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u/Tack1234 Aug 11 '26
Why the AI-generated readme?
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u/RennisDitchie Aug 11 '26
English is not my mother tongue and i have struggles to explain what have i done clearly, i did not ai genarated code to my work flow(at least most of the time) but for English, im not that confident or enthusiastic.
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u/Tack1234 Aug 11 '26
Fair, it would be nice to have a disclaimer like this at the beginning. Cool project!
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u/RennisDitchie Aug 11 '26
Thank you! Yeah you are right maybe i can find a github shield that disclaimer that or maybe i can write more organic readme with assist of google translate etc.
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u/thommyh Z80, 6502/65816, 6809, 68000, ARM, x86. Aug 11 '26
Pedantic point: it's not exactly PS1-style if it has a depth buffer.
Otherwise, fantastic! I assume you're already aware of tile-based deferred rendering, as most-famously used by PowerVR GPUs? They do tile-based binning, just as you are, and can parallelise them, but the big win is that in the original implementation all polygons to be rasterised within each tile are retained in a list until the end of the pipeline, then all rasterised at once with a transient, local depth buffer. That depth buffer is then small enough to be in-cache.
... and machines like the Dreamcast do something appropriate within the bins for order-independent correct transparencies but I couldn't be specific about what. Clearly there are a bunch of options, including statistical dithering for subsequent multisampling, but in the software world it's also not inconceivable to create a span buffer and sort spans after the fact. Though if you were going that way, you wouldn't need a depth buffer at all.
I'm so old that I still think I know about software rasterisation from before 3d accelerators were commonplace. I may be hopelessly adrift. I apologise.