Search found 204 matches

by holger
Fri Dec 29, 2006 1:09 am
Forum: General Discussion
Topic: Lua Player OpenGL for Windows, PSP 1.0/1.5 and PS3
Replies: 11
Views: 16938

Re: Lua Player OpenGL for Windows, PSP 1.0/1.5 and PS3

I've started to rewrite Lua Player with the SCons build management and based on OpenGL for all graphics output. cool! For the PSP it uses pspgl, which has some limitations (see #ifdefs in common/LuGL.cpp). You could simplify your implementation if you build a OpenGL function pointer table using egl...
by holger
Sat Dec 16, 2006 7:51 am
Forum: PS3 Development
Topic: gpu
Replies: 4
Views: 5939

addendum: ASCII logs for different GPU revisions, some of them including GLSL/shader disassembly, can be found on http://nouveau.sourceforge.net/tests/. At first glance this tool seems to be quite useful...
by holger
Sat Dec 16, 2006 6:40 am
Forum: PS3 Development
Topic: gpu
Replies: 4
Views: 5939

gpu

just 2 notes: This article claims to know that "the RSX GPU is 'NV47 based.' Beyond3D notes that NV47 was a code-name for G70, the GPU better known as the GeForce 7800." http://www.watch.impress.co.jp/game/docs/20060329/3dps309.htm also http://www.techreport.com/onearticle.x/9683 and http:...
by holger
Fri Dec 15, 2006 9:58 am
Forum: PSP Development
Topic: Back to the PSP, sceGU or pspGL?
Replies: 16
Views: 7295

when I ran 'make install' the mkdir command that comes with pspdev for win32 wouldn't work with the -p argument, so I ended up copying all the libraries and headers over manually. is this option really not supported by the cygwin tools? Probably best to fix it there. At least you should need to cre...
by holger
Mon Dec 11, 2006 4:27 am
Forum: PSP Development
Topic: Back to the PSP, sceGU or pspGL?
Replies: 16
Views: 7295

Bytrix wrote:Thanks Holger, finally got it sorted, downloaded 2092 from SVN, created the pspgl_proctable.h file and removed the references to awk from the Makefile and it all compiles properly now.
yes, please use the SVN source whenever possible.
by holger
Sat Dec 09, 2006 11:31 pm
Forum: PSP Development
Topic: Back to the PSP, sceGU or pspGL?
Replies: 16
Views: 7295

Thanks, I hadn't really looked into the make file. I had already edited alot of files which relied on the SDK files being in /usr/local (and ofcourse they were in d:\pspdev, but that was easy to fix, then I got the awk error and tried sticking the executable in the bin directory but it moaned about...
by holger
Fri Dec 08, 2006 5:13 am
Forum: PSP Development
Topic: Back to the PSP, sceGU or pspGL?
Replies: 16
Views: 7295

correction: The current Make system generates the function pointer table for eglGetProcAddress() on-the-fly. If you don't have the unix-tools installed, just copy this into a file called "pspgl_proctable.h": /* start of file */ { "glBindBufferARB", (void &#40...
by holger
Fri Dec 08, 2006 5:02 am
Forum: PSP Development
Topic: Back to the PSP, sceGU or pspGL?
Replies: 16
Views: 7295

I spent half an hour lastnight trying to get pspGL to compile using the pspdev downloadable environment for windows but it wouldn't let me because of AWK. So I might try using sceGU anyway. You don't need AWK to build PSPGL. These lines are put into the Makefile by Jeremy to avoid PSPGL library pro...
by holger
Thu Dec 07, 2006 3:35 am
Forum: PSP Development
Topic: Back to the PSP, sceGU or pspGL?
Replies: 16
Views: 7295

Re: Back to the PSP, sceGU or pspGL?

I've been looking over the latest version of the SDK, I think I know how to do most things, I'm just not sure what to use for the 3D, I haven't used OpenGL style 3D in about 4 years (Direct X Junkie now). The OpenGL1.1 API has not changed over the last 4 years, so you should be familiar with it. li...
by holger
Sun Jun 04, 2006 9:08 pm
Forum: PSP Development
Topic: PSP 3D Programming
Replies: 11
Views: 5072

it would be nice if someone with access to the original SDK could report whether PSPGL is working (or what problems arise).

Holger
by holger
Tue Nov 15, 2005 6:08 am
Forum: PSP Development
Topic: pspGL Texture problem
Replies: 10
Views: 3865

maybe you want to try an absolute path, including the memory stick device prefix.
by holger
Mon Oct 24, 2005 6:29 am
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 36001

maybe a note about lvl.q/lvr.q/svl.q/svr.q makes sense, to ease unaligned load/stores. Semantics are similiar to unaligned word load/stores.
by holger
Thu Oct 20, 2005 5:41 am
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 36001

nice explanation! but the wiki seems dead these minutes...
by holger
Sat Oct 15, 2005 1:47 am
Forum: PSP Development
Topic: PSP OpenGL Question
Replies: 4
Views: 3177

see test-glut for an example of glOrtho usage.
by holger
Fri Oct 14, 2005 5:12 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 20991

Should work ok for your usecase, but the macros will fail as soon you change to framebuffer color format - depth size is always 2, color pixel size can be 2 or 4, depending on the format. Maybe you want to consider to port your graphics backend to OpenGL (the API is not far from libgu anyways). Jere...
by holger
Fri Oct 14, 2005 4:19 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 20991

another check: do you set up the CLUT pixel format correctly to BGR565 ?
by holger
Fri Oct 14, 2005 4:07 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 20991

sceGuDepthBuffer((void*) 0x110000, PSP_LINE_SIZE); is probably at the same address as your LUT. So writes to the depth buffer overwrite the CLUT.
by holger
Thu Oct 13, 2005 7:25 pm
Forum: PSP Development
Topic: why to swizzle? and how works reading...
Replies: 2
Views: 1849

that's what is called "swizzling" here is a commonly used technique since 3dfx/voodoo years, there it was called "tiling". You rearrange the texture data to optimize locality, so that you improve GE texture cache usage (not to confuse with the processor's caches). linear texture ...
by holger
Thu Oct 13, 2005 7:21 pm
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 20991

How do I get a block of memory on VRAM? do I just have to point to a certain address? If so what is that address and how much space am I allowed to use within it. It seems i'm only using ~265K for a buffer, so it's pretty small yet, but I wish to experiment with larger resolutions and scaling. Unle...
by holger
Thu Oct 13, 2005 8:31 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 20991

Code: Select all

sceGuClutLoad(8192, (void *)&PspCLUT); 
should read

Code: Select all

sceGuClutLoad(8192, (void *)&PspCLUT[0]); 
or

Code: Select all

sceGuClutLoad(8192, (void *)PspCLUT); 
by holger
Thu Oct 13, 2005 8:19 am
Forum: PSP Development
Topic: Lights. Where's my specular gone?
Replies: 7
Views: 2455

try reg 0x5f, bits [9..8], light type.
by holger
Thu Oct 13, 2005 4:33 am
Forum: PSP Development
Topic: textures, blitting, array in VRAM, and etc...
Replies: 14
Views: 7695

please take a closer look, Jeremy's tree has them incorporated as extensions. More are not too hard to add.
by holger
Thu Oct 13, 2005 4:24 am
Forum: PSP Development
Topic: textures, blitting, array in VRAM, and etc...
Replies: 14
Views: 7695

Re: textures, blitting, array in VRAM, and etc...

Have a look at PSPGL ( http://www.goop.org/psp/gl/ ). LibGU is lower level than GL, and does no texture management for you. i am looking for psp native replacement, or some way to code it pspgl is native... what did you believed the 'psp' stands for? ;) is palette of indexed texure possible to load...
by holger
Thu Oct 13, 2005 3:23 am
Forum: PSP Development
Topic: textures, blitting, array in VRAM, and etc...
Replies: 14
Views: 7695

Use pspgl if you want access the GE using OpenGL semantics. Prefer the SVN version if you provide your data in PSP native format, or Jeremy's tree if you want to let the library handle the texture and vertex format conversion.
by holger
Thu Oct 13, 2005 2:37 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 20991

when you blit using the texture unit you can scale on-the-fly. When enabling linear interpolation, a copy to VRAM (using sceGuCopyImage) before rendering the texture could minimize the required bandwidth (direct access to system RAM for linear interpolated textures means 4 accesses per texel instead...
by holger
Thu Oct 13, 2005 2:32 am
Forum: PSP Development
Topic: Basilisk II PSP Port (Mac Emulator)
Replies: 705
Views: 586661

you could use the "select"-key to switch between mouse/keyboard/joystick mode. I think one of the atari emulators does it like this.
by holger
Thu Oct 13, 2005 2:30 am
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 20991

sdk/samples/gu/blit/blit.c is maybe easier to understand.
by holger
Thu Oct 13, 2005 2:28 am
Forum: PSP Development
Topic: VFPU playground, code generation for gas-unsupported opcodes
Replies: 81
Views: 36001

I fear writing big section of inline asm (right now macro-based, hope gas-support comes soon), or dynamic macro-based code generation, is the only option now.
by holger
Thu Oct 13, 2005 2:26 am
Forum: PSP Development
Topic: PSP cache HOWTO/FAQ
Replies: 10
Views: 4262

by holger
Wed Oct 12, 2005 11:32 pm
Forum: PSP Development
Topic: Fast 565 RGB->BGR Conversion Needed
Replies: 39
Views: 20991

clut[i] = (i & 0x07e0) | ((i & 0xf800) >> 11) | ((i & 0x001f) << 11);

looks right to me. haven't tested it, though. Copy the table to VRAM, if possible, to keep memory bandwidth free for other code. i and clut[i] should be unsigned.