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

That's about how big the stack is according to the crashlog, but it seems not to be enough.

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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel
Are you sure that stack cookie works at all in scummvm ? I tried now to run scummvm from a shell, and it always crashes, until i didn't do something like "stack 1000000", which mean, that by default there is no stack cookie seems so.

Is it like this in scummvm ?:

Quote:

#ifdef __amigaos4__
static const char* __attribute__((used)) stackcookie = "$STACK: 2000000";
#endif


?

As i see in Raner, by default its 600.000 bytes in 2.1.0, not 2.000.000. And when i set "stack 1000000" , i can see that scummvm need for start in modern theme 732.932, so default 600.000 is too low.

From icon it works because you have set 1024000 stack size in, but that all mean that stack cookie didn't works, or have 600.000 only. At least in 2.1.0

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Re: ScummVM and AmigaOS4.1 F.E.
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Yes, there was a misunderstanding.
Since a new update is imminent there have been some things backported which mixed up the buildbot.

Should be fixed once 2.1.1 is out.

People are dying.
Entire ecosystems are collapsing.
We are in the beginning of a mass extinction.
And all you can talk about is money and fairytales of eternal economic growth.
How dare you!
– Greta Thunberg
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Re: ScummVM and AmigaOS4.1 F.E.
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@all

Don't hold your breath for 2.1.1

I'm encountering more and more problems with stupids bugs showing up.

One of those is really the best.
I did a new build and let it install,.
After that i started the app and it showed up with an error message:
No translations.dat found.

I had it installed and it was fine, ScummVM just refused to find it.
I know these kind of glitches by now, so i simply created a new directory called themes (where the file resides in), copied over translation.dat, restarted ScummVM and, hell, i hate that shit, it worked!!!

Don't ask me why, but due to these problems i have to rebuild over and over again to find a suitable setup where it will work.

Another example...if i compile something from a "bad" directory structure, it will crash on start pointing to libstdc++.so (which it ALWAYS does).
Of course, nothing can be done about THAT, AND i can't know beforehand that the structure is "bad", so i have to try again with a known "sane" directory structure and burn time and energy because of that, which is so stupid...if i'd to tell anyone....

Any more of this and i'll drop it

People are dying.
Entire ecosystems are collapsing.
We are in the beginning of a mass extinction.
And all you can talk about is money and fairytales of eternal economic growth.
How dare you!
– Greta Thunberg
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Re: ScummVM and AmigaOS4.1 F.E.
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@all

Does anyone see right away what the problem could be?

Stack?
Anything else obvious maybe?

Crash log for task "ScummVM"
Generated by GrimReaper 53.19
Crash occured in module libstdc
++.so at address 0x7EA3B064
Type of crash
DSI (Data Storage Interruptexception
Alert number
0x80000003

Register dump
:
GPR (General Purpose Registers):
   
000000010 373C8180 ABADCAFE 37AE3D28 37ADD904 37AE3128 FFFFFFFF 37AD8300 
   8
: 00000008 37AE3D28 373C8188 37AE3D28 00000000 37B129DC 00000000 37B0AE90 
  16
7EF18CE8 00000000 00000000 37AD57F8 02B30000 02B30000 18ADE918 00000000 
  24
37468248 3746EC74 37468248 3746EF40 37AD9A68 37AD9628 37B03FE8 37AD8300 


FPR 
(Floating Point RegistersNaN Not a Number):
   
0:              nan              nan     -4.4678e+307              nan 
   4
:              nan              nan              146              104 
   8
:               42              104             2550       4.5036e+15 
  12
:                1      2.14748e+09                0                0 
  16
:                0                0                0                0 
  20
:                0                0                0                0 
  24
:                0         -95.3894                1         -32536.7 
  28
:         -105.609               55               26              nan 

FPSCR 
(Floating Point Status and Control Register): 0x82004000


SPRs 
(Special Purpose Registers):
           
Machine State (msr) : 0x0000B030
                Condition 
(cr) : 0x37AD9A68
      Instruction Pointer 
(ip) : 0x7EA3B064
       Xtended Exception 
(xer) : 0x37AD9628
                   Count 
(ctr) : 0x37B03FE8
                     Link 
(lr) : 0x37AD8300
            DSI Status 
(dsisr) : 0x3563BDD0
            Data Address 
(dar) : 0x021AD048



680x0 emulated registers
:
DATA00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 
ADDR
00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 
FPU0
:                0                0                0                0 
FPU4
:                0                0                0                0 



Symbol info
:
Instruction pointer 0x7EA3B064 belongs to module "libstdc++.so" (PowerPC
Symbol__dynamic_cast 0x5C in section 11 offset 0x00002264

Stack trace
:
    
RAM Disk:ScummVM/sobjs/libstdc++.so:__dynamic_cast()+0x5c (section 11 0x2264)
    [
backends/platform/sdl/sdl.cpp:294ScummVM:_ZN11OSystem_SDL11initBackendEv()+0x148 (section 12 0x49DC)
    [
base/main.cpp:465ScummVM:scummvm_main()+0x604 (section 12 0x7E0C)
    [
backends/platform/sdl/amigaos/amigaos-main.cpp:79ScummVM:main()+0x194 (section 12 0x5AF8)
    
native kernel module newlib.library.kmod+0x000020a4
    native kernel module newlib
.library.kmod+0x00002d54
    native kernel module newlib
.library.kmod+0x00002ee8
    ScummVM
:_start()+0x170 (section 12 0x1AB8)
    
native kernel module dos.library.kmod+0x000255c8
    native kernel module kernel
+0x000420ac
    native kernel module kernel
+0x000420f4

PPC disassembly
:
 
7ea3b05c7c7f1b78   mr                r31,r3
 7ea3b060
7d635b78   mr                r3,r11
*7ea3b0648168001c   lwz               r11,28(r8)
 
7ea3b0687fe9fb78   mr                r9,r31
 7ea3b06c
7c882378   mr                r8,r4

System information
:

CPU 
 Model
P.ASemi PWRficient PA6T-1682M VB1 
 CPU speed
1800 MHz 
 FSB speed
900 MHz 
 Extensions
altivec 

Machine 
 Machine name
AmigaOne X1000 
 Memory
2097152 KB 
 Extensions
bus.pci bus.pcie 

Expansion buses 
 PCI
/AGP 
  00
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   Range 0
007F03F8 007F0400 (IO
  
00:1D.1 Vendor 0x1959 Device 0xA004 
   Range 0
007F02F8 007F0300 (IO
  
00:1A.0 Vendor 0x1959 Device 0xA007 
  00
:00.0 Vendor 0x1959 Device 0xA001 
  00
:01.0 Vendor 0x1959 Device 0xA009 
  00
:14.3 Vendor 0x1959 Device 0xA005 
  00
:1C.0 Vendor 0x1959 Device 0xA003 
   Range 0
007F0200 007F0240 (IO
  
00:1C.1 Vendor 0x1959 Device 0xA003 
   Range 0
007F0240 007F0280 (IO
  
00:1C.2 Vendor 0x1959 Device 0xA003 
   Range 0
007F0280 007F02C0 (IO
  
00:11.3 Vendor 0x1959 Device 0xA002 
  00
:11.2 Vendor 0x1959 Device 0xA002 
  00
:11.1 Vendor 0x1959 Device 0xA002 
  00
:11.0 Vendor 0x1959 Device 0xA002 
  00
:10.2 Vendor 0x1959 Device 0xA002 
  00
:10.0 Vendor 0x1959 Device 0xA002 
  00
:03.0 Vendor 0x1959 Device 0xA00C 
  00
:04.0 Vendor 0x1959 Device 0xA00A 
  00
:05.0 Vendor 0x1959 Device 0xA00A 
  00
:08.0 Vendor 0x1959 Device 0xA000 
  00
:09.0 Vendor 0x1959 Device 0xA000 
  00
:15.0 Vendor 0x1959 Device 0xA006 
  00
:1B.0 Vendor 0x1959 Device 0xA00B 
  00
:1E.0 Vendor 0x1959 Device 0xA008 
   Range 0
007F0400 007F0500 (IO
   
Range 1007F0500 007F0600 (IO
  
0A:12.0 Vendor 0x1002 Device 0x4380 
   Range 0
00001030 - 00001038 (IO
   
Range 100001050 00001054 (IO
   
Range 2: 00001048 - 00001050 (IO
   
Range 3: 00001058 - 0000105C (IO
   
Range 400001020 00001030 (IO
  
0A:13.0 Vendor 0x1002 Device 0x4387 
   Range 0
A0306000 A0307000 (MEM
  
0A:13.1 Vendor 0x1002 Device 0x4388 
   Range 0
A0307000 A0308000 (MEM
  
0A:13.2 Vendor 0x1002 Device 0x4389 
   Range 0
A0308000 A0309000 (MEM
  
0A:13.3 Vendor 0x1002 Device 0x438A 
   Range 0
A0305000 A0306000 (MEM
  
0A:13.4 Vendor 0x1002 Device 0x438B 
   Range 0
A0304000 A0305000 (MEM
  
0A:13.5 Vendor 0x1002 Device 0x4386 
   Range 0
A0309800 A0309900 (MEM
  
0A:14.0 Vendor 0x1002 Device 0x4385 
   Range 0
00001000 00001010 (IO
   
Range 1A0309400 A0309800 (MEM
  
0A:14.1 Vendor 0x1002 Device 0x438C 
   Range 0
00001040 - 00001048 (IO
   
Range 1: 00001058 - 0000105C (IO
   
Range 2: 00001038 - 00001040 (IO
   
Range 300001050 00001054 (IO
   
Range 400001010 00001020 (IO
  
0A:14.2 Vendor 0x1002 Device 0x4383 
   Range 0
A0300000 A0304000 (MEM
  
0A:14.3 Vendor 0x1002 Device 0x438D 
   Range 0
00000000 00100000 (MEM
  
0A:14.4 Vendor 0x1002 Device 0x4384 
  06
:00.0 Vendor 0x10EC Device 0x8168 
   Range 0
00003000 00003100 (IO
   
Range 2A0104000 A0105000 (MEM
   
Range 4A0100000 A0104000 (PREF.MEM
  
02:00.0 Vendor 0x1002 Device 0x679A 
   Range 0
90000000 A0000000 (PREF.MEM
   
Range 2A0000000 A0040000 (MEM
   
Range 400002000 00002100 (IO
  
02:00.1 Vendor 0x1002 Device 0xAAA0 
   Range 0
A0060000 A0064000 (MEM

Libraries 
 0x628fe418
ISO-8859-15.charset V52.1 
 0x628fe398
english_ISO-8859-15.language V52.1 
 0x02a8b092
exec.library V53.89 
 0x614bede8
camdmidi.usbfd V53.5 
 0x6feab508
cgxvideo.library V42.1 
 0x525ff670
8svx.datatype V53.2 
 0x5c9f6db4
amissl_v111a.library V4.3 
 0x6042a848
amisslmaster.library V4.3 
 0x4e74d548
update.library V53.18 
 0x5f2118f0
expat.library V53.6 
 0x525ff3f0
fuelgauge.gadget V53.8 
 0x4f047438
pthreads.library V53.11 
 0x60f55c48
timesync.library V53.7 
 0x5f382e78
X1kTemp.docky V53.10 
 0x5f28c338
DateTime.docky V52.11 
 0x5f28e4b0
datebrowser.gadget V53.7 
 0x5f12c7d0
texteditor.gadget V53.24 
 0x61a5c838
KeymapSwitcher.docky V52.3 
 0x5f28c160
jpeg.datatype V53.7 
 0x6197cdc8
Mixer.docky V52.6 
 0x618ee1b8
sliderbar.gadget V53.21 
 0x6197ccc8
NetDock.docky V51.6 
 0x6197c948
RAMDock.docky V50.4 
 0x6197c048
GFXDock.docky V50.4 
 0x6197c3c8
CPUDock.docky V50.5 
 0x6195dd28
SMARTDock.docky V53.2 
 0x61a5c938
Separator.docky V53.2 
 0x61a5c9b8
smartsubdock.docky V50.8 
 0x61a5c8b8
Spacer.docky V53.2 
 0x5c99c3a8
smartbutton.docky V50.8 
 0x61d46cb0
getcolor.gadget V53.10 
 0x619ff4a0
gradientslider.gadget V53.6 
 0x619ff184
colorwheel.gadget V53.7 
 0x61d48ab8
radiobutton.gadget V53.9 
 0x61e02f30
slider.gadget V53.15 
 0x61e02490
getfont.gadget V53.9 
 0x61e025d0
getfile.gadget V53.12 
 0x61b49360
anim.gadget V53.1 
 0x61d481b8
clicktab.gadget V53.44 
 0x61e605c8
progressbar.gadget V53.11 
 0x5cae0ed0
shared.image V2.1 
 0x628d2f20
checkbox.gadget V53.9 
 0x628d2e80
arexx.class V53.5 
 0x61d48578
speedbar.gadget V53.12 
 0x61ae1024
clipview.library V1.10 
 0x61e705f0
requester.class V53.18 
 0x628d2480
space.gadget V53.6 
 0x5cae0b28
chooser.gadget V53.21 
 0x628d2520
penmap.image V53.5 
 0x628d23e0
bitmap.image V53.9 
 0x628d2340
integer.gadget V53.12 
 0x6ff3c7f8
listbrowser.gadget V53.62 
 0x62b5e020
string.gadget V53.20 
 0x6fb29d70
scroller.gadget V53.14 
 0x5cae00b8
hdaudio.audio V6.23 
 0x60de7cd8
filesave.audio V6.5 
 0x6042a974
device.audio V6.2 
 0x612d8e00
ilbm.datatype V53.3 
 0x60f42cc8
wav.datatype V54.4 
 0x60f42db8
sound.datatype V54.6 
 0x60de9104
usergroup.library V4.30 
 0x60f42844
mpega.library V2.4 
 0x60ecf320
bsdsocket.library V4.307 
 0x61374ee8
usbhidgate.library V53.2 
 0x611d6f60
mathieeedoubbas.library V52.1 
 0x612565fc
textclip.library V53.1 
 0x61832f3c
hid.usbfd V53.12 
 0x6fc1a864
camd.library V53.6 
 0x610c0a5c
xadmaster.library V13.2 
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xpkmaster.library V5.2 
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button.gadget V53.21 
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glyph.image V53.3 
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window.class V54.7 
 0x61807ca8
popupmenu.class V53.2 
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popupmenu.library V53.11 
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label.image V53.13 
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drawlist.image V53.3 
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layout.gadget V54.2 
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bevel.image V53.6 
 0x60097d70
png.datatype V53.10 
 0x62b8b254
picture.datatype V53.7 
 0x6186c274
asl.library V53.49 
 0x62b5e9d8
timezone.library V53.8 
 0x610cd408
application.library V53.12 
 0x610cc17c
ft2.library V53.2 
 0x62b15250
Picasso96API.library V54.9 
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workbench.library V53.53 
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gadtools.library V53.7 
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commodities.library V53.7 
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datatypes.library V54.6 
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png.iconmodule V53.1 
 0x6290d0cc
icon.library V53.16 
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z.library V53.9 
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version.library V53.15 
 0x62b29490
iffparse.library V53.1 
 0x6ffb9ccc
locale.library V54.2 
 0x6ff3d7ac
diskfont.library V53.9 
 0x6fd53e68
petunia.library V53.6 
 0x6fd53da8
diskcache.library V3.31 
 0x6fe97220
dos.library V53.158 
 0x6fdc20a4
usbprivate.library V53.12 
 0x6fef4f3c
massstorage.usbfd V53.83 
 0x6feabe4c
hub.usbfd V53.10 
 0x6fef4ea8
bootkeyboard.usbfd V52.3 
 0x6fef4e28
bootmouse.usbfd V53.3 
 0x6fef4d28
mounter.library V53.19 
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usbresource.library V53.12 
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hunk.library V53.4 
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elf.library V53.27 
 0x6ff494d0
intuition.library V54.26 
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keymap.library V53.9 
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cybergraphics.library V43.0 
 0x6ff8e9a0
RadeonHD.chip V3.6 
 0x6ffb8420
graphics.library V54.156 
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layers.library V54.12 
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rtg.library V54.89 
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PCIGraphics.card V53.15 
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nonvolatile.library V53.5 
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newlib.library V53.30 
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utility.library V54.1 
 0x6ffa8398
expansion.library V53.1 
 0x613731fe
rexxsyslib.library V53.4 (Legacy

Devices 
 0x6193c024
netprinter.device V1.15 (Legacy
 
0x6197c0d4printer.device V53.1 
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serial.device V54.1 
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clipboard.device V53.3 
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ahi.device V6.6 
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rtl8169.device V53.4 
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diskimage.device V53.4 
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usbsys.device V53.12 
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ehci.usbhcd V53.24 
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ohci.usbhcd V53.21 
 0x6ff3c664
cfide.device V53.0 
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sb600sata.device V53.20 
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console.device V53.99 
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ramdrive.device V52.6 
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input.device V53.5 
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keyboard.device V53.11 
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timer.device V53.2

People are dying.
Entire ecosystems are collapsing.
We are in the beginning of a mass extinction.
And all you can talk about is money and fairytales of eternal economic growth.
How dare you!
– Greta Thunberg
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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel
Tried to update ScummVM to the latest from os4depot, and find out that "Misc/Themes" does not work, and contains only an inbuild one. From the console output, I also see this kind of warning: "You are missing a valid 'translations.dat' file. GUI translation will not be available!". Not sure if it's related or not. Themes files are in place the same as translations.dat.

In 2.1.0 it surely works.

EDIT: Tried to use daily build (that pre 2.6.0), and issue with themes still there. It also says "GUI Could not find gui-icons.dat" and "could not find theme 'scummremastered' failing back to builtin", while it is here, in the theme directory.


Edited by kas1e on 2021/12/22 20:16:15
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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel
Beside that bug with themes, i was able to run fully those ones from dayly build:

Sanitarium
Grim Fandango
Nightlong

Will check now how works those 3:

The Longest Journey
Myst 3: Exile game
Escape from Monkey Island


But, what i can say, everything which runs : runs correctly. Nighlong were pleased surprise :) And Sanitarium - wow. But, what is more important there : OpenGL renderer works fine in Grim Fandango at least. On my setup with NovaBridge on RadeonRX, i have with this minigl renderer about 2000 FPS in the movie scenes, but just 15-20FPS in the game itself. There for sure will help GL4ES build of ScummVM too. Not separate build for opengles2 i mean (that can be also be done later), but exactly GL4ES one, which should be really easy to do.

Want me to help you to build GL4ES build ? Or alternatively i may try to build scummvm myself, then once done i can switch to GL4ES, check, if it much faster, then can bring instructions at you, and you can supply not only minigl based binaries, but GL4ES ones too. At least with those new games that will be 100% noticable.

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Re: ScummVM and AmigaOS4.1 F.E.
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@kas1e

I suspect that the theme directory is "broken".

Try this:
Create a dir called theme next to themes, copy over everything from themes, delete themes and rename theme to themes.
I know, tedious, but I get that a lot after recompiling the source.

It has to do with a broken md command which seems to f*** up newly created directories, so that they aren't accessible from within scummvm.

Strange though, I tested the archive before uploading...maybe your system suffers the same Ghost in the Machine as does mine?

People are dying.
Entire ecosystems are collapsing.
We are in the beginning of a mass extinction.
And all you can talk about is money and fairytales of eternal economic growth.
How dare you!
– Greta Thunberg
Go to top
Re: ScummVM and AmigaOS4.1 F.E.
Home away from home
Home away from home


See User information
@Raziel
Tried, nope, didn't help. I assume there can be bugs in the code that just shows ups differently on different setups.

PS. Tried "The Longest Journey demo" on daily build -> it crashes in minigl. So GL4ES is must sure there. It also wrote me in console "WARNING: Stem darkening is not available with this version of FreeType!" In software mode this game works (with the same error) but awfully slow.

PS2. Tried also Escape From Monkey Island demo: this one works the same as Grim Fandango, but FPS a little bit worse: 10 FPS in-game. So, GL4ES must and there as well :)

PS3. MYST3 is able to run, though feels a bit buggy: in the menu, in window mode, no mouse cursor visibly. Between changes of scenes, i can see some little bit of visual distortion. But in general works.


Edited by kas1e on 2021/12/22 23:37:38
Edited by kas1e on 2021/12/23 0:35:41
Edited by kas1e on 2021/12/23 6:53:04
Go to top
Re: ScummVM and AmigaOS4.1 F.E.
Home away from home
Home away from home


See User information
@Raziel
Find out what is wrong with themes: by default (be it os4depot release, or daily build) the "default paths" have nothing in. So it probably for amigaos4 should be default like "PROGDIR:themes" for themes, and "PROGDIR:themes" for "GUI" as well (As there is placed that gui.dat file). And then all will be fine.

Btw, funny how slow MiniGL renderer is it : in Monkey Island it give just a 10 FPS, while in software rendering 5 FPS. Mean that not much of acceleration happens with MGL. But we will know for sure once can made GL4ES build.

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Re: ScummVM and AmigaOS4.1 F.E.
Home away from home
Home away from home


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@kas1e

Sigh

The above sigh is not because of your answers, but because of your "drive".
I wish i had the same means, determination and time you have and can invest in your hobby and especially into 3D stuff lately.

Of course, please do, test and compile to your heart's content.
I'd love to get some help and pointers, but i also have to up front tell you that i will not be able to answer, test or give feedback to anything you do right away, so sorry.
Work melts away my sparce free time enormously (and i'm often days away from my setup).
But please, don't let me stop you

wrt themes
yes, that is "intended" behaviour for the release version (as it doesn't hold a default .ini file).
You can also simply set the paths to "themes/" and "extras/", if you left the installation intact.
I refrained from adding a default .ini file in the package, as it would overwrite the users one and since everyone uses a different setup it will break many times, as the pathes would always be incorrect.
I also didn't use PROGDIR: since that doesn't seem to work on my setup (at least not with ScummVM)
If you used the provided installer, it will copy a default .ini file, called scummvm.ini_default (iirc)

wrt MiniGL
The renderer never passed the 8-9 FPS barrier in-game on my setup in Grim Fandango (but the game itself runs fluid nonetheless, not sure what's going on, maybe the fps counter is buggy).
You can try Wintermute games (Bickadoodle i.e.), they feature a FPS counter as well and those games had quite a nice speedup since 2.2.0 (i get around 40 FPS now in-game (compared to 8-9 FPS) and the games becomes "playable", though they are still perceptionally slower than Grim Fandango (that might be me all along though, since i never played Grim Fandango on another platform than through ScummVM/ResidualVM, so i might have adapted to the "speed")

wrt Myst3
Yes, the game is still pretty buggy and most of the bugs are known, i have already reported some of them.
Unfortunately only one of the ScummVM devs is really working on 3D stuff, so development is slow.

Could you check right at the beginning of Myst3 after the intro ran and look up in the sky (where the eagle flies), do you also have what looks like a clamping bug at the edges?
There is a black line visible which makes it looks you are standing in a cube.

Another error is in the save/load menu/book, i don't see the font, only the underline.

wrt GL4ES
I already have a build of ScummVM (and i automated it, so it builds four different versions of ScummVM once i start my script - OpenGL/SDL2 release, OpenGL/SDL2 - debug, OpenGL/SDL1 - debug and GL4ES/SDL2 - debug), but it still suffers from the already reported (in the GL4ES thread) problems on running the app (white rectangle in the upper right corner, instead of the launcher and the following shader errors).

Two problems though
1) I had to hack around some lines in the code because of the still mandatory GLEW dependancy (don't ask me which) to make it build properly (and which will still error later on, see below)
2) I'm still waiting on a PR which *should* fix those errors (here's hoping)
see here
LIBGLInitialising gl4es
LIBGL
v1.1.5 built on Apr 17 2021 23:02:30
LIBGL
stacktrace will be printed on crash
LIBGL
Using GLES 2.0 backend
LIBGL
Using Warp3DNova.library v1 revision 86
LIBGL
Using OGLES2.library v3 revision 1
LIBGL
OGLES2 Library and Interface open successfuly
LIBGL
Overide version string with "2.1" (should be in the form of "1.x")
LIBGLTargeting OpenGL 2.1
LIBGL
NPOT texture handled in hardware
LIBGL
Not trying to batch small subsequent glDrawXXXX
LIBGL
: try to use VBO
LIBGL
Force texture for Attachment color0 on FBO
LIBGL
Hack to trigger a SwapBuffers when a Full Framebuffer Blit on default FBO is done
LIBGL
Log to the console Error compiling shaders
Log to the console all shaders before 
and after conversionBefore  After  Vertex  Fragment  
LIBGL
Current folder is:Tools:Games/ScummVM
LIBGL
Hardware test on current Context...
LIBGLHardware Full NPOT detected and used
LIBGL
Extension GL_EXT_blend_minmax  detected and used
LIBGL
FBO are in core, and so used
LIBGL
PointSprite are in core, and so used
LIBGL
CubeMap are in core, and so used
LIBGL
BlendColor is in core, and so used
LIBGL
Blend Substract is in core, and so used
LIBGL
Blend Function and Equation Separation is in core, and so used
LIBGL
Texture Mirrored Repeat is in core, and so used
LIBGL
Extension GL_OES_mapbuffer  detected
LIBGL
Extension GL_OES_element_index_uint  detected and used
LIBGL
Extension GL_OES_packed_depth_stencil  detected and used
LIBGL
Extension GL_EXT_texture_format_BGRA8888  detected and used
LIBGL
Extension GL_OES_texture_float  detected and used
LIBGL
Extension GL_AOS4_texture_format_RGB332 detected
LIBGL
Extension GL_AOS4_texture_format_RGB332REV detected
LIBGL
Extension GL_AOS4_texture_format_RGBA1555REV detected and used
LIBGL
Extension GL_AOS4_texture_format_RGBA8888 detected and used
LIBGL
Extension GL_AOS4_texture_format_RGBA8888REV detected and used
LIBGL
high precision float in fragment shader available and used
LIBGL
Extension GL_EXT_frag_depth  detected and used
LIBGL
Max vertex attrib16
LIBGL
Max texture size16384
LIBGL
Max Varying Vector32
LIBGL
Texture Units16/16 (hardware32), Max lights8Max planes6
LIBGL
Extension GL_EXT_texture_filter_anisotropic  detected and used
LIBGL
Max Anisotropic filtering16
LIBGL
Max Color AttachmentsDraw buffers1
LIBGL
Hardware vendor is A-EON Technology LtdWritten by Daniel 'Daytona675x' Müßener GoldenCode.eu
LIBGL
GLSL 300 es supported
LIBGL
GLSL 310 es supported and used
Shader source
#version 110
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif
#else
    #define highp
    #define mediump
    #define lowp
#endif
attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}
:

New 
Shader source:
#version 100
precision highp float;
precision highp int;
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif

attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

LIBGLError while compiling shader 256. Original source is:
#version 110
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif
#else
    #define highp
    #define mediump
    #define lowp
#endif
attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

=======
ShaderConv Source is:
#version 100
precision highp float;
precision highp int;
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif

attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

=======
Compiler message is
ERROR
24:2'' missing #endif 
ERROR1 compilation errors.  No code generated.


LIBGLEnd of Error log
WARNING
GL ERRORGL_INVALID_VALUE on glCompileShader(handle) (backends/graphics/opengl/shader.cpp:270)!
WARNINGCould not compile shader "attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    texCoord    = texCoordIn;
    blendColor  = blendColorIn;
    gl_Position = projection * position;
}
"
"ERROR: 24:2: '' : missing #endif 
ERROR: 1 compilation errors.  No code generated.

"
!
Shader source#version 110
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif
#else
    #define highp
    #define mediump
    #define lowp
#endif
attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}
:

New 
Shader source:
#version 100
precision highp float;
precision highp int;
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif

attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

LIBGLError while compiling shader 256. Original source is:
#version 110
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif
#else
    #define highp
    #define mediump
    #define lowp
#endif
attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

=======
ShaderConv Source is:
#version 100
precision highp float;
precision highp int;
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif

attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

=======
Compiler message is
ERROR
24:2'' missing #endif 
ERROR1 compilation errors.  No code generated.


LIBGLEnd of Error log
WARNING
GL ERRORGL_INVALID_VALUE on glCompileShader(handle) (backends/graphics/opengl/shader.cpp:270)!
WARNINGCould not compile shader "attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    texCoord    = texCoordIn;
    blendColor  = blendColorIn;
    gl_Position = projection * position;
}
"
"ERROR: 24:2: '' : missing #endif 
ERROR: 1 compilation errors.  No code generated.

"
!
WARNINGSearchSet::addarchive 'gui-icons.dat' already present!
Shader source// FPE_Shader generated
varying vec4 Color;

void main() {
gl_Position gl_ModelViewProjectionMatrix gl_Vertex;
Color gl_Color;
}
:
 (
FPEShader generated)
New 
Shader source:
#version 100
precision mediump float;
precision mediump int;
attribute highp vec4 _gl4es_Vertex;
attribute lowp vec4 _gl4es_Color;
uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
// FPE_Shader generated
varying vec4 Color;

void main() {
gl_Position _gl4es_ModelViewProjectionMatrix _gl4es_Vertex;
Color _gl4es_Color;
}

Shader source// FPE_Shader generated
varying vec4 Color;
void main() {
vec4 fColor Color;
gl_FragColor fColor;
}:
 (
FPEShader generated)
New 
Shader source:
#version 100
precision mediump float;
precision mediump int;
// FPE_Shader generated
varying vec4 Color;
void main() {
vec4 fColor Color;
gl_FragColor fColor;
}
Shader source#version 110
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif
#else
    #define highp
    #define mediump
    #define lowp
#endif
attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}
:

New 
Shader source:
#version 100
precision highp float;
precision highp int;
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif

attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

LIBGLError while compiling shader 256. Original source is:
#version 110
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif
#else
    #define highp
    #define mediump
    #define lowp
#endif
attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

=======
ShaderConv Source is:
#version 100
precision highp float;
precision highp int;
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif

attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

=======
Compiler message is
ERROR
24:2'' missing #endif 
ERROR1 compilation errors.  No code generated.


LIBGLEnd of Error log
WARNING
GL ERRORGL_INVALID_VALUE on glCompileShader(handle) (backends/graphics/opengl/shader.cpp:270)!
WARNINGCould not compile shader "attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    texCoord    = texCoordIn;
    blendColor  = blendColorIn;
    gl_Position = projection * position;
}
"
"ERROR: 24:2: '' : missing #endif 
ERROR: 1 compilation errors.  No code generated.

"
!
Shader source#version 110
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif
#else
    #define highp
    #define mediump
    #define lowp
#endif
attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}
:

New 
Shader source:
#version 100
precision highp float;
precision highp int;
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif

attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

LIBGLError while compiling shader 256. Original source is:
#version 110
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif
#else
    #define highp
    #define mediump
    #define lowp
#endif
attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

=======
ShaderConv Source is:
#version 100
precision highp float;
precision highp int;
#ifdef GL_ES
    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1
        
precision highp float;
    
#else
        
precision mediump float;
    
#endif

attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    
texCoord    texCoordIn;
    
blendColor  blendColorIn;
    
gl_Position projection position;
}

=======
Compiler message is
ERROR
24:2'' missing #endif 
ERROR1 compilation errors.  No code generated.


LIBGLEnd of Error log
WARNING
GL ERRORGL_INVALID_VALUE on glCompileShader(handle) (backends/graphics/opengl/shader.cpp:270)!
WARNINGCould not compile shader "attribute vec4 position;
attribute vec2 texCoordIn;
attribute vec4 blendColorIn;

uniform mat4 projection;

varying vec2 texCoord;
varying vec4 blendColor;

void main(void) {
    texCoord    = texCoordIn;
    blendColor  = blendColorIn;
    gl_Position = projection * position;
}
"
"ERROR: 24:2: '' : missing #endif 
ERROR: 1 compilation errors.  No code generated.

"
!
Shader source// FPE_Shader generated
varying vec4 Color;

void main() {
gl_Position gl_ModelViewProjectionMatrix gl_Vertex;
Color gl_Color;
}
:
 (
FPEShader generated)
New 
Shader source:
#version 100
precision mediump float;
precision mediump int;
attribute highp vec4 _gl4es_Vertex;
attribute lowp vec4 _gl4es_Color;
uniform highp mat4 _gl4es_ModelViewProjectionMatrix;
// FPE_Shader generated
varying vec4 Color;

void main() {
gl_Position _gl4es_ModelViewProjectionMatrix _gl4es_Vertex;
Color _gl4es_Color;
}

Shader source// FPE_Shader generated
varying vec4 Color;
void main() {
vec4 fColor Color;
gl_FragColor fColor;
}:
 (
FPEShader generated)
New 
Shader source:
#version 100
precision mediump float;
precision mediump int;
// FPE_Shader generated
varying vec4 Color;
void main() {
vec4 fColor Color;
gl_FragColor fColor;
}


Please, feel free to check, test, change and give feedback.
Please also place your fixes in Pull Requests over at https://github.com/scummvm/scummvm

I'll monitor this thread

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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel
Wait, but you need GLEW and for MiniGL as well then, and you remove it for MiniGL build too right? Because if not, then you should not have GLEW and for GL4ES too.

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@kas1e

Don't ask me, it's too complicated.
Iirc GLEW is used for shaders and only The Longest Journey was absolutely relying on it.
Grim Fandango (and the other 3D games) has wrappers around the shaders (I think) which uses fallback stuff (that's probably why it's slow on our MiniGL).

GLEW was only circumvented by me in my local source to get the binaries built but it never ran correctly.

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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel
Ok so , i just go easy route : i build scummvm without any engines, just for sake of tests pure scumm vm inbuild ones and bulid it over gl4es. There have no needs to worry about GLEW, etc (but probably as i didn't build 3d engines it skips).

Now, all i want to see is the working launcher, but instead i have the same as you : white rectangle on the top/right side and shaders errors.

Will dig in now to see what cause of the issue.

Currently i not very well understand why t wasys that error come from backends/graphics/opengl/shader.cpp file, like, shader.cpp is used in any case once we use GL4ES. While for MiniGL it surely should't be used and skipped.

Maybe when we targen anythng that more than 2.0 scummvm then automatcally use some inbuild shaders and they fail by some reassons.

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@kas1e

Please, also post your questions on the scummvm forums.
It takes time, but the main devs are there and can help much more than I ever could.

Plus, you can describe the errors much better with much more background information.

I'm back st work, so cannot do much to help.

Thank you very much

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Re: ScummVM and AmigaOS4.1 F.E.
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@Raziel
Ok, progress a bit: in the scummvm/backends/graphics/opengl/shader.cpp they have inbuild shaders to scummvm (some basic ones). Now if i just use GL4ES headers and link against MiniGL : then shaders didn't executes and all works, launcher menu can be visibly.

Then if we link with gl4es libs, then we have that error in shaders, because shaders want to be executed this time.

Now, i think that probably they in code somewhere have call to check if shaders is supported, if not, then fallback to "no shaders", if yes, then they use some inbuild shaders. But that to be checked.

The failing inbuild shader are small one, this one:

// Taken from: https://en.wikibooks.org/wiki/OpenGL_P ... 3#OpenGL_ES_2_portability
const char *const g_precisionDefines =
    
"#ifdef GL_ES\n"
    "\t#if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1\n"
    "\t\tprecision highp float;\n"
    "\t#else\n"
    "\t\tprecision mediump float;\n"
    "\t#endif\n"
    "#else\n"
    "\t#define highp\n"
    "\t#define mediump\n"
    "\t#define lowp\n"
    "#endif\n"
;


A problem that when gl4es (probably?) tried to convert this shader, it just miss some ifdefs/endifs, and fail.

I manually rewrote this to set some values without IFS, and then, no errors, but, instead of a white box, i have only a black screen, no launcher visibly. So there is something else as well. It's no freeze as i can move by mouse on that black screen and choose some target. So things just didn't show because of the issue of the shader (on scummvm/gl4es side, not in ogles2/warp3dnova at this point)


I wrote a mail to ptitSeb, he always of good help, will see how it going further, and if things turn out to scummvm code, will ask them on their forum

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@kas1e

I think that "asking for shader support" in the code is the GLEW dependency.

But as I said, once GLAD is supported, this should be history

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@Raziel
Not sure about GLEW, because it then should fail differently, i.e. on the linking stage for example, or on the running stage saying all kinds of fail errors like something not found, not supported, etc.

But in the case with GL4ES we "load/init" all the extensions and stuff manually already so all should work without glew as well. We have in gl4es aglGetProcAddress() which is used for those purposes for which GLEW is used, so we don't need that.

Quote:

GLEW and others are exactly to handle that - you're not linking with GL functions directly, but instead getting function pointers after initialization phase. It allows you to check at runtime which extensions are present and which functions may be used.


But maybe i wrong of course, and in ScummVM we just need to replace some GLEW call on aglGetProcAddress() .. Will try to debug a bit more and keep you informed :) It surely something trivial, i just really want to see if we will have any kind of speed up in Grim/Monkey/Mist3 when switching to gl4es.

ps. And yep, in minigl version, i also have those black dot lines when watching at sky at beginning.

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@Raziel
Basically, if GLEW was a problem, it shouldn't work for MiniGL too, but it works for MiniGL, and from the side of "how to code use library" GL4ES is the same as MiniGL.

Now, i checked how it all works, and all start to be more or less clear:

In the code, they have checks on what drivers can and what can't. If i run MGL and GL4ES versions with debug, then that is what i have for MiniGL:

Quote:

OpenGL maximum texture size: 16384
OpenGL version: 1.3
OpenGL extensions: GL_MGL_packed_pixels GL_EXT_packed_pixels GL_EXT_bgra GL_EXT_color_table GL_EXT_vertex_array GL_NV_texgen_reflection GL_ARB_vertex_array_bgra GL_ARB_draw_elements_base_vertex GL_EXT_draw_range_elements GL_ARB_multitexture GL_EXT_compiled_vertex_arrays GL_EXT_texture_filter_anisotropic GL_ARB_texture_env_combine GL_EXT_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_EXT_texture_env_dot3 GL_ARB_texture_env_add GL_EXT_texture_env_add GL_ARB_vertex_buffer_object GL_ARB_map_buffer_range
OpenGL: GL context initialized
OpenGL vendor: The MiniGL Team (minigl.library 2.24)
OpenGL renderer: MiniGL/Warp3D Warp3D Nova Bridge
OpenGL: NPOT texture support: 0
OpenGL: Shader support: 0
OpenGL: Multitexture support: 1
OpenGL: FBO support: 0
OpenGL: Packed pixels support: 1
OpenGL: Texture edge clamping support: 1


And that what we have for GL4ES build:

Quote:

OpenGL maximum texture size: 16384
OpenGL version: 2.1 gl4es wrapper 1.1.5
OpenGL extensions: GL_EXT_abgr GL_MGL_packed_pixels GL_EXT_packed_pixels GL_EXT_compiled_vertex_array GL_EXT_compiled_vertex_arrays GL_ARB_vertex_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer GL_EXT_vertex_array GL_EXT_secondary_color GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_env_add GL_EXT_texture_env_add GL_ARB_texture_env_combine GL_EXT_texture_env_combine GL_ARB_texture_env_crossbar GL_EXT_texture_env_crossbar GL_ARB_texture_env_dot3 GL_EXT_texture_env_dot3 GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_EXT_bgra GL_ARB_texture_compression GL_EXT_texture_compression_s3tc GL_OES_texture_compression_S3TC GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_dxt3 GL_EXT_texture_compression_dxt5 GL_ARB_point_parameters GL_EXT_point_parameters GL_EXT_stencil_wrap GL_SGIS_texture_edge_clamp GL_EXT_texture_edge_clamp GL_EXT_direct_state_access GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_ARB_multisample GL_EXT_texture_object GL_EXT_polygon_offset GL_GL4ES_hint GL_ARB_draw_elements_base_vertex GL_EXT_draw_elements_base_vertex GL_ARB_map_buffer_range GL_NV_blend_square GL_ARB_texture_rectangle GL_APPLE_texture_2D_limited_npot GL_ARB_texture_non_power_of_two GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_subtract GL_EXT_texture_filter_anisotropic GL_ARB_texture_mirrored_repeat GL_ARB_framebuffer_object GL_EXT_framebuffer_object GL_EXT_packed_depth_stencil GL_EXT_framebuffer_blit GL_ARB_draw_buffers GL_EXT_draw_buffers2 GL_ARB_point_sprite GL_ARB_texture_cube_map GL_EXT_texture_cube_map GL_EXT_texture_float GL_ARB_texture_float GL_EXT_fog_coord GL_EXT_separate_specular_color GL_EXT_rescale_normal GL_ARB_ES2_compatibility GL_ARB_fragment_shader GL_ARB_vertex_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ATI_texture_env_combine3 GL_ATIX_texture_env_route GL_NV_texture_env_combine4 GL_NV_fog_distance GL_ARB_draw_instanced GL_ARB_instanced_arrays GL_ARB_vertex_program GL_ARB_fragment_program GL_EXT_program_parameters GL_ARB_get_program_binary
OpenGL: GL context initialized
GLSL version: 1.20 via gl4es
OpenGL vendor: ptitSeb
OpenGL renderer: GL4ES wrapper
OpenGL: NPOT texture support: 1
OpenGL: Shader support: 1
OpenGL: Multitexture support: 1
OpenGL: FBO support: 1
OpenGL: Packed pixels support: 1
OpenGL: Texture edge clamping support: 1


See, there is differences:

1). GL4ES have much more extensions than MiniGL
2). GL4ES mean opengl 2.1 , while MiniGL opengl 1.3
3). GL4ES support NPOT textures, MiniGL are not.
4). GL4ES have Shader support, MiniGL are not.
5). GL4ES have FBO support, MiniGL are not.

So, when we run MiniGL version, it says that we have no shaders, not npot, no fbo, v1.3, and so didn't compile any shaders and even didn't try to do so of course, and fallback to something very trivial.

With GL4ES it can npot, can fbo, can shaders and so: it tries to handle all that new stuff inside of scummvm code => fail somewhere.

I do check one by one, and it wasn't NPOT, wasn't FBO, it's exactly enabling of shaders making it fail.

So what i will try to do now, is set to not use shaders at all like in MiniGL (those inbuild with scummvm ones), but still will use GL4ES, with all the other stuff, and we will see if there will be any changes or not in terms of speed (shaders there didn't play too much role in terms of speed, it mostly for a better look, but all the data transfers over Warp3Dnova instead of pure MiniGL, that should make some differences).

After it works, we can start digging into what is wrong with their inbuild shaders.. They compile with my fix, just black screen, so very possible it is just something trivial too, as shaders really small.

At the moment I will build 2 engines: myst3 and grim (for grim and escape from monkey island). And we will see how things going on.


Edited by kas1e on 2021/12/23 19:10:55
Edited by kas1e on 2021/12/23 19:11:39
Edited by kas1e on 2021/12/23 19:14:46
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Re: ScummVM and AmigaOS4.1 F.E.
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@kas1e

Take your time, don't stress yourself out, save something for your family and yourself.

I'm really glad you're taking a look and investing precious time, so...thank you.

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