Commit Graph

5 Commits

Author SHA1 Message Date
Damglador
54694a4611
AppImage packaging (#439)
* AppImage packaging

* Add flags to specify location of required local files

`--build=path` specifies where on the system is the directory with pre-build game binaries (must have binaries `isle` and `isle-config` in `path/bin` and game-specific libraries in `path/lib`)
`--apprun=path` specifies where the apprun is
`--desktop-file=path` same for the desktop file

* Move to packaging/linux

* Move building to appimage/build and ignore it in git

* Use local icon. Option to specify location for it

* Cleaning

* Attempt at Github automation

* Update CMakeLists.txt

* Fix build

* I guess it doesn't need quotes

* Update CMakeLists.txt

* Update release.yml

* Work around for liblego1.so loading, fix arguments

* Create testing.yml

* Update testing.yml

* I should pay more attention to what docs say

* Fix copy-pasting mistake

* Add AppImage packaging to the Release workflow

* Try fixing filepicker

* Delete testing.yml

* Fix releases

Can't specify where linuxdeploy leaves the file without specifying the name of the file, which I don't want to do, so just move the file in `dist` after packaging.

* Remove unnecessary changes

* Add qt6-xdgdesktopportal-platformtheme as deps

Needed to call the xdg filepicker, basically desktop-specific filepicker. Hopefully this will allow to use it in AppImage

* Get back flatpak in release

* Update release.yml

* Remove libglew-dev from apt install

* Fix duplicate upload artifact

* Update release.yml

Co-authored-by: Christian Semmler <mail@csemmler.com>

* Remove *.AppImage pattern in Download All Artifacts

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>
2025-06-29 22:53:54 +02:00
Brenden Davidson
6e7347621c
Flatpak Build Support (#407) 2025-06-29 19:04:08 +00:00
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
Christian Semmler
c5534ee5a7
Add ALSA dev lib (#371) 2025-06-21 16:19:40 +00:00
Christian Semmler
da1d6bced5
Add release CI workflow (#314)
* Add release CI workflow

* Rename to Windows

* Remove obsolete checks

* Remove UPLOAD_KEY

* `README.md` updates

* Remove Emscripten

* Disable clang-tidy

* Add -DISLE_DEBUG=OFF

* Only create single release

* Fix `README.md`

* Immutable artifacts
2025-06-15 08:19:05 -07:00