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GS Plugin
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Patrik83
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Post: #1
GS Plugin

In first place i want to say that i'm glad this forum is back ( i really was losing hopes Toungue )
Well i'd like to make a GS Plugin so i really need explanations about the role of each function needed to implement ...
for example what is readN or writeN are for ? In what format the information are ? Every info is welcome ...

PS: my apologies for posting this so early but i really wasn't able to resist to be the first to post in this new forum ( eheheheh Cool )

03-10-2006 08:38 PM
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ChaosCode
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RE: GS Plugin

Patrik83 Wrote:
In first place i want to say that i'm glad this forum is back ( i really was losing hopes Toungue )
Well i'd like to make a GS Plugin so i really need explanations about the role of each function needed to implement ...
for example what is readN or writeN are for ? In what format the information are ? Every info is welcome ...

PS: my apologies for posting this so early but i really wasn't able to resist to be the first to post in this new forum ( eheheheh Cool )


Writing a plugin for pcsx2 is HARD, trust me Iv done a few. now the GS is the hardest plugin to write. If you want to become a plugin dev start with the basics like a good pad plugin or a iso plugin. Just so you can see how the system works. Then move on to a spu2 or a gs plugin.

03-10-2006 08:50 PM
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Patrik83
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RE: GS Plugin

Of course ... i knew that ... But i only want to test my skills in both Direct3D and C++ programming ! So i thought that a GS plugin would be perfect for that purpose . Thanks anyway ... Grin

03-11-2006 05:09 AM
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General Plot
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RE: GS Plugin

You can certainly try. You should be able to get plugin specs from one of the devs. Try talking to one in the IRC channel on efnet.Wink



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03-11-2006 05:16 AM
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Xymet
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RE: GS Plugin

Oh else send me your mail address. I'll be able to give you some specifications on how a Graphics Processing Unit is used and some technical documents about the PS2 GPU. Also you can try it out by looking at the source of GSDX9. I mean, just to get an idea how it is done and everything.


03-13-2006 01:36 AM
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Patrik83
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RE: GS Plugin

Yeah thanks for your help
Here my e-mail patric.cinalli@gmail.com Smile
I'm just trying to find a meaning to it but i'd appreciate an hand

03-13-2006 05:42 AM
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Xymet
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RE: GS Plugin

Ok. I'll send you the documents, Some time, in the mean time, here's a document which may interest you. Since you are trying to write a GSplugin.. You may want to know some basics about the Graphic Processing Unit.

So to the basics, Download the document below and have some reading done. This document is based on the old playstation console's graphic processor. But this should be having pretty much information on how to get started on writing something. The major difference is the buffer size and the Z axis co-ordination. So if you can handle a PSX GPU, PS2 wouldn't be toooooooo high beyond reach. So try it out. Oh and the PS2 documents are on your mail before 15th of the month. Probably I'll do it in GMT 2100 hours. Ok.....

Hope this aint illegal. Smile


03-13-2006 09:11 AM
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refraction
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Post: #8
RE: GS Plugin

you can start making your GS plugin (if thats what youre doing) but i wouldnt get too excited till 0.9 is out, memory/register access will be changing along with the specs slightly, i hope you know how to access virtual memory addresses Wink

03-15-2006 08:17 AM
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blueshogun96
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RE: GS Plugin

Hi, I'm blueshogun. I'm the author of GSrex (Direct3D7) and SPU2OpenAL. First of all, sir chaoscode is right, coding a GS plugin is NOT a walk in the park. If you are just beginning to learn C++ and Direct3D, this is not something I'd reccomend you attempt. No
I've been a programmer since '89 and started programming C/C++ and DirectX/OpenGL in 2003, and that is barely enough experience to pull off GSrex.

But I'm not going to discourage you one bit, in fact, I'd be more than willing to help you with any questions you may have. Feel free to PM me or e-mail me at Shogun3D_@hotmail.com

To start off with, here's a check list of things you should know/have before beginning your GS plugin:

1. You should at least know how to code with C or C++. I personally reccomend 100% pure C, but C++ will work fine as long as don't over use OOP or use it improperly.

2. Don't just know your target API (Direct3D, OpenGL, etc.), master it! You will need a WIDE knowledge of your target API before beginning.

3. Get comfortable with programming in the specific OS you wish to use. Windows and Linux.

4. Learn a thing or two about emulation. If you don't know anything about emulation coding in general (i.e. what a CPU/GPU interpreter is) then you should not be writing a plugin. Go to http://www.emutalk.com. I have dedicated a thread to emu programming tutorials there.
http://www.emutalk.net/showthread.php?t=30272

5. Learn to code some apps for the PS2. This will help you more than ANYTHING! go to http://www.ps2dev.org. You will learn much about the GS and how it interacts with the PS2 as a whole. Start off simple, then get complicated! Catch my drift?

6. Now you are ready to begin writing your plugin. Familiarize yourself with the PS2E plugin API. Read the PS2Edefs.h to learn what you need to implement for your plugin to work.

7. Get as much documentation on the GS and the PS2 as you possibly can. Do a google search or ask someone. You can ask me if you want.

8. Write your plugin. If you are successful, submit it to the pcsx2 team so they can check it out so they can verify your work. Try not to base your plugin off another if you can help it. It's ok to do this, but if your plugin looks like a clone of another, then you will look like a theif.

I hope this goes well for you. Please don't hesitate to ask me, refraction, chaoscode, or any pcsx2 dev like shadow, asadr, saqib for help. Best of luck.

03-21-2006 01:42 PM
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ChaosCode
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Post: #10
RE:  GS Plugin

blueshogun96 Wrote:
Hi, I'm blueshogun.  I'm the author of GSrex (Direct3D7) and SPU2OpenAL. First of all, sir chaoscode is right, coding a GS plugin is NOT a walk in the park.  If you are just beginning to learn C++ and Direct3D, this is not something I'd reccomend you attempt. No
I've been a programmer since '89 and started programming C/C++ and DirectX/OpenGL in 2003, and that is barely enough experience to pull off GSrex.

But I'm not going to discourage you one bit, in fact, I'd be more than willing to help you with any questions you may have.  Feel free to PM me or e-mail me at Shogun3D_@hotmail.com

To start off with, here's a check list of things you should know/have before beginning your GS plugin:

1. You should at least know how to code with C or C++.  I personally reccomend 100% pure C, but C++ will work fine as long as don't over use OOP or use it improperly.

2. Don't just know your target API (Direct3D, OpenGL, etc.), master it!  You will need a WIDE knowledge of your target API before beginning.

3. Get comfortable with programming in the specific OS you wish to use.  Windows and Linux.

4. Learn a thing or two about emulation.  If you don't know anything about emulation coding in general (i.e. what a CPU/GPU interpreter is) then you should not be writing a plugin.  Go to http://www.emutalk.com.  I have dedicated a thread to emu programming tutorials there.
http://www.emutalk.net/showthread.php?t=30272

5. Learn to code some apps for the PS2.  This will help you more than ANYTHING!  go to http://www.ps2dev.org.  You will learn much about the GS and how it interacts with the PS2 as a whole.  Start off simple, then get complicated!  Catch my drift?

6. Now you are ready to begin writing your plugin.  Familiarize yourself with the PS2E plugin API.  Read the PS2Edefs.h to learn what you need to implement for your plugin to work.

7. Get as much documentation on the GS and the PS2 as you possibly can.  Do a google search or ask someone.  You can ask me if you want.  

8. Write your plugin.  If you are successful, submit it to the pcsx2 team so they can check it out so they can verify your work.  Try not to base your plugin off another if you can help it.  It's ok to do this, but if your plugin looks like a clone of another, then you will look like a theif.  

I hope this goes well for you.  Please don't hesitate to ask me, refraction, chaoscode, or any pcsx2 dev like shadow, asadr, saqib for help.  Best of luck.


Actually Refraction is a main DEV now Toungue and I think I count as a plugin dev also. Donno about offically tho.


03-21-2006 02:45 PM
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blueshogun96
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Post: #11
RE:   GS Plugin

ChaosCode Wrote:

blueshogun96 Wrote:
Hi, I'm blueshogun.  I'm the author of GSrex (Direct3D7) and SPU2OpenAL. First of all, sir chaoscode is right, coding a GS plugin is NOT a walk in the park.  If you are just beginning to learn C++ and Direct3D, this is not something I'd reccomend you attempt. No
I've been a programmer since '89 and started programming C/C++ and DirectX/OpenGL in 2003, and that is barely enough experience to pull off GSrex.

But I'm not going to discourage you one bit, in fact, I'd be more than willing to help you with any questions you may have.  Feel free to PM me or e-mail me at Shogun3D_@hotmail.com

To start off with, here's a check list of things you should know/have before beginning your GS plugin:

1. You should at least know how to code with C or C++.  I personally reccomend 100% pure C, but C++ will work fine as long as don't over use OOP or use it improperly.

2. Don't just know your target API (Direct3D, OpenGL, etc.), master it!  You will need a WIDE knowledge of your target API before beginning.

3. Get comfortable with programming in the specific OS you wish to use.  Windows and Linux.

4. Learn a thing or two about emulation.  If you don't know anything about emulation coding in general (i.e. what a CPU/GPU interpreter is) then you should not be writing a plugin.  Go to http://www.emutalk.com.  I have dedicated a thread to emu programming tutorials there.
http://www.emutalk.net/showthread.php?t=30272

5. Learn to code some apps for the PS2.  This will help you more than ANYTHING!  go to http://www.ps2dev.org.  You will learn much about the GS and how it interacts with the PS2 as a whole.  Start off simple, then get complicated!  Catch my drift?

6. Now you are ready to begin writing your plugin.  Familiarize yourself with the PS2E plugin API.  Read the PS2Edefs.h to learn what you need to implement for your plugin to work.

7. Get as much documentation on the GS and the PS2 as you possibly can.  Do a google search or ask someone.  You can ask me if you want.  

8. Write your plugin.  If you are successful, submit it to the pcsx2 team so they can check it out so they can verify your work.  Try not to base your plugin off another if you can help it.  It's ok to do this, but if your plugin looks like a clone of another, then you will look like a theif.  

I hope this goes well for you.  Please don't hesitate to ask me, refraction, chaoscode, or any pcsx2 dev like shadow, asadr, saqib for help.  Best of luck.


Actually Refraction is a main DEV now Toungue and I think I count as a plugin dev also. Donno about offically tho.

lol, yes sir, didn't mean to exclude you. Slap

03-22-2006 12:10 PM
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Patrik83
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Post: #12
RE: GS Plugin

Really tnx for your help , sir !!! Wink

03-24-2006 06:17 PM
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