(no title)
TapamN | 5 months ago
I used publicly available documentation (like https://www.ludd.ltu.se/~jlo/dc/ and the now defunct dcdev Yahoo Group), looked at the existing open source KOS driver, and looked at the source for Dreamcast emulators to figure out how things worked.
The GPU in the Dreamcast is a bit more complicated than PSX/PS2/GC since it doesn't accept polygons and draw them directly to the framebuffer. It's a tile-based deferred renderer, like many mobile GPUs, so it instead writes the polygons to a buffer in video RAM, then later walks through the polygons and renders the scene in tiles to an on-chip 32x32 pixel buffer, which finally gets written to RAM once.
This allows the Dreamcast to have a depth-only fillrate close to the 360 and PS3 (DC is 3.2 GPix/s vs 360/PS3 4.0 GPix/s), and it basically preforms a depth-only prepass to avoid doing texture reads for obscured texels. It can also preform per-pixel transparency sorting (order-independent transparency) with effectively no limit to the number of overlapping pixels (but the sorter is O(n^2), so a lot of overlap can become very expensive).
To get a working driver for the Dreamcast, you have to set up some structures in video RAM so that the hardware knows what polygons are in what tile. Another thing the driver needs to do is coordinate the part of the hardware that takes polygon commands and writes them to video RAM, and the part that actually does rendering. You typically double buffer the polygons, so that while the hardware is rendering one frame, user code can submit polygons in parallel for the next frame to another buffer.
My driver started as just code in "int main()" to get stuff on the screen, then I gradually separated stuff out from that into a real driver.
spicyjpeg|5 months ago
[1]: https://github.com/spicyjpeg/ps1-bare-metal
ferguess_k|5 months ago