GPU?
Re: GPU?
Please look at the latest PSPSDK in subversion. I've submitted both a library to work with the GPU (not everything figured out yet, but were getting there) and a small sample spinning a 3D RGB-cube. It's a start at least.damark wrote:can someone please tell me if anyone is working on figuring out the GPU?
I don't know if you had this info, but just in case you don't and it may be of use...
as the slide says:
LibGU - primary graphics library is very similar to OpenGL
sceGuStart, sceGuFinish, sceGuMaterial, sceGuLight, sceGuDrawArray, sceGuDrawBezier...
LibGUM
matrix stack manipulation
somewhat similar to OpenGL's glu
LibGMO
high-level graphics library
source:
http://pc.watch.impress.co.jp/docs/2005 ... igai_9.jpg
PSP Graphics Core (1)
-3D Curved Surface + 3D Polygon
-Compressed Texture
-Hardware Clipping, Morphing, Bone(8)
-Hardware Tessellator
-Bezier, B-Spline (NURBS)
ex)4x4,16x16,64x64 sub-division
source:
http://www.watch.impress.co.jp/game/doc ... /psp07.jpg
as far as PMFS go:
Video playback performed by Media Block
-AVC stream for video
-ATRAC3plus stream for audio
PSP Movie Format (psmf)
-BAsed on MPEG-2 program stream
--header dictates multiplexing
--Libmpeg used to decode
--64x64 smalest video size
--16x16 macroblocks
--Max 480x272
--Playback at 29.97Hz
source:
http://pc.watch.impress.co.jp/docs/2005 ... gai_12.jpg
AVC Decoder
-AVC (H.264) Decoder
-Main Profile
-Baseline Profile
-@Level1, Level2, Level3
-2 hours DVD movie
-4 hours CS Digital
source:
http://pc.watch.impress.co.jp/docs/2003/0730/m21111.jpg
as the slide says:
LibGU - primary graphics library is very similar to OpenGL
sceGuStart, sceGuFinish, sceGuMaterial, sceGuLight, sceGuDrawArray, sceGuDrawBezier...
LibGUM
matrix stack manipulation
somewhat similar to OpenGL's glu
LibGMO
high-level graphics library
source:
http://pc.watch.impress.co.jp/docs/2005 ... igai_9.jpg
PSP Graphics Core (1)
-3D Curved Surface + 3D Polygon
-Compressed Texture
-Hardware Clipping, Morphing, Bone(8)
-Hardware Tessellator
-Bezier, B-Spline (NURBS)
ex)4x4,16x16,64x64 sub-division
source:
http://www.watch.impress.co.jp/game/doc ... /psp07.jpg
as far as PMFS go:
Video playback performed by Media Block
-AVC stream for video
-ATRAC3plus stream for audio
PSP Movie Format (psmf)
-BAsed on MPEG-2 program stream
--header dictates multiplexing
--Libmpeg used to decode
--64x64 smalest video size
--16x16 macroblocks
--Max 480x272
--Playback at 29.97Hz
source:
http://pc.watch.impress.co.jp/docs/2005 ... gai_12.jpg
AVC Decoder
-AVC (H.264) Decoder
-Main Profile
-Baseline Profile
-@Level1, Level2, Level3
-2 hours DVD movie
-4 hours CS Digital
source:
http://pc.watch.impress.co.jp/docs/2003/0730/m21111.jpg
Last edited by MindWall on Sat Jul 02, 2005 7:16 am, edited 1 time in total.
"Compressed Texture" sounds interesting... After a little searching:
http://www.anandtech.com/news/shownews.aspx?i=22852
This means we have DXT-compression available, so we can suddenly fit a lot more textures in that space.. No more VQ-compression. :) I think there's a DXT compression library available at developer.nvidia.com, but I didn't find it when I looked right now.
http://www.anandtech.com/news/shownews.aspx?i=22852
This means we have DXT-compression available, so we can suddenly fit a lot more textures in that space.. No more VQ-compression. :) I think there's a DXT compression library available at developer.nvidia.com, but I didn't find it when I looked right now.
Well no, there's no source available here, so it won't do any good. Atleast previously they had a library available with source that allowed you to encode DXT images.jboldiga wrote:I believe this is what you are looking for
http://developer.nvidia.com/object/nv_t ... tools.html
Niek if you are unsure as to the legitimacy of documentation on another site, ask around before posting here (or at least post a link, so you look more legit).
To add to that, posting info from the official Sony SDK is against the rules, and seeing as how folks are getting banned left and right for that and the other thing, I'll have to give you a warning.
Be careful what you post next time.
To add to that, posting info from the official Sony SDK is against the rules, and seeing as how folks are getting banned left and right for that and the other thing, I'll have to give you a warning.
Be careful what you post next time.
My apologies...I was under the impression you just needed the tools. You are correct though that the source used to be available. Infact I am positive if you email nvidia they will give them to you. They are very good about that kind of stuff. I was on os x and couldnt use their FX tool so they built one for me :)Well no, there's no source available here, so it won't do any good.