dreamcast/holly/ta_fifo_polygon_converter.hpp
Zack Buhman 8cead9614f add pipelined rendering examples
This adds a new texture memory allocation header,
texture_memory_alloc2.hpp, with two of each memory area.

This also adds two new examples, "cube_textured" and "cube_vq" that
demonstrate using the new texture_memory_alloc2 to perform CORE
rendering, geometry transformation, and tile acceleration
concurrently.
2024-09-09 04:20:40 -05:00

25 lines
992 B
C++

#pragma once
#include <cstdint>
void ta_polygon_converter_init(uint32_t opb_total_size, // for one tile, for all render passes
uint32_t ta_alloc,
uint32_t tile_width, // in tile units (e.g: (640 / 32))
uint32_t tile_height); // in tile units (e.g: (480 / 32))
void ta_polygon_converter_init2(uint32_t isp_tsp_parameters_start,
uint32_t isp_tsp_parameters_end,
uint32_t object_list_start,
uint32_t object_list_end,
uint32_t opb_total_size, // for one tile, for all render passes
uint32_t ta_alloc,
uint32_t tile_width, // in tile units (e.g: (640 / 32))
uint32_t tile_height); // in tile units (e.g: (480 / 32))
void ta_polygon_converter_cont(uint32_t ol_base_offset,
uint32_t ta_alloc);
void ta_polygon_converter_transfer(volatile uint32_t const * const buf, uint32_t size);
void ta_wait_opaque_list();
void ta_wait_opaque_modifier_volume_list();
void ta_wait_translucent_list();
void ta_wait_punch_through_list();