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Re: have you seen this?
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@kas1e


New version with glew and egl_wrap (no shader native) just gl4es

https://wetransfer.com/downloads/0b14c ... email&utm_source=sendgrid

Version Shaders not released actually

HunoPPC

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Re: have you seen this?
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@SinanSam460

no worries with pleasure

HunoPPC

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Re: have you seen this?
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@SinanSam460

To use shaders it is actually integrated into my new version egl_wrap
For information it is the gl_render.c rendering but there are a lot of corrections to be made because the shaders are not completely compatible with our system, currently I am correcting a color problem and it took me a little time to be able to have a rendering.

HunoPPC

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Re: have you seen this?
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@kas1e

When we use gl4es we are lower than with glew + egl_wrap, as you say a simple game but what you forgot… is that it is a game coded for Windows or Linux initially, our system requires some additional optimizations and we would surely have to rewrite some parts of the game to be able to gain a few frames per second. Then we use wrappers, which is a little more greedy too so there are still some lost images. Natively (shaders) we are at the top and the game is running at full speed.

As for the disappearance of the alignment, I also don't understand why it is this function which causes the engine to crash.

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Re: have you seen this?
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@geennaam

Thank you for your test.
On version pure shaders i have 140fps on my X5000

HunoPPC

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Re: have you seen this?
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@all

New version with glew and egl_wrap

https://wetransfer.com/downloads/0b14c ... email&utm_source=sendgrid

HunoPPC

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Re: have you seen this?
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@jabirulo

Thank you for your response, it’s a really very special problem, I’ve never seen that. for information I am on the port for vita and I have just set the render_gl.c in native shader and I obtain between 70 and 90 (or even more in places) of FPS. For information, there is no original problem linked to the loading of data (alignment) I will provide you with an executable later

PS: Kas1e you were right, we must shoot at least 60 fps

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Re: have you seen this?
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@SinanSam460

Hi, how do you get around the alignment problem?

Thank you very much

HunoPPC

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Re: have you seen this?
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@SinanSam460

Good that !!

Thank you for using my library

HunoPPC

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Re: have you seen this?
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@joerg

It would be really excellent to try it first to see what it gives

HunoPPC

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Re: have you seen this?
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@geennaam
Yes! It’s normal… just working on X1000 for this time

HunoPPC

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Re: have you seen this?
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@samo79
Yes my friend
On version for minigl and one version for egl_wrap
Just the problem of allignment on sam440 and x5000 ;-(

HunoPPC

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Re: have you seen this?
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@all

New version delivred this week-end

Beta Beta Beta Work In Progress please update immediately your all games/API after this new release

LibEGL_wrap Version 0.7.20 2023

Minimal required:
Warp3DNova.library Version 54 revision 16
ogles2.library Version 3 revision 3

INTRO: This library was designed as an all-in-one system to be able to make games and to be able to allow easy ports for our AmigaOS4 system
Don't hesitate to get started and let me know of any problems or missing functions so that it can become a powerful development kit


EGL can be implemented on multiple operating systems and now on native AmigaOS4.
Implementations may also choose to allow rendering into specific types of EGL surfaces via other supported native rendering APIs (here OpenglES 2.0 for AmigaOS4.x).
Mechanisms for creating rendering surfaces (windows, pbuffers, pixmaps) onto which client APIs can draw and share.
Methods to create and manage graphics contexts for client APIs.
Ways to synchronize drawing by client APIs as well as native platform rendering APIs.
The EGLStreams extension provides a powerful but easily programmed API to control how a stream of images flow between AmigaOS4 OpenglES 2.0 APIs to enable advanced applications such as Augmented Reality with full hardware acceleration.
Include now GL4es created by PtitSeb (https://github.com/ptitSeb/gl4es), The OpenGL Extension Wrangler Library 'Glew' (https://glew.sourceforge.net/) ported by HunoPPC, image decoder PNG/JPEG/BMP/TGA by HunoPPC, sound engine by HunoPPC, AmigaInput lowlevel by HunoPPC,GUI by HunoPPC,SDL1, SDL2 and SDL_image by HunoPPC, GLUes and other small stuffs by HunoPPC.

Documentation is unfinished Work In Progress for porting your work or any games to the web

Please use a new Prefs GUI on your SYS:Prefs/ for configure your EGL_wrap and GL4es libraries
Please use ans test all samples on this folder for mecanism of my EGL_library.
Other games using the GL4es library can take advantage of my Prefs GUI, use a GL4es part on GUI and enjoy!!

Install library and Prefs:
Just launch script Install "LIB_EGL to SYS and Prefs" on libegl_wrap and enjoy!!
For SDK launch script "copy LIB_EGL to SDK"

/*---------------------------------------------SDL1-----------------------------------------------------------*/

For Projects GLUES SDL GL (no native, use gl4es) please link with this .h:

#include <EGLSDL/SDL.h>
#include <EGLSDL/SDL_opengl.h>

Or

#include "EGLSDL/SDL.h"
#include "EGLSDL/SDL_opengl.h"


If you use GLUES on SDL add this:

#include "EGLSDL/SDL.h"
#include "EGLSDL/SDL_opengl.h"
#include "EGL/glues.h"

Linked by: -lSDLegl_wrap -legl_wrap -lauto

IMPORTANT: do not use #include "SDL/SDL_opengl.h" (is for minigl) use #include "EGLSDL/SDL_opengl.h" and for the others originals headers no problems, use this.
Do not use `sdl-config --cflags`option please on your makefile
Use `eglsdl-config --cflags`option on your makefile
Do not use -use-dynld

/*---------------------------------------------SDL2-----------------------------------------------------------*/
For Projects GLUES SDL2 GL (no native, use gl4es) please link with this .h:

#include <EGLSDL2/SDL.h>
#include <EGLSDL2/SDL_opengl.h>

Or

#include "EGLSDL2/SDL.h"
#include "EGLSDL2/SDL_opengl.h"


If you use GLUES on SDL2 add this:

#include "EGLSDL2/SDL.h"
#include "EGLSDL2/SDL_opengl.h"
#include "EGL/glues.h"

Linked by: -lSDL2egl_wrap -legl_wrap -lauto

IMPORTANT: do not use #include "SDL2/SDL_opengl.h" (is for minigl) use #include "EGLSDL2/SDL_opengl.h" and for the others originals headers no problems, use this.
Do not use `sdl2-config --cflags`option please on your makefile
Use `egl2sdl-config --cflags`option on your makefile
Do not use -use-dynld

/*--------------------------------------------Native------------------------------------------------------------*/

For Projects EGL GLUES OPENGLES (native, use opengles 2.0) please link with this .h:

#include "EGL/egl.h"
#include "EGL/glues.h"

Linked by: -legl_wrap -lauto

IMPORTANT: Do not use -use-dynld

/*---------------------------------------------GLEW-----------------------------------------------------------*/
For Projects GLEW please link with this .h:

#include "EGL/glew.h"

Linked by: -legl_wrap -lauto

IMPORTANT: Do not use -use-dynld

/*-------------------------------------------Releases-----------------------------------------------------------*/
Version 0.7.20:
* Now!! all libraries are STATIC, IMPORTANT: don't forget to delete your old dynamic libraries
* Added The OpenGL Extension Wrangler Library 'Glew' includes and package for SDK
* Updated Gl4ES
* Updated GUI
* Added new icons into the GUI

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Re: have you seen this?
Not too shy to talk
Not too shy to talk


@all

Makefile with GCC11 just working on my X1000 here

CC ?= gcc
EMCC ?= emcc
UNAME_S := amigaos4
UNAME_O := amigaos4
RENDERER = GL_LEGACY
USE_GLX ?= false
DEBUG ?= false
USER_CFLAGS ?=

L_FLAGS ?= -lm
C_FLAGS ?= -athread=native -DGLEW_STATIC -std=gnu99 -Wall -Wno-unused-variable -mstrict-align $(USER_CFLAGS)

ifeq ($(DEBUG), true)
C_FLAGS := $(C_FLAGS) -g
else
C_FLAGS := $(C_FLAGS) -O3 -mstrict-align
endif


# Rendeder ---------------------------------------------------------------------

ifeq ($(RENDERER), GL)
RENDERER_SRC = src/render_gl.c
C_FLAGS := $(C_FLAGS) -DRENDERER_GL
else ifeq ($(RENDERER), GL_LEGACY)
RENDERER_SRC = src/render_gl_legacy.c
C_FLAGS := $(C_FLAGS) -DRENDERER_GL_LEGACY
else ifeq ($(RENDERER), SOFTWARE)
RENDERER_SRC = src/render_software.c
C_FLAGS := $(C_FLAGS) -DRENDERER_SOFTWARE
else
$(error Unknown RENDERER)
endif

ifeq ($(GL_VERSION), GLES2)
C_FLAGS := $(C_FLAGS) -DUSE_GLES2
endif


# AmigaOS4 ------------------------------------------------------------------------

ifeq ($(UNAME_S),amigaos4)
C_FLAGS := $(C_FLAGS)
C_FLAGS := $(C_FLAGS) -I/local/newlib/include
L_FLAGS := $(L_FLAGS) -L/local/newlib/lib
L_FLAGS_SDL = -lSDL2egl_wrap -legl_wrap -lauto -lm
CC = gcc

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Re: have you seen this?
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Not too shy to talk



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Re: have you seen this?
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@all

Here the vidéo :
On x1000 r7



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Re: have you seen this?
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@jabirulo

Thanks for your exe i testing this evening

Problem of allignment is here:

https://github.com/phoboslab/wipeout-r ... /src/wipeout/object.c#L58

HunoPPC

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Re: have you seen this?
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@all

I have tested this port on betatest machine and normal machine, he working just on x1000
Problem on SAM440, X5000/20 here

Best regards

HunoPPC

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Re: have you seen this?
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@kas1e

I completely agree with you Kas1e because we've been dealing with this kernel problem on x5000 for a while and it's starting to be really blocking on certain portings, I have a few games that have this problem

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Re: have you seen this?
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@SinanSam460

And me on native machine, no cross compiling

I suppose a problem on compiler.

I waiting for solution for this problem

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