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PSP sample code for loading YCbCr planes from the main CPU to uncached memory, transferring them to the Media Engine's eDRAM, and processing RGB conversion via the VME. The converted output is written to VRAM as the destination framebuffer, demonstrating CSC hardware registers for video processing.

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CSC Sample Code

This repository provides a sample implementation for converting YCbCr data to RGB using the Media Engine and VME. It demonstrates how to load YCbCr planes from files on the main CPU into an uncached memory area, transfer them to the eDRAM of the Media Engine, and then process the RGB conversion via the VME before each buffer swap. The final output is written to VRAM, serving as the destination framebuffer.

Requirements

Run ./build.sh from a bash shell. Place the y.bin, cb.bin, cr.bin, and prx files along with the EBOOT in a me folder inside your GAME folder before launching.

Special Thanks To

  • Contributors to psdevwiki.
  • The PSP homebrew community, for being an invaluable source of knowledge.
  • crazyc from ps2dev.org, for pioneering discoveries related to the Media Engine.
  • All developers and contributors who have supported and continue to support the scene.

resources:

m-c/d

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PSP sample code for loading YCbCr planes from the main CPU to uncached memory, transferring them to the Media Engine's eDRAM, and processing RGB conversion via the VME. The converted output is written to VRAM as the destination framebuffer, demonstrating CSC hardware registers for video processing.

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