Previous Thread
Next Thread
Print Thread
Page 1 of 2 1 2
Joined: Nov 2006
Posts: 239
S
Senior Member
Senior Member
S Offline
Joined: Nov 2006
Posts: 239
GIT repo, as usual:
http://www.jausoft.com/cgi-bin/gitweb.cgi?p=mame/src/osd/sdl;a=shortlog;h=sgothel_stable

2007-06-16 sgothel
- Add option 'gl_alwayspow2texture',
which disables the usage of OpenGL GL_ARB_texture_non_power_of_two,
i.e. always use pow2 textures.
Default: use it, if it is available.

- tested on a MacOSX, with an ATI M54, runs fine using the above flag,
with and w/o multithreading.
10.4.8, intel core duo
ATI Radeon X1300 OpenGL Engine, 2.0.6598 (8.39.2)
I must say, I am amazed about the performance on this platform.

Joined: Dec 2006
Posts: 148
Senior Member
Senior Member
Joined: Dec 2006
Posts: 148
Things are running great so far. Seems like a major improvement over the previous release.

Joined: Sep 2006
Posts: 89
M
Member
Member
M Offline
Joined: Sep 2006
Posts: 89
Sven;

I grabbed the snapshot you posted above and the new version seems functionally identical to the 0116u1 RB posted. No shaders for me, regardless of the settings. But at least they're compiling now.

And VR really doesn't work here. Running it in a window exposes the problem as a seg fault.

Here's the output for pacman:

Code
[twos:~/.advance] mtwitty% sdlmame_0116u1_sven pacman
Using SDL single-window OpenGL driver (SDL 1.2)
OpenGL: ATI Technologies Inc.
OpenGL: ATI Radeon X1600 OpenGL Engine
OpenGL: 2.0 ATI-1.4.52
OpenGL: texture rectangle supported
OpenGL: non-power-of-2 textures supported (new method)
OpenGL: vertex buffer supported
OpenGL: pixel buffers supported
OpenGL: GLSL supported
OpenGL: max texture size 4096 x 4096
OpenGL: VBO supported
OpenGL: PBO supported
OpenGL: GLSL using shader filter 1 (vid filter: 0)
OpenGL: GLSL direct brightness, contrast setting for RGB games
GL texture: copy 1 - shader 0 - dynamic 1 -  576x448 576x448 [format: PALETTE16, Equal: 0, Palette: 1, scale 2x2, borderpix 0, pitch 416,576/4096], colors: 514
GL texture: copy 1 - shader 0 - dynamic 1 -  576x448 576x448 [format: PALETTE16, Equal: 0, Palette: 1, scale 2x2, borderpix 0, pitch 416,576/4096], colors: 514

I do have an interest in seeing you get this working...especially if RB is accepting in into sdlmame baseline.

So, what do you want me to do? Make a debug build?

Joined: Jan 2006
Posts: 3,695
Likes: 1
Very Senior Member
Very Senior Member
Joined: Jan 2006
Posts: 3,695
Likes: 1
Quote
And VR really doesn't work here.

it doesn't work in any mac build of sdlmame... it's not that sven broke something

EDIT: ok I've read in the other topic that you have even worse result with vr. I misunderstood, sorry.

Last edited by etabeta78; 06/17/07 03:57 PM.
Joined: Sep 2006
Posts: 89
M
Member
Member
M Offline
Joined: Sep 2006
Posts: 89
etabeta78; (Don't worry about it) VR's been working for me since I began compiling at sdlmame_0115 with gcc 4.1.2. But you're right...now it's even worse than partial rendering.

RB/Sven; I'm still uploading my binaries if you'd like to take a look and see if my 0116u1 binary runs vr on your systems. I'll concede that it could be a local problem although 0115u4 w/o sven's gl_glsl patches renders vr correctly and 0115u4 with the gl_glsl patches seg faults.

gcc 4.1.2/OS X sdlmame binaries

Joined: Nov 2006
Posts: 239
S
Senior Member
Senior Member
S Offline
Joined: Nov 2006
Posts: 239

vr - yes, I may have to do the gcc 4.1.2 test ..

++

@Twitty: I do not understand the reason, why no shaders are being used in your case. Others and I have verified, that the shaders are now working, even if I had to switch off the pow2
textures on my platform.

../MAME/git-repo/mameosxp4 -gl_alwayspow2texture -seconds_to_run 50 -mt spidman
Warning: unknown option in INI: useallheads
Using SDL single-window OpenGL driver (SDL 1.2)
OpenGL: ATI Technologies Inc.
OpenGL: ATI Radeon X1300 OpenGL Engine
OpenGL: 2.0 ATI-1.4.40
OpenGL: texture rectangle supported
OpenGL: non-power-of-2 textures supported (old method)
OpenGL: vertex buffer supported
OpenGL: pixel buffers supported
OpenGL: GLSL supported
OpenGL: max texture size 4096 x 4096
OpenGL: VBO supported
OpenGL: PBO supported
OpenGL: GLSL using shader filter 1 (vid filter: 0)
OpenGL: GLSL direct brightness, contrast setting for RGB games
GL texture: copy 0 - shader 1 - dynamic 0 - 416x224 512x256 [format: RGB32_PALETTED, Equal: 1, Palette: 1, scale 1x1, borderpix 0, pitch 448,416/4096], colors: 16386

Joined: Nov 2006
Posts: 239
S
Senior Member
Senior Member
S Offline
Joined: Nov 2006
Posts: 239
Ok .. I will check MAME against gcc 4.2.0 on MacOSX,
since I am using gcc 4.2.0 on GNU/Linux as well...

Joined: Oct 2004
Posts: 296
S
Senior Member
Senior Member
S Offline
Joined: Oct 2004
Posts: 296
Performance seems to have downgraded with 0.116u1. Area 51 is slower, for example.

Joined: May 1999
Posts: 622
Likes: 1
Senior Member
Senior Member
Joined: May 1999
Posts: 622
Likes: 1
How can I update gcc for Xcode? I suppose that if I update gcc via fink (or MacPorts) it's only the command line compiled apps (like SDLMAME) that will use the newer version, right?

What will I have to do to compile MAME OS X with a more recent compiler than what ships with Xcode?

Joined: Nov 2006
Posts: 239
S
Senior Member
Senior Member
S Offline
Joined: Nov 2006
Posts: 239
Well, I am using this darwin port gcc 4.1.2,
and VR is running fine for me even with shaders and mt.

-Sven

Page 1 of 2 1 2

Moderated by  R. Belmont 

Link Copied to Clipboard
Who's Online Now
0 members (), 628 guests, and 6 robots.
Key: Admin, Global Mod, Mod
ShoutChat
Comment Guidelines: Do post respectful and insightful comments. Don't flame, hate, spam.
Forum Statistics
Forums9
Topics9,399
Posts122,883
Members5,092
Most Online3,327
Nov 10th, 2025
Our Sponsor
These forums are sponsored by Superior Solitaire, an ad-free card game collection for macOS and iOS. Download it today!

Superior Solitaire
Powered by UBB.threads™ PHP Forum Software 8.0.0