Search found 6 matches

by Loothor
Fri Nov 04, 2005 10:38 pm
Forum: PSP Development
Topic: Linear data copy to VRAM
Replies: 4
Views: 2186

The sceDmacMemcpy() stub worked perfectly. Thanks so much for pointing out that thread. I didn't have any problems with alignment as discussed in that thread, but all of the data I am transferring is aligned on 16-byte boundaries.
by Loothor
Thu Nov 03, 2005 12:14 am
Forum: PSP Development
Topic: Linear data copy to VRAM
Replies: 4
Views: 2186

Linear data copy to VRAM

I have some data I'd like to store in VRAM, and of course I'd like to transfer it as quickly as possible. As far as I know, this entails using sceGuCopyImage(). However, sceGuCopyImage seems tailored to placing images in VRAM with a rectangular layout, and I'd really like to just copy various sizes ...
by Loothor
Mon Oct 31, 2005 4:54 am
Forum: PSP Development
Topic: DXT textures?
Replies: 18
Views: 5450

Converting DXT textures

Texture formats 9 and 10 are indeed DXT3 and DXT5. There is another thread that has a pretty good discussion of this titled "DXTn texture format" ( http://forums.ps2dev.org/viewtopic.php?t=3034&start=0&postdays=0&postorder=asc&highlight= ) We have successfully converted and...
by Loothor
Mon Oct 31, 2005 4:00 am
Forum: PSP Development
Topic: How to swizzle textures?
Replies: 11
Views: 7534

swizzle DXT textures

We've been testing our app with both palletized and DXT textures. Swizzling the palettized textures is certainly a large speed improvement (thanks for the excellent swizzling code, chp). We also tried running it with DXT textures both with and without the swizzling set... we seem to get a large spee...
by Loothor
Thu Sep 29, 2005 9:15 pm
Forum: PSP Development
Topic: Putting textures in VRAM
Replies: 14
Views: 6342

Putting palettized textures in VRAM

Does anyone have any idea how this works with a palettized texture? Specifically, I mean how to copy both the texture and the palette to VRAM using sceGuCopyImage? Right now, I'm copying the texture to VRAM before usage, but keeping the palette (CLUT) in main RAM because I don't know how to put it i...
by Loothor
Wed Sep 07, 2005 3:35 am
Forum: PSP Development
Topic: PSP texture cache usage
Replies: 1
Views: 1085

PSP texture cache usage

So I've got an app running using DXT1, 3, and 5 textures and a VRAM-management scheme that makes sure all textures are copied to VRAM before usage. Currently, I have few enough textures that they all fit in VRAM at the same time, so everything is copied on the first render and then just stays reside...