pages: 723-738 pages: 723-738
--- ---
## Chapter 39\ ## Chapter 39 -- Fast Convex Polygons
Fast Convex Polygons
### Filling Polygons in a Hurry ### Filling Polygons in a Hurry

View file

@ -10,8 +10,7 @@ chapter: '40'
pages: 739-756 pages: 739-756
--- ---
## Chapter 40\ ## Chapter 40 -- Of Songs, Taxes, and the Simplicity of Complex Polygons
Of Songs, Taxes, and the Simplicity of Complex Polygons
### Dealing with Irregular Polygonal Areas ### Dealing with Irregular Polygonal Areas

View file

@ -10,8 +10,7 @@ chapter: '41'
pages: 757-771 pages: 757-771
--- ---
## Chapter 41\ ## Chapter 41 -- Those Way-Down Polygon Nomenclature Blues
Those Way-Down Polygon Nomenclature Blues
### Names Do Matter when You Conceptualize a Data Structure ### Names Do Matter when You Conceptualize a Data Structure

View file

@ -10,8 +10,7 @@ chapter: '42'
pages: 773-792 pages: 773-792
--- ---
## Chapter 42\ ## Chapter 42 -- Wu'ed in Haste; Fried, Stewed at Leisure
Wu'ed in Haste; Fried, Stewed at Leisure
### Fast Antialiased Lines Using Wu's Algorithm ### Fast Antialiased Lines Using Wu's Algorithm

View file

@ -10,8 +10,7 @@ chapter: '43'
pages: 793-815 pages: 793-815
--- ---
## Chapter 43\ ## Chapter 43 -- Bit-Plane Animation
Bit-Plane Animation
### A Simple and Extremely Fast Animation Method for Limited Color ### A Simple and Extremely Fast Animation Method for Limited Color

View file

@ -10,8 +10,7 @@ chapter: '44'
pages: 817-837 pages: 817-837
--- ---
## Chapter 44\ ## Chapter 44 -- Split Screens Save the Page Flipped Day
Split Screens Save the Page Flipped Day
### 640x480 Page Flipped Animation in 64K...Almost ### 640x480 Page Flipped Animation in 64K...Almost

View file

@ -10,8 +10,7 @@ chapter: '45'
pages: 839-857 pages: 839-857
--- ---
## Chapter 45\ ## Chapter 45 -- Dog Hair and Dirty Rectangles
Dog Hair and Dirty Rectangles
### Different Angles on Animation ### Different Angles on Animation

View file

@ -10,8 +10,7 @@ chapter: '46'
pages: 859-874 pages: 859-874
--- ---
## Chapter 46\ ## Chapter 46 -- Who Was that Masked Image?
Who Was that Masked Image?
### Optimizing Dirty-Rectangle Animation ### Optimizing Dirty-Rectangle Animation

View file

@ -10,8 +10,7 @@ chapter: '47'
pages: 875-893 pages: 875-893
--- ---
## Chapter 47\ ## Chapter 47 -- Mode X: 256-Color VGA Magic
Mode X: 256-Color VGA Magic
### Introducing the VGA's Undocumented "Animation-Optimal" Mode ### Introducing the VGA's Undocumented "Animation-Optimal" Mode

View file

@ -10,8 +10,7 @@ chapter: '48'
pages: 895-911 pages: 895-911
--- ---
## Chapter 48\ ## Chapter 48 -- Mode X Marks the Latch
Mode X Marks the Latch
### The Internals of Animation's Best Video Display Mode ### The Internals of Animation's Best Video Display Mode

View file

@ -10,8 +10,7 @@ chapter: '49'
pages: 913-930 pages: 913-930
--- ---
## Chapter 49\ ## Chapter 49 -- Mode X 256-Color Animation
Mode X 256-Color Animation
### How to Make the VGA Really Get up and Dance ### How to Make the VGA Really Get up and Dance

View file

@ -10,8 +10,7 @@ chapter: '50'
pages: 931-949 pages: 931-949
--- ---
## Chapter 50\ ## Chapter 50 -- Adding a Dimension
Adding a Dimension
### 3-D Animation Using Mode X ### 3-D Animation Using Mode X

View file

@ -10,8 +10,7 @@ chapter: '51'
pages: 951-967 pages: 951-967
--- ---
## Chapter 51\ ## Chapter 51 -- Sneakers in Space
Sneakers in Space
### Using Backface Removal to Eliminate Hidden Surfaces ### Using Backface Removal to Eliminate Hidden Surfaces

View file

@ -10,8 +10,7 @@ chapter: '52'
pages: 969-987 pages: 969-987
--- ---
## Chapter 52\ ## Chapter 52 -- Fast 3-D Animation: Meet X-Sharp
Fast 3-D Animation: Meet X-Sharp
### The First Iteration of a Generalized 3-D Animation Package ### The First Iteration of a Generalized 3-D Animation Package

View file

@ -10,8 +10,7 @@ chapter: '53'
pages: 989-1003 pages: 989-1003
--- ---
## Chapter 53\ ## Chapter 53 -- Raw Speed and More
Raw Speed and More
### The Naked Truth About Speed in 3-D Animation ### The Naked Truth About Speed in 3-D Animation

View file

@ -10,8 +10,7 @@ chapter: '54'
pages: 1005-1029 pages: 1005-1029
--- ---
## Chapter 54\ ## Chapter 54 -- 3-D Shading
3-D Shading
### Putting Realistic Surfaces on Animated 3-D Objects ### Putting Realistic Surfaces on Animated 3-D Objects

View file

@ -10,8 +10,7 @@ chapter: '55'
pages: 1031-1044 pages: 1031-1044
--- ---
## Chapter 55\ ## Chapter 55 -- Color Modeling in 256-Color Mode
Color Modeling in 256-Color Mode
### Pondering X-Sharp's Color Model in an RGB State of Mind ### Pondering X-Sharp's Color Model in an RGB State of Mind

View file

@ -10,8 +10,7 @@ chapter: '56'
pages: 1046-1059 pages: 1046-1059
--- ---
## Chapter 56\ ## Chapter 56 -- Pooh and the Space Station
Pooh and the Space Station
### Using Fast Texture Mapping to Place Pooh on a Polygon ### Using Fast Texture Mapping to Place Pooh on a Polygon

View file

@ -10,8 +10,7 @@ chapter: '57'
pages: 1061-1075 pages: 1061-1075
--- ---
## Chapter 57\ ## Chapter 57 -- 10,000 Freshly Sheared Sheep on the Screen
10,000 Freshly Sheared Sheep on the Screen
### The Critical Role of Experience in Implementing Fast, Smooth Texture Mapping ### The Critical Role of Experience in Implementing Fast, Smooth Texture Mapping

View file

@ -10,8 +10,7 @@ chapter: '58'
pages: 1077-1093 pages: 1077-1093
--- ---
## Chapter 58\ ## Chapter 58 -- Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare
Heinlein's Crystal Ball, Spock's Brain, and the 9-Cycle Dare
### Using the Whole-Brain Approach to Accelerate Texture Mapping ### Using the Whole-Brain Approach to Accelerate Texture Mapping

View file

@ -10,8 +10,7 @@ chapter: '59'
pages: 1095-1114 pages: 1095-1114
--- ---
## Chapter 59\ ## Chapter 59 -- The Idea of BSP Trees
The Idea of BSP Trees
### What BSP Trees Are and How to Walk Them ### What BSP Trees Are and How to Walk Them

View file

@ -10,8 +10,7 @@ chapter: '60'
pages: 1115-1129 pages: 1115-1129
--- ---
## Chapter 60\ ## Chapter 60 -- Compiling BSP Trees
Compiling BSP Trees
### Taking BSP Trees from Concept to Reality ### Taking BSP Trees from Concept to Reality

View file

@ -10,8 +10,7 @@ chapter: '61'
pages: 1131-1144 pages: 1131-1144
--- ---
## Chapter 61\ ## Chapter 61 -- Frames of Reference
Frames of Reference
### The Fundamentals of the Math behind 3-D Graphics ### The Fundamentals of the Math behind 3-D Graphics

View file

@ -10,8 +10,7 @@ chapter: '62'
pages: 1145-1162 pages: 1145-1162
--- ---
## Chapter 62\ ## Chapter 62 -- One Story, Two Rules, and a BSP Renderer
One Story, Two Rules, and a BSP Renderer
### Taking a Compiled BSP Tree from Logical to Visual Reality ### Taking a Compiled BSP Tree from Logical to Visual Reality

View file

@ -10,8 +10,7 @@ chapter: '63'
pages: 1163-1175 pages: 1163-1175
--- ---
## Chapter 63\ ## Chapter 63 -- Floating-Point for Real-Time 3-D
Floating-Point for Real-Time 3-D
### Knowing When to Hurl Conventional Math Wisdom Out the Window ### Knowing When to Hurl Conventional Math Wisdom Out the Window

View file

@ -10,8 +10,7 @@ chapter: '64'
pages: 1177-1190 pages: 1177-1190
--- ---
## Chapter 64\ ## Chapter 64 -- Quake's Visible-Surface Determination
Quake's Visible-Surface Determination
### The Challenge of Separating All Things Seen from All Things Unseen ### The Challenge of Separating All Things Seen from All Things Unseen

View file

@ -10,8 +10,7 @@ chapter: '65'
pages: 1191-1208 pages: 1191-1208
--- ---
## Chapter 65\ ## Chapter 65 -- 3-D Clipping and Other Thoughts
3-D Clipping and Other Thoughts
### Determining What's Inside Your Field of View ### Determining What's Inside Your Field of View

View file

@ -10,8 +10,7 @@ chapter: '66'
pages: 1209-1222 pages: 1209-1222
--- ---
## Chapter 66\ ## Chapter 66 -- Quake's Hidden-Surface Removal
Quake's Hidden-Surface Removal
### Struggling with Z-Order Solutions to the Hidden Surface Problem ### Struggling with Z-Order Solutions to the Hidden Surface Problem

View file

@ -10,8 +10,7 @@ chapter: '67'
pages: 1223-1241 pages: 1223-1241
--- ---
## Chapter 67\ ## Chapter 67 -- Sorted Spans in Action
Sorted Spans in Action
### Implementing Independent Span Sorting for Rendering without Overdraw ### Implementing Independent Span Sorting for Rendering without Overdraw

View file

@ -10,8 +10,7 @@ chapter: '68'
pages: 1243-1256 pages: 1243-1256
--- ---
## Chapter 68\ ## Chapter 68 -- Quake's Lighting Model
Quake's Lighting Model
### A Radically Different Approach to Lighting Polygons ### A Radically Different Approach to Lighting Polygons

View file

@ -10,8 +10,7 @@ chapter: '69'
pages: 1257-1271 pages: 1257-1271
--- ---
## Chapter 69\ ## Chapter 69 -- Surface Caching and Quake's Triangle Models
Surface Caching and Quake's Triangle Models
### Probing Hardware-Assisted Surfaces and Fast Model Animation Without Sprites ### Probing Hardware-Assisted Surfaces and Fast Model Animation Without Sprites

View file

@ -10,8 +10,7 @@ chapter: '70'
pages: 1273-1285 pages: 1273-1285
--- ---
## Chapter 70\ ## Chapter 70 -- Quake: A Post-Mortem and a Glimpse into the Future
Quake: A Post-Mortem and a Glimpse into the Future
*Why did not any of the children in the first group think of this faster *Why did not any of the children in the first group think of this faster
method of going across the room? It is simple. They looked at what they method of going across the room? It is simple. They looked at what they