19 June 2024, 20:15 | #41 | |
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I find that all magical. Converting ARM interrupts somehow into emulated 68k interrupts. Perhaps the interrupt controller needs to be exposed to 68k side? I digress. |
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19 June 2024, 20:42 | #42 | |
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Yes, exactly. Michal has more or less done the work (long time ago even AFAII), but needs Amiga side consumers and debugging. "Just" a matter of saying ARM interrupt goes to e.g. Amiga level 6 interrupt, but needs to not ruin everything else |
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20 June 2024, 09:26 | #43 |
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You dont need to create a shader each time to emulate the fixed pipeline of Warp3D for 68k
I did a Wazp3D for OS4 that was using Nova as hardware renderer so it was using shaders too for rendering and I needed only to generate shaders for multitexturing that only Warp3D v5 for OS4 have For the other cases (Warp3D v4 for OS3) I just needed a single vertex shader and one fragment shader that test the TexEnv Mode (Replace, modulate,add,etc..) and compute the pixels accordingly Mail me for this shader source thellier ¤ free ' fr Last edited by thellier; 20 June 2024 at 09:35. |
20 June 2024, 18:55 | #44 | |
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It's basically "outer_loop" with body + the various stages depending on z mode / alpha blend etc (you can see e.g. w3d_decal.qasm , w3d_one_minus_src_alpha.qasm). Not the best approach or anything, but it meant I could avoid making a shader "compiler". This part is fine I think, the big problem is that I can't make use of the texture/z cache. It's basically a GPGPU software rasterizer, that I had hoped would be fast enough, but bandwidth limitations are killing me, and unfortunately I'm forced to use the whole 3d pipeline with all that complexity to make progress (which is why it needs a rewrite). |
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