Commit Graph

27 Commits

Author SHA1 Message Date
Flyinghead 56768f2d3d naomi2: use TA parser. Use N2light directly with vk, dx11
Use TA parser to handle list type and clipping for Naomi 2 polys.
Pass all pass-throuch TA data to TA parser but stop on naomi2 command.
Set default projection matrix instead of identity (fixes Area conquered
screen invisible in initd).
Change N2Light and N2LightModel so they are usable in GLSL (vulkan) and
HLSL (dx11).
TA parser throws exception for unhandled param.
ta_vtx.cpp refactoring.
Support for subtractive lights (diffuse+specular). Used in some clubk
circuits.
Fix vulkan crash when direct FB render.
2022-03-16 17:28:45 +01:00
Flyinghead f2374982b8 pvr: don't merge polys with != palette. 2nd pass sometimes ignored
polys with different palette index shouldn't be merged.
If a pass isn't using any opaque, it can't be found. Fall back to using
the transparent or punch-through list in this case.
2022-02-17 18:30:29 +01:00
Flyinghead 38765dc89a pvr: fix multipass. naomi2: constant color shading.
pvr: link multipass TA contexts. Each pass has its own.
pvr: get rid of context pool
naomi2: constant color shading. Use model diffuse and specular
selection. Don't use vtx color for offset color.
naomi2: pseudo-parallel lights fix
naomi2: pass-through TA data needs forced list type. Terminate with
end-of-list
enable RTT copy to vram for Beach Spikers
2022-01-31 20:40:09 +01:00
Flyinghead 5fb8b458bb pvr: use TA_OL_BASE instead of PARAM_BASE/TA_ISP_BASE to id TA context
Writes current TA_OL_BASE to all tiles OPB block. Read from region array
at render time to identify context.
Fixes vf4 water reflections RTT
get rid of dump_frame/read_frame
2022-01-29 18:39:38 +01:00
Flyinghead e5d517dad2 use platform.isConsole(), platform.isNaomi(), ... 2022-01-27 17:52:19 +01:00
Flyinghead 1ffcc75031 naomi2: implement SB_ISTNRM for clxb. serialize elan state 2022-01-27 16:40:12 +01:00
Flyinghead cb99e7d920 naomi2: do T&L on the gpu. bypass TA format. env mapping.
fix model/instance/matrix parsing
handle culling reversed model flag
geometry shader for near plane clipping
2022-01-25 15:37:04 +01:00
Flyinghead 2b41d9684f pvr: static init UB
Issue # #148
2021-03-26 18:39:19 +01:00
Flyinghead 6b11674949 use aligned struct for sqbuffers and sh4 context
serialize YUV_index
remove bogus arm32 TAWriteSQ implementation
2021-03-23 16:07:53 +01:00
scribam 53bde38035 Replace DECL_ALIGN macros by alignas 2020-02-27 22:17:33 +01:00
Flyinghead 13de6b9a1e pvr: avoid TA data buffer overflow and raise Object List overflow int
fixes Ooga Booga crash/hang in offline and online multiplayer
2019-12-23 12:25:45 +01:00
Flyinghead 537c2a4ed6 pvr: reset face and offset colors when not set in poly param
Fixes black ice in NHL 2K2 and black players in NHL 2K
Clean up
Don't build soft renderer
2019-09-21 22:53:09 +02:00
Flyinghead 2bcc3c574b pvr: ignore data sent to TA if no prior list init
fixes Vigilante 8 freeze during FMV sequence
2019-09-12 15:07:57 +02:00
Flyinghead 8b949e1dca Get rid of time_sync timer. Clean-up 2019-09-11 15:09:23 +02:00
Flyinghead 936cd6781b clean up 2019-08-31 17:36:34 +02:00
Flyinghead cd0849a8f5 pvr: use new logging 2019-07-01 11:42:00 +02:00
Flyinghead 927298f353 naomi: fix coin chute (compiler bug?). Disable verify in TA parsing
Fix F1 World Grand Prix for Dreamcast
2019-06-25 19:10:20 +02:00
Flyinghead bb3753dc86 Use already defined constant TA_CURRENT_CTX 2018-08-26 16:31:41 +02:00
Flyinghead 517c225c39 Better hack for TA data sent before ListInit.
Instead of ignoring TA data if ListInit hasn't been called, call
ListInit then accept the data. The data will still be probably ignored
but end of list interrupts are sent so game won't hang.
Fixes hang in King of Fighters New Wave (Naomi).
2018-07-05 19:57:30 +02:00
Flyinghead cbaaaaf970 Do not crash if data is sent to TA before calling ListInit, just ignore
it.

Fixes Conflict Zone - Modern War Strategy.
2018-07-03 15:24:48 +02:00
Flyinghead e7d1688ae5 Round TA_ISP_BASE to 1 MB.
Some games do not align TA_ISP_BASE on 1 MB boundary so the rendering
context is not found at render time. Fixes black screen in NFL 2K2, NBA
2K2, Oooga Booga, Floigan Bros. and probably more Visual Concepts games.
Sadly Ooga Booga still crashes.
2018-07-03 14:22:44 +02:00
Flyinghead 683cbbba3e Multipass rendering 2018-05-10 21:28:20 +02:00
Stefanos Kornilios Mitsis Poiitidis 6ae93b31d1 ta: use 256-bit struct 2017-05-16 13:33:37 +02:00
Stefanos Kornilios Mitsis Poiitidis 8e3b9b434c Cleanup/optimize ta_thd_data32_i
- Use 128-byte copies
- read pcw from memory
2017-05-16 12:38:00 +02:00
Stefanos Kornilios Mitsis Poiitidis 4492654a52 Stored TA command stream persists on TA_LIST_INIT, until first actual write.
Fixes #141, "Main menus on POD and Speed Devil show up black"

Seems like the TA doesn't touch any of the memory structures before first write (and probably later on, but we're not gonna support corrupted ta streams for now)

According to p1pkin

«At least in SpeedDevils, at title screen game do a bit weird thing
 - Init TA context
 - Send lists to TA
 - Init the same context again
 - Start Render

so, if you are clear stored poly/vertex data at "TA_LIST_INIT" pvr2 reg write - you'll get black screen instead game title»
2014-04-25 19:57:34 +03:00
Stefanos Kornilios Mitsis Poiitidis f5d29677b3 Merge branch 'androidui'
Conflicts:
	core/hw/pvr/spg.cpp
	core/hw/sh4/interpr/sh4_interpreter.cpp
	reicast/android/src/com/reicast/emulator/MainActivity.java
2013-12-28 22:28:50 +01:00
Stefanos Kornilios Mitsis Poiitidis 7ef9de3cae Moving code around, cleanups 2013-12-28 22:20:08 +01:00