What's new

Port of glide wrapper with hardware frame buffer emulation

Kitof

New member
Hi all,

I have a seg fault with this plugin. I paste the backtrace here :

Code:
[New Thread 4089883536 (LWP 20307)]
byteswaping rom...
rom byteswaped
rom loaded succesfully
80 37 12 40
ClockRate=f
Version:1446
CRC: a03cf036 bcc1c5d2
name: SUPER MARIO 64
Manufacturer: Nintendo
Cartridge_ID: 4d53
European cartridge
size: 4096
PC= 80241800
md5 code:9EE432F07F1E4E9A13CD0090CCC5A94B
memory initialized
fb_clear 1 fb_smart 0
test1
test2
test3
test4
extensions 'CHROMARANGE TEXCHROMA TEXMIRROR PALETTE6666 FOGCOORD EVOODOO TEXTUREBUFFER TEXFMT COMBINE'
fb_hires
(II) Initializing SDL video subsystem...
(II) Getting video info...
(II) Setting video mode 1024x768...
packed pixels extension used
use_fbo 0
num_tmu 2
bebefore
bebefore2
before
after
tbuf_size 2Mb
demarrage r4300
interpreter

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 4089883536 (LWP 20307)]
0x00000000 in ?? ()
(gdb) backtrace
#0  0x00000000 in ?? ()
#1  0xf47bfe93 in grConstantColorValueExt (tmu=0, value=0)
    at wrapper/combiner.cpp:3775
#2  0xf4793dfb in TexCache () at TexCache.cpp:807
#3  0xf477fbae in DrawImage (d=0xf3c69ff4) at ucode06.h:486
#4  0xf4780f9b in drawViRegBG () at ucode06.h:1685
#5  0xf476d025 in UpdateScreen () at Main.cpp:1706
#6  0x080787b3 in gen_interupt ()
#7  0x00000040 in ?? ()
#8  0x08066126 in write_rdram ()
#9  0x080edb98 in ?? ()
#10 0x0767d7f2 in ?? ()
#11 0x088067a0 in reg_cop1_simple ()
#12 0x084065d4 in llbit ()
#13 0x0805e240 in BEQ ()
#14 0x00080242 in ?? ()
#15 0x09edfe38 in ?? ()
#16 0x08806848 in delay_slot ()
#17 0x080edb98 in ?? ()
#18 0x084065d4 in llbit ()
#19 0xe6b838dc in ?? ()
#20 0x084066e4 in local_rs32 ()
#21 0x0805e2b9 in BEQ_IDLE ()
---Type <return> to continue, or q <return> to quit---
#22 0x08079257 in ERET ()
#23 0x0805cf3a in go ()
#24 0x091c6a30 in vi_register ()
#25 0x091c6a34 in vi_register ()
#26 0x53092230 in ?? ()
#27 0x52455055 in ?? ()
#28 0x52414d20 in ?? ()
#29 0x36204f49 in ?? ()
#30 0x00000400 in ?? ()
#31 0x080edb98 in ?? ()
#32 0x080f01b8 in romClosed_gfx ()
#33 0x09cfd0d0 in ?? ()
#34 0x09d04d58 in ?? ()
#35 0x080b63ac in get_savespath ()
#36 0x09cfd0d0 in ?? ()
#37 0x09d04d58 in ?? ()
#38 0x09d08168 in ?? ()
#39 0x09d08cc0 in ?? ()
#40 0x00000000 in ?? ()
(gdb) exit

Have you any idea ?

My proc is an AMD64, but i compiled with 32bits libraries and -m32 CFLAGS.
 

ziggy

New member
Apparently , your graphics card or driver does not support GLSL (vertex and pixel shader programs) You should disable them in the options of the plugins. Currently there's no sanity check for GLSL, I'll add that later on.

EDIT : Sri Narayan, thanks for the patch, I'll include this in the next release.
 
Last edited:

ziggy

New member
Hmm my guess was wrong then. At least I suppose it depth bias issue, in this case it means depth bias is still not scaled correctly in the wrapper. To fix that, I'd need your help Gonetz. The idea would be as follow if you agree : I ll send you three game snapshots, and you send me back the corresponding snapshot of the depth buffer content in your voodoo card, so that I'll be able to work out exactly how the depth bias should be.

Before that, just to check we are using the same settings, in my Glide64.ini file the default depth bias value is 20, and there aren't any entry for diddy kong racing.
 

Gonetz

Plugin Developer (GlideN64)
Ok. My ini settings are the same.
The bug itself seems to be quite old. It was here before mudlord and you started to modify the wrapper.
 
Last edited:

ziggy

New member
Ok, thanks for the depth buffer snapshots Gonetz, problem should now be fixed, all it required was to divide by two the factor used in the wrapper. With this, I get nearly identical depth buffers even in parts where there's a depth bias. That should fix all depth bias issues once and for all :)

Here's a new release , it fixes this depth issue, also it adds support for 32b textures and it includes patch by Sri Narayan to support FreeBsd.
 

Kitof

New member
Thank a lot Ziggy, it's better without GLSL, but i don't have a correct display anyway :

glide64.png


I tried to change options in glide64.ini, but it's doesn't change anything, and I have no error in logs.

Do you have any idea ?
 
Last edited:

ziggy

New member
What game are you trying ? Have you tried different games ? Does it work with glN64 ? Are you using the GLide64.ini file provided in the archive ?
 

Kitof

New member
Ok, my mistake. My plugin "Hacktarux/Azimer hle rsp plugin" were missing.

Everything is fine now, thanks for your job, and my apologies for my false report (and my bad english) ;)
 

mudlord

Banned
Just a heads up ziggy: I did a Windows MSVS2005 compile of the wrapper of version 11, it is over at emuxhaven (as usual) :).
 

FloW3184

Emu_and_Mobile_Freak
Is this running on ubuntu feisty fawn by default?
and if so, what do i have to do to compile it for my radeon x850 ?
i am a linux newbie... and can't even get beryl to work correctly on this computer...
i am going to linux because xp will be my last MS OS.
can someone tell me the commands i have to use for compiling?
 
Last edited:

mudlord

Banned
Just a heads up ziggy, in the next couple of days, I'll post my updated MSVC2005 project files. I've basically just turned up the optimizations to full, and they seem to make a fair bit of a difference. Just to let you know....
 

Tillmann

Whatever
hi mudlord!
Sorry for my lack of information bout microsoft compilers, but I'm a bit concerned about the cross compiling powers of this MSVC2005... Can you produce linux binaries with it? if not why dont you try to work with gcc that it's capable to produce both linux and wind binaries!?
 

mudlord

Banned
Hey there! :)

I'm not familiar at all with cross-compilation with Visual Studio 2005, so I dunno if you can produce Linux binaries (I'd daresay its not possible, but I can be wrong)..
 

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