Anyway - if you have ever gotten your hands on a Windows ARM laptop - a more recent Surface tablet, Samsung GalaxyBook, or the number of other Qualcomm-powered devices, you've probably noticed that GZDoom runs like absolute shit on those. There's a reason for that - it was never compiled natively for that processor, and Windows uses an emulation layer to translate the binary and dynamically recompile it for the processor to understand. Which is all well and good - but - nothing beats the real deal. So that's what this project is.
This is the ARM64 version of GZDoom - version 4.8.0 - for beta testing. Not all features work yet - notably the "stat" tickers may be problematic. But for the most part, things should work. I should note that it worked fine on UTM on my Mac - but it did have problems initializing the audio on my GalaxyBook. So - YMMV, and that is part of why I am putting this out into the wild. If you have a decent GPU but OpenGL is not working, the GPU may be missing its OpenGL drivers. Kind of bonkers, if you ask me - but there is a solution for that. The following link will open the Microsoft Store for the OpenGL/CL compatibility pack (it's just a translation layer for OpenGL 3.3 to translate it to DirectX 12): https://apps.microsoft.com/store/detail ... n-us&gl=US
The changes needed to make this compile were already implemented into the base GZDoom repository - so if you want to try and compile this yourself, no changes are needed. However, if you are cross-compiling from an x64/AMD64 platform, you will have to set the following CMake variables:
Code: Select all
FORCE_CROSSCOMPILE=TRUE // this is part of the project IMPORT_EXECUTABLES=c:\point\this\to\any\of\your\x86\build\folders\ImportFiles.cmake // point this to any existing compile of GZDoom you have for x86/x64 processors, for tools like zipdir.exe
Enjoy. I hope somebody somewhere finds this useful.