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; Usage WaitAPUIO0 WAIT_COND
.macro WaitAPUIO0
-
cmp APUIO0
bne -
.endm
; Usage WaitAPUIO1 WAIT_COND
.macro WaitAPUIO1
-
<?xml version="1.0" encoding="UTF-8"?>
<!--
Bicubic shader:
Copyright (C) 2010 Team XBMC
http://www.xbmc.org
Copyright (C) 2011 Stefanos A.
http://www.opentk.com
Wrote 0x0 to 0x100.
Wrote 0x0 to 0xff.
Wrote 0x1 to 0xfe.
Read 0x2f from addr 0xfffc.
Read 0xd6 from addr 0xfffd.
======================================
PC: d62f
Read 0x78 from addr 0xd62f.
Opcode: 0x78
A : 0000 X : 0000 Y: 0000
Opcode table updated! Value: 7
======================================
PC: d630
Opcode: 0x78 || sei
A: 0000 X: 0000 Y: 0000 DP: 0000 SP: 00fd DB: 00 PB: 00 nvMXdIzc
======================================
======================================
PC: d631
Opcode: 0x18 || clc
A: 0000 X: 0000 Y: 0000 DP: 0000 SP: 00fd DB: 00 PB: 00 nvMXdIzc
PC: d633
Opcode: 0xc2 || rep
Old mask: 0x35, Reset flags: 0x38
Opcode table updated! Value: 0
A: 0000 X: 0000 Y: 0000 DP: 0000 SP: 00fd DB: 00 PB: 00 nvmxdIzC
======================================
======================================
PC: d635
Opcode: 0xa2 || ldx (imm)
A: 0000 X: 1fff Y: 0000 DP: 0000 SP: 00fd DB: 00 PB: 00 nvmxdIzC
<?xml version="1.0" encoding="UTF-8"?>
<shader language="GLSL">
<fragment filter="nearest" scale="1.0"><![CDATA[ // Scale="1.0", render first pass at same resolution as input.
#version 120
#pragma optimize (on)
#pragma debug (off)
uniform sampler2D rubyTexture;
uniform vec2 rubyTextureSize;
//uniform int frame_number;
class ProducerConsumer
{
public:
ProducerConsumer();
~ProducerConsumer();
void signal();
void wait();
private:
bool can_sleep;
From ee62b543834c37d7e88ed5fb3396cadfdf116d27 Mon Sep 17 00:00:00 2001
From: Themaister <[email protected]>
Date: Tue, 10 May 2011 11:27:32 +0200
Subject: [PATCH] More consistent texture coordinates.
---
gfx/gl.c | 44 +++++++++++++++++++++++---------------------
ssnes.c | 1 +
2 files changed, 24 insertions(+), 21 deletions(-)
struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
float frame_count;
};
void main_vertex
(
#include "ssnes_dsp.h"
#include <stdlib.h>
#include <string.h>
#include <stdint.h>
// Simple IIR filter implementation.
// Make a test build with standalone main()
#define TEST