Commit Graph

166 Commits

Author SHA1 Message Date
olebeck
3e47c9a779 run clang-format 2025-07-01 00:06:52 +02:00
olebeck
13c269eacf hopefully actually fix uniform buffers 2025-07-01 00:05:02 +02:00
olebeck
00cd13d5f1 update GXMRenderer_EnumDevice 2025-06-30 23:01:33 +02:00
olebeck
43888843a0 Merge remote-tracking branch 'upstream/master' 2025-06-30 22:58:46 +02:00
Anders Jenbo
225adda309
Rendering refactoring (#459)
* Hint texture intent to renderer

* improve transparancy for 32bit rendering

* Align OpenGL ES 2.0 with SDL_GPU's 2D rendering
2025-06-30 22:51:26 +02:00
olebeck
5dae46b3c9 missed a line 2025-06-30 22:10:45 +02:00
olebeck
3c548d987c Merge remote-tracking branch 'upstream/master' 2025-06-30 21:10:28 +02:00
olebeck
9cab1ac14d double buffered uniforms seem to work now 2025-06-30 21:07:42 +02:00
David Gow
e87184b502
Fix the OpenGL backends on non-glx Linux platforms (and remove GLEW dependency) (#446)
* Work around issues with depth-buffer size on EGL-based platforms

The OpenGL 1.1 and OpenGL ES 2.0 backends can break on EGL-based platforms,
such as Wayland, or X11 with SDL_VIDEO_FORCE_EGL=1. One of the reasons for
this (the other being glew on the GL1.1 backend) is that SDL/egl get very
confused by the way we set OpenGL attributes, particularly SDL_GL_DEPTH_SIZE,
resulting in SDL_GL_CreateContext() failing with EGL_BAD_MATCH.

The exact cause of this is unknown, but it seems to be a combination of:
- SDL_GL_SetAttribute() is supposed to be called _before_ the window is
  created, and we're calling it afterward.
- Creating several test windows during the enumeration process, mixing
  and matching between OpenGL and OpenGL ES profiles.

The "most correct" solution is probably to delay creating the game window
until the backend creation process, rather than before the enumeration
occurs. But that's a real refactor, which could cause other issues.

Instead, set the 24-bit bit depth (which we've hardcoded anyway) before
creating the window, and use SDL_GL_ResetAttributes() when creating backends.

This seems to work here in all of the cases I was able to try (modulo the GLEW
dependency, which is removed in the next patch).

* miniwin: Remove GLEW dependency for OpenGL 1.1

GLEW normally backs directly onto glXGetProcAddress on Linux, which is broken
on non-GLX setups, such as Wayland (but also X11 with EGL, and presumably KMSDRM).

Replace it with manual calls to SDL_GL_GetProcAddress() for the VBO path.

Note, however, that SDL_opengl.h includes "windows.h", so conflicts with the
miniwin implementation, which breaks builds on windows.

In order to work around this, we do what the Direct3D9 implementation does and
push all of the OpenGL calls to a separate file, actual.cpp.

Going forward, it may make sense to load _all_ OpenGL entry points via SDL,
which would allow us to avoid linking directly with libGL/libOpenGL, and
therefore eliminate the separate build dependency altogether, as well as
allowing more runtime configurability as to the OpenGL library to load.

(But that's definitely a bit uglier, and also useful very rarely.)
2025-06-29 17:47:09 +02:00
olebeck
5005772243 correct texture address mode, use tlsf instead of sceClibMspace 2025-06-29 16:30:20 +02:00
olebeck
7c15d4f9d8 run clang format 2025-06-28 03:39:00 +02:00
olebeck
2aeeff7d07 remove some unneeded changes 2025-06-28 03:30:03 +02:00
olebeck
a6b90abcca Merge remote-tracking branch 'upstream/master' 2025-06-28 02:47:07 +02:00
olebeck
7b258b0e30 fix normals matrix 2025-06-28 02:44:52 +02:00
olebeck
a7f41dd4a3 clean up a bit 2025-06-27 23:59:17 +02:00
olebeck
4aad9a9786 make 3d work, broken lights 2025-06-27 17:20:25 +02:00
olebeck
5f9b9675eb fix Draw2DImage 2025-06-27 00:38:05 +02:00
Danct12
a782c48980
miniwin: Use PRIu32 for printing uint32_t (#436)
Some architecture uses different type for uint32_t.

For example:
x86_64 | aarch64 = unsigned int
xtensa | riscv32 = long unsigned int
arm              = long unsigned int
2025-06-26 19:41:46 +02:00
olebeck
5a6d05c38f support paletted textures directly to avoid copying the texture twice 2025-06-26 17:45:52 +02:00
olebeck
fb17107bca fix rendering somewhat, some geometry shows up 2025-06-26 14:03:20 +02:00
Anders Jenbo
dcacdcc711
Fix d3drmmesh type error (#433) 2025-06-26 02:46:10 +02:00
olebeck
06f2179ea1 make gxm renderer work with new d3drm 2025-06-26 02:34:16 +02:00
olebeck
b41e760d9d Merge remote-tracking branch 'upstream/master' 2025-06-25 22:07:25 +02:00
olebeck
d0020a3b9a avoid sdl renderer for vita, seems broken 2025-06-25 21:40:17 +02:00
Anders Jenbo
b65284a7a0
Move 2D drawing and upscaling to the renderer (#348) 2025-06-25 19:45:26 +02:00
olebeck
b38091ba1b add gxm renderer (not working with display yet) 2025-06-24 16:36:09 +02:00
Anders Jenbo
c8bb0da5a7
Implement DrawFPS (#420) 2025-06-23 21:04:52 +00:00
olebeck
40a34ef48e remove test window which causes a bug in the vita sdl port to show up 2025-06-22 14:45:19 +02:00
olebeck
3f8b36b323 patch sdl3 shaders, got something on screen! 2025-06-22 13:27:21 +02:00
olebeck
cb4fcc55ba select correct renderer for sdl renderer 2025-06-22 12:57:31 +02:00
olebeck
1ef3166601 add psvita to cmake 2025-06-22 02:16:31 +02:00
dcd4262f76
miniwin: fix OpenGL include on macOS (#350) 2025-06-20 22:54:05 +02:00
Anders Jenbo
ff03ffcc5a
Correct types for IDirect3DRMMesh::AddGroup (#345) 2025-06-19 04:55:33 +00:00
Anders Jenbo
6b2db2d85b
Correct some types for IDirect3DRMMesh (#344) 2025-06-19 04:40:03 +00:00
Anders Jenbo
a0c896a0b8
Fix a couple of memory leaks (#342) 2025-06-19 03:55:22 +00:00
Anders Jenbo
ea4b9ab1c9
Implement DirectX 9 backend (#332) 2025-06-18 18:10:48 +02:00
Anders Jenbo
e9c5e5b9ba
Use extensions to probe for 24 or 32bit depth buffer (#329) 2025-06-17 17:50:36 +02:00
Christian Semmler
3cfa3f5bec
Hotfix: reserve instead of resize 2025-06-16 21:00:12 -07:00
Christian Semmler
83205e2e4e
Fix UB in software renderer (#322)
* Fix UB in software renderer

One cannot access elements of the vector that don't exist. `reserve` allocates memory, but doesn't add elements.

`D3DRMVERTEX& dst = m_transformedVerts[i];` is UB and crashes on Windows debug build

* Update renderer.cpp
2025-06-17 05:25:34 +02:00
Anders Jenbo
0cfcc0fb21
Fix zawtooths during late game stage (#325) 2025-06-17 05:02:24 +02:00
Anders Jenbo
eab95514d6
Add an OpenGL ES 2.0 renderer (#287) 2025-06-17 03:47:23 +02:00
Anders Jenbo
1689a0063f
Fix an optimiaze OpenGL rendere (#320)
Co-authored-by: Christian Semmler <mail@csemmler.com>
2025-06-16 19:49:17 +02:00
Anders Jenbo
79726d25a4
Split framebuffer from general surfaces (#319) 2025-06-16 18:11:56 +02:00
Anders Jenbo
2828452b35
Clean up rendering (#301) 2025-06-16 04:28:32 +02:00
Anders Jenbo
4c80c8d923
Add 32bit color support (#311) 2025-06-14 23:09:23 +00:00
Anders Jenbo
65aafd2f44
Implement some minor functions in miniwin (#310) 2025-06-14 22:00:44 +02:00
Anders Jenbo
975764dc17
Align OpenGL and SDL_GPU specular with software (#305) 2025-06-14 18:05:25 +02:00
Anders Jenbo
d06caa99cb
Dial software speculare color in to match the original as best possible (#302) 2025-06-14 16:52:08 +02:00
Anders Jenbo
81ba75ea65
SIMD optimize z-buffer clear (#283) 2025-06-13 01:21:34 +02:00
Christian Semmler
5080e372f9
Emscripten port (#229)
* Emscripten port

* Fix NCC

* Update CMakeLists.txt

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>

* Update CMakeLists.txt

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>

* Update CMakeLists.txt

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>

* Update CMakeLists.txt

* cmake: set iniparser cmake options in local scope

* ci: try adding emscripten to test matrix

* cmake: try to make CMake install package more usable

* cmake: fix typo

* Update CMakeLists.txt

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>

* Add support for .ini loading

* Different default full screen behavior for Emscripten

* Add comments

* Add web platform

---------

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com>
2025-06-13 00:26:43 +02:00