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PSP Optimasations

 
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homemister



Joined: 24 Mar 2008
Posts: 25

PostPosted: Wed Sep 03, 2008 5:42 pm    Post subject: PSP Optimasations Reply with quote

Hey all,
I was posting this to ask about code optimizations of the psp. This can include gcc compiler optimizations.

Regards
Homemister
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J.F.



Joined: 22 Feb 2004
Posts: 2906

PostPosted: Wed Sep 03, 2008 6:32 pm    Post subject: Reply with quote

One I'll mention here is avoid flushing the caches. You'll see code from some folks that flush the dcache every single rendered frame. That DESTROYS your speed. Rather, put all the graphics stuff you're using into uncached space (addr | 0x40000000). This goes for framebuffers too, both onscreen or off. For example, one of the BIGGEST speed-ups for Wolf3D for the PSP was to use (framebuffer | 0x40000000) instead of (framebuffer) for all the drawing routines. Drawing to a framebuffer that is cached floods the caches, making the program slower than it would be if you used an uncached framebuffer.
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sturatt



Joined: 13 Jul 2006
Posts: 46

PostPosted: Thu Sep 04, 2008 12:02 am    Post subject: Reply with quote

J.F. wrote:
One I'll mention here is avoid flushing the caches. You'll see code from some folks that flush the dcache every single rendered frame. That DESTROYS your speed. Rather, put all the graphics stuff you're using into uncached space (addr | 0x40000000). This goes for framebuffers too, both onscreen or off. For example, one of the BIGGEST speed-ups for Wolf3D for the PSP was to use (framebuffer | 0x40000000) instead of (framebuffer) for all the drawing routines. Drawing to a framebuffer that is cached floods the caches, making the program slower than it would be if you used an uncached framebuffer.


that's good to know, thanks J.F.
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