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cyberdman
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HLSL help
#349923 - 02/06/16 12:35 AM


You know I never really got this to work and now things are a little borked up. I am using MAMEUI64 0.170 and am on Windows 10. Before, if I had the HLSL toggled on MAMEUI would crash out every time I ever tried to run any game. If I toggled it off the games would work fine.

I thought maybe I was missing something from DirectX9 that I might need that I didn't have now that I'm on Windows 10 so I loaded the DirectX9c Runtime.

Now MAMEUI doesn't crash out any games when I have the HLSL toggled on, however any game I go into they are all just black on the screen. I can hear them, and I can see all the artwork overlays and such, but the games themselves are all black even if I play with the sliders.

If I toggle the HLSL off, I can see all the games fine again. Is there some stupid thing I'm missing or some setting I'm overlooking or some file I don't have? I just can't figure it out. Thanks!



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redk9258
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Re: HLSL help new [Re: cyberdman]
#349929 - 02/06/16 03:34 AM


Are you using the matching HLSL files? The modified dates should be 1/27/2016



cyberdman
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Re: HLSL help new [Re: redk9258]
#349930 - 02/06/16 04:16 AM


Yes from the latest 0.170 source.



cyberdman



Jezze
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Re: HLSL help new [Re: cyberdman]
#349943 - 02/06/16 04:42 PM


Can you please start MAME from the commandline with the -v option and post the console output?

e.g. mame64.exe -v gamename



John IV
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Re: HLSL help new [Re: Jezze]
#349989 - 02/07/16 10:39 AM


Say Jezze, while you're here; please consider adding your and u-man's preferred settings to the HLSL presets for easy access for folks. Thanks -

Update: Hmm, actually was that feature deprecated? I don't see it in the Mame.ini w/ a -cc.



john iv
http://www.mameui.info/



Jezze
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Re: HLSL help new [Re: John IV]
#349994 - 02/07/16 12:45 PM


The hard coded presets don't exist anymore, as they were very outdated and not easy to maintain. Some time ago I had the idea to replace this feature with a recursive .ini load-system to define sub-configurations, which are combined together.

e.g. ‹system›.ini

Quote:


sub_config    shadow-mask.ini | scanlines.ini | color-convolution.ini | raster-bloom.ini




Other settings than HLSL could also benefit from this feature. But there is nothing implemented yet and I'm not quite sure about the concept. Maybe you have an opinion on this idea.

In the mean time I can add some presets for raster and vector as .ini files.



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Re: HLSL help new [Re: Jezze]
#349995 - 02/07/16 01:02 PM


> In the mean time I can add some presets for raster and vector as .ini files.

That would be very nice of you if you can do that.

I look forward to them and thanks for all your work



cyberdman
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Re: HLSL help new [Re: Jezze]
#350004 - 02/07/16 04:46 PM


Thanks for replying. I am running mameui and other than a -cc for new inis I wasn't sure I could commandline anything else with it. I did what you suggested and it just ran a game with black screen same as before. Is there something else I need to do to capture an output to a log or something?

I need to preface this with I made sure my old files weren't interfering. I deleted all old inis and cfg files and savestates. I generated a new mame.ini as well. I also just did a clean reinstall on a new updated Nvidia driver 361.75 to make sure installing the DirectX9C runtime didn't screw anything else up.

Basically I am getting the same as before. HLSL off I can run games fine, but they look normal. With HLSL on games are blank, I can hear them and see overlays and such and I can see the menu pop-up when I hit the Tab key, but black game. Thanks.



cyberdman



cyberdman
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Re: HLSL help new [Re: cyberdman]
#350006 - 02/07/16 05:03 PM


Debug tab > Output to log file, HLSL enabled:


Code:


Soft reset
[:] dkong_speech_w: 0xff
Failed save state attempt due to anonymous timers:
=============================================
Timer Dump: Time = 0.000000000
000000001E1C36C0: en=1 temp=1 exp= 0.000000000 start= 0.000000000 per= (never) param=0 ptr=000000000B47C628 cb=static_empty_event_queue
000000001E1C2380: en=1 temp=1 exp= 0.000000000 start= 0.000000000 per= (never) param=0 ptr=000000000B47D848 cb=static_empty_event_queue
000000001E1C3770: en=1 temp=1 exp= 0.000000000 start= 0.000000000 per= (never) param=65535 ptr=0000000000000000 cb=latch8_device::timerproc
00000000135C0F50: en=1 temp=0 exp= 0.001499999 start= 0.000000000 per= (never) param=0 ptr=0000000000000000 dev=:screen id=2
00000000135C16E0: en=1 temp=0 exp= 0.001499999 start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=dkong_state::scanline_callback
00000000135C0500: en=1 temp=0 exp= 0.016499999 start= 0.000000000 per= (never) param=0 ptr=0000000000000000 dev=:screen id=0
00000000135C00E0: en=1 temp=0 exp= 0.020000000 start= 0.000000000 per= 0.020000000 param=0 ptr=0000000000000000 cb=sound_manager::update
00000000135BFB60: en=1 temp=0 exp= 2.000000000 start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::autoboot_callback
00000000126024A0: en=1 temp=1 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=(null)
000000000B480420: en=0 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::soft_reset
00000000135C03A0: en=0 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 dev=:screen id=1
00000000135C07C0: en=1 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::watchdog_fired
=============================================
After resetting/reordering timers:
=============================================
Timer Dump: Time = 30.821999999
00000000135C16E0: en=1 temp=0 exp= 30.822062499 start= 30.821999999 per= (never) param=241 ptr=0000000000000000 cb=dkong_state::scanline_callback
00000000135C0F50: en=1 temp=0 exp= 30.823499999 start= 30.806999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=2
00000000135C03A0: en=1 temp=0 exp= 30.824499999 start= 30.821999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=1
00000000135C0500: en=1 temp=0 exp= 30.838499999 start= 30.821999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=0
00000000135C00E0: en=1 temp=0 exp= 30.840000000 start= 30.820000000 per= 0.020000000 param=0 ptr=0000000000000000 cb=sound_manager::update
00000000135BFB60: en=0 temp=0 exp= (never) start= 2.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::autoboot_callback
00000000126024A0: en=1 temp=1 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=(null)
000000000B480420: en=0 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::soft_reset
00000000135C07C0: en=1 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::watchdog_fired
=============================================
Prior to saving state:
=============================================
Timer Dump: Time = 43.658999999
00000000135C16E0: en=1 temp=0 exp= 43.659062499 start= 43.658999999 per= (never) param=241 ptr=0000000000000000 cb=dkong_state::scanline_callback
00000000135C00E0: en=1 temp=0 exp= 43.660000000 start= 43.640000000 per= 0.020000000 param=0 ptr=0000000000000000 cb=sound_manager::update
00000000135C0F50: en=1 temp=0 exp= 43.660499999 start= 43.643999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=2
00000000135C03A0: en=1 temp=0 exp= 43.661499999 start= 43.658999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=1
00000000135C0500: en=1 temp=0 exp= 43.675499999 start= 43.658999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=0
00000000135BFB60: en=0 temp=0 exp= (never) start= 2.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::autoboot_callback
00000000126024A0: en=1 temp=1 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=(null)
000000000B480420: en=0 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::soft_reset
00000000135C07C0: en=1 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::watchdog_fired




cyberdman



cyberdman
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Re: HLSL help new [Re: cyberdman]
#350008 - 02/07/16 05:07 PM


I hope this is what you meant.

Debug tab > Output to log file, HLSL disabled:


Code:

Soft reset
[:] dkong_speech_w: 0xff
Failed save state attempt due to anonymous timers:
=============================================
Timer Dump: Time = 0.000000000
000000001D7C7270: en=1 temp=1 exp= 0.000000000 start= 0.000000000 per= (never) param=0 ptr=000000000B2DC628 cb=static_empty_event_queue
000000001D7C6C40: en=1 temp=1 exp= 0.000000000 start= 0.000000000 per= (never) param=0 ptr=000000000B2DD848 cb=static_empty_event_queue
000000001D7C6A30: en=1 temp=1 exp= 0.000000000 start= 0.000000000 per= (never) param=65535 ptr=0000000000000000 cb=latch8_device::timerproc
00000000136D8CB0: en=1 temp=0 exp= 0.001499999 start= 0.000000000 per= (never) param=0 ptr=0000000000000000 dev=:screen id=2
00000000136D9650: en=1 temp=0 exp= 0.001499999 start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=dkong_state::scanline_callback
00000000136D8EC0: en=1 temp=0 exp= 0.016499999 start= 0.000000000 per= (never) param=0 ptr=0000000000000000 dev=:screen id=0
000000000AF66AD0: en=1 temp=0 exp= 0.020000000 start= 0.000000000 per= 0.020000000 param=0 ptr=0000000000000000 cb=sound_manager::update
00000000136D9700: en=1 temp=0 exp= 2.000000000 start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::autoboot_callback
00000000125C2490: en=1 temp=1 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=(null)
000000000AF80C50: en=0 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::soft_reset
00000000136D7CE0: en=0 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 dev=:screen id=1
00000000136D99C0: en=1 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::watchdog_fired
=============================================
After resetting/reordering timers:
=============================================
Timer Dump: Time = 43.658999999
00000000136D9650: en=1 temp=0 exp= 43.659062499 start= 43.658999999 per= (never) param=241 ptr=0000000000000000 cb=dkong_state::scanline_callback
000000000AF66AD0: en=1 temp=0 exp= 43.660000000 start= 43.640000000 per= 0.020000000 param=0 ptr=0000000000000000 cb=sound_manager::update
00000000136D8CB0: en=1 temp=0 exp= 43.660499999 start= 43.643999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=2
00000000136D7CE0: en=1 temp=0 exp= 43.661499999 start= 43.658999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=1
00000000136D8EC0: en=1 temp=0 exp= 43.675499999 start= 43.658999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=0
00000000136D9700: en=0 temp=0 exp= (never) start= 2.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::autoboot_callback
00000000125C2490: en=1 temp=1 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=(null)
000000000AF80C50: en=0 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::soft_reset
00000000136D99C0: en=1 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::watchdog_fired
=============================================
Prior to saving state:
=============================================
Timer Dump: Time = 81.212999999
00000000136D9650: en=1 temp=0 exp= 81.213062499 start= 81.212999999 per= (never) param=241 ptr=0000000000000000 cb=dkong_state::scanline_callback
00000000136D8CB0: en=1 temp=0 exp= 81.214499999 start= 81.197999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=2
00000000136D7CE0: en=1 temp=0 exp= 81.215499999 start= 81.212999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=1
000000000AF66AD0: en=1 temp=0 exp= 81.220000000 start= 81.200000000 per= 0.020000000 param=0 ptr=0000000000000000 cb=sound_manager::update
00000000136D8EC0: en=1 temp=0 exp= 81.229499999 start= 81.212999999 per= (never) param=0 ptr=0000000000000000 dev=:screen id=0
00000000136D9700: en=0 temp=0 exp= (never) start= 2.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::autoboot_callback
00000000125C2490: en=1 temp=1 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=(null)
000000000AF80C50: en=0 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::soft_reset
00000000136D99C0: en=1 temp=0 exp= (never) start= 0.000000000 per= (never) param=0 ptr=0000000000000000 cb=running_machine::watchdog_fired
=============================================




cyberdman



Jezze
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Re: HLSL help new [Re: cyberdman]
#350012 - 02/07/16 05:50 PM


Unfortunately these are not the logs I meant. However, I've overlooked that you are using MAMEUI. So I had a look at MAMEUI 0.170 myself and it seems that the binary bundle contains the shader files of version 0.169.

Please download the binary/source from mamedev.org and replace the ./hlsl folder in your MAMEUI directory. (According to your first answer you have already done this.)

To get the log I meant use the following command line.

Code:

mameui64.exe -v gamename > log.txt


This will create a log.txt with the information I like to see.

Beside of that, please try the offical binary from mamedev.org to check if the same issue appears there too.



cyberdman
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Re: HLSL help new [Re: Jezze]
#350016 - 02/07/16 06:38 PM


Ok great info, thanks. So, now we are getting somewhere.

I kept HLSL enabled and am still using my build mame64ui.exe file. I went into my directory and blew away a bunch of the common directories and replaced them with the ones included from the download of the official UI binary --> the HLSL, artwork and hash folders.

Now I had already took the files from the last official source and replaced everything before, but doing this made a difference. It actually played the game and I could see it on screen, but it was super-slow, maybe because I was outputting to the text file or whatever.

Using your method of output to text file yielded this output:


Code:


Video: Monitor 000000000B099B18 = "\\.\DISPLAY5" (primary)
Direct3D: Using Direct3D 9
Physical width 1920, height 1080
Direct3D: Configuring adapter #0 = NVIDIA GeForce GT 640
Direct3D: Using dynamic textures
Direct3D: Using StretchRect for prescaling
Direct3D: YUV format = RGB
Direct3D: Max texture size = 16384x16384
Direct3D: Device created at 1920x1080
RawInput: APIs detected
Input: Adding Mouse #0: Microsoft USB IntelliMouse Optical
Input: Adding Gun #0: Microsoft USB IntelliMouse Optical
Input: Adding Mouse #1: HID-compliant mouse
Input: Adding Gun #1: HID-compliant mouse
Input: Adding Kbd #0: HID Keyboard Device
Input: Adding Kbd #1: HID Keyboard Device
Input: Adding Mouse #2: HID-compliant mouse
Input: Adding Gun #2: HID-compliant mouse
Input: Adding Kbd #2: HID Keyboard Device
Input: Adding Kbd #3: HID Keyboard Device
DirectInput: Using DirectInput 8
DirectSound: Primary buffer: 48000 Hz, 16 bits, 2 channels
Region ':maincpu' created
Region ':soundcpu' created
Region ':gfx1' created
Region ':gfx2' created
Region ':proms' created
Starting Donkey Kong (US set 1) ':'
Optional device 'z80dma' not found
Optional device 'n2a03b' not found
Optional device 'n2a03a' not found
Optional device 'eeprom' not found
(missing dependencies; rescheduling)
Starting Z80 ':maincpu'
Starting Intel 8257 ':dma8257'
Starting Video Screen ':screen'
(missing dependencies; rescheduling)
Starting gfxdecode ':gfxdecode'
Starting palette ':palette'
Starting 8 bit latch ':ls175.3d'
Starting 8 bit latch ':ls259.6h'
Starting 8 bit latch ':virtual_p2'
Starting MB8884 ':soundcpu'
Starting Speaker ':mono'
(missing dependencies; rescheduling)
Starting DISCRETE ':discrete'
Starting Donkey Kong (US set 1) ':'
Optional device 'z80dma' not found
Optional device 'n2a03b' not found
Optional device 'n2a03a' not found
Optional device 'eeprom' not found
(missing dependencies; rescheduling)
Starting Video Screen ':screen'
Starting Speaker ':mono'
Starting Donkey Kong (US set 1) ':'
Optional device 'z80dma' not found
Optional device 'n2a03b' not found
Optional device 'n2a03a' not found
Optional device 'eeprom' not found
Loading cheats file from cheat
Average speed: 51.32% (58 seconds)
Sound: buffer overflows=850 underflows=120




cyberdman



Jezze
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Re: HLSL help new [Re: cyberdman]
#350020 - 02/07/16 07:16 PM


I'm glad to hear, that it's working now for you.

The performance of HLSL (and the quality of some effects) depends on the used prescale. There are two prescale setting in MAME, prescale and hlsl_prescale_x/y. Never use both with HLSL. For your graphics card set prescale to 1 and hlsl_prescale_x/y to 0 (automatic) or between 3 and 5.

I hope to resolve these performance/quality issues with the next version of MAME.

You could also improve the performance by disabling effects you don't need. You can disable defocus, phosphor, bloom, color offset/convergence separately by setting all depending parameters to 0. Bloom and defocus have the most impact.

If you still have performance problems, let me see your configuration.



cyberdman
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Re: HLSL help new [Re: Jezze]
#350022 - 02/07/16 07:34 PM


Yeah actually I remembered I had set the prescale to 2 as I was just trying out different settings to see what might the problem be. I reset it back to 1 and much better performance.

So question ... got any cool presets that I could use for something like Donkey Kong?

Second question .. if you do, what should I do with them? Should I take them and manually set them in dkong or can I add it to an ini file specifically for this game or something? Would I have to reset it every time?

Thanks so much for your expertise!



cyberdman



Jezze
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Re: HLSL help new [Re: cyberdman]
#350026 - 02/07/16 07:59 PM Attachment: raster.ini 2 KB (19 downloads)


You can use the attached preset for raster games. Just copy the file into the ./ini folder and rename it to dkong3.ini if you want to use it only with that game.



The result might look (a little) different depending on the prescale you use.

Add screen curvature or rounded corners as you like.



cyberdman
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Re: HLSL help new [Re: Jezze]
#350030 - 02/07/16 08:17 PM


That looks sweet. Ok I save that as raster.ini in my ini folder and my stuff still looks like crap. 2 questions. the Effect field in the UI has aperture picked. Should I blank that out or does what the ini says take precedence? Seems like maybe they are conflicting.



cyberdman
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Re: HLSL help new [Re: cyberdman]
#350032 - 02/07/16 08:19 PM


Seems like yes they were conflicting. I blanked the field out in MAMEUI for effect and now it looks just like your screenshot! Thanks again. I'd be interested in seeing if there is a place to go for more HLSL setting files. Thanks!



cyberdman
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Re: HLSL help new [Re: Jezze]
#350036 - 02/07/16 08:28 PM


One other thing I noticed that I never heard mention of before is all those screen settings with curvature, round corners, etc. etc, do not work at all if you are using bezels or other overlays. Hmm.



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Re: HLSL help new [Re: Jezze]
#350038 - 02/07/16 08:44 PM


> You can use the attached preset for raster games. Just copy the file into the ./ini
> folder and rename it to dkong3.ini if you want to use it only with that game.
>
>
> The result might look (a little) different depending on the prescale you use.
>
> Add screen curvature or rounded corners as you like.

I wish that the CRT-geom-halation have that ghost trail effect. It missing that one effect. Can you make a shader for the ghost trail effect? Just to load it with the CRT-geom-halation, Gaussx and Gaussy files.

Anyway I tried that dkong3.ini and it look good.



Jezze
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Re: HLSL help new [Re: cyberdman]
#350039 - 02/07/16 08:45 PM


The default shader files don't support some effects for bezels that change the aspect ratio or size of the screen. Take a look in the ./hlsl folder and you'll find a sub-folder ./artwork_support. Copy the containing files to the ./hlsl folder and the effects will also show up when bezels are activated.

The downside will be that the bloom get stair-step artifacts when the screen is curved.



cyberdman
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Re: HLSL help new [Re: Jezze]
#350043 - 02/07/16 09:38 PM


Thanks again for all the great info!!!



uman
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Re: HLSL help new [Re: Dullaron]
#350044 - 02/07/16 09:46 PM


> I wish that the CRT-geom-halation have that ghost trail effect. It missing that one
> effect. Can you make a shader for the ghost trail effect? Just to load it with the
> CRT-geom-halation, Gaussx and Gaussy files.
>
> Anyway I tried that dkong3.ini and it look good.

I dont think it will happen anytime soon, as OpenGL will be abandoned in the near future. At least not until BGFX is out/released.



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Re: HLSL help new [Re: uman]
#350045 - 02/07/16 10:07 PM


-



John IV
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Re: HLSL help new [Re: Jezze]
#350047 - 02/07/16 10:53 PM


I think sample raster/vector inis in the artwork_support folder might be a good start. Like your dkong3 example above and your tempest/star wars/asteroids ones.



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Re: HLSL help new [Re: uman]
#350048 - 02/07/16 11:14 PM


>> OpenGL will be abandoned in the near future.

That is a really sad news. I find OpenGL to be more flexible than DirectX, and it's available in multiple platforms... which is one of the things MAME can do (multi-platform).



uman
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Re: HLSL help new [Re: CiroConsentino]
#350052 - 02/08/16 12:02 AM


ah... no no.. dont missunderstand this. OpenGL and HLSL will be there, but under the hood of BGFX, which is also multiplatform. It is some kind of a API and the shaders just need to be converted for BGFX and from what i heard of some devs, it will be not such a hard task. So everything will be like right now, but there will be only one shader-system BGFX .



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Re: HLSL help new [Re: uman]
#350053 - 02/08/16 12:04 AM


> ah... no no.. dont missunderstand this. OpenGL and HLSL will be there, but under the
> hood of BGFX, which is also multiplatform. It is some kind of a API and the shaders
> just need to be converted for BGFX and from what i heard of some devs, it will be not
> such a hard task. So everything will be like right now, but there will be only one
> shader-system BGFX .

Sound good. Can't wait.

Removed my other post.



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Re: HLSL help new [Re: uman]
#350054 - 02/08/16 12:47 AM


Good to know. Thanks for the info.



Darkfalz
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Re: HLSL help new [Re: CiroConsentino]
#350997 - 03/03/16 05:14 PM


Same - 0.170 and 0.171 crash for me randomly with hlsl enabled.



B2K24
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Re: HLSL help new [Re: Darkfalz]
#351007 - 03/03/16 07:08 PM


> Same - 0.170 and 0.171 crash for me randomly with hlsl enabled.

I've never had any random crashes with HLSL. It either works or it doesn't.

What GPU do you have and have you ruled out some kind of system instability?


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