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#51 hudihutian 2006-11-29 11:04
原帖由 saltair 于 2006-11-29 10:58 发表



呵呵,没有硬件加速的显卡速度,你试试看装了xp不装显卡驱动就能体会到了


试什么试,ydl已经出来了,是驴子是马拉出来遛遛就好了。

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#52 lushaohui 2006-11-29 11:06
原帖由 hudihutian 于 2006-11-29 11:04 发表


试什么试,ydl已经出来了,是驴子是马拉出来遛遛就好了。

就是嘛,期待mplayer的评测出来,看那些人是如何的自刮嘴巴

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#53 真阿拉鬱悶安 2006-11-29 13:34
:肥雀寒: 果然,相對于xo,ps3的diy可行性貌似大很多....

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#54 MJ3 2006-11-29 13:39
原帖由 saltair 于 2006-11-29 10:58 发表



呵呵,没有硬件加速的显卡速度,你试试看装了xp不装显卡驱动就能体会到了


这个时候就看cell了, 华丽的拿扣肉2来比吧:肥雀满地打滚:

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#55 hudihutian 2006-11-29 13:40
原来xo内置扣肉2强力cpu啊



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#56 syu 2006-11-29 14:10
怎么还没下文阿。

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#57 藕是张力 2006-11-29 15:07
关于qyqgpower的质疑,找了一点PS3 LINUX上的Programming with Frame Buffer的文档

The frame buffer on PS3 platform has been implemented as virtual frame buffer allocated on main memory. We’ll explain how it works and how user program could be control it, here.
Virtual Frame Buffer and VSYNC

Fig. 2 shows a whole picture of double buffering and VSYNC support with the frame buffer device.

http://bbs.hlgnet.com/upload/bbsupfile/2006-11-29/20061129150625_9.gif


Fig. 2 Virtual frame buffer and VSYNC timimg

Virtual frame buffer is allocated two sides, on main memory in Kernel space. User space application can use this frame buffer with mapping it to user space by mmap(). With mmap() against /dev/fb, User can map up to 2 buffers and choose two model. One is “single buffer”. With this model, user can map and draw to frame buffer just same as conventional frame buffer. The kernel daemon would take place flip hvc. The other is “double buffer” model, with it application need to take care to issue flip through ioctl by program itself, although it could achieve flicker-less drawing

Single Buffer Model

Fig. 3 shows timing chart of hypervisor call, dma and irq with a single buffer scenario, inside Kernel.

http://bbs.hlgnet.com/upload/bbsupfile/2006-11-29/20061129150634_18.gif


Fig. 3 VFB behavior in the Linux kernel

The kernelkernel daemon “ps3fbd” implements single frame buffer model and controls its dma and flip using hvc.

1. In the GPU side flip is done at vsync timing and after finishing it, the interrupt is issued to the kernel. Handling the interrupt, the kernel daemon requests dma via hyper visor and the data in the frame buffer on main memory is transferred to the GPU. This hvc is blocking call.
2. The daemon calls non-blocking FLIP request via hyper visor. At the next vsync timing, flip will be done in the GPU side.
3. Return to 1.

Double Buffer Model

Fig. 4 shows timing of IOCTL, hypervisor call, dma and irq with double buffer scenario.

http://bbs.hlgnet.com/upload/bbsupfile/2006-11-29/20061129150641_97.gif


Fig. 4 IOCTL usgae from the user Application

From the user applications, the frame buffer can be used with double buffering as following.

1. Get a screen size and number of frame buffers by ioctl PS3FB_IOCTL_SCREENINFO.
2. Stop the “ps3fbd” which performs flip in the kernel by ioctl PS3FB_IOCTL_ON. Then flip will be controllable from the user space.
3. Wait the next vsync by blocking ioctl FBIO_WAITFORVSYNC.
4. After the vsync, call blocking ioctl PS3FB_IOCTL_FSEL with frame buffer number in user space. This number indicates which frame buffer will be used at the next flip. After calling the ioctl, the data in the frame buffer is transferred with dma and flip request is issued in the kernel.
5. Return to 3.
6. Call the ioctl PS3FB_IOCTL_OFF at the end of the applications.

Sample Code

You can find the sample code as "vsync-sample" pacakge.

This sample code is a simple drawing program with frame buffer using double buffering.

How to compile
To build binaries, simple use make as follwos.
% make clean; make
How to run
Before running the sample code, get root privilage which /dev/fb0 operations require.
Sample 1 - shows "moving line" with double buffering.
# vsync 1
Sample 2 - shows "moving line" with single buffering.
# vsync 2
Sample 3 - red and blue screen by turns with double buffering
# vsync 3
What it shows
The code shows how to use ioctl for frame buffer with double buffering. Brief description is as follows. Please check the source code "vsync.c" for more details.

After opening /dev/fb0 and get handle, you can use ioctl for frame buffer in the kernel via /dev/fb0. Check the size of the frame buffer by ioctl and map it to the user space. After writing data to the buffer in the user space, issue ioctl PS3FB_IOCTL_FSEL and then the data will be displayed at the next vsync timing. You can get this timing by blocking ioctl FBIO_WAITFORVSYNC, after returning the ioctl you can reuse the buffer. Fig. 4 shows ioctl and flip timing, please see it for more details. Don't forget to call PS3FB_IOCTL_OFF at the end of your application, or frame buffer in the kernel remains blank.

Note
You can also use console ioctl to switch text/graphics mode. Please check man pages for console_ioctl.

[ 本帖最后由 藕是张力 于 2006-11-29 15:09 编辑 ]

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#58 qyqgpower 2006-11-29 16:19
你找这只能证明我的说法是正确的,我早就说过是从主内存划出一部分作为虚拟FB(YDL不知道划了多少,FC5默认是32MB),根本没有任何效率可言,就算SD的wmv播放起来都很难维持vsync,GDDR3的显存是一点都没得用的:企鹅捶地:
而且这样的做法更让PS3的主内存捉襟见肘

不开放RSX的理由我猜测了一个:
开放对显存的direct access的话,BD源里decode后的frame在到达HDMI的HDCP之前就可以被截取下来,那么版权保护上就要出很大的问题,任何对BD影片的保护岂不都化为泡影了
XP里怎么防止这个发生我不清楚,Vista在这方面的DRM可是做了很大的功夫的

[ 本帖最后由 qyqgpower 于 2006-11-29 16:24 编辑 ]

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#59 穷酸秀才 2006-11-29 16:23
要是不能播放ts,ps3顿时对我就没有什么吸引力了

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#60 ibelieveicandie 2006-11-29 18:07
RSX访问内存效率很高,应该不会像没装显示驱动的PC这么夸张。如果能YD自制程序也能用满spe的话,优化的好做h.264解码应该没有问题的。

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#61 qyqgpower 2006-11-29 18:08
原帖由 穷酸秀才 于 2006-11-29 16:23 发表
要是不能播放ts,ps3顿时对我就没有什么吸引力了

只要你的文件是标准的ts文件,把后缀改成MPG(这点手续在以后升级之后肯定可以省去)就直接能在PS3里播放,等YDL岂不是庸人自扰

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#62 doomking 2006-11-29 18:10
下玩得记得做种,偶明天来下

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#63 藕是张力 2006-11-29 18:16
原帖由 qyqgpower 于 2006-11-29 18:08 发表

只要你的文件是标准的ts文件,把后缀改成MPG(这点手续在以后升级之后肯定可以省去)就直接能在PS3里播放,等YDL岂不是庸人自扰


都是标准的,还用改什么后缀啊,现在也没有多少视频是绝对标准的

XMB除了MPG,MP4,其他容器或多或少都有问题,改后缀也不行

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#64 lushaohui 2006-11-29 18:30
下载速度正在逐渐加快了,呵呵
希望明天就能看到实力男们的测试,效果满意马上入手:D

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#65 qyqgpower 2006-11-29 22:19
原帖由 藕是张力 于 2006-11-29 18:16 发表


都是标准的,还用改什么后缀啊,现在也没有多少视频是绝对标准的

XMB除了MPG,MP4,其他容器或多或少都有问题,改后缀也不行

TS后缀现在是无法识别的,必须改成MPG

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#66 穷酸秀才 2006-11-30 09:26
等黄狗主要是看它能否支持ts+字幕,没有字幕都是瞎扯

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#67 折翼大天屎 2006-11-30 09:59
善良的孩子们,到底有没有中文?不要只是“貌似”、“应该”阿

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#68 cf3b5 2006-11-30 10:10
原帖由 折翼大天屎 于 2006-11-30 09:59 发表
善良的孩子们,到底有没有中文?不要只是“貌似”、“应该”阿

我可以肯定说:“有”!
中文现在是所有Linux发行版必备的东西~而且YDL是基于FC5的,FC从1开始就已经有中文了!各版本之间只是对中文的渲染程度有所不同而已~
不过因为中文宋体是微软的专利,所以Linux上的中文不如Windows上的漂亮和清晰,如果要获得最好的效果,要做不少美化的工作~

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#69 lushaohui 2006-11-30 10:15
a9vg那边已经有人装好了ydl啦,咱们这边怎么还没出?

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#70 cf3b5 2006-11-30 10:25
原帖由 折翼大天屎 于 2006-11-30 09:59 发表
善良的孩子们,到底有没有中文?不要只是“貌似”、“应该”阿

盗别人的图,中文来了!
http://bbs.a9vg.com/ul_img/200611/30//1164849512320.JPG




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#71 qiqidudu 2006-11-30 11:44
下个备用

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#72 jeffma 2006-11-30 12:22
DVD里的vob直接考入ps3改名为mpg行吗?

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#73 莎木 2006-11-30 13:04
这黄狗安装后到底有些什么功能啊!

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#74 jeffma 2006-12-1 12:05
正在安装。。。

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#75 曹任 2006-12-1 12:16
SO..上次那个测试贴是真实的,PS3大概也就相当于闪龙1.5G左右的性能,(指跑OS及普通应用程序)

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#76 elt 2007-1-7 23:55
顶上去看看

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