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How do you draw to screen from kernel?

 
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coolkehon



Joined: 20 Oct 2008
Posts: 355

PostPosted: Tue Jun 16, 2009 4:12 am    Post subject: How do you draw to screen from kernel? Reply with quote

i noticed that irshell does it from kernel and then its plugins init the gu and draw from kernel also how does this work and is it possible to send the gu list that is aligned 16 to a prx and have the prx init from that list so that the prx can draw to the gu also
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m0skit0



Joined: 02 Jun 2009
Posts: 226

PostPosted: Tue Jun 16, 2009 10:20 pm    Post subject: Reply with quote

pspDebugScreenKPrintf() maybe?
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Torch



Joined: 28 May 2008
Posts: 842

PostPosted: Tue Jun 16, 2009 11:13 pm    Post subject: Reply with quote

There is no existing example of pure kernel GU drawing. The display list must be allocated in user memory to call the GU functions and that is unacceptable. It WILL cause problems in games. There are people who still ignorantly do it in some plugins, please don't. Here's a sample: http://foosa.do.am/MDL_SAMPLE_KERNEL.rar

If you don't need speed then you can take the easy way out and blit pixels to the framebuffer. Here's some code to blit an image to screen: http://forums.ps2dev.org/viewtopic.php?t=11289
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