Search found 21 matches

by tweakoz
Thu Feb 01, 2007 9:12 am
Forum: PS3 Linux Development
Topic: Programming PS3 Linux frame buffer
Replies: 22
Views: 16637

also make sure to:

upgrade to the latest libspe2 (think its 2.01 or 2.02) the code wont work with 2.0

i think they are here:

http://www.bsc.es/plantillaH.php?cat_id=254
by tweakoz
Thu Feb 01, 2007 9:08 am
Forum: PS3 Linux Development
Topic: Programming PS3 Linux frame buffer
Replies: 22
Views: 16637

not sure if it will make a difference
but i also always run the program from a remote ssh session on my pc

mtm
by tweakoz
Thu Feb 01, 2007 9:06 am
Forum: PS3 Linux Development
Topic: Programming PS3 Linux frame buffer
Replies: 22
Views: 16637

I'm in 720p (-v 3), but fullscreen gives serious clipping on my monitor. sorry, im pretty sure the code assumes -f (there is a switch case on screen width==1920,1280,or720) I'll dig in and see what I can do. Is it supposed to actually display a picture briefly? yes it should display a fullscreen &q...
by tweakoz
Thu Feb 01, 2007 7:21 am
Forum: PS3 Linux Development
Topic: Programming PS3 Linux frame buffer
Replies: 22
Views: 16637

running the spu blitter demo

I was able to compile tweakoz's latest code, but when I ran fbtest_ppu, it was like my screen was in the wrong mode, all horizontally and stuff. hmm i always run ps3videomode -v X -f (fullscreen) and my modes are always -v 1 , -v 3 or -v 4 (on a hdmi tv) i also for some reason always have to run as...
by tweakoz
Tue Jan 23, 2007 9:22 pm
Forum: PS3 Linux Development
Topic: Framebuffer hello world and performance measurement
Replies: 23
Views: 33396

its getting harder and harder

its getting harder and harder to squeeze more performance out of the 64x64 texture additive blending test. spu-gcc compiler seems to be choking with too much inlining. (after a point with unrolling/inlining the demo still compiles but stops working) current performance: 1080i: fps: 337 [2665 MB/Sec]...
by tweakoz
Mon Jan 22, 2007 7:30 pm
Forum: PS3 Linux Development
Topic: Framebuffer hello world and performance measurement
Replies: 23
Views: 33396

new spu blit test build up

(getting closer to real world workloads) new build has following features: 1. basic destination additive blending (read modify write cycle) 2. basic texture mapping with 2D rotated UV space performance numbers (4 spu's, single 64x64 texture) 1080i: 208fps (1645MB/sec read, 1645MB/sec write) 720i: 43...
by tweakoz
Mon Jan 22, 2007 7:21 pm
Forum: PS3 Linux Development
Topic: Framebuffer hello world and performance measurement
Replies: 23
Views: 33396

Windowed mode has to go through an extra layer of system functions to provide clipping to the window's layer... hmm - the SPU's DMA controller has no notion of this, it is just DMA'ing from the local store to the framebuffer with no clipping, although maybe you are speaking of the DMA "from&qu...
by tweakoz
Wed Jan 10, 2007 10:42 pm
Forum: PS3 Linux Development
Topic: Framebuffer hello world and performance measurement
Replies: 23
Views: 33396

i noticed it goes up to these numbers when i use -f on ps3videomode (fullscreen) 1080i: fps: 801 [6336 MB/Sec] 720p: fps: 1577 [5544 MB/Sec] 480i: fps: 2759 [3637 MB/Sec] not only is the bandwidth going up, but the fps is going up too... the non-fullscreen mode is reducing performance for some reaso...
by tweakoz
Wed Jan 10, 2007 10:35 pm
Forum: PS3 Linux Development
Topic: Framebuffer hello world and performance measurement
Replies: 23
Views: 33396

new spu blittest tar file up

now im getting:the following performance 1080i : >700fps (4.5GB/sec) 720p: >1350 fps (3.7GB/sec) 480i: > 2700 fps (2.3 GB/sec) this is with 4 spu's and pure blitting (spu localmem -> framebuffer) (no per pixel computation) again the tar is at http://www.tweakoz.com/portfolio/spurast1.tar
by tweakoz
Tue Jan 09, 2007 7:45 pm
Forum: PS3 Linux Development
Topic: Framebuffer hello world and performance measurement
Replies: 23
Views: 33396

for fun

just for fun i put up a parallel juliaset -> framebuffer blitter...

http://www.tweakoz.com/portfolio/spurast_julia.tar

mtm
by tweakoz
Tue Jan 09, 2007 7:01 pm
Forum: PS3 Linux Development
Topic: Framebuffer hello world and performance measurement
Replies: 23
Views: 33396

sorry, 1 error in numbers

sorry - need to correct a misquote:

im not actually blitting 720x480, im blitting 512x384 (integer multiples of the tile size (128))

dma blit transfer rate still > 800MB/sec

mtm
by tweakoz
Tue Jan 09, 2007 6:54 pm
Forum: PS3 Linux Development
Topic: Framebuffer hello world and performance measurement
Replies: 23
Views: 33396

spu initiated DMA working

problem was 64bit addresses vs 32bit addresses . i was calling a 64bit address mfc function, im now calling the 32 bit version. peak blit transfer rate reached so far is > 800MB /sec at tilesize=128 and nspus = 6 (~ same result for 4 spus) max fps of just blitting so far at 720x480i is > 1000fps im ...
by tweakoz
Mon Jan 08, 2007 9:09 pm
Forum: PS3 Linux Development
Topic: Framebuffer hello world and performance measurement
Replies: 23
Views: 33396

1 more thing

upgrade to the latest libspe2 (think its 2.01 or 2.02) the code wont work with 2.0

mtm
by tweakoz
Mon Jan 08, 2007 9:02 pm
Forum: PS3 Linux Development
Topic: Framebuffer hello world and performance measurement
Replies: 23
Views: 33396

almost forgot

those FPS numbers mentioned last post were with 4 SPU's enabled

michael t. mayers
by tweakoz
Mon Jan 08, 2007 8:57 pm
Forum: PS3 Linux Development
Topic: Framebuffer hello world and performance measurement
Replies: 23
Views: 33396

next baby step (spe offloaded computation of screen)

got a next baby step working!!! I have spe oflloaded computation of the screen (configurable from 1 to 6 spe's) i have basic Blit / DMA working, unfortunately it requires the PPE to initiate the DMA per screen line per tile ( i just get a hang when attempting to have the SPE initiate the DMA) with t...
by tweakoz
Thu Oct 21, 2004 4:11 am
Forum: PS2 Development
Topic: anyone mind taking over the ps2dev portion of my engine over
Replies: 9
Views: 4130

When you say "it has to move from sce to ps2dev's libs", does it mean "grunt, easy work" ? Because then, that shouldn't be too difficult to handle :P yes for the most part. Now the bad news, over the course of this year I switched from using separately bound vertex and pixel sha...
by tweakoz
Thu Oct 21, 2004 3:56 am
Forum: PS2 Development
Topic: anyone mind taking over the ps2dev portion of my engine over
Replies: 9
Views: 4130

Also, one of the reasons it is so vague is because I have used it for so many varied things. With the small amount of time that I have to dedicate to this I just began to notice its much more efficient for me to maintain 1 medium sized piece of software vs many small pieces of software, hence the br...
by tweakoz
Thu Oct 21, 2004 2:54 am
Forum: PS2 Development
Topic: anyone mind taking over the ps2dev portion of my engine over
Replies: 9
Views: 4130

Thanks, pixel! Now I'm even more confused. thats ok, I am too. ;> I know its vague. the closest analogy i can think of would be SDL, but im not sure if that has introspection built in, and im sure SDL does somethings orkid doesnt do yet. what it really is is the tool library I have been using off a...
by tweakoz
Wed Oct 20, 2004 9:49 pm
Forum: PS2 Development
Topic: anyone mind taking over the ps2dev portion of my engine over
Replies: 9
Views: 4130

anyone mind taking over the ps2dev portion of my engine over

just wondering if anyone minds taking over the ps2dev portion of my engine over ? Im focusing on the core and other platforms, so I need some help to keep the ps2dev verision working. its at http://www.tweakoz.com/orkid/ I was using a linux RTE devkit with a strange mix of scea libs and ps2dev libs,...
by tweakoz
Tue Feb 17, 2004 10:58 am
Forum: PS2 Development
Topic: global constructors not working in gcc 3.2.2EE
Replies: 1
Views: 3136

global constructors not working in gcc 3.2.2EE

my toolchain is hosted on cygwin. program compiles and links fine, but _init() doesnt seem to do anything top of main and entire linkfile listed below. any help would be appreciated thank, mtm class testclass { public: int testval; testclass() : testval&#...