FYI ..

http://www.jausoft.ca/Files/GLMame/sdlmame0115u3_glpatch01.diff

http://www.jausoft.ca/Files/GLMame/

+++

2007-05-31 sdlmame0115u3_glpatch01.diff sgothel patch 01

- Just creating the patch against 0115u3 ;-)

2007-05-31 Reached sdlmame0115u3

2007-05-31 sdlmame0115u2a_glpatch01.diff sgothel patch 04

- GLSL shader:
        - fixing idx16 shader, working now, faster than cpu based (finally ;-),
          even with the bilinear filter.

- GLSL shader filter:
        - 0: PLAIN      just as pixelized as it is ;-)
        - 1: BILINEAR   just as bilinear as GL's FF
        - 2: GAUSSIAN   just as blurry as it can gets 

        Default in glsl mode is 'gl_glsl_filter 1' and 'filter 0',
        i.e. no FF filter, but the fragment shader's filter.

        If 'gl_glsl_filter' > 0 then 'filter' is forced off,
        i.e. no built FF in bilinear filter.
        No filter at all is: '-gl_glsl_filter 0 -nofilter'

2007-05-30 sdlmame0115u2a_glpatch01.diff sgothel patch 03

- Cleaning up the shader mess:
        - new gl_shader_mgr module to manage all of them ..
        - removing special rgb15 shader, using generic rgb32 instead
        - adding 1 gaussian convolution filter, but .. I don't like it ;-)
          You can choose them by the new parameter '-gl_glsl_filter 1'.

- Adding the paramter '-gl_allowtexturerect' to allow usage of the 
GL_ARB_texture_rectangle,
  which is disabled per default ..

Look's a bit cleaner now, so the shader code won't make such a mess .. ;-)

2007-05-29 sdlmame0115u2a_glpatch01.diff sgothel patch 02

- Fix: throttle metapher
    - The old logic said: if throttle then try to lock the video renderer,
      and if not, just skip rendering if still busy.
      According to the logic of throttle, to throttle down the speed
      to achieve real time, this makes not sense. 
      It will just bring down the rendering speed far below 100%,
      while waiting to render the image too late - the lost cause.

- NEW: parameter '-videoperformancetest'
      This set, the true video rendering performance will be logged on stdout.

- NEW: OpenGL GLSL support
       Adding fragment shader rendering support for palette lookup:
        - RGB32, RGB15 and INDEXED16

       INDEXED16 is still bugy (for all with more colors than ~34, i.e. puckman 
runs ;-)
       so it is disabled in the source code -> see FIXME: commentary

       GLSL disabled as default, enable it with the new option '-gl_glsl'

       Have fun experimenting with ..

       The downside .. after all the work .. fun and learning for sure,
       there was no performance gain on moderate GPU's, i.e. r300, nv20 ..
       Have to test more ..
       And now you might help making it better ..

- NEW: OpenGL parameter:
        -gl_glsl             enable OpenGL GLSL, if available (default off)
        -gl_pbo              enable OpenGL PBO,  if available (default on)
        -gl_vbo              enable OpenGL VBO,  if available (default on)

- Quality: Beside all the new code, I guess I could even simplify a little 
           of the current code - i.e. unifying texture types, etc ..

  I hope you like it ... ;-)


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