GLdc: an OpenGL implementation for the SEGA Dreamcast
Go to file
2026-07-01 20:48:06 -07:00
containers Allow compiling containers on Xbox 2026-02-15 07:33:44 +00:00
GL Use release-compatible PVR texture stride setup 2026-07-01 20:48:06 -07:00
include/GL Updated the MR based on the feedback: 2026-06-20 14:34:27 -07:00
samples samples: Fix dual inclusion of romdisk file 2026-06-27 12:14:33 +02:00
tests Fix POT repeat wrap test to upload POT texture first 2026-06-23 10:10:58 -07:00
toolchains Fix failing tests 2026-05-04 10:35:21 +01:00
tools Fix failing test 2026-06-23 06:23:52 +01:00
.gitattributes
.gitignore Add dcbuild & pcbuild folders to .gitignore 2023-03-04 16:10:34 -06:00
.gitlab-ci.yml Build out to libGL.a instead of libGLdc.a 2023-11-29 11:25:52 +00:00
CMakeLists.txt Fix CMake backend compile definition typo 2026-06-27 19:16:14 -07:00
LICENSE Create LICENSE 2018-05-20 19:51:36 +01:00
README.md Update README.md to reflect latest changes 2025-12-10 21:39:09 +01:00

GLdc

Development of GLdc has moved to Gitlab

This is a partial implementation of OpenGL 1.2 for the SEGA Dreamcast for use with the KallistiOS SDK.

It began as a fork of libGL by Josh Pearson but has undergone a large refactor which is essentially a rewrite.

The aim is to implement as much of OpenGL 1.2 as possible, and to add additional features via extensions.

Things left to (re)implement:

  • Spotlights (Trivial)
  • Framebuffer extension (Trivial)
  • Texture Matrix (Trivial)

Things I'd like to do:

  • Use a clean "gl.h"
  • Define an extension for modifier volumes
  • Add support for point sprites
  • Optimise, add unit tests for correctness

Compiling

GLdc uses CMake for its build system, it currently ships with two "backends":

  • kospvr - This is the hardware-accelerated Dreamcast backend
  • software - This is a stub software rasterizer used for testing testing and debugging

To compile a Dreamcast debug build, you'll want to do something like the following:

mkdir dcbuild
cd dcbuild
cmake -DCMAKE_TOOLCHAIN_FILE=../toolchains/Dreamcast.cmake -G "Unix Makefiles" ..
make

For a release build, replace the cmake line with with the following:

cmake -DCMAKE_TOOLCHAIN_FILE=../toolchains/Dreamcast.cmake -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Release ..

For a release build WITHOUT building samples and tests, enter the following:

cmake -DCMAKE_TOOLCHAIN_FILE=../toolchains/Dreamcast.cmake -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Release -DBUILD_SAMPLES=OFF -DBUILD_TESTS=OFF ..

You will need KallistiOS compiled and configured (e.g. the KOS_BASE environment variable must be set)

To compile for PC:

mkdir pcbuild
cd pcbuild
cmake -G "Unix Makefiles" ..
make

Special Thanks!

  • Massive shout out to Hayden Kowalchuk for diagnosing and fixing a large number of bugs while porting GL Quake to the Dreamcast. Absolute hero!