{
int cbid;
- lprintf("callback_thread started with id %i\n", sceKernelGetThreadId());
+ lprintf("callback_thread started with id %i, priority %i\n",
+ sceKernelGetThreadId(), sceKernelGetThreadCurrentPriority());
cbid = sceKernelCreateCallback("Exit Callback", exit_callback, NULL);
sceKernelRegisterExitCallback(cbid);
void psp_init(void)
{
- int thid;
+ SceUID thid;
- lprintf("entered psp_init, threadId %i\n", sceKernelGetThreadId());
+ lprintf("entered psp_init, threadId %i, priority %i\n", sceKernelGetThreadId(),
+ sceKernelGetThreadCurrentPriority());
thid = sceKernelCreateThread("update_thread", callback_thread, 0x11, 0xFA0, 0, 0);
if (thid >= 0)
sceGuInit();
sceGuStart(GU_DIRECT, guCmdList);
- sceGuDrawBuffer(GU_PSM_5650, VRAMOFFS_FB0, 512); // point to back fb?
- sceGuDispBuffer(480, 272, VRAMOFFS_FB1, 512);
+ sceGuDrawBuffer(GU_PSM_5650, (void *)VRAMOFFS_FB0, 512);
+ sceGuDispBuffer(480, 272, (void *)VRAMOFFS_FB1, 512); // don't care
sceGuClear(GU_COLOR_BUFFER_BIT | GU_DEPTH_BUFFER_BIT);
- sceGuDepthBuffer(VRAMOFFS_DEPTH, 512);
+ sceGuDepthBuffer((void *)VRAMOFFS_DEPTH, 512);
sceGuOffset(2048 - (480 / 2), 2048 - (272 / 2));
sceGuViewport(2048, 2048, 480, 272);
sceGuDepthRange(0xc350, 0x2710);
sceGuScissor(0, 0, 480, 272);
sceGuEnable(GU_SCISSOR_TEST);
-// sceGuAlphaFunc(GU_GREATER, 0, 0xff);
-// sceGuEnable(GU_ALPHA_TEST);
-// sceGuDepthFunc(GU_ALWAYS); // GU_GEQUAL);
-// sceGuEnable(GU_DEPTH_TEST);
sceGuDepthMask(0xffff);
sceGuDisable(GU_DEPTH_TEST);
sceGuFrontFace(GU_CW);
-// sceGuShadeModel(GU_SMOOTH);
-// sceGuEnable(GU_CULL_FACE);
sceGuEnable(GU_TEXTURE_2D);
-// sceGuEnable(GU_CLIP_PLANES);
- sceGuTexMode(GU_PSM_5650, 0, 0, 0);
sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGB);
- sceGuTexFilter(GU_NEAREST, GU_NEAREST);
-// sceGuAmbientColor(0xffffffff);
-// sceGuEnable(GU_BLEND);
-// sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
+ sceGuAmbientColor(0xffffffff);
+ sceGuColor(0xffffffff);
sceGuFinish();
sceGuSync(0, 0);