Rendering logic: Difference between revisions

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See [[graphics pipeline]] for details and interconnections between chips and cartridges.
See [[graphics pipeline]] for details and interconnections between chips and cartridges.


==Internal==
=Video generation=
 
See [[Display timing]] for the sync signal timing.
 
[[NEO-B1]] is used for double-buffering scanlines. While a buffer is output to the TV, the other one is filled up. They're swapped each new scaline. Each of the two line buffers are actually 2 buffers of even/odd pixels. They will be named (1 & 2), and (3 & 4).
 
*The TMS0 signal lets LSPC chose how the pair of buffers are used:
**0: Buffers 1&2 are output to the TV. Buffers 3&4 are written to.
**1: Buffers 1&2 are written to. Buffers 3&4 are output to the TV.
 
*CSK1~4 signals are used to step to the next pixel (rising edge ?), periodic for video output, VRAM-dependent when filling up. Inactive during H-blank.
*WSE1~4 signals are used to indicate if the pixel color from GAD/GBD needs to be written to the buffer (falling edge ?), matches CSK for video output (ignored ?), depends on DOTA/DOTB (opaque pixel signal) when filling up.
*SS1~2 signals are used to reset the pixel pointers on falling edge ? (probably wrong)
 
=Sprite parsing=


<span style="color:#FF0000">This is a draft. The following information shouldn't be considered as exact.</span>
<span style="color:#FF0000">This is a draft. The following information shouldn't be considered as exact.</span>

Revision as of 20:09, 26 December 2013

On the NeoGeo hardware, the term GPU (Graphics Processing Unit) may refer to pairs of different chips used to generate the video signal.

See graphics pipeline for details and interconnections between chips and cartridges.

Video generation

See Display timing for the sync signal timing.

NEO-B1 is used for double-buffering scanlines. While a buffer is output to the TV, the other one is filled up. They're swapped each new scaline. Each of the two line buffers are actually 2 buffers of even/odd pixels. They will be named (1 & 2), and (3 & 4).

  • The TMS0 signal lets LSPC chose how the pair of buffers are used:
    • 0: Buffers 1&2 are output to the TV. Buffers 3&4 are written to.
    • 1: Buffers 1&2 are written to. Buffers 3&4 are output to the TV.
  • CSK1~4 signals are used to step to the next pixel (rising edge ?), periodic for video output, VRAM-dependent when filling up. Inactive during H-blank.
  • WSE1~4 signals are used to indicate if the pixel color from GAD/GBD needs to be written to the buffer (falling edge ?), matches CSK for video output (ignored ?), depends on DOTA/DOTB (opaque pixel signal) when filling up.
  • SS1~2 signals are used to reset the pixel pointers on falling edge ? (probably wrong)

Sprite parsing

This is a draft. The following information shouldn't be considered as exact.

  • LSPC runs at 24MHz.
  • Fast VRAM is 35ns (28MHz) and is read at 16MHz (24/1.5).
  • The read occurs 41.6ns (1clk) after address is set

  • LSPC always starts in sprite list A ($8600) each new frame
  • Read sequence (100p capacitor delay on AES too on PCKxB ?):
  • Timing diagram when the sprite list for the actual line is already filled (no writes):
24M    |'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_
Addr   | 600 |  200  | 201 | 202 | 203 | 204 |  681  | 00E | 20E | 40E | 600 |  205  | 206 | 207 | 208 | 209 |  682  | 00F | 20F | 40F
PCK1   ______|'''|___________________________________________________________|'''|_____________________________________________________
PCK1B  '''''''|____|''''''''''''''''''''''''''''''''''''''''''''''''''''''''''|___|''''''''''''''''''''''''''''''''''''''''''''''''''''
LOAD   |'''''''|_______________________|'''''''|_______________________|'''''''|_______________________|'''''''|_______________________
12M    __|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|_
2Pixel       |       |       |       |       |       |       |       |       |       |       |       |       |       |       |       |
Read       ?       !     !     !     !     !       !     !     !     !     ?       !     !     !     !     !       !     !     !     !
What      1      2      2     2     2     2      3      4     5     6     1      2      2     2     2     2      3      4     5     6...
  • 1: ?
  • 2: Read SCB3 to see if sprite is in next scanline (just increments), starts frame at sprite 1 ?
  • 3: Read sprite list to get sprite #
  • 4: Read SCB2 zoom values
  • 5: Read SCB3 Y/size/chain
  • 6: Read SCB4 X
  • Timing diagram when the sprite list is being filled:
24M    |'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_|'|_
Addr   | 600 |  20F  | 210 | 211 | 600 | 601 |  684  | 005 | 205 | 405 | 600 |  212  | 213 | 602 | 603 | 214 |  685  | 006 | 206 | 406
PCK1   ______|'''|___________________________________________________________|'''|_____________________________________________________
PCK1B  '''''''|____|''''''''''''''''''''''''''''''''''''''''''''''''''''''''''|___|''''''''''''''''''''''''''''''''''''''''''''''''''''
LOAD   |'''''''|_______________________|'''''''|_______________________|'''''''|_______________________|'''''''|_______________________
12M    __|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|___|'''|_
2Pixel       |       |       |       |       |       |       |       |       |       |       |       |       |       |       |       |
/WE    ''''''''''''''''''''''''''|___|'|___|'''''''''''''''''''''''''''''''''''''''''''''''|___|'|___|'''''''''''''''''''''''''''''''''
Read       ?       !     !     !                   !     !     !     !     ?       !     !                 !       !     !     !     !
  • R/W sequences: (2 write buffers ?)
  • 600 RRRWW... 600 RRWWR...
  • 600 WWRRW... 600 WRRWW... 600 RRWWR ... 600 RWWRR
  • Even lines: Write to list A, Read from list B (Start of display)
  • Odd lines: Write to list B, Read from list A
  • In 16clk, 2 sprites SCB3 max. are checked to fill up sprite list , and 1 sprite's attributes are read for output
  • 384px * 4clk/px = 1536clk/line
  • 1536clk / 16clk = 96 sprites max/line
  • This means that there's at least 2 sprite SCB3 checked each 16clk, 4 writes to sprite list can be done max per 16clk ?
  • Slow VRAM is 100ns (10MHz) and is read at ?

P bus

For fix map 7000,7001,7002... Top-down left-right (AES blue self-test passed screen).

When drawn: 7000, 7020, 7040, 7060... 74E0 (NEW LINE) 7001, 7021... 74E1 (NL) 7002, 7022... 74E2

5A5 5A5 5C5 15C5 17E5 17E5 1505 1505 1025 1025