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Old 04 March 2012, 14:06   #241
Toni Wilen
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http://www.winuae.net/files/b/winuae_2400b20.zip

Beta 20: (nearly there?)

- Fixed DirectDraw on screen led status bar surface allocation error when switching modes in some situations.
- A3000 quickstart CIA mapping fixed (no mirrors, can't enable both CIAs at the same time, only original Gary does this) and 0xc0-0xcf added (same as A4000) Only affects very badly behaving programs, programs that most likely wouldn't run on A3000 or A4000, with or without this change.
- Do not fully recalculate display parameters if only long/short field state changes.
- Lace<>non-lace mode switch scanline flashing effect hopefully fixed (may also break something else..)
- Overlay graphics Direct3D mode should have more correct positioning again (still not exactly right)
- Z3 board <16M RAM size autoconfig data makes more sense.
- Upper half of 8M RTG Z2 board was overridden by Gayle PCMCIA address space if enabled.
- Windows 8 Consumer Preview tested, didn't notice any problems. WARNING: No Windows 8 discussion here!

I think I'll leave sound buffer adjustments for later (after 2.4.0). It would take at least a month or more to get back to stable state and this update would only affect low sound buffer vsync modes.
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Old 05 March 2012, 01:10   #242
Retro-Nerd
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Quote:
- Lace<>non-lace mode switch scanline flashing effect hopefully fixed (may also break something else..)
Indeed, D3D Scanlines looks garbled now. Just like PNG overlays, some doesn't work at all.

D3D Scanlines 50%




PNG Overlay 50%

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Old 05 March 2012, 17:06   #243
Toni Wilen
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Originally Posted by Retro-Nerd View Post
Indeed, D3D Scanlines looks garbled now. Just like PNG overlays, some doesn't work at all.
Nothing to do with interlace stuff. It is caused by forgotten testing code when testing overlay masks..
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Old 05 March 2012, 21:55   #244
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CD32 games still won't boot in 2.4.0 beta 20 with JIT enabled (e.g. least compatible CD32 quickstart), unlike 2.3.3 final, I assume this will be fixed in the final build?
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Old 08 March 2012, 01:03   #245
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I've encountered some issues with 2.4.0 beta with certain adf. "Lotus Turbo Challenge II (1991)(Gremlin)[cr CPY][t +4 Goonies].adf" to be specific. Keyboard input is not responding, and it's impossible to enter password, change name or even steer when second player choose keybard controls. Now, the funny thing is that input issues seems to be exclusive to this particular case. Other games, even other Lotus II adf releases are working fine, WHD version too, only this one with Goonies trainer is problematic.
I'm not sure if this bug is serious or not, as I said, it's the only case I have trouble with.
Attached Files
File Type: txt winuaebootlog 2.3.3.txt (10.2 KB, 127 views)
File Type: txt winuaelog 2.3.3.txt (4.4 KB, 97 views)
File Type: txt winuaebootlog 2.4.0b1.txt (10.2 KB, 109 views)
File Type: txt winuaelog 2.4.0b1.txt (4.5 KB, 95 views)
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Old 08 March 2012, 20:25   #246
Toni Wilen
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Originally Posted by Mequa View Post
CD32 games still won't boot in 2.4.0 beta 20 with JIT enabled (e.g. least compatible CD32 quickstart), unlike 2.3.3 final, I assume this will be fixed in the final build?
I have no idea why it doesn't work.. CD32 cd controller emulation has been improved and I guess JIT timing weirdness breaks it now.. It will be fixed if problem can be found/worked around but it is not guaranteed.

Quote:
Originally Posted by adiq22 View Post
I've encountered some issues with 2.4.0 beta with certain adf. "Lotus Turbo Challenge II (1991)(Gremlin)[cr CPY][t +4 Goonies].adf" to be specific. Keyboard input is not responding, and it's impossible to enter password, change name or even steer when second player choose keybard controls. Now, the funny thing is that input issues seems to be exclusive to this particular case. Other games, even other Lotus II adf releases are working fine, WHD version too, only this one with Goonies trainer is problematic.
I'm not sure if this bug is serious or not, as I said, it's the only case I have trouble with.
It is a bug (or more like a missing feature, "lost sync" state needs to be emulated if handshake does not arrive quickly enough) in b1 keyboard emulation update, it made keyboard emulation more correct, previously keyboard always worked, even if program didn't bother to send handshake pulses..

Will be fixed in next beta.
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Old 10 March 2012, 13:44   #247
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http://www.winuae.net/files/b/winuae_2400b21.zip

Beta 21: (Fastest possible vsync should be fixed finally, only some testing left to do)

- Direct3D masks and scanlines fixed, forgotten testing code.. (b20)
- 2.3.2 "stop the cpu and wait until blitter has finished if any blitter register is accessed while blitter is busy and cpu mode is fastest possible" was broken and could cause side-effects in some situations.
- Direct3D to DirectDraw fallback if DirectX is not recent enough crashed. (b5)
- Keyboard lost sync state emulated, needed with some programs that don't handshake all buffered key codes but still clear the CIA keyboard interrupt flag, this caused dead keyboard after b1 update. Now keyboard should be fully emulated.
- Quickstart panel disk insert always reset track position to zero. (forgot to restore old track after checking disk type and bootable state, bug since Quickstart was introduced!) Fixes Wrath of Demon disk swaps.
- Z2 RTG changes broke chip RAM "memory barrier" causing crash if JIT executed code at the very end of chip RAM. (b16)

I finally really examined and even understood (I think..) how fastest possible and JIT modes handle CPU emulation, (in reality fastest possible without JIT didn't really handle it all, other UAE ports most likely have exact same issue):
Some unnecessary and big event code inlining also removed (shorter code, should be faster on modern CPUs due to less cache trashing)

- Huge improvement in fastest possible CPU (with or without JIT) + low latency vsync performance.
- Fastest possible without JIT performance improved in non-vsync modes. It now executes small chunks of extra code after each scanline instead (as long as there is time, the faster the host CPU, the more extra time there is) of single huge chunk just before vsync. JIT basically does the same but because it has "unknown" timing, it may execute "too much" code first and then skip multiple scanlines until there is enough time again.
- Immediate blitter is now 100% immediate. Fastest possible (with or without JIT) performance greatly improved (10x+ possible!) if program does lots of small blits. Previously, even in immediate blitter mode, blitter wait caused CPU emulator to waste its extra "fastest possible time slot" by doing absolutely nothing else than waiting the blitter that never happened. It can't happen until next scanline, during extra fastest CPU "slots" chipset emulation has to be paused.

Fastest possible CPU throttling option will be also possible, this will be done later..

NOTE: Above changes WILL break some games/demos that (accidentally) worked previously. It is 100% guaranteed!
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Old 10 March 2012, 13:51   #248
FrodeSolheim
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Wow, beta 12 looks great by the description I look forward to integrate these improvements into FS-UAE

I have never thanked you for your brilliant work on (Win)UAE, but I think it is time : Thank you!!
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Old 10 March 2012, 14:07   #249
Toni Wilen
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Originally Posted by FrodeSolheim View Post
Wow, beta 12 looks great by the description I look forward to integrate these improvements into FS-UAE
12 = 21?

Do whatever you want to do

This time I actually tried to put some comments that explains what this JIT "is_lastline" (renamed to "is_syncline" which makes more sense) stuff did and why.. It was quite confusing and strange originally.

Quote:
I have never thanked you for your brilliant work on (Win)UAE, but I think it is time : Thank you!!
Thanks for thanks
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Old 10 March 2012, 16:14   #250
FrodeSolheim
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Originally Posted by Toni Wilen View Post
12 = 21?
...
This time I actually tried to put some comments that explains what this JIT "is_lastline" (renamed to "is_syncline" which makes more sense) stuff did and why.. It was quite confusing and strange originally.
)
Yes, I meant 21 (will probably wait for 2.4.0 final before merging code)

Adding comments are great: there is, as you say, some UAE code which is difficult to understand.

This is probably the wrong thread for this question, but I was wondering what your thoughts are on patches to improve code compatibility with other compilers/platforms:
* Patch to convert all long strings (L"") to _T("") -so code can be compiled with regular strings (with UTF-8 etc).
* Patches to fix some minor issues which prevents compilation with GCC
* Some UAE features has #defines (PICASSO96 etc), but some feature code is not guarded by the corresponding #define, which prevents code from compiling without that feature.

These patches should be good for all ports of UAE wanting to merge code from WinUAE, but will not benefit directly WinUAE itself. I can provide the patches as diffs against the public WinUAE.git repository (or in another way, if you prefer). If I get a compilation environment up and running for WinUAE, I could also check myself that the patches compiles cleanly with Visual Studio as well.

Is this something you would consider?
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Old 10 March 2012, 16:42   #251
Toni Wilen
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Is this something you would consider?
You can send patches directly to me after 2.4 is out.

I have never bothered because no one seemed to need to compile winuae sources, whatever the compiler or OS, including Windows
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Old 10 March 2012, 16:47   #252
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I usually wait until the betas are over, but I have to try this update right away. Thanks a lot!

About the JIT compiler, can you explain what the Direct/Indirect, No Flags and Hard Flush settings do?
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Old 10 March 2012, 20:00   #253
Toni Wilen
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I usually wait until the betas are over, but I have to try this update right away. Thanks a lot!

About the JIT compiler, can you explain what the Direct/Indirect, No Flags and Hard Flush settings do?
Ignore them, defaults are fine
Just make sure Direct is ticked (much faster = JIT'd code direcly accesses memory instead of using UAE indirect memory access routines)
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Old 10 March 2012, 20:21   #254
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Ignore them, defaults are fine
Just make sure Direct is ticked (much faster = JIT'd code direcly accesses memory instead of using UAE indirect memory access routines)
Unless that pesky "canbang" variable is zero, apparently (which you have to admit, is a hilarious variable name )
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Old 10 March 2012, 21:44   #255
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Comparing beta 20 with beta 21, I noticed a slowdown with b21. Testing on 2.1GHz Core 2 Duo, Linux/Wine, emulation settings 68020, no FPU, CPU emulation speed fastest possible, no JIT, immediate blitter. No vsync. No audio emulation or collision detection.

I used SysInfo 3.24 and its speed test; so how relevant/accurate these figures are is debatable I guess. Figures below are the vs A600 ones.

b20: 92.18, 91.38, 92.22, 91.86, 91.78, average 91.884
b21: 86.62, 86.19, 86.17, 85.52, 85.51, 86.27, average 86.047

So b20 is about 6.8% "faster" than b21, at least according to SysInfo. Version 2.3.3 is faster than both the betas, but that could be explained by it being compiled with more optimisation.
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Old 10 March 2012, 22:36   #256
Toni Wilen
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CI used SysInfo 3.24 and its speed test; so how relevant/accurate these figures are is debatable I guess.
SysInfo is only useful for quick checks to confirm that something isn't totally broken (+-30% speed differences).
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Old 11 March 2012, 10:41   #257
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Testing on 2.1GHz Core 2 Duo, Linux/Wine...
Does new Vsync crash Wine on your setup?
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Old 11 March 2012, 11:52   #258
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Does new Vsync crash Wine on your setup?
Up to now, I hadn't really tested the new vsync modes.

Without the new vsync modes, I've been seeing crashes when using Automatic resize and also sometimes when changing modes (e.g. P96 <-> native screenmode). Those are most likely Wine issues, otherwise I'm sure loads of Windows users would have reported the problems.

I did check low latency vsync today though. I'm using Nvidia driver version 295 by the way. Something strange...

With low latency vsync enabled (windowed output), when the Amiga display is non-interlaced, the FPS counter at the bottom of the emulation window shows about 50 and emulation runs fine. However when using an interlaced mode (PAL 640x560), the FPS counter goes nuts, varying from about 110 to over 200. On moving the mouse, the pointer only moves/jumps about twice a second. Typing in a CLI window is not practical then, since you end up typing diiiiirrr instead of dir. That happens both with and without JIT.
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Old 11 March 2012, 14:02   #259
Toni Wilen
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Originally Posted by mark_k View Post
With low latency vsync enabled (windowed output), when the Amiga display is non-interlaced, the FPS counter at the bottom of the emulation window shows about 50 and emulation runs fine. However when using an interlaced mode (PAL 640x560), the FPS counter goes nuts, varying from about 110 to over 200. On moving the mouse, the pointer only moves/jumps about twice a second. Typing in a CLI window is not practical then, since you end up typing diiiiirrr instead of dir. That happens both with and without JIT.
I con't duplicate this either.
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Old 11 March 2012, 20:57   #260
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Toni is there a possibility you can use SuperPlus driver by Ratte (800x600) on WinUAE without loosing some resolution on screen?

Testing it in WinUAE works but check out how it looks:



This is the best result I could achieve by setting the following under Display tab:



Dunno if you can achieve something better if you tinker any other settings on Display or Expansion tab, but it would be great if it would work without installing RTG software on my A600 clone environment.
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