Reply 120 of 139, by Psyraven
kekko wrote on 2022-09-03, 13:34:
Nice work, congrats! at the time I did the porting, I didn't care of a multithreaded software renderer, I was going to use open […]
Nice work, congrats!
at the time I did the porting, I didn't care of a multithreaded software renderer, I was going to use opengl anyways afterall. Later I regretted it.
The opengl renderer provided higher performance and nice video quality, but later I realized my opengl code is quite messy and hard to make portable.
Your implementation seem stable and quite fast, and a pure software renderer is much easier to port; probably it would have had a better chance to make it to the official svn (12 years ago 😀 ).
If you add features or fix things, please let me know 😀 I don't actively work on dosbox anymore, but I like to have a look at any new features still being worked on.
Btw if you have this code in a version that patches against svn (i.e. for internal testing) I would be very interested to give it a look!
Thanks and keep it up!
I try to keep my code as close to SVN as possible so this wasn't too hard.
Here's a patch that adds multi-threaded software 3dfx voodoo emulation to current SVN.
I only tried the Tomb Raider 3dfx demo (from https://www.dosgamesarchive.com/download/tomb-raider/) and only on 32bit Windows.
The threading code for pthread (Linux, macOS, etc.) is in there so it hopefully builds and works everywhere DOSBox works.
leileilol posted about issues related to CLUT emulation and I have received issue reports about sometimes inaccurate colors and textures sometimes being blurrier than they should be. Do you think I broke that during my refactoring work or are these otherwise known issues? If possible, would appreciate any help with any of that, thanks!
Edit 20220905: Added modifications to src/hardware/Makefile.am and visualc_net/dosbox.vcproj to the patch.
Edit 20220906: Removed custom thread primitives and updated configure.ac to hopefully get non-Windows builds to work out of the box.