AVs keep overwriting my firewall settings, so I got rid of it, AVG to be exact.
......?????
Programming Discussion Thread
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12-19-2015, 12:27 AM
AVs keep overwriting my firewall settings, so I got rid of it, AVG to be exact.
......?????
01-16-2016, 07:25 AM
(01-14-2015, 01:27 PM)Shonumi Wrote: From what I can see, endrift is just using OpenGL for the drawing portion. In 2D systems like the GBA, rendering is the process looking up tiles and then determining what pixel data should be generated from that. OpenGL natively has no way of knowing what to do with the tile data, so you can't pass the data off to OpenGL and expect it to generate an image. You can determine the pixel data yourself first into a buffer, then pass it on to OpenGL to push those pixels to your screen. There's a very important distinction between rendering and drawing. Think of rendering as the computer getting an "idea" of what the final image looks like, but drawing is the computer actually showing you what the image looks like. A lot of people use "rendering" to mean the "drawing" bit, however.Is that tiled-rendering used by old 2D consoles like tile-based deferred rendering on PowerVR GPUs therefore it would be possible to emulate it on this architecture? https://imgtec.com/powervr/graphics/architecture/ http://blog.imgtec.com/powervr/a-look-at...-rendering
I don't think you could reasonably expect to utilize it to "natively" render stuff like NES, or GB, or any kind of graphics like that. The main problem is that the data PowerVR expects is totally different from what something like the SNES or Genesis produced. Some amount of translation is going to have to happen, and usually that involves the CPU rendering things into a texture format the GPU can understand when we're talking about these kinds of gaming consoles.
Now, if you're just trying to do hardware accelerated drawing (software render a frame, use OpenGL or D3D or whatever to draw it on your computer's screen), this might help if it could somehow detect duplicate groups of pixels and cache them for later reference. But even then, I can't imagine you'd get another more than a minor or negligible boost in speed. I mean, it already doesn't take that much for OpenGL to blit something to a screen with GBE+ (and other emulators too) when it's all just a single textured quad, so you might be hard-pressed to find improvements that are noticeable. 01-20-2016, 07:20 AM
(01-16-2016, 02:32 PM)Shonumi Wrote: I don't think you could reasonably expect to utilize it to "natively" render stuff like NES, or GB, or any kind of graphics like that. The main problem is that the data PowerVR expects is totally different from what something like the SNES or Genesis produced. Some amount of translation is going to have to happen, and usually that involves the CPU rendering things into a texture format the GPU can understand when we're talking about these kinds of gaming consoles. How is Dolphin/Virtual Console is emulating NES, SNES and Megadrive games with hardware rendering, or is that done with software rendering only?
Probably software rendering when you get down to it. I assume the Virtual Consoles compute pixel data and store it to a buffer using the Wii's CPU, then that data is put somewhere the Wii can draw it (External Frame Buffer aka XFB?). Please understand that "rendering" 2D things like that refers to calculating what the pixel's color and position should be, and this requires pulling information about the tiles, palettes, and other 2D attributes. Rendering like that isn't something you can just pass off to a GPU unless it's built or forced to understand the tiling system you want to use. In the case of Dolphin's VC support for these 2D systems, I'd guess the only thing your GPU helps with is drawing/blitting the final contents of the XFB or something to that effect. A Dolphin dev would be more familiar with this than I am, however.
02-21-2016, 06:30 AM
Hey everyone Im getting tired of being docked points on my homework over stupid things and my teacher really sucks. I was hoping that after I finish an assignment i could get help fine tuning it or just figuring out a better way to program something thanks!
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Intel Core I7 7700k O.C. @ 4.8 GHZ - Gskill Aegis 16GB DDR4 @ 2400 MHZ - EVGA GTX 980ti SC @ 1425 - 6.1 TB storage - Win 10 Read my reviews or check out my channels below! https://www.youtube.com/icestrike256 https://www.twitch.tv/icestrike256 http://gametyrant.com/?author=580f9e8f2994caaa1f9ead67 02-21-2016, 08:15 AM
02-21-2016, 04:14 PM
Holy post necromancy! That post is from 4 years ago. I've moved on from that stuff a long time ago.
And yeah I did eventually start working on hardware projects. Not really relevant to this thread though. @IceStrike256 We can't help you with an issue if you don't tell us what it is.
"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."
-Ron Swanson "I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. " -Mark Antony 02-21-2016, 06:29 PM
(02-21-2016, 04:14 PM)NaturalViolence Wrote: Holy post necromancy! That post is from 4 years ago. I've moved on from that stuff a long time ago.now that you mention it wtf i saw there was a post, clicked on last page and thats what i got to see :/ oh well... 02-22-2016, 10:10 AM
(This post was last modified: 02-22-2016, 11:52 AM by IceStrike256.)
This is my current assignment that im working on but I was gone for the last week of class so im not sure where im going wrong.
we are making are own dynamically allocated vector of ints using arrays. if anyone wanted to take a look I would be grateful. Edit. Also the driver.h and driver.cpp were provided. Edit: figured it out.
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