How do you draw to screen from kernel?

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coolkehon
Posts: 355
Joined: Mon Oct 20, 2008 5:44 am

How do you draw to screen from kernel?

Post by coolkehon »

i noticed that irshell does it from kernel and then its plugins init the gu and draw from kernel also how does this work and is it possible to send the gu list that is aligned 16 to a prx and have the prx init from that list so that the prx can draw to the gu also
m0skit0
Posts: 191
Joined: Tue Jun 02, 2009 8:58 pm

Post by m0skit0 »

pspDebugScreenKPrintf() maybe?
The Incredible Bill Gates wrote:The obvious mathematical breakthrough would be development of an easy way to factor large prime numbers.
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Torch
Posts: 825
Joined: Wed May 28, 2008 2:50 am

Post by Torch »

There is no existing example of pure kernel GU drawing. The display list must be allocated in user memory to call the GU functions and that is unacceptable. It WILL cause problems in games. There are people who still ignorantly do it in some plugins, please don't. Here's a sample: http://foosa.do.am/MDL_SAMPLE_KERNEL.rar

If you don't need speed then you can take the easy way out and blit pixels to the framebuffer. Here's some code to blit an image to screen: http://forums.ps2dev.org/viewtopic.php?t=11289
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