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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Sonic
Those "std::xxxx" errors are cosmetic, just fix once they arrive.

It was fixed in latest newlib , yes, but it also mean new adtools build around it, as well as no one know when new newlib will be out. Waiting for those simple cosmetic-error for another few years of course no-go.

I for myself in all ports just dealing with it manually, and that all.

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

Something else.

The game Giddy 3 (old version) shows some black background flickering when playing using MiniGL4GL4ES.

Since the version available on OS4Depot is quite old i thought lets compile the more recent version of Giddy 3 and link it directly against GL4ES. Giddy 3 uses native AmigaOS4 code in order to draw to the screen (P96+MiniGL). I adjusted the OS4 render paths in order use OpenGL directly (like linux/pandora versions) so no more calls to P96+MiniGL.

The funny but bad thing: The new Giddy 3 build using GL4ES directly shows excactly the same rendering issues regarding black background flickering. I tried out almost all GL4ES environment variables but no luck so far.

And here is how it looks:

Resized Image

Maybe this is something where GL4ES can be improved. If you need the sources of new Giddy 3 or anything else let me know.

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@IAMSonic

Those old and very old games, which use GLBegin/GLEnd route most of time will be of the same speed over gl4es and minigl (and even can sometime be slower over gl4es). Gl4es is mostly for new stuff, written in having in mind all the VBO and stuff.

As for issues with minigl4gl4es and directly gl4es : minigl4gl4es uses gl4es fully, so no surprise the same bug arise everywhere. And as you can reproduce it easy on direct usage of gl4es, i assume you need to create bug-report to ptitseb about , there : https://github.com/ptitSeb/gl4es/issues

He very helpfull, and if you will bring to him links, sources (which can be compiled on any platform) and point out on what wrong , he surely can check and fix it (as he do most of the times). Or at least he may bring some idea about what can be wrong, etc.

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

Ok thank you. I'll file a bug report at GitHub later.

Quote:
As for issues with minigl4gl4es and directly gl4es : minigl4gl4es uses gl4es fully, so no surprise the same bug arise everywhere.


In general yes of course, but MiniGL4GL4ES has been build over 15 months ago and uses a GL4ES version from that time. Recently released GL4ES Library has vastly improved GL compatibility. TriggerRally for example, from zero to (almost) hero

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@all

I am trying to port f1spirit OpenGLES2 version..

What should I do for following includes ?

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Sinan
If i understand correctly, GLM it just mathematic library for OpenGL, mean you need do nothing with probably ?

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e
My question wasn't clear

It can't find these includes ? It's not a part of MiniGL or OpenGLES2

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

If i install the ogles2 sdk, it will overwrite anything in local/common/include/GL

Is it safe to use your updated GL includes with pure OpenGL too ro were those changed to work with ogles2?

Or in other words, if i install the sdk, can i still mix OpenGL and ogles2 builds, or do i hvae to stick to ogles2?

Thanks

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Raziel
For myself i have in SDK this:

GL4ES
GLMGL

When I need one of those, I create in SDK directory "GL", and put ones I need from one of those 2 dirs.

And yeah, you can build or ogles2 build, or minigl build. They different and use different libs, just share "opengl" functions

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

Understood.

Thank a lot

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@capehill

Ok, i was able to compile a OGLES2 version of ScummVM and now i'm back at the old problem of SDL not opening a window

WARNING: Could not parse GL version 'OpenGL ES 2 3.1 on top of Warp3D Nova 1.85'!
WARNING: SDL Error: Invalid window!

Any help?

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@all

I forgot how i did it and now i'm getting a lot of these...any hints?

/SDK/local/newlib/lib/libGL.a(arbconverter.c.obj): In function `gl4es_convertARB':
arbconverter.c:(.text+0x0): multiple definition of 
`gl4es_convertARB'
/SDK/local/newlib/lib/libGL.a(arbconverter.c.obj):arbconverter.c:(.text+0x0): first defined here
/SDK/local/newlib/lib/libGL.a(arbgenerator.c.obj): In function `generateVariablePre'
:
arbgenerator.c:(.text+0x0): multiple definition of `generateVariablePre'
/SDK/local/newlib/lib/libGL.a(arbgenerator.c.obj):arbgenerator.c:(.text+0x0): first defined here
/SDK/local/newlib/lib/libGL.a(arbgenerator.c.obj): In function 
`generateInstruction':
arbgenerator.c:(.text+0x4c0): multiple definition of `generateInstruction'
/SDK/local/newlib/lib/libGL.a(arbgenerator.c.obj):arbgenerator.c:(.text+0x4c0): first defined here
/SDK/local/newlib/lib/libGL.a(arbgenerator.c.obj): In function `generateVariablePst':
arbgenerator.c:(.text+0x57078): multiple definition of 
`generateVariablePst'
/SDK/local/newlib/lib/libGL.a(arbgenerator.c.obj):arbgenerator.c:(.text+0x57078): first defined here
/SDK/local/newlib/lib/libGL.a(arbhelper.c.obj): In function `resize'
:
arbhelper.c:(.text+0x0): multiple definition of `resize'
/SDK/local/newlib/lib/libGL.a(arbhelper.c.obj):arbhelper.c:(.text+0x0): first defined here
/SDK/local/newlib/lib/libGL.a(arbhelper.c.obj): In function 
`initArray':
arbhelper.c:(.text+0x74): multiple definition of `initArray'
/SDK/local/newlib/lib/libGL.a(arbhelper.c.obj):arbhelper.c:(.text+0x74): first defined here
/SDK/local/newlib/lib/libGL.a(arbhelper.c.obj): In function `pushArray':


I did rename
sdk:local/common/GL4ES to GL
sdk:local/newlib/lib/libgl4es.a to libgl.a
sdk:local/newlib/lib/libGLU_gl4es.a to libGLU.a
sdk:local/newlib/lib/libSDL2_gl4es.a to libSDL2.a

i suspect something stupendously easy to fix, but i can't get my head around what.
Something is missing...

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Raziel

If you use GL4ES, then you of course can't link with libGL.a which is minigl. You should link with LIBgl4es.a or how it is called in the SDK of gl4es.

If you use SDL2, then you also should use libSDL2_gl4es.a , and link with it (and not with pure libSDL2.a).

Also to resolve all possible problems, just delete everything and start from scratch: rename your minigl GL headers from SDK on something like MGL_GL, create a new GL directory in the same place and put gl4es includes from.

Then, compile everything from scratch. IF all ok, then only linking left and there you should use all the same lbs as before but those which come with gl4es SDK should be replaced too (libSDL2_gl4es, libGLU if need it, etc).

I tried to cover gl4es SDK installation as much easy as possible in the readme, double-check if you follow 100% it.

All you need is to use the right includes, and right link libraries.

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

I found out why it's not working anymore.

The first "working" one was done static.
Since then i switched to shared builds and it seems as if gles4 doesn't like to be mixed with shared libs, so...unfortunately i have to drop it.

Do you think, in the light of the latest shared library fixes, you could provide shared builds as well?

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Raziel
Quote:

The first "working" one was done static.


Was it anyhow better than minigl version in terms of speed?

Quote:

you could provide shared builds as well?


Not me, sorry. Maybe try to build it yourself with -use-dynld, to see if it by some luck will works, but i doubt.

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@kas1e

wrt speed...if you read one of my last mails i wrote that i never managed to make cummVM run with OpenGLES2.
It errored out with a missing screenmode...so, no

ok then, maybe ogles2 will be integrated into the system/sdk closer in the future, so i can drop all the renaming/library handling and see how that goes

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Raziel

Quote:

WARNING: Could not parse GL version 'OpenGL ES 2 3.1 on top of Warp3D Nova 1.85'!
WARNING: SDL Error: Invalid window!


https://github.com/scummvm/scummvm/blo ... s/opengl/context.cpp#L130

Current version string causes trouble to ScummVM which then sets major and minor to 0.

Maybe OGLES2 should return "OpenGL ES 2.0 + vendor specific".

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Capehill

I'll try to do more checks and tests when I get some spare time again.
Probably lots of more questions coming up then too.

Thanks

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Re: GL4ES: another OpenGL over OpenGLES2 emulation - some tech. info and porting progress
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@Capehill

Could you tell me if this output is correct...so far?
I know that the shaders break, but that could be because shaders are still disabled by configure (have to still figure out why)
LIBGLInitialising gl4es
LIBGL
v1.1.5 built on Apr 17 2021 23:02:30
LIBGL
Using GLES 2.0 backend
LIBGL
Using Warp3DNova.library v1 revision 85
LIBGL
Using OGLES2.library v3 revision 1
LIBGL
OGLES2 Library and Interface open successfuly
LIBGL
Targeting 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
Current folder is: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
WARNING
Could not parse GL version '2.1 gl4es wrapper 1.1.5'!
WARNINGGL 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.

"
!
WARNINGGL 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.

"
!
WARNINGCould not parse GL version '2.1 gl4es wrapper 1.1.5'!
WARNINGGL 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.

"
!
WARNINGGL 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.

"
!
LIBGLShuting down


I get a black screen/window with a white rectangle on the top right when running ScummVM.
Progress, but it doesn't seem to be there yet.

Also, i *have* to compile a static version, mixing shared and static doesn't work, so any ogles2 release will probably be a cross-compile (if there ever will be one, that is)

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