Search found 146 matches

by kazade
Mon Mar 11, 2019 7:28 am
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 10285

Re: GLdc - Call for testers!

Right, I think this is nearly ready to be the library in kos-ports. Things left to do: - Fix issues with texture twiddling - Allow switching the internal palette format between ARGB8888 and ARGB4444 I have code for both of the above, and with those changes GLdc successfully powers near vanilla GL Qu...
by kazade
Sun Mar 10, 2019 12:49 pm
Forum: Programming Discussion
Topic: How do I set PT_ALPHA_REF?
Replies: 2
Views: 521

Re: How do I set PT_ALPHA_REF?

Excellent! Thanks!
by kazade
Sun Mar 10, 2019 11:05 am
Forum: Programming Discussion
Topic: How do I set PT_ALPHA_REF?
Replies: 2
Views: 521

How do I set PT_ALPHA_REF?

Apparently the PVR has a register which sets the alpha value threshold used for the PT list, but I can't see any mention of that anywhere in KOS.

How do I go about setting that value?
by kazade
Sun Feb 24, 2019 1:44 am
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 10285

Re: GLdc - Call for testers!

I've added basic support for the GL_EXT_paletted_texture and GL_EXT_shared_texture_palette extensions :)
by kazade
Mon Dec 24, 2018 8:27 am
Forum: Programming Discussion
Topic: Introducing Simulant, a cross-platform general-purpose game engine!
Replies: 3
Views: 1131

Re: Introducing Simulant, a cross-platform general-purpose game engine!

Hmm maybe this should be moved to the homebrew forum?
by kazade
Fri Dec 21, 2018 1:21 pm
Forum: Programming Discussion
Topic: Introducing Simulant, a cross-platform general-purpose game engine!
Replies: 3
Views: 1131

Introducing Simulant, a cross-platform general-purpose game engine!

Hi everyone! Today I'm publically announcing the Alpha release of a project I have been working on for several years(!). Simulant is an open-source general-purpose game engine, written in C++ which supports building games for Windows, Linux and Dreamcast targets from a Linux development system (cros...
by kazade
Thu Nov 08, 2018 3:50 pm
Forum: Programming Discussion
Topic: Does vmu_draw_lcd block? How fast can you call it?
Replies: 1
Views: 624

Does vmu_draw_lcd block? How fast can you call it?

I'm adding VMU support to my game engine, and I just have a few questions about vmu_draw_lcd. - Does vmu_draw_lcd wait until the submitted frame can be displayed, or does it return immediately in the case that the VMU is not ready? - What's the refresh time of the VMU display? How many frames can I ...
by kazade
Thu Oct 18, 2018 4:04 pm
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 10285

Re: GLdc - Call for testers!

Thanks!

Just an update: I've been really busy with other stuff so I haven't had time to sort the linking stuff, but i have pushed up the performance more. Need to do more profiling.
by kazade
Wed Sep 26, 2018 2:50 am
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 10285

Re: GLdc - Call for testers!

I hadn't but that's a really interesting read! I don't think I'll be doing anything like that in GLdc. My aim there is to hit 100000 quads per second and then hope someone with more low-level knowledge than me submits improvements :) I'm at around 85k in the quadmark bench, but I know where the bott...
by kazade
Tue Sep 25, 2018 11:42 am
Forum: Programming Discussion
Topic: Trying a gcc 7 toolchain
Replies: 8
Views: 2709

Re: Trying a gcc 7 toolchain

Yeah I was contemplating starting a thread on this. 4.7.3 is pretty old now, are any of the patches for 4.8+ well tested? Is it worth a community effort to get latest GCC going?

I'd look into it but my hands are pretty full with GLdc and other stuff...
by kazade
Fri Sep 21, 2018 3:38 pm
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 10285

Re: GLdc - Call for testers!

I'll get on it as soon as I can! Thanks Ayla!
by kazade
Tue Sep 18, 2018 1:04 am
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 10285

Re: GLdc - Call for testers!

Just an update. The new clipping algorithm has landed, and it's super fast. If no clipping is necessary then the performance hit is negligible. There are no copies to temporary buffers, everything happens in the same array, only newly generated triangles are appended. There's a video of it in action...
by kazade
Tue Sep 11, 2018 8:48 am
Forum: Programming Discussion
Topic: KOS - static initialisation failure: __gnu_cxx::__concurrence_lock_error
Replies: 17
Views: 2943

Re: KOS - static initialisation failure: __gnu_cxx::__concurrence_lock_error

Ok i dunno if this is related, but I discovered a while back that building KOS with a recent GCC would absolutely screw up the c++ standard library. The solution was to go back to compiling the toolchain itself with GCC 4.X.

Maybe it's that?
by kazade
Thu Aug 30, 2018 3:17 pm
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 2293

Re: How can I make this faster?

Bogglez, that's amazing thank you! And you park!
by kazade
Tue Aug 21, 2018 4:18 am
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 2293

Re: How can I make this faster?

OK I'm starting to wonder if I'm missing something obvious here. I've spent about a week just profiling an optimising the draw code in GLdc. When running the first quad mark test (with clipping disabled) it spends roughly 11ms copying user-submitted vertex data, under 2ms transforming, and under 2ms...
by kazade
Sat Aug 18, 2018 12:58 pm
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 2293

Re: How can I make this faster?

Right, yeah I need to do some profiling - GLdc isn't managing nearly that much :(
by kazade
Fri Aug 17, 2018 2:50 pm
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 2293

Re: How can I make this faster?

It's been pointed out to me that this might already be about as fast as it can go...

The quadmark benchmark... anyone know what frame/poly rates PH3NOMs libGL gets?
by kazade
Fri Aug 17, 2018 5:20 am
Forum: Programming Discussion
Topic: How can I make this faster?
Replies: 10
Views: 2293

How can I make this faster?

https://github.com/Kazade/GLdc/blob/master/GL/draw.c#L446 The above link shows the function in GLdc that takes the user submitted pointers to vertex data, and transforms it into a buffer of vertices more suitable to the PVR. When running the quadmark benchmark, which submits a load of vertices in bu...
by kazade
Fri Aug 17, 2018 1:30 am
Forum: Programming Discussion
Topic: GLdc - Call for testers!
Replies: 50
Views: 10285

Re: GLdc - Call for testers!

Ok so I have a question about compressed textures and mipmaps... If I manually generate mipmaps for an uncompressed texture, and then disable mipmapping in the list header, then everything displays fine. However, if i load a compressed texture with mipmaps, then switch off mipmapping, then the image...