0x15 is 21, which is larger than the OPB size (16).
The 0x15 value directly causes CORE to hang given a sufficiently
"large" object list (more than ~2 triangles per tile).
After changing pointer burst size to the intended value, 15, CORE no
longer hangs while drawing "large" object lists.
This enables alpha blending for both font_outline and
font_outline_punch_through.
I have also experimented more with 16-gray vs 256-gray--I have not
decided which between monochrome, 16-gray, or 256-gray I like the
most.
Perhaps a better test might be to test hanzi.
This draws a nice macaw texture in a square-shaped triangle
strip. The square is then rotated around the y-axis.
I dealt with myriad bugs while experimenting with this, all of them
entirely my fault:
- macaw texture colors were incorrect because GIMP was exporting raw
RGB data in gamma-corrected sRGB space, whereas the Dreamcast is in
linear color space.
- macaw texture colors were incorrect because I truncated color values
to the least significant rather than most significant bits.
- macaw rotation around the Y axis caused the macaw texture to
distort, stretch and recurse in interesting and unexpected ways. This
was caused by sending Z values in the wrong coordinate space (Z)
contrast to what is expected by the Dreamcast (1/z). Reordering
z-coordinate operations so that the reciprocal is computed last
resolved this.
- macaw rotation around the Y axis caused the macaw texture to warp
unexpectedly, but only on real hardware. This was caused by
unnecessarily negating Z coordinate values.
Behavior for each of the Z-coordinate issues differed between Flycast
and real Dreamcast hardware.
I also did several tests related to SH4 cache behavior, particularly
related to the "copy-back" mode. I verified copy-back behavior on a
real dreamcast, and experimented with the operand cache write-back
instruction, "ocbwb".
In particular, when the `scene` buffer is access from cacheable
memory, e.g: the P1 area, and CCR__CB is enabled, DMA from physical
memory to the TA FIFO polygon converter will fail because the scene
data has not yet been written to physical memory yet. `ocbwb` can be
used to "write back" scene from the SH4 operand cache to physical
memory--only the latter is visible from the CH2-DMA perspective.
This rearranges scene.cpp to a file organization that more closely
follows which code is responsible for what area of (hardware)
initialization.
All TA and CORE register accesses now use the new ta_bits.h and
core_bits.h, respectively.