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Old 03-10-06, 09:14 AM   #10 (permalink)
badbob001
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Originally Posted by mcastrillo
I'm working to fix this issue. I added an assembler scaler routine for VGA devices but in the case of x50v/x51v it does not work as I wanted because the screen vsync (I think), also I made a OpenGL version using the PowerVR SDK which really looks better, the scale is very smooth, but since the 2700g chip needs 37ms to update the textures it does not accelerate the scale too much. I downloaded the documentation about the 2700g registers from Intel and I'm making some tries using the specific flag to make pixels 'double sized' using the hardware of this machine, it should work fine.
This sounds familiar. Check out this post made by Tala, who created the opengl-enhanced version of pocketsnes. He too found the included texture libraries to be too slow so he made his own, which cut down the delay from 34ms to less than 6ms: http://www.aximsite.com/boards/showp...64&postcount=4

Originally Posted by Tala
It is about as fast as emulamers build using picards GAPI tweak.
Infact emulamers build is as fast as it gets, since it just transfers the framebuffer to the 2700g. The OpenGL build needs to convert the frambuffer into a texture(which has a really strange format) and renders the texture to a quad using bilinear filtering. The conversion to a texture format is done in software and takes about 5.6ms using a custom assembly routine, while the second step is done in hardware and is almost neglible.
I first used the standard OpenGL implementation of texture conversion and almost gave up, since it took 34ms!!! Then i wrote the conversion in assembly and it was much faster :)
Tala has pretty much been missing, so you may be on your own if you want to duplicate his work. Good luck!
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