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3D lib

Open discussions on programming specifically for the PS Vita.
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minilgos
Posts: 11
Joined: Tue Jun 30, 2015 6:29 am

Re: 3D lib

Post by minilgos » Fri Aug 12, 2016 2:29 pm

yes, better extend a legal sdk with legal extra stuff
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Last edited by minilgos on Sat Aug 13, 2016 5:48 am, edited 1 time in total.

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progamer1515
Posts: 22
Joined: Tue Jan 14, 2014 2:23 am

Re: 3D lib

Post by progamer1515 » Fri Aug 12, 2016 4:55 pm

romain337 wrote:
wonre wrote:. I even read first jap dreamcast were equipped of water cooling
I think all Dreamcast was water cooled. My PAL EU Dreamcast were watercooled


I don't think they were water cooled.

My NTSC-U HKT-3020 model 1 just has a fan. There are Dreamcasts with a heat spreader assembly over the CPU and GPU and heat pipes though if that's what you mistook it for.
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romain337
Posts: 219
Joined: Wed Feb 29, 2012 10:42 am
Location: France
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Re: 3D lib

Post by romain337 » Fri Aug 12, 2016 6:33 pm

progamer1515 wrote:There are Dreamcasts with a heat spreader assembly over the CPU and GPU and heat pipes though if that's what you mistook it for.
Yes, that's it. I remember I have seen some heatsink. I opened it because the lens was not reading my GD/CD rom anymore. Good old time. dang.

wonre
Posts: 32
Joined: Sat Mar 03, 2012 8:22 am

Re: 3D lib

Post by wonre » Wed Aug 17, 2016 9:23 am

I will follow this logical path for a while (lacking free time, so no ETA) :

- downloaded this : https://community.imgtec.com/downloads/ ... 2016-r1-2/
(in PowerVR_Graphics directory, \PowerVR_Tools\PVRShaderEditor\GUI\Windows_x86_32\PVRShaderEditorGUI.exe is the tool we are interested in, simulating a shader compilaton -public domain 'pyramid' tool reuses it-)

- wrote a color_f.fsh which does something ultra simple like what xerpi's color_f.cg does but not yet identical :
void main ()
{
gl_FragColor=vec4(0.0, 1.0, 0.0, 1.0);
}
- for PowerVR Series 6 compiler, recently they added assembler output, so we obtain :
0 :
mov ft0, c0
mov r0.e0.e1.e2.e3, ft0
mov r1, c64;
1 :
mov ft0, c0
mov r2.e0.e1.e2.e3, ft0
mov r3, c64;
which is an optimized way to get the 4 constants values in the returned quad, assigned with just 2 cycles. I suppose SGX545 is part of Series 5XT for which there is no (at least without NDA) assembler output available. But maybe Series 5XT and 6 are not so different and some adaptation might be still possible to obtain something valid for vita/ps tv gpu.

- now studying stuff to find a way to produce matching binary array found in xerpi's color_f_gpx.o
(Don't waste your time replying that an illegal leaked tool exists to do that. Of course it does.
Goal here in this thread is to finalize some legal public domain tool to achieve the same result)
Just like with nv2a, I will try to first achieve that for very small simple shaders then improve more complex shader suppport, slowly, very slowly...

GonnaGetPSVita
Posts: 214
Joined: Fri Feb 24, 2012 2:08 am

Re: 3D lib

Post by GonnaGetPSVita » Sat Aug 20, 2016 11:15 pm

I think it's perfectly fine, i bet current SDK are built by looking at structs found within official SDK anyway. Also Sony's GXM implemented as syscalls, it should be fine.
- PSVita 3G / 32GB
- PSVita Wifi / 64GB
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