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Doc: updated portability page.

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Vladimír Vondruš 13 years ago
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346589732f
  1. 53
      doc/portability.dox

53
doc/portability.dox

@ -46,7 +46,7 @@ If you include Magnum.h, you get these predefined macros:
Example usage:
@code
#ifndef MAGNUM_TARGET_GLES
Mesh::setPolygonMode(Mesh::PolygonMode::Lines);
Renderer::setPolygonMode(Renderer::PolygonMode::Lines);
// draw mesh as wireframe...
#else
// use different mesh, as polygon mode is not supported in OpenGL ES...
@ -54,7 +54,7 @@ Mesh::setPolygonMode(Mesh::PolygonMode::Lines);
@endcode
Each feature is marked accordingly if it is not available in some targets. See
also @ref requires-gl and @ref requires-gles30.
also @ref requires-gl, @ref requires-gles20 and @ref requires-gles30.
@section portability-compiler Compiler-specific code
@ -62,38 +62,39 @@ also @ref requires-gl and @ref requires-gles30.
possible. Many features from C++11 are used to simplify things and make them
faster and more secure, but on the other hand it requires fairly recent
compiler with good enough support of the new standard. Currently %Magnum is
written with GCC 4.7 and Clang 3.1 in mind, but support for some other
compilers is also available and handled by Corrade library. See Corrade.h for
more information.
written with GCC 4.8 and Clang 3.1 in mind, but support for some other
compilers is also available and handled by Corrade library. See @ref Corrade.h
for more information.
Each feature is marked accordingly if it is not available on some compilers,
see @ref SceneGraph::DrawableGroup3D for an example. It is up to you (or your
platform) which compiler your code will support, code written for GCC 4.7 will
work also on Magnum compiled with support for older compilers.
platform) which compiler your code will support, code written for e.g. GCC 4.6
will work also on Magnum compiled with support for newer compilers, although
newer compilers may catch errors that weren't spotted by earlier versions.
@section portability-extensions Extension-aware code
Some functionality is depending on support of particular extension and thus
the decision cannot be made at compile time. Header Extensions.h contains list
of extensions, which you can pass to Context::isExtensionSupported() and
decide based on that:
the decision cannot be made at compile time. Header @ref Extensions.h contains
list of extensions, which you can pass to @ref Context::isExtensionSupported()
and decide based on that:
@code
if(Context::instance()->isExtensionSupported<GL::ARB::geometry_shader4>()) {
// draw mesh with wireframe on top in one pass using geometry shader...
} else {
// draw underlying mesh...
Mesh::setPolygonMode(Mesh::PolygonMode::Lines);
Renderer::setPolygonMode(Renderer::PolygonMode::Lines);
// draw mesh as wirefreame in second pass...
}
@endcode
You can also decide on particular OpenGL version using Context::isVersionSupported(),
You can also decide on particular OpenGL version using @ref Context::isVersionSupported(),
but remember that some features from that version might be available even if
the drivers don't expose that version.
On the other hand, if you don't want to write fallback code for unsupported
extensions, you can use macros MAGNUM_ASSERT_EXTENSION_SUPPORTED() or
MAGNUM_ASSERT_VERSION_SUPPORTED() to add mandatory requirement of given
extensions, you can use macros @ref MAGNUM_ASSERT_EXTENSION_SUPPORTED() or
@ref MAGNUM_ASSERT_VERSION_SUPPORTED() to add mandatory requirement of given
extension or version:
@code
MAGNUM_ASSERT_EXTENSION_SUPPORTED(GL::ARB::geometry_shader4);
@ -103,7 +104,7 @@ MAGNUM_ASSERT_EXTENSION_SUPPORTED(GL::ARB::geometry_shader4);
Each class, function or enum value is marked accordingly if it needs specific
extension or specific OpenGL version. Various classes in %Magnum are taking
advantage of some extensions and enable faster code paths if given extension is
available, but also have proper fallback when it's not, for example
available, but also have proper fallback when it's not, see for example
@ref AbstractShaderProgram-performance-optimization "AbstractShaderProgram",
@ref AbstractTexture-performance-optimization "AbstractTexture" or
@ref Mesh-performance-optimization "Mesh". See also @ref required-extensions.
@ -117,8 +118,8 @@ texture uniform locations, required precision qualifiers in OpenGL ES etc.
Shader class allows you to explicitly specify shader version and based on that
you can decide on the syntax in your shader code. You can also use
Context::supportedVersion() to conveniently select highest supported version
from a list:
@ref Context::supportedVersion() to conveniently select highest supported
version from a list:
@code
// MyShader.vert
#if __VERSION__ < 130
@ -141,22 +142,22 @@ Version version = Context::instance()->supportedVersion({Version::GL430, Version
attachShader(Shader::fromFile(version, "MyShader.vert"));
@endcode
All shaders in Shaders namespace support desktop OpenGL starting from version
2.1 and also OpenGL ES 2.0 and 3.0. Feel free to look into their sources to
see how portability is handled there.
All shaders in @ref Shaders namespace support desktop OpenGL starting from
version 2.1 and also OpenGL ES 2.0 and 3.0. Feel free to look into their
sources to see how portability is handled there.
@section portability-applications Platform-specific application support
Your application might run on Windows box, on some embedded Linux or even in
browser - each platform has different requirements how to create entry point
to the application, how to handle input events, how to create window and
OpenGL context etc. Namespace Platform contains base classes for applications
OpenGL context etc. Namespace @ref Platform contains application base classes
which are abstracting out most of it for your convenience.
All the classes support limited form of static polymorphism, which means you
can switch to another base class and probably don't need to change any other
code. It has its limitations, though - some toolkits don't support all keys,
mouse movement events etc.
can just switch to another base class and in many cases you won't need to
change any other code. It has its limitations, though - some toolkits don't
support all keys, mouse movement events etc.
In most cases the entry point is classic `main()` function, but some platforms
(e.g. Native Client) have different requirements. To make things easier, entry
@ -174,8 +175,8 @@ variables.
Example application, which targets both embedded Linux (using plain X and EGL)
and desktop (using SDL2 toolkit). Thanks to static polymorphism most of the
functions will work on both without changes, the main difference will be in
particular *Event class implementations:
functions will work on both without changes, the main difference might (or
might not, depending what you use) be in particular event handlers:
@code
#ifndef MAGNUM_TARGET_GLES
#include <Platform/Sdl2Application.h>

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