add function 'glOrtho', small optimize, clean code
git-svn-id: svn://kolibrios.org@8062 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
@@ -58,8 +58,7 @@ endl
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mov dword[q+8],ecx
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mov esi,[p]
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add esi,4
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mov edi,ebp
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sub edi,16 ;edi = &q[3]
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lea edi,[ebp-16] ;edi = &q[3]
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mov ecx,4
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rep movsd
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;mov edi,ebp
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@@ -144,16 +143,14 @@ if DEBUG ;context.matrix_stack_ptr[0]
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stdcall gl_print_matrix,dword[edx+GLContext.matrix_stack_ptr],4
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end if
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; precompute inverse modelview
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mov ebx,ebp
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sub ebx,sizeof.M4
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lea ebx,[ebp-sizeof.M4]
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stdcall gl_M4_Inv, ebx,dword[edx+GLContext.matrix_stack_ptr]
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if DEBUG ;tmp
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stdcall dbg_print,txt_sp,txt_nl
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stdcall gl_print_matrix,ebx,4
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end if
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push ebx
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mov ebx,edx
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add ebx,GLContext.matrix_model_view_inv
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lea ebx,[edx+GLContext.matrix_model_view_inv]
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stdcall gl_M4_Transpose, ebx
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if DEBUG ;context.matrix_model_view_inv
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stdcall dbg_print,txt_sp,txt_nl
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@@ -162,8 +159,7 @@ end if
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jmp .end_if_0
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align 4
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@@:
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mov ecx,edx
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add ecx,GLContext.matrix_model_projection
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lea ecx,[edx+GLContext.matrix_model_projection]
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; precompute projection matrix
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stdcall gl_M4_Mul, ecx,dword[edx+GLContext.matrix_stack_ptr+4],dword[edx+GLContext.matrix_stack_ptr]
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@@ -192,8 +188,7 @@ align 4
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.end_if_0:
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; test if the texture matrix is not Identity
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mov eax,edx
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add eax,GLContext.matrix_stack_ptr+8
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lea eax,[edx+GLContext.matrix_stack_ptr+8]
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stdcall gl_M4_IsId,eax
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xor eax,1
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mov dword[edx+GLContext.apply_texture_matrix],eax
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@@ -265,9 +260,9 @@ align 4
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; eye coordinates needed for lighting
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mov ebx,dword[eax+GLContext.matrix_stack_ptr]
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finit
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fld dword[edx+offs_vert_coord+offs_X]
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fld dword[edx+offs_vert_coord+offs_Y]
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fld dword[edx+offs_vert_coord+offs_Z]
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fld dword[edx+GLVertex.coord+offs_X]
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fld dword[edx+GLVertex.coord+offs_Y]
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fld dword[edx+GLVertex.coord+offs_Z]
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mov ecx,4
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.cycle_0:
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@@ -280,7 +275,7 @@ align 4
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fmul st0,st2 ;st0 *= v.coord.Z
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fadd dword[ebx+12] ;st0 += m[3]
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faddp ;st0 = v.ec.X
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fstp dword[edx+offs_vert_ec] ;v.ec.X = v.coord.X * m[0] + v.coord.Y * m[1] + v.coord.Z * m[2] + m[3]
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fstp dword[edx+GLVertex.ec] ;v.ec.X = v.coord.X * m[0] + v.coord.Y * m[1] + v.coord.Z * m[2] + m[3]
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add ebx,16 ;следущая строка матрицы
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add edx,4 ;следущая координата вектора
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loop .cycle_0
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@@ -295,10 +290,10 @@ align 4
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mov ebx,dword[eax+GLContext.matrix_stack_ptr+4]
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mov edx,[v]
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fld dword[edx+offs_vert_ec+offs_X]
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fld dword[edx+offs_vert_ec+offs_Y]
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fld dword[edx+offs_vert_ec+offs_Z]
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fld dword[edx+offs_vert_ec+offs_W]
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fld dword[edx+GLVertex.ec+offs_X]
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fld dword[edx+GLVertex.ec+offs_Y]
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fld dword[edx+GLVertex.ec+offs_Z]
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fld dword[edx+GLVertex.ec+offs_W]
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mov ecx,4
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.cycle_1:
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@@ -313,7 +308,7 @@ align 4
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fld dword[ebx+12] ;st0 = m[3]
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fmul st0,st2 ;st0 *= v.ec.W
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faddp ;st0 = v.pc.X
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fstp dword[edx+offs_vert_pc] ;v.pc.X = v.ec.X * m[0] + v.ec.Y * m[1] + v.ec.Z * m[2] + v.ec.W * m[3]
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fstp dword[edx+GLVertex.pc] ;v.pc.X = v.ec.X * m[0] + v.ec.Y * m[1] + v.ec.Z * m[2] + v.ec.W * m[3]
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add ebx,16 ;следущая строка матрицы
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add edx,4 ;следущая координата вектора
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loop .cycle_1
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@@ -326,17 +321,15 @@ align 4
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ffree st0
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fincstp
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mov ebx,eax
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add ebx,GLContext.matrix_model_view_inv
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mov edi,eax
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add edi,GLContext.current_normal
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lea ebx,[eax+GLContext.matrix_model_view_inv]
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lea edi,[eax+GLContext.current_normal]
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mov edx,[v]
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fld dword[edi] ;edi = &n
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fld dword[edi+offs_Y]
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fld dword[edi+offs_Z]
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add edx,offs_vert_normal
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add edx,GLVertex.normal
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fld dword[ebx] ;st0 = m[0]
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fmul st0,st3 ;st0 *= n.X
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@@ -376,16 +369,14 @@ align 4
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.els_0:
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; no eye coordinates needed, no normal
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; NOTE: W = 1 is assumed
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mov ebx,eax
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add ebx,GLContext.matrix_model_projection
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lea ebx,[eax+GLContext.matrix_model_projection]
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finit
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fld dword[edx+offs_vert_coord+offs_X]
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fld dword[edx+offs_vert_coord+offs_Y]
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fld dword[edx+offs_vert_coord+offs_Z]
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fld dword[edx+GLVertex.coord+offs_X]
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fld dword[edx+GLVertex.coord+offs_Y]
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fld dword[edx+GLVertex.coord+offs_Z]
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mov esi,edx
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add esi,offs_vert_pc
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lea esi,[edx+GLVertex.pc]
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fld dword[ebx] ;st0 = m[0]
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fmul st0,st3 ;st0 *= v.coord.X
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@@ -449,13 +440,13 @@ align 4
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if DEBUG ;gl_vertex_transform
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stdcall dbg_print,f_vt,txt_nl
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mov edx,[v]
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add edx,offs_vert_pc
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add edx,GLVertex.pc
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stdcall gl_print_matrix,edx,1
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end if
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mov edx,[v]
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stdcall gl_clipcode, dword[edx+offs_vert_pc+offs_X], dword[edx+offs_vert_pc+offs_Y],\
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dword[edx+offs_vert_pc+offs_Z], dword[edx+offs_vert_pc+offs_W]
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mov dword[edx+offs_vert_clip_code],eax
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stdcall gl_clipcode, dword[edx+GLVertex.pc+offs_X], dword[edx+GLVertex.pc+offs_Y],\
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dword[edx+GLVertex.pc+offs_Z], dword[edx+GLVertex.pc+offs_W]
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mov dword[edx+GLVertex.clip_code],eax
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popad
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ret
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endp
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@@ -503,8 +494,7 @@ pushad
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mov esi,[p]
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add esi,4
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mov edi,ebx
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add edi,offs_vert_coord ;edi = &v.coord
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lea edi,[ebx+GLVertex.coord] ;edi = &v.coord
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mov ecx,4
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rep movsd
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@@ -517,10 +507,8 @@ pushad
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jmp @f
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align 4
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.els_0:
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mov esi,edx
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add esi,GLContext.current_color
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mov edi,ebx
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add edi,offs_vert_color ;edi = &v.color
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lea esi,[edx+GLContext.current_color]
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lea edi,[ebx+GLVertex.color] ;edi = &v.color
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mov ecx,4
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rep movsd
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@@:
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@@ -530,32 +518,28 @@ align 4
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je @f
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cmp dword[edx+GLContext.apply_texture_matrix],0
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je .els_1
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mov eax,edx
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add eax,GLContext.current_tex_coord
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lea eax,[edx+GLContext.current_tex_coord]
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push eax ;&context.current_tex_coord
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mov eax,ebx
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add eax,offs_vert_tex_coord
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lea eax,[ebx+GLVertex.tex_coord]
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stdcall gl_M4_MulV4, eax, dword[edx+GLContext.matrix_stack_ptr+8]
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jmp @f
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align 4
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.els_1:
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mov esi,edx
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add esi,GLContext.current_tex_coord
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mov edi,ebx
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add edi,offs_vert_tex_coord
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lea esi,[edx+GLContext.current_tex_coord]
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lea edi,[ebx+GLVertex.tex_coord]
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mov ecx,4
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rep movsd
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@@:
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; precompute the mapping to the viewport
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cmp dword[ebx+offs_vert_clip_code],0
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cmp dword[ebx+GLVertex.clip_code],0
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jne @f
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stdcall gl_transform_to_viewport, edx,ebx
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@@:
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; edge flag
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mov eax,[edx+GLContext.current_edge_flag]
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mov dword[ebx+offs_vert_edge_flag],eax ;v.edge_flag = context.current_edge_flag
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mov dword[ebx+GLVertex.edge_flag],eax ;v.edge_flag = context.current_edge_flag
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cmp dword[edx+GLContext.begin_type],GL_POINTS
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jne @f
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@@ -585,8 +569,7 @@ align 4
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cmp dword[n],1
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jne .els_2
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mov esi,[edx+GLContext.vertex]
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mov edi,esi
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add edi,2*sizeof.GLVertex
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lea edi,[esi+2*sizeof.GLVertex]
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mov ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
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rep movsd ;context.vertex[2] = context.vertex[0]
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jmp .end_f
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@@ -594,12 +577,9 @@ align 4
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.els_2:
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cmp dword[n],2
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jne .end_f ;else if (n == 2)
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mov eax,[edx+GLContext.vertex]
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push eax
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mov edi,eax
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add eax,sizeof.GLVertex
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mov esi,eax
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stdcall gl_draw_line, edx, eax
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mov edi,[edx+GLContext.vertex]
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lea esi,[edi+sizeof.GLVertex]
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stdcall gl_draw_line, edx, esi, edi
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mov ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
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rep movsd ;context.vertex[0] = context.vertex[1]
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mov dword[n],1
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@@ -662,12 +642,10 @@ align 4
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jne .end_f
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mov eax,[edx+GLContext.vertex]
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mov [esp-12],eax
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add eax,sizeof.GLVertex
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mov [esp-8],eax
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mov edi,eax
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add eax,sizeof.GLVertex
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mov [esp-4],eax
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mov esi,eax
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lea edi,[eax+sizeof.GLVertex]
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mov [esp-8],edi
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lea esi,[edi+sizeof.GLVertex]
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mov [esp-4],esi
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sub esp,12
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stdcall gl_draw_triangle, edx ;v0,v1,v2
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mov ecx,(sizeof.GLVertex)/4 ;((...)/4) что-бы использовать movsd вместо movsb
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@@ -682,15 +660,15 @@ align 4
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jne .end_f
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mov eax,[edx+GLContext.vertex]
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add eax,2*sizeof.GLVertex
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mov dword[eax+offs_vert_edge_flag],0 ;context.vertex[2].edge_flag = 0
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mov dword[eax+GLVertex.edge_flag],0 ;context.vertex[2].edge_flag = 0
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push eax
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sub eax,sizeof.GLVertex
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push eax
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sub eax,sizeof.GLVertex
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stdcall gl_draw_triangle, edx,eax ;v0,v1,v2
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mov dword[eax+offs_vert_edge_flag],0 ;context.vertex[0].edge_flag = 0
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mov dword[eax+GLVertex.edge_flag],0 ;context.vertex[0].edge_flag = 0
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add eax,2*sizeof.GLVertex
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mov dword[eax+offs_vert_edge_flag],1 ;context.vertex[2].edge_flag = 1
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mov dword[eax+GLVertex.edge_flag],1 ;context.vertex[2].edge_flag = 1
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add eax,sizeof.GLVertex
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push eax
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sub eax,sizeof.GLVertex
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