11-05-2012, 08:48 PM
Again, you're wrong.
That site does NOT go in to detail on optimization tricks such as Path3 masking in any detail, it just shows the basic outline of the system.
The closest thing it mentions to what you quoted, was that each packet is followed by an "EOP=1" meaning End Of Packet. The problem is that there might be several of these in 1 DMA Chain. What i was explaining was in this case where there was more data after the first EOP=1, we were just ignoring this and finishing off the DMA chain, which caused the texture data to get ahead of the Vector data, thus the data ended up in the incorrect position in graphics memory.
That site does NOT go in to detail on optimization tricks such as Path3 masking in any detail, it just shows the basic outline of the system.
The closest thing it mentions to what you quoted, was that each packet is followed by an "EOP=1" meaning End Of Packet. The problem is that there might be several of these in 1 DMA Chain. What i was explaining was in this case where there was more data after the first EOP=1, we were just ignoring this and finishing off the DMA chain, which caused the texture data to get ahead of the Vector data, thus the data ended up in the incorrect position in graphics memory.