What's new

Port of glide wrapper with hardware frame buffer emulation

ziggy

New member
SO................
In Any way this could be used to DUMP textures too? Like rice video?


Edit: Almost forgot...
WHen i'm in 1024x768 the gui stays all messed up!
Well that's what I'm doing, dumping textures as well as framebuffers. But it's useful for developpers for debugging the plugin. I cannot really provide this feature in my release because it relies on a modification of mupen64 too.

What do you mean by the gui stays all messed up ?
 

Tillmann

Whatever
What do you mean by the gui stays all messed up ?

Bad english! Bad bad!! Sorry I'm still learning :)

It does not fit on the scream I mean this: (see attach 1)
Edit: Look it's acceptable (since i need do retreat the menus to show all the gui) when i switch to 1152x864 : (see attach2)
:D thanks your work it's getting pretty interesting :)
Good work!! Keep it up!
 
Last edited:

ziggy

New member
Hehe, it's not that your english was wrong, but that you didn't give enough precisions ;) Ok I see the problem, I'll keep that in mind when I do the next release, however I've never used GTK personally so I can't promise anything. Shouldn't be very difficult however. You could even try yourself :)
 

Tillmann

Whatever
Hehe, it's not that your english was wrong, but that you didn't give enough precisions ;) Ok I see the problem, I'll keep that in mind when I do the next release, however I've never used GTK personally so I can't promise anything. Shouldn't be very difficult however. You could even try yourself :)

Well i need just to learn how...
I've Never had been close to study gtk codes lol :unsure:

Well but if just we could open with glade....
Edit: But Looks like we can't :angry:
 
Last edited:

ziggy

New member
Here's a new experimental version. The big change is that it doesn't use Framebuffer Objects to emulate the Glide64 Hardware Framebuffers, so this option now works with any GL driver.

Lot of other fixes and improvement, now Resident Evil 2 works also with Hardware Framebuffer (and so is much faster)

It also can compile for Windows, with cygwin (or mingw32), then just type "make WIN32=1" (WIN32=1 is necessary otherwise you'll try to build a linux version)
 
Last edited:

ziggy

New member
Again a new version, it fixes the problem you had Tillman with the long dialog box, and also it adds an option to switch between using Framebuffer Objects + a few other fixes.
 
Last edited:

Tillmann

Whatever
Again a new version, it fixes the problem you had Tillman with the long dialog box, and also it adds an option to switch between using Framebuffer Objects + a few other fixes.

:drool:
Man! Your are making this (n' i guess the others too!) linux user pretty much happier!!!
Thanks
I will test it right now!
 

Tillmann

Whatever
Got this error when i tried..
---------------------
file found
rom loaded succesfully
80 37 12 40
ClockRate=f
Version:144b
CRC: 769d4d13 da233ffe
name: DR.MARIO 64
Manufacturer: Nintendo
Cartridge_ID: 364e
Country : United States
size: 4096
PC= 80000400
md5 code:1A7936367413E5D6874ABDA6D623AD32
eeprom type:0
init timer!
memory initialized
Signal number 11 caught:
errno = 0 (Sucesso)
----------------
any ideas?
:-(
PS i loved the new gui, thanks!
 
Last edited:

ziggy

New member
Yes, try to disable glsl, also set Hires Framebuffer, but disable Framebuffer Objects.

If it keeps crashing, please run it through gdb and after it has crashed type "backtrace" and send me the result.

In Gdb , type "run" to run the program initially, if it's interrupted (not because of an error), then type "continue" to resume it.
 
Last edited:

Tillmann

Whatever
Ok If i'm doing right, this is what i got.
-----
(gdb) backtrace
#0 0xb1f99dd8 in INI_FindSection (sectionname=0xb164b34b "DR.MARIO 64",
create=0) at Ini.cpp:219
#1 0xb1f7b07b in ReadSpecialSettings (name=0xb164b34b "DR.MARIO 64")
at Main.cpp:419
#2 0xb1f7bc8d in RomOpen () at Main.cpp:1504
#3 0x080a7dbe in open_rom ()
#4 0x09cc3960 in ?? ()
#5 0x09ccaa68 in ?? ()
#6 0x09ccde98 in ?? ()
#7 0x09ccffb8 in ?? ()
#8 0xb164b420 in ?? ()
#9 0xb7ab27e0 in ?? ()
#10 0xb795b5a2 in ?? () from /lib/tls/i686/cmov/libpthread.so.0
#11 0x09cc3960 in ?? ()
#12 0x080a7ee0 in open_rom ()
#13 0x00000000 in ?? ()
------
 

ziggy

New member
Thanks a lot !

There's a nasty bug indeed in the code that read the Glide64.ini file. In some cases where there's unix like EOL in that file, it would write at a forbiden address in the stack. We're lucky you found it, these types of error often remain hidden but cause all kind of nasty things :)

Here's a new version that hopefully fixes that problem.

If you video card support GLSL , you can put back the option, your error had nothing to do with that.
 
Last edited:

Tillmann

Whatever
Thanks a lot !

There's a nasty bug indeed in the code that read the Glide64.ini file. In some cases where there's unix like EOL in that file, it would write at a forbiden address in the stack. We're lucky you found it, these types of error often remain hidden but cause all kind of nasty things :)

Here's a new version that hopefully fixes that problem.

If you video card support GLSL , you can put back the option, your error had nothing to do with that.
Downloading I will report my tests soon...
I'm feeling something like a beta tester :D
N' I like that :)
 

Tillmann

Whatever
Now i've got a different error:
(gdb) backtrace
#0 0x6f636320 in ?? ()
#1 0x31726f6c in ?? ()
#2 0x20203a20 in ?? ()
#3 0x3a20203a in ?? ()
#4 0x20312d20 in ?? ()
#5 0x0a30203a in ?? ()
#6 0x72617623 in ?? ()
#7 0x6f6c6620 in ?? ()
#8 0x20347461 in ?? ()
#9 0x736e6f63 in ?? ()
#10 0x746e6174 in ?? ()
#11 0x6c6f635f in ?? ()
#12 0x3a20726f in ?? ()
#13 0x203a2020 in ?? ()
#14 0x2d203a20 in ?? ()
#15 0x203a2031 in ?? ()
#16 0x76230a30 in ?? ()
#17 0x66207261 in ?? ()
#18 0x74616f6c in ?? ()
#19 0x6d616c20 in ?? ()
#20 0x20616462 in ?? ()
#21 0x3a20203a in ?? ()
#22 0x203a2020 in ?? ()
---Type <return> to continue, or q <return> to quit---
#23 0x3a20312d in ?? ()
#24 0x230a3020 in ?? ()
#25 0x20726176 in ?? ()
#26 0x706d6173 in ?? ()
#27 0x3272656c in ?? ()
#28 0x65742044 in ?? ()
#29 0x72757478 in ?? ()
#30 0x3a203165 in ?? ()
#31 0x203a2020 in ?? ()
#32 0x2d203a20 in ?? ()
#33 0x203a2031 in ?? ()
#34 0x76230a30 in ?? ()
#35 0x66207261 in ?? ()
#36 0x74616f6c in ?? ()
#37 0x63632034 in ?? ()
#38 0x726f6c6f in ?? ()
#39 0x203a2030 in ?? ()
#40 0x20203a20 in ?? ()
#41 0x312d203a in ?? ()
#42 0x30203a20 in ?? ()
#43 0x6176230a in ?? ()
#44 0x6c662072 in ?? ()
#45 0x3474616f in ?? ()
---Type <return> to continue, or q <return> to quit---
#46 0x676f6620 in ?? ()
#47 0x756c6156 in ?? ()
#48 0x203a2065 in ?? ()
#49 0x20203a20 in ?? ()
#50 0x312d203a in ?? ()
#51 0x30203a20 in ?? ()
#52 0x6176230a in ?? ()
#53 0x6c662072 in ?? ()
#54 0x3474616f in ?? ()
#55 0x72686320 in ?? ()
#56 0x5f616d6f in ?? ()
#57 0x6f6c6f63 in ?? ()
#58 0x203a2072 in ?? ()
#59 0x20203a20 in ?? ()
#60 0x312d203a in ?? ()
#61 0x30203a20 in ?? ()
#62 0x564f4d0a in ?? ()
#63 0x6f202052 in ?? ()
#64 0x4c4f435b in ?? ()
#65 0x202c5d52 in ?? ()
#66 0x352c307b in ?? ()
#67 0x2c31202c in ?? ()
#68 0x202c3020 in ?? ()
---Type <return> to continue, or q <return> to quit---
#69 0x782e7d30 in ?? ()
#70 0x3b787a79 in ?? ()
#71 0x444e450a in ?? ()
#72 0x3120230a in ?? ()
#73 0x736e6920 in ?? ()
#74 0x63757274 in ?? ()
#75 0x6e6f6974 in ?? ()
#76 0x30202c73 in ?? ()
#77 0x722d5220 in ?? ()
#78 0x2c736765 in ?? ()
#79 0x48203020 in ?? ()
#80 0x6765722d in ?? ()
#81 0xb1000a73 in ?? ()
#82 0xb14e1217 in ?? ()
#83 0xffffffff in ?? ()
#84 0xb14e1214 in ?? ()
#85 0xffffffff in ?? ()
#86 0x00000000 in ?? ()
(gdb)
Did my GeForceFX 5200 do not suport glsl?
When I disabled it worked flawless :)
 
Last edited:

ziggy

New member
Well it looks like your geforge doesn't support glsl, was it working with the previous versions ?

The backtrace isn't very usefull this time, one thing to test before you type "run", is to type "set args --sync", maybe the backtrace will give better informations then. Also if you can provide a few lines before the "backtrace" command.
 
Last edited:

Tillmann

Whatever
Well it looks like your geforge doesn't support glsl, was it working with the previous versions ?

The backtrace isn't very usefull this time, one thing to test before you type "run", is to type "set args --sync", maybe the backtrace will give better informations then. Also if you can provide a few lines before the "backtrace" command.

yep somehow the glsl worked on the previous versions (especially out of to v3)
hold your horses it's a big output :)
echoe:/home/teargas# gdb /home/teargas/emus/N64/mupen64-0.5/mupen64
GNU gdb 6.4.90-debian
Copyright (C) 2006 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB. Type "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...(no debugging symbols found)
Using host libthread_db library "/lib/tls/i686/cmov/libthread_db.so.1".

(gdb) set args --sync
(gdb) run
Starting program: /home/teargas/emus/N64/mupen64-0.5/mupen64 --sync
Failed to read a valid object file image from memory.
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
[Thread debugging using libthread_db enabled]
[New Thread -1229502752 (LWP 4604)]
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
---Type <return> to continue, or q <return> to quit---
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
Unknown argument: --sync
(no debugging symbols found)
---Type <return> to continue, or q <return> to quit---
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
file found
rom loaded succesfully
80 37 12 40
ClockRate=f
Version:144b
CRC: 769d4d13 da233ffe
name: DR.MARIO 64
Manufacturer: Nintendo
Cartridge_ID: 364e
Country : United States
size: 4096
PC= 80000400
md5 code:1A7936367413E5D6874ABDA6D623AD32
eeprom type:0
init timer!
[New Thread -1321206864 (LWP 4607)]
memory initialized
[blight's SDL input plugin]: version 0.0.10 initialized.
fb_clear 1 fb_smart 1
test1
test2
test3
test4
extensions 'CHROMARANGE TEXCHROMA TEXMIRROR PALETTE6666 FOGCOORD EVOODOO TEXTURE BUFFER TEXFMT COMBINE'
fb_hires
(II) Initializing SDL video subsystem...
(II) Getting video info...
(II) Setting video mode 640x480...
Congratulations, you have 1 auxilliary buffers, we'll use them wisely !
packed pixels extension used
Glide3x warning : Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 1093:
-- error message --
line 34, column 26: error: expected '}'
-- internal assembly text --
!!FP1.0
# cgc version 1.5.0000, build date Oct 16 2006 22:27:17
# command line args:
#vendor NVIDIA Corporation
#version 1.5.0.0
#profile fp30
#program main
#semantic texture0
#semantic ditherTex
#semantic ccolor1
#semantic constant_color
#semantic lambda
#semantic texture1
#semantic ccolor0
#semantic chroma_color
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] : : : -1 : 0
#var float4 gl_TexCoord[2] : : : -1 : 0
#var float4 gl_TexCoord[3] : : : -1 : 0
#var float4 gl_TexCoord[4] : : : -1 : 0
#var float4 gl_TexCoord[5] : : : -1 : 0
#var float4 gl_TexCoord[6] : : : -1 : 0
#var float4 gl_TexCoord[7] : : : -1 : 0
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var sampler2D texture0 : : texunit 0 : -1 : 1
#var sampler2D ditherTex : : : -1 : 0
#var float4 ccolor1 : : : -1 : 0
#var float4 constant_color : : : -1 : 0
#var float lambda : : : -1 : 0
#var sampler2D texture1 : : : -1 : 0
#var float4 ccolor0 : : : -1 : 0
#var float4 fogValue : : : -1 : 0
#var float4 chroma_color : : : -1 : 0
MOVR o[COLR], {0,5, 1, 0, 0}.xyzx;
END
# 1 instructions, 0 R-regs, 0 H-regs


Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1321206864 (LWP 4607)]
0x6f636320 in ?? ()
(gdb) backtrace
#0 0x6f636320 in ?? ()
#1 0x31726f6c in ?? ()
#2 0x20203a20 in ?? ()
#3 0x3a20203a in ?? ()
#4 0x20312d20 in ?? ()
#5 0x0a30203a in ?? ()
#6 0x72617623 in ?? ()
#7 0x6f6c6620 in ?? ()
#8 0x20347461 in ?? ()
#9 0x736e6f63 in ?? ()
#10 0x746e6174 in ?? ()
#11 0x6c6f635f in ?? ()
#12 0x3a20726f in ?? ()
#13 0x203a2020 in ?? ()
#14 0x2d203a20 in ?? ()
#15 0x203a2031 in ?? ()
#16 0x76230a30 in ?? ()
#17 0x66207261 in ?? ()
#18 0x74616f6c in ?? ()
#19 0x6d616c20 in ?? ()
#20 0x20616462 in ?? ()
#21 0x3a20203a in ?? ()
#22 0x203a2020 in ?? ()
---Type <return> to continue, or q <return> to quit---
#23 0x3a20312d in ?? ()
#24 0x230a3020 in ?? ()
#25 0x20726176 in ?? ()
#26 0x706d6173 in ?? ()
#27 0x3272656c in ?? ()
#28 0x65742044 in ?? ()
#29 0x72757478 in ?? ()
#30 0x3a203165 in ?? ()
#31 0x203a2020 in ?? ()
#32 0x2d203a20 in ?? ()
#33 0x203a2031 in ?? ()
#34 0x76230a30 in ?? ()
#35 0x66207261 in ?? ()
#36 0x74616f6c in ?? ()
#37 0x63632034 in ?? ()
#38 0x726f6c6f in ?? ()
#39 0x203a2030 in ?? ()
#40 0x20203a20 in ?? ()
#41 0x312d203a in ?? ()
#42 0x30203a20 in ?? ()
#43 0x6176230a in ?? ()
#44 0x6c662072 in ?? ()
#45 0x3474616f in ?? ()
---Type <return> to continue, or q <return> to quit---
#46 0x676f6620 in ?? ()
#47 0x756c6156 in ?? ()
#48 0x203a2065 in ?? ()
#49 0x20203a20 in ?? ()
#50 0x312d203a in ?? ()
#51 0x30203a20 in ?? ()
#52 0x6176230a in ?? ()
#53 0x6c662072 in ?? ()
#54 0x3474616f in ?? ()
#55 0x72686320 in ?? ()
#56 0x5f616d6f in ?? ()
#57 0x6f6c6f63 in ?? ()
#58 0x203a2072 in ?? ()
#59 0x20203a20 in ?? ()
#60 0x312d203a in ?? ()
#61 0x30203a20 in ?? ()
#62 0x564f4d0a in ?? ()
#63 0x6f202052 in ?? ()
#64 0x4c4f435b in ?? ()
#65 0x202c5d52 in ?? ()
#66 0x352c307b in ?? ()
#67 0x2c31202c in ?? ()
#68 0x202c3020 in ?? ()
---Type <return> to continue, or q <return> to quit---
#69 0x782e7d30 in ?? ()
#70 0x3b787a79 in ?? ()
#71 0x444e450a in ?? ()
#72 0x3120230a in ?? ()
#73 0x736e6920 in ?? ()
#74 0x63757274 in ?? ()
#75 0x6e6f6974 in ?? ()
#76 0x30202c73 in ?? ()
#77 0x722d5220 in ?? ()
#78 0x2c736765 in ?? ()
#79 0x48203020 in ?? ()
#80 0x6765722d in ?? ()
#81 0xb1000a73 in ?? ()
#82 0xb13ff217 in ?? ()
#83 0xffffffff in ?? ()
#84 0xb13ff214 in ?? ()
#85 0xffffffff in ?? ()
#86 0x00000000 in ?? ()
the "segfoult" it was not there before :p
 

ziggy

New member
Ok, weird problem, it's an unused shader that I added for experimenting, well, just comment out in wrapper/combiner.cpp two lines here :

static const char* fragment_shader_bw =
" vec4 readtex0 = texture2D(texture0, vec2(gl_TexCoord[0])); \n"
//" gl_FragColor = vec4(0.5,1,0,0.5); \n" <---- COMMENT OUT THIS
//" gl_FragColor.a = 0.5; \n" <---- AND THAT
// " gl_FragColor = vec4(vec3(readtex0.b), \n"
// " readtex0.r + readtex0.g * 8.0 / 256.0); \n"
;
 

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