2018-10-28, 20:39
Hi not sure if this is the right place to ask but I was wondering if kodi will ever be ported to the switch, Doesn't have to be official since the switch homebrew community has picked up quite a lot
(2018-10-30, 19:29)Kannalo Wrote: there are fully foss libraries which have been developed for homebrew. Also has an opengl library now aswellYes, there is even an official port of RetroArch for jailbroken Nintendo Switch which can run as homebrew with full-blown OpenGL support:
(2018-11-03, 23:17)velocity Wrote: That's outdated, WIP branch is here: https://github.com/VelocityRa/xbmc/tree/switchPorting is always several months getting depends sorted out Without a good depends, forget about tackling the main code base. Waste of time.
(the commit might say 26 days ago, but it's more like 5 days ago, since I force-push)
garbear helped with some build stuff early on (which I'm thankful for), but it's pretty much just me working on it.
Unfortunately I've run into an issue that's quite hard to debug so the project is on hold.
It's nice to see interest and I haven't given up completely on it yet, but it's still hard to bring myself to spend more time on this, it's obviously all in my free time and there's just lots more exciting stuff to do than debugging weird linker errors and having to mess around with autotools to build on Switch the shitton of projects that Kodi depends on.
I knew this would be a build-heavy project of course, but after tens of hours spent and pretty much zero actual programming (read: interesting) work, I'm kind of discouraged.
If I do find a solution for this particular issue I will continue grinding through, however.
Edit: Apparently I can get away with not building the dependency that I faced issues with, for now. So I'll keep working on it as time allows.
(2018-11-04, 17:07)davilla Wrote: Porting is always several months getting depends sorted outWell, that definitely makes me feel better that this is taking so long. I've only had garbear's Steam Link port to compare it with (which isn't a fair comparison obviously).
(2018-11-04, 17:07)davilla Wrote: Without a good depends, forget about tackling the main code base. Waste of time.Hm, well yesterday I decided to only build the required dependencies for now. I should have probably done that from the start, because if I hit a major roadblock, then it'd all be for nothing.
(2018-11-04, 17:07)davilla Wrote: For a port to be successful, you need GL/GLES support and hardware video decode.Switch has OpenGL support, the libnx guys wrote a mesa/nouveau driver a couple of months ago.
(2018-11-04, 17:07)davilla Wrote: Without hardware video decode, any port is useless. That's what stalled the iOS/ATV2 porting for so long. There's no platform except desktop that has the ponies to software video decode the formats that are of interest.We discussed this at DevCon, consensus was that Switch's Tegra X1 is quite capable and should be able to do 1080p H.264 decoding. Also ffmpeg is ported and also available as a portlib, so that's no issue.
(2018-11-04, 17:07)davilla Wrote: Good luck, I've been one of the main drivers in porting xbmc/kodi to iOS/tvOS and Android was well as a few other platforms that never saw the light of day. It's not trivial Be prepared for many rinse/repeat cycles and long, long nights of no forward progress.Thanks for the advice!