Compare commits

..

1 commit

Author SHA1 Message Date
f10bb4fe18 WIP alternate imul16
not working at present
2023-02-11 16:03:18 -08:00
7 changed files with 381 additions and 1258 deletions

View file

@ -1,2 +0,0 @@
Brooke Vibber <bvibber@pobox.com>
Brooke Vibber <bvibber@pobox.com> <brion@pobox.com>

View file

@ -2,8 +2,8 @@
all : mandel.xex all : mandel.xex
mandel.xex : mandel.o tables.o atari-asm-xex.cfg mandel.xex : mandel.o tables.o
ld65 -C ./atari-asm-xex.cfg -o $@ mandel.o tables.o ld65 -C ./atari-asm-xex.cfg -o $@ $+
%.o : %.s %.o : %.s
ca65 -o $@ $< ca65 -o $@ $<

View file

@ -1,28 +0,0 @@
FEATURES {
STARTADDRESS: default = $2E00;
}
SYMBOLS {
__STARTADDRESS__: type = export, value = %S;
}
MEMORY {
ZP: file = "", define = yes, start = $0082, size = $007E;
MAIN: file = %O, define = yes, start = %S, size = $4000 - %S;
# Keep $4000-7fff clear for expanded RAM access window
TABLES: file = %O, define = yes, start = $8000, size = $a000 - $8000;
# Keep $a000-$bfff clear for BASIC cartridge
}
FILES {
%O: format = atari;
}
FORMATS {
atari: runad = start;
}
SEGMENTS {
ZEROPAGE: load = ZP, type = zp, optional = yes;
EXTZP: load = ZP, type = zp, optional = yes; # to enable modules to be able to link to C and assembler programs
CODE: load = MAIN, type = rw, define = yes;
RODATA: load = MAIN, type = ro optional = yes;
DATA: load = MAIN, type = rw optional = yes;
BSS: load = MAIN, type = bss, optional = yes, define = yes;
TABLES: load = TABLES, type = ro, optional = yes, align = 256;
}

1538
mandel.s

File diff suppressed because it is too large Load diff

View file

@ -14,37 +14,30 @@ Non-goals:
Enjoy! I'll probably work on this off and on for the next few weeks until I've got it producing fractals. Enjoy! I'll probably work on this off and on for the next few weeks until I've got it producing fractals.
-- brooke, january 2023 - december 2024 -- brion, january 2023
## Current state ## Current state
Basic rendering is functional, with interactive zoom/pan (+/-/arrows) and 6 preset viewports via the number keys. Basic rendering is functional, but no interactive behavior (zoom/pan) or benchmarking is done yet.
The 16-bit signed integer multiplication takes two 16-bit inputs and emits one 32-bit output in the zero page, using the Atari OS ROM's floating point registers as workspaces. Inputs are clobbered. The 16-bit signed integer multiplication works; it takes two 16-bit inputs and emits one 32-bit output in the zero page, using the Atari OS ROM's floating point registers as workspaces. Inputs are clobbered.
* 16-bit multiplies are decomposed into 4 8-bit unsigned multiplies and some addition The main loop is a basic add-and-shift, using 16-bit adds which requires flipping the sign of negative inputs (otherwise you'd have to add all those sign-extension bits). Runs in 470-780 cycles depending on input.
* an optimized case for squares uses a table of 8-bit squares to reduce the number of 8-bit multiplication sub-ops
* when expanded RAM is available as on 130XE, a 64KB 8-bit multiplication table accelerates the remaining multiplications
* without expanded RAM, a table of half-squares is used to implement the algorithm from https://everything2.com/title/Fast+6502+multiplication
The mandelbrot calculations are done using 3.13-precision fixed point numbers with 6.26-precision intermediates. The mandelbrot calculations are done using 4.12-precision fixed point numbers. It may be possible to squish this down to 3.13.
Iterations are capped at 255. Iterations are capped at 255.
The pixels are run in a progressive layout to get the basic shape on screen faster. ## Next steps
There is a running counter of ms/px using the vertical blank interrupts as a timer, used to track our progress. :D Add a running counter of ms/px using the vertical blank interrupts as a timer. This'll show how further work improves it!
There's a check for cycles in (zx,zy) output when in the 'lake'; if values repeat, they cannot escape. This is a big time saver in fractint. Check for cycles in (zx,zy) output when in the 'lake'; if values repeat, they cannot escape. This is a big time saver in fractint.
There's some cute color cycling. I may be able to do a faster multiply using tables of squares for 8-bit component multiplication.
## Deps and build instructions ## Deps and build instructions
I'm using `ca65` as a macro assembler, and have a Unix-style `Makefile` for building. Should work fairly easily on Linux and Mac. Might work on "raw" Windows but I use WSL for that. I'm using `ca65` as a macro assembler, and have a Unix-style `Makefile` for building. Should work fairly easily on Linux and Mac. Might work on "raw" Windows but I use WSL for that.
Currently produces a `.xex` executable, which can be booted up in common Atari emulators and some i/o devices. Currently produces a `.xex` executable, which can be booted up in common Atari emulators and some i/o devices.
## Todo
See ideas in `todo.md`.

View file

@ -11,40 +11,23 @@ function db(func) {
return lines.join('\n'); return lines.join('\n');
} }
let squares = [];
for (let i = 0; i < 512; i++) {
squares.push(Math.trunc((i * i + 1) / 2));
}
console.log( console.log(
`.segment "TABLES" `.segment "TABLES"
.export mul_lobyte256 .export mul_lobyte256
.export mul_hibyte256 .export mul_hibyte256
.export mul_hibyte512 .export mul_hibyte512
.export sqr_lobyte
.export sqr_hibyte
; (i * i + 1) / 2 for the multiplier
.align 256 .align 256
mul_lobyte256: mul_lobyte256:
${db((i) => squares[i] & 0xff)} ${db((x) => Math.round(x * x / 2) & 0xff)}
.align 256 .align 256
mul_hibyte256: mul_hibyte256:
${db((i) => (squares[i] >> 8) & 0xff)} ${db((x) => (Math.round(x * x / 2) >> 8) & 0xff)}
.align 256 .align 256
mul_hibyte512: mul_hibyte512:
${db((i) => (squares[i + 256] >> 8) & 0xff)} ${db((x) => (Math.round((x + 256) * (x + 256) / 2) >> 8) & 0xff)}
; (i * i) for the plain squares
.align 256
sqr_lobyte:
${db((i) => (i * i) & 0xff)}
.align 256
sqr_hibyte:
${db((i) => ((i * i) >> 8) & 0xff)}
`); `);

17
todo.md
View file

@ -1,17 +0,0 @@
things to try:
* fix status bar to show elapsed time, per-iter time, per-pixel iter count
* 'turbo' mode disabling graphics in full or part
* patch the entire expanded-ram imul8xe on top of imul8 to avoid the 3-cycle thunk penalty :D
* maybe clean up the load/layout of the big mul table
* consider alternate lookup tables in the top 16KB under ROM
* y-axis mirror optimization
* extract viewport for display & re-input via keyboard
* fujinet screenshot/viewport uploader