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#221 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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#222 |
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Join Date: Oct 2020
Location: Bicester
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where are all the guys with a TF330 hiding?
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#223 | |
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Join Date: Oct 2020
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Quote:
after a write to chip ram I can read from fast with no penalty? |
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#224 |
Alien Bleed
Join Date: Aug 2022
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I think you can read as long as it's from cache. If it has to go over the bus, I dunno. This is why I was thinking along the lines of trying to prefill some of the cache. However the numbers don't look great. The NullC2P plus the Akiko Limit suggest that there's no wiggle room.
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#225 |
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The whole issue is that the data has to go over the chipmem (from the view of the CPU) bus 3 times. Write to Akiko, read from Akiko, write to destination bitmap planes.
If only they had made Akiko in a way that _it_ would forward the converted data asynchronously to the destination addresses, it would have been the best way. Maybe they could have made it so it can steal DMA cycles from the blitter…dunno. But I guess incorporating Akiko into the whole DMA scheme was a whole other ballgame for a late addition to the chip, so they didn’t. |
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#226 |
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Not really related to the topic:
Is it possible to use the akiko registers as screen bitmaps (ie setting screen pointers to those registers adresses) ? they would be seen as a 32 pixels line as they are in chip men, no ? then copper could copy new pixels iin those registers for defining next line, perhaps ? |
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#227 | |
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Quote:
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#228 |
Alien Bleed
Join Date: Aug 2022
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This brings me full circle to the odd outliers - games that were reportedly faster on Akiko. Errors in measurement or just completely dominated by C2P time and on a CPU not fast enough to complete the ALU workloads behind the chip write for software C2P to be better?
Last edited by Karlos; 02 June 2024 at 12:35. |
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#229 | |
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Quote:
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#230 |
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As far as Denise is concerned, certainly. However, that still does not give you chunky. It gives you "chunky oddly distributed over 8 sources". Thus, in addition, the DMA logic would have to be touched to get a linear frame buffer.
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#231 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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Oddly distributed chunky. That reminds me of that RGB port device. What was it? Graffiti?
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#232 |
Alien Bleed
Join Date: Aug 2022
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Other than determining the actual point at which Akiko becomes slower than the CPU, there's not much else I'm looking for here. The CPU requirements for TKG are high enough already that there's no meaningful intersection below 50MHz 030, except perhaps in 1x2 pixelmode 2/3 size on some slower part.
I'm fully open to suggestions from cycle counters and scheduling sleuths but I think I'm going to put this to one side for now. I'm happy to add the option for Akiko C2P support to the engine for those that want to experiment with it but I think it's going to be counter productive. |
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#233 | |
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Quote:
But I guess this is off-topic in this thread. |
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#234 |
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Because the bitmap DMA accesses memory contiguously, and not interleaved. With this setup, the first word accessed by the third bitplane will be identical to the third word accessed by the first bitplane, and this is surely not what you want. Sure, it seems "trivial enough", but I'm not sure how Agnus interacts with memory and whether it has to open pages. Thus, there is certainly something to do.
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#235 |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
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#236 |
Alien Bleed
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#237 | ||
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Quote:
Quote:
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#238 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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For the sake of completeness and curiosity, I've added Fast 2 Fast tests for the Akiko Naive, Akiko Naive (reg buffered) and Kalms versions.
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#239 | |
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Quote:
Sure. |
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#240 |
Alien Bleed
Join Date: Aug 2022
Location: UK
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16 pixels wide you say? That's almost as good as the first generation chunky copper hacks
![]() I take this back, whenever I see AB3D1. No matter how blocky it was, 12-bit RGB is still sweet. |
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