Commit Graph

126 Commits

Author SHA1 Message Date
Brenden Davidson
f8338fc95f
Update .github/workflows/release.yml
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
2025-06-29 13:52:06 -05:00
Brenden Davidson
b87d519bad
Remove 'flatpak' pipeline trigger 2025-06-29 13:31:52 -05:00
Brenden Davidson
163468d211
Implement current suggestions 2025-06-29 13:22:37 -05:00
Brenden Davidson
2d5bf86ca4
Merge branch 'flatpak' of github.com:iAmSomeone2/isle-portable into flatpak 2025-06-29 13:07:39 -05:00
Brenden Davidson
84352526fd
Merge branch 'isledecomp:master' into flatpak 2025-06-29 13:07:27 -05:00
Brenden Davidson
55f98b9e8d
Further build cleanup 2025-06-29 12:54:26 -05:00
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
Brenden Davidson
40b99bb08e
Additional build fixes 2025-06-28 16:47:13 -05:00
Brenden Davidson
57812cfad7
Fix CMake install directives for metadata files 2025-06-28 16:23:44 -05:00
Brenden Davidson
164bb03d32
Fix typo in pipeline 2025-06-28 16:03:39 -05:00
Brenden Davidson
8c65477bb3
Moved all packaging logic into CMake, fixed SemVer, and implemented pipeline caching 2025-06-28 16:00:46 -05:00
Brenden Davidson
6be0ea36a1
Restore checkout step in flatpak release job 2025-06-26 16:39:25 -05:00
Brenden Davidson
3fb279d2b8
Applied suggested changes and added asset install script 2025-06-26 16:35:15 -05:00
Brenden Davidson
16b743462a
[flatpak] Remove checkout step from Flatpak build pipeline 2025-06-24 16:10:02 -05:00
Brenden Davidson
b761371c17
[flatpak] Checkout submodules when building 2025-06-24 16:05:53 -05:00
Brenden Davidson
d45efa9e18
[flatpak] Fix release pipeline 2025-06-24 15:58:44 -05:00
Brenden Davidson
4e80a96dda
[flatpak] Created \'packaging\' directory and added integration with CMake 2025-06-24 15:47:44 -05:00
Brenden Davidson
1d5b6f84ae [flatpak] Cleanup release.yml 2025-06-23 19:07:45 -05:00
Brenden Davidson
d8baabbd35 [flatpak] Added arch tag to Flatpak bundles 2025-06-23 19:03:24 -05:00
Brenden Davidson
17c4e43ad3
[flatpak] Put Flatpak artifacts in the "Release" folder 2025-06-23 18:38:51 -05:00
Brenden Davidson
ccb7b0aa64 [flatpak] Update 'release' job to use Flatpak artifacts 2025-06-23 18:33:34 -05:00
Brenden Davidson
7b9addea26 [flatpak] Added official Flatpak GH Action to release.yml 2025-06-23 18:21:07 -05:00
Brenden Davidson
6431046ca8 [flatpak] Update workflow activation for testing 2025-06-23 18:04:10 -05:00
Brenden Davidson
00970039b2 [flatpak] Set up Flatpak build workflow 2025-06-23 18:01:02 -05:00
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
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
Joshua Peisach
e520a47e2f
Port CONFIG to Qt (#210)
Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com>
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
2025-06-03 03:48:04 +02:00
Anders Jenbo
b169a4d637
Implement OpenGL 1.5 backend renderer (#223) 2025-06-03 03:28:53 +02:00
Anonymous Maarten
14e269f29f
ci: fail fast (don't build with -k) (#165) 2025-05-24 22:18:09 -07:00
Anonymous Maarten
183efa3d8f
More debug features: pause/step/resume (#140)
* More debug features: pause/step/resume

* Fix palette order (I think)

* Revert "Fix palette order (I think)"

This reverts commit a81de08f78.
2025-05-21 19:54:22 +02:00
Anonymous Maarten
cd32924c47
cmake: use precompiled headers (#133)
* cmake: use precompiled headers

* Apply suggestions from code review
2025-05-19 18:20:28 -07:00
Christian Semmler
b90215603b
Update ci.yml 2025-05-16 22:05:03 -07:00
Christian Semmler
eb9493b910
Update ci.yml 2025-05-16 22:01:06 -07:00
Anonymous Maarten
0c0e494b38
ci: merge all workflows (#97)
* ci: merge all workflows

* Update .github/workflows/ci.yml

Co-authored-by: Anders Jenbo <anders@jenbo.dk>

* ci: correct vcvars

---------

Co-authored-by: Anders Jenbo <anders@jenbo.dk>
2025-05-16 22:28:29 +02:00
Anders Jenbo
4ccd2501d0
Build on Mac (#93) 2025-05-15 20:58:59 -07:00
Anders Jenbo
9ae96cbff6
Implement a functional DirectDraw (#81) 2025-05-15 20:45:53 -07:00
Anonymous Maarten
537cde485a
Remove d3drm-wine (#75)
* remove d3drm-wine

* Update miniwin/miniwin/src/miniwin_ddraw.cpp

Co-authored-by: Anders Jenbo <anders@jenbo.dk>

* Run clang-format

* Update miniwin/miniwin/src/miniwin.cpp

Co-authored-by: Anders Jenbo <anders@jenbo.dk>

* Update miniwin/miniwin/src/miniwin_ddraw.cpp

Co-authored-by: Anders Jenbo <anders@jenbo.dk>

---------

Co-authored-by: Anders Jenbo <anders@jenbo.dk>
2025-05-13 19:18:20 +00:00
Anders Jenbo
08b2dab108
Make things build on Linux (#69) 2025-05-12 23:10:53 +02:00
Christian Semmler
30e04902aa
Fix artifact download 2025-02-02 09:19:04 -07:00
Christian Semmler
4a9ff876a5 Fix artifact uploading 2025-02-02 09:07:50 -07:00
Ramen2X
0103635626
add arm64 MSVC toolchain to CI (#39) 2024-12-18 15:59:06 -05:00
Ramen2X
388e17a8fc
add release builds to the CI (#38) 2024-12-17 21:32:43 -05:00
Ramen2X
106e167f5b
re-enable event check in artifact ci job 2024-12-17 19:01:45 -05:00
Ramen2X
65fc4322de
temporarily disable event check in artifact ci job
need to test something
2024-12-17 18:41:17 -05:00
Ramen2X
65f4878c5c
add automatic release uploads using CI (#37) 2024-12-17 17:53:23 -05:00
Anonymous Maarten
659a54b221
Add support for building x64 executables (#29)
* d3drm: store LPVOID data instead of DWORD

* m_extraCharacterId is an integer, not a pointer

* cmake: look for iniparser using config file first, then try our custom module file

Our custom module file is still useful.
My linux distro does not package the cmake files.

* x86's stdcall becomes MS's x64 calling canvention

* Fix 64-bit mxdsbuffer pointer arithmetic

* Casting from void* to a smaller-sized integer needs an intermediate equally-sized integer

* Don't cast address to scalar (this is fishy)

* Add mingw64 build to the ci matrix

* Ignore -Wdiscarded-qualifiers warning with const vtables

* Ignore different 'const' qualifiers with MSVC

* Create d3dxof import library for MSVC

* DESCRIPTION in .def file(s) is deprecated

* Assume mmx is supported on x64, require a test for x86 and disabled on other archs

* 32- and 64-bit LEGO1.dll export different symbol names

* Introduce d3drm_guid containing the guids of d3drm

* Disable __wine_dbg_cdecl

* Include d3drm directory with EXCLUDE_FROM_ALL

* lego1 leaks d3drm headers

* Add dxfile.h

* Add 64-bit MSVC to the build matrix

* cmake: using ISLE_USE_DX5 means going all-in

* Load d3dxof.dll dynamically

* cmake: don't emit a warning about bitness anymore
2024-06-25 18:47:43 -07:00
Anonymous Maarten
ec19d5edb0 Fix mingw build + copy d3drm from wine (#25)
* Fix engineConfig declaration crossing jump

This fixes the following error:
```
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp: In member function 'virtual MxResult MxSoundManager::Create(MxU32, MxBool)':
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp:119:1: error: jump to label 'done'
  119 | done:
      | ^~~~
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp:78:22: note:   from here
   78 |                 goto done;
      |                      ^~~~
/src/isle-portable/LEGO1/omni/src/audio/mxsoundmanager.cpp:84:26: note:   crosses initialization of 'ma_engine_config engineConfig'
   84 |         ma_engine_config engineConfig = ma_engine_config_init();
      |                          ^~~~~~~~~~~~
```

* Fix 'invalid conversion from 'SDL_FunctionPointer' {aka 'void (*)()'} to 'void*'

* /SAFESEH:NO is a VC thing

* SDL3 is still instable

* Cannot forward declare and use enum

* Remove MusicManager from public LEGO1.DLL interface

* Copy d3d from wine git 6c5d17af07a318d754c0c21023b2d162a0d3725d

* Build d3drm-wine with 32-bit mingw

* cmake: move 3rd party targets to cmake script in 3rdparty directory

* cmake: bump minimum required CMake version to 3.25 to allow adding a subproject with SYSTEM automatically applied

An alternative would be to use SYSTEM in target_include_directories in the 3rd party cmake script.

* Add a minimal Findiniparser.cmake (not all distributions carry the upstream iniparser-config.cmake files)

* Add wine's d3drm headers

* cmake: merge ISLE_USE_DX5_LIBS into ISLE_USE_DX5

* cmake: Build all shared libraries in the binary output directory (to avoid PATH issues)

* ci: enable msys2 mingw32 build

* Disable clang-tidy on d3drm wine

* Thread functions must have SDLCALL call convention

* cmake: disable clang-tidy for miniaudio and libsmacker as well

* Hopefully fix c++ format and skip ncc naming violation

* clang-format violations keep up popping out of nowhere

* No need for lego/legoomni/include

* ncc: define SDLCALL as empty instead
2024-06-25 20:02:58 +02:00
Christian Semmler
6f1aebbb02 Add SDL3 and replace Windows semaphores (#4)
* Add SDL3 and replace Windows semaphores

* Try this

* Change for now
2024-06-25 19:50:27 +02:00
Christian Semmler
4258fb0deb Add back some stuff from decomp (#2)
* Add ncc script

* add requirements.txt

* Add other builds

* Add with submodules

* Comment out for now

* Add
2024-06-25 19:49:59 +02:00