Difference between revisions of "Floating-point Opcodes"
Line 88: | Line 88: | ||
* Accessing the memory is always with regard to the segment register <code>DS</code> unless you perform segment overrides. When accessing memory with <code>[BP+??]</code> be aware that this access memory in regard to the segment register <code>SS</code> (see [http://www.oopweb.com/Assembly/Documents/ArtOfAssembly/Volume/Chapter_4/CH04-2.html here, at 4.6.2.2 The Register Indirect Addressing Modes] | * Accessing the memory is always with regard to the segment register <code>DS</code> unless you perform segment overrides. When accessing memory with <code>[BP+??]</code> be aware that this access memory in regard to the segment register <code>SS</code> (see [http://www.oopweb.com/Assembly/Documents/ArtOfAssembly/Volume/Chapter_4/CH04-2.html here, at 4.6.2.2 The Register Indirect Addressing Modes] | ||
* There are a few conventions which help you identify FPU commands. "i" stands for integer (WORD or DWORD), "p" means "pop stack afterwards", so <code>FST</code> means just "store" while <code>FISTP</code> means "store as integer, then pop the stack" | * There are a few conventions which help you identify FPU commands. "i" stands for integer (WORD or DWORD), "p" means "pop stack afterwards", so <code>FST</code> means just "store" while <code>FISTP</code> means "store as integer, then pop the stack" | ||
+ | |||
+ | |||
+ | Now let's unleash the state of the art sizecoding arsenal onto this, to bring it down to 37 bytes (40 bytes with aspect correction) | ||
+ | |||
+ | [[File:Distant to center optimized.png|thumb|Distant to center optimized]] | ||
+ | |||
+ | <syntaxhighlight lang="nasm">push 0a000h - 70 ; modified to center to 160,100 | ||
+ | aas ; aspect ratio constant part | ||
+ | pop es ; get start of video memory in ES | ||
+ | mov al,0x13 ; switch to video mode 13h | ||
+ | int 0x10 ; 320 * 200 in 256 colors | ||
+ | X: | ||
+ | mov ax,0xCCCD ; perform the famous... | ||
+ | mul di ; ... Rrrola trick =) | ||
+ | sub dh,[si] ; align vertically | ||
+ | pusha ; push all registers on stack | ||
+ | fild word [bx-8] ; X | ||
+ | fmul st0 ; X² | ||
+ | fild word [bx-9] ; Y X² | ||
+ | fmul dword [bx+si] ; aspect ratio correction | ||
+ | fmul st0 ; Y² X² | ||
+ | fadd st0,st1 ; Y²+X² | ||
+ | fsqrt ; R | ||
+ | fistp dword [bx-5] ; - | ||
+ | popa ; pop all registers from stack | ||
+ | stosb ; write to screen (DI) and increment DI | ||
+ | jmp short X ; next pixel</syntaxhighlight> | ||
+ | |||
+ | The resulting images are almost identical ... | ||
+ | |||
+ | ''to be continued'' |
Revision as of 14:24, 15 August 2016
The FPU offers a lot of operations not available to classic x86 CPU, like SIN
, COS
, TAN
, EXP
, SQRT
, LN
and so on. SIMPLY FPU by Raymond Filiatreault has a compact overview of all FPU commands. Usage and communication with the FPU is a bit uncommon and takes a bit to get used to. It's recommended to read the creation of the snippet we want to modify first, this is how it looks like originally :
cwd ; "clear" DX for perfect alignment
mov al,0x13
X: int 0x10 ; set video mode AND draw pixel
mov ax,cx ; get column in AH
add ax,di ; offset by framecounter <-- REPLACE THIS WITH FPU CODE
xor al,ah ; the famous XOR pattern
and al,32+8 ; a more interesting variation of it
mov ah,0x0C ; set subfunction "set pixel" for int 0x10
loop X ; loop 65536 times
inc di ; increment framecounter
in al,0x60 ; check keyboard ...
dec al ; ... for ESC
jnz X ; rinse and repeat
ret ; quit program
and this is how it looks if we replace the instruction with FPU code :
cwd ; "clear" DX for perfect alignment
mov al,0x13
X: int 0x10 ; set video mode AND draw pixel
mov ax,cx ; get column in AH
fninit ; init FPU first
mov [si],ax ; write first addend to a memory location
fild word [si] ; F(pu) I(nteger) L(oad)D a WORD from memory location to the FPU stack
mov [si],di ; write second addend to a memory location
fiadd word [si] ; Directly add the word in the memory location to the top FPU stack
fist word [si] ; F(pu) I(nteger) ST(ore) the result into a memory location
mov ax,[si] ; Get the word from the memory location into AX
xor al,ah ; the famous XOR pattern
and al,32+8 ; a more interesting variation of it
mov ah,0x0C ; set subfunction "set pixel" for int 0x10
loop X ; loop 65536 times
inc di ; increment framecounter
in al,0x60 ; check keyboard ...
dec al ; ... for ESC
jnz X ; rinse and repeat
ret ; quit program
The usual interaction with the FPU is as follows
-
F(N)INIT
: Initialization of the FPU - store register content in memory location(s)
- transfer from memory location onto FPU stack
- actual calculations on the FPU (more on this soon)
- transfer from FPU stack into memory location(s)
- get register from memory location
That would be a lot for a single integer addition, but once more complex floating point operations are involved, it starts to pay off. For more advanced FPU operation, let's start from scratch with an unoptimized program which plots the distance of each pixel to the screen center as color, in 49 bytes.
push 0a000h
pop es ; get start of video memory in ES
mov al,0x13 ; switch to video mode 13h
int 0x10 ; 320 * 200 in 256 colors
fninit ; -
; it's useful to comment what's on the
; stack after each FPU operation
; to not get lost ;) start is : empty (-)
X:
xor dx,dx ; reset the high word before division
mov bx,320 ; 320 columns
mov ax,di ; get screen pointer in AX
div bx ; construct X,Y from screen pointer into AX,DX
sub ax,100 ; subtract the origin
sub dx,160 ; = (160,100) ... center of 320x200 screen
mov [si],ax ; move X into a memory location
fild word [si] ; X
fmul st0 ; X²
mov [si],dx ; move Y into a memory location
fild word [si] ; Y X²
fmul st0 ; Y² X²
fadd st0,st1 ; Y²+X²
fsqrt ; R
fistp word [si] ; -
mov ax,[si] ; get the result from memory
stosb ; write to screen (DI) and increment DI
jmp short X ; next pixel
A few words on this :
- The FPU registers (st0, st1, ...) are organized as a stack. When you load something to the FPU, everything else will be moved one location further away from the top (implicitly!) Some FPU instructions work only on the top, other allow the explicit parametrization with arbitrary FPU registers.
- Depending on what you do, sometimes
F(N)INIT
can be omitted. Real hardware will refuse to work more often than emulators, but it's always worth the try. - Accessing memory (size) efficiently can be a real pain. The safest way is to reference absolute memory locations (f.e
[1234]
) but that's two bytes more per instruction than referencing memory with[BX]
,[SI]
,[BX+SI]
,[BP+DI]
,[BP+SI]
,[DI]
or[BX+DI]
. When working with FPU and this classic approach of FPU communication, you have to design your codeflow to have one or some of these locations available. - Accessing the memory is always with regard to the segment register
DS
unless you perform segment overrides. When accessing memory with[BP+??]
be aware that this access memory in regard to the segment registerSS
(see here, at 4.6.2.2 The Register Indirect Addressing Modes - There are a few conventions which help you identify FPU commands. "i" stands for integer (WORD or DWORD), "p" means "pop stack afterwards", so
FST
means just "store" whileFISTP
means "store as integer, then pop the stack"
Now let's unleash the state of the art sizecoding arsenal onto this, to bring it down to 37 bytes (40 bytes with aspect correction)
push 0a000h - 70 ; modified to center to 160,100
aas ; aspect ratio constant part
pop es ; get start of video memory in ES
mov al,0x13 ; switch to video mode 13h
int 0x10 ; 320 * 200 in 256 colors
X:
mov ax,0xCCCD ; perform the famous...
mul di ; ... Rrrola trick =)
sub dh,[si] ; align vertically
pusha ; push all registers on stack
fild word [bx-8] ; X
fmul st0 ; X²
fild word [bx-9] ; Y X²
fmul dword [bx+si] ; aspect ratio correction
fmul st0 ; Y² X²
fadd st0,st1 ; Y²+X²
fsqrt ; R
fistp dword [bx-5] ; -
popa ; pop all registers from stack
stosb ; write to screen (DI) and increment DI
jmp short X ; next pixel
The resulting images are almost identical ...
to be continued