deps/Pigs-In-A-Blanket/README.md
make -j4 installNote when building your projects:
ALWAYS COMPILE YOUR PROJECTS WITH UNSAFE. Doing otherwise will result in PIB failing.
If using CMake, make sure to specify set(DOLCE_ELF_CREATE_FLAGS "${DOLCE_ELF_CREATE_FLAGS} -h 2097152")
If using Makefile, make sure to specify dolce-elf-create -h 2097152
Piglet needs an SceLibc heap size of at least 2MB to intialize. Without it, the module will fail to start. This heap needs to be larger if using -nostdlib as this becomes your main heap. More info on -nostdlib support in the headers.
These stubs are all linked automatically as they are combined with PIB after being built. Be sure to be aware of that.
Yes. We have a GLFW3 port for the vita. You can use it by simply including it in your project as normal or build it here: https://github.com/SonicMastr/glfw-vita Note: Button mapping is perfect and there's full touchscreen support.
To install Piglet on your Vita, just use the Pigs in a Blanket Configuration Tool
Documentation Provided in the Headers. I'm clean.
This library is a developer focused wrapper which provides easy initialization and expandability, with some quality of life features, including supporting resolutions up to 1920x1080 native on the Playstion TV, and on the Vita with Sharpscale. Developers can choose make their applications with one resolution in mind, as all long as the code is made to scale by dimension, PIB will handle the rest with it's companion app, the Pigs in a Blanket Configuration Tool, which allows the user to specify their own preference of resultion that will automatically override the original settings. For more information aobut Piglet, you can check out our information about it on our forum post.
It library doubles as the heart of Piglet's Shader compiling abilities, removed in the standalone module. I spent the time to rewrite the shader compiler code according to PSM specifications to re-enable the ShaccCg support that was removed. This includes proper return codes and regular log output, so you never have to wonder what's going on with your shaders. Piglet DOES NOT support GLSL shaders though, so you'll need to convert the shaders to CG. Check the resources at the end of this README for converting your shaders.
This library also support EGL 1.5 eglGetProcAddress functionality using the PIB_GET_PROC_ADDR_CORE flag, as the orignal Piglet only returns extensions per EGL 1.4 standard. Thanks to dots-tb we were able to create a simple patch to support returning GLES functions as well.
This library will allow us to add extensions using native functions as we feel fit. We'll accept the requests of any developers who have ideas of what extensions to add utilizing PIB, and they will all be able to be accessed via eglGetProcAddress.
| GL | EGL |
|---|---|
| GL_EXT_draw_instanced | EGL_SCE_piglet_sync |
| GL_EXT_instanced_arrays | EGL_SCE_piglet_vita_pre_swap_callback |
| GL_SCE_piglet_shader_binary | EGL_SCE_piglet_vita_vsync_callback |
| GL_SCE_texture_resource | |
| GL_OES_texture_npot | |
| GL_OES_rgb8_rgba8 | |
| GL_OES_depth_texture | |
| GL_EXT_texture_format_BGRA8888 | |
| GL_EXT_read_format_bgra | |
| GL_OES_texture_half_float | |
| GL_OES_texture_half_float_linear | |
| GL_OES_vertex_half_float | |
| GL_OES_element_index_uint | |
| GL_EXT_texture_compression_dxt1 | |
| GL_EXT_texture_compression_dxt3 | |
| GL_EXT_texture_compression_dxt5 | |
| GL_EXT_texture_compression_s3tc | |
| GL_EXT_texture_storage | |
| GL_IMG_texture_compression_pvrtc |
Microsoft GLSL to HLSL: https://docs.microsoft.com/en-us/windows/uwp/gaming/glsl-to-hlsl-reference Nvidia CG Standard Library: http://developer.download.nvidia.com/cg/index_stdlib.html Nvidia CG GLSL Vert to CG: http://developer.download.nvidia.com/cg/glslv.html Nvidia CG GLSL Frag to CG: http://developer.download.nvidia.com/cg/glslf.html
This requires both libshacccg.suprx and libScePiglet.suprx to be located in ur0:data/external