Shaders for ScummVM on iOS?

Subforum for discussion and help with ScummVM's iPhone port

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Noodles
Posts: 4
Joined: Sat Feb 28, 2015 3:23 pm

Shaders for ScummVM on iOS?

Post by Noodles »

Good afternoon! Do you plan to add to the ScummVM for iOS additional filters such as HQ2x etc.?
donkthemagicllama
Posts: 5
Joined: Wed Nov 15, 2017 9:13 pm

Post by donkthemagicllama »

I know this is ancient, but you can enable them and they appear to work...
just uncomment the line

#define ENABLE_IOS7_SCALERS

in ios7_common.h

I have no idea why it was commented out in the first place, but in my quick tests they seem to work fine...
Khodeus
Posts: 8
Joined: Mon Nov 19, 2018 10:34 pm

Re: Shaders for ScummVM on iOS?

Post by Khodeus »

Could u be more specific? Can't find anywhere that file, i'm actually on iPad 9.3.3 and latest nightly build.
I'd like to use shaders, even just a scanlines one;)
digitall
ScummVM Developer
Posts: 1172
Joined: Thu Aug 02, 2012 1:40 pm

Re: Shaders for ScummVM on iOS?

Post by digitall »

donkthemagicllama: See the comments on https://github.com/scummvm/scummvm/pull/630 ...
"There are still a few issues we need to tackle before this is good to go.

The iOS7 code uses our software scalers. While this is nice in theory, it is bad in practice. This limits the port to 16bit color precision, i.e. preventing it from coping with engines like Wintermute, and Sword25.
Since iOS7+ devices support OpenGL ES 2, we can think of using GLSL based filter implementations in the future (I am working on this in general for ScummVM right now, so there is no need to handle this in this pull request or iOS specific).
I plan to get rid of the iPhone specific OpenGL implementation and replace it with our generic OpenGLGraphicsManager. There are similar plans for our Android port. This will reduce the amount of code we need to maintain, while giving all our ports a similar amount of features. Introducing this scaler feature, and then removing it in the near future is confusing to the users (if we want to merge this before the upcoming 1.8.0 release), thus it is a showstopper for this PR."

However, since that never happened in the last two years, I am going to re-enable the software scalers for IOS7 for now.
digitall
ScummVM Developer
Posts: 1172
Joined: Thu Aug 02, 2012 1:40 pm

Re: Shaders for ScummVM on iOS?

Post by digitall »

Khodeus: He is referring to a source code change and recompile so if you don't have a toolchain setup to build this locally, you can't make that modification. I will commit the change to enable this, so the next buildbot nightly will have this incorporated. If testing shows any issue, please feel free to file any bugs on the tracker.
Khodeus
Posts: 8
Joined: Mon Nov 19, 2018 10:34 pm

Re: Shaders for ScummVM on iOS?

Post by Khodeus »

Thank you! I'll lookin' forward for it :)
Khodeus
Posts: 8
Joined: Mon Nov 19, 2018 10:34 pm

Re: Shaders for ScummVM on iOS?

Post by Khodeus »

Hi, tried every build since our last conversation but nothing new...
digitall
ScummVM Developer
Posts: 1172
Joined: Thu Aug 02, 2012 1:40 pm

Re: Shaders for ScummVM on iOS?

Post by digitall »

Ah sorry. There was an override disabling all scalers for IOS7 in the configure script. Now removed so use the next nightly build from here:
https://buildbot.scummvm.org/snapshots/ ... st.tar.bz2

Let us know if there are any issues or crashes from this.
Khodeus
Posts: 8
Joined: Mon Nov 19, 2018 10:34 pm

Re: Shaders for ScummVM on iOS?

Post by Khodeus »

Still no shaders anywhere, my lord :/
digitall
ScummVM Developer
Posts: 1172
Joined: Thu Aug 02, 2012 1:40 pm

Re: Shaders for ScummVM on iOS?

Post by digitall »

The _next_ nightly build ... so need to wait until 6am UTC on 27th or so...
Khodeus
Posts: 8
Joined: Mon Nov 19, 2018 10:34 pm

Re: Shaders for ScummVM on iOS?

Post by Khodeus »

It works perfectly! This is awesome, no issues at all with any filter. This is epochal.
Sir, THANK YOU from the bottom of my heart <3
Image
digitall
ScummVM Developer
Posts: 1172
Joined: Thu Aug 02, 2012 1:40 pm

Re: Shaders for ScummVM on iOS?

Post by digitall »

No problem. Please contribute to the project via testing games and reporting any bugs, code patches etc. :)
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