mirror of https://github.com/bsnes-emu/bsnes.git
9 Commits
Author | SHA1 | Message | Date |
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Tim Allen | 284e4c043e |
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 :| |
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Tim Allen | 0b4e7fb5a5 |
Update to v103r17 release.
byuu says: Changelog: - tomoko: re-hid the video sync option¹ - tomoko: removed " Settings" duplication on all the individual settings tab options - ruby/audio/wasapi: finished port to new syntax; adapted to an event-driven model; support 32-bit integral audio² - ruby/video/sdl: ported to new syntax; disabled driver on FreeBSD³ ¹: still contemplating a synchronize submenu of {none, video, audio}, but ... the fact that video can't work on PAL, WonderSwan games is a real limitation for it ²: this driver actually received a ton of work. There's also a new ring-buffer queue, and I added special handling for when exclusive mode fails because the latency requested is lower than the hardware can support. It'll pick the closest latency to the minimum that is possible in this case. On my Audigy Rx, the results for non-exclusive mode are the same. For exclusive mode, the framerate drops from 60fps to ~50fps for smaller buffers, and ~55fps for larger buffers (no matter how big, it never hits 60fps.) This is a lot better than before where it was hitting ~15fps, but unfortunately it's the best I can do. The event system used by WASAPI is really stupid. It just uses SetEvent at some arbitrary time, and you have to query to see how many samples it's waiting on. This makes it unknowable how many samples we should buffer before calling `WaitForSingleObject(INFINITE)`, and it's also unclear how we should handle cases where there's more samples available than our queue has: either we can fill it with zeroes, or we can write less samples. The former should prevent audio looping effects when running too slowly, whereas the latter could potentially be too ambitious when the audio could've recovered from a minor stall. It's shocking to me how there's as many ways to send audio to a sound card as there are sound card APIs, when all that's needed is a simple double buffer and a callback event from another thread to do it right. It's also terrifying how unbelievably shitty nearly all sound card drivers apparently are. Also, I don't know if cards can output an actual 24-bit mode with three byte audio samples, or if they always just take 32-bit samples and ignore the lower 8-bits. Whatever, it's all nonsense for the final output to be >16-bits anyway (hi, `double[]` input from ruby.) ³: unfortunately, this driver always crashes on FreeBSD (even before the rewrite), so I'll need someone on Linux to test it and make sure it actually works. I'll also need testing for a lot of the other drivers as well, once they're ported over (I don't have X-video, PulseAudio, ALSA, or udev.) Note that I forgot to set `_ready=true` at the end of `initialize()`, and `_ready=false` in `terminate()`, but it shouldn't actually matter beyond showing you a false warning message on startup about it failing to initialize. |
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Tim Allen | 434e303ffb |
Update to v103r12 release.
byuu says: Changelog: - ruby/video: cleaned up Direct3D9 driver and fixed catastrophic memory leak - ruby/video: added fullscreen exclusive mode support to the Direct3D9 driver¹ - ruby/video: minor cosmetic code cleanups to various drivers - tomoko: added support to always allow input when in fullscreen exclusive mode - tomoko: fixed window to not remove resizability flag when exiting fullscreen mode ¹: I am assuming that exclusive mode will try to capture the primary monitor. I don't know what will happen in multi-monitor setups, however, as I don't use such a setup here. Also, I am using `D3DPRESENT_DISCARD` instead of `D3DPRESENT_FLIP`. I'm not sure if this will prove better or worse, but I've heard it will waste less memory, and having a BackBufferCount of 1 should still result in page flipping anyway. The difference is supposedly just that you can't rely on the back buffer being a valid copy of the previous frame like you can with FLIP. Lastly, if you want Vsync, you can edit the configuration file to enable that, and then turn off audio sync. Errata: "pause emulation when focus is lost" is not working with exclusive mode. I need to add a check to never auto-pause when in exclusive mode. Thanks to bun for catching that one. |
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Tim Allen | e0815b55b9 |
Update to v094r28 release.
byuu says: This WIP substantially restructures the ruby API for the first time since that project started. It is my hope that with this restructuring, destruction of the ruby objects should now be deterministic, which should fix the crashing on closing the emulator on Linux. We'll see I guess ... either way, it removed two layers of wrappers from ruby, so it's a pretty nice code cleanup. It won't compile on Windows due to a few issues I didn't see until uploading the WIP, too lazy to upload another. But I fixed all the compilation issues locally, so it'll work on Windows again with the next WIP (unless I break something else.) (Kind of annoying that Linux defines glActiveTexture but Windows doesn't.) |
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Tim Allen | 314aee8c5c |
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] |
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Tim Allen | a512d14628 |
Update to v094r09 release.
byuu says: This will easily be the biggest diff in the history of higan. And not in a good way. * target-higan and target-loki have been blown away completely * nall and ruby massively updated * phoenix replaced with hiro (pretty near a total rewrite) * target-higan restarted using hiro (just a window for now) * all emulation cores updated to compile again * installation changed to not require root privileges (installs locally) For the foreseeable future (maybe even permanently?), the new higan UI will only build under Linux/BSD with GTK+ 2.20+. Probably the most likely route for Windows/OS X will be to try and figure out how to build hiro/GTK on those platforms, as awful as that would be. The other alternative would be to produce new UIs for those platforms ... which would actually be a good opportunity to make something much more user friendly. Being that I just started on this a few hours ago, that means that for at least a few weeks, don't expect to be able to actually play any games. Right now, you can pretty much just compile the binary and that's it. It's quite possible that some nall changes didn't produce compilation errors, but will produce runtime errors. So until the UI can actually load games, we won't know if anything is broken. But we should mostly be okay. It was mostly just trim<1> -> trim changes, moving to Hash::SHA256 (much cleaner), and patching some reckless memory copy functions enough to compile. Progress isn't going to be like it was before: I'm now dividing my time much thinner between studying and other hobbies. My aim this time is not to produce a binary for everyone to play games on. Rather, it's to keep the emulator alive. I want to be able to apply critical patches again. And I would also like the base of the emulator to live on, for use in other emulator frontends that utilize higan. |
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Tim Allen | 4e2eb23835 |
Update to v093 release.
byuu says: Changelog: - added Cocoa target: higan can now be compiled for OS X Lion [Cydrak, byuu] - SNES/accuracy profile hires color blending improvements - fixes Marvelous text [AWJ] - fixed a slight bug in SNES/SA-1 VBR support caused by a typo - added support for multi-pass shaders that can load external textures (requires OpenGL 3.2+) - added game library path (used by ananke->Import Game) to Settings->Advanced - system profiles, shaders and cheats database can be stored in "all users" shared folders now (eg /usr/share on Linux) - all configuration files are in BML format now, instead of XML (much easier to read and edit this way) - main window supports drag-and-drop of game folders (but not game files / ZIP archives) - audio buffer clears when entering a modal loop on Windows (prevents audio repetition with DirectSound driver) - a substantial amount of code clean-up (probably the biggest refactoring to date) One highly desired target for this release was to default to the optimal drivers instead of the safest drivers, but because AMD drivers don't seem to like my OpenGL 3.2 driver, I've decided to postpone that. AMD has too big a market share. Hopefully with v093 officially released, we can get some public input on what AMD doesn't like. |
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Tim Allen | a59ecb3dd4 |
Include all the code from the bsnes v068 tarball.
byuu describes the changes since v067: This release officially introduces the accuracy and performance cores, alongside the previously-existing compatibility core. The accuracy core allows the most accurate SNES emulation ever seen, with every last processor running at the lowest possible clock synchronization level. The performance core allows slower computers the chance to finally use bsnes. It is capable of attaining 60fps in standard games even on an entry-level Intel Atom processor, commonly found in netbooks. The accuracy core is absolutely not meant for casual gaming at all. It is meant solely for getting as close to 100% perfection as possible, no matter the cost to speed. It should only be used for testing, development or debugging. The compatibility core is identical to bsnes v067 and earlier, but is now roughly 10% faster. This is the default and recommended core for casual gaming. The performance core contains an entirely new S-CPU core, with range-tested IRQs; and uses blargg's heavily-optimized S-DSP core directly. Although there are very minor accuracy tradeoffs to increase speed, I am confident that the performance core is still more accurate and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP, SuperFX and SA-1 processors are all clock-based, just as in the accuracy and compatibility cores; and as always, there are zero game-specific hacks. Its compatibility is still well above 99%, running even the most challenging games flawlessly. If you have held off from using bsnes in the past due to its system requirements, please give the performance core a try. I think you will be impressed. I'm also not finished: I believe performance can be increased even further. I would also strongly suggest Windows Vista and Windows 7 users to take advantage of the new XAudio2 driver by OV2. Not only does it give you a performance boost, it also lowers latency and provides better sound by way of skipping an API emulation layer. Changelog: - Split core into three profiles: accuracy, compatibility and performance - Accuracy core now takes advantage of variable-bitlength integers (eg uint24_t) - Performance core uses a new S-CPU core, written from scratch for speed - Performance core uses blargg's snes_dsp library for S-DSP emulation - Binaries are now compiled using GCC 4.5 - Added a workaround in the SA-1 core for a bug in GCC 4.5+ - The clock-based S-PPU renderer has greatly improved OAM emulation; fixing Winter Gold and Megalomania rendering issues - Corrected pseudo-hires color math in the clock-based S-PPU renderer; fixing Super Buster Bros backgrounds - Fixed a clamping bug in the Cx4 16-bit triangle operation [Jonas Quinn]; fixing Mega Man X2 "gained weapon" star background effect - Updated video renderer to properly handle mixed-resolution screens with interlace enabled; fixing Air Strike Patrol level briefing screen - Added mightymo's 2010-08-19 cheat code pack - Windows port: added XAudio2 output support [OV2] - Source: major code restructuring; virtual base classes for processor - cores removed, build system heavily modified, etc. |
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Tim Allen | 165f1e74b5 | First version split into asnes and bsnes. |