Driver layer GPU libraries and tests for PSP2

Overview

PVR_PSP2

Driver layer GPU libraries and tests for PSP2

Currently this project include:

  1. Common and PSP2-specific GPU driver headers.
  2. Extension library for GPU driver (libgpu_es4_ext), which includes:
  • Full Display Class API implementation;
  • Lowlevel USE codegen code;
  • OS and kernel bridge extensions.
  1. PVR2D port for PSP2.
  2. Various unittests to check basic driver features.

Unittest status

Basic:

Test Status
services_test Passed
sgx_init_test Passed
sgx_flip_test Passed
sgx_render_flip_test Passed

Libs:

Test Status
pvr2d_test Passed
gles1test WIP

Library port status

Library Status
PVR2D Completed
WSEGL WIP
IMGEGL WIP
OpenGLES1 WIP
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Comments
  • eglGetProcAddress returns NULL for GLES functions, while those functions are actually callable

    eglGetProcAddress returns NULL for GLES functions, while those functions are actually callable

    Hi, I'm trying to port a game using PVR_PSP2, which loads GL functions dynamically but found eglGetProcAddress didn't return right address. The situation is:

    init_pvr_psp2();
    init_egl();
    auto addr = reinterpret_cast<uint32_t>(eglGetProcAddress("glGetError"));
    log("glGetError addr = %x, error = %x\n", addr, eglGetError());
    // prints: glGetError addr = 0, error = 3000
    log("glGetError = %d\n", glGetError());
    // prints: glGetError = 0, might indicate that GLES module are loaded
    addr = reinterpret_cast<uint32_t>(eglGetProcAddress("glGetError"));
    log("glGetError addr = %x, error = %x\n", addr, eglGetError());
    // prints: glGetError addr = 0, error = 3000
    

    The complete test code can be found here. Additionally, loading libGLESv1_CM.suprx manually in init_pvr_psp2 would solve this problem. But I thought this might not be the correct way to use it. Anyway, thanks for developing this excellent repo! Any help will be appreciated.

    opened by kaaass 5
  • Additions and changes

    Additions and changes

    Made adjustments to SGXGetRenderTargetMemSize

    Moved some defines from psp2_pvr_defs.h and added some new defines to the relevant headers.

    Renamed and added comments to psp2 specific fields of SGX_KICKTA_COMMON.

    opened by bythos14 0
  • EglProcAddress Core Functions/Runtime Checked Modules

    EglProcAddress Core Functions/Runtime Checked Modules

    Tried to make this as close to how it was handled originally.

    Added Core Functions for both GLES1.1 and GLES2.0 in their respective GetProcAddress functions. Enabled by EGL_CORE_FUNC.

    API_MODULES_RUNTIME_CHECKED is now defined and functionality fixed, allowing EGL to check which graphics library is available at any given time by AppHint paths. This change is entirely internal and results in no changes for the developer.

    opened by SonicMastr 0
  • Assignment of gl_Position in different places leads to different results.

    Assignment of gl_Position in different places leads to different results.

    Hi. When I try to use glsl to write a vertex shader. Everything runs well when I put the assignment of gl_Position in the first line of the main() function. But when I move it to the last line of the main() function, an error occurred in the vertex coordinates.

    This is my repository: https://github.com/ZeroNinx/VitaTest

    If you want to get a wrong result, just move the assignment of gl_Position to the last line of the main() function in data/Shader/VertexShader.glsl.

    like this:

    #version 100
    
    attribute vec3 aPos; //顶点位置
    attribute vec2 aTexCoord; //纹理坐标
    attribute vec3 aNormal; //法向量
    
    uniform mat4 ModelMat; //模型矩阵
    uniform mat4 ViewMat; //相机矩阵
    uniform mat4 ProjMat; //投影矩阵
    uniform mat4 TranspostInverseModelMat; //模型矩阵左上角的逆矩阵的转矩阵(用于计算法向量)
    
    varying vec3 FragPos; //片段位置
    varying vec2 TexCoord; //纹理坐标
    varying vec3 Normal; //法向量
    
    void main()
    {
       //Place it here is right
       // gl_Position = ProjMat * ViewMat * ModelMat * vec4(aPos, 1.0);
    
        TexCoord = aTexCoord;
        FragPos = vec3(ModelMat * vec4(aPos, 1.0));
        Normal = mat3(TranspostInverseModelMat) * aNormal;
    
       //Place here cause vertex coordinates error
       gl_Position = ProjMat * ViewMat * ModelMat * vec4(aPos, 1.0);
    }
    
    opened by ZeroNinx 2
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