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Thanhda

Joined: 09 Apr 2005 Posts: 331 Location: Canada
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Posted: Fri May 27, 2005 11:00 am Post subject: DreamGL in psp? |
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has anyone manage to get dreamgl working on the psp. _________________ There are 10 types of people in the world: Those who understand binary, and those who don't... |
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Oobles Site Admin
Joined: 17 Jan 2004 Posts: 362 Location: Melbourne, Australia
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Posted: Fri May 27, 2005 11:59 am Post subject: |
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dreamgl was written for the ps2. It will require some major changes to make it work with the psp.
You will also find that most code in the ps2cvs will not be able to run on the psp without major modifications. I will be setting up a pspcvs here and make it available for people to host projects.
Oobles. |
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rinco
Joined: 21 Jan 2005 Posts: 255 Location: Canberra, Australia
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Posted: Fri May 27, 2005 1:39 pm Post subject: |
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Most of the ps2 specifics of Dreamgl is in ps2_dgl.c.
Replacing those specifics wouldn't be too difficult.
With what is currently known about the PSP... it would make more sense
to port Mesa. |
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Thanhda

Joined: 09 Apr 2005 Posts: 331 Location: Canada
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Posted: Fri May 27, 2005 2:25 pm Post subject: |
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| rinco wrote: | Most of the ps2 specifics of Dreamgl is in ps2_dgl.c.
Replacing those specifics wouldn't be too difficult.
With what is currently known about the PSP... it would make more sense
to port Mesa. |
really, well how long you think down the road do you think this will happen. and what is really needed to port ogl or messa to the psp. the blue book? rewritting a lib file for the psp? or reverse engineering. _________________ There are 10 types of people in the world: Those who understand binary, and those who don't... |
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Warren
Joined: 24 Jan 2004 Posts: 173 Location: San Diego, CA
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Posted: Fri May 27, 2005 3:25 pm Post subject: |
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| Most of the builtin PSP graphics APIs are very similar to openGL. Wait until they are fully reversed and use them, no need to port some heavyweight library or port dreamGL. |
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Guest
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Posted: Fri May 27, 2005 3:27 pm Post subject: |
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Since there is direct access to the frame buffer, should be easy to do all OpenGL rendering in software with minimal porting effort. I think that is what Rinco meant by "what is currently known".
Now, you bring up "down the road" which is an entirely different matter, since issues such as how to know and make use of any hardware acceleration becomes more visible, if even possible. |
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Thanhda

Joined: 09 Apr 2005 Posts: 331 Location: Canada
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Posted: Fri May 27, 2005 3:42 pm Post subject: |
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| gorim wrote: | Since there is direct access to the frame buffer, should be easy to do all OpenGL rendering in software with minimal porting effort. I think that is what Rinco meant by "what is currently known".
Now, you bring up "down the road" which is an entirely different matter, since issues such as how to know and make use of any hardware acceleration becomes more visible, if even possible. |
what do you mean by that. you been hard coding functions that will perform an opengl call? or hard coding your own functions that will do such a thing. _________________ There are 10 types of people in the world: Those who understand binary, and those who don't... |
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Guest
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Posted: Fri May 27, 2005 4:04 pm Post subject: |
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Neither, nor do I think you understand the matter at all.
Mesa renders OpenGL via software calls, not using hardware. As such, it should be trivial to port to the PSP, since it should only need to know where a framebuffer is. Again, this I think is the basis of Rinco's suggestion.
Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon... |
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Drakonite Site Admin

Joined: 17 Jan 2004 Posts: 989
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Posted: Fri May 27, 2005 7:09 pm Post subject: |
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| gorim wrote: | | Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon... |
You might, except it makes a lot more sense to reverse engineer the opengl like functions provided by the kernel on the PSP instead of putting the work into rewritting an opengl implementation that is just going to be one more layer on top of a reportidly already opengl like interface. _________________ Shoot Pixels Not People!
Makeshift Development |
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Guest
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Posted: Fri May 27, 2005 7:16 pm Post subject: |
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| Drakonite wrote: | | gorim wrote: | | Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon... |
You might, except it makes a lot more sense to reverse engineer the opengl like functions provided by the kernel on the PSP instead of putting the work into rewritting an opengl implementation that is just going to be one more layer on top of a reportidly already opengl like interface. |
In the long run yes, and I said as much.
However, if you want OpenGL today, right now damnit I can't wait! then what do you think you are going to do ? :) Which was the other point I was making. |
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th0mas
Joined: 24 Apr 2005 Posts: 43 Location: Canada
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Posted: Fri May 27, 2005 11:30 pm Post subject: |
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software mesa is going to be slow. I ported it to the xbox using openxdk, and it is unuseably slow on that, so the psp on a similiarly unaccelerated framebuffer is going to be slow as well.
edit: I mean really, really slow :). _________________ http://th0mas.xbox-scene.com |
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mrbrown
Joined: 17 Jan 2004 Posts: 1536
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Posted: Sat May 28, 2005 1:48 am Post subject: |
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| Drakonite wrote: | | gorim wrote: | | Any implementation of OpenGL that does hardware based rendering would require more time, effort, and especially understanding of the underlying graphics hardware api. This is why you won't see such from homebrew anytime soon... |
You might, except it makes a lot more sense to reverse engineer the opengl like functions provided by the kernel on the PSP instead of putting the work into rewritting an opengl implementation that is just going to be one more layer on top of a reportidly already opengl like interface. |
There are no OpenGL-like functions provided by the kernel. |
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Thanhda

Joined: 09 Apr 2005 Posts: 331 Location: Canada
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Posted: Sat May 28, 2005 2:04 am Post subject: |
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what is needed to know to do reverse engineering, ASM? any tutorials? also for re writting it, i would have to compile my own lib file correct? i was told to look at the blue book for the reference manual. i was wondering is there such opengl.c file available. where the methods have already been written, making it easier to make it work on the psp. _________________ There are 10 types of people in the world: Those who understand binary, and those who don't... |
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ooPo Site Admin
Joined: 17 Jan 2004 Posts: 2032 Location: Canada
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Posted: Sat May 28, 2005 2:10 am Post subject: |
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| You never fail to amaze and amuse, sir. |
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Guest
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Posted: Sat May 28, 2005 2:26 am Post subject: |
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| Locked. Your question was anwered completely. If you want opengl at all right now, look at mesa. Don't ask anyone any other questions until yhou have downloaded and ported it to PSP. |
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