PSP native post-processing effects
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06-24-2014, 02:18 PM
Post: #1
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PSP native post-processing effects
Does real PSP support any type of shaders if not what kind of functions it uses for post-processing effects ?
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06-24-2014, 03:44 PM
Post: #2
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RE: PSP native post-processing effects
It does some tricks and stuff but they are not traditional post processing effects. Some games for example use somekind of bloom effect and alot actualy use those typical color-temperature filters.
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06-24-2014, 05:10 PM
Post: #3
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RE: PSP native post-processing effects
(06-24-2014 03:44 PM)VIRGIN KLM Wrote: It does some tricks and stuff but they are not traditional post processing effects. Some games for example use somekind of bloom effect and alot actualy use those typical color-temperature filters. For example PS2 uses vector units to transform vertices for special effects does PSP use something similiar ? |
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06-26-2014, 07:31 AM
Post: #4
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RE: PSP native post-processing effects
So does anyone knows anything more about PSP effects ?
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06-26-2014, 08:04 AM
Post: #5
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RE: PSP native post-processing effects
Games do all sorts of things. Some download the pixels and modify them on the CPU, using vector math or even just regular CPU math. Others render them on top of themselves with various kinds of blending and offset and shrunk UVs to create a blur effect. Others even use a clut (palette) to transform the colors and handle them differently.
But, there are no shaders on the PSP. The PSP's GE can do lots of things but you can't upload code that runs on it per pixel/vertex or anything like with OpenGL. -[Unknown] |
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06-27-2014, 05:37 PM
Post: #6
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RE: PSP native post-processing effects
(06-26-2014 08:04 AM)[Unknown] Wrote: Games do all sorts of things. Some download the pixels and modify them on the CPU, using vector math or even just regular CPU math. Others render them on top of themselves with various kinds of blending and offset and shrunk UVs to create a blur effect. Others even use a clut (palette) to transform the colors and handle them differently. But can PSP use vector unit for transforming vertices like PS2 also PSP has hardware tessellator unit can it use some form of primitive tessellation ? |
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06-27-2014, 05:50 PM
Post: #7
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RE: PSP native post-processing effects
Sure, it can and does use the VFPU to transform vertices. This is seen in many games.
I am not so strong in graphics, so I'm not sure what hardware tessellator means. But, I do know it can generate bezier and spline patches, which can create some pretty advanced affects. This isn't very commonly used though. However, it's still not a situation where you upload code. Instead you say how many points in the patch to generate and some other parameters, afaiu. -[Unknown] |
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06-27-2014, 06:30 PM
(This post was last modified: 06-27-2014 06:47 PM by Arborea.)
Post: #8
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RE: PSP native post-processing effects
(06-27-2014 05:50 PM)[Unknown] Wrote: Sure, it can and does use the VFPU to transform vertices. This is seen in many games. I think you are pretty good at graphics you seem to be the one who fixed most of PPSSPP graphical bugs. Its impressive PPSSPP can already properly emulate PSP effects PCSX2 still cant emulate those vertice transformations and mipmapping in hw mode. Official specs http://uk.ign.com/articles/2003/07/29/ps...s-revealed . Still I am curious if it can use form of primitive tessellation name hardware tessellator seems to suggest it. Also does PSP have support for Depth maps and height maps ? |
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06-27-2014, 07:04 PM
(This post was last modified: 06-27-2014 07:04 PM by [Unknown].)
Post: #9
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RE: PSP native post-processing effects
I'm not sure what height maps are. It does support using depth as a texture and doing interesting things with that. We don't support that at all right now (except in softgpu) and it's very rarely used AFAIK.
The only hardware tessellation I know of is the patch thing. Wikipedia seems to suggest this is the right thing, it sounds similar to this: http://www.opengl.org/wiki/Tessellation#...generation Well, I have fixed some of the graphical bugs but I definitely don't think the majority. I'm still learning OpenGL, and suck at 3D concepts. -[Unknown] |
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06-27-2014, 07:27 PM
(This post was last modified: 06-27-2014 07:35 PM by Arborea.)
Post: #10
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RE: PSP native post-processing effects
(06-27-2014 07:04 PM)[Unknown] Wrote: I'm not sure what height maps are. It does support using depth as a texture and doing interesting things with that. We don't support that at all right now (except in softgpu) and it's very rarely used AFAIK.You mean PSP support abstract patch ? By depth as texture you mean Shadow maps ? I was talking about these https://en.wikipedia.org/wiki/Depth_map. Regarding heightmaps https://en.wikipedia.org/wiki/Heightmap There are also weight maps http://softimage.wiki.softimage.com/xsid...htMaps.htm |
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06-27-2014, 10:35 PM
Post: #11
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RE: PSP native post-processing effects
Well, it supports some interesting forms of texture projection, but I don't think it supports depth or height mapping based on my reading of those articles.
It does support "morphs" and "weights". These are just per-vertex numbers that it uses to weight positions, colors, etc. by either a bone matrix or a set of morph weights. I'm not sure if that's similar to weight maps. -[Unknown] |
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06-28-2014, 03:55 PM
(This post was last modified: 06-28-2014 04:45 PM by Arborea.)
Post: #12
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RE: PSP native post-processing effects
(06-27-2014 10:35 PM)[Unknown] Wrote: Well, it supports some interesting forms of texture projection, but I don't think it supports depth or height mapping based on my reading of those articles. Thanks for response but I still have question can PSP use shadow mappinghttp://https://en.wikipedia.org/wiki/Shadow_mapping or shadow volumes https://en.wikipedia.org/wiki/Shadow_volume and what kind of lighting techniques PSP supports does it support per-pixel lighting, lightmapping and environment mapping ? |
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06-28-2014, 05:32 PM
Post: #13
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RE: PSP native post-processing effects
Maybe shadow volume can be done, I don't know. There is depth testing and such.
Lighting is applied per fragment and there seems to be environment mapping at least. I think you should just read about what the GE can do from the display list commands it sends. https://github.com/hrydgard/ppsspp/blob/...GPUState.h It has to send a command to do anything. Anything else, it can theoretically do in software. It'd be slow, but I suppose it can do anything it wants to including all of these things you've mentioned. It has access to read the stencil and depth buffers if it wants from the CPU. -[Unknown] |
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06-28-2014, 06:01 PM
Post: #14
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RE: PSP native post-processing effects
(06-28-2014 05:32 PM)[Unknown] Wrote: Maybe shadow volume can be done, I don't know. There is depth testing and such. PSP GPU seems to be pretty flexible despite not supporting shaders and it seems to have more advanced features than PS2 Graphics Synthesizer. Does it support normal mapping or bump mapping cant find anything about this. |
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