dga does't work correctly

Steven Newbury steve at snewbury.org.uk
Fri Jan 9 17:15:12 PST 2009


On Friday 09 January 2009 16:26:25 Pawel K wrote:
> I have successfully enabled XAA/EXA with composite but unfortunately it did
> not speed up my xmame.
>
> I have
> Intel Graphics Media Accelerator (GMA) 3100 (onboard, integrated)
>
> and I use i810 (chipset Q35) driver for it.
>
> Help me PLEASE to enable DGA on it.
>
> Great thanks for any help to all of YOU.
>
DGA is depreciated, why don't you use sdlmame instead?  It uses OpenGL 
(including using GLSL shaders for overlay effects, though sadly the shader 
fails to compile with the intel driver for some reason [1]) for for output 
instead of DGA.  Xmame has been dead for quite a few years.



[1]
src/osd/sdl/gl_shader_tool.c:375: GL Error: object 0x3 compilation failed
src/osd/sdl/gl_shader_tool.c:375 glInfoLog: Error:
Error: failed to preprocess the source.

failed to process shader: <
#pragma optimize (on)
#pragma debug (off)

uniform sampler2D color_texture;
uniform sampler2D colortable_texture;
uniform vec2      colortable_sz;      // ct size
uniform vec2      colortable_pow2_sz; // pow2 ct size

void main()
{
        vec4 color_tex;
        vec2 color_map_coord;

        // normalized texture coordinates ..
        color_tex = texture2D(color_texture, gl_TexCoord[0].st);

        // GL_UNSIGNED_SHORT GL_ALPHA in ALPHA16 conversion:
        // general: f = c / ((2*N)-1), c color bitfield, N number of bits
        // ushort:  c = ((2**16)-1)*f;
        color_map_coord.x = floor( 65535.0 * color_tex.a + 0.5 );

        // map it to the 2D lut table
        color_map_coord.y = floor(color_map_coord.x/colortable_sz.x);
        color_map_coord.x =   mod(color_map_coord.x,colortable_sz.x);

        gl_FragColor = texture2D(colortable_texture, color_map_coord / 
(colortable_pow2_sz-1.0));
}


>
OpenGL: GLSL supported, but shader instantiation failed - disabled



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