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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@All

Happy new year !!!

New version is on the road






HunoPPC 2024

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@smarkusg

Hi,
According to the behavior that I see in the emulator, as soon as the program wants to use hardware rendering it starts to consume a lot of CPU, in the software rendering version it remains balanced.
My older versions are generated this way:
The COMP version=native hardware rendering in composite audio+joysticks/keyboard via SDL2
The SDL version=Software rendering via SDL1

For me the problem with emulator as soon as the rendering is in composite the CPU will be at 100 for 100

Test the HANS composite boingball and you will see the same symptoms in my opinion

HunoPPC

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@kas1e

Hi
The screen mode is indeed fixed but I can add this option if you consider it essential.
Yes you can change the buttons that are already recognized in the GUI
Indeed the graphical interface searches for .zip files however on the command line it accepts .sfc/smc, do you want me to add the search for .sfc/smc in the graphical interface?

Thank you

HunoPPC

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@smarkusg

Ok thank you for the video, that's exactly it, hardware support is not taken into account on this GPU.
Now you continue to deactivate vsync then you activate turbo mode by pressing F2 and with f4 you reduce the number of skipped images and f3 you increase, first try to get closer to the 2 images and if not not enough you increase and activate in the CPU overclock interface.
Thanks

HunoPPC

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@balaton
thank you very much for this clarification, I worked this emulator with composite rendering and indeed if the card does not use rendering it automatically switches to Software rendering which consumes all the cpu in cycles not actually by the gpu, so everything It's normal that it's slow in emulation. To be able to take advantage of the rendering the sm502 would have to support composite and that would be great

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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Not too shy to talk


@smarkusg

Then as a priori hardware support is not supported, deactivate vsyn in the interface and will no longer limit the fps internally.

Thanks

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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@smarkusg

Clearly the hardware support does not work in emulation this can be seen directly, can you show me the CPU usage to confirm that it is indeed that, if it is 100 for 100 it is done Software if it is is below it is material

Thank you very much

HunoPPC

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
Not too shy to talk
Not too shy to talk


@smarkusg

Indeed you are doing something wrong, use my graphical interface which uses the latest commands like -vsync etc. by default it launches the engine in degraded mode

Good use

Ps: for the moment it’s not optimized for sam440

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Re: Do we have fast, accelerated, bug-free, supporting scaling SNES emulator ?
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Not too shy to talk


@All

Hello everyone,

Thank you for your positive feedback, it warms my heart.
Then I wanted to clarify a few small elements that may help you better understand.
Firstly the rendering is completely native (via bootygfx2 integrated statically now compositing) and not in sdl2, the only elements in sdl2 are the audio and the keyboard and joystick management.
As for the video test carried out by Maijestro, it is unfortunately completely wrong because he used Javier's gui which does not yet contain the calls for the new added functions (dead loss of 20 to 30% of speed).
You have to use my interface and launch a game with the default settings and just add full screen and fps if necessary.
In default rendering here on an x5000 with donkeykong I have 60fps without frame skips and 35% CPU usage
On an x1000 45% CPU usage for the same thing.
I think that in emulation we should be ready for x1000.
It would be good to have another video with these settings so that we can get an idea and possibly optimize later for better performance if we don't get the expected result.
Thank you in advance and soon we will have an EGL_wrap pure shaders version which will increase the fps and above all a smooth and continuous speed in full HD games (still a few things to adjust before release).
I wish you all happy holidays and good games.

HunoPPC

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Re: New EGL_Wrap library is OUT!!! with support GLEW and shaders...
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Not too shy to talk


@ALL

A new release of EGL_Wrap

Version 0.7.21:
* Fixed!! ENV: gl4es prefs after quit EGL_Wrap (thanks Kas1e)
* Fixed!! delete GL renderer on quit native opengl
* Recompiled all samples
* Added version on SDL2egl_library
* Added new functions on intenal lib GLEW renderer

Download and please update your projects

Thank you for your support and your help

HunoPPC

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Re: New EGL_Wrap library is OUT!!! with support GLEW and shaders...
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Not too shy to talk


@kas1e

it's almost impossible in concept, at home I didn't have all this effect and even less creation because I don't ask it to create but simply to read (except when the environment is not installed correctly and that it cannot find its prefs in envarc:egl_wrap/, have you tried to compile the executable which does this to you (it is perhaps not up to date. for information doom3 does not do this to you? it uses the same library at least the same mechanism. Did you use the installation provided with the packaging?

HunoPPC

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Re: New EGL_Wrap library is OUT!!! with support GLEW and shaders...
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Not too shy to talk


@kas1e

you automatically need a new version of doom3 because as I marked in the README, egl_wrap and now in a static and more dynamic version like before. So yes you will have to wait for a new version to use the new functions of the update

HunoPPC

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Re: New EGL_Wrap library is OUT!!! with support GLEW and shaders...
Not too shy to talk
Not too shy to talk


This does not affect GLES4 all my prefs are in ENVARC:egl_wrap, so nothing is modified in other games, my library only uses its prefs

Since you brought this problem to my attention, it's been working like this, it's been well over 2 years now.

HunoPPC

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New EGL_Wrap library is OUT!!! with support GLEW and shaders...
Not too shy to talk
Not too shy to talk


Hello Amigans,

The new EGL_Wrap library is out with all news functions for your all projects.

Thank you by advance foir your support and good dev and tests.


Is here on my Site:
http://hunoppc.amiga-projects.net/con ... ry-eglwrapper-opengles-20

_____________________________________________________________
Beta Beta Beta Work In Progress please update immediately your all games/API after this new release

LibEGL_wrap Version 0.7.20 2023

Minimal required:
Warp3DNova.library Version 54 revision 16
ogles2.library Version 3 revision 3

INTRO: This library was designed as an all-in-one system to be able to make games and to be able to allow easy ports for our AmigaOS4 system
Don't hesitate to get started and let me know of any problems or missing functions so that it can become a powerful development kit


EGL can be implemented on multiple operating systems and now on native AmigaOS4.
Implementations may also choose to allow rendering into specific types of EGL surfaces via other supported native rendering APIs (here OpenglES 2.0 for AmigaOS4.x).
Mechanisms for creating rendering surfaces (windows, pbuffers, pixmaps) onto which client APIs can draw and share.
Methods to create and manage graphics contexts for client APIs.
Ways to synchronize drawing by client APIs as well as native platform rendering APIs.
The EGLStreams extension provides a powerful but easily programmed API to control how a stream of images flow between AmigaOS4 OpenglES 2.0 APIs to enable advanced applications such as Augmented Reality with full hardware acceleration.
Include now GL4es created by PtitSeb (https://github.com/ptitSeb/gl4es), The OpenGL Extension Wrangler Library 'Glew' (https://glew.sourceforge.net/) ported by HunoPPC, image decoder PNG/JPEG/BMP/TGA by HunoPPC, sound engine by HunoPPC, AmigaInput lowlevel by HunoPPC,GUI by HunoPPC,SDL1, SDL2 and SDL_image by HunoPPC, GLUes and other small stuffs by HunoPPC.

Documentation is unfinished Work In Progress for porting your work or any games to the web

Please use a new Prefs GUI on your SYS:Prefs/ for configure your EGL_wrap and GL4es libraries
Please use ans test all samples on this folder for mecanism of my EGL_library.
Other games using the GL4es library can take advantage of my Prefs GUI, use a GL4es part on GUI and enjoy!!

Install library and Prefs:
Just launch script Install "LIB_EGL to SYS and Prefs" on libegl_wrap and enjoy!!
For SDK launch script "copy LIB_EGL to SDK"

/*---------------------------------------------SDL1-----------------------------------------------------------*/

For Projects GLUES SDL GL (no native, use gl4es) please link with this .h:

#include <EGLSDL/SDL.h>
#include <EGLSDL/SDL_opengl.h>

Or

#include "EGLSDL/SDL.h"
#include "EGLSDL/SDL_opengl.h"


If you use GLUES on SDL add this:

#include "EGLSDL/SDL.h"
#include "EGLSDL/SDL_opengl.h"
#include "EGL/glues.h"

Linked by: -lSDLegl_wrap -legl_wrap -lauto

IMPORTANT: do not use #include "SDL/SDL_opengl.h" (is for minigl) use #include "EGLSDL/SDL_opengl.h" and for the others originals headers no problems, use this.
Do not use `sdl-config --cflags`option please on your makefile
Use `eglsdl-config --cflags`option on your makefile
Do not use -use-dynld

/*---------------------------------------------SDL2-----------------------------------------------------------*/
For Projects GLUES SDL2 GL (no native, use gl4es) please link with this .h:

#include <EGLSDL2/SDL.h>
#include <EGLSDL2/SDL_opengl.h>

Or

#include "EGLSDL2/SDL.h"
#include "EGLSDL2/SDL_opengl.h"


If you use GLUES on SDL2 add this:

#include "EGLSDL2/SDL.h"
#include "EGLSDL2/SDL_opengl.h"
#include "EGL/glues.h"

Linked by: -lSDL2egl_wrap -legl_wrap -lauto

IMPORTANT: do not use #include "SDL2/SDL_opengl.h" (is for minigl) use #include "EGLSDL2/SDL_opengl.h" and for the others originals headers no problems, use this.
Do not use `sdl2-config --cflags`option please on your makefile
Use `egl2sdl-config --cflags`option on your makefile
Do not use -use-dynld

/*--------------------------------------------Native------------------------------------------------------------*/

For Projects EGL GLUES OPENGLES (native, use opengles 2.0) please link with this .h:

#include "EGL/egl.h"
#include "EGL/glues.h"

Linked by: -legl_wrap -lauto

IMPORTANT: Do not use -use-dynld

/*---------------------------------------------GLEW-----------------------------------------------------------*/
For Projects GLEW please link with this .h:

#include "EGL/glew.h"

Linked by: -legl_wrap -lauto

IMPORTANT: Do not use -use-dynld

/*-------------------------------------------Releases-----------------------------------------------------------*/
Version 0.7.20:
* Now!! Support additional shaders glsl on your code (exemple: effects Scanline, CRT and others)
* Now!! all libraries are STATIC, IMPORTANT: don't forget to delete your old dynamic libraries
* New!! Added The OpenGL Extension Wrangler Library 'Glew' includes and package for SDK
* Updated SDL1 and SDL2
* Now!! SDL2 as your prefs on ENVARC:egl_wrap/
* Updated Gl4ES
* Updated GUI
* 20% speedup on renderer EGL_Wrap
* Added new icons into the GUI


Version 0.7.19:
* Updated Gl4ES
* Updated GUI
* Added new icons into the GUI
* Added new Prefs on the GUI for Gl4ES
* Added SDL1 SDLegl_image.a fixed for fast loading all images supported by this library
* Fixed problem on AHI with new SDK


Version 0.7.18:
* Updated Gl4ES
* Added SDL1 EGL includes and package for SDK
* Added SDL2 EGL includes and package for SDK
* Added option BLITFULLSCREEN on GL4ES parts

Version 0.7.17:
* Updated Gl4ES
* Fixed SDL1 Fullscreen render
* Added SDL2 EGL (beta)


Version 0.7.16:
* Updated Gl4ES
* Added new Prefs on the GUI for Gl4ES
* Fixed free surface on Glues render
* Added new functions on Glues
- glutGameModeString
- glutEnterGameMode
- glutLeaveGameMode
- glutGameModeGet
- glutIgnoreKeyRepeat
- glutSetKeyRepeat
- glutSimulateButton
- glutPostWindowRedisplay
- glutCloseFunc
- glutWindowStatusFunc
- glutForceJoystickFunc
* Fixed glutKeyboardFunc, keyboard working fine now!!


Version 0.7.15:
* Updated Gl4ES
* Fix Prefs file on the GUI


Version 0.7.14:
* Fixed problem on texture filter
* Updated Gl4ES
* Fixed loading texture on Glues no native Projects
* Modification of all header's .h (please install a new SDK of EGL_wrapper)
* Added all samples SDL_egl_wrap with code
* Added library SDLegl_wrap.a 1.2.15 on EGL SDK
* Added headers of SDLegl_wrap.a 1.2.15 on EGL SDK "EGLSDL/"
PROBLEM: No free surface correctly on Glues render, W.I.P (please reboot your Amiga after use Glues projects)


Version 0.7.13:
* Fixed crash music module on Update Effect.
* Updated Gl4ES
* Add new options environment ENVARC
* Fix mkdir (unix), now native AOS4 functions
* Add new function GLU and GLUT for all mix demos code
* Glues and Glut lights effects working fine now
* Fog effects working fine now
* Colors effects working fine now


Version 0.7.12:
* Internal Shaders working (limited actually W.I.P)
* Small speedup on renderer HD
* New update of GL4ES include


Problems:
* ALPHA problem on games engine (example: IOQUAKE and RTCW etc..)
* Internal GAMMA
* Endianness problems

In the future:
* Loading external Shader on GL 1.X
* Fix colors and lights effects
* Add new functions
* Speed increase
* Add new options on Prefs GUI
* And other stuffs for your pleasure...



Thanks go to:
My children "Matthis" and "Sorhënn" for allowing me some time to develop
Hyperion Entertainment - For the development of Amiga OS 4.0 and 4.1
Relec for my X1000 NEMO and my X5000
George Sakianos for my new cool web site
Lio, Samo79, K-L, zzd10h, Javier de las Rivas, Pseudaxos, Salternaos, Elwood, Alain Thellier, Sinisrus, Ölrick, Alex, Corto, Daytona, PtitSeb, Kas1e, Xray, A-eon and all my betatesters on my site
My All My Donators ;o)
And of course the whole AMIGA community


For lib GL4es donate to PtitSeb at https://github.com/ptitSeb/gl4es
For lib OpenGL Extension Wrangler Library at https://glew.sourceforge.net/


Bug reports for AmigaOS 4x at
NOUVEL (HunoPPC) Hugues
Mail and donate to: hunoppc(AT)gmail.com
http://hunoppc.amiga-projects.net/
______________________________________________________________

HunoPPC

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Re: have you seen this?
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Not too shy to talk


@SinanSam460
Yes i work on doom3 quake4 and prey games.
I présent this at Amiga38

HunoPPC

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Re: have you seen this?
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@kas1e

I'm working on multithreading for doom3 and yes of course we will gain some Fps (I haven't been able to test this part yet). I mainly focused on glew which will allow us to make good games and I hope that more users will use my egl_wrap for their work

HunoPPC

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Re: have you seen this?
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@kas1e

I don't think it's beneficial for other systems because it remains native to AOS4 and what's more it's very proprietary, especially for the egl_wrap part. My library will be available this weekend and you can have fun with it and do benchmarks if you wish, more than 4 years of development and additions of all kinds to have an all-in-one library (which continues to be improved)

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Re: have you seen this?
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@kas1e
I simply use gl4es for native gl calls and functions, when I am in egl_wrapper I go directly via ogles2 with proprietary internal shaders and of course glew use egl_wrap that's why. then the version which was used for games at 30 fps uses an old version of egl_wrap not really optimized

HunoPPC

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Re: have you seen this?
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Not too shy to talk


@kas1e

My legacy build use Glew by choice

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Re: have you seen this?
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@kas1e

it's not an overlay as you say, I correctly integrated gl4es into egl_wrap and you must have missed an episode because the version compiled at the very beginning of the thread runs at 30fps with gl4es I run at 90fps with egl_wrap in wrapper GL without native shaders so much better. sorry for the archive. Can someone share it at kas1e?, thanks


HunoPPC

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