GPU?

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

Moderators: cheriff, TyRaNiD

Post Reply
damark
Posts: 1
Joined: Thu Jun 30, 2005 10:28 am

GPU?

Post by damark »

can someone please tell me if anyone is working on figuring out the GPU?
chp
Posts: 313
Joined: Wed Jun 23, 2004 7:16 am

Re: GPU?

Post by chp »

damark wrote:can someone please tell me if anyone is working on figuring out the 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.
MindWall
Posts: 70
Joined: Tue May 10, 2005 4:27 pm

Post by MindWall »

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
Last edited by MindWall on Sat Jul 02, 2005 7:16 am, edited 1 time in total.
chp
Posts: 313
Joined: Wed Jun 23, 2004 7:16 am

Post by chp »

"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.
jboldiga
Posts: 27
Joined: Mon Jun 20, 2005 10:16 am

Post by jboldiga »

I believe this is what you are looking for

http://developer.nvidia.com/object/nv_t ... tools.html
chp
Posts: 313
Joined: Wed Jun 23, 2004 7:16 am

Post by chp »

jboldiga wrote:I believe this is what you are looking for

http://developer.nvidia.com/object/nv_t ... tools.html
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.
Niek
Posts: 1
Joined: Sat Jul 02, 2005 6:07 am

Post by Niek »

I found the following info somewhere on a site (if this is illegal, please delete this post):

[Deleted as it's obviously from the official SDK]
mrbrown
Site Admin
Posts: 1537
Joined: Sat Jan 17, 2004 11:24 am

Post by mrbrown »

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.
cable16
Posts: 22
Joined: Tue Mar 22, 2005 9:43 am
Contact:

Post by cable16 »

could someone point me to win32 binaries for subversion 1.20?

EDIT: nevermind, they're on the official site :)
jboldiga
Posts: 27
Joined: Mon Jun 20, 2005 10:16 am

Post by jboldiga »

Well no, there's no source available here, so it won't do any good.
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 :)
ector
Posts: 195
Joined: Thu May 12, 2005 10:22 pm

Post by ector »

It's not like DXT is complicated though. But I can imagine finding the optimal compression for each block, and also taking into account surrounding blocks for the best image quality, would be a challenge..
jboldiga
Posts: 27
Joined: Mon Jun 20, 2005 10:16 am

Post by jboldiga »

now that I think of it...doesnt the latest nvidia sdk (9.0?) have source for the dxt stuff? I would try it but I am not at work so I dont have access to a windoze machine.
Kristof
Posts: 46
Joined: Fri May 20, 2005 10:31 pm

Post by Kristof »

From what I've heard from developper friends, compressed textures are slow because uncompressed into 32bits texutres in vram. Like on PS2, paletised texture are the best on PSP.
Post Reply