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Gif & Gs From EE

 
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tumnes



Joined: 17 Sep 2004
Posts: 23

PostPosted: Tue Sep 21, 2004 2:30 pm    Post subject: Gif & Gs From EE Reply with quote

I was wondering how you get access to gif registers from the EE. I know that they are mapped into the memory of the ps2. If i were to just change a value at the memory location of one of these registers is that the proper way to do it? Also I am unclear as to how data is transfered from the EE to the Gif. If anyone could clear it up I would appreciate it. Is there any open source code i could look at that involves this? Thanks in advance.
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apache37



Joined: 04 Jun 2004
Posts: 76

PostPosted: Tue Sep 21, 2004 3:11 pm    Post subject: Reply with quote

take a look at gslib or GsKit. GsKit is in the cvs here: http://cvs.ps2dev.org/gsKit/
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Shazz



Joined: 31 Aug 2004
Posts: 244
Location: Somewhere over the rainbow

PostPosted: Tue Sep 21, 2004 5:27 pm    Post subject: Reply with quote

Or look at Dreamtime's tutorials, you'll understand mostly all about GS registers you can access from the EE directly and DMA packets you need to send to the GIF

http://ps2dev.org/kb.x?T=714


And after you can have a lookt to the Questiosn & answers forum and look for gfxpipe, it explains how to improve communication performance between the DMA the GIF and the EE...

Have fun !
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blackdroid



Joined: 17 Jan 2004
Posts: 564
Location: Sweden

PostPosted: Tue Sep 21, 2004 7:33 pm    Post subject: Reply with quote

Privileged GS registers can be read and/or written to from EE, the other registers ( general purpose registers ) are written to with the help of gif packets that you tell dmac to send, and most example code (dreamtime's tutorials, gskit, itolib, gslib, pbdemolib) shows how to send a gif packet via dma channel 2.
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tumnes



Joined: 17 Sep 2004
Posts: 23

PostPosted: Tue Sep 21, 2004 11:21 pm    Post subject: Reply with quote

Awesome, thanks guys!
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ooPo
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Joined: 17 Jan 2004
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PostPosted: Wed Sep 22, 2004 1:45 am    Post subject: Reply with quote

This tutorial may also be useful:

http://www.oopo.net/consoledev/files/ps2-doublebuffer.txt
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Shazz



Joined: 31 Aug 2004
Posts: 244
Location: Somewhere over the rainbow

PostPosted: Fri Sep 24, 2004 12:08 am    Post subject: Reply with quote

DEfinitively the last version of the gsLib, 0.51, seems to be THE solution, well described & documented, provide gfxPipe support, source code provided, examples...

I don't know what could prevent me to use it !

http://ps2dev.org/kb.x?T=977
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pixel



Joined: 30 Jan 2004
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PostPosted: Fri Sep 24, 2004 12:35 am    Post subject: Reply with quote

I think Drakonite has some feedback about that code... :p
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Shazz



Joined: 31 Aug 2004
Posts: 244
Location: Somewhere over the rainbow

PostPosted: Fri Sep 24, 2004 2:41 am    Post subject: Reply with quote

Pixel, really ???

Hum interesting, please keep me awaaaaare (comme dirait JCVD) before I modifiy my current lib based on gfxPipe...

So maybe is it the good time to ask the question, which gfx libn seems the more interesting to use :
- based Dreamtime sources (from his tutorial)
- Vrzzzn's gfxPipe
- GsLib
- Libito
- GsKit (seems not mature yet)
- homemade lib :D (Raizor ? Pixel ? Napalm ?...)
- DreamGL (who wants to really use OpenGL ??? :D)
- other ?
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Drakonite
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Joined: 17 Jan 2004
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PostPosted: Fri Sep 24, 2004 3:27 am    Post subject: Reply with quote

The main thing with gslib is just the whole c vs c++ debate...

If converting from gfxpipe, gslib is a pretty good choice, a lot of stuff is a command for command replacement. Beware though, ignoring the problems I've had building gslib because of it being in c++, it also seems to have problem building with ps2sdk and the newest toolchain. Hopefully Hiryu will get that fixed soon.
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