forums.ps2dev.org Forum Index forums.ps2dev.org
Homebrew PS2, PSP & PS3 Development Discussions
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

[SOLVED] Framebuffer tearing with vsync enabled?

 
Post new topic   Reply to topic    forums.ps2dev.org Forum Index -> PSP Development
View previous topic :: View next topic  
Author Message
Criptych



Joined: 12 Sep 2009
Posts: 87

PostPosted: Sun Mar 13, 2011 3:00 am    Post subject: [SOLVED] Framebuffer tearing with vsync enabled? Reply with quote

Just wondering if anyone has had a problem like this before, and if and how you were able to fix it. When I'm applying a series of color filters to the screen, some things near the top of the screen aren't filtered correctly, even using vsync. For example, here is what it looks like normally:

Then I applied "night vision" (mix RGB into green channel) and "posterize" (scale channels down, then back up - 2 filters) effects, which looks like this:

Notice near the top, part of the globe is posterized, but not "night visioned," even though I apply the posterize filter last, and there's an unsightly tear in the middle of it. I've tried various combinations of flushing the cache (with sceKernelDcacheWritebackAll), and uncached pointers (helped a little, but the top 8-10 lines are still posterized-not-night-visioned, and it slows things WAY down).

Is there anything I can do about this?

P.S. A little background info: this is a test/demo for a library I'm working on, so I'm deliberately pushing its limits to search for bugs. If there really is no solution, it's not a big deal, but it would be nice to fix this if I can.

EDIT: It seems to be specifically related to when the globe is rendered; if I move it earlier in the display list, it's fine (but shows up underneath other objects). Don't know if that helps any in fixing this, but it does mean I don't have to worry about it too much.

EDIT: Okay, so six months later I'm back to tinkering with this project, and I solved the issue in about an hour. It was a stupid mistake, too -- I realized I need to let the GE finish (sceGuSync) before manipulating the draw buffer. So that's fixed, and I found a way to make the "posterize" effect about 10% faster. :D
_________________
PSP-2001 // CFW 6.60 ME-1.2 and GCLite // Genesis Competition Entry
"So, we meet again: for the first time, for the last time." —Spaceballs
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    forums.ps2dev.org Forum Index -> PSP Development All times are GMT + 10 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group