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https://github.com/libretro/gambatte-libretro.git
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Hard fork of Gambatte to the libretro API.
350533a224
underruns are caused by video I/O blocking (even when not syncing to vblank). It also means that vsync blocking is a non-issue. Lots of thread-safety considerations had to be done. Lots of tools developed to deal with new problems. Things redesigned to be asynchronous to avoid blocking the worker thread. New interfaces developed to give clients access to these things without too much pain, as clients need to deal with thread-safety issues, and be able to do things asynchronously to avoid blocking and unnecessary synchronization. Things developed and then scrapped as I changed my mind. Lots of thinking and testing to ensure video smoothness. - Make configuration of the multimedia framework way more flexible, by adding methods for configuring video and sound, rather than forcing the use of the SoundDialog or VideoDialog. Thus clients can make their own GUI for such things. - Pass raw input events to MediaSources so that clients will not have to use the InputDialog with its Button system. - Split BlitterWidget blitting into three methods: blit, draw, and sync, such that blitting is supposedly a fast pixel copy or buffer swap, while draw prepares for presentation, and sync presents the completed video frame ASAP. Blit needs to be fast to avoid blocking the worker thread to avoid underruns. - Allow heavy MediaSource video work to be skipped when frames are skipped. - Do some work in parallel on SMP systems. - Adjust low audio buffer detection to make it more robust. - Move variance calculation to the user of estimations, because the variance calculated by estimators is not well defined anyway. - Add support for adjustable fast-forward speed. - Fast-forward now outputs audio, by skipping entire segments of audio when skipping frames. - Adjust blitters to conform to the new threaded model. - Direct3DBlitter: Apparently vertices point to the center of pixels. Subtract 0.5 from vertex coordinates. - DirectDrawBlitter: Sleep more when far from vblank. - QGLBlitter: Get rid of makeCurrent calls, because they apparently block and can be slow and don't seem to be needed anyway. They also seem to cause instability with some drivers. - XvBlitter: Double buffer to delay updates to sync time. - X11Blitter: Double buffer when not scaling to delay updates to sync time. - QPainterBlitter: Double buffer when not scaling to delay updates to sync time. - SdlBlitter: Delay updates to sync time. - AlsaEngine: Set max periods to 16 to work around stupid ALSA plugins and drivers that advertise smaller period sizes than properly supported. ALSA always picks the maximum number of periods allowed, which means it picks the smallest period size allowed for a given buffer size. - QPainterBlitter: Don't disable updates when not paused, because this breaks macx. - Support pause on focus out. - Add MiscDialog to allow user configuration of fast-forward speed and focus policy. - Separate sync to refresh rate logic from sync to vblank logic. - Sync to refresh rate menu option. - Use semi-bilinear filtering rather than bilinear filtering for soft-scaling blitters. - MakeSincKernel: Consider rounding effects when computing absolute gain. - MakeSincKernel: Use a function pointer rather than a template argument to reduce code bloat. - Reorder sinc kernel phases. - PolyPhaseConvoluter: Simplify some calculations. - Replace Hamming and Blackman windowed sincs with Kaiser windowed sinc of appropriate betas, because they require a lower number of taps to achieve the same specs. - Use rounding shifts in resamplers for higher precision and performance. - libgambatte: Update returns on video frame completion rather than using a callback for notification. - libgambatte: Move video filters and color conversion out of the library. - libgambatte: Get rid of unnecessarily complex VideoBlitter interface. - libgambatte: Use bit flags rather bools for input state. - Change some parameters to constants in 2xsai and hqx video filters. - Probably other stuff I've forgotten about. git-svn-id: https://gambatte.svn.sourceforge.net/svnroot/gambatte@234 9dfb2916-2d38-0410-aef4-c5fe6c9ffc24 |
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common | ||
gambatte_qt | ||
gambatte_sdl | ||
hwtests | ||
libgambatte | ||
build_qt.sh | ||
build_sdl.sh | ||
changelog | ||
clean.sh | ||
COPYING | ||
README |
-------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Copyright (C) 2007 by Sindre Aamås aamas@stud.ntnu.no This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License version 2 for more details. You should have received a copy of the GNU General Public License version 2 along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- About -------------------------------------------------------------------------------- Gambatte is an accuracy-focused, open-source, cross-platform Game Boy Color emulator written in C++. It is based on hundreds of corner case hardware tests, as well as previous documentation and reverse engineering efforts. The core emulation code is contained in a separate library back-end (libgambatte) written in platform-independent C++. There is currently a GUI front-end (gambatte_qt) using Trolltech's Qt4 toolkit, and a simple command-line SDL front-end (gambatte_sdl). The GUI front-end contains platform-specific extensions for video, sound and timers. It should work on MS Windows, Linux/BSD/UNIX-like OSes, and Mac OS X. The SDL front-end should be usable on all platforms with a working SDL port. It should also be quite trivial to create new (simple) front-ends (note that the library API should in no way be considered stable). Usage -------------------------------------------------------------------------------- You will have to supply Gambatte with a ROM image file of the GB/GBC program/game you'd like to run/play, either as a command-line argument to gambatte_sdl, or through the File->Open... menu in gambatte_qt. gambatte_sdl keyboard commands: TAB - fast-forward Ctrl-f - toggle full screen Ctrl-r - reset F5 - save state F6 - previous state slot F7 - next state slot F8 - load state 0 to 9 - select state slot 0 to 9 Default key mapping: Up: Up Down: Down Left: Left Right: Right A: D B: C Start: Return Select: Shift Compiling -------------------------------------------------------------------------------- Building Gambatte from source code can be done by executing the build_<qt/sdl>.sh scripts for the qt/sdl front-ends respectively, or by issueing the correct build command (either 'scons' or 'qmake && make') in the top-level subdirectories (libgambatte will have to be built first). The clean.sh script can be executed to remove all generated files after a compile (including binaries). Requirements for building libgambatte: - A decent C++ compiler (like g++ in the GNU Compiler Collection). - SCons. - optionally zlib Requirements for building gambatte_sdl: - A decent C++ compiler (like g++ in the GNU Compiler Collection). - SDL headers and library. - SCons. (- libgambatte.) Requirements for building gambatte_qt: - A decent C++ compiler (like g++ in the GNU Compiler Collection). - Qt4 (Core, GUI, OpenGL) headers and library. - Qmake and make (GNU Make should work). - Platform-specific requirements: * MS Windows: - Win32 API headers and libraries. - DirectSound and DirectDraw7 headers and libraries. - Direct3D9 headers * Linux/BSD/UNIX-like OSes: - POSIX/UNIX headers (unistd.h, fcntl.h, sys/ioctl.h, sys/time.h, sys/shm.h). - Open Sound System header (sys/soundcard.h). - X11 Xlib, XVideo, XRandR and XShm headers and libraries. - Alsa headers and library (Linux only). * Max OS X: - Recent Mac OS X SDK (Panther Xcode/SDK should work) (- libgambatte.) Installing after a compile simply amounts to copying the generated binary (either gambatte_qt/bin/gambatte_qt<.exe> or gambatte_sdl/gambatte_sdl<.exe>) to wherever you'd like to keep it. Thanks -------------------------------------------------------------------------------- Derek Liauw Kie Fa (Kreed) Gilles Vollant Jeff Frohwein Jonathan Gevaryahu (Lord Nightmare) kOOPa Marat Fayzullin Martin Korth (nocash) Maxim Stepin (MaxSt) Nach Pan of Anthrox Pascal Felber Paul Robson SDL Shay Green (blargg) The OpenGL Extension Wrangler Library -------------------------------------------------------------------------------- Game Boy and Game Boy Color are registered trademarks of Nintendo of America Inc. Gambatte is not affiliated with or endorsed by any of the companies mentioned.