mirror of https://github.com/bsnes-emu/bsnes.git
Update to bsnes v028r05? release.
New WIP up. This one re-adds HQ2x and NTSC, so all filters from v028 are back, plus there's the new scanline filter. So all of that code is now out of the core. It was pretty silly that eg the S-SMP core was dependent upon the SNES class, which depended on the VideoFilter class, which depended upon the HQ2x class, which depended upon the ~50kb HQ2x blending tables. Well, no longer. While I didn't make V-only HQ2x and Scale2x filters (yet?), I did add some code to make it fallback on the direct renderer if hires or interlace is being used. This means the issues with hires games (eg DKC intro) should be gone. Let me know if you find any problems. I also re-added DMPSDisable to the GTK+ screensaver disable code, since that was triggering after ~30 minutes or so still. It probably won't even work, but whatever. > Why default to a crippled renderer to save those people a few > clicks? First impressions and all that, mostly. > I have an Intel Mac with OS X 10.4 (no Leopard, sorry, but it > shouldn't be that different yet) I can test whatever on Thank you! :D Okay, first thing would be to make sure libco itself works. Please download this: http://byuu.cinnamonpirate.com/files/libco_v13_rc2.zip You can compile the test program like this: g++ -O3 -fomit-frame-pointer -c test_timing.cpp gcc -O3 -fomit-frame-pointer -o libco.o -c ../libco.c g++ -O3 -fomit-frame-pointer test_timing.o libco.o -o test_timing Then just run test_timing that is produced, and let me know what the output is, or if it segfaults. > Really, you want a first-gen Core 2 Duo or newer. Yeah, it's pretty slow. Especially since v018. It used to be easy to get 80-100fps with a 3500+. [No archive available]
This commit is contained in:
parent
1194d3f9dc
commit
4cbba77fc7