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Nintendo® Confidential

   

gDPSync Functions

Format
#include "gbi.h"

gDPPipeSync(Gfx *gdl)
gsDPPipeSync(void)

gDPFullSync(Gfx *gdl)
gsDPFullSync(void)

gDPLoadSync(Gfx *gdl)
gsDPLoadSync(void)

gDPTileSync(Gfx *gdl)
gsDPTileSync(void)
Arguments
  • gdl is the pointer to the graphics display list
What These Macros Do
They synchronize RDP attribute updates with primitive rendering. Pixel rendering and attribute interpolation are not implicitly sequentially synchronized in the RDP. If an attribute change occurs after a primitive has started processing, the attribute change will likely affect the rendered pixels in the middle of the primitive. The gDPSync macros enable the application to insert explicit synchronization instructions to force a wait until the last pixel of a primitive has been processed.

The different sync macros represent different synchronization scenarios:
  • gDPPipeSync synchronizes the attribute interpolation pipe
  • gDPLoadSync synchronizes texture loads
  • gDPTileSync synchronizes texture tile settings
  • gDPFullSync signals the end of a frame
The general rule is that a gDPPipeSync macro must be inserted after a (group of) primitives but before an RDP attribute change command as shown here:
gSP1Triangle(...);
gSP1Triangle(...);
gSP1Triangle(...);
gDPPipeSync(...);
gDPSetRenderMode(...);
The gDPFullSync macro must be the last macro sent to the RDP during a frame. It causes the RDP to send an interrupt back to the CPU indicating that the RDP pipeline has finished processing its last macro.

gDPLoadSync and gDPTileSync are not usually needed; they are already properly inserted in the gDPLoadTexture macros.

See Also
gDPLoadTexture



Nintendo® Confidential

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Copyright © 1998
Nintendo of America Inc. All rights reserved
Nintendo and N64 are registered trademarks of Nintendo
Last updated January 1998