Greetings,
I am using SDL to make a game. I have implemented some code to allow me to load an image into VRAM. When I place the image in VRAM, it comes well after my screen buffers. I noticed that for some reason, one of my images does not seem to copy in the last row of pixels when being transfered from sytem memory to VRAM.
I have tried using a single memcpy to go from SRAM to VRAM, as well as copying the image byte by byte. If I simply copy the size of my image, plus 1 extra row of pixels, I get the whole image.
To blit the image, I use the standard SDL_BlitSurface function. Is there any reson why my image does not seem to copy completly?
Garak
VRAM Usage
You have to flush the data cache (sceKernelDcacheWritebackInvalidateAll) before drawing the image.
Sorry for my bad english
Oldschool library for PSP - PC version released
Oldschool library for PSP - PC version released
Thanks,
Would this need to be done each time the image is drawn, or just once after copying the image?
I am not drawing the images to the screen, SDL is doing that. I imagine SDL is using memcpy to move the data from the SDL Image to the screen buffer. Would you really need to call sceKernelDcacheWritebackInvalidateAll in that case, I thought that command was for when you were using PSP GU commands to draw images.
Garak
Would this need to be done each time the image is drawn, or just once after copying the image?
I am not drawing the images to the screen, SDL is doing that. I imagine SDL is using memcpy to move the data from the SDL Image to the screen buffer. Would you really need to call sceKernelDcacheWritebackInvalidateAll in that case, I thought that command was for when you were using PSP GU commands to draw images.
Garak