755 lines
39 KiB
Markdown
755 lines
39 KiB
Markdown
---
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title: Michael Abrash's Graphics Programming Black Book, Special Edition
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author: Michael Abrash
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date: '1997-07-01'
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identifier:
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- scheme: ISBN
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text: 1576101746
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publisher: The Coriolis Group
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category: 'Web and Software Development: Game Development,Web and Software Development:
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Graphics and Multimedia Development'
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chapter: '48'
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pages: 895-911
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---
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## Chapter 48 -- Mode X Marks the Latch
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### The Internals of Animation's Best Video Display Mode
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In the previous chapter, I introduced you to what I call Mode X, an
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undocumented 320x240 256-color mode of the VGA. Mode X is distinguished
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from mode 13H, the documented 320x200 256-color VGA mode, in that it
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supports page flipping, makes off-screen memory available, has square
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pixels, and, above all, lets you use the VGA's hardware to increase
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performance by as much as four times. (Of course, those four times come
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at the cost of more complex and demanding programming, to be sure—but
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end users care about results, not how hard the code was to write, and
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Mode X delivers results in a big way.) In the previous chapter we saw
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how the VGA's plane-oriented hardware can be used to speed solid fills.
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That's a nice technique, but now we're going to move up to the big
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guns—the VGA latches.
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The VGA has four latches, one for each plane of display memory. Each
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latch stores exactly one byte, and that byte is always the last byte
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read from the corresponding plane of display memory, as shown in Figure
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48.1. Furthermore, whenever a given address in display memory is read,
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all four planes' bytes at that address are read and stored in the
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corresponding latches, regardless of which plane supplied the byte
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returned to the CPU (as determined by the Read Map register). As with so
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much else about the VGA, the above will make little sense to VGA
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neophytes, but the important point is this: By reading one display
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memory byte, 4 bytes—one from each plane—can be loaded into the latches
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at once. Any or all of those 4 bytes can then be written anywhere in
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display memory with a single byte-sized write, as shown in Figure 48.2.
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The upshot is that the latches make it possible to copy data around from
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one part of display memory to another, 32 bits (four pixels) at a
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time—four times as fast as normal. (Recall from the previous chapter
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that in Mode X, pixels are stored one per byte, with four pixels in a
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row stored in successive planes at the same address, one pixel per
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plane.) However, any one latch can only be loaded from and written to
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the corresponding plane, so an individual latch can only work with every
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fourth pixel on the screen; the latch for plane 0 can work with pixels
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0, 4, 8..., the latch for plane 1 with pixels 1, 5, 9..., and so on.
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The latches aren't intended for use in 256-color mode—they were designed
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to allow individual bits of display memory to be modified in 16-color
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mode—but they are nonetheless very useful in Mode X, particularly for
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patterned fills and screen-to-screen copies, including scrolls.
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Patterned filling is a good place to start, because patterns are widely
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used in windowing environments for desktops, window backgrounds, and
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scroll bars, and for textures and color dithering in drawing and game
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software.
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Fast Mode X fills using patterns that are four pixels in width can be
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performed by drawing the pattern once to the four pixels at any one
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address in display memory, reading that address to load the pattern into
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the latches, setting the Bit Mask register to 0 to specify that all bits
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drawn to display memory should come from the latches, and then
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performing the fill pretty much as we did in the previous chapter—except
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that each line of the pattern must be loaded into the latches before the
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corresponding scan line on the screen is filled. Listings 48.1 and 48.2
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together demonstrate a variety of fast Mode X four-by-four pattern
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fills. (The mode set function called by Listing 48.1 is from the
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previous chapter's listings.)
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**LISTING 48.1 L48-1.C**
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```c
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/* Program to demonstrate Mode X (320x240, 256 colors) patterned
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rectangle fills by filling the screen with adjacent 80x60
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rectangles in a variety of patterns. Tested with Borland C++
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in C compilation mode and the small model */
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#include <conio.h>
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#include <dos.h>
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void Set320x240Mode(void);
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void FillPatternX(int, int, int, int, unsigned int, char*);
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/* 16 4x4 patterns */
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static char Patt0[]={10,0,10,0,0,10,0,10,10,0,10,0,0,10,0,10};
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static char Patt1[]={9,0,0,0,0,9,0,0,0,0,9,0,0,0,0,9};
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static char Patt2[]={5,0,0,0,0,0,5,0,5,0,0,0,0,0,5,0};
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static char Patt3[]={14,0,0,14,0,14,14,0,0,14,14,0,14,0,0,14};
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static char Patt4[]={15,15,15,1,15,15,1,1,15,1,1,1,1,1,1,1};
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static char Patt5[]={12,12,12,12,6,6,6,12,6,6,6,12,6,6,6,12};
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static char Patt6[]={80,80,80,80,80,80,80,80,80,80,80,80,80,80,80,15};
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static char Patt7[]={78,78,78,78,80,80,80,80,82,82,82,82,84,84,84,84};
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static char Patt8[]={78,80,82,84,80,82,84,78,82,84,78,80,84,78,80,82};
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static char Patt9[]={78,80,82,84,78,80,82,84,78,80,82,84,78,80,82,84};
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static char Patt10[]={0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15};
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static char Patt11[]={0,1,2,3,0,1,2,3,0,1,2,3,0,1,2,3};
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static char Patt12[]={14,14,9,9,14,9,9,14,9,9,14,14,9,14,14,9};
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static char Patt13[]={15,8,8,8,15,15,15,8,15,15,15,8,15,8,8,8};
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static char Patt14[]={3,3,3,3,3,7,7,3,3,7,7,3,3,3,3,3};
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static char Patt15[]={0,0,0,0,0,64,0,0,0,0,0,0,0,0,0,89};
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/* Table of pointers to the 16 4x4 patterns with which to draw */
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static char* PattTable[] = {Patt0,Patt1,Patt2,Patt3,Patt4,Patt5,Patt6,
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Patt7,Patt8,Patt9,Patt10,Patt11,Patt12,Patt13,Patt14,Patt15};
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void main() {
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int i,j;
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union REGS regset;
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Set320x240Mode();
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for (j = 0; j < 4; j++) {
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for (i = 0; i < 4; i++) {
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FillPatternX(i*80,j*60,i*80+80,j*60+60,0,PattTable[j*4+i]);
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}
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}
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getch();
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regset.x.ax = 0x0003; /* switch back to text mode and done */
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int86(0x10, ®set, ®set);
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}
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```
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**LISTING 48.2 L48-2.ASM**
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```nasm
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; Mode X (320x240, 256 colors) rectangle 4x4 pattern fill routine.
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; Upper-left corner of pattern is always aligned to a multiple-of-4
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; row and column. Works on all VGAs. Uses approach of copying the
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; pattern to off-screen display memory, then loading the latches with
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; the pattern for each scan line and filling each scan line four
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; pixels at a time. Fills up to but not including the column at EndX
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; and the row at EndY. No clipping is performed. All ASM code tested
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; with TASM. C near-callable as:
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;
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; void FillPatternX(int StartX, int StartY, int EndX, int EndY,
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; unsigned int PageBase, char* Pattern);
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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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GC_INDEX equ 03ceh ;Graphics Controller Index register port
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BIT_MASK equ 08h ;index in GC of Bit Mask register
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PATTERN_BUFFER equ 0fffch ;offset in screen memory of the buffer used
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; to store each pattern during drawing
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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 addresses from one scan
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; line 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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Pattern dw ? ;4x4 pattern with which to fill rectangle
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parms ends
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NextScanOffset equ -2 ;local storage for distance from end of one
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; scan line to start of next
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RectAddrWidth equ -4 ;local storage for address width of rectangle
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Height equ -6 ;local storage for height of rectangle
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STACK_FRAME_SIZE equ 6
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.model small
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.data
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; Plane masks for clipping left and right edges of rectangle.
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LeftClipPlaneMask db 00fh,00eh,00ch,008h
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RightClipPlaneMask db 00fh,001h,003h,007h
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.code
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public _FillPatternX
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_FillPatternX 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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;copy pattern to display memory buffer
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mov si,[bp+Pattern] ;point to pattern to fill with
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mov di,PATTERN_BUFFER ;point ES:DI to pattern buffer
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mov dx,SC_INDEX ;point Sequence Controller Index to
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mov al,MAP_MASK ; Map Mask
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out dx,al
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inc dx ;point to SC Data register
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mov cx,4 ;4 pixel quadruplets in pattern
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DownloadPatternLoop:
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mov al,1 ;
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out dx,al ;select plane 0 for writes
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movsb ;copy over next plane 0 pattern pixel
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dec di ;stay at same address for next plane
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mov al,2 ;
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out dx,al ;select plane 1 for writes
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movsb ;copy over next plane 1 pattern pixel
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dec di ;stay at same address for next plane
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mov al,4 ;
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out dx,al ;select plane 2 for writes
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movsb ;copy over next plane 2 pattern pixel
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dec di ;stay at same address for next plane
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mov al,8 ;
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out dx,al ;select plane 3 for writes
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movsb ;copy over next plane 3 pattern pixel
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; and advance address
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loop DownloadPatternLoop
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mov dx,GC_INDEX ;set the bit mask to select all bits
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mov ax,00000h+BIT_MASK ; from the latches and none from
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out dx,ax ; the CPU, so that we can write the
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; latch contents directly to memory
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mov ax,[bp+StartY] ;top rectangle scan line
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mov si,ax
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and si,011b ;top rect scan line modulo 4
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add si,PATTERN_BUFFER ;point to pattern scan line that
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; maps to top line of rect to draw
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mov dx,SCREEN_WIDTH
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mul dx ;offset in page of top rectangle scan line
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mov di,[bp+StartX]
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mov bx,di
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shr di,1 ;X/4 = offset of first rectangle pixel in scan
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shr di,1 ; 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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and bx,0003h ;look up left edge plane mask
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mov ah,LeftClipPlaneMask[bx] ; to clip
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mov bx,[bp+EndX]
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and bx,0003h ;look up right edge plane
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mov al,RightClipPlaneMask[bx] ; mask to clip
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mov bx,ax ;put the masks in BX
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mov cx,[bp+EndX] ;calculate # of addresses across rect
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mov ax,[bp+StartX]
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cmp cx,ax
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jle FillDone ;skip if 0 or negative width
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dec cx
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and ax,not 011b
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sub cx,ax
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shr cx,1
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shr cx,1 ;# of addresses across rectangle to fill - 1
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jnz MasksSet ;there's more than one pixel to draw
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and bh,bl ;there's only one pixel, so combine the left-
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; and right-edge clip masks
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MasksSet:
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mov ax,[bp+EndY]
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sub ax,[bp+StartY] ;AX = height of rectangle
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jle FillDone ;skip if 0 or negative height
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mov [bp+Height],ax
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mov ax,SCREEN_WIDTH
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sub ax,cx ;distance from end of one scan line to start
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dec ax ; of next
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mov [bp+NextScanOffset],ax
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mov [bp+RectAddrWidth],cx ;remember width in addresses - 1
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mov dx,SC_INDEX+1 ;point to Sequence Controller Data reg
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; (SC Index still points to Map Mask)
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FillRowsLoop:
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mov cx,[bp+RectAddrWidth] ;width across - 1
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mov al,es:[si] ;read display memory to latch this scan
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; line's pattern
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inc si ;point to the next pattern scan line, wrapping
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jnz short NoWrap ; back to the start of the pattern if
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sub si,4 ; we've run off the end
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NoWrap:
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mov al,bh ;put left-edge clip mask in AL
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out dx,al ;set the left-edge plane (clip) mask
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stosb ;draw the left edge (pixels come from latches;
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; value written by CPU doesn't matter)
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dec cx ;count off left edge address
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js FillLoopBottom ;that's the only address
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jz DoRightEdge ;there are only two addresses
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mov al,00fh ;middle addresses are drawn 4 pixels at a pop
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out dx,al ;set the middle pixel mask to no clip
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rep stosb ;draw the middle addresses four pixels apiece
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; (from latches; value written doesn't matter)
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DoRightEdge:
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mov al,bl ;put right-edge clip mask in AL
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out dx,al ;set the right-edge plane (clip) mask
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stosb ;draw the right edge (from latches; value
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; written doesn't matter)
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FillLoopBottom:
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add di,[bp+NextScanOffset] ;point to the start of the next scan
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; line of the rectangle
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dec word ptr [bp+Height] ;count down scan lines
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jnz FillRowsLoop
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FillDone:
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mov dx,GC_INDEX+1 ;restore the bit mask to its default,
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mov al,0ffh ; which selects all bits from the CPU
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out dx,al ; and none from the latches (the GC
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; Index still points to Bit Mask)
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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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_FillPatternX endp
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end
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```
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Four-pixel-wide patterns are more useful than you might imagine. There
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are actually 2128 possible patterns (16 pixels, each with 28 possible
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colors); that set is certainly large enough for most color-dithering
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purposes, and includes many often-used patterns, such as halftones,
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diagonal stripes, and crosshatches.
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Furthermore, eight-wide patterns, which are widely used, can be drawn
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with two passes, one for each half of the pattern. This principle can in
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fact be extended to patterns of arbitrary multiple-of-four widths.
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(Widths that aren't multiples of four are considerably more difficult to
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handle, because the latches are four pixels wide; one possible solution
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is expanding such patterns via repetition until they are
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multiple-of-four widths.)
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### Allocating Memory in Mode X
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Listing 48.2 raises some interesting questions about the allocation of
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display memory in Mode X. In Listing 48.2, whenever a pattern is to be
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drawn, that pattern is first drawn in its entirety at the very end of
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display memory; the latches are then loaded from that copy of the
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pattern before each scan line of the actual fill is drawn. Why this
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double copying process, and why is the pattern stored in that particular
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area of display memory?
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The double copying process is used because it's the easiest way to load
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the latches. Remember, there's no way to get information directly from
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the CPU to the latches; the information must first be written to some
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location in display memory, because the latches can be loaded *only*
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from display memory. By writing the pattern to off-screen memory, we
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don't have to worry about interfering with whatever is currently
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displayed on the screen.
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As for why the pattern is stored exactly where it is, that's part of a
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master memory allocation plan that will come to fruition in the next
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chapter, when I implement a Mode X animation program. Figure 48.3 shows
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this master plan; the first two pages of memory (each 76,800 pixels
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long, spanning 19,200 addresses—that is, 19,200 pixel quadruplets—in
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display memory) are reserved for page flipping, the next page of memory
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(also 76,800 pixels long) is reserved for storing the background (which
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is used to restore the holes left after images move), the last 16 pixels
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(four addresses) of display memory are reserved for the pattern buffer,
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and the remaining 31,728 pixels (7,932 addresses) of display memory are
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free for storage of icons, images, temporary buffers, or whatever.
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This is an efficient organization for animation, but there are certainly
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many other possible setups. For example, you might choose to have a
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solid-colored background, in which case you could dispense with the
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background page (instead using the solid rectangle fill routine to
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replace the background after images move), freeing up another 76,800
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pixels of off-screen storage for images and buffers. You could even
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eliminate page-flipping altogether if you needed to free up a great deal
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of display memory. For example, with enough free display memory it is
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possible in Mode X to create a virtual bitmap three times larger than
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the screen, with the screen becoming a scrolling window onto that larger
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bitmap. This technique has been used to good effect in a number of
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animated games, with and without the use of Mode X.
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### Copying Pixel Blocks within Display Memory
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Another fine use for the latches is copying pixels from one place in
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display memory to another. Whenever both the source and the destination
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share the same nibble alignment (that is, their start addresses modulo
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four are the same), it is not only possible but quite easy to use the
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latches to copy four pixels at a time. Listing 48.3 shows a routine that
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copies via the latches. (When the source and destination do not share
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the same nibble alignment, the latches cannot be used because the source
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and destination planes for any given pixel differ. In that case, you can
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set the Read Map register to select a source plane and the Map Mask
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register to select the corresponding destination plane. Then, copy all
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pixels in that plane, repeating for all four planes.)
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> 
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> Although copying through the latches is, in general, a speedy technique,
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> especially on slower VGAs, it's not always a win. Reading video memory
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> tends to be quite a bit slower than writing, and on a fast VLB or PCI
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> adapter, it can be faster to copy from main memory to display memory
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> than it is to copy from display memory to display memory via the
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> latches.
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**LISTING 48.3 L48-3.ASM**
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```nasm
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; Mode X (320x240, 256 colors) display memory to display memory copy
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; routine. Left edge of source rectangle modulo 4 must equal left edge
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; of destination rectangle modulo 4. Works on all VGAs. Uses approach
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; of reading 4 pixels at a time from the source into the latches, then
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; writing the latches to the destination. 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. Results are not guaranteed if the source and
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; destination overlap. C near-callable as:
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;
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; void CopyScreenToScreenX(int SourceStartX, int SourceStartY,
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; int SourceEndX, int SourceEndY, int DestStartX,
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; int DestStartY, unsigned int SourcePageBase,
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; unsigned int DestPageBase, int SourceBitmapWidth,
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; 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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GC_INDEX equ 03ceh ;Graphics Controller Index register port
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BIT_MASK equ 08h ;index in GC of Bit 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 SourceEndX is not copied)
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SourceEndY dw ? ;Y coordinate of lower-right corner of source
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||
; (the column at SourceEndY is not copied)
|
||
DestStartX dw ? ;X coordinate of upper-left corner of dest
|
||
DestStartY dw ? ;Y coordinate of upper-left corner of dest
|
||
SourcePageBase dw ? ;base offset in display memory of page in
|
||
; which source resides
|
||
DestPageBase dw ? ;base offset in display memory of page in
|
||
; which dest resides
|
||
SourceBitmapWidth dw ? ;# of pixels across source bitmap
|
||
; (must be a multiple of 4)
|
||
DestBitmapWidth dw ? ;# of pixels across dest bitmap
|
||
; (must be a multiple of 4)
|
||
parms ends
|
||
|
||
SourceNextScanOffset equ -2 ;local storage for distance from end of
|
||
; one source scan line to start of next
|
||
DestNextScanOffset equ -4 ;local storage for distance from end of
|
||
; one dest scan line to start of next
|
||
RectAddrWidth equ -6 ;local storage for address width of rectangle
|
||
Height equ -8;local storage for height of rectangle
|
||
STACK_FRAME_SIZE equ 8
|
||
|
||
.model small
|
||
.data
|
||
; Plane masks for clipping left and right edges of rectangle.
|
||
LeftClipPlaneMask db 00fh,00eh,00ch,008h
|
||
RightClipPlaneMask db 00fh,001h,003h,007h
|
||
.code
|
||
public _CopyScreenToScreenX
|
||
_CopyScreenToScreenX proc near
|
||
push bp ;preserve caller's stack frame
|
||
mov bp,sp ;point to local stack frame
|
||
sub sp,STACK_FRAME_SIZE ;allocate space for local vars
|
||
push si ;preserve caller's register variables
|
||
push di
|
||
push ds
|
||
|
||
cld
|
||
mov dx,GC_INDEX ;set the bit mask to select all bits
|
||
mov ax,00000h+BIT_MASK ; from the latches and none from
|
||
out dx,ax ; the CPU, so that we can write the
|
||
; latch contents directly to memory
|
||
mov ax,SCREEN_SEG ;point ES to display memory
|
||
mov es,ax
|
||
mov ax,[bp+DestBitmapWidth]
|
||
shr ax,1 ;convert to width in addresses
|
||
shr ax,1
|
||
mul [bp+DestStartY] ;top dest rect scan line
|
||
mov di,[bp+DestStartX]
|
||
shr di,1 ;X/4 = offset of first dest rect pixel in
|
||
shr di,1 ; scan line
|
||
add di,ax ;offset of first dest rect pixel in page
|
||
add di,[bp+DestPageBase] ;offset of first dest rect pixel
|
||
; in display memory
|
||
mov ax,[bp+SourceBitmapWidth]
|
||
shr ax,1 ;convert to width in addresses
|
||
shr ax,1
|
||
mul [bp+SourceStartY] ;top source rect scan line
|
||
mov si,[bp+SourceStartX]
|
||
mov bx,si
|
||
shr si,1 ;X/4 = offset of first source rect pixel in
|
||
shr si,1 ; scan line
|
||
add si,ax ;offset of first source rect pixel in page
|
||
add si,[bp+SourcePageBase] ;offset of first source rect
|
||
; pixel in display memory
|
||
and bx,0003h ;look up left edge plane mask
|
||
mov ah,LeftClipPlaneMask[bx] ; to clip
|
||
mov bx,[bp+SourceEndX]
|
||
and bx,0003h ;look up right-edge plane
|
||
mov al,RightClipPlaneMask[bx] ; mask to clip
|
||
mov bx,ax ;put the masks in BX
|
||
|
||
mov cx,[bp+SourceEndX] ;calculate # of addresses across
|
||
mov ax,[bp+SourceStartX] ; rect
|
||
cmp cx,ax
|
||
jle CopyDone ;skip if 0 or negative width
|
||
dec cx
|
||
and ax,not 011b
|
||
sub cx,ax
|
||
shr cx,1
|
||
shr cx,1 ;# of addresses across rectangle to copy - 1
|
||
jnz MasksSet ;there's more than one address to draw
|
||
and bh,bl ;there's only one address, so combine the
|
||
; left- and right-edge clip masks
|
||
MasksSet:
|
||
mov ax,[bp+SourceEndY]
|
||
sub ax,[bp+SourceStartY] ;AX = height of rectangle
|
||
jle CopyDone ;skip if 0 or negative height
|
||
mov [bp+Height],ax
|
||
mov ax,[bp+DestBitmapWidth]
|
||
shr ax,1 ;convert to width in addresses
|
||
shr ax,1
|
||
sub ax,cx ;distance from end of one dest scan line to
|
||
dec ax ; start of next
|
||
mov [bp+DestNextScanOffset],ax
|
||
mov ax,[bp+SourceBitmapWidth]
|
||
shr ax,1 ;convert to width in addresses
|
||
shr ax,1
|
||
sub ax,cx ;distance from end of one source scan line to
|
||
dec ax ; start of next
|
||
mov [bp+SourceNextScanOffset],ax
|
||
mov [bp+RectAddrWidth],cx ;remember width in addresses - 1
|
||
;----------------------BUG FIX
|
||
mov dx,SC_INDEX
|
||
mov al,MAP_MASK
|
||
out dx,al ;point SC Index reg to Map Mask
|
||
inc dx ;point to SC Data reg
|
||
;----------------------BUG FIX
|
||
mov ax,es ;DS=ES=screen segment for MOVS
|
||
mov ds,ax
|
||
CopyRowsLoop:
|
||
mov cx,[bp+RectAddrWidth] ;width across - 1
|
||
mov al,bh ;put left-edge clip mask in AL
|
||
out dx,al ;set the left-edge plane (clip) mask
|
||
movsb ;copy the left edge (pixels go through
|
||
; latches)
|
||
dec cx ;count off left edge address
|
||
js CopyLoopBottom ;that's the only address
|
||
jz DoRightEdge ;there are only two addresses
|
||
mov al,00fh ;middle addresses are drawn 4 pixels at a pop
|
||
out dx,al ;set the middle pixel mask to no clip
|
||
rep movsb ;draw the middle addresses four pixels apiece
|
||
; (pixels copied through latches)
|
||
DoRightEdge:
|
||
mov al,bl ;put right-edge clip mask in AL
|
||
out dx,al ;set the right-edge plane (clip) mask
|
||
movsb ;draw the right edge (pixels copied through
|
||
; latches)
|
||
CopyLoopBottom:
|
||
add si,[bp+SourceNextScanOffset] ;point to the start of
|
||
add di,[bp+DestNextScanOffset] ; next source & dest lines
|
||
dec word ptr [bp+Height] ;count down scan lines
|
||
jnz CopyRowsLoop
|
||
CopyDone:
|
||
mov dx,GC_INDEX+1 ;restore the bit mask to its default,
|
||
mov al,0ffh ; which selects all bits from the CPU
|
||
out dx,al ; and none from the latches (the GC
|
||
; Index still points to Bit Mask)
|
||
pop ds
|
||
pop di ;restore caller's register variables
|
||
pop si
|
||
mov sp,bp ;discard storage for local variables
|
||
pop bp ;restore caller's stack frame
|
||
ret
|
||
_CopyScreenToScreenX endp
|
||
end
|
||
```
|
||
|
||
Listing 48.3 has an important limitation: It does not guarantee proper
|
||
handling when the source and destination overlap, as in the case of a
|
||
downward scroll, for example. Listing 48.3 performs top-to-bottom,
|
||
left-to-right copying. Downward scrolls require bottom-to-top copying;
|
||
likewise, rightward horizontal scrolls require right-to-left copying. As
|
||
it happens, my intended use for Listing 48.3 is to copy images between
|
||
off-screen memory and on-screen memory, and to save areas under pop-up
|
||
menus and the like, so I don't really need overlap handling—and I do
|
||
really need to keep the complexity of this discussion down. However, you
|
||
will surely want to add overlap handling if you plan to perform
|
||
arbitrary scrolling and copying in display memory.
|
||
|
||
Now that we have a fast way to copy images around in display memory, we
|
||
can draw icons and other images as much as four times faster than in
|
||
mode 13H, depending on the speed of the VGA's display memory. (In case
|
||
you're worried about the nibble-alignment limitation on fast copies,
|
||
don't be; I'll address that fully in due time, but the secret is to
|
||
store all four possible rotations in off-screen memory, then select the
|
||
correct one for each copy.) However, before our fast display
|
||
memory-to-display memory copy routine can do us any good, we must have a
|
||
way to get pixel patterns from system memory into display memory, so
|
||
that they can then be copied with the fast copy routine.
|
||
|
||
#### Copying to Display Memory
|
||
|
||
The final piece of the puzzle is the system memory to
|
||
display-memory-copy-routine shown in Listing 48.4. This routine assumes
|
||
that pixels are stored in system memory in exactly the order in which
|
||
they will ultimately appear on the screen; that is, in the same linear
|
||
order that mode 13H uses. It would be more efficient to store all the
|
||
pixels for one plane first, then all the pixels for the next plane, and
|
||
so on for all four planes, because many `OUT`s could be avoided, but
|
||
that would make images rather hard to create. And, while it is true that
|
||
the speed of drawing images is, in general, often a critical performance
|
||
factor, the speed of copying images from system memory to display memory
|
||
is not particularly critical in Mode X. Important images can be stored
|
||
in off-screen memory and copied to the screen via the latches much
|
||
faster than even the speediest system memory-to-display memory copy
|
||
routine could manage.
|
||
|
||
I'm not going to present a routine to perform Mode X copies from display
|
||
memory to system memory, but such a routine would be a straightforward
|
||
inverse of Listing 48.4.
|
||
|
||
**LISTING 48.4 L48-4.ASM**
|
||
|
||
```nasm
|
||
; Mode X (320x240, 256 colors) system memory to display memory copy
|
||
; routine. Uses approach of changing the plane for each pixel copied;
|
||
; this is slower than copying all pixels in one plane, then all pixels
|
||
; in the next plane, and so on, but it is simpler; besides, images for
|
||
; which performance is critical should be stored in off-screen memory
|
||
; and copied to the screen via the latches. Copies up to but not
|
||
; including the column at SourceEndX and the row at SourceEndY. No
|
||
; clipping is performed. C near-callable as:
|
||
;
|
||
; void CopySystemToScreenX(int SourceStartX, int SourceStartY,
|
||
; int SourceEndX, int SourceEndY, int DestStartX,
|
||
; int DestStartY, char* SourcePtr, unsigned int DestPageBase,
|
||
; int SourceBitmapWidth, int DestBitmapWidth);
|
||
|
||
SC_INDEX equ 03c4h ;Sequence Controller Index register port
|
||
MAP_MASK equ 02h ;index in SC of Map Mask register
|
||
SCREEN_SEG equ 0a000h ;segment of display memory in Mode X
|
||
|
||
parms struc
|
||
dw 2 dup (?) ;pushed BP and return address
|
||
SourceStartX dw ? ;X coordinate of upper-left corner of source
|
||
SourceStartY dw ? ;Y coordinate of upper-left corner of source
|
||
SourceEndX dw ? ;X coordinate of lower-right corner of source
|
||
; (the row at EndX is not copied)
|
||
SourceEndY dw ? ;Y coordinate of lower-right corner of source
|
||
; (the column at EndY is not copied)
|
||
DestStartX dw ? ;X coordinate of upper-left corner of dest
|
||
DestStartY dw ? ;Y coordinate of upper-left corner of dest
|
||
SourcePtr dw ? ;pointer in DS to start of bitmap in which
|
||
; source resides
|
||
DestPageBase dw ? ;base offset in display memory of page in
|
||
; which dest resides
|
||
SourceBitmapWidth dw ? ;# of pixels across source bitmap
|
||
DestBitmapWidth dw ? ;# of pixels across dest bitmap
|
||
; (must be a multiple of 4)
|
||
parms ends
|
||
|
||
RectWidth equ -2 ;local storage for width of rectangle
|
||
LeftMask equ -4 ;local storage for left rect edge plane mask
|
||
STACK_FRAME_SIZE equ 4
|
||
|
||
.model small
|
||
.code
|
||
public _CopySystemToScreenX
|
||
_CopySystemToScreenX proc near
|
||
push bp ;preserve caller's stack frame
|
||
mov bp,sp ;point to local stack frame
|
||
sub sp,STACK_FRAME_SIZE ;allocate space for local vars
|
||
push si ;preserve caller's register variables
|
||
push di
|
||
|
||
cld
|
||
mov ax,SCREEN_SEG ;point ES to display memory
|
||
mov es,ax
|
||
mov ax,[bp+SourceBitmapWidth]
|
||
mul [bp+SourceStartY] ;top source rect scan line
|
||
add ax,[bp+SourceStartX]
|
||
add ax,[bp+SourcePtr] ;offset of first source rect pixel
|
||
mov si,ax ; in DS
|
||
|
||
mov ax,[bp+DestBitmapWidth]
|
||
shr ax,1 ;convert to width in addresses
|
||
shr ax,1
|
||
mov [bp+DestBitmapWidth],ax ;remember address width
|
||
mul [bp+DestStartY] ;top dest rect scan line
|
||
mov di,[bp+DestStartX]
|
||
mov cx,di
|
||
shr di,1 ;X/4 = offset of first dest rect pixel in
|
||
shr di,1 ; scan line
|
||
add di,ax ;offset of first dest rect pixel in page
|
||
add di,[bp+DestPageBase] ;offset of first dest rect pixel
|
||
; in display memory
|
||
and cl,011b ;CL = first dest pixel's plane
|
||
mov al,11h ;upper nibble comes into play when
|
||
; plane wraps from 3 back to 0
|
||
shl al,cl ;set the bit for the first dest pixel's
|
||
mov [bp+LeftMask],al ; plane in each nibble to 1
|
||
|
||
mov cx,[bp+SourceEndX] ;calculate # of pixels across
|
||
sub cx,[bp+SourceStartX] ; rect
|
||
jle CopyDone ;skip if 0 or negative width
|
||
mov [bp+RectWidth],cx
|
||
mov bx,[bp+SourceEndY]
|
||
sub bx,[bp+SourceStartY] ;BX = height of rectangle
|
||
jle CopyDone ;skip if 0 or negative height
|
||
mov dx,SC_INDEX ;point to SC Index register
|
||
mov al,MAP_MASK
|
||
out dx,al ;point SC Index reg to the Map Mask
|
||
inc dx ;point DX to SC Data reg
|
||
CopyRowsLoop:
|
||
mov ax,[bp+LeftMask]
|
||
mov cx,[bp+RectWidth]
|
||
push si ;remember the start offset in the source
|
||
push di ;remember the start offset in the dest
|
||
CopyScanLineLoop:
|
||
out dx,al ;set the plane for this pixel
|
||
movsb ;copy the pixel to the screen
|
||
rol al,1 ;set mask for next pixel's plane
|
||
cmc ;advance destination address only when
|
||
sbb di,0 ; wrapping from plane 3 to plane 0
|
||
; (else undo INC DI done by MOVSB)
|
||
loop CopyScanLineLoop
|
||
pop di ;retrieve the dest start offset
|
||
add di,[bp+DestBitmapWidth] ;point to the start of the
|
||
; next scan line of the dest
|
||
pop si ;retrieve the source start offset
|
||
add si,[bp+SourceBitmapWidth] ;point to the start of the
|
||
; next scan line of the source
|
||
dec bx ;count down scan lines
|
||
jnz CopyRowsLoop
|
||
CopyDone:
|
||
pop di ;restore caller's register variables
|
||
pop si
|
||
mov sp,bp ;discard storage for local variables
|
||
pop bp ;restore caller's stack frame
|
||
ret
|
||
_CopySystemToScreenX endp
|
||
end
|
||
```
|
||
|
||
### Who Was that Masked Image Copier?
|
||
|
||
At this point, it's getting to be time for us to take all the Mode X
|
||
tools we've developed, together with one more tool—masked image
|
||
copying—and the remaining unexplored feature of Mode X, page flipping,
|
||
and build an animation application. I hope that when we're done, you'll
|
||
agree with me that Mode X is *the* way to animate on the PC.
|
||
|
||
In truth, though, it matters less whether or not *you* think that Mode X
|
||
is the best way to animate than whether or not your users think it's the
|
||
best way based on results; end users care only about results, not how
|
||
you produced them. For my writing, you folks are the end users—and
|
||
notice how remarkably little you care about how this book gets written
|
||
and produced. You care that it turned up in the bookstore, and you care
|
||
about the contents, but you sure as heck don't care about how it got
|
||
that far from a bin of tree pulp. When you're a creator, the process
|
||
matters. When you're a buyer, results are everything. All important.
|
||
*Sine qua non.* The whole enchilada.
|
||
|
||
If you catch my drift.
|