dreamcast/holly/background.cpp
Zack Buhman bcaa9789cf texture_memory_alloc: rework texture memory allocation
The previous texture_memory_alloc.hpp was written based on an
incorrect understanding of the "32-bit" and "64-bit" texture memory
address mapping.

The primary motivation is to rearrange the texture memory address map
so that "textures" (64-bit access) do not overlap with 32-bit
accesses, such as REGION_BASE or PARAM_BASE.
2024-05-12 17:06:00 +08:00

55 lines
1.4 KiB
C++

#include <cstdint>
#include "isp_tsp.hpp"
#include "texture_memory_alloc.hpp"
#include "memorymap.hpp"
struct vertex_parameter {
float x;
float y;
float z;
uint32_t base_color;
}; // ISP_BACKGND_T skip(1)
struct isp_tsp_parameter {
uint32_t isp_tsp_instruction_word;
uint32_t tsp_instruction_word;
uint32_t texture_control_word;
vertex_parameter vertex[3];
};
static_assert((sizeof (isp_tsp_parameter)) == (4 * 3 + 3) * 4);
void background_parameter(const uint32_t color)
{
auto parameter = reinterpret_cast<volatile isp_tsp_parameter *>
(&texture_memory32[texture_memory_alloc::background.start / 4]);
parameter->isp_tsp_instruction_word
= isp_tsp_instruction_word::depth_compare_mode::always
| isp_tsp_instruction_word::culling_mode::no_culling;
parameter->tsp_instruction_word
= tsp_instruction_word::src_alpha_instr::one
| tsp_instruction_word::dst_alpha_instr::zero
| tsp_instruction_word::fog_control::no_fog;
parameter->texture_control_word
= 0;
parameter->vertex[0].x = 0.f;
parameter->vertex[0].y = 0.f;
parameter->vertex[0].z = 1.f/100000;
parameter->vertex[0].base_color = color;
parameter->vertex[1].x = 639.f;
parameter->vertex[1].y = 0.f;
parameter->vertex[1].z = 1.f/100000;
parameter->vertex[1].base_color = color;
parameter->vertex[2].x = 639.f;
parameter->vertex[2].y = 479.f;
parameter->vertex[2].z = 1.f/100000;
parameter->vertex[2].base_color = color;
}