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DreamGL in psp?

 
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Thanhda



Joined: 09 Apr 2005
Posts: 331
Location: Canada

PostPosted: Fri May 27, 2005 11:00 am    Post subject: DreamGL in psp? Reply with quote

has anyone manage to get dreamgl working on the psp.
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Oobles
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Joined: 17 Jan 2004
Posts: 362
Location: Melbourne, Australia

PostPosted: Fri May 27, 2005 11:59 am    Post subject: Reply with quote

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

PostPosted: Fri May 27, 2005 1:39 pm    Post subject: Reply with quote

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

PostPosted: Fri May 27, 2005 2:25 pm    Post subject: Reply with quote

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.
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Warren



Joined: 24 Jan 2004
Posts: 173
Location: San Diego, CA

PostPosted: Fri May 27, 2005 3:25 pm    Post subject: Reply with quote

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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PostPosted: Fri May 27, 2005 3:27 pm    Post subject: Reply with quote

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

PostPosted: Fri May 27, 2005 3:42 pm    Post subject: Reply with quote

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.
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PostPosted: Fri May 27, 2005 4:04 pm    Post subject: Reply with quote

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
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Joined: 17 Jan 2004
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PostPosted: Fri May 27, 2005 7:09 pm    Post subject: Reply with quote

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.
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PostPosted: Fri May 27, 2005 7:16 pm    Post subject: Reply with quote

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

PostPosted: Fri May 27, 2005 11:30 pm    Post subject: Reply with quote

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 :).
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mrbrown



Joined: 17 Jan 2004
Posts: 1536

PostPosted: Sat May 28, 2005 1:48 am    Post subject: Reply with quote

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

PostPosted: Sat May 28, 2005 2:04 am    Post subject: Reply with quote

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.
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ooPo
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PostPosted: Sat May 28, 2005 2:10 am    Post subject: Reply with quote

You never fail to amaze and amuse, sir.
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PostPosted: Sat May 28, 2005 2:26 am    Post subject: Reply with quote

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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