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Re: The MiniGL thread
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@kas1e
Probably add the os4depot's current binaries into some "prev_version" folder to the new upload, just in case. After all, while there are many fixes and improvements we also know that there are problems with some games. I suggest to not leave people without a fallback.

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Re: The MiniGL thread
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@Daniel
Yeah right, can you also please change .rev files as samo point out, so it will be 2.24 and add to the changelog something like "2.24" release, so I can then build it all and pack, upload there, ppls will check, and if packing and stuff ok, we upload it to os4depot.

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Re: The MiniGL thread
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@kas1e
done (also updated the precompiled binaries)

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Re: The MiniGL thread
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@Daytona675x

Also in readme still 2.23:

"MiniGL V2.23 preliminary documentation"

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Re: The MiniGL thread
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@samo79
oops, done

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Re: The MiniGL thread
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@Daniel, all
Do we need to include the Tabor version of libs now as well ? It just there data binaries and libs different for tabor, maybe it worth to create something like "minigl_tabor", or dunno, maybe inside of the main archive do it like this:

2.24 (there do it as we do for 2.20 before)
2.24_tabor (there just put all about Tabor)
2.24_src (there put current sources as well)
2.20_prev_save (copy of current version)
License.txt
README.txt

What do you think?

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Re: The MiniGL thread
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@kas1e
Hm, of course we don't really need the Tabor binaries right now. You can leave them out for now, they aren't essential at the moment. On the other hand, the only "problem" with these builds is that they blow up the archive size.
Dunno
I'd say: do as you feel

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Re: The MiniGL thread
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@All
So then a better way will be IMHO to do it like this:

minigl.lha: that minigl2.24 + save of 2.20 version inside.
minigl_src.lha : current sources

And tabor stuff can just wait for Tabor's ISO (if it ever will be done) and be placed there

No objections ?:)

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Re: The MiniGL thread
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@kas1e

Afaik 2.21 was bundled with one of the latest (if not the very latest) official update of OS4.. if so maybe there is no need to include the old 2.20 into 2.24 archive

Have to check to be sure

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Re: The MiniGL thread
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@daytona

A question; how we can distinguish those "standard" exe of that 2 libs from the specific one for Tabor (except they are currently placed in a different folder?)

Maybe, later you can specify that in version string?

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Re: The MiniGL thread
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@samo
And 2.21 didn't have an issue with Jedi, or have it already? We need to include a version which has no issues, and we need to do it fast: today/tomorrow, or it will end right here and never will be released :)

EDIT: and don't ask plz anything else to improve/change/support: it will kill all the motivation to make a release right now. Focus now is os4depot re-release, that all.

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Re: The MiniGL thread
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@kas1e

I have no idea from which version this problem occurred .. I thought from the last 2.23 ... did not tested that game

Aniway if you fell so and you have no time for doing a test, then fell free to include the old 2.20

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Re: The MiniGL thread
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@all

There is an archive which will come to os4depot if all is ok with it:

http://kas1e.mikendezign.com/aos4/tmp/minigl.lha

Have a look/test plz

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Re: The MiniGL thread
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@kas1e

Seems ok

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Re: The MiniGL thread
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@Daytona675x

Thank you.
Can't test right now, still at work and getting more and more free time cut...

Are shaders usable like c/c++ source files, so f.e. could I ifdef those changes for amigaos4 or do I have to apply them every time I compile a new build?

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Re: The MiniGL thread
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@All
uploaded on os4depot, and wrote a mail to Hans in case he will not get a mail confirmation from os4depot. The old version also included inside archive just for sake of possible issues.

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Re: The MiniGL thread
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@Raziel
Quote:
Are shaders usable like c/c++ source files

Yes and no
In the context of the shader language GLSL and when looking at the .fragment / .vertex files, then yes, those are very much like C source files and when they are compiled they will also run through a C-like pre-processor with ifdef support.
However, in the context of this ScummVM source pile, they are not precompiled when you do a "make" but are loaded and compiled during runtime, so in this case they are just text assets which end up in some char array.

Quote:
so f.e. could I ifdef those changes for amigaos4

Right now this means:
no, you cannot place sth. like #ifdef __amigaos4__ or whatever inside such a shader and expect it to work. While the GLSL (pre)compiler understands #ifdef, it doesn't have anything like __amigaos4__ predefined, your #ifdef __amigaos4__ would always evaluate to #if 0 and the enclosed block will be ignored.

Quote:
or do I have to apply them every time I compile a new build?

I don't get that. You only have to make sure that you change the shader files in the way I explained before.


Anyway, if you want you can change ScummVM to support your "#ifdef __amigaos4__" from inside those shader files:

1. open the file "graphics/opengl/compat_shaders.cpp"
2. locate lines 30 and 44
3. right below those lines insert the following (and don't forget the " and the \n):

#ifdef __amigaos4__
"#define __amigaos4__\n"
#endif

so that you end up with

const char *compatVertex =
#ifdef __amigaos4__
"#define __amigaos4__\n"
#endif
"#if defined(GL_ES)\n"
...

const char *compatFragment =
#ifdef __amigaos4__
"#define __amigaos4__\n"
#endif
"#if defined(GL_ES)\n"
...

Now something like #ifdef __amigaos4__ will work from inside the #?.fragment and #?.vertex files (as always: untested. I chose __amigaos4__ because it's being used in the ScummVM sources).

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Re: The MiniGL thread
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@Daytona675x

Thank you for the thorough answer.

Quote:

Quote:

or do I have to apply them every time I compile a new build?

I don't get that. You only have to make sure that you change the shader files in the way I explained before.

Yes, but I'd like to make it persistent for amigaos4 in the github source while not touching any other platform.

Since the sources are updated nearly daily, the manual changes on my local tree will be overwritten as often and I'll lose the changes again.

...

I'll try your changes once I get some spare time again.

Many thanks

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Re: The MiniGL thread
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@Raziel
Note that those modified shaders will work on other platforms as well! What I did is not amiga specific at all. The int-instead-of-bool uniforms are good for all.

But if you want to keep bools for the other platforms, you could make the change to compat_shaders.cpp which I outlined above.
Then enrich each shaders which contains uniform bools with some #ifdef __amigaos4__, e.g. like this:

1. Put this on top of each such shader:

#ifdef __amigaos4__
#define BOOL int
#define IS_TRUE(v) (v)!=0
#define IS_FALSE(v) (v)==0
#else
#define BOOL bool
#define IS_TRUE(v) (v)
#define IS_FALSE(v) !(v)
#endif

2. Change every
uniform bool
to
uniform BOOL

3. And finally replace sth. like

if(textured)
if(!textured)

to

if(IS_TRUE(textured))
if(IS_FALSE(textured))


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Re: The MiniGL thread
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[Edit]

Never mind, nothing to see, please move along :)


Edited by Shadow on 2020/12/21 21:38:16
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