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VoxelTek 2025-10-25 10:35:05 +02:00 committed by GitHub
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20 changed files with 136 additions and 6 deletions

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@ -47,6 +47,7 @@ jobs:
- { name: 'Emscripten', os: 'ubuntu-latest', generator: 'Ninja', dx5: false, config: false, emsdk: true, werror: true, clang-tidy: false, cmake-wrapper: 'emcmake' } - { name: 'Emscripten', os: 'ubuntu-latest', generator: 'Ninja', dx5: false, config: false, emsdk: true, werror: true, clang-tidy: false, cmake-wrapper: 'emcmake' }
- { name: 'Nintendo 3DS', os: 'ubuntu-latest', generator: 'Ninja', dx5: false, config: false, n3ds: true, werror: true, clang-tidy: false, container: 'devkitpro/devkitarm:latest', cmake-args: '-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/3DS.cmake' } - { name: 'Nintendo 3DS', os: 'ubuntu-latest', generator: 'Ninja', dx5: false, config: false, n3ds: true, werror: true, clang-tidy: false, container: 'devkitpro/devkitarm:latest', cmake-args: '-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/3DS.cmake' }
- { name: 'Xbox One', os: 'windows-latest', generator: 'Visual Studio 17 2022', dx5: false, config: false, msvc: true, werror: false, clang-tidy: false, vc-arch: 'amd64', cmake-args: '-DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION=10.0.26100.0', xbox-one: true} - { name: 'Xbox One', os: 'windows-latest', generator: 'Visual Studio 17 2022', dx5: false, config: false, msvc: true, werror: false, clang-tidy: false, vc-arch: 'amd64', cmake-args: '-DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION=10.0.26100.0', xbox-one: true}
- { name: 'PlayStation Portable', os: 'ubuntu-latest', generator: 'Unix Makefiles', dx5: false, config: false, psp: true, werror: true, clang-tidy: false, container: 'pspdev/pspdev:latest', cmake-args: '-DCMAKE_TOOLCHAIN_FILE=/usr/local/pspdev/psp/share/pspdev.cmake' }
- { name: 'Android', os: 'ubuntu-latest', generator: 'Ninja', dx5: false, config: false, android: true, werror: true, clang-tidy: false,} - { name: 'Android', os: 'ubuntu-latest', generator: 'Ninja', dx5: false, config: false, android: true, werror: true, clang-tidy: false,}
steps: steps:
- name: Setup vcvars - name: Setup vcvars
@ -176,8 +177,12 @@ jobs:
if: ${{ !matrix.android }} if: ${{ !matrix.android }}
run: cmake --build build --verbose --config Release run: cmake --build build --verbose --config Release
- name: Package Assets Separately
if: matrix.build-assets
run: (cd build/assets && zip -r ../../isle-assets.zip .)
- name: Package (CPack) - name: Package (CPack)
if: ${{ !matrix.n3ds && !matrix.android }} if: ${{ !matrix.n3ds && !matrix.android && !matrix.psp }}
run: | run: |
cd build cd build
success=0 success=0
@ -226,6 +231,13 @@ jobs:
mv *.3dsx dist/ mv *.3dsx dist/
mv *.cia dist/ mv *.cia dist/
- name: Package (PSP)
if: ${{ matrix.psp }}
run: |
cd build
mkdir dist
mv EBOOT.PBP dist/
- name: Package (Android) - name: Package (Android)
if: ${{ matrix.android }} if: ${{ matrix.android }}
run: | run: |
@ -246,6 +258,9 @@ jobs:
build/dist/*.3dsx build/dist/*.3dsx
build/dist/*.cia build/dist/*.cia
build/dist/*.apk build/dist/*.apk
build/dist/*.PBP
isle-assets.zip
if-no-files-found: ignore
flatpak: flatpak:
name: "Flatpak (${{ matrix.arch }})" name: "Flatpak (${{ matrix.arch }})"

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@ -49,15 +49,15 @@ option(ISLE_WERROR "Treat warnings as errors" OFF)
option(ISLE_DEBUG "Enable imgui debug" ON) option(ISLE_DEBUG "Enable imgui debug" ON)
cmake_dependent_option(ISLE_USE_DX5 "Build with internal DirectX 5 SDK" "${NOT_MINGW}" "WIN32;CMAKE_SIZEOF_VOID_P EQUAL 4" OFF) cmake_dependent_option(ISLE_USE_DX5 "Build with internal DirectX 5 SDK" "${NOT_MINGW}" "WIN32;CMAKE_SIZEOF_VOID_P EQUAL 4" OFF)
cmake_dependent_option(ISLE_MINIWIN "Use miniwin" ON "NOT ISLE_USE_DX5" OFF) cmake_dependent_option(ISLE_MINIWIN "Use miniwin" ON "NOT ISLE_USE_DX5" OFF)
cmake_dependent_option(ISLE_EXTENSIONS "Use extensions" ON "NOT ISLE_USE_DX5;NOT WINDOWS_STORE" OFF) cmake_dependent_option(ISLE_EXTENSIONS "Use extensions" ON "NOT ISLE_USE_DX5;NOT WINDOWS_STORE;NOT PSP" OFF)
cmake_dependent_option(ISLE_BUILD_CONFIG "Build CONFIG.EXE application" ON "MSVC OR ISLE_MINIWIN;NOT NINTENDO_3DS;NOT WINDOWS_STORE" OFF) cmake_dependent_option(ISLE_BUILD_CONFIG "Build CONFIG.EXE application" ON "MSVC OR ISLE_MINIWIN;NOT NINTENDO_3DS;NOT WINDOWS_STORE;NOT PSP" OFF)
cmake_dependent_option(ISLE_COMPILE_SHADERS "Compile shaders" ON "SDL_SHADERCROSS_BIN;TARGET Python3::Interpreter" OFF) cmake_dependent_option(ISLE_COMPILE_SHADERS "Compile shaders" ON "SDL_SHADERCROSS_BIN;TARGET Python3::Interpreter" OFF)
option(CMAKE_POSITION_INDEPENDENT_CODE "Build with -fPIC" ON) cmake_dependent_option(CMAKE_POSITION_INDEPENDENT_CODE "Build with -fPIC" ON "NOT PSP" OFF)
option(ENABLE_CLANG_TIDY "Enable clang-tidy") option(ENABLE_CLANG_TIDY "Enable clang-tidy")
option(DOWNLOAD_DEPENDENCIES "Download dependencies" ON) option(DOWNLOAD_DEPENDENCIES "Download dependencies" ON)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}" CACHE PATH "Directory where to put executables and dll") set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}" CACHE PATH "Directory where to put executables and dll")
set(ISLE_EMSCRIPTEN_HOST "" CACHE STRING "Host URL for Emscripten streaming (e.g., https://test.com)") set(ISLE_EMSCRIPTEN_HOST "" CACHE STRING "Host URL for Emscripten streaming (e.g., https://test.com)")
cmake_dependent_option(BUILD_SHARED_LIBS "Build lego1 as a shared library" ON "NOT EMSCRIPTEN" OFF) cmake_dependent_option(BUILD_SHARED_LIBS "Build lego1 as a shared library" ON "NOT EMSCRIPTEN;NOT PSP" OFF)
message(STATUS "Isle app: ${ISLE_BUILD_APP}") message(STATUS "Isle app: ${ISLE_BUILD_APP}")
message(STATUS "Config app: ${ISLE_BUILD_CONFIG}") message(STATUS "Config app: ${ISLE_BUILD_CONFIG}")
@ -118,6 +118,7 @@ else()
target_link_libraries(Isle::iniparser INTERFACE iniparser-shared) target_link_libraries(Isle::iniparser INTERFACE iniparser-shared)
endif() endif()
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON) set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
if (ENABLE_CLANG_TIDY) if (ENABLE_CLANG_TIDY)
find_program(CLANG_TIDY_BIN NAMES "clang-tidy" ENV "LLVM_ROOT" REQUIRED) find_program(CLANG_TIDY_BIN NAMES "clang-tidy" ENV "LLVM_ROOT" REQUIRED)
@ -379,6 +380,11 @@ if (WIN32)
target_link_libraries(lego1 INTERFACE winmm) target_link_libraries(lego1 INTERFACE winmm)
endif() endif()
target_link_libraries(lego1 PRIVATE libsmacker miniaudio) target_link_libraries(lego1 PRIVATE libsmacker miniaudio)
if (PSP)
target_link_libraries(lego1 PRIVATE atomic)
endif()
target_include_directories(lego1 PUBLIC $<BUILD_INTERFACE:$<TARGET_PROPERTY:miniaudio,INTERFACE_INCLUDE_DIRECTORIES>>) target_include_directories(lego1 PUBLIC $<BUILD_INTERFACE:$<TARGET_PROPERTY:miniaudio,INTERFACE_INCLUDE_DIRECTORIES>>)
# lego1_impl sources # lego1_impl sources
@ -556,6 +562,9 @@ if (ISLE_BUILD_APP)
) )
target_compile_definitions(isle PRIVATE ISLE_DEBUG) target_compile_definitions(isle PRIVATE ISLE_DEBUG)
target_link_libraries(isle PRIVATE imgui) target_link_libraries(isle PRIVATE imgui)
if(PSP)
target_compile_definitions(imgui PRIVATE IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS)
endif()
find_path(valgrind_INCLUDE_PATH NAMES valgrind/callgrind.h) find_path(valgrind_INCLUDE_PATH NAMES valgrind/callgrind.h)
if(valgrind_INCLUDE_PATH) if(valgrind_INCLUDE_PATH)
# Run isle under valgrind to create a profile. Use e.g. kcachegrind to view the profile. # Run isle under valgrind to create a profile. Use e.g. kcachegrind to view the profile.
@ -565,6 +574,9 @@ if (ISLE_BUILD_APP)
target_include_directories(isle PRIVATE ${valgrind_INCLUDE_PATH}) target_include_directories(isle PRIVATE ${valgrind_INCLUDE_PATH})
endif() endif()
endif() endif()
if(PSP)
target_link_libraries(isle PRIVATE pspfpu)
endif()
if(EMSCRIPTEN) if(EMSCRIPTEN)
target_sources(isle PRIVATE target_sources(isle PRIVATE
ISLE/emscripten/config.cpp ISLE/emscripten/config.cpp
@ -889,6 +901,19 @@ if(MSVC OR IOS)
endif() endif()
elseif(APPLE AND NOT IOS) elseif(APPLE AND NOT IOS)
set(CPACK_GENERATOR DragNDrop) set(CPACK_GENERATOR DragNDrop)
elseif(PSP)
# Create an EBOOT.PBP file
set(BUILD_PRX 1)
create_pbp_file(
TARGET ${PROJECT_NAME}
ICON_PATH "${CMAKE_SOURCE_DIR}/ISLE/res/psp/Game/ICON0.png"
ANIM_PATH "${CMAKE_SOURCE_DIR}/ISLE/res/psp/Game/ICON1.pmf"
BACKGROUND_PATH "${CMAKE_SOURCE_DIR}/ISLE/res/psp/Game/PIC1.png"
PREVIEW_PATH NULL
MUSIC_PATH "${CMAKE_SOURCE_DIR}/ISLE/res/psp/Game/SND0.at3"
TITLE ${PROJECT_NAME}
VERSION 01.00
)
else() else()
set(CPACK_GENERATOR TGZ) set(CPACK_GENERATOR TGZ)
endif() endif()

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@ -69,6 +69,10 @@
#include "xbox_one_series/config.h" #include "xbox_one_series/config.h"
#endif #endif
#ifdef PSP
#include <pspfpu.h>
#endif
#ifdef IOS #ifdef IOS
#include "ios/config.h" #include "ios/config.h"
#endif #endif
@ -150,6 +154,10 @@ IsleApp::IsleApp()
m_frameDelta = 10; m_frameDelta = 10;
m_windowActive = TRUE; m_windowActive = TRUE;
#ifdef PSP
pspFpuSetEnable(0);
#endif
#ifdef COMPAT_MODE #ifdef COMPAT_MODE
{ {
MxRect32 r(0, 0, 639, 479); MxRect32 r(0, 0, 639, 479);
@ -887,7 +895,9 @@ MxResult IsleApp::SetupWindow()
#if defined(MINIWIN) && !defined(__3DS__) && !defined(WINDOWS_STORE) #if defined(MINIWIN) && !defined(__3DS__) && !defined(WINDOWS_STORE)
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true); SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#ifndef __PSP__
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
#endif
#endif #endif
window = SDL_CreateWindowWithProperties(props); window = SDL_CreateWindowWithProperties(props);

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@ -0,0 +1 @@
The model was sourced from https://3dwarehouse.sketchup.com/model/c300a598e63cb2f593dcf5e22ecc3f5e/Memory-Stick-Pro-Duo. It was further modified by Sonen10 to get the results seen in the animation.

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@ -0,0 +1,10 @@
Explanation of where the assets in these folders are used
ICON0.PNG - Icon used in various scenarios depending on if it's used for a save or a game. This includes when:
> The game/save isn't selected in the XMB
> There is no ICON1.PMF present (XMB only)
> The "Group Content" mode is enabled in the XMB game selection menu
> The game is on a save management screen with UI elements shared with the XMB (note the font)
ICON1.PMF - Seen when the game/save is selected in the XMB (NOT IN-GAME)
PIC1.PNG - Seen as a background when the game/save is selected in the XMB
SND0.AT3 - Plays when the game/save is selected in the XMB (NOT IN-GAME)
EMPTY.PNG - Used as an icon for empty saves when selecting a save to write to.

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@ -5,7 +5,11 @@
#include "mxsemaphore.h" #include "mxsemaphore.h"
#include "mxtypes.h" #include "mxtypes.h"
#ifdef PSP
#include <pspkerneltypes.h>
#else
#include <SDL3/SDL_thread.h> #include <SDL3/SDL_thread.h>
#endif
class MxCore; class MxCore;
@ -41,9 +45,15 @@ class MxThread {
virtual ~MxThread(); virtual ~MxThread();
private: private:
#ifdef PSP
static int ThreadProc(SceSize args, void* argp);
int m_thread;
#else
static int SDLCALL ThreadProc(void* p_thread); static int SDLCALL ThreadProc(void* p_thread);
SDL_Thread* m_thread; SDL_Thread* m_thread;
#endif
MxBool m_running; // 0x0c MxBool m_running; // 0x0c
MxSemaphore m_semaphore; // 0x10 MxSemaphore m_semaphore; // 0x10

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@ -3,6 +3,9 @@
#include "decomp.h" #include "decomp.h"
#include <SDL3/SDL_timer.h> #include <SDL3/SDL_timer.h>
#ifdef PSP
#include <pspkernel.h>
#endif
DECOMP_SIZE_ASSERT(MxThread, 0x1c) DECOMP_SIZE_ASSERT(MxThread, 0x1c)
@ -10,7 +13,11 @@ DECOMP_SIZE_ASSERT(MxThread, 0x1c)
// FUNCTION: BETA10 0x10147540 // FUNCTION: BETA10 0x10147540
MxThread::MxThread() MxThread::MxThread()
{ {
#ifdef PSP
m_thread = 0;
#else
m_thread = NULL; m_thread = NULL;
#endif
m_running = TRUE; m_running = TRUE;
} }
@ -19,7 +26,13 @@ MxThread::MxThread()
MxThread::~MxThread() MxThread::~MxThread()
{ {
if (m_thread) { if (m_thread) {
#ifdef PSP
sceKernelWaitThreadEnd(m_thread, NULL);
sceKernelDeleteThread(m_thread);
m_thread = 0;
#else
SDL_WaitThread(m_thread, NULL); SDL_WaitThread(m_thread, NULL);
#endif
} }
} }
@ -29,7 +42,27 @@ MxResult MxThread::Start(MxS32 p_stackSize, MxS32 p_flag)
{ {
MxResult result = FAILURE; MxResult result = FAILURE;
if (m_semaphore.Init(0, 1) != SUCCESS) { if (m_semaphore.Init(0, 1) == SUCCESS) {
#ifdef PSP
int thid = sceKernelCreateThread(
"MxThread",
ThreadProc,
0x18, // priority (0x18 is typical)
p_stackSize * 4,
0,
NULL
);
if (thid >= 0) {
MxThread* self = this;
int start = sceKernelStartThread(thid, sizeof(MxThread*), &self);
if (start >= 0) {
result = SUCCESS;
m_thread = thid; // store thread ID if needed
}
}
}
#else
goto done; goto done;
} }
@ -45,6 +78,7 @@ MxResult MxThread::Start(MxS32 p_stackSize, MxS32 p_flag)
SDL_DestroyProperties(props); SDL_DestroyProperties(props);
} }
#endif
result = SUCCESS; result = SUCCESS;
@ -100,12 +134,20 @@ void MxThread::Terminate()
m_semaphore.Acquire(); m_semaphore.Acquire();
} }
#ifdef PSP
int MxThread::ThreadProc(SceSize args, void* argp)
{
MxThread* self = *(MxThread**) argp;
return self->Run();
}
#else
// FUNCTION: LEGO1 0x100bf680 // FUNCTION: LEGO1 0x100bf680
// FUNCTION: BETA10 0x1014783b // FUNCTION: BETA10 0x1014783b
int MxThread::ThreadProc(void* p_thread) int MxThread::ThreadProc(void* p_thread)
{ {
return static_cast<MxThread*>(p_thread)->Run(); return static_cast<MxThread*>(p_thread)->Run();
} }
#endif
// FUNCTION: LEGO1 0x100bf690 // FUNCTION: LEGO1 0x100bf690
// FUNCTION: BETA10 0x10147855 // FUNCTION: BETA10 0x10147855

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@ -16,6 +16,7 @@ Please note: this project is primarily dedicated to achieving platform independe
| [Web](https://isle.pizza) | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) | | [Web](https://isle.pizza) | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) |
| Nintendo 3DS | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) | | Nintendo 3DS | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) |
| Xbox One | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) | | Xbox One | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) |
| PSP | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) |
| iOS | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) | | iOS | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) |
| Android | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) | | Android | [![CI](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml/badge.svg)](https://github.com/isledecomp/isle-portable/actions/workflows/ci.yml) |

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@ -131,6 +131,7 @@ void GL11_BeginFrame(const Matrix4x4* projection)
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
#ifndef __PSP__
glEnable(GL_COLOR_MATERIAL); glEnable(GL_COLOR_MATERIAL);
// Disable all lights and reset global ambient // Disable all lights and reset global ambient
@ -139,6 +140,7 @@ void GL11_BeginFrame(const Matrix4x4* projection)
} }
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
#endif
// Projection and view // Projection and view
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
@ -214,8 +216,18 @@ void GL11_SubmitDraw(
glLoadMatrixf(&modelViewMatrix[0][0]); glLoadMatrixf(&modelViewMatrix[0][0]);
glEnable(GL_NORMALIZE); glEnable(GL_NORMALIZE);
#ifndef __PSP__
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glColor4ub(appearance.color.r, appearance.color.g, appearance.color.b, appearance.color.a); glColor4ub(appearance.color.r, appearance.color.g, appearance.color.b, appearance.color.a);
#else
GLfloat color[4] = {
appearance.color.r / 255.0f,
appearance.color.g / 255.0f,
appearance.color.b / 255.0f,
appearance.color.a / 255.0f
};
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color);
#endif
if (appearance.shininess != 0.0f) { if (appearance.shininess != 0.0f) {
GLfloat whiteSpec[] = {1.f, 1.f, 1.f, 1.f}; GLfloat whiteSpec[] = {1.f, 1.f, 1.f, 1.f};

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@ -23,7 +23,9 @@ Direct3DRMRenderer* OpenGL1Renderer::Create(DWORD width, DWORD height, DWORD msa
// call below when on an EGL-based backend, and crashes with EGL_BAD_MATCH. // call below when on an EGL-based backend, and crashes with EGL_BAD_MATCH.
SDL_GL_ResetAttributes(); SDL_GL_ResetAttributes();
// But ResetAttributes resets it to 16. // But ResetAttributes resets it to 16.
#ifndef __PSP__
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);

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@ -56,11 +56,13 @@ class OpenGL1Renderer : public Direct3DRMRenderer {
inline static void OpenGL1Renderer_EnumDevice(const IDirect3DMiniwin* d3d, LPD3DENUMDEVICESCALLBACK cb, void* ctx) inline static void OpenGL1Renderer_EnumDevice(const IDirect3DMiniwin* d3d, LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{ {
#ifndef __PSP__
Direct3DRMRenderer* device = OpenGL1Renderer::Create(640, 480, d3d->GetMSAASamples()); Direct3DRMRenderer* device = OpenGL1Renderer::Create(640, 480, d3d->GetMSAASamples());
if (!device) { if (!device) {
return; return;
} }
delete device; delete device;
#endif
D3DDEVICEDESC halDesc = {}; D3DDEVICEDESC halDesc = {};
halDesc.dcmColorModel = D3DCOLORMODEL::RGB; halDesc.dcmColorModel = D3DCOLORMODEL::RGB;