DreamGL in psp?

Discuss the development of new homebrew software, tools and libraries.

Moderators: cheriff, TyRaNiD

Locked
User avatar
Thanhda
Posts: 331
Joined: Sat Apr 09, 2005 2:08 am
Location: Canada
Contact:

DreamGL in psp?

Post by Thanhda »

has anyone manage to get dreamgl working on the psp.
There are 10 types of people in the world: Those who understand binary, and those who don't...
Oobles
Site Admin
Posts: 347
Joined: Sat Jan 17, 2004 9:49 am
Location: Melbourne, Australia
Contact:

Post by Oobles »

dreamgl was written for the ps2. It will require some major changes to make it work with the psp.

You will also find that most code in the ps2cvs will not be able to run on the psp without major modifications. I will be setting up a pspcvs here and make it available for people to host projects.

Oobles.
rinco
Posts: 255
Joined: Fri Jan 21, 2005 2:12 pm
Location: Canberra, Australia

Post by rinco »

Most of the ps2 specifics of Dreamgl is in ps2_dgl.c.

Replacing those specifics wouldn't be too difficult.

With what is currently known about the PSP... it would make more sense
to port Mesa.
User avatar
Thanhda
Posts: 331
Joined: Sat Apr 09, 2005 2:08 am
Location: Canada
Contact:

Post by Thanhda »

rinco wrote:Most of the ps2 specifics of Dreamgl is in ps2_dgl.c.

Replacing those specifics wouldn't be too difficult.

With what is currently known about the PSP... it would make more sense
to port Mesa.
really, well how long you think down the road do you think this will happen. and what is really needed to port ogl or messa to the psp. the blue book? rewritting a lib file for the psp? or reverse engineering.
There are 10 types of people in the world: Those who understand binary, and those who don't...
Warren
Posts: 175
Joined: Sat Jan 24, 2004 8:26 am
Location: San Diego, CA

Post by Warren »

Most of the builtin PSP graphics APIs are very similar to openGL. Wait until they are fully reversed and use them, no need to port some heavyweight library or port dreamGL.
Guest

Post by Guest »

Since there is direct access to the frame buffer, should be easy to do all OpenGL rendering in software with minimal porting effort. I think that is what Rinco meant by "what is currently known".

Now, you bring up "down the road" which is an entirely different matter, since issues such as how to know and make use of any hardware acceleration becomes more visible, if even possible.
User avatar
Thanhda
Posts: 331
Joined: Sat Apr 09, 2005 2:08 am
Location: Canada
Contact:

Post by Thanhda »

gorim wrote:Since there is direct access to the frame buffer, should be easy to do all OpenGL rendering in software with minimal porting effort. I think that is what Rinco meant by "what is currently known".

Now, you bring up "down the road" which is an entirely different matter, since issues such as how to know and make use of any hardware acceleration becomes more visible, if even possible.
what do you mean by that. you been hard coding functions that will perform an opengl call? or hard coding your own functions that will do such a thing.
There are 10 types of people in the world: Those who understand binary, and those who don't...
Guest

Post by Guest »

Neither, nor do I think you understand the matter at all.

Mesa renders OpenGL via software calls, not using hardware. As such, it should be trivial to port to the PSP, since it should only need to know where a framebuffer is. Again, this I think is the basis of Rinco's suggestion.

Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon...
User avatar
Drakonite
Site Admin
Posts: 990
Joined: Sat Jan 17, 2004 1:30 am
Contact:

Post by Drakonite »

gorim wrote:Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon...
You might, except it makes a lot more sense to reverse engineer the opengl like functions provided by the kernel on the PSP instead of putting the work into rewritting an opengl implementation that is just going to be one more layer on top of a reportidly already opengl like interface.
Shoot Pixels Not People!
Makeshift Development
Guest

Post by Guest »

Drakonite wrote:
gorim wrote:Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon...
You might, except it makes a lot more sense to reverse engineer the opengl like functions provided by the kernel on the PSP instead of putting the work into rewritting an opengl implementation that is just going to be one more layer on top of a reportidly already opengl like interface.
In the long run yes, and I said as much.

However, if you want OpenGL today, right now damnit I can't wait! then what do you think you are going to do ? :) Which was the other point I was making.
th0mas
Posts: 43
Joined: Sun Apr 24, 2005 1:59 am
Location: Canada
Contact:

Post by th0mas »

software mesa is going to be slow. I ported it to the xbox using openxdk, and it is unuseably slow on that, so the psp on a similiarly unaccelerated framebuffer is going to be slow as well.

edit: I mean really, really slow :).
mrbrown
Site Admin
Posts: 1537
Joined: Sat Jan 17, 2004 11:24 am

Post by mrbrown »

Drakonite wrote:
gorim wrote:Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon...
You might, except it makes a lot more sense to reverse engineer the opengl like functions provided by the kernel on the PSP instead of putting the work into rewritting an opengl implementation that is just going to be one more layer on top of a reportidly already opengl like interface.
There are no OpenGL-like functions provided by the kernel.
User avatar
Thanhda
Posts: 331
Joined: Sat Apr 09, 2005 2:08 am
Location: Canada
Contact:

Post by Thanhda »

what is needed to know to do reverse engineering, ASM? any tutorials? also for re writting it, i would have to compile my own lib file correct? i was told to look at the blue book for the reference manual. i was wondering is there such opengl.c file available. where the methods have already been written, making it easier to make it work on the psp.
There are 10 types of people in the world: Those who understand binary, and those who don't...
ooPo
Site Admin
Posts: 2023
Joined: Sat Jan 17, 2004 9:56 am
Location: Canada
Contact:

Post by ooPo »

You never fail to amaze and amuse, sir.
Guest

Post by Guest »

Locked. Your question was anwered completely. If you want opengl at all right now, look at mesa. Don't ask anyone any other questions until yhou have downloaded and ported it to PSP.
Locked