11
3D GRAPHICS PROCESSING
113
11.5.194
TRXSPOS
0xeb
4
w
TRXSPOS - Transfer Source Position
31
24
23
16
15
8
7
0
....
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....
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bit(s)
description
10-19
Y Position
0-9
X Position
11.5.195
TRXDPOS
0xec
4
w
TRXDPOS - Transfer Destination Position
31
24
23
16
15
8
7
0
....
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bit(s)
description
10-19
Y Position
0-9
X Position
11.5.196
TRXSIZE
0xee
4
w
TRXSIZE - Transfer Size
31
24
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16
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8
7
0
....
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bit(s)
description
10-19
Height = Transfer Height-1
0-9
Width = Transfer Width-1
11.6
Texture Cache
The texture cache is very important on the PSP (as it was on the PS2). From experiments it seems to be 8kB, so that means it’s 64x32
in 32-bit, 64x64 in 16-bit, 128x64 in 8-bit and 128x128 in 4-bit (the sizes are qualified guesses by looking at the PS2). Ordering your
draws so that locality in uv-coordinates is maximized will make sure your rendering is optimal.
DXTn is decompressed into 32-bit when loaded into the cache, so what you gain in shrinking the texture-size, you lose in texture-cache.
If you can, use 4- or 8-bit textures, which will allow a much larger area to be kept in the cache.
11.7
Memory Bandwidth
texture reads from user memory (mem range
0x08800000
-
0x01800000
) have a bandwidth of 50MB/s
texture reads from GE memory or VRAM (mem range
0x04000000
-
0x00200000
) have a bandwidth of 500MB/s
if you have a texture in user memory it is possible to load that texture to VRAM at a bandwidth of 150MB/s
Содержание PlayStationPortable
Страница 114: ...12 AUDIO PROCESSING 114 12 Audio Processing 12 1 Overview 44100 Hz Sample Frequency ...
Страница 116: ...14 WLAN 116 14 WLAN ...
Страница 117: ...15 USB PORT 117 15 USB Port ...
Страница 118: ...16 UMD 118 16 UMD ...
Страница 119: ...17 MEMORY STICK 119 17 Memory Stick ...
Страница 128: ...21 FLASH MEMORY STRUCTURE FLASH1 128 21 Flash Memory Structure flash1 DIC REGISTRY VSH THEME ...
Страница 141: ...28 IPL 141 28 IPL ...