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SDL3
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I just noticed that SDL folks are starting to work on SDL 3.x so created a new thread for that.

https://discourse.libsdl.org/t/sdl-3-0/40374

Older discussions:

SDL2 - https://www.amigans.net/modules/newbb/viewtopic.php?topic_id=7039

SDL1 - https://www.amigans.net/modules/newbb/viewtopic.php?topic_id=7164

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Re: Quake 2 and Heretic 2 OS 4 Updates
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@TheMagicSN

Sources are in the same dir ( http://capehill.kapsi.fi/quake2/ ). Port is 14 years old, so I don't remember much. Maybe I added just a stack cookie. IIRC Hyperion SW renderer port existed at that time.

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Re: updating sgit
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@Raziel

Your new branch is based on the one you were before, master. "sgit log" shows you the commits done.

If you have non committed changes before checkout, be careful because branch switching using sgit is destructive (if I remember correctly), so you could lose changes.

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Re: updating sgit
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@Raziel

sgit branch branch-name
sgit checkout branch-name

(sgit add, sgit commit...)

sgit push origin branch-name

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Re: Mednafen Port for AmigaOS4
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@rjd324

64*64 is too small. There is a limit that window must be at least 100*100 for iconification gadget to be added. I don't know what is the actual limit in the OS but if window is too small, it doesn't work.

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Re: updating sgit
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@Raziel

Syntax seems correct to me.

1) Are you able to fetch from origin?
2) Are you pushing from repo's root level (some sgit commands are picky about directory: not sure about push)
3) Is your local branch called "patch-1"?

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Re: Shaderjoy 1.23
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@kas1e

GetAttr issue happens because program tries to query non-existing ClickTab gadget (in case there is no editor). I guess this was more broken before 1.17 (shader loading failed?) but it seems error print was not removed earlier.

I will add a workaround to avoid this error log.

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Re: SDL2
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2.24.0 RC2 is available: https://github.com/AmigaPorts/SDL-2.0/ ... /tag/v2.24.0-rc2-amigaos4

Changes:
- Add more game controller mappings
- Add SDL_GetPreferredLocales support, currently hard-coded to en_GB
- Fix a crash issue due to missing nullptr check

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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel

I could not get Grim demo working on ScummVM 2.6.0. It cannot load grim_background.vertex shader. This file seems to be in extras/shaders directory. Should this demo work?

It seems that OGLES2 results are missing in your log because ScummVM (or SDL2) didn't unload GL library for some reason. This works with test/testgles2 so it could be something ScummVM-specific. SDL2 is supposed to unload GL library when destroying the window.

Could you try this:

1) start glSnoop with params PROFILE GUI
2) finish profiling from gui
3) start ScummVM
4) start profiling again
5) finally stop profiling - now you should have both OGLES2/Nova results from the correct time frame

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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel

Thanks for the log sample, but based on that profiling period was very short (< 1 second) and there were very few draw calls. I could see 1 Clear and 2 DrawArrays, so almost nothing was renderered during this capture. Also OGLES2 results were not included.

Also calls of TexUpdateSubImage were expensive, average shows 13 ms so that's almost the budget for one frame at 60 FPS (~16 ms).

EDIT: strange, now I see that there are multiple short-lived context creations. Maybe ScummVM is creating the GL context many times. I'm not sure which of the results is relevant, if any.

Does this happen with Grim Fandango demo version? And did you try to remove that suspected frame cap?

Could you also test with Hieronymus? http://os4depot.net/?function=showfil ... ment/debug/hieronymus.lha

SDL2 settings should not impact OpenGL(ES2) applications, they are for SDL_Renderer subsystem (which has multiple driver backends from software to DirectX to OpenGL to Vulkan etc).

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Re: glSnoop 1.1
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glSnoop 1.1 RC1 is available. Changes:

- Make function tracing more consistent
- Log timestamps
- Improve GL error handling
- Add support for new OGLES2 and Nova features
- Fix some CppCheck findings

https://github.com/capehill/glsnoop/releases

EDIT, also here: http://capehill.kapsi.fi/glsnoop/


Edited by Capehill on 2022/10/8 14:16:56
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Re: The OpenGL ES 2.0 thread
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@HunoPPC

Added to the list.

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Re: Amiga games Quake 2 and Battle Squadron
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@MamePPCA1

I don't think your graphics card is supported by Warp3D, AFAIK it's only for Southern Islands series (until NovaBridge).

1) You need a supported graphics card
2) Or you need Quake2 from Hyperion (it should support SW rendering)
3) Or maybe you can use Wazp3D

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Re: The OpenGL ES 2.0 thread
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@kas1e

Added.

I wish OS4Depot had some kind of tagging/keyword system. For example, if you search for "ogles2", there is about 2 hits currently.

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Re: SDL2
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Re: Amiga games Quake 2 and Battle Squadron
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@MamePPCA1

Quote:

And Quake 2? Well I have the original CD on a DVD box and I installed and later downloaded the Quake 2 package from os4depot and I don't kinow why doesn't run it.


AFAIK there is only one Quake2 port on OS4Depot and it requires MiniGL + Warp3D. Which graphics card do you use and are you able to run other MiniGL apps?

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Re: MacOS PPC CroMag Rally game port
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@kas1e

Quote:

Shell Process 'test': OGLES2_glShaderSource: shader 384, count 4, string 0x616f1a98 length 0x0
Line 0: '#version 120'
Line 1: '
layout(location = 0) in vec4 vecPos;
'
Line 2: 'layout(location = 0) uniform mat4 matMVP;
'
Line 3: 'void main() {
gl_Position = matMVP * vecPos;
}
'
Shell Process 'test': OGLES2_glCompileShader: shader 384
Shell Process 'test': GL error 1282 (GL_INVALID_OPERATION) detected after CompileShader


My guess is that #version should be "310 es" rather due to uniform location.

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Re: SDL2
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@kas1e

If GL error comes from OGLES2 then glSnoop may help. But it might come from GL4ES too?

@Raziel

This is is a type of question I shouldn't try to answer without reading ScummVM code but IIRC choosing ScummVM's OpenGL renderer means that application uses OpenGL context directly so SDL_Renderer is not involved.

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Re: SDL2
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@kas1e

Thanks, adding SDL_GetPreferredLocales for the next RC.

@Raziel

Default: ok, I will see if help can be improved. Some settings like batching depend on the driver if I remember correctly. Have you checked https://wiki.libsdl.org/CategoryHints already?

Program can request any driver by index: https://wiki.libsdl.org/SDL_CreateRenderer . Please see also related functions.

If program passes -1 for the index, then SDL will check the hint. https://github.com/AmigaPorts/SDL-2.0/ ... /render/SDL_render.c#L971

Quote:

start a program that explicitely uses OGLES2


What do you mean by this? Do you have some code example in mind?

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Re: Porting to AmigaOS4 thread
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@Raziel

It seems to me that you need to cast TimerBase like:

ITimer = (struct TimerIFace *)GetInterface((struct Library *)TimerBase, "main", 1, NULL);

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