Search found 259 matches
- Wed Dec 19, 2007 7:11 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
Let's cross fingers but we can't be sure about what Sony has in mind... So, in case it turns into a bloody war, here are the links to 2.01 fw (lastest fw known to allow 70% of RSX control under Linux) http://dus01.ps3.update.playstation.net/update/ps3/image/us/2007_1120_1d8e69249aa1a5593307cf7d8ca8a...
- Wed Dec 19, 2007 6:19 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
- Wed Dec 05, 2007 10:16 am
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
- Sun Dec 02, 2007 4:58 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
Currently PS3 is the only console unharmed by piracy. For a simple reason, hacking pressure is very low. If they don't let us play with RSX and close the hole hacking pressure will rocket up. Also it's obvious we won't get the caches of TILES, so we won't compete with GameOS games performances (we w...
- Sun Dec 02, 2007 2:56 am
- Forum: PS3 Development
- Topic: FP/VP assembler project
- Replies: 22
- Views: 12790
- Sun Dec 02, 2007 2:00 am
- Forum: PS3 Development
- Topic: FP/VP assembler project
- Replies: 22
- Views: 12790
Thx for the hint. That will help me. Hanging in HD mode hurts since you have to reinitialize bios and play with cables each time to see something again in LD... But it's ok, I'm over motivated (but I don't have much time to succeed, I cross fingers) ! EDIT: Strange, the reset didn't make my PS3 lose...
- Sun Dec 02, 2007 1:43 am
- Forum: PS3 Development
- Topic: FP/VP assembler project
- Replies: 22
- Views: 12790
- Sat Dec 01, 2007 5:28 am
- Forum: PS3 Development
- Topic: FP/VP assembler project
- Replies: 22
- Views: 12790
- Sat Dec 01, 2007 5:12 am
- Forum: PS3 Development
- Topic: OtherOS demo 1.1 (with RSX visuals)
- Replies: 59
- Views: 168203
- Thu Nov 29, 2007 7:55 am
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
- Mon Nov 26, 2007 7:19 am
- Forum: PS3 Development
- Topic: FP/VP assembler project
- Replies: 22
- Views: 12790
FP30 assembler study
- You write ps_texture.cg (theoretical source of nv_shader.h content): struct myVertexOutput { float2 texture_coords : TEXCOORD0; }; float4 main(myVertexOutput I, uniform sampler2D colorMap):COLOR { return tex2D(colorMap, I.texture_c...
- Mon Nov 26, 2007 4:17 am
- Forum: PS3 Development
- Topic: FP/VP assembler project
- Replies: 22
- Views: 12790
VP40 assembler grammar study
- Get cgc.exe from NVidia SDK 9.5 (free) - Create vs_texture.cg (theoretical source of nv_shader.h content) : struct myVertexInput{ float4 position : POSITION; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; }; struct myVertexOutput{ flo...
- Sun Nov 25, 2007 3:58 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
- Sat Nov 24, 2007 10:05 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
emoon, I think that would help IronPeter if you just publish (or let him look at) your partial work (even if nothing works). There is the possibility that the current design in progress by IronPeter can link itself somehow later to EITHER Linux or ps3link (at some intermediate API level). We shouldn...
- Fri Nov 23, 2007 10:25 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
- Wed Nov 21, 2007 6:41 pm
- Forum: PS3 Development
- Topic: Higher Level GPU Questions
- Replies: 47
- Views: 26164
- Wed Nov 21, 2007 5:33 pm
- Forum: PS3 Development
- Topic: Higher Level GPU Questions
- Replies: 47
- Views: 26164
Iron Peter, do you feel a high level language is missing out there? I mean one, that is well adapted to describe what will become both NV_FRAGMENT/VERTEX_PROGRAM binary micro-code and the code on CPU (or SPU) side that synchronizes well with it. Feel free to keep on being our locomotive and just des...
- Tue Nov 13, 2007 2:45 am
- Forum: PS3 Development
- Topic: PS3 GPU questions
- Replies: 6
- Views: 5593
Well if spu-based and rsx-based solutions could be compatible (at some high level entry points) that would be a safety belt in case Sony roars... Unfortunately there is an ugly policy change in the highest ranks of Sony. I have the strong feeling big bosses there just got incredibly jealous of Ninte...
- Tue Nov 13, 2007 1:58 am
- Forum: PS3 Development
- Topic: Playstation 3 model numbers
- Replies: 2
- Views: 4734
- Mon Nov 12, 2007 2:28 am
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
Grats on the index buffer breakthrough! Can't help now because I'm lacking free time, but I will just describe how native shader assembly could be done for nv2A, for xbox1 : - First the shader model must be identified. For nv2A it's SM 1.1 - Cgc.exe (from NVidia SDK 9.5) translates high level text l...
- Mon Nov 05, 2007 5:17 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
Let's dream again, about... TILE... For those who haven't take a close look inside pbkit source (plenty of comments there), here is the explanation of the TILE concept : When you declare a TILE, you declare a memory area. Its most spectacular usage is for the depth stencil buffer. On nv20 you could ...
- Mon Nov 05, 2007 4:55 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
- Mon Nov 05, 2007 3:30 am
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
Nouveau project leader answered my help request. Here is his reply :
Feel free to explore these dumps :
http://people.freedesktop.org/~kmeyer/renouveau_dumps/
Try to find the "test display_list" which uses index buffers
(I don't know these dumps, I can't give you more details)
Feel free to explore these dumps :
http://people.freedesktop.org/~kmeyer/renouveau_dumps/
Try to find the "test display_list" which uses index buffers
(I don't know these dumps, I can't give you more details)
- Sun Nov 04, 2007 4:41 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
I'm speechless... It's heaven. Thanks a lot IronPeter! For index buffer, I don't know well enough nv40 yet, but you can see how it is done in nv20 by looking at pbkit Demo 04. There are constants in the source to define in order to have rendering by index buffer instead of vertex buffer. Also by loo...
- Sun Nov 04, 2007 1:49 am
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
Don't worry we will find a way, even if it takes months to find it. If we can have vertex buffers running, that will be already heaven. I have the feeling the interrupt handler is the key. Since it's used to report gpu errors, I don't think it doesn't exist in HV, and I'm pretty sure, Sony engineers...
- Sat Nov 03, 2007 9:52 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
I would like to talk about performance (because we talk about shaders). There are persistent rumours that claim that the 360 Xenos is faster than RSX. Of course, now, we are getting closer to the answer, since we will be able to count the number of vertex per frame we can enqueue (when vertex buffer...
- Sat Nov 03, 2007 8:11 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
I will try to give a hand with 4). The idea is to do something similar to function pcode2mcode in pbkit. It translates standard shaders written in pseudo code into native code. That way public compiler Cg.exe could be used and you just include the binary (pseudo code) result in your code, then funct...
- Sat Nov 03, 2007 1:03 am
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
- Thu Nov 01, 2007 6:43 pm
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935
There is, technically, a way to branch to sub fifo buffers (of any size). But that implies to know what services the interrupt handler associated to the GPU interrupt can do. Once again, I will describe what happens with nv2A on xbox 1. In the main fifo sequence you just put a fire interrupt command...
- Thu Nov 01, 2007 4:29 am
- Forum: PS3 Development
- Topic: The hunt for HV's FIFO/Push buffer...
- Replies: 463
- Views: 745935