Steinar H. Gunderson: The PSX GPU is wild

Inspired by some recent reverse-engineering, here are some things I find wild by the original PlayStation GPU: VRAM is a flat 1024×512 16-bit image (555 + 1 bit alpha). You want more than just a framebuffer? Figure out yourself what goes where. Yes, that means you'll need to allocate two framebuffers and double-buffer everything yourself. Quads are common. No “triangles only” business here. Vertex coordinates are screen-space x/y integers. No floats or fixed-point. (I'm ignoring the GTE here, plus higher-level…
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