diff --git a/GL/platforms/sh4.c b/GL/platforms/sh4.c index a69f286..e375772 100644 --- a/GL/platforms/sh4.c +++ b/GL/platforms/sh4.c @@ -47,6 +47,8 @@ GL_FORCE_INLINE float _glFastInvert(float x) { } GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) { + TRACE(); + const float f = _glFastInvert(vertex->w); /* Convert to NDC and apply viewport */ @@ -68,8 +70,17 @@ GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) { volatile uint32_t *sq = SQ_BASE_ADDRESS; -static inline void _glFlushBuffer() {} +static inline void _glFlushBuffer() { + TRACE(); + + /* Wait for both store queues to complete */ + sq = (uint32_t*) 0xe0000000; + sq[0] = sq[8] = 0; +} + static inline void _glPushHeaderOrVertex(Vertex* v) { + TRACE(); + uint32_t* s = (uint32_t*) v; sq[0] = *(s++); sq[1] = *(s++); @@ -114,6 +125,8 @@ static volatile uint32_t *PVR_LMMODE1 = (uint32_t*) 0xA05F6888; static volatile uint32_t *QACR = (uint32_t*) 0xFF000038; void SceneListSubmit(Vertex* v2, int n) { + TRACE(); + /* You need at least a header, and 3 vertices to render anything */ if(n < 4) { return;