Chapter 4 - Runtime Software Architecture
This chapter describes the runtime Nintendo 64 software architecture. It is intended as a brief tour of the overall architecture and discusses the basic design guidelines. More specific details are provided in subsequent chapters.
- 4.1 Resource Access and Resource Management
-
- 4.2 CPU Access
- 4.2.1 Message Passing Priority Scheduled Threads
4.2.2 CPU Data Cache
4.2.3 No Default Memory Management
4.2.4 Timers
4.2.5 Variable TLB Page Sizes
4.2.6 CoProcessor 0 Access
4.2.7 I/O Access and Management
4.2.8 PI Manager
4.2.9 VI Manager
- 4.3 Memory Management
- 4.3.1 No Default Dynamic Memory Allocation
4.3.2 Region Library
4.3.3 Memory Buffer Placement
4.3.4 Memory Alignment
- 4.4 RCP Access Management
-
- 4.5 Graphics Interface
- 4.5.1 Graphics Binary Interface (GBI)
4.5.2 GBI Geometry and Attribute Hierarchy
4.5.3 GBI Feature Set
4.5.4 RSP Geometry Microcode
- 4.6 Audio Interface
-
- 4.7 RCP Task Management
-
- 4.7.1 The Scheduler of "Simple" Application
- 4.7.1.1 The Scheduler Thread
4.7.1.2 Other Application Threads
- 4.8 GameShop Debugger
- 4.8.1 WorkShop Debugger Heritage
4.8.2 Debugger Components