Search found 207 matches

by IronPeter
Tue Jan 26, 2010 3:32 am
Forum: PS3 Development
Topic: geohot on the PS3 ...
Replies: 40
Views: 36429

Hmm... yes, really.

Probably, lv1_mm == lv1_memory_management?

Does hypercall know about its index in the interrupt table? Can that table contain one pointer many times?

If no, that picture is just blue-white-black paintwork.
by IronPeter
Tue Jan 26, 2010 2:46 am
Forum: PS3 Development
Topic: geohot on the PS3 ...
Replies: 40
Views: 36429

It is "hv call table" from geohot: http://2.bp.blogspot.com/_NJ4JFBfr1tY/S1ufqZiXH8I/AAAAAAAAAbY/k2qztNwQhy4/s1600-h/hvcalls.PNG compare with http://wiki.ps2dev.org/ps3:hypervisor The only difference i can note - many hv calls are copies of lv1_allocate_memory (it is new fact and can be ea...
by IronPeter
Fri Nov 28, 2008 1:13 am
Forum: PS3 Development
Topic: Barrier implementation using SPE signals
Replies: 6
Views: 5610

Cool :). DMA from stack.

Yes, nice error.
by IronPeter
Fri Nov 21, 2008 12:27 am
Forum: PS3 Development
Topic: Barrier implementation using SPE signals
Replies: 6
Views: 5610

Hmm... Probably you need the following code

while( !spu_stat_signal1( ) );
spu_read_signal1( );
by IronPeter
Mon Oct 13, 2008 4:32 pm
Forum: PS3 Linux Development
Topic: linux kernel memory allocation.
Replies: 5
Views: 5396

alloc_memory - gpu_ioremap - release_memory cheat

I used memory chunk allocated by lv1_allocate_memory( 1 << 20, 20, 0, 0x04, &xdr_lpar, &muid ); The function lv1_gpu_context_iomap( context.handle, 0, xdr_lpar, 1 << 20, 0 ) returns 0. But RSX failed to write/read that memory. Why? lv1_gpu_context_iomap( context.handle, 0, xdr_frame_buffer, ...
by IronPeter
Wed Sep 24, 2008 2:51 am
Forum: PS3 Linux Development
Topic: linux kernel memory allocation.
Replies: 5
Views: 5396

I have no ideas about PS2 inside my PS3. Really no ideas :).
by IronPeter
Mon Sep 22, 2008 5:50 pm
Forum: PS3 Linux Development
Topic: linux kernel memory allocation.
Replies: 5
Views: 5396

Anyhow, it is interesting to test this code ( giving 6+ free MiBs to Linux ): #define PAGE_SHIFT_1M 20 r->size = _ALIGN_DOWN&#40;size, 1 << PAGE_SHIFT_1M&#41;; result = lv1_allocate_memory&#40;r->size, PAGE_SHIFT_1M, 0, ALLOCATE_MEMORY_TRY_ALT_UNIT, &r->base, &muid&#41;; Othe...
by IronPeter
Sun Sep 21, 2008 7:09 am
Forum: PS3 Linux Development
Topic: linux kernel memory allocation.
Replies: 5
Views: 5396

linux kernel memory allocation.

That code allocates memory on PS3: ** * ps3_mm_region_create - create a memory region in the vas * @r&#58; pointer to a struct mem_region to accept initialized values * @size&#58; requested region size * * This implementation creates the region with the vas large page size. * @size is rounde...
by IronPeter
Tue Sep 09, 2008 5:53 am
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 707155

0x300 & 0x301 entries

It seem like these function perfom TILES & ZCULL setup.

First parameters of these functions change from 0 to number of color & depth tiles ( params of lv1_gpu_memory_allocate ).
by IronPeter
Fri Jul 25, 2008 1:01 am
Forum: PS3 Linux Development
Topic: Max available RAM in PS3 Linux
Replies: 2
Views: 5553

On my FW ( 1.9 ) hypervisor created two logical partitions, 128 and 112 MiBs.

So 240 MiBs are accessible by the linux kernel.
by IronPeter
Mon Jul 21, 2008 4:11 am
Forum: PS3 Development
Topic: otheros/file.bin?
Replies: 9
Views: 7971

This page http://www.ps3news.com/tag/bootup says how the boot proccess looks like. The SCC (Super Companion Chip), made by Toshiba gets the PS3 started up. It reads asecure_loader from flash, and loads it into SPE in isolation mode. The Flash reading is interesting, as the data on the flash chips ar...
by IronPeter
Sat Jul 19, 2008 6:54 am
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 707155

lv1_gpu_attribute probe

I used some code to probe lv1_gpu_context_attribute subfunctions with LV1_ILLEGAL_PARAMETER_VALUE return value; Refer http://wiki.ps2dev.org/ps3:hypervisor:lv1_gpu_context_attribute u64 tbl&#91;&#93; = &#123; xdr_lpar, 0x200, 0x201, 0x100, 0x101, 0x102, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, ...
by IronPeter
Mon Jul 14, 2008 5:46 pm
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 707155

small idea

I have an idea about possible test. there is lv1_gpu_open function with 1 parameter. There is lv1_gpu_device_map function and LV1_ILLEGAL_PARAMETER_VALUE return code for device 0 and 4. http://wiki.ps2dev.org/ps3:hypervisor:lv1_gpu_device_map Can somebody test for&#40; int i = 0; i < 64; ++i &am...
by IronPeter
Wed Jul 09, 2008 4:06 am
Forum: PS3 Development
Topic: PS3 Texture Swizzling
Replies: 2
Views: 3837

As far as I know NVidia uses bit-mixing for u, v. So odd bits are taken from u, even from v. This code ( untested ) must work. typedef struct Tex &#123; uint8_t pixs&#91;128 * 128&#93;&#91;4&#93;; &#125;; uint8_t *GetPixel&#40; struct Tex *tex, int i, int j &#41; &...
by IronPeter
Tue Jun 17, 2008 12:55 am
Forum: PS3 Development
Topic: The hunt for HV's FIFO/Push buffer...
Replies: 463
Views: 707155

Vote for #2
by IronPeter
Sun May 25, 2008 10:18 pm
Forum: PS3 Linux Development
Topic: Noob questions about PPU SIMD setup
Replies: 2
Views: 3434

try <altivec.h> include.
by IronPeter
Mon May 19, 2008 6:37 pm
Forum: PS3 Linux Development
Topic: two for loops very low frame rate
Replies: 27
Views: 14588

>So if you don't use the Cell "properly" you will be *very* disappointed :)

Yes, that is the point.

Use PPU as IO-processor and SPU scheduler only.
by IronPeter
Mon Apr 14, 2008 4:09 pm
Forum: PS3 Development
Topic: Who wants 252MB more RAM for PS3 homebrew.
Replies: 70
Views: 67640

> still don't understand. If the CPU writes directly to video ram through a pointer, it's 10MB/sec It is better to try SPU-initiated DMAs for VRAM writes. I'm not sure about exact numbers, need to retest. But I think that 5GiB/s is possible to achieve. High VRAM write rate is very usable for resourc...
by IronPeter
Sat Apr 12, 2008 11:00 pm
Forum: PS3 Linux Development
Topic: The state of 3D using the RSX
Replies: 12
Views: 12541

Now you do not need to modify kernel sources.

Init kernel module is integrated into libps3rsx package. Just run cd src/init && ./startup.sh
from libps3rsx root.
by IronPeter
Sat Apr 12, 2008 10:38 pm
Forum: PS3 Development
Topic: Who wants 252MB more RAM for PS3 homebrew.
Replies: 70
Views: 67640

VRAM writes by CPU are fast ( GiBs/s for DMA ). Readings are slow ( MiBs/s ).
by IronPeter
Fri Apr 11, 2008 5:28 pm
Forum: PS3 Development
Topic: Who wants 252MB more RAM for PS3 homebrew.
Replies: 70
Views: 67640

>Having the CPU write directly to VRAM would be incredibly slow. Writes are fast. DMA writes are at ~5 GB/s I think. XDR frame buffer is allocated at system startup. By default ps3fb allocates 9 megs for 1080i frame buffer. You can change that value to 4-5 MiBs if you do not want to use HD resolutio...
by IronPeter
Tue Mar 11, 2008 5:22 pm
Forum: PS3 Linux Development
Topic: The state of 3D using the RSX
Replies: 12
Views: 12541

There is simple 3D API with vertex/index buffer support, texture support, shader compiler: svn co svn://svn.ps2dev.org/ps3ware/trunk/libps3rsx libps3rsx I do not know any difference between NV40 and RSX. I think that it is easy to port Nouveau high-level stuff. Just recompile it. The main problem is...
by IronPeter
Tue Feb 26, 2008 9:39 pm
Forum: PS3 Linux Development
Topic: RSX PS3 << need help >>
Replies: 53
Views: 36168

3D access under Linux is blocked under fw 2.1.

At least I do not know how to run 3D.
by IronPeter
Tue Feb 26, 2008 7:57 pm
Forum: PS3 Development
Topic: Cold Boot Attacks on Disk Encryption
Replies: 9
Views: 11442

Video memory is persistent after cold boot. In fw < 2.1 at least.
by IronPeter
Sun Feb 17, 2008 6:47 pm
Forum: PS3 Linux Development
Topic: Linux performance & distros
Replies: 10
Views: 8044

>The Linux partition is not encrypted

Thanks, I did not know.
by IronPeter
Sat Feb 16, 2008 6:53 pm
Forum: PS3 Linux Development
Topic: Linux performance & distros
Replies: 10
Views: 8044

As far as I know it is possible to plug your SATA HDD into PS3. HDD is encrypted ( encryption on reserved SPU ), so all DMAs are perfomed by HV. Probably, it is possible to extend XDR memory. Devkits have 512 MiBs of XDR memory ( it is open info, you can google it ). Probably devkits and retail cons...
by IronPeter
Sun Feb 10, 2008 11:11 pm
Forum: PS3 Development
Topic: 32-bit vs. 64-bit PPU code
Replies: 4
Views: 5470

>Some trial code I've done in 32 bit mode runs in a rather random extent : some DMA transfers between ppe ram and spe local store work, while some don't (infinite process hangup, needs to be killed by SIGINT). Transfer pointers from PPE to SPE as unsigned __int32. dma_put(get) will take correct unsi...
by IronPeter
Thu Feb 07, 2008 7:19 am
Forum: PS3 Linux Development
Topic: RSX PS3 << need help >>
Replies: 53
Views: 36168

libps3rsx update

I commited

1.) Blending support
2.) float16 support
3.) new FX demo.

This demo renders animated particles on SPU. All particle params ( position, size, color, orientation ) were exported from Maya DCC tool and saved as animation tracks.

Code is not very clean and needs to be refactored.
by IronPeter
Sun Feb 03, 2008 6:50 pm
Forum: PS3 Linux Development
Topic: RSX PS3 << need help >>
Replies: 53
Views: 36168

You can refer this code ( tools/toolgeometry/colladatool.cpp ) about model packing. http://www.everfall.com/paste/id.php?wlf5ol18m6fq You can also setup vertex streams by hands with: with typedef enum { EMPTY=0x0, FLOAT=0x2, UBYTE=0x4, SHORT=0x5 } geom_format_t; typedef enum { POS0 = 0x0, WGHT = 0x1...
by IronPeter
Thu Jan 31, 2008 4:22 am
Forum: PS3 Linux Development
Topic: RSX PS3 << need help >>
Replies: 53
Views: 36168

band is fixed with double buffering.

I do not understand why rendering with single buffering produces screen corruption.