Homebrew RELEASE Development Thread - RetroArch libnx

  • Thread starter Thread starter m4xw
  • Start date Start date
  • Views Views 764,506
  • Replies Replies 4,272
  • Likes Likes 69
Status
Not open for further replies.
The support today has been absolutely overwhelming.
I would feel happy if I wasn't so burned out from 4h sleep and a 9h shift xD
Thanks to everyone that has donated today, I absolutely didn't expect that.
I've made a donation so you can buy a CD of relaxing sounds and get some god damn sleep.
 
The support today has been absolutely overwhelming.
I would feel happy if I wasn't so burned out from 4h sleep and a 9h shift xD
Thanks to everyone that has donated today, I absolutely didn't expect that.

No problem, man. You freaking deserve it :)

Mind if I ask a few questions about the newly-introduced OpenGL support?

  1. With GL support, are you rewriting the RA frontend to use OGL and the cores? Or should the cores compile now that you're able to link the libs?
  2. I'm under the assumption that you're not touching the code for the majority of cores atm. At least that's how it was when I worked on the libnx port. With this in mind, would rewriting the nx frontend to use OGL lead to improved fps in previously-compiled cores?
  3. Has the source for the GL frontend been pushed yet?
  4. Do you have any opinions on how difficult cross-compiling GL projects to the Switch is currently? SDL/2 projects were really easy to work with but I don't know if libnx has its own API to interact with OpenGL or nah. I unfortunately only really have experience with SDL. Lord knows the OpenGL Superbible has scared me for nearly a decade now :rofl:
  5. Do you know what cores are now potentially available to be ported? Obviously Mupen64 and ParallelN64 but how about these cores:
    1. pcsx-rearmed (I know we had it before but I imagine OGL support will really help)
    2. ppsspp
    3. reicast/redream
    4. desmume/desmume2014/melonDS
    5. 4DO (aesthetic games)
(Don't feel the need to address the cores individually; I'm merely listing cores that are able to run on ARM that I believe require hw acceleration/gl)

(Also, don't feel required to answer these questions if you're busy lol)
 
The support today has been absolutely overwhelming.
I would feel happy if I wasn't so burned out from 4h sleep and a 9h shift xD
Thanks to everyone that has donated today, I absolutely didn't expect that.
Go get some bobdamn sleep man.
 
  • Like
Reactions: m4xw
Dies RetroNX have a nice interface where you can see a screenshot of the game. The videos I've seen on YouTube it looks like the menu for selecting game is basic with no previews
 
https://github.com/libretro/RetroArch/pull/7303
GL PR is up.

Mein erster Beitrag hier im Thread. Bin seit Seite 30 oder so am Mitlesen :-D .
Hab dir auch eine Kleinigkeit da gelassen! @m4xw
Danke!

No problem, man. You freaking deserve it :)

Mind if I ask a few questions about the newly-introduced OpenGL support?

  1. With GL support, are you rewriting the RA frontend to use OGL and the cores? Or should the cores compile now that you're able to link the libs?
  2. I'm under the assumption that you're not touching the code for the majority of cores atm. At least that's how it was when I worked on the libnx port. With this in mind, would rewriting the nx frontend to use OGL lead to improved fps in previously-compiled cores?
  3. Has the source for the GL frontend been pushed yet?
  4. Do you have any opinions on how difficult cross-compiling GL projects to the Switch is currently? SDL/2 projects were really easy to work with but I don't know if libnx has its own API to interact with OpenGL or nah. I unfortunately only really have experience with SDL. Lord knows the OpenGL Superbible has scared me for nearly a decade now :rofl:
  5. Do you know what cores are now potentially available to be ported? Obviously Mupen64 and ParallelN64 but how about these cores:
    1. pcsx-rearmed (I know we had it before but I imagine OGL support will really help)
    2. ppsspp
    3. reicast/redream
    4. desmume/desmume2014/melonDS
    5. 4DO (aesthetic games)
(Don't feel the need to address the cores individually; I'm merely listing cores that are able to run on ARM that I believe require hw acceleration/gl)

(Also, don't feel required to answer these questions if you're busy lol)

1. I adapted RA's GL-loader to be able to get rid of glad. Everything "just works". Default GL video driver, menus etc.
Same goes for cores! (Although there are still some mesa bugs)
non-GL cores link just fine. GL cores need glsym changed (or hacky glad stuff)

2. Yea most are outdated, but that will soon not matter (once they get upstreamed). They will not get updated as "RetroNX" is done. Now its all upstream RetroArch work!
No, they don't get any improvements but shader support.

3. It was on my Gitlab, although a bit hidden initially. The PR is up.

4. Should be rather simple. If you plan to use that with RA tho, thats another question. Just make sure you get rid of all gl.h includes and replace them with glad, setup context, call gladLoadGL or smth, ..., profit!
It's at least simpler than glsym.

5.1. Not worth
5.2. I looked at it and played around but didn't start seriously. There might be a standalone port by the upstream devs tho, they wait for SDL too btw :P
5.3. Will probably be pretty slow, but should work
5.4. Didn't try yet but I guess rather slow too.
5.5. Guess that should work with my GL changes.
 
https://github.com/libretro/RetroArch/pull/7303
GL PR is up.


Danke!



1. I adapted RA's GL-loader to be able to get rid of glad. Everything "just works". Default GL video driver, menus etc.
Same goes for cores! (Although there are still some mesa bugs)
non-GL cores link just fine. GL cores need glsym changed (or hacky glad stuff)

2. Yea most are outdated, but that will soon not matter (once they get upstreamed). They will not get updated as "RetroNX" is done. Now its all upstream RetroArch work!
No, they don't get any improvements but shader support.

3. It was on my Gitlab, although a bit hidden initially. The PR is up.

4. Should be rather simple. If you plan to use that with RA tho, thats another question. Just make sure you get rid of all gl.h includes and replace them with glad, setup context, call gladLoadGL or smth, ..., profit!
It's at least simpler than glsym.

5.1. Not worth
5.2. I looked at it and played around but didn't start seriously. There might be a standalone port by the upstream devs tho, they wait for SDL too btw :P
5.3. Will probably be pretty slow, but should work
5.4. Didn't try yet but I guess rather slow too.
5.5. Guess that should work with my GL changes.
Bro @m4xw when will be released the ppsspp?
 
would donate but spent 460 on a limted edition ps4 pr0 then another 23 for ps plus and 20 for yakuza 0 so im broke rn next paycheck
 
Status
Not open for further replies.

Site & Scene News

Popular threads in this forum