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I've been toying around with porting Quakespasm to my Anbernic console (runs the latest version of ROCKNIX), but I've had problems when trying to use gl4es. This is an aarch64 console with an RK3566 chip. The latest version of ROCKNIX comes with OpenGL ES 2.0, and uses the Mali-G52 video driver. GLSL ES version is 3.20.
The game starts fine, but there are a number of things that just don't render at all. Some of the menu elements are completely missing (like the Quake logo to select menu options, the entirety of the options menu, and end level tallies). Changing specific settings causes the game to crash with errors related to GLSL. If I hook up a USB keyboard, I can open the console, and the text flickers in a particular way.
Here is a clip of this in action (a USB keyboard is hooked to the console for testing purposes):
Anbernic.mp4
I have compiled gl4es with the following options, as per the building instructions:
cmake .. -DODROID=1 -DNOX11=ON -DCMAKE_BUILD_TYPE=RelWithDebInfo; make
Like I said above, launching the game works fine, and outputs the following:
LIBGL: Initialising gl4es
LIBGL: v1.1.7 built on Nov 4 2024 22:10:13
LIBGL: Using GLES 2.0 backend
LIBGL: loaded: libGLESv2.so
LIBGL: loaded: libEGL.so
LIBGL: Using GLES 2.0 backend
arm_release_ver: g13p0-01eac0, rk_so_ver: 10
LIBGL: Hardware Full NPOT detected and used
LIBGL: Extension GL_EXT_blend_minmax detected and used
LIBGL: FBO are in core, and so used
LIBGL: PointSprite are in core, and so used
LIBGL: CubeMap are in core, and so used
LIBGL: BlendColor is in core, and so used
LIBGL: Blend Subtract is in core, and so used
LIBGL: Blend Function and Equation Separation is in core, and so used
LIBGL: Texture Mirrored Repeat is in core, and so used
LIBGL: Extension GL_OES_mapbuffer detected
LIBGL: Extension GL_OES_element_index_uint detected and used
LIBGL: Extension GL_OES_packed_depth_stencil detected and used
LIBGL: Extension GL_OES_depth24 detected and used
LIBGL: Extension GL_OES_rgb8_rgba8 detected and used
LIBGL: Extension GL_EXT_texture_format_BGRA8888 detected and used
LIBGL: Extension GL_OES_depth_texture detected and used
LIBGL: Extension GL_OES_texture_stencil8 detected and used
LIBGL: Extension GL_EXT_texture_rg detected and used
LIBGL: Extension GL_EXT_color_buffer_float detected and used
LIBGL: Extension GL_EXT_color_buffer_half_float detected and used
LIBGL: high precision float in fragment shader available and used
LIBGL: Max vertex attrib: 32
LIBGL: Extension GL_OES_standard_derivatives detected and used
LIBGL: Extension GL_ARM_shader_framebuffer_fetch detected and used
LIBGL: Extension GL_OES_get_program_binary detected and used
LIBGL: Number of supported Program Binary Format: 1
LIBGL: Max texture size: 16383
LIBGL: Max Varying Vector: 31
LIBGL: Texture Units: 16/16 (hardware: 16), Max lights: 8, Max planes: 6
LIBGL: Extension GL_EXT_texture_filter_anisotropic detected and used
LIBGL: Max Anisotropic filtering: 16
LIBGL: Max Color Attachments: 1 / Draw buffers: 1
LIBGL: Hardware vendor is ARM
LIBGL: sRGB surface supported
LIBGL: EGLImage to Texture2D supported
LIBGL: EGLImage to RenderBuffer supported
LIBGL: Targeting OpenGL 2.1
LIBGL: Not trying to batch small subsequent glDrawXXXX
LIBGL: Trying to use VBO
LIBGL: glXMakeCurrent FBO workaround enabled
LIBGL: FBO workaround for using binded texture enabled
LIBGL: Force texture for Attachment color0 on FBO
LIBGL: Hack to trigger a SwapBuffers when a Full Framebuffer Blit on default FBO is done
LIBGL: Log errors compiling shaders to the console
LIBGL: glX Will try to recycle EGL Surface
LIBGL: Current folder is:/storage
LIBGL: Loaded a PSA with 14 Precompiled Programs
Command line: /storage/roms/ports/quakespasm/quakespasm -basedir /storage/roms/ports/quakespasm -current -condebug
Found SDL version 2.30.8
Terminal input not available.
Detected 4 CPUs.
Initializing QuakeSpasm v0.96.3
Host_Init
Playing registered version.
Console initialized.
UDP_Init: WARNING: gethostbyname failed (Host name lookup failure)
UDP Initialized
Server using protocol 666 (FitzQuake)
Exe: 17:25:20 Nov 3 2024
256.0 megabyte heap
arm_release_ver: g13p0-01eac0, rk_so_ver: 10
Video mode 640x480x24 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: ptitSeb
GL_RENDERER: GL4ES wrapper
GL_VERSION: 2.1 gl4es wrapper 1.1.7
�Warning: ARB_vertex_buffer_object not available
�Warning: Couldn't link to multitexture functions
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: SDL_GL_SetSwapInterval
FOUND: EXT_texture_filter_anisotropic
FOUND: ARB_texture_non_power_of_two
FOUND: GLSL
Enabled: GLSL gamma
�Warning: GLSL alias model rendering not available, using Fitz renderer
FOUND: glGenerateMipmap
detected controller: retrogame_joypad
Sound Initialization
SDL audio spec : 44100 Hz, 1024 samples, 2 channels
SDL audio driver: pulseaudio - Built-in Audio Stereo, 65536 bytes buffer
Audio: 16 bit, stereo, 44100 Hz
CDAudio disabled at compile time
Language initialization
Couldn't load 'localization/loc_english.txt'
from '/storage/roms/ports/quakespasm'
========= Quake Initialized =========
Trying to change the gamma value for the game both from the console, or from the game's configuration file causes a crash, and the output is the following:
�Warning: GLSL program failed to compile: 0:1: P0007: Language version '110' unknown, this compiler only supports up to version '320 es'
0:4: L0002: Undeclared variable 'gl_Vertex'
0:5: L0002: Undeclared variable 'gl_TexCoord'�Warning: GL_GetUniformLocationFunc GammaValue failed
�Warning: GL_GetUniformLocationFunc ContrastValue failed
�Warning: GL_GetUniformLocationFunc GammaTexture failed
Shutting down SDL sound
LIBGL: Shutting down
I tried setting the SDL_VIDEO_GL_DRIVER environment variable, like this post suggested, but it doesn't fix the problem. In fact, in addition to the above oddities, no textures load in the game world at all. The following is printed on the console every frame:
LIBGL: Unsupported source data type: 0x8036
LIBGL: Error in pixel_convert while glTexSubImage2D
I have tried compiling the latest commit, as well as the latest stable release, but it makes no difference.
Now, here is the question:
What can I do to figure out what is failing? I know there are a couple of options that can be set to test this out, but my knowledge on these things is pretty limited.
Are these things known issues, or does this have nothing to do with gl4es? Is this a configuration issue on my part?
The text was updated successfully, but these errors were encountered:
Hey there.
I've been toying around with porting Quakespasm to my Anbernic console (runs the latest version of ROCKNIX), but I've had problems when trying to use gl4es. This is an aarch64 console with an RK3566 chip. The latest version of ROCKNIX comes with OpenGL ES 2.0, and uses the Mali-G52 video driver. GLSL ES version is 3.20.
The game starts fine, but there are a number of things that just don't render at all. Some of the menu elements are completely missing (like the Quake logo to select menu options, the entirety of the options menu, and end level tallies). Changing specific settings causes the game to crash with errors related to GLSL. If I hook up a USB keyboard, I can open the console, and the text flickers in a particular way.
Here is a clip of this in action (a USB keyboard is hooked to the console for testing purposes):
Anbernic.mp4
I have compiled gl4es with the following options, as per the building instructions:
cmake .. -DODROID=1 -DNOX11=ON -DCMAKE_BUILD_TYPE=RelWithDebInfo; make
Like I said above, launching the game works fine, and outputs the following:
Trying to change the gamma value for the game both from the console, or from the game's configuration file causes a crash, and the output is the following:
I tried setting the
SDL_VIDEO_GL_DRIVER
environment variable, like this post suggested, but it doesn't fix the problem. In fact, in addition to the above oddities, no textures load in the game world at all. The following is printed on the console every frame:I have tried compiling the latest commit, as well as the latest stable release, but it makes no difference.
Now, here is the question:
What can I do to figure out what is failing? I know there are a couple of options that can be set to test this out, but my knowledge on these things is pretty limited.
Are these things known issues, or does this have nothing to do with gl4es? Is this a configuration issue on my part?
The text was updated successfully, but these errors were encountered: