Nimue

Status:Offline Date registered: 09.11.2006 Post:2 Send Message | Created on 09.11.2006 - 07:48 |  |
I have a geforce 6800go (PCIexpress 16x - 256mb VRAM). Logically I should be able to use custom shaders, yes? However, when using them, I get rather icky output. Observe:
* Running ePSXe emulator version 1.6.0.
* Memory handlers init.
* ePSXe: PSX BIOS loaded [bios/SCPH1001.BIN].
* Loading ISO Format [BIN/IMG2352] ok
* Force NTSC cdrom detected.
* Init gpu[0][libgpuPeteXGL2.so.2.0.8]
(0) : error C0000: syntax error, unexpected $end at token " "
(0) : error C0501: type name expected at token " "
NVIDIA Corporation
unknown board/PCI/SSE2
* Open gpu[0]
* Init spu[0][libspuPeopsALSA.so.1.0.9]
* Open spu[0]
* Init pad[0][libpadJoy-0.8.so]
padJoy: trying to start a thread; if it hangs, you must disable multithreading
* Open pad[0]
[/quote]
As you can see, there are issues.
Current, in my /opt/epsxe/shaders directory are the following:
nimue@localhost /opt/epsxe/shaders $ ls
2xGLSL shader Natural ogl2_shader_brightness
2xGLSLHqFilter shader OGL2Lookup Shader ogl2_shader_gray
4xGLSL shader SaL GLSL shader ogl2_shader_rotate
4xGLSLHqFilter shader ShaderNotes.txt ogl2_shader_scale2x
4xGLSLScale shader Storybook Shaders ogl2_shader_simpleblur
AA Shaders gpuPeteOGL2.slf sl_rotate.txt
BumpMAP gpuPeteOGL2.slv
Cartoon Shaders license.txt
The shader I'm using is Pete's opengl2 shader rotate thinger.
My config is as follows:
[screen]
ResX = 640 # X resolution (def=640)
ResY = 480 # Y resolution (def=480)
FullScreen = 0 # fullscreen (0/1, def=0), still needs correct ResX/Y!
HiresX = 2 # internal X resolution (0-2, def=0, 2 will crash with current ATI glx drivers)
HiresY = 3 # internal Y resolution (0-3, def=0, 2 will crash with current ATI glx drivers)
KeepRatio = 0 # stretching aspect ratio (0-3, def=0)
NoRenderTexture = 2 # Don't use the ATI_render_texture extension=1, FBO=2 (0/1/2, def=0)
[textures]
TexFilter = 6 # texture filtering (def=0: none ,1-6: filtering)
HiResTextures = 2 # hires textures (0=none, 1=2xSaI, 2=Scale2X, def=0)
VRamSize = 256 # vram size in MBytes, def=0: autodetect, 1-1024 possible)
TWinShader = 1 # texture window shaders (0/1, def=0)
[framerate]
ShowFPS = 1 # show fps menu on startup (0/1, def=0)
UseFrameLimit = 1 # fps limitation (0/1, def=0)
UseFrameSkip = 0 # frame skipping (0/1, def=0)
FPSDetection = 1 # rate detection (0:user val,def=1:auto)
FrameRate = 60 # user value for frame rate (1-1000)
[compatibilty]
OffscreenDrawing = 2 # offscreen drawing mode (0-2, def=1)
FrameTextures = 3 # frame texture mode (0-3, def=2)
FrameUpload = 2 # frame upload mode (0-2, def=1)
[filters]
ScreenFilter = 1 # bilinear fullscreen filter (0/1, def=0)
FullscreenShader = 5 # pixel shader effects (0-5, def=0)
FSShaderLevel = 3 # strength of pixel shader effect (0-3, def=0)
BlackBorder = 0 # a black border around the screen to avoid flickering with FS effects
ShaderDir = "" # you can specify a directory for custom shader files here
[misc]
OGLExtensions = 1 # use OpenGL extensions (0/1, def=1 ... needed anyway)
ScanLines = 0 # scanlines (0/1, def=0)
ScanLinesBlend = -1 # blending value (-1-255, 0=def, -1=dots)
MdecFilter = 1 # movie filter (0/1, def=0)
[fixes]
UseFixes = 0 # use CfgFixes (0/1, def=0)
CfgFixes = 0 # fix bits (0=none,1=fake read,2=ignore small moves,4=Lunar,16=old coord,256=old skipping,1024=fake blending,4096=odd/even,8192=capcom width,16384=old tex filter)
I am using the 1.0.9625 nvidia drivers.
[Dieser Beitrag wurde am 09.11.2006 - 07:52 von Nimue aktualisiert]
|