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# -------------------------------------------------------------------
# OBJECTPROCESSOR (c) Copyright 1995-1996 Nat! & KKP
# -------------------------------------------------------------------
# These are some of the results/guesses that Klaus and Nat! found
# out about the Jaguar. Since we are not under NDA or anything from
# Atari we feel free to give this to you for educational purposes
# only.
#
# Please note, that this is not official documentation from Atari
# or derived work thereof (both of us have never seen the Atari docs)
# and Atari isn't connected with this in any way.
#
# Please use this informationphile as a starting point for your own
# exploration and not as a reference. If you find anything innacurate,
# missing, needing more explanation etc. by all means please write
# to us:
# nat@zumdick.rhein-main.de
# or
# kkp@gamma.dou.dk
#
# If you could do us a small favor, don't use this information for
# those lame flamewars on r.g.v.a or the mailing list.
#
# HTML soon ?
# -------------------------------------------------------------------
# $Id: op.txt,v 1.10 1996/01/28 20:23:20 nat Exp $
#
# If there are two theories I put the more likely one first.
# -------------------------------------------------------------------
Things to know about the Objectprocessor (OP):
-1 Imagine a phrase being an entity of 64 bits (or 8 bytes for that
matter).
0. The object list is a linked list.
1. The object list is traversed by the object processor for
each! scanline.
2. The Objectprocessor probably works like this:
Whenever a new scanline needs to be displayed, the
objectprocessor provides a linebuffer to the videosystem. While
the videosystem is busy displaying this, the OP readies the next
scanline. (It uses a doublebuffering strategy) It does
this by traversing the objectlist and interpreting each
object in sequence. Each object has per scanline the chance
ONCE to fill the linebuffer. It fills the linebuffer at
a specified horizontal position for a specified width. The data
in the linebuffer is always overwritten (except when the
Read-Modify-Write bit is set). If the active object has the
transparent bit set, it will not overwrite values in the
linebuffer when its source pixel has the value zero.
The 'transparency' check is done before looking up the pixel's
color in the CLUT (1 - 256 color modes).
2.1 The sooner a object appears in the list the more
in the background it appears. The linebuffer is initalized with
the linebufferbackgroundcolor (BG) before the objectprocessor
starts filling the linebuffer.
One may also assume that the OP normally traverses the
linebuffer from left to right, except when the horizontal flip
bit is set. (Very useful information indeed! (har) )
Each bitmap object is made up of pixels. These pixels can be either
contain the color itself (direct) as in CrY and TrueColor modes
or be an index into a Colorlookuptable (indirect).
2.2 We assume that the OP writes into the linebuffer locally, so that
the objectdata is read over the bus, but not written into the
linebuffer over the bus (which would be way evil)
2.3. The videosystem can deal with 16bit RGB/Crycolor and 24bit RGB
pixels, the size of the pixels the OP writes into the linebuffer
and pulls out of the CLUT, depends on the pixeltype chosen for
the videosystem.
2.4 The object in the objectlist are *modified* by the OP. This means
that an object list is only good for one frame. You need to
continually refresh your object list each VBLANK.
3. ...
4. ...
5. The last object must be a STOP object.
6. The Objectlist must be doublephrase aligned. This means
that the lower nybble of the address must be zero.
7. The address of the image of an object must be (as expected)
phrase aligned (zero in the lower 3 bits)
8. There are five different objects that the Objectprocessor knows
about. These are:
1. Bitmapped Object
2. Scaled bitmapped object
3. GPU-Object (Calls the GPU to do the displaying ?? )
4. Branchobject
5. Stopobject (marks the end of the object list)
The objects have different sizes. The minimum size of an object
is a "phrase".
Object type Number Size in phrases
-----------------------------------------
BIMAP 0 2
SCALE 1 3 (4?)
GPU 2 1
BRANCH 3 1
STOP 4 1
It looks like you need to pad your scale objects to four phrases...
9 To keep the Objectprocessor from fetching data (and wasting bandwidth)
during the VBLANK you usually put two branch objects at the beginning
of the display list, that branch to the stop object if the first
displayable scanline has not been reached or the last displayable
scanline has already been displayed.
10. Just reading concurrently from the linebuffers while the OP is
displaying data produces glitches. Advice: Stay out of them!
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
10 This is what a branch object looks like:
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Phrase #0:
63 56 48 40 32 24 16 8 3 0
+--------^---------^-----+---^--------^--------+--------+--+-----^----+---+
| unused | Link-address | unknown|CC| VCnt |011|
+------------------------+---------------------+--------+--+----------+---+
63 .............43 42..........24 23...16 15.14 13 .... 3
The branch objects are used to compare the current scanline
with the value stored in the branch object. Depending on the
branch instructions comparison mode, the branch is taken
either on < == != or >. The taken branch taken uses the information
from the Linkinfo and branches to the phraseindexed
object. If the comparison fails it simply examines and handles
the next object in the list.
VCnt: This is the value you compare the vertical scanline
counter with (VC). For CC code 10 the operation goes:
if( object->YCnt < VC)
goto object->link;
Conditioncodes:
Values Comparison/Branch
------------------------------------------------
000 Branch on equal (VCnt==VC)
001 Branch on less than (VCnt>VC)
010 Branch on greater than (VCnt<VC)
011 Branch if OP flag is set
Note that 000 is a branch always if VCnt == $7FF (very strange!)
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
11 This is what a stop object looks like:
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Phrase #0 (1 of 1):
63 56 48 40 32 24 16 8 3 0
+--------^---------^---------^--------^--------^--------^--------^----+---+
| datafield |100|
+---------------------------------------------------------------------+---+
There is a datafield in this instruction of unkown size. This may or
may not be a way to generate horizontal interrupts. Maybe this is just
a flag that someone can poll from somewhere...
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
12. This is what a bitmap object looks like:
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Phrase #0 (1 of 2):
63 56 48 40 32 24 16 8 3 0
+--------^---------^-----+------------^--------+--------^--+-----^----+---+
| data-address | Link-address | Height | YPos |000|
+------------------------+---------------------+-----------+----------+---+
63 .............43 42..........24 23 ..... 14 13 ..... 3 2.0
21 bits 19 bits 10 bits 11 bits 3 bits
data-address: Pointer to the bitmap ***DESTROYED BY THE OP***
link-address: Pointer to the next object
height: Height in pixels
y-pos: Vertical position ***DESTROYED BY THE OP***
type: Object type
data-address:
An address is a memory address in terms of phrases. To get the
byte address you have to shift it up by 3. (or in this example
to get the data-address you would fetch the upper lword with
the 68K and do):
move.l (a0),d0 ; fetch it (bits 63-32)
moveq #11,d1 ; or some other less lame way
lsr.l d1,d0 ; shift it down for phrase address
lsl.l d1,d0 ; shift it up for byte address
link-address:
The link address strings the object list together. So it really
is a linked list, not just an array. OK an array would have
been better and the link could have been a number of phrases
to skip. It misses the upper two bits two form a proper full
24 bit address. This means that objects must reside in the
lower 4 MB.
height:
The height of the object is also stored in the first phrase.
This is the number of pixels an object has in it vertical extent.
ypos:
The YPos is predictably the vertical position of the object on
the screen. The vertical position is the halfline vertical
position.
Theory 1:
Like on the Falcon the screen is divided into two horizonzal
halflines. Except for really wide screens in excess of 1024
pixels horizontally, you always stay in the first halfline.
(That's why its eleven bits, and the height is only 10 bits.)
A problem with this theory is, that the Xpos field is 12 bits
anyway...
Theory 2:
This means that in interlace mode this is the "true"
vertical position on the screen. In non-interlaced modes
(non-flicker) modes, you should multiply your Y-Pos by two and
stuff that into the object.
(That's why its eleven bits, and the height is only 10 bits.)
type:
Lastly the object type indicates with a 0 (000) that this object
is a normal non-scaled bitmap object.
Phrase #1 (2 of 2):
63 56 48 40 32 24 16 8 0
+--------+---------+------+--^--+-----^---+----^----+---+---+----^--------+
| unused | 1stpix |flags | idx | iwidth | dwidth | p | d | <XPos> |
+--------+---------+------+-----+---------+---------+---+---+-------------+
63...55 54....49 48..45 44.38 37...28 27..18 17.15 14.12 11.....0
6bit 4bit 7bit 10bit 10bit 3bit 3bit 12bit
Curiously there seem to be some unused bits in the top half of
this second phrase. Anyway starting from the left:
firstpix: Pixels to skip
flags: How to handle the source data
index: Index into the CLUT
iwidth: Width of the image
dwidth: Offset to the next line of the image
pitch: Increment for the Datapointer
depth: Pixeldepth of the bitmap
x-pos: Horizontal position of the object
1stpix: this is a field of 6 bits that contains the number of
'bits' to skip before fetching the first pixel. This must be
used whenever your bitmap data isn't phrase aligned.
Maybe most often used for CLUT modes.
You get the value you want to write here by calculating:
pixelindex * bits_per_pixel (f.e. 8 for 256 color mode)
flags: You can tell the Objectprocessor the way it should
handle the display data. These are the values you set here:
Bit0 Bit1 Bit2 Bit3
--------------------------------------------------------------
Horizontal Flip ReadWriteModify Transparent Release
A few guesses as to what each flag does:
Horizonal flip: Lets the Objectprocessor run
its path from the other end of the spritedata, which should
effectively flip you sprite data.
ReadWriteModify: The object processor reads the the pixel from the
line buffer does something with the bitmap pixel value
and the linebuffer pixel value and stores the result back into
the linebuffer.
Theory 1. For Crycolor the lower byte of the bitmap pixel value
is sign extended and added to the lower byte of the linebuffer pixel
value, thereby increasing or decreasing (depending on the sign)
the intensity of the linebuffer pixel. This is a 'saturating add'
meaning that you don't wrap around, but subtractions stick at 0 and
additions stick at 255.
The cryhues (upper byte) are mangled even more strangely, the effect
could (with the right values) be like looking through a colored
glass (your bitmap object with the RMW-flag set) onto the
background (the other bitmap objects below it)
This might be similiar to what happens when gouraudshading. Refer
to the blitter docs.
Theory 2. Both values are simply added together
Transparent: When the source pixel is zero, this
pixel will not be written. This is the way to achieve
transparent sprites with the GPU. (Both CLUT and non-CLUT pixels)
Release: If cleared then the OP 'hogs' the bus for
the time it takes to fetch the scanline data of the object. If this
bit is set, then the bustime is shared with other processors. If you
have lotsa interrupts going, this might be worthwhile.
index (idx): Index into the ColorLookUpTable (CLUT)
This information is only used for 1 - 2 or 4 bitplane objects,
to determine the offset in the CLUT to use.
1 bitplane 2 bitplane 4 bitplane
-------------------------------------------------------
iiiiiiii iiiiii0 iiiii00
The value is shifted left once and then used as an index into
the CLUT. Note that in 2 + 4 bitplane modes not all bits are in
used, because the lower bits are replaced with the pixel value.
For example in 4-bits-per-pixel mode pixel #7 and an idx value of
64 gives you an index of (64*2)+7 -> 135
So you preload the CLUT with the colors you want to use, for
example green at index #241. When you want to display a small
green arrow on the screen (as a pointer) for example you set
your object to transparent, and the index to 120. When the
object pointer fetches a set pixel, it will write the green
value into the linebuffer.
iwidth: Tell the OP how many *phrases* to draw in each
line. This is the actual number of phrases to draw, not the
horizontal index to index the next line (dwidth). This is
probably not just #pixels_to_draw / bits_per_pixel, but rather
the number of phrases the object spans. If a 32bit object spans
two phrases you should enter a two here.
dwidth: The horizontal phrase offset the OP should use
to index to the next line. If you data is laid out in
consecutive strips of horizontal data like this:
screen <destination>:
00000000000
11111111111
22222222222
33333333333
memory <source>:
00000000000111111111112222222222233333333333
then this will be just the same as <iwidth>. But if your data
is laid out like this:
00000000000xxxxx11111111111xxxxx22222222222xxxxx33333333333xxxxx
you should set <dwidth> to the proper offset so that adding
<dwidth> to the phrase-address will bring you to the next line.
(This might be useful for 'horizontally scrolling' objects).
pitch (p): If you so desire you can organize your bitmap
data in even stranger ways than one would think possible. With
this value you control the datapointer that the OP uses to
traverse your bitmap data. This value is added to the
datapointer after the last fetch. If you use a 0 you will be
always fetching the same phrase over and over again. Normally
you set <pitch> to 1, to advance through memory contigously.
depth (d): The number of bits of each pixel. This
specifies the rez of the object. You have the choice between
direct pixel modes (16 or 24/32 bits) and indirect (CLUT)
pixel modes. Note that using transparency effectively
reduces the number of available colors by one (color #0).
Values:
0 1 bits per pixel 2 colors CLUT
1 2 bits per pixel 4 colors CLUT
2 4 bits per pixel 16 colors CLUT
3 8 bits per pixel 256 colors CLUT
4 16 bits per pixel 65536 colors CRY
5 24 bits per pixel 16 Mio Colors TrueColor
6 unused
7 unused
xpos: The horizontal position of the object on the
screen (or in the linebuffer if you will)
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
13. This is what a scaled bitmap object looks like.
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Phrase #0 (1 of 3):
63 56 48 40 32 24 16 8 3 0
+--------^---------^-----+---^--------^--------+--------^--+-----^----+---+
| <data-address> | <Link-address> | < Height >| <YPos> |001|
+------------------------+---------------------+-----------+----------+---+
63 .............43 42..........24 23 ..... 14 13 ..... 3 2.0
21 bits 19 bits 10 bits 11 bits 3 bits
Except for the type, which is different, this is just
the same as the first phrase of the bitmap (non-scaled)
object.
Phrase #1 (2 of 3): This is the same as the the 'bitmapped' object
Phrase #2 (3 of 3):
63 56 48 40 32 24 16 8 0
+--------^---------^---------^--------^--------+--------+--------+--------+
| unused | remain | VScale | HScale |
+----------------------------------------------+--------+--------+--------+
23...16 15...8 7...0
remainder: Keeps the VScale remainder ***DESTROYED BY THE OP***
v-scale: Vertical scaling factor
h-scale: Horizontal scaling factor
The scale is a fractional representation, using 3 bits for the integer
part and 5 bits for the fractional part. Or in ASCII-Graphics:
76543210 00100000 or 0x20 is 1.0
iiifffff 00010000 or 0x10 is 0.5
The remainder is used by the objectprocessor for the vertical scaling,
as a memory place. You should initialize it to 0.5 for best results,
although in a lot of democode its initialized to 1.0.
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
14. The elusive GPU-object
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Phrase #0 (1 of 1):
63 56 48 40 32 24 16 8 3 0
+--------^---------^---------^--------^--------^--------^--------^----+---+
| datafield |010|
+---------------------------------------------------------------------+---+
The GPU object gets an interrupt, it is believed that the OP is not
halted because of this action. You might want to stuff some information
into the datafield, which the GPU could then read from the OLP registers.
But what for ?
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
15 You can also look at the object in terms of C-structs, that's how
they'd look like.
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
/* DON'T USE THESE BITFIELDS WITH ANYTHING ELSE THAN A
***GOOD*** C-COMPILER AND A MOTOROLA PROCESSOR
*/
#define byte unsigned char
#define word unsigned short
#define lword unsigned long
#define phrase unsigned long long
typedef struct
{
lword data:21;
lword link:19;
word height:10;
word ypos:11;
word type:3;
} bitmap_obj_phrase_0;
typedef struct
{
word unused:9;
word firstpix:6;
word flags:4;
word index:7;
word iwidth:10;
word dwith:10;
word pitch:3;
word depth:3;
word x_pos:12;
} bitmap_obj_phrase_1;
typedef struct
{
lword unused:24;
word remainder:8;
word v_scale:8;
word h_scale:8;
} scale_obj_phrase_2;
typedef struct
{
lword unused:21;
lword link:19;
word conditioncode:2;
word unused:8; ;; maybe index to register ?
word ypos:11;
word type:3;
} branch_obj_phrase_0;
typedef struct
{
phrase unused:61;
word type:3;
} stop_obj_phrase_0;
typedef struct
{
phrase unknown:61;
word type:3;
} gpu_obj_phrase_0;
typedef struct
{
stop_obj_phrase_0 p0;
} stop_obj;
typedef struct
{
branch_obj_phrase_0 p0;
} branch_obj;
typedef struct
{
gpu_obj_phrase_0 p0;
} gpu_obj;
typedef struct
{
bitmap_obj_phrase_0 p0;
bitmap_obj_phrase_1 p1;
} bitmap_obj;
typedef struct
{
bitmap_obj_phrase_0 p0;
bitmap_obj_phrase_1 p1;
scale_obj_phrase_2 p2;
/* need one padding phrase ? */
} scale_obj;
SMALL DISCUSSION:
Since the object processor walks the object list for each
scanline, you should consider the following:
If you have 64 bitmaps objects in your object list and a
vertical rez of 240 lines going and a refreshrate of 60Hz
the Objectprozessor is pulling
60 hz * 240 lines * 64 objects * 2 phrases = 1.8 Mio phrases/s
~ 14.7 Mio bytes/s for the object processor list alone!
(ca. 14% of the systems bandwidth)
If you figure you're using 128x128x16bit sprites fully visible,
you're doing:
128x128*16bits/64bits = 4096 phrases a sprite
64 sprites in 60hz = 3840 sprites
yields 15728640 phrases/s or 120 Mbytes/s
So it is fairly easy to unknowingly saturate the bus with
a nice object list...
It should be obvious that non-"truecolor" sprites still make
lotsa sense, when you're using the OP heavily.
It would have been better in our opinion, if Atari had used a
small 2-Kbit hitbuffer (or single bit Z-Buffer) and reversed
the object order, so that the nearest object comes first and
the background last in the object list.
With such a slightly more complicated scheme,the OP could
run at a rather constant:
hrez * vrez * refresh * average_bits_per_pixel
---------------------------------------------- phrases/s
64
NEEDED STUFF:
Need to document the logic setting up objects, that cross
boundaries (especially the scaled bitmaps)