Sunday, November 29, 2020

LÖVE on Windows 10 ARM64 Part 3: We're Going ARM64

LÖVE 12.0-development branch running in Windows 10 ARM64 under QEMU.

This is the moment of truth, and this is will be the last part of my LÖVE on Windows 10 ARM64 blog post series (part 1 here, part 2 here). In short, it's possible.

The long answer however, require various patches. Most of the patches went into external libraries that LÖVE needed. The timeline of these is simply by these recent commits, but an explanation each of them are as follows:

The first thing to do is to update SDL to 2.0.12, apply Megasource-specific patches, then apply this patch so it compiles under VS2019 because screw MSVC generating calls to memset and memcpy even when you specify /NODEFAULTLIB! Next is to update OpenAL-soft up to the recent commit for MSVC ARM64 support (see my previous blog post, I mentioned about OpenAL-soft there) then re-apply Megasource-specific patches.

The next library is bit tough and this is where most of my time spent. Ogg and Vorbis is the most annoying one that I start to suspect this is CMake bug (I use 3.19.1, the latest as of writing). I updated Ogg and Vorbis to 1.3.4 and 1.3.7 respectively, and for some reason I got error that reads "cannot open input file 'ogg.obj'" for "liblove" and "megatest" targets. Looking at the project configuration using Visual Studio shows that"ogg" is referenced twice in those both targets. I unfortunately went to last resort by using Megasource-provided CMake for both projects and the problem went away. To be honest, I have no idea why that happends, and I'm kind of sure that using Megasource-provided CMake may gives inferior performance because it uses generic, non-architecture-dependent code. Anyway it's solved so let's move on.

The last change is to Megasource CMakeLists.txt itself. There are various changes there that needs to be explained (I'll be using green-highlighted line number).

  • Line 20: Add variable for detecting ARM64 compilation. Currently, it only works for MSVC + Visual Studio targets but this is sufficient for my needs at the moment.
  • Line 155 and line 171: Unfortunately, as of CMake 3.19.1, their InstallRequiredSystemLibraries module doesn't support MSVC ARM64 and it will pick x64/AMD64 DLLs instead, so those lines will supress copying the MSVC redistributable libs when compiling for MSVC ARM64.
  • Line 242: SDL will try to load OpenGL32 in Windows first then trying other backends. This gives me bit puzzle when prototyping my patches because even setting LOVE_GRAPHICS_USE_OPENGLES=1, SDL_RENDER_DRIVER=opengles, and
    SDL_OPENGL_ES_DRIVER=1 environment variable has no effect, so I went into last resort and tell SDL not to compile the OpenGL backend instead. This is fine, LOVE will run using OpenGLES codepath using ANGLE.

    SDL fails to find OpenGL32.dll in Windows 10 ARM
  • Line 270 and line 332: LuaJIT doesn't support Windows 10 ARM64 yet, so Lua 5.1.5 bundled with the Megasource must be used. This is actually a performance impact but if even the LuaJIT interpreter can't compile (let alone the JIT compiler) then it's impossible to use LuaJIT there unless Mike adds support for it. This also increases fragmentaton because people who uses LÖVE are used to bitwise library provided by LuaJIT, but a possible fix for this is to bundle LuaJIT's LuaBitOp within Lua 5.1.5 or LOVE (when LuaJIT is not used).

After applying patches to Megasource, now patches in LÖVE are as follows, and mostly related to its buildsystem and dependencies instead:

First, tell LÖVE not to link to OpenGL. While Windows 10 SDK for ARM64 provides OpenGL headers, it doesn't include OpenGL library which cause link errors in later step. This is fine and there are no noticeable problems whatsover (even in Windows x64 builds) because LÖVE will use SDL to load OpenGL(ES) functions anyway.

The next is PhysFS, which is easy fix, and I have plan to report that later on. The last problem is dr_mp3 used in LOVE 12.0. dr_mp3 and dr_flac doesn't expect this compiler and platform combination so I have to report this problem to upstream for a proper fix (which for dr_flac, doesn't compile error so that one can wait). This is why this blog post is slightly delayed.

Afterwards, LÖVE will compile and you can install and push it to your Windows 10 ARM64 machine (or QEMU) and see LÖVE runs there. Currently I can't provide binaries at the moment because the automated GitHub Actions that's supposed to compile LÖVE binaries via artifacts is failing for some reason and quick search shows that it's OpenAL-soft to blame. So an update to prebuilt binaries will probably come in another blog post or edits in this blog post instead.

Speaking of ARM64, someone also managed to compile LÖVE for Apple Silicon


 ... which is related to this blog post title.

Thursday, November 19, 2020

LÖVE on Windows 10 ARM64 Part 2: One Step at A Time

 

OpenAL-soft test program I wrote running in Windows 10 ARM64 under QEMU

So I have few news that I want to share. First, OpenAL-soft now complies for Windows 10 ARM64. LÖVE depends on OpenAL for high performance audio backend (even the -soft version of OpenAL developed by kcat is fast enough), so getting this compiles for Windows 10 ARM64 means one step forward to bring LÖVE on Windows 10 ARM64. And the last is Microsoft released OpenGL driver built on-top of Direct3D 12 for Windows 10 ARM. This probably sounds that my effort of making weekly binaries of ANGLE using GitHub Actions is useless but actually no. Compiling ANGLE is bit data-intensive so people will just prefer getting binaries.

Since I've successfully able to run Windows 10 ARM64 under QEMU, this blog post will wrote about it.

The first thing that comes to my mind when installing this is picking good tutorials. I found this tutorial (click here) is good as it provides all the necessary drivers, firmware, and EFIvars needed, although I have to source the .iso myself, but I already did that beforehand.

As the tutorial said, it's slow as dirt at i7-4770K, so it's safe to assume that it's even slower than dirt at my laptop, i5-7200U (okay it has dGPU but it's irrelevant for this). I had to do the setup multiple times with multiple strategies just to make it get past OOBE and I think I killed around 120GB worth of SSD writes because this.

My first method is basically naive method. Automatic graphic installer, then proceed as Microsoft intended. This doesn't go well because I can't get past OOBE and then it just automatically restart then stuck in restart loop (which forces me to redo the install again). I retried this multiple times with different CPU (from 2 to 4 CPU) and RAM (from 2 to 4GB) configuration with no avail, so my conclusion is I need to look for other methods.

Because my problem is related to OOBE, it makes me wonder if I can somehow skipped it. I don't quite remember the whole progress of this, but what I remember is I installed Windows 10 kinda "manually". I searched on YouTube about Windows 10 hacks by Enderman and found an interesting video of installing Windows 10. Basically instead of installing via GUI, just install it from command prompt.

First time I tried the method, it result in unbootable OS (blue screen with INACCESSIBLE_BOOT_DEVICE). That's because the "manual" install method assume no additional drivers needed to detect the disk. Unfortunately in my case, I need to add RedHat VirtIO driver prior installing so it can detect the disk (see tutorial link above at step 9). Well even when I installed the drivers manually via DISM, it still result in endless boot loading icon, so I erased the whole install again.

Finally, the method I found to be working is this. First, install the Windows 10 as usual (from the ISO). After the first-phase install finished, I boot back to the setup ISO then open command prompt there (Shift+F10). At this command prompt, I installed the RedHat VirtIO with "pnputil" command, then mount the partition back with diskpart. Afterwards, I just follow along the YouTube video above starting at 0:56 (no need to type the bcdboot command!). For the last part, when the video says wait for 5 minutes, I actually waited for hours. First attempt of this failed so had to redo again, but then I found it works when I simply "reset" the emulator just when it shows the login screen.

Afterwards, jsut tick the privacy thingy then you're ready to use it. You need to alter the registry again to kill OneDrive setup tho because running x86-emulated binaries there is too slow to the point that installing VS2019 redistributable is impossible because no window pops up (let alone OneDrive setup). For additional performance, this tips (click here) really helps alot on making sure the CPU stays idle and not spin at 100% continously.

That's how I got Windows 10 ARM64 running under QEMU in my laptop. And of course I'll continue this blog post when I have progress.

... and if you want to read the previous blog post, please click here.

Monday, November 16, 2020

LÖVE on Windows 10 ARM64 Part 1: Compiling Dependencies

ARM64 laptops probably start getting its hand on like 2021 or 2022 (wild guess). As one of LÖVE development team, this makes me wonder if I can run LÖVE under Windows 10 ARM64, natively, because using x86 emulation is cheating and doesn't work anyway due to LÖVE dependency to OpenGL.

First thing I have to think is:

  1. Get Windows 10 ARM64 toolchain. This is easy. Visual Studio Installer provide this.
  2. Get QEMU.
  3. Get Windows 10 ARM64 image.

Fact: I have to go to my friend house and ask to use his WiFi to download those because I'm poor.

Quick testing the ARM64 toolchain by compiling my infamous HonokaMiku with CMake shows the ARM64 cross compiler works. Now before compiling LÖVE, these things comes to mind prior trying to compile it:

  1. LuaJIT doesn't support Windows/ARM64 combination.
  2. OpenGL is not supported. 

Point 1 is kinda bummer because even LuaJIT interpreter is waaaayyy faster than Lua 5.1.5, but I have no choice other than adding -DLOVE_JIT=0 CMake flags later on. Point 2 can be solved by using ANGLE. I have to "brute-force" GitHub Actions to get ANGLE compiled for ARM64, but this pays off and the actions build script can be extended to other architecture later as well.

When trying to compiling it, unfortunately SDL, PhysFS, Vorbis, and OpenAL-soft fails to compile. I've filled issue tracker for OpenAL-soft but SDL (and others) probably needs to wait longer as I also need to attend online classes (univ related), thus slowing down this experiment as whole. Known libs to compile are FreeType, GLSLang, zlib, and Ogg. Others are unknown as MSBuild prevents me compiling other dependencies.

For the VM part, I haven't getting myself a way to pass OOBE in Windows 10 ARM64 running under QEMU. Mind you, it's slower than dirt in i5-7200U. Blogpost about setting up the VM need to wait.

Also this is me trying to get LÖVE compile with Windows 10 ARM64 toolchain:

Lumine is underrated.

Sunday, September 13, 2020

PHP Unix Socket under Windows

It's been a while that Windows 10 have support of Unix Domain Socket/UDS (although with limitation but that doesn't matter for this blog). While PHP language has some questionable design decisions, let me tell you something.

PHP already prepared for AF_UNIX support in Windows older than you think.

Checking the PHP source code, the earliest presence of sockaddr_un struct in the code existed since PHP 4.1.0. First let's test whetever UDS is supported in PHP 7.4. The server code

In my machine, that code runs (no error message)


So, the client code:

Running the client code prints the following message.

That means UDS is working. "Wait, that's probably PHP completely emulating UDS in Windows", fine, let's write the client code with C instead!

Compiling that code and running it shows this output.


That also means PHP didn't emulate UDS and uses WinSock directly.

So, UDS works in PHP 7.4.1 under Windows. What about earlier version? It should be, right? Since reference to UDS in Windows existed since PHP 4.1.0. So let's try with PHP 5.3.19.

Note: The reason I choose PHP 5.3.19 because I didn't look at older commits that reference sockaddr_un in Windows, and I just see that it's there since 4.1.0 while writing this blog, after doing all testing.



The reverse is also possible, i.e. PHP 7.4.1 connecting to UDS which was created for PHP 5.3.19 and vice versa, but that will clutter this blog post with images.

This is surprising discovery in my opinion. What if PHP team already predicted this blog post after all? Well ...

That's story for another blog post.


Friday, August 14, 2020

Girls Band Party! PICO ~Extra Large~ Episode 15 Bodyswap Explained

Before you read the rest of the post, please watch the video.

Okay based on that video, we can see that all members of Roselia is switching bodies to each other in a game called Neo Fantasy Online, as they said in the end. This blog post will explain who swap to which one using only subtitle and visual hints.
  1. Duration 0:41, it's very unusual to see Yukina have that kind of expression. Furthermore, at 0:49,  Yukina calls Lisa "Rin-rin" for some reason. From this, we can conclude that Ako plays as Yukina. This is proven at 2:16 where Ako plays and seeing Yukina's body.
  2. At duration 1:28, it's absolutely unusual to see Ako with that expression. Her eye shape somewhat resemble Yukina. Also she wants to throw a rare item (implied by Yukina "NO" response). This means, Yukina plays as Ako.
  3. 0:53, Lisa asks Sayo to take action, but Rinko response instead. This means Sayo plays as Rinko.
  4. Same duration, 0:53, if you look closely to Sayo's expression, she tries to mimic Lisa's cat mouth. Also at 1:08, Sayo's behavior is somewhat absurd, which means Lisa plas as Sayo.
  5. This will be self-explanatory From all 4 points above, Rinko plays as Lisa. This is more proven at 1:00 when Lisa sorry to Rinko.

If you still not understand, see this table.

Player Yukina Sayo Lisa Ako Rinko
Character Ako Rin-rin Sayo Yukina Lisa

If you notice, this is similar to my previous, but older blog post about body swap which you can read here.

Also while playing RPG, make sure to manage your inventory frequently before it's too late. Otherwise

... your inventory may be full when you jsut found a rare herb, and it's hard to manage your inventory at that point.

Sunday, May 17, 2020

FL Studio and FFmpeg Libraries

Did you know that under the hood, FL Studio uses FFmpeg for some of their operations? For example, the Fruity Video Player plugin uses FFmpeg to load wide array of video codecs. And ZGameEditor Visualizer export function uses FFmpeg libraries for its video encoding.

Is this good or bad? Both. It's good because FFmpeg is the mother of codecs and formats, so it can decode lots of audio and video formats. But it's bad because FL Studio's bundled FFmpeg libraries are LGPL which lack some video encoder like x264. This causes problem where ZGameEditor Visualizer plugin lossy encoding option exports to H263 when using .mkv.

Note: ZGameEditor Visualizer seems always export to PNG in MP4 if you choose MP4 regardless of the "Uncompressed video" option.

So is it possible to change the old H263 to H264? Yes. LGPL software must be dynamically linked so it's user-replaceable, and fortunate for us, FL Studio dynamically links to FFmpeg. So how to replace the libraries? Just follow the steps below. Note that I assume 64-bit version of Windows and you're using 64-bit version of FL Studio executable.
  1. Make sure FL Studio is not running.
  2. Download 64-bit Windows FFmpeg shared binaries (release essential or release full). If you already have it downloaded before, you can use that. Just make sure it's latest version.
  3. Navigate to "%ProgramFiles(x86)%\Image-Line\Shared\ffmpeg\x64" and replace all the DLLs (except ILVideo_x64.dll) with the DLLs from the downloaded zip. Just the DLLs, not the exes too. It's good idea to backup all the DLL files there, just in case.

UPDATE: If you come here before, you'll notice I changed the link. This is because Zeranoe no longer provides FFmpeg binaries.

 Now start the FL Studio again, export to .mkv and it will use H264 (x264).

So what about other video codecs? Unfortunately FL Studio specialize MP4 extension and forces PNG in MP4 when used. But from my experiment, here are list of possible extension to use and the resulting video codec:

  • .mkv - H264 video codec (high profile) and Vorbis audio codec
  • .webm - VP9 video codec and Opus audio codec
  • .ogv - Theora video codec and Vorbis audio codec
  • .nut - MPEG4 video codec and AAC audio codec
Any other benefits of replacing the DLLs? Not sure if this another feature is caused by replacing DLL, but you can basically load any audio as long as the extension is one of FL Studio can recognize. Sadly that means you have to change the extension to .wav, .flac, .wv, .ogg, or .mp3 first before loading it to FL Studio.

I just hope the ZGameEditor Visualizer export function has more option of controlling the video output when using custom presets. I'd love that.

Thursday, May 14, 2020

Container vs. Codec

Often people misinterpret container as video format. Here's one simple scenario.

Say, there's A who have very old phone, released in 2007, and B who have smartphone released in 2019.
A: Can you send me that MP4 video in your smartphone
B: Sure.
A: Why it doesn't play in my phone? The phone says it supports MP4 video format but it can't play your video. Your video is bad and so do you.

So let's make this clear. First of all there are no such thing as "MP4 video format". Keep your questions for later. In the world of multimedia files such as video and audio, you have to know 3 things:
  1. Container file
  2. Audio codec
  3. Video codec
Container is a file that stores information how the video and the audio are stored inside the file. Sometimes also subtitles and additional files. Container also has information about what decoder should be used to decode the video and the audio and also contains when those video and audio should be decoded and presented to user. Here are some popular container file:
  1. MP4. Yes MP4 is a container, not a video format. Now you know!
  2. WebM.
  3. Matroska. Also known as MKV. The mother of container as it supports almost every codec in existence.
So, if MP4 is not video format, what are actually video formats? That's what called video codecs. It represents the data about how the video are encoded, basically video codec is what important about compatibility. Even if, say I use MP4 which was supported in A's phone above, but I use more recent codec, then A's phone won't able to play the video, despite being MP4.

So what are kinds of video codecs?
  1. MPEG4, XviD/DivX family goes here. A very old codec.
  2. H264, most popular codecs since smartphone existed.
  3. H265, recent codec which provides smaller size and better quality.
  4. VP9, royalty-free codec by Google which compete with H264.
  5. AV1, royalty-free codec various vendors which compete with H265.
PS: "royalty-free" term doesn't mean anything from user perspective. It only matters from developer perspective.

For scenario above, if B's video contains H265 codec, then A's phone won't able to play it, even if the video itself is inside MP4 container file. Now everything makes sense, right?

Then there's also audio codec. Watching silent video is not very fun right? Then here comes the audio codec. The definition is same as video codec above, but for audio instead. There's only one difference, most audio codecs can be extracted out of their container, being standalone file. That's not possible for video codec.

So, list of audio codec please? Okay.
  1. AAC. Its standalone file extension is .aac (actually MPEG ADTS). Can be placed inside MP4 container.
  2. Opus. Must be placed in Ogg or WebM container.
  3. Vorbis. Must be placed in Ogg container.
  4. FLAC. Its standalone file extension is .flac. Can be placed inside Ogg container.
  5. MP3. Its standalone file extension is .mp3. Can be placed inside MP4 container.
Whoa, hang on, so Ogg is not an audio format? Yes. Ogg is also a container. It can contain Theora video codec.

So the conclusion is, if the video file is in extension that you know, that doesn't guarantee your device can play it. Like, you feel your device is superior because it can decode AV1 in MP4 until FL Studio's ZGameEditor Visualizer lossless video export function writes PNG image inside MP4.

Sunday, January 12, 2020

Know Your Lua Errors

One problem when trying to help people with their Lua problem is that they don't know how to read Lua errors. You can be 100% sure that saying "it doesn't work" is absolutely not helpful at all. So I'll tell you the ways to read Lua errors properly and what it means.

In this post, I used "<>" symbol to denote something arbitrary. Start by reading the syntax of Lua error. Lua error is usually have syntax like this:

<filename>:<lineNumber>: <message>

<filename> is the script file. <lineNumber> is line number where it occured. That's very easy to remember, right? Now for the error message. The error message is usually very descriptive but sometimes it doesn't really tell you what exactly is wrong, so here are some lists of Lua errors that I'm aware of. If your Lua error is unlisted, that can mean I didn't add it yet or it's thrown by external program.
  1. attempt to call global '<name>' (a <non-function> value)
    This caused when you're trying to call a global variable called '<name>' but '<name>' is not a function type. Example
    print() -- works
    table() -- attempt to call global 'table' (a table value)
    _VERSION() -- attempt to call global '_VERSION' (a string value)
    anilvalue() -- attempt to call global 'anilvalue' (a nil value)
    
  2. attempt to call field '<field>' (a <non-function> value)
    Similar to above, but this occurs when you try to call something within a table.
    -- Note that 'math' is a global variable which is table
    math.abs(123) -- works
    math.pi() -- attempt to call field 'pi' (a number value)
    
  3. bad argument #<n> to '<name>' (<type1> expected, got <type2>)
    This is caused when a function '<name>' expects value with type <type1> for n-th argument, but user passed something with type <type2> instead.
    -- io.open expects string for the 1st argument
    local file = io.open(io.open) -- bad argument #1 to 'open' (string expected, got function)
    -- tonumber 2nd argument expects number if present
    tonumber("0xFF") -- works
    tonumber("0xFF", table) -- bad argument #2 to 'tonumber' (number expected, got table)
    
  4. table index is nil
    To be honest, this is most undescriptive Lua error message. What it means that you try to assign a value to a table at index "nil" (I mean literal nil).
    table[nil] = io -- table index is nil
    
  5. bad argument #<n> to '<name>' (invalid option '<something>')
    This means you passed invalid option. Notable function that throw this is 'collectgarbage' and 'file:seek'.
    print(collectgarbage("count")) -- works
    collectgarbage("asd") -- bad argument #1 to 'collectgarbage' (invalid option 'asd')
    
So I think that covers most common Lua errors that you mostly encounter. In case you need help, please provide the Lua error message, plus the traceback if available. The traceback is also easy to read, the syntax is similar to above, and it definely helps.

... unless you got a very rare "PANIC" error which is unhelpful. No, really.