yet another PlayStationPortable Documentation

10  Video Processing


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10.1  Overview


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10.2  VRAM Mirrors


Writing to the VRAM Mirrors seem to have no effect; setting the drawbuffer pointer to one of these VRAM aliases just works as normal. So these Mirrors only have effects for reads, but work for all readers. (GE, Framebuffer scandout...)
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10.2.1  VRAM


images/back.png
10.2.1.1   Depth Buffer

The raw depth buffer in the normal VRAM space is rearranged in a swizzled-like way. This is the raw dump of the depth buffer converted to an 8bpp greyscale: images/d1.png
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10.2.2  VRAM +2Mib


VRAM with "swizzle" images/d2.png This is clearly a fairly simple structure, with a simple column-wise rearrangement of each 16 pixel (32 byte) strip. When rearranged, it looks as expected: images/sd2.png
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10.2.3  VRAM +4Mib


identical to normal VRAM
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10.2.4  VRAM +6Mib


VRAM with "swizzle" + 32-byte column interleave. Reading from VRAM+6Mib will give you a proper linearized version of the depth buffer with no effort. The GE sees the same view; a GE copy operation returns the same data (represented as RGB 565): images/readdepth.png
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