latch 3D registers upon VBlank

(fixes the last bugs in Gericom's train game)
This commit is contained in:
StapleButter
2017-05-09 22:22:52 +02:00
parent 36fa621436
commit 9fe24cb1e7
4 changed files with 51 additions and 21 deletions

View File

@ -60,7 +60,16 @@
//
// viewport Y coordinates are upside-down
//
// clear color/depth/bitmap/etc registers (04000350/04000354) are double-buffered
// several registers are latched upon VBlank, the renderer uses the latched registers
// latched registers include:
// DISP3DCNT
// alpha test ref value
// fog color, offset, density table
// toon table
// edge table
// clear attributes
//
// TODO: check how DISP_1DOT_DEPTH works and whether it's latched
namespace GPU3D
@ -153,16 +162,27 @@ FIFO<CmdFIFOEntry>* CmdPIPE;
u32 NumCommands, CurCommand, ParamCount, TotalParams;
u32 DispCnt;
u8 AlphaRefVal;
u8 AlphaRef;
u8 AlphaRefVal, AlphaRef;
u16 ToonTable[32];
u16 EdgeTable[8];
u32 FogColor;
u32 FogOffset;
u32 FogColor, FogOffset;
u8 FogDensityTable[32];
u32 ClearAttr1, ClearAttr2;
u32 RenderDispCnt;
u8 RenderAlphaRef;
u16 RenderToonTable[32];
u16 RenderEdgeTable[8];
u32 RenderFogColor, RenderFogOffset;
u8 RenderFogDensityTable[32];
u32 RenderClearAttr1, RenderClearAttr2;
u32 GXStat;
u32 ExecParams[32];
@ -241,9 +261,6 @@ Vertex* RenderVertexRAM;
Polygon* RenderPolygonRAM;
u32 RenderNumPolygons;
u32 ClearAttr1, ClearAttr2;
u32 RenderClearAttr1, RenderClearAttr2;
u32 FlushRequest;
u32 FlushAttributes;
@ -1790,7 +1807,16 @@ void VBlank()
RenderPolygonRAM = CurPolygonRAM;
RenderNumPolygons = NumPolygons;
// TODO: find out which other registers are latched for rendering
RenderDispCnt = DispCnt;
RenderAlphaRef = AlphaRef;
memcpy(RenderEdgeTable, EdgeTable, 8*2);
memcpy(RenderToonTable, ToonTable, 32*2);
RenderFogColor = FogColor;
RenderFogOffset = FogOffset;
memcpy(RenderFogDensityTable, FogDensityTable, 32);
RenderClearAttr1 = ClearAttr1;
RenderClearAttr2 = ClearAttr2;