Search found 21 matches
- Mon Mar 01, 2010 8:39 am
- Forum: PSP Development
- Topic: VFPU ulv.q on FAT PSPs
- Replies: 0
- Views: 5032
VFPU ulv.q on FAT PSPs
Hi! As there's lot of silence about this topic I want to reopen it a little. I've done some research and I noticed that ulv.q corrupts FPU registers (as we all know) in this way: ulv.q C000 --> $f0 ulv.q R000 --> $f0 ulv.q C010 --> $f1 ulv.q R001 --> $f1 ... I've tested to registers R500 so it seems...
- Thu Feb 18, 2010 7:13 am
- Forum: PSP Development
- Topic: What fps could achieved at maximum ?
- Replies: 30
- Views: 37523
Just another quick tip, dont use sceCtrlReadBufferPositive, use sceCtrlPeekBufferPositive (prior caps thread to 60fps) also dont wait for a vblank, rather just setup another thread, or a timer callback that only renders at the desired framerate, that way you dont stall the cpu for stupid things suc...
- Tue Feb 16, 2010 9:46 am
- Forum: PSP Development
- Topic: Z-Buffer precision - some artifacts
- Replies: 9
- Views: 19635
Of course! Every polygon gets clipped at the near and far plane. Have you realised that fog in some computer games? It's just to avoid the user to see the objects disappear or get sliced at the far plane. The near plane is not a problem, just maintain your camera away from objects. If you do shadowi...
- Fri Feb 12, 2010 9:39 am
- Forum: PSP Development
- Topic: Libmsn porting: bus error exception
- Replies: 2
- Views: 8076
- Fri Feb 12, 2010 3:41 am
- Forum: PSP Development
- Topic: Z-Buffer precision - some artifacts
- Replies: 9
- Views: 19635
I use OpenGL, don't use GU, but there's one moment when you define your projection matrix (gluPerspective). So the near plane should be far enough and the far plane close enough. Pushing the near plane a little away should avoid Z fighting. You can paste your code if you want more info. Rendering tr...
- Fri Feb 12, 2010 3:29 am
- Forum: PSP Development
- Topic: Error using VFPU matrix 3?
- Replies: 19
- Views: 21480
Sorry for reopening this post, but I can't find anything in google about this. Where did you exactly find out the register corruption? I'm interested in this. But if I don't use Matrix 0 shoul'd be any problem, isn't it? After some tests on a FAT PSP I notices some bugs related to some register corr...
- Tue Feb 09, 2010 5:40 am
- Forum: PSP Development
- Topic: Vorbis streaming on ME processor
- Replies: 3
- Views: 3357
Don't know how I solved all my problems. I'll explain a little bit so if someone wants to implement something similar. Also I'll upload the game source when I finish it! I use stb_vorbis, which allows you to specify a buffer for all temp data. I allocate a temp buffer on the stack and I use it. The ...
- Mon Feb 08, 2010 8:32 am
- Forum: PSP Development
- Topic: Vorbis streaming on ME processor
- Replies: 3
- Views: 3357
Thanks!!! This answers all my questions. I've decided to use stb_vorbis, which is a vorbis decoder implementation that you can choose to use malloc or it's own allocator in a custom buffer. Now I have a little problem. I have a temp buffer for reading raw files, this buffer is in the main memory and...
- Sat Feb 06, 2010 6:31 am
- Forum: PSP Development
- Topic: Vorbis streaming on ME processor
- Replies: 3
- Views: 3357
Vorbis streaming on ME processor
Hi everybody! I'm trying to decode OGG vorbis on the ME processor using the mediaengine.prx that a great coder posted here. I'm facin some problems because of the malloc / free functions that ogg vorbis uses. I had some crashes at malloc_lock function I guess because malloc wasn't written to be shar...
- Mon Feb 01, 2010 11:01 pm
- Forum: PSP Development
- Topic: GCC removes ASM code after return
- Replies: 11
- Views: 14306
I'll try the noreorder later, but I don't know for sure if I need to place nops after comparisions. I don't get at all what push and pop statements do, but anyway I'll give a try. The label problem I solved this way. My code has a lot of C comparisions with early out: if (dist> radius) return 0; I t...
- Sun Jan 31, 2010 9:39 am
- Forum: PSP Development
- Topic: GCC removes ASM code after return
- Replies: 11
- Views: 14306
Already done, but dead code removal seems to apply even with no optimization. Another think that GCC does is: vcmp.s ... nop bvt 0, label nop gcc changes the above code to vcmp.s ... bvt 0, label nop nop This is weird, isn't it? And is it necesary to add nop before a vcmp or i can compare and branch...
- Sun Jan 31, 2010 8:01 am
- Forum: PSP Development
- Topic: GCC removes ASM code after return
- Replies: 11
- Views: 14306
I didn't know that, none of my assembler teachers told me. The fact is that inline assembly is weird, it could be better to use pure assembly functions. Where can I find Gcc calling conventions for PSP MIPS? And how can I know the offset of each struct element? Because gcc optimizations can pack or ...
- Sun Jan 31, 2010 5:54 am
- Forum: PSP Development
- Topic: GCC removes ASM code after return
- Replies: 11
- Views: 14306
- Sun Jan 31, 2010 12:41 am
- Forum: PSP Development
- Topic: GCC removes ASM code after return
- Replies: 11
- Views: 14306
- Sun Jan 31, 2010 12:28 am
- Forum: PSP Development
- Topic: GCC removes ASM code after return
- Replies: 11
- Views: 14306
GCC removes ASM code after return
Hi! I've got a problem with gcc. My code block: __asm__ volatile ( "vcmp.s GT, S000, S200\n" "bvt 0, return_block_\n" "nop\n" ); ...... return 1; __asm__ __volatile__ ("return_block_:\n"); return 0; } GCC compla...
- Tue Dec 01, 2009 5:01 am
- Forum: PSP Development
- Topic: PSP Hardware Profiler
- Replies: 3
- Views: 3752
- Sun Nov 29, 2009 9:58 am
- Forum: PSP Development
- Topic: PSP Hardware Profiler
- Replies: 3
- Views: 3752
- Sat Nov 21, 2009 9:07 am
- Forum: PSP Development
- Topic: PSP Hardware Profiler
- Replies: 3
- Views: 3752
PSP Hardware Profiler
Hi everybody! I'm having a problem with the psp hardware profiler. If I call any of these functions: pspDebugProfilerClear, pspDebugProfilerEnable, pspDebugProfilerDisable The PSP crashes with some load/store exception. I've put just a pspDebugProfilerClear which should'n give any problem (it just e...
- Mon Sep 28, 2009 7:33 am
- Forum: PSP Development
- Topic: VFPU: problem with vtfm3.t
- Replies: 4
- Views: 5140
- Sun Sep 27, 2009 4:25 am
- Forum: PSP Development
- Topic: VFPU: problem with vtfm3.t
- Replies: 4
- Views: 5140
VFPU: problem with vtfm3.t
Hello I have a problem. I'm implementing some functions in VFPU hardware but this function: PURE_INLINE void dMULTIPLY0_331_ (dReal* vout, const dReal* mat, const dReal* v) { __asm__ volatile ( "ulv.q R000, 0+ %1\n" "ulv.q R001, 16+ %1\n" "ul...
- Mon Aug 31, 2009 10:07 pm
- Forum: PSP Development
- Topic: PSPGL
- Replies: 1
- Views: 1639
PSPGL
Hi all!
I've found some bugs in pspgl and solved. Do you know how to sumbit changes to svn? Who is the admin of the svn??
Thanks!
I've found some bugs in pspgl and solved. Do you know how to sumbit changes to svn? Who is the admin of the svn??
Thanks!