| |
chatGPZ
Registered: Dec 2001 Posts: 11165 |
VICE threaded UI test builds
In this thread i will post test builds of the (hopefully) soon to be merged threaded ui rewrite.
Linux and OSX users can always grab the current state from dqh's git repo here: https://github.com/dqh-github/vice-experiments/tree/threaded-ui.. (make sure to checkout the "threaded-ui-exp" branch after cloning the repo)
Please test and report back positive and negative results. Especially interesting right now are rendering errors/problems and unexpected crashes. Please tell exactly what OS you are using, and what GPU.
I will keep posting new windows builds here - starting with todays: https://sourceforge.net/projects/vice-emu/files/experimental%20..
64bit only right now - i'll have to figure out how to build proper 32bit binaries on my box (not that you should be still using a 32bit OS in 2020). |
|
... 149 posts hidden. Click here to view all posts.... |
| |
dqh Account closed
Registered: Jun 2019 Posts: 46 |
Here's an updated mac build: https://sourceforge.net/projects/vice-emu/files/experimental%20..
@JackAsser - I have fixed rendering on macOS 10.15, at least for my own test case.
@Frantic - any chance you also test this build? If the flashing problem is still there would you be able to describe it in more detail, or ideally take a slo-mo video of it on your phone and put the video on youtube or somewhere? |
| |
JackAsser
Registered: Jun 2002 Posts: 1997 |
Confirmed, works fine now with scaling and fullscreen, even on multiple screens. Good work! |
| |
chatGPZ
Registered: Dec 2001 Posts: 11165 |
VICE on your videowall? :) |
| |
dqh Account closed
Registered: Jun 2019 Posts: 46 |
Great! It was a weird one - if i built it directly on 10.15 it was fine, but not if i built on 10.14 and then ran on 10.15. But I found that by calling glViewport(...) each frame everything worked again when built on 10.14, so i'm guessing they made a change to OpenGL in the latest SDK. Which is a bit weird given that it's deprecated now. |
| |
chatGPZ
Registered: Dec 2001 Posts: 11165 |
Break it before you put it in the bin? I do that sometimes with stuff i dont want others to use anymore :=) |
| |
dqh Account closed
Registered: Jun 2019 Posts: 46 |
haha it did occur to me :) It would be very weird of them to drop the runtime altogether though, a lot of games will just stop working and never get updated.
It's plausible they reimplemented it as a wrapper over Metal or something .. |
| |
MagerValp
Registered: Dec 2001 Posts: 1060 |
Apple doesn't care about cross-platform gaming and probably never will, it's pretty clear it's Metal or gtfo. They rarely break stuff intentionally at least, but neglect and death from a thousand cuts does the job just as well.
Anyway, I gave the latest Mac build a spin and it's the first one that I feel approaches something that can be used. Frame rate is smooth and stable, no obvious glitches and no crashes during (light) testing on a 2014 MacBook Pro running 10.15.5.
The only display related issue is that the cpu/fps counter updates in realtime and thus jumps around between 99.9% and 100.0% in a rather distracting manner. Nothing a smoothed out average wouldn't fix though.
The only major issue I can find is that I can't seem to get the positional keyboard layout (the only sane option) to work. Is a keymap required for that — GTK3 doesn't do keycodes? The symbolic (ew) keymap for Swedish can't type $, and the positional option is grayed out if you select it. |
| |
JackAsser
Registered: Jun 2002 Posts: 1997 |
Quote: Break it before you put it in the bin? I do that sometimes with stuff i dont want others to use anymore :=)
Apple are experts on this, especilly on the iOS-SDKs. :) |
| |
chatGPZ
Registered: Dec 2001 Posts: 11165 |
you do, of course, need a keymap. when it is greyed out it means it doesnt exist (which is true for swedish keyboard). Locate the gtk3_pos.vkm (or gtk3_pos_de.vkm, start with the one that gives you least wrong mapped keys) in the datadir, make a copy named gtk3_pos_se.vkm, select that one as user defined positional map, enable keyboard debugging in the settings (that will show the keycodes in the statusbar when you press keys), and start hacking away. you need to reload the keymap to apply changes, it can be a bit fiddly too. and last not least: please provide the result so we can include it :) |
| |
JackAsser
Registered: Jun 2002 Posts: 1997 |
Quote: Apple doesn't care about cross-platform gaming and probably never will, it's pretty clear it's Metal or gtfo. They rarely break stuff intentionally at least, but neglect and death from a thousand cuts does the job just as well.
Anyway, I gave the latest Mac build a spin and it's the first one that I feel approaches something that can be used. Frame rate is smooth and stable, no obvious glitches and no crashes during (light) testing on a 2014 MacBook Pro running 10.15.5.
The only display related issue is that the cpu/fps counter updates in realtime and thus jumps around between 99.9% and 100.0% in a rather distracting manner. Nothing a smoothed out average wouldn't fix though.
The only major issue I can find is that I can't seem to get the positional keyboard layout (the only sane option) to work. Is a keymap required for that — GTK3 doesn't do keycodes? The symbolic (ew) keymap for Swedish can't type $, and the positional option is grayed out if you select it.
Yep, for me personally (which you shouldn't use as a priority of any sort) are:
* Positional keyboard working
* Proper 1351 mouse emulation (mouse capture it totally borked now on my setup)
When this is done, I can drop SDL and move to GTK for EotB related tasks.
But I'm in no way in actual need of a GTK port, it would just be a nice thing to have. And also, if it's on par and up to date with the SDL port you guys can drop the SDL port also. |
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | ... | 16 - Next |