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Re: SDL2
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@rjd324

Thanks to You for reporting the issue!

With my current understanding this doesn't require more implementation, in other words, filtering mode is set when texture is used and will be fed to CompositeTags() call. But this dummy function is required because SDL2 doesn't check whether function pointer is NULL or not (hence the ISI exception).

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Re: SDL2
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@rjd324

Quote:

Have you come across a situation where an SDL2 game with cause a freeze if either DEFAULT or COMPOSITING is selected as the renderer, but will work if anything else is selected?


No.

Quote:

I am seeing that I need to not choose DEFAULT or COMPOSITING for the latest version of the Wolf port otherwise something goes wrong in SDL_SetTextureScaleMode() causing an ISI error.


It looks like this function implementation is missing in SDL2. Tests don't seem to use it so it wasn't noticed before :( I will try to fix this.

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Re: Fresh version of Grafx2
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@walkero

Texture color modulation couldn't be done with CompositeTags. But OpenGL(ES2) supports it.

If application uses color modulation heavily, please try with software/opengles2.

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Re: SDL2
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@rjd324

https://wiki.libsdl.org/SDL2/SDL_HINT_RENDER_BATCHING default is enabled but it could depend on the renderer. Last time I tested, I didn't try OpenGL because I didn't have Novabridge.

Please check testsprite2 example https://www.amigans.net/modules/newbb/ ... id=149150#forumpost149150

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Re: SDL2
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@Maijestro

There are no SPE builds that I know of. The fastest way to get one would be if some Tabor owner checked out the latest tag, modified makefile for SPE, perhaps ran some tests and send libSDL2.a to Steffen.

For me it would take some hours to install the needed SDK, clib4 etc. And I cannot test it.

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Re: qemu 200% host CPU usage at idle?
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@Hans

Quote:

That's a pity, because hieronymus can tally up CPU usage on a per-function basis when debug symbols are available.


Did you test Tequila's PROFILE switch, by the way? I added simple profiling support because Hieronymus didn't work on my systems initially (but it was luckily updated later and started to work).

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Re: SDL2
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@rjd324

No, I just removed pre-release status for RC1. Meanwhile, there is already 2.30.5 version released by upstream, so if there are any issues, I will try to fix those for the next version.

I will upload 2.30.4 to OS4Depot later this week.

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Re: Nova Bridge - where?
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@Hans

Now it worked. I received 2 e-mails which Gmail marked as spam, but I was able to complete the purchase. Thanks.

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Re: Nova Bridge - where?
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@elfpipe

I wanted to purchase Novabridge too but in my case checkout process fails to send any e-mails to me. Address is correct and functional otherwise. Their e-mailing system may be broken somehow if also password reset fails.

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Re: Qemu + VFIO GPU RadeonRX 550 + AmigaOS4 extremely slow
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@nikitas

For the science:

// gcc MicroDelay.c -Wall -O3 -lauto

#include <proto/timer.h>

#include <stdio.h>

static void DoMicroDelay(uint32 microsecondsuint32 count)
{
    
struct TimeVal ab;

    
ITimer->GetSysTime(&a);

    for (
uint32 i 0counti++) {
        
ITimer->MicroDelay(microseconds);
    }

    
ITimer->GetSysTime(&b);

    
double duration = (b.Seconds 1000000 b.Microseconds) -
                      (
a.Seconds 1000000 a.Microseconds);

    
printf("%lu * %lu microseconds took %f seconds\n"countmicrosecondsduration 1000000.0);
}

int main()
{
    
DoMicroDelay(11000000);
    
DoMicroDelay(10100000);
    
DoMicroDelay(10010000);
    
DoMicroDelay(10001000);

    return 
0;
}

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Re: Qemu + VFIO GPU RadeonRX 550 + AmigaOS4 extremely slow
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@Hans

Tequila uses 5000 Hz interrupt by default. It can be configured.

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Re: SDL2
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testsprite2 results. Batching helps with all tested renderers. Point of the optimization was to improve compositing results. http://capehill.kapsi.fi/sdl2/testsprite2.lha

Batch mode disabled:

compositing (100): 202
compositing 
(1000): 33

opengles2 
(100):   870
opengles2 
(1000):  128

software 
(100):    325
software 
(1000):   134


Batch mode enabled:

compositing (100):  453 2x
compositing 
(1000): 242 7x!

opengles2 (100):   1960
opengles2 
(1000):   570

software 
(100):     339
software 
(1000):    146

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Re: SDL2
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@Raziel

I think batching is enabled by default. But I must admit I didn't test this setting. I will check it later.

Anyway, this optimization does only help in scenarios where multiple similar sprites are drawn per frame, like some bullet hell game. If texture changes, then batching "breaks" and draw commands are flushed.

Currently, upto 1000 quads can be rendered via same CompositeTags() call.

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Re: SDL2
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Re: updating sgit
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@Raziel

Today I hit a similar issue with the SDL repo. If I try to fetch from it, I get libgit error 9. If I try to clone the repo, I get libgit error 12 :(

https://github.com/AmigaPorts/SDL.git in case somebody wants to try.

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Re: Flare enough
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@Thematic

I built the latest Flare engine today using GCC 11.2 without compiler issues. It took some time to install all library dependencies but these are all in OS4Depot. Then I tested Flare using version 1.14 data. Starts and plays OK in SW/HW mode, based on quick tests.

Just for information if you or somebody else is interested to update the port.

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Re: SDL2
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@rjd324

I checked and screen saver settings seems to be checked only during application startup. I need to check this API.

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Re: Tequila 1.1
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@pjs

I have removed this print (for the next release). Thanks for the report.

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Re: Running my OS4 games on QEmu
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@balaton

Readme file you meant? CompositeTags() is a function in graphics.library. There is a patch meant for WinUAE: http://os4depot.net/?function=showfil ... sc/patchcompositetags.lha

PatchCompositeTags will not help with SDL1 (much). Most SDL1 apps were ported before compositing was added to AmigaOS 4 and before compositing support was added to SDL1 (~2015) and those apps are statically linked. In SDL1, compositing is used in special scenario where SDL_HWSURFACEs are used and when alpha-blending is enabled.


Edited by Capehill on 2024/4/27 14:59:40
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Re: Running my OS4 games on QEmu
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@smarkusg

https://github.com/AmigaPorts/SDL/rele ... /v2.26.5-release-amigaos4 SDL2 uses only 32-bit bitmaps since this release.

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