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GU + Wallpaper Blit + OSK

 
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Coldbird



Joined: 08 Feb 2007
Posts: 155

PostPosted: Sun Apr 18, 2010 8:30 pm    Post subject: GU + Wallpaper Blit + OSK Reply with quote

I wanted to ask for something simple, I want to load a 480x272 wallpaper image and get it onto screen using the GU, if possible in the most efficient way.

Then I want to render the Sony OSK ontop of it for querying 4 inputs...

The Sony OSK thing I already have working, but Im still fighting with getting the wallpaper displayed.

Someone has a simple sample at hand maybe? Ive been butchering the PSPSDK samples for some time now without the awaited success.
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Oby1Chick



Joined: 13 Feb 2010
Posts: 24

PostPosted: Mon Apr 19, 2010 2:38 am    Post subject: Reply with quote

Hey Coldbird, I am not sure, but I think the most efficient way to display an image on the screen is the following command :
Code:

blitAlphaImageToScreen()

You need the include the library needed of course.
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Coldbird



Joined: 08 Feb 2007
Posts: 155

PostPosted: Mon Apr 19, 2010 4:14 am    Post subject: Reply with quote

Which is?
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Torch



Joined: 28 May 2008
Posts: 842

PostPosted: Tue Apr 20, 2010 6:03 am    Post subject: Reply with quote

graphics.c from luaplayer source code.

Of course, its really inefficient to call it's functions repeatedly as it does a full read raw image from main memory to draw to screen cycle for each one of those.
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Coldbird



Joined: 08 Feb 2007
Posts: 155

PostPosted: Tue Apr 20, 2010 6:08 am    Post subject: Reply with quote

Torch wrote:
Of course, its really inefficient to call it's functions repeatedly as it does a full read raw image from main memory to draw to screen cycle for each one of those.

I guess its bearable for this special case as I just want to get the job done.

But still im interested, how would you go about optimizing this?
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Davee



Joined: 22 Jun 2009
Posts: 59

PostPosted: Tue Apr 20, 2010 6:50 am    Post subject: Reply with quote

Coldbird wrote:
Torch wrote:
Of course, its really inefficient to call it's functions repeatedly as it does a full read raw image from main memory to draw to screen cycle for each one of those.

I guess its bearable for this special case as I just want to get the job done.

But still im interested, how would you go about optimizing this?


By learning how the GU operates and then formatting data to make best use of it of course.
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anmabagima



Joined: 01 Oct 2009
Posts: 96

PostPosted: Tue Apr 20, 2010 7:19 pm    Post subject: Reply with quote

Hi,

using the gu to draw the wallpaper means, that you are using the image as a texture for rendering a sprite which is of the smae size as your screen. You can optimize in some ways.

First: never draw the sprite at once, draw it in eg. 64 pixel wide columns
Second: swizzle the texture for optimized data reads
Third: store the texture in the VRAM to get additional speed
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