mirror of https://github.com/mosra/magnum.git
Browse Source
Mostly placeholders for the other platforms, will get filled progressively.pull/205/head
15 changed files with 664 additions and 152 deletions
@ -1,106 +0,0 @@
|
||||
/* |
||||
This file is part of Magnum. |
||||
|
||||
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
||||
Vladimír Vondruš <mosra@centrum.cz> |
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a |
||||
copy of this software and associated documentation files (the "Software"), |
||||
to deal in the Software without restriction, including without limitation |
||||
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
||||
and/or sell copies of the Software, and to permit persons to whom the |
||||
Software is furnished to do so, subject to the following conditions: |
||||
|
||||
The above copyright notice and this permission notice shall be included |
||||
in all copies or substantial portions of the Software. |
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
||||
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
||||
DEALINGS IN THE SOFTWARE. |
||||
*/ |
||||
|
||||
namespace Magnum { |
||||
/** @page best-practices Best practices, pitfalls and platform-specific information |
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@brief Performance advices and solutions for platform-specific issues. |
||||
|
||||
@tableofcontents |
||||
@m_footernavigation |
||||
|
||||
Here is collection of carefully selected notes, links to official guidelines |
||||
and other articles with valuable information to help developers create better |
||||
applications. Feel free to add one, if it contains new unique information. |
||||
|
||||
@section best-practices-gles GLES-specific |
||||
|
||||
- Rendering to RGB textures doesn't work on many platforms, either due to |
||||
alignment issues or other factors. For example it is not possible to render |
||||
to @ref TextureFormat::RGB8 on iOS (but it works elsewhere); rendering to |
||||
@ref TextureFormat::RGB32F is not possible even on NVidia. Use RGBA formats |
||||
instead. |
||||
- [Writing Portable OpenGL ES 2.0](https://www.khronos.org/assets/uploads/developers/library/2011-siggraph-mobile/Writing-Portable-OpenGL-ES-2.0_Aug-11.pdf) |
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|
||||
@section best-practices-platform Platform-specific |
||||
|
||||
Some platforms need special care, see their respective sections for more |
||||
information. |
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|
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@subsection best-practices-mac macOS |
||||
|
||||
- @ref AbstractShaderProgram::validate() expects that the shader has a |
||||
properly configured framebuffer bound along with proper @ref Renderer |
||||
setup. That is often hard to achieve, so the function cannot be portably |
||||
used for shader validity testing. |
||||
- `GL_TIMESTAMP` used by @ref TimeQuery::timestamp() is not implemented on |
||||
macOS and gives zero results. |
||||
- [Best Practices for Working with Vertex Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html) |
||||
- [Best Practices for Working with Texture Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html) |
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|
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@subsection best-practices-ios iOS |
||||
|
||||
- GLSL @glsl texelFetch() @ce returns zero results if you have a texture with |
||||
integer type and the filtering is not @ref Sampler::Filter::Nearest. Yes, |
||||
it shouldn't matter, but it does. |
||||
- OpenGL ES 3.0 contexts don't support rendering to 32-bit float textures. |
||||
However, it is possible to work around that issue by creating 32-bit |
||||
unsigned integer texture |
||||
- [Best Practices for Working with Vertex Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html) |
||||
- [Best Practices for Working with Texture Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html) |
||||
- [Best Practices for Shaders](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html#//apple_ref/doc/uid/TP40008793-CH7-SW3) |
||||
|
||||
@subsection best-practices-angle ANGLE (WebGL) |
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|
||||
- [WebGL Insights --- ANGLE](https://books.google.cz/books?id=6crECQAAQBAJ&lpg=PP1&pg=PA3&redir_esc=y#v=onepage&q&f=true) |
||||
|
||||
@subsection best-practices-webgl WebGL (Emscripten) |
||||
|
||||
WebGL is subset of OpenGL ES with some [specific restrictions and features](http://www.khronos.org/registry/webgl/specs/latest/1.0/#6), |
||||
namely requirement for unique buffer target binding, aligned buffer offset and |
||||
stride and some other restrictions and also support for combined depth/stencil |
||||
buffer attachments. See @ref Buffer, @ref Framebuffer, |
||||
@ref Texture::setSubImage() "*Texture::setSubImage()", @ref Mesh::addVertexBuffer(), |
||||
@ref Renderer::setStencilFunction(), @ref Renderer::setStencilMask() and |
||||
@ref Renderer::setBlendFunction() documentation for more information. |
||||
|
||||
@section best-practices-hw Hardware-specific |
||||
|
||||
@subsection best-practices-intel Intel hardware |
||||
|
||||
- [Performance tuning applications for Intel Graphics for Linux and Chrome OS](http://software.intel.com/sites/default/files/Performance-tuning-applications-for-Intel-GEN-Graphics-for-Linux-and-Google-Chrome-OS.pdf) [PDF] |
||||
|
||||
@subsection best-practices-powervr PowerVR hardware |
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|
||||
- [PowerVR Performance Recommendations](https://github.com/burningsun/pecker_framework/blob/master/参考资料/PowerVR.Performance%20Recommendations.pdf?raw=true) [PDF] |
||||
|
||||
@subsection best-practices-amd AMD hardware |
||||
|
||||
- [ATI Radeon HD 2000 programming guide](http://developer.amd.com/wordpress/media/2012/10/ATI_Radeon_HD_2000_programming_guide.pdf) |
||||
|
||||
@subsection best-practices-tegra NVidia Tegra hardware |
||||
|
||||
- [Optimize OpenGL ES 2.0 Performance for Tegra](http://docs.nvidia.com/tegra/index.html#GLES2_Perf_Main.html) |
||||
*/ |
||||
} |
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@ -0,0 +1,87 @@
|
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/* |
||||
This file is part of Magnum. |
||||
|
||||
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
||||
Vladimír Vondruš <mosra@centrum.cz> |
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a |
||||
copy of this software and associated documentation files (the "Software"), |
||||
to deal in the Software without restriction, including without limitation |
||||
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
||||
and/or sell copies of the Software, and to permit persons to whom the |
||||
Software is furnished to do so, subject to the following conditions: |
||||
|
||||
The above copyright notice and this permission notice shall be included |
||||
in all copies or substantial portions of the Software. |
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
||||
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
||||
DEALINGS IN THE SOFTWARE. |
||||
*/ |
||||
|
||||
namespace Magnum { |
||||
|
||||
/** @page platforms-gl OpenGL and OpenGL ES platforms |
||||
@brief Information common for all platforms that support OpenGL and OpenGL ES |
||||
|
||||
@tableofcontents |
||||
@m_footernavigation |
||||
|
||||
@todoc desktop gles |
||||
|
||||
@section platforms-gl-best-practices OpenGL best practices |
||||
|
||||
Various links gathered around the web: |
||||
|
||||
- [Performance tuning applications for Intel Graphics for Linux and Chrome OS](http://software.intel.com/sites/default/files/Performance-tuning-applications-for-Intel-GEN-Graphics-for-Linux-and-Google-Chrome-OS.pdf) [PDF] |
||||
- [PowerVR Performance Recommendations](https://github.com/burningsun/pecker_framework/blob/master/参考资料/PowerVR.Performance%20Recommendations.pdf?raw=true) [PDF] |
||||
- [ATI Radeon HD 2000 programming guide](http://developer.amd.com/wordpress/media/2012/10/ATI_Radeon_HD_2000_programming_guide.pdf) [PDF] |
||||
|
||||
@section platforms-gl-es OpenGL ES |
||||
|
||||
@subsection platforms-gl-es-best-practices OpenGL ES best practices |
||||
|
||||
Various links gathered around the web: |
||||
|
||||
- [Writing Portable OpenGL ES 2.0](https://www.khronos.org/assets/uploads/developers/library/2011-siggraph-mobile/Writing-Portable-OpenGL-ES-2.0_Aug-11.pdf) [PDF] |
||||
- [Optimize OpenGL ES 2.0 Performance for Tegra](http://docs.nvidia.com/tegra/index.html#GLES2_Perf_Main.html) |
||||
|
||||
@subsection platforms-gl-es-differences Differences to desktop GL |
||||
|
||||
- Rendering to RGB textures doesn't work on many platforms, either due to |
||||
alignment issues or other factors. For example it is not possible to render |
||||
to @ref TextureFormat::RGB8 on iOS (but it works elsewhere); rendering to |
||||
@ref TextureFormat::RGB32F is not possible even on NVidia. Use RGBA formats |
||||
instead. |
||||
- While on desktop GL it's often permitted to upload a RGB image to a texture |
||||
with RGBA internal format, on mobile devices usually nothing happens. Be |
||||
sure to match the component count. |
||||
- Rendering to 16- and 32-bit float textures is only possible with OpenGL ES |
||||
3.2 or with the @extension{EXT,color_buffer_half_float} and |
||||
@extension{EXT,color_buffer_float} extensions. You can work around that |
||||
issue by rendering to 32-bit unsigned integer textures and using the |
||||
@glsl floatBitsToUInt() @ce GLSL function instead. |
||||
- Linear filtering on 32-bit float textures is only possible with |
||||
@extension{OES,texture_float_linear} (it's not even on ES 3.2 yet). You can |
||||
work around that issue by using half-float texture formats or doing the |
||||
interpolation manually in a shader. |
||||
|
||||
@subsection platforms-gl-es-angle ANGLE |
||||
|
||||
[ANGLE](https://github.com/google/angle) is a layer that translates OpenGL ES |
||||
code to D3D, desktop GL or Vulkan, originally created for web browsers to |
||||
provide better WebGL experience without relying on buggy OpenGL drivers on |
||||
Windows. |
||||
|
||||
Related links: |
||||
|
||||
- [WebGL Insights --- ANGLE](https://books.google.cz/books?id=6crECQAAQBAJ&lpg=PP1&pg=PA3&redir_esc=y#v=onepage&q&f=true) |
||||
|
||||
*/ |
||||
|
||||
} |
||||
|
||||
@ -0,0 +1,117 @@
|
||||
/* |
||||
This file is part of Magnum. |
||||
|
||||
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
||||
Vladimír Vondruš <mosra@centrum.cz> |
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a |
||||
copy of this software and associated documentation files (the "Software"), |
||||
to deal in the Software without restriction, including without limitation |
||||
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
||||
and/or sell copies of the Software, and to permit persons to whom the |
||||
Software is furnished to do so, subject to the following conditions: |
||||
|
||||
The above copyright notice and this permission notice shall be included |
||||
in all copies or substantial portions of the Software. |
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
||||
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
||||
DEALINGS IN THE SOFTWARE. |
||||
*/ |
||||
|
||||
namespace Magnum { |
||||
|
||||
/** @page platforms-html5 HTML5 and WebGL |
||||
@brief Building, testing and deploying HTML5 and WebGL projects |
||||
|
||||
@tableofcontents |
||||
@m_footernavigation |
||||
|
||||
@todoc move stuff from Sdl2App and WindowlessEglApp |
||||
@todoc explain the css and js file, command-line args |
||||
@todoc testing, gl tests, coverage, travis setup |
||||
@todoc static plugins |
||||
|
||||
The following guide explains basic workflow of using |
||||
[Emscripten](http://kripken.github.io/emscripten-site/) for deploying HTML5 |
||||
apps using WebGL. |
||||
|
||||
See also @ref Platform::Sdl2Application for more information. |
||||
|
||||
@section platforms-html5-webgl Differences between WebGL and OpenGL ES |
||||
|
||||
WebGL is subset of OpenGL ES with some specific restrictions, namely |
||||
requirement for unique buffer target binding, aligned buffer offset and |
||||
stride and some other restrictions. The most prominent difference is that while |
||||
the following was enough on desktop: |
||||
|
||||
@snippet Magnum.cpp Buffer-webgl-nope |
||||
|
||||
On WebGL (even 2.0) you always have to initialize the buffers like this (and |
||||
other target hints for UBOs etc.): |
||||
|
||||
@snippet Magnum.cpp Buffer-webgl |
||||
|
||||
See @ref Buffer-webgl-restrictions "Buffer", @ref Mesh-webgl-restrictions "Mesh", |
||||
@ref Texture::setSubImage() "*Texture::setSubImage()", |
||||
@ref Mesh::addVertexBuffer(), @ref Renderer::setStencilFunction(), |
||||
@ref Renderer::setStencilMask() and @ref Renderer::setBlendFunction() |
||||
documentation for more information. The corresponding sections in official |
||||
WebGL specification provide even more detail: |
||||
|
||||
- [Differences Between WebGL and OpenGL ES 2.0](http://www.khronos.org/registry/webgl/specs/latest/1.0/#6) |
||||
- [Differences Between WebGL and OpenGL ES 3.0](https://www.khronos.org/registry/webgl/specs/latest/2.0/#5) |
||||
|
||||
@section platforms-html5-troubleshooting Troubleshooting |
||||
|
||||
@subsection platforms-html5-troubleshooting-bootstrap First Emscripten run takes long or fails |
||||
|
||||
Emscripten downloads and builds a lot of things on first startup or after |
||||
upgrade. That's expected and might take quite some time. If you are calling |
||||
Emscripten through the CMake toolchain, it might be attempting to bootstrap |
||||
itself multiple times, taking extreme amounts of time, or even fail during the |
||||
initial CMake compiler checks for various reasons such as |
||||
|
||||
@code{.shell-session} |
||||
File "/usr/lib/python2.7/subprocess.py", line 1025, in _execute_child |
||||
raise child_exception |
||||
OSError: [Errno 13] Permission denied |
||||
@endcode |
||||
|
||||
The CMake toolchain might interfere with the bootstrap operation, causing it to |
||||
fail. Solution is to wipe all Emscripten caches and trigger a rebuild of all |
||||
needed libraries by compiling a minimal project. The @cb{.sh} -s WASM=1 @ce |
||||
flag is needed in order to enable a rebuild of the `binaryen` tool as well: |
||||
|
||||
@code{.sh} |
||||
emcc --clear-cache |
||||
emcc --clear-ports |
||||
echo "int main() {}" > main.cpp |
||||
em++ -s WASM=1 main.cpp |
||||
@endcode |
||||
|
||||
@subsection platforms-html5-troubleshooting-corrade-not-found CMake can't find _CORRADE_MODULE_DIR |
||||
|
||||
If initial CMake configuration fails with |
||||
|
||||
@code{.shell-session} |
||||
Could NOT find Corrade (missing: _CORRADE_MODULE_DIR) |
||||
@endcode |
||||
|
||||
The solution is to explicitly pass `CMAKE_PREFIX_PATH` pointing to directory |
||||
where Corrade is installed, for example: |
||||
|
||||
@code{.sh} |
||||
mkdir build-emscripten && cd build-emscripte |
||||
cmake .. \ |
||||
-DCMAKE_TOOLCHAIN_FILE=../toolchains/generic/Emscripten-wasm.cmake \ |
||||
-DCMAKE_PREFIX_PATH=/usr/lib/emscripten/system/ \ |
||||
-G Ninja |
||||
@endcode |
||||
*/ |
||||
|
||||
} |
||||
@ -0,0 +1,61 @@
|
||||
/* |
||||
This file is part of Magnum. |
||||
|
||||
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
||||
Vladimír Vondruš <mosra@centrum.cz> |
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a |
||||
copy of this software and associated documentation files (the "Software"), |
||||
to deal in the Software without restriction, including without limitation |
||||
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
||||
and/or sell copies of the Software, and to permit persons to whom the |
||||
Software is furnished to do so, subject to the following conditions: |
||||
|
||||
The above copyright notice and this permission notice shall be included |
||||
in all copies or substantial portions of the Software. |
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
||||
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
||||
DEALINGS IN THE SOFTWARE. |
||||
*/ |
||||
|
||||
namespace Magnum { |
||||
|
||||
/** @page platforms-ios iOS |
||||
@brief Building, testing and deploying apps for Apple iOS platforms |
||||
|
||||
@tableofcontents |
||||
@m_footernavigation |
||||
|
||||
With Apple decision to focus on Metal, iOS OpenGL ES support is stuck on |
||||
version 3.0 (i.e., a version before compute shaders are available). |
||||
|
||||
See also @ref Platform::Sdl2Application for more information. |
||||
|
||||
@section platforms-ios-best-practices Best practices |
||||
|
||||
Official Apple documentation: |
||||
|
||||
- [Best Practices for Working with Vertex Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html) |
||||
- [Best Practices for Working with Texture Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html) |
||||
- [Best Practices for Shaders](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html#//apple_ref/doc/uid/TP40008793-CH7-SW3) |
||||
|
||||
@section platforms-ios-troubleshooting Troubleshooting |
||||
|
||||
- GLSL @glsl texelFetch() @ce returns zero results if you have a texture with |
||||
integer type and the filtering is not @ref Sampler::Filter::Nearest. Yes, |
||||
it shouldn't matter, but it does. |
||||
|
||||
@todoc CMake -G Xcode, testsuite integration, bundling, controlling xcode properties from cmake |
||||
@todoc CORRADE_TESTSUITE_BUNDLE_IDENTIFIER_PREFIX |
||||
@todoc alternatives - including *.a files manually in your xcode project |
||||
@todoc move stuff from Sdl2App |
||||
@todoc static plugins |
||||
@todoc travis setup |
||||
*/ |
||||
|
||||
} |
||||
@ -0,0 +1,39 @@
|
||||
/* |
||||
This file is part of Magnum. |
||||
|
||||
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
||||
Vladimír Vondruš <mosra@centrum.cz> |
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a |
||||
copy of this software and associated documentation files (the "Software"), |
||||
to deal in the Software without restriction, including without limitation |
||||
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
||||
and/or sell copies of the Software, and to permit persons to whom the |
||||
Software is furnished to do so, subject to the following conditions: |
||||
|
||||
The above copyright notice and this permission notice shall be included |
||||
in all copies or substantial portions of the Software. |
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
||||
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
||||
DEALINGS IN THE SOFTWARE. |
||||
*/ |
||||
|
||||
namespace Magnum { |
||||
|
||||
/** @page platforms-linux Linux |
||||
@brief Tips and tricks for Linux platforms |
||||
|
||||
@tableofcontents |
||||
@m_footernavigation |
||||
|
||||
@todoc packages |
||||
@todoc desktop ES |
||||
@todoc tests, mesa softpipe |
||||
*/ |
||||
|
||||
} |
||||
@ -0,0 +1,59 @@
|
||||
/* |
||||
This file is part of Magnum. |
||||
|
||||
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
||||
Vladimír Vondruš <mosra@centrum.cz> |
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a |
||||
copy of this software and associated documentation files (the "Software"), |
||||
to deal in the Software without restriction, including without limitation |
||||
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
||||
and/or sell copies of the Software, and to permit persons to whom the |
||||
Software is furnished to do so, subject to the following conditions: |
||||
|
||||
The above copyright notice and this permission notice shall be included |
||||
in all copies or substantial portions of the Software. |
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
||||
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
||||
DEALINGS IN THE SOFTWARE. |
||||
*/ |
||||
|
||||
namespace Magnum { |
||||
|
||||
/** @page platforms-macos macOS |
||||
@brief Tips and tricks for macOS |
||||
|
||||
@tableofcontents |
||||
@m_footernavigation |
||||
|
||||
@todoc homebrew |
||||
@todoc travis setup |
||||
@todoc bundling, dmg cpack |
||||
|
||||
With Apple decision to focus on Metal, macOS OpenGL support is stuck on version |
||||
4.2 (i.e., a version before compute shaders are available). |
||||
|
||||
@section platforms-macos-opengl-best-practices Best practices |
||||
|
||||
Official Apple documentation: |
||||
|
||||
- [Best Practices for Working with Vertex Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html) |
||||
- [Best Practices for Working with Texture Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html) |
||||
|
||||
@section platforms-macos-troubleshooting Troubleshooting |
||||
|
||||
- @ref AbstractShaderProgram::validate() expects that the shader has a |
||||
properly configured framebuffer bound along with proper @ref Renderer |
||||
setup. That is often hard to achieve, so the function cannot be portably |
||||
used for shader validity testing. |
||||
- `GL_TIMESTAMP` used by @ref TimeQuery::timestamp() is not implemented on |
||||
macOS and gives zero results. |
||||
|
||||
*/ |
||||
|
||||
} |
||||
@ -0,0 +1,44 @@
|
||||
/* |
||||
This file is part of Magnum. |
||||
|
||||
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 |
||||
Vladimír Vondruš <mosra@centrum.cz> |
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a |
||||
copy of this software and associated documentation files (the "Software"), |
||||
to deal in the Software without restriction, including without limitation |
||||
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
||||
and/or sell copies of the Software, and to permit persons to whom the |
||||
Software is furnished to do so, subject to the following conditions: |
||||
|
||||
The above copyright notice and this permission notice shall be included |
||||
in all copies or substantial portions of the Software. |
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
||||
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
||||
DEALINGS IN THE SOFTWARE. |
||||
*/ |
||||
|
||||
namespace Magnum { |
||||
|
||||
/** @page platforms-windows Windows |
||||
@brief Tips and tricks for Windows platforms |
||||
|
||||
@tableofcontents |
||||
@m_footernavigation |
||||
|
||||
See @ref Platform::Sdl2Application for more information about WinRT. |
||||
|
||||
@todoc DLL paths |
||||
@todoc vcpkg |
||||
@todoc desktop ES |
||||
@todoc mingw, clang, clang/c2... |
||||
@todoc "unicode" |
||||
@todoc colored console output |
||||
*/ |
||||
|
||||
} |
||||
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Reference in new issue