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GPU?

 
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damark



Joined: 30 Jun 2005
Posts: 1

PostPosted: Thu Jun 30, 2005 10:31 am    Post subject: GPU? Reply with quote

can someone please tell me if anyone is working on figuring out the GPU?
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chp



Joined: 23 Jun 2004
Posts: 313

PostPosted: Thu Jun 30, 2005 4:08 pm    Post subject: Re: GPU? Reply with quote

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.
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MindWall



Joined: 10 May 2005
Posts: 70

PostPosted: Thu Jun 30, 2005 6:36 pm    Post subject: Reply with quote

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/2005/0323/kaigai_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/docs/20030729/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/2005/0323/kaigai_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
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chp



Joined: 23 Jun 2004
Posts: 313

PostPosted: Thu Jun 30, 2005 7:50 pm    Post subject: Reply with quote

"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.
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jboldiga



Joined: 20 Jun 2005
Posts: 27

PostPosted: Sat Jul 02, 2005 3:18 am    Post subject: Reply with quote

I believe this is what you are looking for

http://developer.nvidia.com/object/nv_texture_tools.html
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chp



Joined: 23 Jun 2004
Posts: 313

PostPosted: Sat Jul 02, 2005 3:25 am    Post subject: Reply with quote

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

http://developer.nvidia.com/object/nv_texture_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.
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Niek



Joined: 02 Jul 2005
Posts: 1

PostPosted: Sat Jul 02, 2005 6:11 am    Post subject: Reply with quote

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]
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mrbrown



Joined: 17 Jan 2004
Posts: 1536

PostPosted: Sat Jul 02, 2005 6:19 am    Post subject: Reply with quote

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.
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cable16



Joined: 22 Mar 2005
Posts: 22

PostPosted: Sat Jul 02, 2005 6:57 am    Post subject: Reply with quote

could someone point me to win32 binaries for subversion 1.20?

EDIT: nevermind, they're on the official site :)
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jboldiga



Joined: 20 Jun 2005
Posts: 27

PostPosted: Sat Jul 02, 2005 7:16 am    Post subject: Reply with quote

Quote:

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 :)
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ector



Joined: 12 May 2005
Posts: 195

PostPosted: Sat Jul 02, 2005 9:15 am    Post subject: Reply with quote

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..
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jboldiga



Joined: 20 Jun 2005
Posts: 27

PostPosted: Sat Jul 02, 2005 12:46 pm    Post subject: Reply with quote

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.
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Kristof



Joined: 20 May 2005
Posts: 46

PostPosted: Sun Jul 03, 2005 7:02 pm    Post subject: Reply with quote

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.
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