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Re: Debugging on os4
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@FlynnTheAvatar

Quote:
The stock kernel on a X5000 is broken and prevents any debugger (gdb, DB101 or Spotless) to work.


Is this something that whoever works on the Kernel knows about and is looking at? Sounds like a pretty major flaw.


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Re: Big video about E-UAE on AmigaOs4 !
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@LiveForIt

Quote:

There is other reasons to holdback, like for example praying eyes, from people who scrutinize unfinished work.


I can 100% understand and respect that. I've done exactly the same in the past myself too. Also, whilst this might seem like a negative to some, you can get the situation where you're enjoying doing something at your own pace, in the way you want. You push it as open source and someone either finishes it for you, or takes it in a completely different direction. They think they did you a massive favour by finishing it, or doing it a "better" way (in their eyes) but actually all they did was take all the fun out of it for you and you may as well stop.

So yeah, it's not always about money or whether the code is "out there" or not. The only important thing (IMO) is, should you decide you just don't want to do it any more, then somehow it lives on. But even that's up to you if it's yours to make that call on.


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Re: Any way to emulate 3D from x86 or Apple Silicon?
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@balaton

Just for info: Crossover is just Wine in a pretty wrapper that the company charges a fair bit of money to make it accessible to the end user. OK, that's really pretty unfair as they do make additional changes that improves it for Mac. I don't know what, but it was enough for Apple to use their engine in their recent "Game Porting Toolkit", but they do release their modified version so if you're OK with just a semi-manual process there is something called "Wineskin Wrapper" that I've used in the past. Like Wine in general (computer and liquid), when it works, it works and gets the job done.

If you really want to, you can opt instead for Flowerpot from the same people that did Amikit. It's Wine wrapped up in a wrapper dedicated to OS4. It works fine if you want to run it exactly as they want you to run it, even down to rom file names and so on, but deviate too far from how it is out of the box and you're back to messing under the hood with Wine. May as well go for one of the free options if you want to tinker.

Anyway, I've spent another evening not being successful in getting Voodoo3 to work under WinUAE even with White's settings file so at this point I think I may as well just throw in the towel, admit there is no emulated solution available to me as of today and go play something on Steam while I continue to (not so) patiently wait for my X5K to ship. When I have that then I can take another look at porting my code to OS4

[EDIT] Just to be clear, I'm not digging at anyone here, in case it sounded like I was. I started the topic because I wanted to check there wasn't an option I was missing. Looks like the answer is no and that's fair enough.


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Re: Big video about E-UAE on AmigaOs4 !
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Nice! That glUAE towards the end looks perfect. Just enough work to not dump 1,000's of games on disk that I'll never use but not so much work I won't want to do it for the games I really do want to bring over from A1200.


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Re: Any way to emulate 3D from x86 or Apple Silicon?
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@white

Bingo!

Thank you - I will go through it this evening.


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Re: Any way to emulate 3D from x86 or Apple Silicon?
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Right, so that just confirms what we've established. WinUAE with Voodoo3 through Wine is probably the way to go.

I don't care if it's slow. I mean, it would be good if the desktop is reasonable. But if my tests run at 2fps, that's fine, it allows me to know it's working. I don't care for Quake 3 Arena at a decent FPS. I just need to be able to see if my code tests run at all.

So, what I need then is to fix my setup. Because Voodoo3 on WinUAE does not work for me.

I think that's the end of the thread really. I think we've established that there is no other means of testing 3D stuff under emulation for OS4 beyond what I already know. Thanks for the clarification.


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Re: Any way to emulate 3D from x86 or Apple Silicon?
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I think when I tried g-rex it wouldn't even boot.

what would solve all of this is if someone would share a config file from a working setup


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Re: Any way to emulate 3D from x86 or Apple Silicon?
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How to get it to work?

I can add Voodoo3 to the Mediator and it all looks fine in the config but when I boot into OS4 it boots into a PAL mode with no Voodoo modes in the screen mode prefs. I don't know how to get OS4 to recognise the Voodoo3 card. "3dfxVoodoo" is in the Kickstarts (or whatever the proper name is)


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Re: Any way to emulate 3D from x86 or Apple Silicon?
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@joerg

Oh, yeah - that's not an option on my laptop


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Re: Any way to emulate 3D from x86 or Apple Silicon?
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@geennaam

That's probably a good start - I had no idea Voodoo3 on Qemu Pegasos2 was an option, I can give that a try.

@white, what about Voodo3 on Win-UAE? is that OK? Let me worry about Mac and M1. Pretend I'm on Windows for now


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Re: Any way to emulate 3D from x86 or Apple Silicon?
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@joerg

I already have a project that I want to bring over. It was originally prototyped on SDL1 but very, very early on moved to SDL2 and not long after Raylib.

@white

I'm not really sure you understood the point of my question. It's 100% not about speed here (although more speed = more good, of course!), it's about testing 3D code. Right now, I don't have any means to do so.

I really have zero interest in how well Odyssey runs (for the record it runs pretty damn fine on M1 Mac / Qemu / SM501) and I can't imagine I will even have any interest in YouTube when I have an X5000. I have a perfectly good 50" TV in the living room for that. Although clicking the odd link that takes me to YouTube while doing stuff on Amiga would be useful for sure.

[edit]
Quote:
The Voodoo version is the most compatible with minigl etc.


This sounds like what I need for now. Can someone share a working config file with me please?


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Any way to emulate 3D from x86 or Apple Silicon?
Not too shy to talk
Not too shy to talk


So, never mind the huge thread, "what's the fastest way to emulate os4.1FE today?" I want to know if there is ANY way to emulate OS41.FE today with the GPU components required such that I can cross-compile and test 3D graphics stuff?

Doesn't have to be fast, a couple FPS will do at this stage, I just want to know if something works, fails or outright crashes. At the moment, I don't believe that Qemu emulating Pegasos2 and SM501 satisfies the requirements for 3D at all. I'm sure I've read that WinUAE emulating Voodoo3 can do 3D but I'm damned if I can get the Voodoo3 board recognised. OS4 will boot to a PAL screen mode and the board isn't listed.

If it matters, I'm referring here to M1 Mac. I have other machines, but the point is to develop on a laptop. Hopefully soon I will have real OS4 hardware but even then I'm being told I'd be mad not to cross-compile. M1 Mac will run Win-UAE under Wine, either via Flowerpot or manually. I don't believe FS-UAE will run OS4 on M1 yet.

Final point, as I'm sure someone will probably ask. Which 3D stuff do I want to run? Honestly, I'm confused as hell by all the different components and what you need to be able to do what. Any graphics coding I ever did so far was either SDL1 or Raylib. So all this OpenGL, MiniGL, OpenGLES, Warp, WarpNova, WarpSuperDuperNova++ is all just a complete mystery. Right now, I'm trying to test GLFW by afxgroup. On qemu with Radeon HD driver 3.x on R270x the demo "triangle_opengles2" runs, everything else crashes. Obviously everything crashes on Qemu with SM501.


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Re: Libraries: GLEW / GLFW
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@Hans

Now that I've had some coffee - thanks for the source example. Although I've already done similar in the past it will serve as a good example for me.


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Re: Libraries: GLEW / GLFW
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@afxgroup

So far I’ve not been able to find clib2 version of ogles2. If you know of one please let me know.

I’ll take a look at the tool chain. Thank you.

@hans

It does matter. The point is this is a repo that apparently builds and works which implies I’m doing something wrong. If it turns out that the examples are known to not work then sure, I’ll look at them and submit a PR but first step is clib2 version of ogles2 and see where that gets us.


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Re: Libraries: GLEW / GLFW
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@Hans

Note that I’m not doing anything except trying to compile afxgroups code. I’ve not be able to get started on mine yet.


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Re: Libraries: GLEW / GLFW
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@afxgroup

I think I'm stuck now - but by no means sure.

I used one of Walkero's containers to build GLFW that uses your version of clib2. I don't have a toolchain file so I used the following command(s) to build:

mkdir build && cd build
cmake 
-E env LDFLAGS="-mcrt=clib2 -use-dynld -athread=native -lauto" cmake -DAMIGAOS4=-DCMAKE_C_FLAGS="-mcrt=clib2 -I$OGL_INC-DCMAKE_LIBRARY_PATH=-L$OGL_INC/../../newlib/lib ..


So I'm basically telling it to use clib2 runtime in both compile and link, setting a couple of options and pointing it to where I put ogles2 from the enhancer install. Note that although this lives in the newlib folder, that's just where I put it. I don't actually know if it is runtime agnostic or whether it is newlib or clib2.

At this point all of GLFW builds. There are two redefinition warnings on GL_VERSION and GL_EXTENSIONS but the values are the save between redeclaration so I think that's harmless. What is probably not so harmless is this:

/opt/code/glfw/src/os4_context.cIn function ‘swapBuffersGL’:
/
opt/code/glfw/src/os4_context.c:70:5warningimplicit declaration of function ‘glFinish’ [-Wimplicit-function-declaration]
   
70 |     glFinish();
      |     ^~~~~~~~
/
opt/code/glfw/src/os4_context.cIn function ‘_glfwCreateContextGL’:
/
opt/code/glfw/src/os4_context.c:162:9warningimplicit declaration of function ‘glClear’ [-Wimplicit-function-declaration]
  
162 |         glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
      |         ^~~~~~~
/
opt/code/glfw/src/os4_context.c:164:9warningimplicit declaration of function ‘glViewport’ [-Wimplicit-function-declaration]
  
164 |         glViewport(00window->os4.widthwindow->os4.height);
      |         ^~~~~~~~~~


But i really don't know what to include to solve that.

At this point the examples fail. So I just turned them off.

I then went to compile one of the examples (gears) on the Amiga. Of course this doesn't work and I assume it's because the Amiga doesn't have your version of clib2. But I wouldn't have a clue how to replace the SDK one or if that is even sensible, so back to the docker container.

The farthest I can get so far is this (I split the compile and link so I could be sure of what I was doing):
/opt/ppc-amigaos/bin/ppc-amigaos-gcc -c gears.-mcrt=clib2 -I../deps -I../include
(
that works)

/
opt/ppc-amigaos/bin/ppc-amigaos-gcc gears.-mcrt=clib2 -../build/src -lglfw3 -lpthread -logles2 -L/opt/code/ogles2/local/newlib/lib 
/opt/code/ogles2/local/newlib/lib/libogles2.a(Clear.o): In function `glClear':
Clear.c:(.text+0x2): undefined reference to 
`IOGLES2'
Clear.c:(.text+0xa): undefined reference to `IOGLES2'
/opt/code/ogles2/local/newlib/lib/libogles2.a(CreateCtx.o): In function `aglCreateContext_AVOID':
CreateCtx.c:(.text+0x2): undefined reference to 
`IOGLES2'
CreateCtx.c:(.text+0xa): undefined reference to `IOGLES2'
/opt/code/ogles2/local/newlib/lib/libogles2.a(CreateCtx.o): In function `aglCreateContext2':
CreateCtx.c:(.text+0x22): undefined reference to 
`IOGLES2'
/opt/code/ogles2/local/newlib/lib/libogles2.a(CreateCtx.o):CreateCtx.c:(.text+0x2a): more undefined references to `IOGLES2' 
follow
collect2
errorld returned 1 exit status


I really don't know how to resolve those last references or how close I am! It feels like I'm close but I could just as easily be way off here.

[edit] IOGLES2 looks like it's an interface definition which suggests to me that libogles2 indeed is shared and newlib. So is there a different ogles2 I should be using rather than the one in Enhancer? Maybe that's the bit I'm missing?


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Re: Laptop recommendations
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@Maijestro

Oh well, it is what it is. I guess the "due to restrictions" limitation is coming into play. It just means that on my external monitor I still can't go full screen. I don't know why but Qemu scales really, really badly.


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Re: Libraries: GLEW / GLFW
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It looks like the resulting gears program from the examples does run for someone on real hardware with an RX GPU. For me, under emulation I get no window - which honestly is OK, I was pretty much expecting this but the application crashes on exit. That's not OK.

It would be really useful if you could share your toolchain file. At this point I still don't really have any clue how to indicate to make that I want to use clib2. If I add -mcrt=clib2 then make just dies and cites that it can't build an application. I can get round that, but the deeper I get into it, the more missing libs I seem to have.

Under newlib I had to add ogles2 from Enhancer SDK and also GL4ES SDK by Kase1 (think the user name is correct) before I could build. Along with 3 or 4 other additional options.


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Re: Laptop recommendations
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Don't really want to interrupt, but is that new SM502 driver meant to support 2560x1440? because it doesn't offer it to me regardless of whether I manually add the resolution or not.


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Re: Game Competition for July 2023- Breakhack !
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@walkero
Quote:

And to set the target a little bit higher


LOL! That's going to be a tough one to beat.


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