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uberjack

Joined: 17 Jul 2007 Posts: 34 Location: California, USA
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Posted: Fri Sep 07, 2007 8:08 am Post subject: Palette corruption? |
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Hi everyone,
Occasionally, some of the apps I compile exhibit what seems like palette corruption. This affects everything on the screen - images, primitives, etc... Most often, changing a small piece of code somewhere will fix the issue, and it will disappear for weeks at a time. I should note this seems to be a compilation issue - e.g. restarting the app will not resolve it - only recompiling it with some changes somewhere will. Also, it happens infrequently - somewhere along the lines of once every 20-30 builds, and does not seem tied to any specific code. Is this a common glitch related to the compiler or linker - I know that the PSP is picky with memory alignment for certain calls.
Thanks,
Akop |
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Jim

Joined: 02 Jul 2005 Posts: 487 Location: Sydney
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Posted: Fri Sep 07, 2007 9:15 am Post subject: |
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You've probably forgotten to flush the data cache somewhere.
Jim _________________ http://www.dbfinteractive.com |
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uberjack

Joined: 17 Jul 2007 Posts: 34 Location: California, USA
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Posted: Fri Sep 07, 2007 9:32 am Post subject: |
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| Jim wrote: | You've probably forgotten to flush the data cache somewhere.
Jim |
You mean sceKernelDcacheWritebackAll()? That's certainly possible. When does the data cache need to be flushed, exactly? Thanks for your reply |
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dot_blank

Joined: 28 Sep 2005 Posts: 498 Location: Brasil
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Posted: Fri Sep 07, 2007 9:39 am Post subject: |
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this has happened to me by when the display list
holding the commands for GU are not aligned or there
is another part of code elsewhere that would possibly
write in areas where this list would be allocated ...so
any further drawing and matrix ops would go crazy on screen
also this could happen if your unswizzled textures are not
properly set up context with your blending calls ...ie check how
you process color components before blit
hope this helps in tracking down your problem _________________ 10011011 00101010 11010111 10001001 10111010 |
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