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|    comp.arch    |    Apparently more than just beeps & boops    |    131,241 messages    |
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|    Message 130,331 of 131,241    |
|    Robert Finch to BGB    |
|    Re: Tonights Tradeoff (2/2)    |
|    21 Nov 25 22:09:00    |
      [continued from previous message]              > (and/or not use resource data).       >       > Still, IMO, an internal WAD image is still better than the horrid/       > unusable mess that Windows had used (where anymore most people don't       > bother with the resource section much more than storing a program icon       > or similar...).       >       > But, realistically, one does still want to limit how much data they       > stick into the EXE.       >       > ...       >       >       My forays into the world of graphics formats are pretty limited. I tend       to use libraries already written by other people. I assume people a lot       brighter than myself have come up with them.              A while ago I wrote a set of graphics routines in assembler that were       quite fast. One format I have delt with is the .flic file format used to       render animated graphics. I wanted to write my own CIV style game. It       took a little bit of research and some reverse engineering. Apparently,       the authors used a modified version of the format making it difficult to       use the CIV graphics in my own game. I never could get it to render as       fast as the game’s engine. I wrote the code for my game in C or C++, the       original’s game engine code was likely in a different language.              *****              Been working on vectors for the ISA. I split the vector length register       into eight sections to define up to eight different vector lengths. The       first five are defined for integer, float, fixed, character, and address       data types. I figure one may want to use vectors of different lengths at       the same time, for instance to address data using byte offsets, while       the data itself might be a float. The vector load / store instructions       accept a data type to load / store and always use the address type for       address calculations.              There is also a vector lane size register split up the same way. I had       thought of giving each vector register its own format for length and       lane size. But thought that is a bit much, with limited use cases.              I think I can get away with only two load and two store instructions.       One to do a strided load and a second to do an vector indexed load       (gather/scatter). The addressing mode in use is d[Rbase+Rindex*Scale].       Where Rindex is used as the stride when scalar or as a supplier of the       lane offset when Rindex is a vector.              Writing the RTL code to support the vector memory ops has been       challenging. Using a simple approach ATM. The instruction needs to be       re-issued for each vector lane accessed. Unaligned vector loads and       stores are also allowed, adding some complexity when the operation       crosses a cache-line boundary.              I have the max vector length and max vector size constants returned by       the GETINFO instruction which returns CPU specific information.              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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