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 veryhotthread  Author  Topic: Setting a register to zero if it's < zero  (Read 1454 times)
David Williams
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xx Re: Setting a register to zero if it's < zero
« Reply #34 on: Oct 9th, 2011, 10:17pm »

Michael: Gracias for the C++ output asm code. I'll study it keenly.

For those who've been following the discussion, here's a quick demo of GFXLIB_ColourDesaturate (compiled EXE):

http://www.bb4wgames.com/misc/realtimecolourdesaturation.zip

It struggles to maintain the full 60 fps framerate on my laptop (typically ~50 fps) which disappoints me, but then the routine isn't intended for realtime desaturation of 640x480 images in a gaming situation!

I reckon it's fast enough.


Regards,
David.


Source (but don't try to run it!):

Code:
      HIMEM = LOMEM + 5*&100000
      HIMEM = (HIMEM + 3) AND -4
      
      PROCfixWindowSize
      
      ON ERROR PROCerror( REPORT$, TRUE )
      
      WinW% = 640
      WinH% = 480
      VDU 23, 22, WinW%; WinH%; 8, 16, 16, 0 : OFF
      
      INSTALL @lib$ + "GFXLIB2"
      PROCInitGFXLIB( d{}, 0 )
      
      INSTALL @lib$ + "GFXLIB_modules\ColourDrain"
      PROCInitModule
      
      INSTALL @lib$ + "GFXLIB_modules\PlotShapeHalfIntensity"
      PROCInitModule
      
      GetTickCount% = FNSYS_NameToAddress( "GetTickCount" )
      SetWindowText% = FNSYS_NameToAddress( "SetWindowText" )
      
      flowers% = FNLoadImg( @dir$ + "flowers_640x480.JPG", 0 )
      
      flowers_copy% = FNmalloc( 4 * 640*480 )
      
      ball% = FNLoadImg( @lib$ + "GFXLIB_media\ball1_64x64x8.BMP", 0 )
      
      numFrames% = 0
      
      *REFRESH OFF
      
      SYS GetTickCount% TO time0%
      REPEAT
        
        T% = TIME
        
        f = 0.5 * (1.0 + SIN(T%/100))
        SYS GFXLIB_DWORDCopy%, flowers%, flowers_copy%, 640*480
        SYS GFXLIB_ColourDrain%, flowers_copy%, 640*480, f*&100000
        SYS GFXLIB_BPlot%, d{}, flowers_copy%, 640, 480, 0, 0
        
        FOR I% = 0 TO 11
          X% = (320 - 32) + 220*SINRAD(I%*(360/12) + T%/2)
          Y% = (240 - 32) + 220*COSRAD(I%*(360/12) + T%/2)
          SYS GFXLIB_PlotShapeHalfIntensity%, d{}, ball%, 64, 64, X%-15, Y%-16
          SYS GFXLIB_Plot%, d{}, ball%, 64, 64, X%, Y%
        NEXT I%
        
        PROCdisplay
        
        SYS GetTickCount% TO time1%
        IF (time1% - time0%) >= 1000 THEN
          SYS SetWindowText%, @hwnd%, "Frame rate: " + STR$numFrames% + " fps"
          numFrames% = 0
          SYS GetTickCount% TO time0%
        ELSE
          numFrames% += 1
        ENDIF
        
      UNTIL FALSE
      END
      :
      :
      :
      :
      DEF PROCfixWindowSize
      LOCAL GWL_STYLE, WS_THICKFRAME, WS_MAXIMIZEBOX, ws%
      GWL_STYLE = -16
      WS_THICKFRAME = &40000
      WS_MAXIMIZEBOX = &10000
      SYS "GetWindowLong", @hwnd%, GWL_STYLE TO ws%
      SYS "SetWindowLong", @hwnd%, GWL_STYLE, ws% AND NOT (WS_THICKFRAME+WS_MAXIMIZEBOX)
      ENDPROC
      :
      :
      :
      :
      DEF PROCerror( msg$, L% )
      OSCLI "REFRESH ON" : ON
      COLOUR 1, &FF, &FF, &FF
      COLOUR 1
      PRINT TAB(1,1)msg$;
      IF L% THEN
        PRINT " at line "; ERL;
      ENDIF
      VDU 7
      REPEAT UNTIL INKEY(1)=0
      ENDPROC 

« Last Edit: Oct 9th, 2011, 10:21pm by David Williams » User IP Logged

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xx Re: Setting a register to zero if it's < zero
« Reply #35 on: Oct 9th, 2011, 10:23pm »

on Oct 9th, 2011, 3:27pm, David Williams wrote:
I'm thinking of calling it "DesaturateColour"! Isn't that more sensible?

Yes!

If you're looking for ways to tidy up your code, please note that this:

Code:
      sub ebp, 1
      shl ebp, 2
      add ebp, esi 

can be replaced by this (just 4 bytes):

Code:
      lea ebp,[esi+ebp*4-4] 

There's no significant speed impact, because it's not in a loop, but in terms of elegance there's no contest!

Richard.
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xx Re: Setting a register to zero if it's < zero
« Reply #36 on: Oct 9th, 2011, 10:28pm »

on Oct 9th, 2011, 10:23pm, Richard Russell wrote:
Code:
lea ebp,[esi+ebp*4-4] 


There's no significant speed impact, because it's not in a loop, but in terms of elegance there's no contest!


There was no excuse for me to miss that one, really, especially since I had read this article not long ago:

http://bb4w.wikispaces.com/Using+the+lea+instruction

Thanks again.
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xx Re: Setting a register to zero if it's < zero
« Reply #37 on: Oct 10th, 2011, 01:10am »

on Oct 9th, 2011, 10:17pm, David Williams wrote:
For those who've been following the discussion, here's a quick demo of GFXLIB_ColourDesaturate (compiled EXE)

Here's a MMX version of GFXLIB_ColourDrain:

Code:
        ; REM. SYS GFXLIB_ColourDrain%, pBitmap%, numPixels%, f%
        
        ;
        ; Parameters -- pBitmap%, numPixels%, f%
        ;
        ;               pBitmap% - points to base address of 32-bpp ARGB bitmap
        ;               numPixels% - number of pixels in bitmap
        ;
        ;               f% (''colour-drain'' factor) is 12.20 fixed-point integer; range (0.0 to 1.0)*2^20  (Note 2^20 = &100000)
        ;
        ;               f% is clamped (by this routine) to 0 or 2^20 (&100000)
        ;
        
        pushad
        
        ; ESP!36 = pBitmap%
        ; ESP!40 = numPixels%
        ; ESP!44 = f% (= f * 2^20)
        
        mov esi, [esp + 36]                      ; esi = pBitmap%
        
        mov ebp, [esp + 40]                      ; numPixels%
        lea ebp, [esi + ebp*4]
        
        mov edi, [esp + 44]                      ; edi = f%
        
        ;REM. if f% < 0 then f% = 0
        cmp edi, 0                               ; f% < 0 ?
        jge _.fgtzero%
        xor edi, edi                             ; f% = 0
        ._.fgtzero%
        
        ;REM. if f% >= 2^20 (&100000) then f% = 2^20-1
        cmp edi, 2^20                            ; f% > 2^20 ?
        jl _.flt2p20%
        mov edi, 2^20-1                          ; f% = 2^20-1
        ._.flt2p20%
        
        shr edi, 5
        movd mm6, edi
        pshufw mm6, mm6, %11000000
        movq mm7, [_.matrix%]
        
        ._.loop%
        
        punpcklbw mm0,[esi]
        punpckhbw mm1,[esi]
        psrlw mm0,8
        psrlw mm1,8
        movq mm2,mm0
        movq mm3,mm1
        pmaddwd mm0,mm7
        pmaddwd mm1,mm7
        pshufw mm4,mm0,%01001110
        pshufw mm5,mm1,%01001110
        paddd mm4,mm0
        paddd mm5,mm1
        pslld mm4,1
        pslld mm5,1
        pshufw mm4,mm4,%01010101
        pshufw mm5,mm5,%01010101
        psubw mm4,mm2
        psubw mm5,mm3
        pmulhw mm4,mm6
        pmulhw mm5,mm6
        psllw mm4,1
        psllw mm5,1
        paddw mm4,mm2
        paddw mm5,mm3
        packuswb mm4,mm5
        movq [esi],mm4
        
        add esi, 8                               ; next pixel address
        cmp esi, ebp
        jb _.loop%
        
        popad
        emms
        ret 12
        
        ._.matrix%
        dw 0.114 * 2^15
        dw 0.587 * 2^15
        dw 0.299 * 2^15
        dw 0 

I haven't compared its speed with yours, but I would expect it to be faster. As I'm by no means an MMX expert it may well be that it can be improved.

Richard.
« Last Edit: Oct 10th, 2011, 08:33am by admin » User IP Logged

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xx Re: Setting a register to zero if it's < zero
« Reply #38 on: Oct 10th, 2011, 06:55am »

on Oct 10th, 2011, 01:10am, Richard Russell wrote:
Here's a MMX version of GFXLIB_ColourDrain:


Gratefully received. :)

Okay, I had to make one little correction because I discovered that only one (or two?) pixels were being processed in the image.

The MMX version (MMXDesaturateColour) is nearly twice as fast (on my Centrino Duo laptop) as the non-MMX (GR) version.

1000 full-image operations on a 640x480 ARGB32 bitmap took:

4.84 s. (MMX version)
9.22 s (GR version)

The test (compiled EXE) can be downloaded here:

www.bb4wgames.com/misc/mmxdesaturatecolour_vs_colourdrain.zip

As I mentioned yesterday, I'll be dropping the Fisher-Price routine name (ColourDrain) and calling it DesaturateColour.

I won't just grab your MMX code and learn nothing from it, that you can be assured.

Thanks for the code.


David.


---


For the sake of completeness only, I'll list the source for the timed test here:

Code:
      HIMEM = LOMEM + 5*&100000
      HIMEM = (HIMEM + 3) AND -4
      
      PROCfixWindowSize
      
      ON ERROR PROCerror( REPORT$, TRUE )
      
      WinW% = 640
      WinH% = 480
      VDU 23, 22, WinW%; WinH%; 8, 16, 16, 0 : OFF
      
      INSTALL @lib$ + "GFXLIB2"
      PROCInitGFXLIB( d{}, 0 )
      
      INSTALL @lib$ + "GFXLIB_modules\ColourDrain"
      PROCInitModule
      
      INSTALL @lib$ + "GFXLIB_modules\MMXDesaturateColour"
      PROCInitModule
      
      GetTickCount% = FNSYS_NameToAddress( "GetTickCount" )
      
      flowers% = FNLoadImg( @dir$ + "flowers_640x480.JPG", 0 )
      flowers_copy% = FNmalloc( 4 * 640*480 )
      
      timeA_0% = 0
      timeA_1% = 0
      timeB_0% = 0
      timeB_1% = 0
      
      PRINT
      
      PRINT " Conducting timed tests (MMXDesaturateColour vs. ColourDrain)"'
      PRINT " (1000 colour desaturations of a 640x480 ARGB32 bitmap)"'
      
      SYS "GetCurrentProcess" TO hprocess%
      SYS "SetPriorityClass", hprocess%, &80
      
      PRINT " Timing MMXDesaturateColour..."
      df = 0.01
      f = 0.0
      G% = GFXLIB_MMXDesaturateColour%
      SYS GetTickCount% TO timeA_0%
      FOR I% = 1 TO 1000
        SYS GFXLIB_DWORDCopy%, flowers%, flowers_copy%, 640*480
        SYS G%, flowers_copy%, 640*480, f*&100000
        f += df
        IF f >= 1.0 THEN f = 0.0
      NEXT I%
      SYS GetTickCount% TO timeA_1%
      
      PRINT " Timing ColourDrain..."
      df = 0.01
      f = 0.0
      G% = GFXLIB_ColourDrain%
      SYS GetTickCount% TO timeB_0%
      FOR I% = 1 TO 1000
        SYS GFXLIB_DWORDCopy%, flowers%, flowers_copy%, 640*480
        SYS G%, flowers_copy%, 640*480, f*&100000
        f += df
        IF f >= 1.0 THEN f = 0.0
      NEXT I%
      SYS GetTickCount% TO timeB_1%
      
      SYS "GetCurrentProcess" TO hprocess%
      SYS "SetPriorityClass", hprocess%, &20
      
      timeA = (timeA_1% - timeA_0%) / 1000
      timeB = (timeB_1% - timeB_0%) / 1000
      
      SOUND OFF : SOUND 1, -10, 226, 1
      
      COLOUR 11 : ON
      PRINT '" Results" : PRINT " -------"'
      
      PRINT " MMXDesaturateColour took "; timeA; " s."'
      PRINT " ColourDrain took "; timeB; " s."''
      
      COLOUR 3 : PRINT " Finished!";
      REPEAT UNTIL INKEY(1)=0
      END
      :
      :
      :
      :
      DEF PROCfixWindowSize
      LOCAL GWL_STYLE, WS_THICKFRAME, WS_MAXIMIZEBOX, ws%
      GWL_STYLE = -16
      WS_THICKFRAME = &40000
      WS_MAXIMIZEBOX = &10000
      SYS "GetWindowLong", @hwnd%, GWL_STYLE TO ws%
      SYS "SetWindowLong", @hwnd%, GWL_STYLE, ws% AND NOT (WS_THICKFRAME+WS_MAXIMIZEBOX)
      ENDPROC
      :
      :
      :
      :
      DEF PROCerror( msg$, L% )
      OSCLI "REFRESH ON" : ON
      COLOUR 1, &FF, &FF, &FF
      COLOUR 1
      PRINT TAB(1,1)msg$;
      IF L% THEN
        PRINT " at line "; ERL;
      ENDIF
      VDU 7
      REPEAT UNTIL INKEY(1)=0
      ENDPROC
 

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xx Re: Setting a register to zero if it's < zero
« Reply #39 on: Oct 10th, 2011, 08:32am »

on Oct 10th, 2011, 06:55am, David Williams wrote:
Okay, I had to make one little correction because I discovered that only one (or two?) pixels were being processed in the image.

Ah yes, was that the edi that should have been an esi? Oddly, it worked here despite the error.

There's another change you should really make. The code as listed affects all four bytes of the resulting pixel (including the most-significant 'alpha' byte). Presumably you would prefer it to leave that byte unchanged, in which case you should alter the third line here as shown:

Code:
        shr edi, 5
        movd mm6, edi
        pshufw mm6, mm6, %11000000 


Quote:
As I mentioned yesterday, I'll be dropping the Fisher-Price routine name (ColourDrain) and calling it DesaturateColour

I know, but I only had the original version to work from. It seemed safer not to make any unnecessary changes.

Richard.
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xx Re: Setting a register to zero if it's < zero
« Reply #40 on: Oct 13th, 2011, 7:40pm »

GFXLIB_MMXDesaturateColour & GFXLIB_BoxBlur3x3:

http://www.bb4wgames.com/misc/mmxdesaturatecolour_example2c.zip (EXE; 163 Kb)

I can imagine using that kind of effect on the title page of some creepy RPG just before the game begins.


David.

======================================

Code:
      *ESC OFF
      
      REM Make 3 MB available for this program
      M%=3 : HIMEM = LOMEM + M%*&100000
      
      MODE 8 : OFF
      
      INSTALL @lib$ + "GFXLIB2" : PROCInitGFXLIB
      INSTALL @lib$ + "GFXLIB_modules\MMXDesaturateColour" : PROCInitModule
      INSTALL @lib$ + "GFXLIB_modules\BoxBlur3x3" : PROCInitModule
      
      bm% = FNLoadImg( @lib$ + "GFXLIB_media\bg1_640x512x8.bmp", 0 )
      
      *REFRESH OFF
      
      REPEAT
        
        REM. Display the image normally for two seconds
        SYS GFXLIB_BPlot%, dispVars{}, bm%, 640, 512, 0, 0
        PROCdisplay
        WAIT 200
        
        FOR I% = 1 TO 280
          SYS GFXLIB_BoxBlur3x3%, dispVars.bmBuffAddr%, dispVars.bmBuffAddr%, 640, 512
          IF I% MOD 2 = 0 THEN SYS GFXLIB_MMXDesaturateColour%, dispVars.bmBuffAddr%, 640*512, 0.01*&100000
          PROCdisplay
        NEXT I%
        
      UNTIL FALSE 



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