15 July 2015, 08:12 | #21 |
mä vaan
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Long time ago I changed some mails with original author. I think that his original plan was make a monitor driver for FBlit. That would make a configuration and testing easier.
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05 August 2015, 19:23 | #22 |
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would it be difficult to generate a 68000 compatible version of fblit?
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06 August 2015, 03:51 | #23 |
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06 August 2015, 09:57 | #24 |
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06 August 2015, 11:09 | #25 | |
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Even with a fast 68000, surely the fact the 68000 can't write back more than 16 bits to chipmemory per write access will give you a best case performance roughly equal to the blitter for simple copy actions? |
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27 October 2015, 00:00 | #26 |
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01 November 2015, 03:21 | #27 |
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Just had a very short first look into the FBlit sources and found a small potential bug in FBltBitMap217.s
Code:
; BltBitMap() SubMain: cnop 0,4 btst #ACTIVE,(l_Flags+3,pc) bne.s NewMain ;--> active... move.l (l_OldBlit,pc),-(sp) rts It's just good luck if CNOP generates real NOPs or the alignment fits anyway. Last edited by PeterK; 01 November 2015 at 04:50. |
01 November 2015, 11:43 | #28 | |
mä vaan
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Quote:
It also makes OS to FLy and need for chip ram minimized. Wich enables to start games directly from workbench. I really hope that somebody takes task. |
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02 November 2015, 10:32 | #29 |
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It is an easy fix. I just have to move the CNOP directive up a line or the label down one.
edit: DONE! Last edited by Samurai_Crow; 02 November 2015 at 16:49. |
01 December 2015, 15:03 | #30 |
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Where I can download fixed version ? (executable ready to install)
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01 December 2015, 15:08 | #31 |
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Nowhere !!
It's most likely only a bug in the source code. I guess, the FBlit executable is not broken. So, no need to download anything. But the source code had to be fixed, because in case of a change in the alignment of the label SubMain, it could result in a zero padding for the CNOP instruction, and that would cause crashes then. Last edited by PeterK; 01 December 2015 at 15:15. |
23 February 2018, 11:30 | #32 |
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Long time user of the Amiga, but I only recently started to take an in-depth look to the hardware and software. So I still have a pretty bad intuition about performance of the CPU vs blitter. How fast must the CPU be to beat the blitter at its own game using fblit?
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23 February 2018, 12:36 | #33 | |
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10 March 2018, 16:26 | #34 | |
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All the chips including the CPU run at 7MHz, so it would be strange to single out the Blitter and call it a 3.5MHz co-processor Its speed will "feel" like a 7-14MHz CPU - without the instruction overhead. Performance in real applications will be be tempered in both cases by the bitplane depth and resolution to make the speed feel: like this, slower, much slower, or really, really slow (in the case of 640x256x16 on OCS). For Workbench use on OCS, the sweet spot is the default one chosen for AmigaOS: 4 colors. Above that and it will feel slower regardless of the Blitter/CPU workload distribution. |
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10 March 2018, 16:43 | #35 | |
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10 March 2018, 17:32 | #36 |
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Can Fblit use CPU and blitter at same time for same tasks? on AGA machines with fastram, there is certainly enough bandwidth for CPU and blitter to work in parallell into chip ram. With 32-bit memory accesses for everything the bandwidth is 14 MB/sec to chip ram, but as you know blitter has only 16-bit access, bitplanes can be 64-bit (in 4X mode), and CPU has 32-bit memory accesses for 68020+. This means that CPU+blitter bandwidth can maximally be around 10 MB/sec into chip ram, which is quite an improvement over only blitter (around 3,3 MB/sec), or CPU only (7 MB/sec).
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10 March 2018, 17:54 | #37 |
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No. GameSmith does though.
Remember, FBlit stores graphics in Fast RAM that the real blitter can't touch. |
10 March 2018, 17:58 | #38 |
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@coder76
Usually FBlit uses graphical objects in FastMem and the blitter is restricted to ChipMem. You have to make a global decision where you want to store your images. Using FBlit has no advantages if your images are located in ChipMem. And FBlit can not split a call like BltBitMapRastport() into two parts. How should that go? Or should it play "one (call) for me, one for you"? |
10 March 2018, 18:02 | #39 | |
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10 March 2018, 18:12 | #40 |
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Ok, a particular task (game) can use the blitter directly and not through system calls like BltBitMapRastport(). That way, it can make a decision on every graphical object, whether to use FBlit or the blitter. FBlit may also be used directly, through fblit.library calls, I don't know.
Last edited by PeterK; 10 March 2018 at 18:18. |
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