Reply 100 of 173, by wd
The thing about not respecting palette updates? Could be,
but no clue how to debug/get rid of that. Most things i tried
looked rather fine.
The thing about not respecting palette updates? Could be,
but no clue how to debug/get rid of that. Most things i tried
looked rather fine.
Well...I'm not sure why it's wrong...but it is wrong in some cases (maybe TR being the most obvious one) 😀
(the palette problem was, as I later remembered, related to the optimized scalers patch - with some early version the hq2x was broken because it did not update the screen at palette change)
Hm maybe Harekiet knows something about that, could be that some
lookup tables should be reinitialized on palette changes or something.
Maybe Moe creates some paper about his enhanced hqXx some time 😀
It's out 😉
I haven't had the chance to check the new version, but I'm curious as to whether you received any reports of periodic freezing with the earlier version? I tried it with several games and after, say, a quarter hour or so the screen would freeze up and any sound that was playing at the time would "stick". I thought it was a sound problem first, but it turned out it only ever happened if I was using D3D mode.
I did try to find something more useful using debug mode, but never managed to track down anything, so I'm simply curious as to whether I wasn't the only one who had this.
Intel CC820 | PIII 667 | 2x128MB SDRAM | 3Dfx Voodoo 5 5500 @ Dell P790 | Creative SB PCI128 | Fujitsu MPC3064AT 6GB + QUANTUM FIREBALLlct10 10 GB | SAMSUNG DVD-ROM SD-608 | IOMEGA ZIP 100 | Realtek RTL8139C | Agere Win Modem
Yeah, that's weird. No, I haven't heard of any freezing so far...
I'm not going to write anything about my software hq2x code (which worked mostly like the OpenGL-HQ variant), as I abandoned it after some scaler change which made it perform really bad, and (IIRC) it has been replaced by the original variant anyways.
If anyone is interested in how OHQ works, I may post a writeup on the web. Just ask nicely, or send me a pizza or something 😀
Sad, it seemed to fit quite nicely into the SDL concept, did you try
to contact them? (maybe they're considering a similar thing for 1.3 or later)
I was talking about the software variant, real hq2x, the first implementation that DOSBox had. It was heavily optimized for x86 CPUs, but still portable C. Those optimizations didn't work after the rendering code began to call scalers line-by-line instead of once per frame.
The Opengl-HQ patch has been sent to the SDL folks, but didn't meet much enthusiasm. I will continue maintain it as a separate package, since I am still actively using it. Given my latest desktop GPU, I may write an extended version some day. There are a couple of ideas I have that would need the power of quite recent GPUs.
Hey, I'm getting the cannot open source file error as well when I try to use HQ2x.fx, and I do have it in my shaders folder. Any ideas?
I'm having the same problem.
Please post full error message as displayed in the console.
D3D:Using triple buffering Memory sizes above 31 MB are NOT recommended. Stick with the default values unless you are absolutely […]
D3D:Using triple buffering
Memory sizes above 31 MB are NOT recommended.
Stick with the default values unless you are absolutely certain.
MIDI:Opened device:win32
D3D:Error in pixel shader shaders\hq2x.fx:
(1,1): error X1507: failed to open source file: 'shaders\hq2x.fx'
Unable to create effect compiler from shaders\hq2x.fx
D3D:Pixel shader output disabled
D3D:Error in pixel shader shaders\hq2x.fx:
(1,1): error X1507: failed to open source file: 'shaders\hq2x.fx'
Unable to create effect compiler from shaders\hq2x.fx
D3D:Pixel shader output disabled
Hmm...really strange. Do you have proper permissions in that directory?
I have full permissions in all directories.
Open a command box, change to the directory where the d3d-enabled
dosbox resides, type DIR and post the output.
Then type "cd shaders" and type DIR again, add that output here, too.
Then change back to the previous directory and type "dosbox" or whatever
the executable is named, and tell if it's working or not.
Can you try version? It uses absolute path instead of relative. Just replace the dosbox.exe. It is the same code as 080914.
Same errors.
full log please!
DOSBox version 0.72 Copyright 2002-2008 DOSBox Team, published under GNU GPL. --- CONFIG:Loading primary settings from config fi […]
DOSBox version 0.72
Copyright 2002-2008 DOSBox Team, published under GNU GPL.
---
CONFIG:Loading primary settings from config file C:\dos\DOSBox-0.72\dosbox.conf
CONFIG:Loading additional settings from config file C:\dos\profiles\17.conf
D3D:Using triple buffering
MIDI:Opened device:win32Network Interface List
-----------------------------------
1. rpcap://\Device\NPF_GenericDialupAdapter
(Network adapter 'Adapter for generic dialup and VPN capture' on local host)2. rpcap://\Device\NPF_{8B5B9783-606D-41D4-9A79-498AA94795F4}
(Network adapter 'Realtek RTL8139/810x Family Fast Ethernet NIC
(Microsoft's Packet Scheduler) ' on local host)3. rpcap://\Device\NPF_{4528C69B-913F-4DA2-B359-EEFBA02276D8}
(Network adapter 'Broadcom 802.11b/g WLAN (Microsoft's Packet Scheduler) ' on local host)D3D:Loading pixel shader from C:\dos\DOSBox-0.72\shaders\2xsai.fx
D3D:Error in pixel shader C:\dos\DOSBox-0.72\shaders\2xsai.fx:
C:\dos\DOSBox-0.72\shaders\2xsai.fx(61): error X1507: failed to open source file: 'C:\dos\DOSBox-0.7
2\shaders\Scaling.inc'
Unable to create effect compiler from C:\dos\DOSBox-0.72\shaders\2xsai.fx
D3D:Pixel shader output disabled