Update to v094r29 release.
byuu says:
Note: for Windows users, please go to nall/intrinsics.hpp line 60 and
correct the typo from "DISPLAY_WINDOW" to "DISPLAY_WINDOWS" before
compiling, otherwise things won't work at all.
This will be a really major WIP for the core SNES emulation, so please
test as thoroughly as possible.
I rewrote the 65816 CPU core's dispatcher from a jump table to a switch
table. This was so that I could pass class variables as parameters to
opcodes without crazy theatrics.
With that, I killed the regs.r[N] stuff, the flag_t operator|=, &=, ^=
stuff, and all of the template versions of opcodes.
I also removed some stupid pointless flag tests in xcn and pflag that
would always be true.
I sure hope that AWJ is happy with this; because this change was so that
my flag assignments and branch tests won't need to build regs.P into
a full 8-bit variable anymore.
It does of course incur a slight performance hit when you pass in
variables by-value to functions, but it should help with binary size
(and thus cache) by reducing a lot of extra functions. (I know I could
have used template parameters for some things even with a switch table,
but chose not to for the aforementioned reasons.)
Overall, it's about a ~1% speedup from the previous build. The CPU core
instructions were never a bottleneck, but I did want to fix the P flag
building stuff because that really was a dumb mistake v_v'
2015-06-22 13:31:49 +00:00
|
|
|
#if defined(DISPLAY_XORG)
|
2013-04-09 13:31:46 +00:00
|
|
|
#include <GL/gl.h>
|
|
|
|
#include <GL/glx.h>
|
Update to v103r18 release.
byuu says:
Changelog:
- tomoko: improved handling of changing audio devices on the audio
settings panel
- ruby/audio/wasapi: added device enumeration and selection support¹
- ruby/audio/wasapi: release property store handle from audio device
- ruby/audio/wasapi: fix exclusive mode buffer filling
- ruby/video/glx2: ported to new API -- tested and confirmed working
great²
- ruby/video/sdl: fixed initialization -- tested and confirmed working
on FreeBSD now³
- ruby/video/xv: ported to new API -- tested and mostly working great,
sans fullscreen mode⁴
Errata:
- accidentally changed "Driver Settings" label to "Driver" on the
audio settings tab because I deleted the line and forgot the
"Settings" part
- need to use "return initialize();" from setDevice() in the WASAPI
driver, instead of "return true;", so device selection is currently
not functioning in this WIP for said driver
¹: for now, this will likely end up selecting the first available
endpoint device, which is probably wrong. I need to come up with a
system to expose good 'default values' when selecting new audio drivers,
or changing audio device settings.
²: glx2 is a fallback driver for system with only OpenGL 2.0 and no
OpenGL 3.2 drivers, such as FreeBSD 10.1 with AMD graphics cards.
³: although I really should track down why InputManager::poll() is
crashing the emulator when Video::ready() returns false ...
⁴: really bizarrely, when entering fullscreen mode, it looks like the
image was a triangle strip, and the bottom right triange is missing, and
the top left triangle skews the entire image into it. I'm suspecting
this is a Radeon driver bug when trying to create a 2560x1600 X-Video
surface. The glitch persists when exiting fullscreen, too.
If anyone can test the X-Video driver on their Linux/BSD system, it'd be
appreciated. If it's just my video card, I'll ignore it. If not,
hopefully someone can find the cause of the issue :|
2017-07-20 11:52:47 +00:00
|
|
|
#ifndef glGetProcAddress
|
|
|
|
#define glGetProcAddress(name) (*glXGetProcAddress)((const GLubyte*)(name))
|
|
|
|
#endif
|
Update to v094r29 release.
byuu says:
Note: for Windows users, please go to nall/intrinsics.hpp line 60 and
correct the typo from "DISPLAY_WINDOW" to "DISPLAY_WINDOWS" before
compiling, otherwise things won't work at all.
This will be a really major WIP for the core SNES emulation, so please
test as thoroughly as possible.
I rewrote the 65816 CPU core's dispatcher from a jump table to a switch
table. This was so that I could pass class variables as parameters to
opcodes without crazy theatrics.
With that, I killed the regs.r[N] stuff, the flag_t operator|=, &=, ^=
stuff, and all of the template versions of opcodes.
I also removed some stupid pointless flag tests in xcn and pflag that
would always be true.
I sure hope that AWJ is happy with this; because this change was so that
my flag assignments and branch tests won't need to build regs.P into
a full 8-bit variable anymore.
It does of course incur a slight performance hit when you pass in
variables by-value to functions, but it should help with binary size
(and thus cache) by reducing a lot of extra functions. (I know I could
have used template parameters for some things even with a switch table,
but chose not to for the aforementioned reasons.)
Overall, it's about a ~1% speedup from the previous build. The CPU core
instructions were never a bottleneck, but I did want to fix the P flag
building stuff because that really was a dumb mistake v_v'
2015-06-22 13:31:49 +00:00
|
|
|
#elif defined(DISPLAY_QUARTZ)
|
2013-04-14 08:52:47 +00:00
|
|
|
#include <OpenGL/gl3.h>
|
Update to v094r29 release.
byuu says:
Note: for Windows users, please go to nall/intrinsics.hpp line 60 and
correct the typo from "DISPLAY_WINDOW" to "DISPLAY_WINDOWS" before
compiling, otherwise things won't work at all.
This will be a really major WIP for the core SNES emulation, so please
test as thoroughly as possible.
I rewrote the 65816 CPU core's dispatcher from a jump table to a switch
table. This was so that I could pass class variables as parameters to
opcodes without crazy theatrics.
With that, I killed the regs.r[N] stuff, the flag_t operator|=, &=, ^=
stuff, and all of the template versions of opcodes.
I also removed some stupid pointless flag tests in xcn and pflag that
would always be true.
I sure hope that AWJ is happy with this; because this change was so that
my flag assignments and branch tests won't need to build regs.P into
a full 8-bit variable anymore.
It does of course incur a slight performance hit when you pass in
variables by-value to functions, but it should help with binary size
(and thus cache) by reducing a lot of extra functions. (I know I could
have used template parameters for some things even with a switch table,
but chose not to for the aforementioned reasons.)
Overall, it's about a ~1% speedup from the previous build. The CPU core
instructions were never a bottleneck, but I did want to fix the P flag
building stuff because that really was a dumb mistake v_v'
2015-06-22 13:31:49 +00:00
|
|
|
#elif defined(DISPLAY_WINDOWS)
|
2013-04-09 13:31:46 +00:00
|
|
|
#include <GL/gl.h>
|
|
|
|
#include <GL/glext.h>
|
Update to v103r18 release.
byuu says:
Changelog:
- tomoko: improved handling of changing audio devices on the audio
settings panel
- ruby/audio/wasapi: added device enumeration and selection support¹
- ruby/audio/wasapi: release property store handle from audio device
- ruby/audio/wasapi: fix exclusive mode buffer filling
- ruby/video/glx2: ported to new API -- tested and confirmed working
great²
- ruby/video/sdl: fixed initialization -- tested and confirmed working
on FreeBSD now³
- ruby/video/xv: ported to new API -- tested and mostly working great,
sans fullscreen mode⁴
Errata:
- accidentally changed "Driver Settings" label to "Driver" on the
audio settings tab because I deleted the line and forgot the
"Settings" part
- need to use "return initialize();" from setDevice() in the WASAPI
driver, instead of "return true;", so device selection is currently
not functioning in this WIP for said driver
¹: for now, this will likely end up selecting the first available
endpoint device, which is probably wrong. I need to come up with a
system to expose good 'default values' when selecting new audio drivers,
or changing audio device settings.
²: glx2 is a fallback driver for system with only OpenGL 2.0 and no
OpenGL 3.2 drivers, such as FreeBSD 10.1 with AMD graphics cards.
³: although I really should track down why InputManager::poll() is
crashing the emulator when Video::ready() returns false ...
⁴: really bizarrely, when entering fullscreen mode, it looks like the
image was a triangle strip, and the bottom right triange is missing, and
the top left triangle skews the entire image into it. I'm suspecting
this is a Radeon driver bug when trying to create a 2560x1600 X-Video
surface. The glitch persists when exiting fullscreen, too.
If anyone can test the X-Video driver on their Linux/BSD system, it'd be
appreciated. If it's just my video card, I'll ignore it. If not,
hopefully someone can find the cause of the issue :|
2017-07-20 11:52:47 +00:00
|
|
|
#ifndef glGetProcAddress
|
|
|
|
#define glGetProcAddress(name) wglGetProcAddress(name)
|
|
|
|
#endif
|
2013-04-09 13:31:46 +00:00
|
|
|
#else
|
Update to v103r18 release.
byuu says:
Changelog:
- tomoko: improved handling of changing audio devices on the audio
settings panel
- ruby/audio/wasapi: added device enumeration and selection support¹
- ruby/audio/wasapi: release property store handle from audio device
- ruby/audio/wasapi: fix exclusive mode buffer filling
- ruby/video/glx2: ported to new API -- tested and confirmed working
great²
- ruby/video/sdl: fixed initialization -- tested and confirmed working
on FreeBSD now³
- ruby/video/xv: ported to new API -- tested and mostly working great,
sans fullscreen mode⁴
Errata:
- accidentally changed "Driver Settings" label to "Driver" on the
audio settings tab because I deleted the line and forgot the
"Settings" part
- need to use "return initialize();" from setDevice() in the WASAPI
driver, instead of "return true;", so device selection is currently
not functioning in this WIP for said driver
¹: for now, this will likely end up selecting the first available
endpoint device, which is probably wrong. I need to come up with a
system to expose good 'default values' when selecting new audio drivers,
or changing audio device settings.
²: glx2 is a fallback driver for system with only OpenGL 2.0 and no
OpenGL 3.2 drivers, such as FreeBSD 10.1 with AMD graphics cards.
³: although I really should track down why InputManager::poll() is
crashing the emulator when Video::ready() returns false ...
⁴: really bizarrely, when entering fullscreen mode, it looks like the
image was a triangle strip, and the bottom right triange is missing, and
the top left triangle skews the entire image into it. I'm suspecting
this is a Radeon driver bug when trying to create a 2560x1600 X-Video
surface. The glitch persists when exiting fullscreen, too.
If anyone can test the X-Video driver on their Linux/BSD system, it'd be
appreciated. If it's just my video card, I'll ignore it. If not,
hopefully someone can find the cause of the issue :|
2017-07-20 11:52:47 +00:00
|
|
|
#error "ruby::OpenGL3: unsupported platform"
|
2013-04-09 13:31:46 +00:00
|
|
|
#endif
|
|
|
|
|
|
|
|
#include "bind.hpp"
|
|
|
|
#include "shaders.hpp"
|
|
|
|
#include "utility.hpp"
|
|
|
|
|
|
|
|
struct OpenGL;
|
|
|
|
|
|
|
|
struct OpenGLTexture {
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
auto getFormat() const -> GLuint;
|
|
|
|
auto getType() const -> GLuint;
|
|
|
|
|
2013-04-09 13:31:46 +00:00
|
|
|
GLuint texture = 0;
|
2017-07-24 05:23:40 +00:00
|
|
|
uint width = 0;
|
|
|
|
uint height = 0;
|
2013-04-09 13:31:46 +00:00
|
|
|
GLuint format = GL_RGBA8;
|
|
|
|
GLuint filter = GL_LINEAR;
|
|
|
|
GLuint wrap = GL_CLAMP_TO_BORDER;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct OpenGLSurface : OpenGLTexture {
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
auto allocate() -> void;
|
2017-07-24 05:23:40 +00:00
|
|
|
auto size(uint width, uint height) -> void;
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
auto release() -> void;
|
2017-07-24 05:23:40 +00:00
|
|
|
auto render(uint sourceWidth, uint sourceHeight, uint targetWidth, uint targetHeight) -> void;
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
|
2013-04-09 13:31:46 +00:00
|
|
|
GLuint program = 0;
|
|
|
|
GLuint framebuffer = 0;
|
2013-04-14 08:52:47 +00:00
|
|
|
GLuint vao = 0;
|
|
|
|
GLuint vbo[3] = {0, 0, 0};
|
2013-04-09 13:31:46 +00:00
|
|
|
GLuint vertex = 0;
|
|
|
|
GLuint geometry = 0;
|
|
|
|
GLuint fragment = 0;
|
2013-05-02 11:25:45 +00:00
|
|
|
uint32_t* buffer = nullptr;
|
2013-04-09 13:31:46 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct OpenGLProgram : OpenGLSurface {
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
auto bind(OpenGL* instance, const Markup::Node& node, const string& pathname) -> void;
|
|
|
|
auto parse(OpenGL* instance, string& source) -> void;
|
|
|
|
auto release() -> void;
|
|
|
|
|
2017-07-24 05:23:40 +00:00
|
|
|
uint phase = 0; //frame counter
|
|
|
|
uint modulo = 0; //frame counter modulus
|
|
|
|
uint absoluteWidth = 0;
|
|
|
|
uint absoluteHeight = 0;
|
2013-04-09 13:31:46 +00:00
|
|
|
double relativeWidth = 0;
|
|
|
|
double relativeHeight = 0;
|
2013-04-14 08:52:47 +00:00
|
|
|
vector<OpenGLTexture> pixmaps;
|
2013-04-09 13:31:46 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
struct OpenGL : OpenGLProgram {
|
Update to 20180728 release.
byuu says:
Sigh, I seem to be spiraling a bit here ... but the work is very
important. Hopefully I can get a solid WIP together soon. But for now...
I've integrated dynamic rate control into ruby::Audio via
setDynamic(bool) for now. It's very demanding, as you would expect. When
it's not in use, I realized the OSS driver's performance was pretty bad
due to calling write() for every sample for every channel. I implemented
a tiny 256-sample buffer and bsnes went from 290fps to 330fps on my
FreeBSD desktop. It may be possible to do the same buffering with DRC,
but for now, I'm not doing so, and adjusting the audio input frequency
on every sample.
I also added ruby::Video::setFlush(bool), which is available only in the
OpenGL drivers, and this causes glFinish() to be called after swapping
display buffers. I really couldn't think of a good name for this, "hard
GPU sync" sounds kind of silly. In my view, flush is what commits queued
events. Eg fflush(). OpenGL of course treats glFlush differently (I
really don't even know what the point of it is even after reading the
manual ...), and then has glFinish ... meh, whatever. It's
setFlush(bool) until I come up with something better. Also as expected,
this one's a big hit to performance.
To implement the DRC, I started putting helper functions into the ruby
video/audio/input core classes. And then the XVideo driver started
crashing. It took hours and hours and hours to track down the problem:
you have to clear XSetWindowAttributes to zero before calling
XCreateWindow. No amount of `--sync`, `gdb break gdk_x_error`, `-Og`,
etc will make Xlib be even remotely helpful in debugging errors like
this.
The GLX, GLX2, and XVideo drivers basically worked by chance before. If
the stack frame had the right memory cleared, it worked. Otherwise it'd
crash with BadValue, and my changing things broke that condition on the
XVideo driver. So this has been fixed in all three now.
Once XVideo was running again, I realized that non-power of two video
sizes were completely broken for the YUV formats. It took a while, but I
managed to fix all of that as well.
At this point, most of ruby is going to be broken outside of FreeBSD, as
I still need to finish updating all the drivers.
2018-07-28 11:21:39 +00:00
|
|
|
auto setShader(const string& pathname) -> void;
|
2017-07-24 05:23:40 +00:00
|
|
|
auto allocateHistory(uint size) -> void;
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
auto clear() -> void;
|
2017-07-24 05:23:40 +00:00
|
|
|
auto lock(uint32_t*& data, uint& pitch) -> bool;
|
|
|
|
auto output() -> void;
|
2018-08-21 03:17:12 +00:00
|
|
|
auto initialize(const string& shader) -> bool;
|
2017-07-24 05:23:40 +00:00
|
|
|
auto terminate() -> void;
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
|
2013-04-09 13:31:46 +00:00
|
|
|
vector<OpenGLProgram> programs;
|
2014-01-05 09:59:17 +00:00
|
|
|
vector<OpenGLTexture> history;
|
2014-01-13 09:35:46 +00:00
|
|
|
GLuint inputFormat = GL_RGBA8;
|
2017-07-24 05:23:40 +00:00
|
|
|
uint outputWidth = 0;
|
|
|
|
uint outputHeight = 0;
|
Update to v093r02 release.
byuu says:
Changelog:
- nall: fixed major memory leak in string class
- ruby: video shaders support #define-based settings now
- phoenix/GTK+: support > 256x256 icons for window / task bar / alt-tab
- sfc: remove random/ and config/, merge into system/
- ethos: delete higan.png (48x48), replace with higan512.png (512x512)
as new higan.png
- ethos: default gamma to 100% (no color adjustment)
- ethos: use "Video Shaders/Display Emulation/" instead of "Video
Shaders/Emulation/"
- use g++ instead of g++-4.7 (g++ -v must be >= 4.7)
- use -std=c++11 instead of -std=gnu++11
- applied a few patches from Debian upstream to make their packaging job
easier
So because colors are normalized in GLSL, I won't be able to offer video
shaders absolute color literals. We will have to perform basic color
conversion inside the core.
As such, the current plan is to create some sort of Emulator::Settings
interface. With that, I'll connect an option for color correction, which
will be on by default. For FC/SFC, that will mean gamma correction
(darker / stronger colors), and for GB/GBC/GBA, it will mean simulating
the weird brightness levels of the displays. I am undecided on whether
to use pea soup green for the GB or not. By not doing so, it'll be
easier for the display emulation shader to do it.
2013-11-09 11:45:54 +00:00
|
|
|
struct Setting {
|
|
|
|
string name;
|
|
|
|
string value;
|
Update to v094r23 release.
byuu says:
The library window is gone, and replaced with
hiro::BrowserWindow::openFolder(). This gives navigation capabilities to
game loading, and it also completes our slotted cart selection code. As
an added bonus, it's less code this way, too.
I also set the window size to consistent sizes between all emulated
systems, so that switching between SFC and GB don't cause the window
size to keep changing, and so that the scaling size is consistent (eg at
normal scale, GB @ 3x is closer to SNES @ 2x.) This means black borders
in GB/GBA mode, but it doesn't look that bad, and it's not like many
people ever use these modes anyway.
Finally, added the placeholder tabs for video, audio and timing. I don't
intend to add the timing calculator code to v095 (it might be better as
a separate tool), but I'll add the ability to set video/audio rates, at
least.
Glitch 1: despite selecting the first item in the BrowserDialog list, if
you press enter when the window appears, it doesn't activate the item
until you press an arrow key first.
Glitch 2: in Game Boy mode, if you set the 4x window size, it's not
honoring the full requested height because the viewport is smaller than
the window. 8+ years of trying to get GTK+ and Qt to simply set the god
damned window size I ask for, and I still can't get them to do it
reliably.
Remaining issues:
- finish configuration panels (video, audio, timing)
- fix ruby driver compilation on Windows
- add DIP switch selection window (NSS) [I may end up punting this one
to v096]
2015-05-30 11:39:09 +00:00
|
|
|
bool operator< (const Setting& source) const { return name < source.name; }
|
|
|
|
bool operator==(const Setting& source) const { return name == source.name; }
|
|
|
|
Setting() = default;
|
Update to v093r02 release.
byuu says:
Changelog:
- nall: fixed major memory leak in string class
- ruby: video shaders support #define-based settings now
- phoenix/GTK+: support > 256x256 icons for window / task bar / alt-tab
- sfc: remove random/ and config/, merge into system/
- ethos: delete higan.png (48x48), replace with higan512.png (512x512)
as new higan.png
- ethos: default gamma to 100% (no color adjustment)
- ethos: use "Video Shaders/Display Emulation/" instead of "Video
Shaders/Emulation/"
- use g++ instead of g++-4.7 (g++ -v must be >= 4.7)
- use -std=c++11 instead of -std=gnu++11
- applied a few patches from Debian upstream to make their packaging job
easier
So because colors are normalized in GLSL, I won't be able to offer video
shaders absolute color literals. We will have to perform basic color
conversion inside the core.
As such, the current plan is to create some sort of Emulator::Settings
interface. With that, I'll connect an option for color correction, which
will be on by default. For FC/SFC, that will mean gamma correction
(darker / stronger colors), and for GB/GBC/GBA, it will mean simulating
the weird brightness levels of the displays. I am undecided on whether
to use pea soup green for the GB or not. By not doing so, it'll be
easier for the display emulation shader to do it.
2013-11-09 11:45:54 +00:00
|
|
|
Setting(const string& name) : name(name) {}
|
|
|
|
Setting(const string& name, const string& value) : name(name), value(value) {}
|
|
|
|
};
|
|
|
|
set<Setting> settings;
|
2014-01-28 10:04:58 +00:00
|
|
|
bool initialized = false;
|
2013-04-09 13:31:46 +00:00
|
|
|
};
|
|
|
|
|
2014-01-05 09:59:17 +00:00
|
|
|
#include "texture.hpp"
|
2013-04-09 13:31:46 +00:00
|
|
|
#include "surface.hpp"
|
|
|
|
#include "program.hpp"
|
|
|
|
#include "main.hpp"
|