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Re: ZitaFTP Server
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@VooDoo

Not sure why that file was missing on your machine. AFAIK, libz.so.1 is supposed to be installed on your machine by default. Otherwise the official AmigaOS 4 Installation Utility doesn't work. That's the same installer that you used to install the OS in the first place...

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
https://keasigmadelta.com/ - more of my work
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Re: Wayfarer Browser programmer interested in licencing to A-Eon for OS4.1
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@all

Anyone wanting to build the source-code, switch to one of the MorphOS branches first (e.g., morphos_2.34). That's where the MorphOS-specific cmake files and other changes are.

@Walkero

Quote:
Could these dependencies get covered with a cross-compiling environment? I guess that Jancek does not compile Wayfarer on a MorphOS machine.

IIRC, there are some shortcomings in our stdlib implementations that need to either be fixed, or worked around. IIRC, good performance also needs OS support for Thread-Local-Storage (TLS).

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
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Re: Wayfarer Browser programmer interested in licencing to A-Eon for OS4.1
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@NinjaCyborg
Where can we find his patches?

EDIT: Forgot to say, thank you for paying him to get it open-sourced. I was very focused on getting something done with the released code.

@all
Could someone please create an embeddable WebKit. Something that could be used with this webview (or similar). It doesn't have to be a Reaction/MUI gadget if that isn't workable, so long as it could be embedded in a window layout somehow.

Hans


Edited by Hans on 2022/6/22 2:46:07
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Re: Open Source cross-platform game engine
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@khayoz

Quote:
Only thing I'm struggling with is an ORIGINAL game concept/idea.. It's hard!

Start with something unoriginal then. Candy Crush is a bejeweled clone, with a twist, and it was wildly successful...

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
https://keasigmadelta.com/ - more of my work
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Re: Open Source cross-platform game engine
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@afxgroup

Quote:
I don't know if GLES2 it is really supported. Despite that article if you checkout the source code GLES2 seems unavailable whiel GLES3 it is present

You need to look in the Godot 3.x branch

As for Godot 4.x. They give no guarantees that GLES2 will be supported for v4.x+, but do say that others in the community might add it.

I have no idea which GLES3 features they need. Either way, GLES3 on AmigaOS 4 is a lot more feasible than Vulkan. We already support a little GLES3 (e.g., layout qualifiers in shaders).

Features such as instancing support (e.g., glDrawElementsInstanced()), are not available yet. That can be worked around, with a performance hit...

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
https://keasigmadelta.com/ - more of my work
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Re: Open Source cross-platform game engine
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@afxgroup

Quote:
Godot has dropped support for OpenGLES since version 2.1. 3.0 use vulkan like a lot of new software.
So we need vulkan first.. but i think it will be really hard


That's not true. See here.

In brief:
- Godot 3.x supports GLES2
- GLES3 support will come in Godot 4.1, and someone may even add GLES2 support later

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
https://keasigmadelta.com/ - more of my work
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Re: Warp3DNova shader bugs thread
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@kas1e

Quote:
Is it mean that Nova need to deal with unitialized variables again ? Like, "vec3 col;" is unitialized, and optimizer fail to see that it used in the "if" later? But then, if should't work at all then, but it works. Just live vec3 have different value ?

Not in the case of that shader. Try setting col = vec3(1.0) on Windows, and see what happens.

The shader is taking advantage of GLSL implementations zeroing uninitialized variables. section 5.9 of the GLSL spec (using version 4.50) says: Reading a variable before writing (or initializing) it is legal, however the value is undefined.

At present, I have no intention of setting uninitialized variables to 0. I'll consider it if too many programs need it.

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
https://keasigmadelta.com/ - more of my work
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Re: Warp3DNova shader bugs thread
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@kas1e
Quote:
Maybe create another bug-report exactly about those "SOP1 instructions can't have VGPR source or destination" ? As there some other shaders which bring that error.

Not sure what you mean. Yes, there should be a separate bug report for each different issue. I'm just asking you to include the complete compilation log.

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
https://keasigmadelta.com/ - more of my work
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Re: Warp3DNova shader bugs thread
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@kas1e

Quote:
If we made it like:

#version 310 es

void main(void)
{
mat2 m = mat2(1.0f,2.0f,3.0f,4.0f);
}

Then it still the same issue: "Matrix element 0's type (unknown) doesn't match the matrix's element type (Float)". The same with #version 140. And it the same ok with glslangvalidator (be it 310 es or 140), and fail when pass spirv to nova.

Okay, Warp3D Nova bug confirmed.


Quote:
So to use unasigned values (which probabaly should be 0.0f by deafult ?)

No. Uninitialized variables are uninitialized.

Quote:
, then error i got are :

INTERNAL ERROR: SOP1 instruction can't have VGPR source or desitnation registers S_MOV_B32 sDst(SGPR9) src0(VGPR2).

Thanks. So it's a problem with the generated code. Please post the full compiler log in the bug report.

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
https://keasigmadelta.com/ - more of my work
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Re: Warp3DNova shader bugs thread
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@kas1e

Quote:
In all those cases we fail with that error. Maybe there a way for time being to workarond it somehow ?

Unlike C, GLSL does *NOT* do implicit casting between number types. So, mat2(1,2,3,4) is wrong; it *must* be mat2(1.0f, 2.0f, 3.0f, 4.0f).

The GLSL compiler shouldn't have let that through.

EDIT: The implicit casting rule seems to have been relaxed in newer GLSL versions. Integer to float is now okay. You could try setting #version 140 or similar at the top of the source file.

This may be a GLSLangValidator bug. It should be handling the casting of constants when it generates SPIR-V code. Guess I'll have to make a workaround...

Quote:
@Capehill
Vertex, but not fragment one, maybe that the issue (exactly in fragment ones). Because just pure this one didn't compiles :

#version 310 es

float a,b,c,d;

void main(void)
{
mat2 m = mat2(a,b,c,d);
}

You're assigning uninitialized variables to a matrix, whereas Capehill is assigning uniform variables.

What error message do you get?

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
https://keasigmadelta.com/ - more of my work
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Re: Anyone Tried Compiling the latest WebKit?
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Oh, once billyfish has figured out the mmap()/munmap() stuff, let's get that into the official stdlibs too. That way, Billyfish is the last person who will need to create a workaround...

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
https://keasigmadelta.com/ - more of my work
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Re: Anyone Tried Compiling the latest WebKit?
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@kas1e

Quote:
Those kind of function ideally can be of course in clib2/newlib, but they can also be in os4_funcs.cpp included and to be builded with.

Lets get those into clib2/newlib instead of creating an os4_funcs.cpp. With clib2, there's always the option of creating a temporary fork, and submitting pull requests to the master repository.

Volunteers are still needed to make it all happen...

Hans

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Re: updating sgit
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@billyfish
Quote:

So is anyone aware of an implementation of mmap()/umap() on OS4 or, if not, any pointers on what libraries I can use to have to try and develop one, like Exec's MMU interface maybe?

Unfortunately, no. I don't know of any mmap()/munmap() emulation code. This is where having OS support for it would really help...

To correctly emulate this, you'd need a common (system-wide) cache for the shared files, and write back to disk when the last process munmap()s it. I'm guessing that libgit2 doesn't intend to share the file with other programs, so you might be able to get away with an internal shared cache.

Hans

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https://keasigmadelta.com/ - more of my work
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Re: Anyone Tried Compiling the latest WebKit?
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Adding this here, before I forget about it. WebKit also uses posix_memalign(), and I just hit this again with another library. It's a POSIX function that would be very useful if newlib/clib2 supported (along with the new ISO C11 aligned_alloc() that will eventually replace it).

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
https://keasigmadelta.com/ - more of my work
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Re: Anyone Tried Compiling the latest WebKit?
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@SinanSam460

No idea. I haven't touched AmiCygnix in over a decade, and have never tried to use its SDK.

Hans

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Re: Anyone Tried Compiling the latest WebKit?
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@salass00

Quote:
C++ headers are provided with the compiler and not newlib/clib2.

Simply saying that something is missing from std:: namespace is not helpful for me as this is a C++ thing and not something that newlib (or clib2) can provide directly. More helpful would be to know what c library functions are missing that gcc needs in order to provide said feature...

I've already emailed you privately with some of the specifics.

While the C++ headers are provided with the compiler, they use our C stdlib headers. In a few cases we could just enable the missing definitions with a #define in config++.h. However, with cmath, enabling the #define in question results in a list of missing functions. That one was disabled for a reasion.

IIRC, you need to enable the following in config++.h:
#define _GLIBCXX11_USE_C99_MATH 1
#define _GLIBCXX98_USE_C99_MATH 1

NOTE: Newlib and clib2 have separate config++.h

There are some other remaining defines that are disabled too, including ones related to wchar and complex number support. Ideally, we'd have everything in the latest C and C++ libraries supported.

Hans

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Re: Anyone Tried Compiling the latest WebKit?
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@jaokim

Quote:
As for sys/mman.h, for example, I simply made override includes for those, and handcrafted my own solution for Jamiga. IIRC it was however only like two-three functions used, and they were simple to implement.
It’s not a long term solution, but perhaps something to make progress. I.e. crests dummy implementations in order to see how far one gets in the compile process.

How about we get that into our stdlib headers? that way it's there for everyone to use, instead of every single developer needing to work around missing bits

@LiveForIt
I'm sure that Steven meant an SDK for ExecSG itself, and *not* the AmigaOS 4 SDK.

@kas1e
Yes, we know that Hyperion can be slow, and we know that we need active maintainers of adtools, etc, or we'll never get an updated browser, and more and more websites will become unusable to us. You're repeating the obvious.

I restarted this thread to call people's attention to what will be needed, with the hope that the goal of updating our web browser will motivate some action.

Hans

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Re: Anyone Tried Compiling the latest WebKit?
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@kas1e

Yes, we need an active maintainer for adtools (GCC and the C++ stdlib), and clib2/newlib. Jacadcaps encountered things that needed MorphOS kernel changes, so help from the OS4 dev team may be required either way.

Hans

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Re: Anyone Tried Compiling the latest WebKit?
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@LiveForIt

Let's get the stdlibs fixed instead of creating workarounds. The shortcomings are going to keep biting us, as more and more C++11 and newer code is written. I encountered some of the same issues while trying to build libicu.

And, AFAIK, Hyperion is still in charge of newlib and the AmigaOS 4 SDK.


@Kamelito

Yes, funding might help. However, getting it is a challenge. If I were confident in getting 50,000+ people using the Web Browser, then a Kickstarter campaign would be enough to get the ball rolling.

Hans

http://hdrlab.org.nz/ - Amiga OS 4 projects, programming articles and more.
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Re: Anyone Tried Compiling the latest WebKit?
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@all

Also, having looked at the graphics requirements, and I think that the graphics.library (and MiniGL) simply isn't up to the task of hardware accelerating rendering. The amount of transfers back and forth between RAM and VRAM would probably kill any gains from partial hardware acceleration. So, machines without Warp3D Nova will be best off with software rendering via the Cairo backend.

For newer machines with Warp3D Nova capable cards, acceleration can be provided via Cairo-GL.

Hans

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