guinux wrote:
nkeynes wrote:
Ah, that wasn't actually what I was referring to, but that has been an outstanding issue as well, thanks!
Oh okay... ^_^
nkeynes wrote:
#1 - Do you know of anything that actually depends on this?
#2 - I assume you mean the shadow execution issues - yeah it's mainly a matter of not slowly things even more to a crawl than shadow does already.
#3 - Looking to see if multithreaded rendering may work - that would in theory let us avoid blocking while still preventing tearing.
#1 - Yes! Both
Rush Rush Rally Racing, and the freely available
Polyko game, seem to need memory to memory DMA case 0 to be implemented to start running in lxdream.
#2 - Not just a speed issue: interpreter (lxdream -x) is stuck after the swirl logo sequence (around 0x8c0083e8), GDB+shadow mode showing that interpreter hits the unmapped address space where translator (where it works) hits the ocram page 0 handlers.
Gah, I thought I committed that part of the fix, but apparently not, sorry. *sigh* Pushed now, anyway. Trouble is I'm pretty sure it's also quite broken in MMU-enabled modes, so needs to be fixed 'properly', not to mention the shadow problem.
guinux wrote:
#3 - Yay! This feature would be nice to have (all the others are nice to have too

), supposedly some games (mostly homebrew) will be running at fullspeed instead of only around halfspeed now.
Attached, a backtrace of lxdream crashing in libGL on an old (5 years) computer with ATI card (the one I had my hands on this weekend

). Do you know what is happening?
I don't know specifically, but from past experience, ATI drivers are pretty bad, and the open source drivers are usually worse (in terms of compatibilty) so probably tripping over something unimplemented. Hard to tell exactly what though, you can try the --sync and see if that gives you something more useful.
Cheers,
Nathan