Search found 306 matches

by chp
Thu Nov 29, 2007 9:10 pm
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39051

Well, the big problem is that intraFont cannot detect when a glyph that is about to be overwritten has already been rendered by the GU, so you'd have to insert a preventive GU sync at that place, even though it might not be needed most of the time but still dragging execution speed of the applicati...
by chp
Wed Nov 28, 2007 10:41 pm
Forum: PSP Development
Topic: genuine PSP font with intraFont & PGF binary format
Replies: 51
Views: 39051

But I'm missing some important info here: does sceGuTexImage actually copy the texture in a "save" place (GU texture cache) or just merely remember the adress of the texture? (in which case my caching-scheme is obviously flawed) sceGuTexImage() just takes the pointer you give it and uses ...
by chp
Fri Nov 09, 2007 5:42 am
Forum: PSP Development
Topic: What graphics operations work on system memory?
Replies: 4
Views: 4808

sceGuTexSync() synchronizes the sceGuCopyImage() since it runs in parallel with any GE operation that you do. You call it before you use the copied data on the GE, so that you could wait for a memory buffer in GE memory to become available for re-use (if you blit from one and draw into another).
by chp
Mon Oct 29, 2007 7:18 am
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 909504

Very nice! Excellent work, guys!
by chp
Wed Sep 26, 2007 6:26 pm
Forum: PS2 Development
Topic: I'm considering developing on PS2, but need more infos
Replies: 10
Views: 7490

Re: I'm considering developing on PS2, but need more infos

Lukasz wrote:No and you wont be the first to develop on a pink pstwo, both chip and emoon do it.
You're asking for it. :P
by chp
Sun Sep 23, 2007 3:21 am
Forum: PSP Development
Topic: using gummatrices instead of own matrices (no rendering)
Replies: 10
Views: 5020

Are you loading anything into the projection matrix? Without initializing that one, I think anything can happen.
by chp
Sat Sep 22, 2007 11:16 pm
Forum: PSP Development
Topic: using gummatrices instead of own matrices (no rendering)
Replies: 10
Views: 5020

Nope, but you have the linkorder for pspgum and pspgu wrong. Look at the samples for the correct order.
by chp
Sat Sep 22, 2007 10:25 pm
Forum: PSP Development
Topic: using gummatrices instead of own matrices (no rendering)
Replies: 10
Views: 5020

If you use sceGum*()-functions for matrices, you must also switch to sceGumDraw*() instead of sceGuDraw*(), or call sceGumUpdateMatrix() before you call sceGuDraw*(), otherwise the library won't know when to flush the matrices to the hardware.
by chp
Fri Sep 14, 2007 5:44 pm
Forum: PSP Development
Topic: sceGuTexImage 4th parameter?
Replies: 2
Views: 2166

Parameter 2 is the texture width Parameter 4 is the texture buffer width. There's a big difference between the two... The second parameter is required to be a power of 2, and describes how to address inside the texture. Parameter 4 describes how the texture is layed out in memory, and is required to...
by chp
Fri Sep 14, 2007 5:35 am
Forum: PSP Development
Topic: gl texture troubles
Replies: 7
Views: 4166

Good to see that you fixed it! And I don't get pissed off as long as it's proper development stuff which this was, so no worries there. :)
by chp
Fri Sep 14, 2007 2:49 am
Forum: PSP Development
Topic: gl texture troubles
Replies: 7
Views: 4166

swizzle_fast() should be ok, considering that I wrote that code back in the day.. :) But you don't need to swizzle textures if you don't want to, but performance will suffer if you don't (and preferably you should use sceGuCopyImage() to copy the texture to VRAM before you use it, but that's only if...
by chp
Thu Sep 13, 2007 11:55 pm
Forum: PSP Development
Topic: gl texture troubles
Replies: 7
Views: 4166

Do you flush the cpu caches after swizzling the textures? Otherwise the last texture might still be in the data cache since GU operates on uncached memory when it's writing to the display list.
by chp
Sat Sep 08, 2007 7:04 pm
Forum: PSP Development
Topic: sceGuGetMemory and data cache flushing
Replies: 1
Views: 1495

No, memory grabbed with sceGuGetMemory() is already uncached.
by chp
Thu Sep 06, 2007 10:47 pm
Forum: PSP Development
Topic: [FIXED, rev 2310] sceGumScale problem -- **BUG in pspdsk**
Replies: 6
Views: 2974

You should always use the SDK from subversion, the old releases are really ancient. and I hadn't submitted the fix, must have missed that when this issue was brought up the last time.
by chp
Thu Sep 06, 2007 7:22 pm
Forum: PSP Development
Topic: [FIXED, rev 2310] sceGumScale problem -- **BUG in pspdsk**
Replies: 6
Views: 2974

Hm, thought I submitted a fix for this a long time ago... Fixed in revision 2310.
by chp
Thu Aug 30, 2007 6:47 pm
Forum: PSP Development
Topic: GU questions about cachewriteback and other things...
Replies: 3
Views: 2470

If you're just writing to the vertexbuffer every time you should do your memory accesses uncached, which should give you much better performance than flushing the cache. You do this by ORing the pointer with 0x40000000. That makes sure that writes are pushed to memory directly and won't linger in th...
by chp
Sun Aug 19, 2007 8:46 pm
Forum: PS3 Development
Topic: The first working ps3toolchain release!
Replies: 177
Views: 394238

Don't forget to install the -dev packages for the corresponding dependencies since it will need to build code depending on them.
by chp
Wed Aug 15, 2007 1:32 am
Forum: PSP Development
Topic: Bug awareness - finding the address of arguments is a NoNo
Replies: 6
Views: 3571

Also, a printf(char* buf, ...)-style function is a varargs-function, which will store the value before '...' on the stack, because it will need to get the address to 'buf' before it starts processing the format-string. I assume it was a function similar to this that you were using?
by chp
Tue Jul 31, 2007 12:59 am
Forum: PSP Development
Topic: Problem with linking FFMPEG's libraries
Replies: 2
Views: 2174

Either order your libraries properly (gcc ld will only find symbols imported from libs earlier in the linking process, so -la -lb isn't the same as -lb -la), or you can group all your libs like this: gcc -o executable.elf -Wl,--start-group -lone -ltwo -lthree -Wl,--end-group That will tell the linke...
by chp
Mon Jul 30, 2007 6:14 pm
Forum: PS2 Development
Topic: fseek returns offset upon success instead of 0
Replies: 5
Views: 4586

The lowlevel function returns a negative representation of what should be put in the errno variable when it fails (for example -EBADF). If you want to properly shape this up, you should also store that value in errno (converted into a positive value first of course) before returning -1.
by chp
Sat Jul 21, 2007 9:22 pm
Forum: PS2 Development
Topic: Building PS2 Toolchains In MinGW
Replies: 44
Views: 33027

And if you don't want to spend all day just to see wether it works or not, the vista-toolchains I gave to Lukasz (so they are on the tutorial hp) are built with candidate and should give you a quick path to testing this.
by chp
Sat Jul 14, 2007 3:21 am
Forum: PS2 Development
Topic: Building PS2 Toolchains In MinGW
Replies: 44
Views: 33027

The question is why it is not looking up the directories relative to the gcc executable. I have used the cygwin-build without issues with no cygwin-installation (just a few dlls in the correct location), but from what I can see in procmon it does not even try to look at the relative paths... As a te...
by chp
Fri Jul 13, 2007 9:32 am
Forum: PS2 Development
Topic: New crt0.s for ps2sdk
Replies: 1
Views: 2107

New crt0.s for ps2sdk

I started looking at updating some of the ps2sdk and increasing general code quality. I started with updating the newlib-patch from 1.10.0 to 1.15.0 (still testing it, wait a few days) and also updating the custom ps2 code in there... While doing that I noticed that the crt0.s in there really, reall...
by chp
Mon Jul 09, 2007 9:06 pm
Forum: PS2 Development
Topic: Building PS2 Toolchains In MinGW
Replies: 44
Views: 33027

To get it building under Vista (x86, haven't tested x64), you need to do a few things: First, you need to use candidate instead of current for reasons that come later. If you have installed with current, uninstall and install again with candidate, and follow Lukasz's instructions as normal. Then, do...
by chp
Thu May 24, 2007 9:14 pm
Forum: PS2 Development
Topic: How to use DXT1 texture in PS2?
Replies: 3
Views: 2935

Do note that because of the way the PS2 works you need to swizzle the data before compressing it (since you'll be rendering 8-bit into 32-bit but then read the resulting data as 8-bit).
by chp
Thu May 24, 2007 8:59 pm
Forum: PS2 Development
Topic: How to use DXT1 texture in PS2?
Replies: 3
Views: 2935

Decoding DXT is a bit too much for the GS. It can do it, but you will need to derive it yourself (it's a lot of passes since there is no hardware functionality), and in the end the cost of decoding is not worth it. There are alternatives though: * Use 4-bit CLUT whenever you can, then you get the co...
by chp
Wed May 16, 2007 8:42 am
Forum: PSP Development
Topic: whats the psp sdk graphics api like
Replies: 8
Views: 4022

But that pointer is relative to VRAM start, and it's not what he wanted. sceGeEdramGetAddr() will return the address to the video memory. sceDisplaySetFrameBuf() will set where the LCD should fetch its data from. Look up their functionality in the SDK.
by chp
Mon May 14, 2007 11:43 pm
Forum: PSP Development
Topic: whats the psp sdk graphics api like
Replies: 8
Views: 4022

First, you do no initialization of the GU system at all, so calling sceGuSwapBuffers() will have undefined behaviour. Look at the PSPSDK samples how to start the GU library. If you don't want to use that library, use the proper methods in pspdisplay to flip buffers instead. Second, you do no yieldin...
by chp
Fri May 11, 2007 7:30 am
Forum: PS2 Development
Topic: Calling vsprintf() from IOP
Replies: 1
Views: 3469

I know that sprintf() failed as well when I attempted to use it 2 years ago, I would guess that it's broken in the rom. Including your own version would be the easy way out, debugging the broken function is the hard way.
by chp
Sun May 06, 2007 8:04 pm
Forum: PSP Development
Topic: Texture padding is showing and alpha images get blurry
Replies: 1
Views: 3076

1) Since non-pow2 textures is done by abusing the system a little bit (by setting them up as a bigger texture than they really are), you cannot use wrapping with these textures, you would have to split them at UV borders to safely wrap them around. 2) Are you sure you're not offsetting incorrectly i...