glshim


I have a new WIP Uplink port using libGL: http://bochs.info/pnd/uplink.pnd

This shows off the major shortcoming with my current pixel pipeline. In order to save on texture uploads, I try to batch pixel updates. You won't notice this problem in most other games, but Uplink uses a windowing system and heavy amounts of overlapping glDrawPixels. This means things will be rendered in the wrong order / overlapping / merged.

However, pixel ops make the text rendering much better (that was the biggest problem with the GLES port of uplink).

I'm toying with a few ways (major hacks) to keep the pixel manipulation fast (that is - not very many texture uploads) while increasing accuracy. When I tried doing a pixel flush every time something tried to render, the framerate dropped from ~20-30 to <5.

Also if you just leave it sitting it maybe manages to segfault ;)
 
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Hiya buddy!

I'm trying to build my own local crrcsim, seeing as you showed me its so easy, but I'm brickwalled on "XF86VidModeQueryVersion" being a symbol requirement in the current version of libGL.so ..how come we got that?

I know you're not getting much sleep with all this amazing hacking, so take your time.  Sure is going to be nice to fly crrcsim with the Pandora nubs - it'll be a dream come true for me, anyway!   :)
 
Does this mean that Doom 3, Wolfenstein ET may be possibilities ? Probably a stretch for a 1Ghz unit by a lot, but then again I thought the same for DS and PSP on the Pandora and a few games work! 
 
@lunixbochs i will give a try on GL117 (flight sim) but when i configure i need GLUT lib...what will do to continue compilation....maybe adding GLUTES lib ?

could this be mixed with yours ?

Thanks
 
I actually recommend compiling against the actual GLUT if you can. Both GL and GLES libraries should work with my libGL, but you might need to adapt game source for GLES libraries to work with a game.
 
Some good news about GL-117 game :)
 
First i have addded to Codeblocks toolchain (by ptitSeb) the FreeGLUT 2.8.0 lib.
Second made a quick recompile of the game and added your latest GL/GLU libs (lunixbochs) and this is the result:
 

https://www.youtube.com/embed/3L17QKV7a04?feature=oembed

but i have a problem, the game didn't seems to accept click or keys (only ESC work as you see on video).

For this video i have selected 800*480 16bit fullscreen and low quality setting and running @800Mhz on my CC pandora
 
the game didn't seems to accept click or keys
Maybe you must rebuild notaz SDL?

I renember there where in the Past sometimes Problemst with Nubs or Keyboard and SDL.

Or maybe its because Notaz SDL is improved for OpenGL ES?

Maybe a rebuild of normal SDL helps?

I dont know much about that but maybe solve this the Problem :)

Just an Idea.
 
Code::blocks integrate it's own compile of the SDL, patched so "grab mouse + GLES" doesn't freeze, and the libs inside code::blocks take precedence over the one in the firmware, even if newer.
 
Code::blocks integrate it's own compile of the SDL, patched so "grab mouse + GLES" doesn't freeze, and the libs inside code::blocks take precedence over the one in the firmware, even if newer.
Can you get that patch into git://notaz.gp2x.de/~notaz/sdl_omap.git ?  or is it?  or there's some other repo for it?
 
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Someone had problems with unicode characters using notaz SDL.
 
Don't know for sure if its an SDL problem...maybe its something related to Freeglut.

Now i have another problem to solve...i have used this optimization to build another version (to have more speed)

-O3 -mcpu=cortex-a8 -mfpu=neon -mfloat-abi=softfp -ffast-math -funroll-loops

but the game try to start and exit after few seconds..

I will experiment with other options

new build with

-O2 -mcpu=cortex-a8 -mfpu=neon -mfloat-abi=softfp -ffast-math -funroll-loops

and same results

another try with

-O2 -mcpu=cortex-a8 -mfpu=neon -mfloat-abi=softfp  -funroll-loops

and same results...
 
Did you try with


export LIBGL_FB=1


Also you cannot use


export SDL _VIDEODRIVER=omapdss


If you use opengl.


Do you preload lunixbochs libpreload.so?
 
^ Cool, thanks for the info.  I've been meaning to package the newest source from git.
 
So I'm working on getting crrcsim working on the Pandora, and its quite playable already with your lib, lunixbochs!  So, great!  The one issue I'm having though, it seems like crrcsims' texture atlases are prepared for heftier texture pipelines .. so I'm today going to sit down and write a script to convert them to something more "Pandora-compatible" .. does anyone have any advice or tips about this subject that they can give? 
 
Did you try with


export LIBGL_FB=1
Yes i have added it to my run script, as without it do not work at all

my script is:


export LD_LIBRARY_PATH=.
export HOME=.

LIBGL_FB=1 LIBGL_VSYNC=1 ./gl-117

i have also added powervr.ini next to the executable

Now something related to compiler optimization, removing Neon ( -mfpu=neon ) and NOT using -O3 i have a working game...don't know why i have to remove neon.
 
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