What's new

Port of glide wrapper with hardware frame buffer emulation

Tillmann

Whatever
Commented, Compiled n' crash it!
Here I go! Holly gdb
echoe:/home/teargas/Desktop/glide64-wonder+# gdb /home/teargas/emus/N64/mupen64-0.5/mupen64
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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.
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[Thread debugging using libthread_db enabled]
[New Thread -1229207840 (LWP 3158)]
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Unknown argument: --sync
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---Type <return> to continue, or q <return> to quit---
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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 -1320911952 (LWP 3162)]
memory initialized
[blight's SDL input plugin]: Couldn't open blight_input.conf for reading: Arquivo ou diretório não encontrado
[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 TEXTUREBUFFER 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 1014:
-- error message --
line 33, column 1: error: at least one statement required
-- 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 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
END
# 0 instructions, 0 R-regs, 0 H-regs


Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1320911952 (LWP 3162)]
0x736e6f63 in ?? ()
(gdb) backtrace
#0 0x736e6f63 in ?? ()
#1 0x746e6174 in ?? ()
#2 0x6c6f635f in ?? ()
#3 0x3a20726f in ?? ()
#4 0x203a2020 in ?? ()
#5 0x2d203a20 in ?? ()
#6 0x203a2031 in ?? ()
#7 0x76230a30 in ?? ()
#8 0x66207261 in ?? ()
#9 0x74616f6c in ?? ()
#10 0x6d616c20 in ?? ()
#11 0x20616462 in ?? ()
#12 0x3a20203a in ?? ()
#13 0x203a2020 in ?? ()
#14 0x3a20312d in ?? ()
#15 0x230a3020 in ?? ()
#16 0x20726176 in ?? ()
#17 0x706d6173 in ?? ()
#18 0x3272656c in ?? ()
#19 0x65742044 in ?? ()
#20 0x72757478 in ?? ()
#21 0x3a203165 in ?? ()
#22 0x203a2020 in ?? ()
---Type <return> to continue, or q <return> to quit---
#23 0x2d203a20 in ?? ()
#24 0x203a2031 in ?? ()
#25 0x76230a30 in ?? ()
#26 0x66207261 in ?? ()
#27 0x74616f6c in ?? ()
#28 0x63632034 in ?? ()
#29 0x726f6c6f in ?? ()
#30 0x203a2030 in ?? ()
#31 0x20203a20 in ?? ()
#32 0x312d203a in ?? ()
#33 0x30203a20 in ?? ()
#34 0x6176230a in ?? ()
#35 0x6c662072 in ?? ()
#36 0x3474616f in ?? ()
#37 0x676f6620 in ?? ()
#38 0x756c6156 in ?? ()
#39 0x203a2065 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 0x72686320 in ?? ()
#47 0x5f616d6f in ?? ()
#48 0x6f6c6f63 in ?? ()
#49 0x203a2072 in ?? ()
#50 0x20203a20 in ?? ()
#51 0x312d203a in ?? ()
#52 0x30203a20 in ?? ()
#53 0x444e450a in ?? ()
#54 0x3020230a in ?? ()
#55 0x736e6920 in ?? ()
#56 0x63757274 in ?? ()
#57 0x6e6f6974 in ?? ()
#58 0x30202c73 in ?? ()
#59 0x722d5220 in ?? ()
#60 0x2c736765 in ?? ()
#61 0x48203020 in ?? ()
#62 0x6765722d in ?? ()
#63 0xb1000a73 in ?? ()
#64 0xb1447214 in ?? ()
#65 0xffffffff in ?? ()
#66 0xb1447208 in ?? ()
#67 0xb78f1ff4 in ?? () from /lib/tls/i686/cmov/libc.so.6
#68 0xb1447214 in ?? ()
---Type <return> to continue, or q <return> to quit---
#69 0xb1447130 in ?? ()
#70 0xb14471dc in ?? ()
#71 0xb781ca5b in vsprintf () from /lib/tls/i686/cmov/libc.so.6
Previous frame inner to this frame (corrupt stack?)
libc6 issue? Maybe it is the version? 2.3.6
I hope that this is useful to ya :)
 

ziggy

New member
No, it's rather an issue with your nvidia driver. Which version is that ?

Anyway, here's another release with some fixes and that should now work. That problem was while compiling a shader that isn't even used, that's really too bad :) That'll teach me to include unused code in the release :)
 
Last edited:

ziggy

New member
Does it work with the new version I released Tillmann ?

I assume you mean 8776, not 877.6 ? Ok, it's an older driver than the one I'm using (mine is 9631 dated december 2006, yours is from october), but it's not very old so you might as well keep it.
 

Tillmann

Whatever
Does it work with the new version I released Tillmann ?

I assume you mean 8776, not 877.6 ? Ok, it's an older driver than the one I'm using (mine is 9631 dated december 2006, yours is from october), but it's not very old so you might as well keep it.
Thanks man!
Yep... It worked
:)
i think there are some corrections n' some bugs.
The first game that i am testing dr mario this game does not show the pieces without the get frame buffer option enabled..
But now, the pieces aren't showing even with get frame buffer option enabled :)
Any ideas?
 

Tillmann

Whatever
A new release that corresponds to WIN32 binary release 19 here http://www.emuxhaven.net/forums/showpost.php?p=75078&postcount=538 so with a few more fixes (regarding in particular depth bias issues and more b&w texture problems).

It also includes msvc6 msvc2005 and ICC projects file for the windows version (thanks Mudlord).

Hi!
I was finally able to test this release with the new warper, whatever, it looks like it break the background showing in dr mario 64 :) (my others games r ok)
here is the screenshot:

Cheers!
 

ziggy

New member
I suspect you either switched fullscreen/windowed while you were playing, either you're loading a saved snapshot of a started game. In this case you lose the background and this is normal. The game works fine with v7 if you boot it normally and start from the beginning.
 
Last edited:

mudlord

Banned
Thanks for the sources :)

BTW, since your here, I want to let you know that I am in contact with zilmar, and that the wrapper should be compatible with PJ64 1.7 now :)
 

mudlord

Banned
Actually, there are zero changes to the wrapper that needed to be done.

It was purely a OpenGL threading issue, which was solved by fixes to the emulator core., in how it handles the creation of threads when a ROM is opened.
 

Nonno Cicala

New member
Thank you very much for your work ziggy!
Now I have hardware accelerated effects in Conker's Bad Fur Day. :happy:
I didn't try the effects in Banjo-Kazooie with v10, but with v7 I wasn't able to get them, I'll try harder with v10. :)
I think I found a regression about depth, in Diddy Kong Racing from v7 to v10:
wizpig.png

That eye was correctly behind the nose, and the configuration is exactly the same.
 

ziggy

New member
Thank you very much for your work ziggy!
Now I have hardware accelerated effects in Conker's Bad Fur Day. :happy:
I didn't try the effects in Banjo-Kazooie with v10, but with v7 I wasn't able to get them, I'll try harder with v10. :)
I think I found a regression about depth, in Diddy Kong Racing from v7 to v10:
wizpig.png

That eye was correctly behind the nose, and the configuration is exactly the same.

Thanks for the report. I think I know where this regression come from, unfortunatly, it's probably how it's supposed to look like, that is it is in fact a problem with Glide64 itself, not with the wrapper.

I'll see with Gonetz if there's something we can do about that, I think it's a problem with wbuffer no longer being supported in Glide64. If we could get the option from the ini file passed down to the glide3x dll, it may help to fix it when using the wrapper (but won't help voddoo card users)

EDIT : could you make a save snapshot with mupen showing the problem and post it here ?
 
Last edited:

Sri Narayan

New member
Just make it buildable for FreeBSD 6.2:

Code:
glide64-wonder+/Ini.cpp
*************** BOOL INI_Open ()
*** 62,68 ****
  #ifdef _WIN32
  	GetModuleFileName (hInstance, path, 256);
  #else // _WIN32
-    int n = readlink("/proc/self/exe", path, 256);
+   int n = readlink("/proc/curproc/files", path, 256);
     if (n == -1) strcpy(path, "./");
     else
       {
AND:

Code:
*** glide64-wonder+/wrapper/glidesys.h	
*** 96,102 ****
#endif
  
  /* Check for OS */
- #if defined(__IRIX__) || defined(__sparc__) || defined(__linux__)
+#if defined(__IRIX__) || defined(__sparc__) || defined(__linux__)||defined(__FreeBSD__)
  #  define GLIDE_OS        GLIDE_OS_UNIX
  #elif defined(__DOS__)
  #  define GLIDE_OS        GLIDE_OS_DOS32
--- 96,102 ----
  #endif

and compile it. Have fun. :bouncy:
 

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