Search found 254 matches

by jsgf
Thu Mar 30, 2006 5:29 am
Forum: PSP Development
Topic: Strange Mipmap selection
Replies: 7
Views: 4507

I think it is a hardware bug, simply because I can't think of any good reason for it to behave in the way it does. If it hits some games and not others, take that to mean that it happens with some combinations of state and not others. I haven't managed to find a way to avoid the problem. It's possib...
by jsgf
Fri Mar 17, 2006 5:26 pm
Forum: PSP Development
Topic: Help compiling with PSPGL
Replies: 25
Views: 8587

Did you get the pspgl tests working? Its very easy to do something simple wrong and end up with a blank screen. In general I find its easiest to debug things on a desktop machine and then get it going on the PSP once you know the code is basically OK. Otherwise, you can start with a known working pr...
by jsgf
Mon Feb 20, 2006 11:31 am
Forum: PSP Development
Topic: VFPU asm freezes PSP (asm n00b questions)
Replies: 4
Views: 2132

Make sure you use pspvfpu.h/libpspvfpu if you want your code to play nicely with other VFPU-using code.
by jsgf
Thu Feb 09, 2006 10:15 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 6586

somehow, it's the call to sceKernelChangeCurrentThreadAttr that's causing the crash. Well, that's a new one. Certainly a different problem from NovaCaine's. What firmware are you using? Does PSPGL work at all for you, or does it only crash in SDL? I'm not sure why sceKernelChangeCurrentThreadAttr()...
by jsgf
Thu Feb 09, 2006 10:12 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 6586

NovaCaine wrote:Cool, got it working now, maybe it should be written in the readme file to add -DHAVE_OPENGL for openGL support!
Cool. When I built SDL, it was defined by default. Do you have some older version or something?
by jsgf
Wed Feb 08, 2006 11:09 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 6586

No, when you built SDL, was it built with -DHAVE_OPENGL on the compiler command line.

I can't see any problem with your code or with SDL, assuming SDL has PSPGL support in it.

I'll try running the code later today.
by jsgf
Wed Feb 08, 2006 8:29 am
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 6586

No, SDL should be doing it for you. HAVE_OPENGL is a build-time config setting for SDL which makes it support OpenGL or not. Hm, it seems to be set OK when I build SDL here...
by jsgf
Wed Feb 08, 2006 8:17 am
Forum: PSP Development
Topic: Need some help regarding CLUT texture mode
Replies: 8
Views: 3013

I have a suspicion the "num_blocks" parameter of sceGuClutLoad() depends on the format of the clut entries, rather than being a fixed /8 scaling. Try an RGB8888 clut, and/or playing with the num blocks parameter.
by jsgf
Tue Feb 07, 2006 4:09 pm
Forum: PSP Development
Topic: PSPGL in SDL
Replies: 13
Views: 6586

I haven't used PSPGL with SDL, but it looks like the GL context hasn't been made current; either the context hasn't been created, or eglMakeCurrent() hasn't been called on it.

Was SDL compiled with HAVE_OPENGL defined?
by jsgf
Tue Feb 07, 2006 10:44 am
Forum: PSP Development
Topic: glaux.h in PSPGL?
Replies: 1
Views: 1417

GL/glaux.h is utterly obsolete. Use glut (GL/glut.h).
by jsgf
Sun Feb 05, 2006 3:57 am
Forum: PSP Development
Topic: Is it possible to use VFPU to optimize AVC IDCT job?
Replies: 17
Views: 11878

(1) I mean "* 1/64" is different with ">>6" and following is a sample. short a = -7136; float f = (float)a/64.0; // f is "-115.500" int i1 = f; // i1 is "-111" int i2 = a>>6; // i2 is "-112" I presume you mean 'f is "-111.5"...
by jsgf
Sat Feb 04, 2006 7:22 pm
Forum: PSP Development
Topic: Is it possible to use VFPU to optimize AVC IDCT job?
Replies: 17
Views: 11878

Is there a VFPU instruction for ">>1" ? No, but /2 should be exactly equivalent. 1/2 is one of the special constants you can substitute with a prefix, so you don't need to do anything special. Now I am using "vscl.q" to scale "0.5". If I want to ">>6", I can ...
by jsgf
Sat Feb 04, 2006 7:10 pm
Forum: PSP Development
Topic: Is this practical
Replies: 7
Views: 2281

Javascript to lua translation? Why not just port one of the free Javascript interpreters?
by jsgf
Fri Feb 03, 2006 9:11 pm
Forum: PSP Development
Topic: Is it possible to use VFPU to optimize AVC IDCT job?
Replies: 17
Views: 11878

One interesting extra feature is that vf2i and i2f have a scaling factor as their 3rd parameter, which is expressed as a power of 2 - in other words, its a shift. I think the appropriate sequence for getting the floats out as unsigned bytes is: vf2iz.q r000,r000,24 // convert floats to ints, truncat...
by jsgf
Fri Feb 03, 2006 3:43 pm
Forum: PSP Development
Topic: Is it possible to use VFPU to optimize AVC IDCT job?
Replies: 17
Views: 11878

There are vus2i, vi2us, vs2i, vi2s instructions, which I'm presuming convert unsigned and signed shorts to/from int. I don't know how they would work though. The questions are: does i2us/s use the 16 MSB or LSB of the int? does it expect the shorts to be packed in registers (ie, two adjacent in a si...
by jsgf
Fri Feb 03, 2006 3:36 am
Forum: PSP Development
Topic: Anyone had success with >8bpp indexed textures?
Replies: 13
Views: 7281

Yeah, I'm not sure what they were thinking. You could use it to do channel-by-channel remappings in 3 passes.
by jsgf
Thu Feb 02, 2006 10:23 am
Forum: PSP Development
Topic: PSP GU or GL
Replies: 3
Views: 2116

OpenGL is similar, and GU isn't too far off either. For me, the main advantage of PSPGL is that you can keep (mostly) the same code running on both the PSP and desktop, which allows for much easier debugging. Also, PSPGL does a lot of things for you which you would have to do on your own in GU (like...
by jsgf
Thu Feb 02, 2006 8:59 am
Forum: PSP Development
Topic: textures & normals
Replies: 7
Views: 2671

You're not calling

Code: Select all

sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGB);
? Without that, the vertex colours computed by lighting will have no effect on the texture. Also, you probably don't need per-vertex colours, since you're using lighting.
by jsgf
Thu Feb 02, 2006 8:51 am
Forum: PSP Development
Topic: Anyone had success with >8bpp indexed textures?
Replies: 13
Views: 7281

ayatollah wrote:Well in the official Docs of Library 1.5 it says:
Hey! Don't ever do that! It's an absolute no-no to post any official docs here.
by jsgf
Thu Feb 02, 2006 3:43 am
Forum: PSP Development
Topic: Anyone had success with >8bpp indexed textures?
Replies: 13
Views: 7281

I'm generating a 64k entry table with RGBA8888 colours in each entry, and then using a 16bit-per-pixel texture with the mode set to GU_PSM_T16.
by jsgf
Wed Feb 01, 2006 5:36 pm
Forum: PSP Development
Topic: Are there any good tutorials for PSPGL?
Replies: 4
Views: 2281

So you are actually person behind it, right? Yup. Well, I have already used OpenGL in combination with C++ for my visualisation programs, but I used mostly relatively basic and easy elements of it : display lists, basic lighting, basic shading, basic transparencies. No exquisite texturing, no more ...
by jsgf
Wed Feb 01, 2006 3:27 pm
Forum: PSP Development
Topic: Are there any good tutorials for PSPGL?
Replies: 4
Views: 2281

There isn't much specific to PSPGL. There's the stuff in pspgl/tests directory, and a couple of other demos, and some real program (rRootage, for example). But in general my intention is to make PSPGL familiar to OpenGL programmers (if not actually identical to real OpenGL), so lots of the HeNe and ...
by jsgf
Wed Feb 01, 2006 8:53 am
Forum: PSP Development
Topic: Thread-local storage?
Replies: 5
Views: 2326

Digging even further (i.e. breaking on thread start) seems we loose 320 bytes of stack in user mode threads before we even have a chance to get our grubby mits on it, 256bytes seems to be allocated to $k0 and $fp takes the other 64bytes. In $fp we have the instruction (syscall #0x2070) which is als...
by jsgf
Wed Feb 01, 2006 8:46 am
Forum: PSP Development
Topic: Thread-local storage?
Replies: 5
Views: 2326

Hm, if Sony were using toolchain-supported TLS, wouldn't there be evidence of it in their binutils/gcc patches?
by jsgf
Wed Feb 01, 2006 8:43 am
Forum: PSP Development
Topic: Thread-local storage?
Replies: 5
Views: 2326

Great! Reserving a register to point to the TLS storage is pretty common; on x86 its %gs, but everything else with enough registers reserves a normal integer register for that purpose. Since the MIPS API defines k0 and k1 as being for kernel use (ie, volatile in user-mode; typically they're used for...
by jsgf
Wed Feb 01, 2006 8:07 am
Forum: PSP Development
Topic: dynamicly sized arrays
Replies: 4
Views: 1759

char test[size]; should work. "size" needs to be pretty small, because it gets allocated on the stack, and implicitly freed when the function returns (ie, its like any other local). If you want to allocate it on the heap, use char *test = malloc(size); /* C...
by jsgf
Wed Feb 01, 2006 8:02 am
Forum: PSP Development
Topic: Anyone had success with >8bpp indexed textures?
Replies: 13
Views: 7281

Well, apart from the fact that I don't get the point, why anyone would use a 16 or even 32bit indexed palette as it's only memory waste and nothing else... I've been working on two uses: Using the depth buffer as a texture, and using the CLUT to tint the depth buffer in interesting ways. chp has a ...
by jsgf
Wed Feb 01, 2006 4:55 am
Forum: PSP Development
Topic: Anyone had success with >8bpp indexed textures?
Replies: 13
Views: 7281

a) make sure myclut was aligned on 16 byte on allocation Yup, got that. b) you're trying to submit (65536/8) * 8 = 65536 entries. Yet a CLUT4 has only 16 and a CLUT8 only 256 entries. So the only two possible parameters for num_blocks would be 2 or 32. No, you missed my point. The hardware appears ...
by jsgf
Tue Jan 31, 2006 6:38 pm
Forum: PSP Development
Topic: Anyone had success with >8bpp indexed textures?
Replies: 13
Views: 7281

Anyone had success with >8bpp indexed textures?

I've played with them a bit, but I can't get them to come out right. Is there something stupid I'm overlooking? I'm assuming the index is little-endian, and the CLUT is just linear in memory, and then doing the equivalent of sceGuClutMode(GU_PSM_8888, 0, 0xff, 0); sceGuClutLoad&#...
by jsgf
Sat Jan 28, 2006 8:58 am
Forum: PSP Development
Topic: Is it possible to use VFPU to optimize AVC IDCT job?
Replies: 17
Views: 11878

OK, so that makes it more or less trivial. Here's a first cut: int idct(int *block, int block_stride) { asm volatile( /* Load the input matrix. Assumes row-major order in memory, and each row is 16-byte aligned. Use ulv.q for unaligned loads. */ "lv.q R100, %0\n...