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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
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00763 | Graphics | Minor | Have not tried | Feb 4, 2008, 14:23 | Dec 27, 2021, 00:35 |
Tester | qapo | View Status | Public | Platform | |
Assigned To | Haze | Resolution | Fixed | OS | |
Status [?] | Resolved | Driver | |||
Version | 0.100u2 | Fixed in Version | 0.237 | Build | |
Fixed in Git Commit | eca8831 | Github Pull Request # | |||
Summary | 00763: vshoot: Some garbage in the left upper corner. | ||||
Description | vshoot have some garbage in the left upper corner. | ||||
Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
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Regression Version | |||||
Affected Sets / Systems | vshoot | ||||
Attached Files
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vshoot0100u2gre.png (9,479 bytes) Feb 14, 2008, 15:18
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Relationships
There are no relationship linked to this issue. |
Notes
2
No.19601
Osso Moderator
Dec 26, 2021, 08:17
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No idea of the commit which fixed this. |
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No.19602
Haze Senior Tester
Dec 26, 2021, 12:18
edited on: Dec 26, 2021, 12:25 |
I disabled the drawing of the secondary list for this driver with one of my commits while working on the sprite device, I'm 99% sure the secondary list is a buffer where data gets copied by DMA / Sprite buffer calls, but where the test mode of one of the 3D games writes data directly rather than triggering DMA / Sprite buffering. V Shoot leaves a garbage value in the list, presumably this would be erased by a DMA call that copies the correct list. MAME does buffer the sprites, but automatically, every frame, to a private buffer. I think instead the sprites should be buffered based on a write, to a CPU visible area (the 'secondary' list) Ideally tests need doing on the hardware, to see if there's a call / write which copies the list we're using over to the addresses of the secondary list, drawing both lists was almost certainly wrong however. What I need to look for is cases where the secondary list is used (I think it's only that one test mode) and see if there's a register that is different, or a write that doesn't happen every frame in that case. |