Search found 24 matches

by cnlohr
Tue Jun 23, 2009 12:44 am
Forum: PS3 Linux Development
Topic: Pre-2.0 FW PS3 for Exchange (or sale)
Replies: 0
Views: 6560

Pre-2.0 FW PS3 for Exchange (or sale)

I know it seems strange to post a thing like this here, but I just don't have the time to do any more RSX stuff and I figured anyone who wanted would need a pre-2.10 (let alone 2.0) FW ps3. I even have an old copy of Gentoo + the RSX demo on my youtube installed. I am interested in either exchanging...
by cnlohr
Sat Dec 01, 2007 5:48 am
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Not even close. This has nothing to do with OpenGL support on the PS3, it's straight up you talking to the GPU without any pre-existing standardized library in the way. But even that's not done.
by cnlohr
Mon Nov 26, 2007 3:55 pm
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

I minimized the changes I made, but I did make it so if you're in any of the full screen resolutions, it appears to automatically pick it make it work at it. Well, I don't have a HDTV now to test with, but it did detect my 480i TV and set the resolution accordingly. I don't want to commit too much u...
by cnlohr
Sun Nov 25, 2007 11:57 am
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

1) I am mostly concerned about needless traffic over bus. If we do it that way, we would have to transfer every single triangle drawn every frame over the bus. I wanted to test the performance difference when drawing 1,000 instances of a 100 or so triangle object per frame but read (7) for the probl...
by cnlohr
Sat Nov 24, 2007 5:27 pm
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

1. Are we going to make use of the perspective and/or modelview matricies? If so then there is little need to do vertex processing on the SPU and can leave it straight up to the PPU. Granted it's exactly the sort of thing the SPUs are good at, I'd put money on the RSX being better. 2. Can I have per...
by cnlohr
Sat Nov 24, 2007 9:41 am
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Repo access?

Hey, this is heading into an area that I can actually help. I've written a large variety of loaders and such for the Mercury Game Engine. For example, the thing I did for the video was .ppm loading, I can throw in .png (With library), .tga, .bmp, .ppm (without library) fairly easily. Additionally, I...
by cnlohr
Thu Nov 22, 2007 3:39 am
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Done -- sorry I couldn't get much of anything done before the realization that it would take me quite some time.

I guess once you guys lay the foundation, I wouldn't mind helping out.
by cnlohr
Thu Nov 22, 2007 3:06 am
Forum: PS3 Development
Topic: FP/VP assembler project
Replies: 22
Views: 14580

FP/VP assembler project

Ok, it looks like the next imperative step is to write the assembler for the shading programs. Since I'm new at this, it's a critical step, I've become much more busy, and it would take me much longer than the other devs, I'll recind my request to do this project. So far it appears there are two rea...
by cnlohr
Wed Nov 21, 2007 7:54 am
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

So, don't code using mesa but do code for GLSL ARB ASM?
by cnlohr
Tue Nov 20, 2007 1:28 pm
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Assembly Shader Assembler Status

Ok, it looks like my plan of attack is to use most of the header information from the nouveau mesa driver, parse the files myself (since before, mesa did that), and pop out a linked-list of sorts of torn apart shader. In doing so, it will get all of the opcodes collected in that list. Each element c...
by cnlohr
Sun Nov 18, 2007 4:49 am
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Aah, http://gitweb.freedesktop.org/?p=mesa/mesa.git;a=tree;f=src/mesa/drivers/dri/nouveau I haven't looked into it too deeply but I am really confused already. I guess it will just take time. As far as I can tell though (which isn't very far), it looks pretty much fully featured for a shader assembl...
by cnlohr
Sat Nov 17, 2007 5:06 pm
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

How can I help?

Most of my experience is in higher level programming, IE game engines, games, tools, etc. What has interested me most right now is trying to come up with some assembler for the NV Fragment/vertex stuff. Or writing a higher level C++ engine that on its back-end directly performs the RING_ calls. Sinc...
by cnlohr
Fri Nov 16, 2007 5:43 am
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Wouldn't it be necessary to allocate small chunks for each thing (depth, texture, framebuffer) and then setting the offsets (NV40TCL_ZETA_OFFSET, NV40TCL_COLOR0_OFFSET, NV40TCL_TEX_OFFSET, etc.). I am certainly not doing that yet. Should I try to run another test with the last two values being diffe...
by cnlohr
Fri Nov 16, 2007 5:06 am
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Test results

Ok, I ran a bunch of tests with various sizes. I ran all tests at least twice, some four times. I was running it with all the triangles (Animated immediate mode and index buffer'd ones, all textured, no vsync or double buffering over 1000 frames) NO MALLOC TEST:Total Time: 2070861 us...
by cnlohr
Fri Nov 16, 2007 3:25 am
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 923195

Youtube'd video

For anyone who has been following this thread, but doesn't want to do this on their own PS3 yet, I took a video of IronPeter's demo (plus animation/vsyncing/double-buffering) in action.

http://youtube.com/watch?v=vuRLsB2q7QY
by cnlohr
Thu Nov 15, 2007 7:30 pm
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Understood. I am not used to systems that don't automatically relinquish allocations and rights upon exit, it's going to take some getting used to on my part.
by cnlohr
Thu Nov 15, 2007 7:22 pm
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Ok. I think I get it. I will test it in about 12 hours. I didn't really understand what you were asking for earlier. So, if I get this right: Never change the way the allocate( 0,0,0,0,0...) call in the kernel works. Just modify the un-vsynced, un-flipped animated program that just executes a few th...
by cnlohr
Thu Nov 15, 2007 1:59 pm
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

modifying lv1_gpu_memory_allocate

Ok, I tried modifying the value going into the function in ps3fb.c:1370. I couldn't seem to make it run without crashing. And, I must be going about this the wrong way, each modify->compile->reboot cycle takes in upwards of 15 minutes for me. Also -- When I tried making it a module, I couldn't seem ...
by cnlohr
Thu Nov 15, 2007 7:18 am
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Wow, that was easy. Thanks for the suggestion to use IOCTL to use context_attribute, I can now look at arbitrary locations easily. I can't seem to change the COLOR0 offset. It seems like no matter where I put the following code, the actual location of where the output is drawn remains the same. Is t...
by cnlohr
Thu Nov 15, 2007 4:09 am
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

I still can't seem to figure out how to get the GPU context and call the lv1 gpu command from userspace as root (ie from the simple_triangle demo). If anyone has a demo for calling those functions from outside the kernel space, any help would be appreciated. *Edit* I'm sure people other than iron pe...
by cnlohr
Wed Nov 14, 2007 4:50 pm
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Oh man, I apologize. My problem was that I wasn't updating wptr and ptr before performing the jump. Even with executing all of the unnecessary setup code every frame, I'm getting 200+ FPS. I have a wonderful animated spinning bunch of triangles. I was able to use the built-in Vsyincing stuff to lock...
by cnlohr
Wed Nov 14, 2007 5:09 am
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Hmm -- whenever I perform the following code: ctrl[0x10] &= (~(gpu->fifo.len-1)); ctrl[0x10] |= 0x1448; //I've tried 0 here too. OUT_RING(0x20000000 | ctrl[0x10] ); after (or before) the fifo_push() a...
by cnlohr
Tue Nov 13, 2007 7:15 pm
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Thank you for your prompt response. I will continue to follow your project closely, as well as experimenting and continuing learning about this on my own time.

And, I know you've heard it a lot but:

Thank you for your excellent work, making 3D possible for all of us!
by cnlohr
Tue Nov 13, 2007 6:29 pm
Forum: PS3 Development
Topic: Higher Level GPU Questions
Replies: 47
Views: 30660

Higher Level GPU Questions

Since the other thread has been very eventful with important news, and it appears thousands of people are visiting it for news, I decided to post here for a general discussion for some of the noobs like myself who have been following the thread. I had three questions, but if possible I would like th...