9 Commits

Author SHA1 Message Date
3e9572673c example: add standalone "macaw" example 2023-12-12 22:54:04 +08:00
25e299feba new "example" directory
This is a reshuffling of filenames, extensions, paths, make rules,
just because I felt like it.
2023-12-12 21:50:39 +08:00
25fef821b0 maple: read controller input on real hardware
There were two notable bugs:

- the maple transfer/data sizes were not being set correctly

- align_32byte always realigned the address of `_scene`, and not the
  `mem` parameter as expected. This had the effect of the maple-DMA
  send and receive buffers being the same buffer. On real hardware,
  this causes unpredicable behavior.
2023-12-10 00:44:33 +08:00
6cebd0ce90 ta_parameter: TA parameter initialization experiment
This also includes an example for generating a quad primitive. In
flycast, this is very obviously rendered as two triangles. On real
hardware, this appears to be a "native" quad.
2023-12-07 00:46:43 +08:00
9610c428bd draw a textured triangle strip
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.
2023-12-06 21:18:14 +08:00
bac7618df2 two triangles 2023-12-05 21:53:04 +08:00
b99722a6df _bits: use more bits generated from spreadsheets
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.
2023-12-05 00:16:38 +08:00
963aa75990 scene: rotating triangle
This now works on real dreamcast hardware.
2023-12-04 09:53:27 +08:00
ff2dcc7d71 draw 1 triangle 2023-11-30 10:02:49 +08:00