Newserator Posté(e) le 6 mars 2011 Posté(e) le 6 mars 2011 Squarepusher propose une nouvelle version de FBANext, issue de FB Alpha (Final Burn Alpha). Pour rappel, il s'agit d'un émulateur multi arcades basé sur le code source de Final Burn. Le changelog portant principalement sur des modifications à destination des développeurs, nous vous fournissons celui-ci non traduit. Les modifications apportées améliorent principalement la vitesse de fonctionnement générale. - (PS3) Added waterpaint-normalcontrast.cg, waterpaint-normalcontrast-scanline.cg, waterpaint-highcontrast.cg, waterpaint-highcontrast-scanline.cg shaders - (PS3) Optimized crt.cg shader - now runs at 60fps (fullspeed) at 1080p (1920x1080). Also added crt-highgamma.cg. - (PS3) Texture references used - far faster graphics code as a result. Also adapted refreshwithalpha so that it looks the same as it did before without texture references. - (PS3) Added all the shaders added inbetween r423 and the custom versions - (PS3) Replaced inlineASM in burnint.h with intrinsic so that it can be compiled with SNC. Also commented out little endian functions in blargg_endian.h to get SNC to work - (PS3) Commented out all exceptions and try - catch blocks in files such as ticpp.cpp and others - SNC by default works with exception support disabled - also exceptions have performance overhead - commenting out the exceptions and the try-catch blocks for both GCC and SNC increased performance. - (PS3) Got rid of virtual function call overhead in classes that inherited from a base class with virtual function definitions - such as the Cellframework Audio driver, and FBA's aud_audio.h itself. Led to measurable performance increases and lag reduction. - (PS3) Better button responsiveness - in PS3/run.cpp, for some reason button input was only being registered one out of every three frames - commented that out. There were tons of other branches in the interface code that are unnecessary - checking for bDrivOkay for instance in video_interface and vid_psgl - that were commented out for PS3. This could similary be applied to FBA 360 for some performance gains - same with the elimination of virtual function call overhead. - (PS3) Menu scrolling with the D-pad/analog stick in the ROM browser/settings menu/ingame menu by pressing and holding directional keys. - (PS3) Shaders now receive three additional input params for the main vertex program (main_vertex). This allows us to offload some more calculations from the fragment shader which leads to increased performance. - (PS3) Added back ability to go to Service menu by pressing R3 button. - (Core) - Rygar driver colors are restored again to normal colors - during the update to FBA beta, a swapword statement was left out. - (PS3) Makefile works now for either SNC or GCC. Change CELL_BUILD_TOOLS to set either of the two. The best speed I currently get with GCC for some odd reason. - (PS3) Makefile and preprocessor statements in the code now let you compile the source and have it detect your SDK version automatically. - (PS3) There is a special debug mode you can activate (CELL_DEBUG_CONSOLE = 1) where a Telnet server will be running in the background which you can telnet into - in this mode, you can track variables and/or dump screenshots on the HDD. - (PS3) Better speed, far less lag as a result of all of the above. PS. Every change above only affects the PS3 version. FBANext-PS3 R424 Site officiel : https://code.google.com/p/fba360/ Source : http://psx-scene.com Lien vers article original : http://ps3.gx-mod.com/modules/news/article.php?storyid=2655
Fredricka Posté(e) le 21 juin 2011 Posté(e) le 21 juin 2011 (modifié) Squarepusher propose une nouvelle version de FBANext, issue de FB Alpha (Final Burn Alpha). Pour rappel, il s'agit d'un émulateur multi arcades basé sur le code source de Final Burn.Le changelog portant principalement sur key xbox 360 des modifications à destination des développeurs, nous vous fournissons celui-ci non traduit. Les modifications apportées améliorent principalement la vitesse de fonctionnement générale. - (PS3) Added waterpaint-normalcontrast.cg, waterpaint-normalcontrast-scanline.cg, waterpaint-highcontrast.cg, waterpaint-highcontrast-scanline.cg shaders - (PS3) Optimized crt.cg shader - now runs at 60fps (fullspeed) at 1080p (1920x1080). Also PS3 Hack added crt-highgamma.cg. - (PS3) Texture references used - far faster graphics code as a result. Also adapted refreshwithalpha so that it looks the same as it did before without texture references. - (PS3) Added all the shaders added inbetween r423 and the custom versions - (PS3) Replaced inlineASM in burnint.h with intrinsic so that it can be compiled with SNC. Also commented out little endian functions in blargg_endian.h to get SNC to work - (PS3) Commented out all exceptions and try - catch blocks in files such as ticpp.cpp and others - SNC by default works with exception support disabled - also exceptions have performance overhead - commenting out the exceptions and the try-catch blocks for both GCC and SNC increased performance. - (PS3) Got rid of virtual function call overhead in classes that inherited from a base class with virtual function definitions - such as the Cellframework Audio driver, and FBA's aud_audio.h itself. Led to measurable performance increases and lag reduction. - (PS3) Better button responsiveness - in PS3/run.cpp, for some reason button input was only being registered one out of every three frames - commented that out. There were tons of other branches in the interface code that are unnecessary - checking for bDrivOkay for instance in video_interface and vid_psgl - that were commented out for PS3. This could similary be applied to FBA 360 for some performance gains - same with the elimination of virtual function call overhead. - (PS3) Menu scrolling with the D-pad/analog stick in the ROM browser/settings menu/ingame menu by pressing and holding directional keys. - (PS3) Shaders now receive three additional input params for the main vertex program (main_vertex). This allows us to offload some more calculations from the fragment shader which leads to increased performance. - (PS3) Added back ability to go to Service menu by pressing dyson fan button. - (Core) - Rygar driver colors are restored again to normal colors - during the update to FBA beta, a swapword statement was left out. - (PS3) Makefile works now for either SNC or GCC. Change CELL_BUILD_TOOLS to set either of the two. The best speed I currently get with GCC for some odd reason. - (PS3) Makefile and preprocessor statements in the code now let you compile the source and have it detect your SDK version automatically. - (PS3) There is a special debug mode you can activate (CELL_DEBUG_CONSOLE = 1) where a Telnet server will be running in the background which you can telnet into - in this mode, you can track variables and/or dump screenshots on the HDD. - (PS3) Better speed, far less lag as a result of all of the above. PS. Every change above only affects the PS3 version. Added waterpaint-normalcontrast.cg, waterpaint-normalcontrast-scanline.cg, waterpaint-highcontrast.cg, waterpaint-highcontrast-scanline.cg shaders Modifié le 21 juin 2011 par Fredricka
Messages recommandés
Créer un compte ou se connecter pour commenter
Vous devez être membre afin de pouvoir déposer un commentaire
Créer un compte
Créez un compte sur notre communauté. C’est facile !
Créer un nouveau compteSe connecter
Vous avez déjà un compte ? Connectez-vous ici.
Connectez-vous maintenant