[blog] Path 3 Masking / Geometry Syncing
#21
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.
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#22
What benefit and lack using DMAC in path3?... Thank you Smile
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#23
I don't understand the question? If you mean can you use path 3 without dmac the answer is no Tongue2
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#24
I mean what if using path 3 without ignoring DMAC ? Thank you Smile
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#25
We aren't ignoring DMAC.
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#26
Ok, I get the point
Cutting off DMAC after more data EOP=1

Why not let those data just keep EOP=1 until finish? Thank you... Smile
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#27
Eop specifies that is the end, if there is more data after that, that means its it's a new packet of data.
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#28
Ok, thank you... It's been learning experience Wink
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#29
Glad i could help Smile
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#30
Hi, Refraction, I found that devs dont really transfer DMA tag to VIF0 when TTE is set, just send 0 instead. can u tell me where the game will use TTE ? and for what purpose ? thanks
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