- vpxlog.cpp: VPX_FIFODUMP=<path> records every FIFO burst ('VPXM' records)
- decode_fifodump.py: action census + payload dumps of a capture
- render_capture.py: reconstruct the DPL scene graph from a capture and
software-render each draw_scene frame (camera, view, materials, geometry
all taken from the wire)
- divrgb.conf + divrgb.fifodump: flyk divrgb.scn capture fixture
- divrgb-decoded.png / divrgb-frame0.png: first images ever produced from
the Rel 4.10 VPX protocol without a real board -- the textbook SMPTE
color-bar pattern, validating verts/conns/materials/camera in one shot
- PHASE3-PROGRESS.md: the established Rel 4.10 wire protocol (action map,
node types, message layouts); RENDER-HARNESS.md updated
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
4.0 KiB
Phase 3 — Render Backend: Progress
Status (2026-07-03): Phase 3a complete — the render command stream is fully captured and decoded, and a captured DIVRGB frame has been reconstructed to pixels. First image ever produced from the Rel 4.10 VPX protocol without a real board.
That is flyk divrgb.scn — Division's SMPTE color-bar calibration scene —
rendered entirely from the FIFO command stream captured by the emulated VPX
board: geometry, connectivity, materials, camera, viewport and background all
come from the wire, none from the scene files. divrgb-frame0.png is the same
capture drawn with the actual frame-0 spline camera the app sent.
3a. Full FIFO capture
vpxlog.cpp now records every FIFO burst when VPX_FIFODUMP=<path> is set
(records: 'VPXM' magic, u32 length, raw bytes; one record per burst between
outputData tag writes). The capture used here: divrgb.fifodump
(1297 messages) from divrgb.conf.
Tools:
decode_fifodump.py <dump> [--hex N] [--action A]— action census + payload hexdumps.render_capture.py <dump> [-o out.png] [--frame N] [--eye x,y,z]— reconstructs the scene graph and software-renders the frame eachdraw_scenecommits.
The Rel 4.10 wire protocol (established from this capture)
One burst per message: [action:4][payload], packetized at 508 bytes.
The i860 image download itself rides the FIFO in this build (actions 18–20,
VREND.MNG). The DPL3 vr_action enum holds for 0–23 but Rel 4.10 extends
and re-purposes the tail:
| action | meaning | payload |
|---|---|---|
| 0 | init | args string (/device~0x150~/video~svga~…) |
| 1 | create | [type][name] — the host assigns node names (1,2,3…); the board's create reply node value is ignored |
| 3 | flush | [name][type][node struct] (see node types below) |
| 7 | dcs_link | [parent][child] |
| 9 | draw_scene | [view?][0][0][1][1.0f] — commits the frame |
| 11 | list_add | [parent][child] |
| 18–21 | 860code/data/bss/args | i860 download (FIFO in this build) |
| 23 | set_geom_verts (Rel4.10; DPL3 had 22) | hdr [name][0][n_verts][3][n_blocks][1][5][n_verts][1.0f], then float32 x,y,z per vertex |
| 25 | set_geom_conns (new) | hdr [name][n_polys][loop_len][0], then indices; each poly a closed loop (last=first) |
| 31 | camera (new) | [?][view][3×3 rotation, row-major][eye x,y,z] per frame |
| 45 (0x2D) | sync | token ping (see PHASE2) |
Node types (from create/flush pairs in this capture):
| type | node | flush payload highlights |
|---|---|---|
| 2 | texture/ramp? | one word, 0xFFFFFFFF / 0x0FFFFFFF |
| 3 | view | window l,b,r,t (±1 × ±0.6154), window-plane distance 1.3, viewport 832×512, near 2, far 12000, background RGB |
| 4 | light | |
| 5 | dcs | 4×4 matrix |
| 6 | material (old-style) | RGB floats |
| 7 | object | |
| 8 | lod | 2×4 bounds + lists |
| 9 | geogroup | bounds; payload int 14 = material node name |
| 10 | geometry | [geo_type][n_polys][n_verts]…[radius] |
| 11 | material | floats 10–12 (payload) = diffuse RGB |
Graph: list_add links object→lod→geogroup→geometry (and zone-level nodes to
node 0); geogroups bind materials by name. The 13 DIVRGB bars decode to the
textbook SMPTE pattern — 7 color bars, the reverse strip, and the −I/white/+Q
PLUGE row — which validates vertices, connectivity, materials, camera and
window mapping in one image. (Division screen x runs opposite to a GL-style
eye space; without negating x the pattern comes out mirrored.)
Next: 3b — live OpenGL backend
Feed the same decode path a live stream inside DOSBox-X instead of a dump:
maintain the node store in vpxlog.cpp (or a sibling vpxrender.cpp), upload
geometry on set_geom_verts/conns, draw on draw_scene into an OpenGL window
(or the DOSBox surface). The divrgb.fifodump fixture allows developing the
backend offline; flyk yip.scn (CYCLE, Red Planet geometry) is the next
fixture up once the DOS/4GW sync variant is handled, then the game itself
(buttee.bgf etc. via the production content path).
