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holger
Joined: 18 Aug 2005 Posts: 204
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holger
Joined: 18 Aug 2005 Posts: 204
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Posted: Sat Dec 16, 2006 7:51 am Post subject: |
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| addendum: ASCII logs for different GPU revisions, some of them including GLSL/shader disassembly, can be found on http://nouveau.sourceforge.net/tests/. At first glance this tool seems to be quite useful... |
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jimparis
Joined: 10 Jun 2005 Posts: 1179 Location: Boston
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Posted: Sat Dec 16, 2006 5:06 pm Post subject: |
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| We don't get any access to the GPU from Linux, so unless/until someone figures out how to run native code without the hypervisor, there's not much we can do with this info. |
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ooPo Site Admin
Joined: 17 Jan 2004 Posts: 2032 Location: Canada
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Posted: Sun Dec 17, 2006 10:48 am Post subject: |
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| Its only a matter of time. There's nothing wrong with doing up some research in the meantime. |
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Shine
Joined: 03 Dec 2004 Posts: 728 Location: Germany
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Posted: Sun Dec 17, 2006 12:38 pm Post subject: |
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Programming the RSX could be interesting, but if you
want to write programs, which many users can use, it is a dead-end, because Sony will fix any bugs with firmware updates and then it's like on the PSP.
So better concentrate on the SPEs. It is even possible to do nearly real time ray tracing with it: http://www.rapidmind.net/samples.php and OpenGL works already with some frames per second for complex game scenes, without any optimization: http://www.youtube.com/watch?v=LpvIHFBoMNk . I've compiled Mesa for 64 bit. Currently I'm trying OSMesa for direct framebuffer access. Holger has some nice ideas, how to improve the speed of Mesa. |
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