To build SDL1 and SDL2 recent version with applying necessary changes to make it works with GL4ES, you can just check this commit history for both SDLs and apply the same on recent SDLs:
@kas1e Looks like I got gl4es built. How did you build GLU_gl4es? Also when testing my compiled version of libgl4es.a it works way slower than yours. Any ideas about that?
It's usual ./configure ; make of ptitSeb's version of GLU, just be sure that SDK/Local/common/GL/ directory contain GL4ES includes, and not MiniGL ones and as it contain some older version of necessary for libtool/etc files, you may want to run autoupdate/etc as well. Like this for clib2 build:
git clone https://github.com/ptitSeb/GLU
cd GLU
autoupdate
autoreconf --force --install
./configure --build=x86_64 --host=ppc-amigaos --target=ppc-amigaos CFLAGS="-mcrt=clib2" CXXFLAGS="-mcrt=clib2"
make -j4
And same if you need newlib version, just omit clib2 flags (so newlib will takes by default):
git clone https://github.com/ptitSeb/GLU
cd GLU
autoupdate
autoreconf --force --install
./configure --build=x86_64 --host=ppc-amigaos --target=ppc-amigaos
make -j4
Ready library will be in the .libs directory, named ligGLU.a which you just rename like i did for SDK to libGLU_gl4es.a.
But of course you can keep it as libglu.a as well of course, just it will make logical mess with minigl's one in SDK and you will in needs to keep an eye on it always to not mess one with other, so better to rename.
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Also, when testing my compiled version of libgl4es.a it works way slower than yours. Any ideas about that?
How you detect that it is slower ? On what tests ? And what versions do you compare : my one from SDK, or my one which i uploaded there in previous message ? The one in SDK is for newlib and a 10-15 months old one, and the one i upload few posts back are for latest version of experemental-in-progress clib2 and from recent gl4es repo (which may have regression too, of course).
Maybe you didn't reboot when test and some LIBGL_* left_overs from Huno's EGL_Wrap in ENV: left, or, maybe you build debug version by default with -gstabs and without optimization turned on by some reasons ?
@kas1e thankyou for the info. Very much appreciated.
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Also, when testing my compiled version of libgl4es.a it works way slower than yours. Any ideas about that?
How you detect that it is slower ? On what tests ? And what versions do you compare : my one from SDK, or my one which i uploaded there in previous message ? The one in SDK is for newlib and a 10-15 months old one, and the one i upload few posts back are for latest version of experemental-in-progress clib2 and from recent gl4es repo (which may have regression too, of course).
Maybe you didn't reboot when test and some LIBGL_* left_overs from Huno's EGL_Wrap in ENV: left, or, maybe you build debug version by default with -gstabs and without optimization turned on by some reasons ?
It was on program that I wrote. It's about as fast as a software only renderer when linking against the lib I compiled versus yours which runs nice and fast. I am using newlib and your version is from your sdk archive. I compiled using your instructions but obviously using a new clone of gl4es. Is there any chance you could do a new build for newlib so I can have a direct lib to compare against (file size etc) to help see what's going on?
I tried the newly kas1e comnpiled newlib version but its still slow (slower than software only rendering actually).
My code isn't ready for prime time yet, but I did notice a couple of differences in the GL4ESBANNER output, so not sure if that is relevant.
old sdk gl4es:
LIBGL: Initialising gl4es
LIBGL: v1.1.5 built on Apr 17 2021 23:02:30
LIBGL: Using GLES 2.0 backend
LIBGL: Using Warp3DNova.library v54 revision 16
LIBGL: Using OGLES2.library v3 revision 3
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:Work:Programming/displwo
LIBGL: Hardware test on current Context...
LIBGL: Hardware 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 attrib: 16
LIBGL: Max texture size: 16384
LIBGL: Max Varying Vector: 32
LIBGL: Texture Units: 16/16 (hardware: 32), Max lights: 8, Max planes: 6
LIBGL: Extension GL_EXT_texture_filter_anisotropic detected and used
LIBGL: Max Anisotropic filtering: 16
LIBGL: Max Color Attachments: 1 / Draw buffers: 1
LIBGL: Hardware vendor is A-EON Technology Ltd. Written by Daniel 'Daytona675x' M ener @ GoldenCode.eu
LIBGL: GLSL 300 es supported
LIBGL: GLSL 310 es supported and used
new kas1e newlib compile:
LIBGL: Initialising gl4es
LIBGL: v1.1.5 built on Sep 26 2023 07:40:34
LIBGL: Using GLES 2.0 backend
LIBGL: Using Warp3DNova.library v54 revision 16
LIBGL: Using OGLES2.library v3 revision 3
LIBGL: OGLES2 Library and Interface open successfuly
LIBGL: Targeting OpenGL 2.1
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:Work:Programming/displwo
LIBGL: Loaded a PSA with 2 Precompiled Programs
LIBGL: Hardware test on current Context...
LIBGL: Hardware 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 Subtract 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 attrib: 16
LIBGL: Extension GL_OES_get_program_binary detected and used
LIBGL: Number of supported Program Binary Format: 1
LIBGL: Max texture size: 16384
LIBGL: Max Varying Vector: 32
LIBGL: Texture Units: 16/16 (hardware: 32), Max lights: 8, Max planes: 6
LIBGL: Extension GL_EXT_texture_filter_anisotropic detected and used
LIBGL: Max Anisotropic filtering: 16
LIBGL: Max Color Attachments: 1 / Draw buffers: 1
LIBGL: Hardware vendor is A-EON Technology Ltd. Written by Daniel 'Daytona675x' M ener @ GoldenCode.eu
LIBGL: GLSL 300 es supported and used
@Dave It can be gl4es regresstion then, but just in case : be sure you delete .psa directory (it's precompiled shaders dir created after you run app build with gl4es, so maybe old ones can cause harm).
Anyway, test case need it so i can find what wrong (if i will be not able to reproduce it with my tests).