With this flag set (which is done implicitly for all windowless apps
and, conversely, not done for all windowed apps), the default
framebuffer state isn't touched in any way, which should avoid potential
race conditions with default framebuffer on another thread.
This removes one unnecessary allocation from each application startup.
In some cases of the windowless apps the Platform::GLContext could be
put directly into the class, in other cases it had to be wrapped in an
Optional because we need delayed construction and/or earlier
destruction.
Disabling engine startup log or modifying enabled extensions /
workarounds from the application side was one of the common pain
points and this should *finally* solve the problem. This Configuration
is now inherited by the usual Platform::*Application::GLConfiguration /
Platform::Windowless*Application::Configuration classes people are used
to, so for the end user it's just as if these classes got a bunch new
options.
Having this, I also extended the ContextGLTest to verify that the
Configuration and command-line options do what's expected because that
hadn't automated tests until now. The test is mostly a copy of what I
did for Vulkan already, nothing special. Additionally all
Platform*ApplicationTest executables gained a new --quiet option to
verify that the GL::Context::Configuration subset gets correctly passed
from the Application code, because that's something we can't really
verify in an automated way.
Deprecated in windowless apps in
6feda42f13 (June 2016) and for windowed
apps in eeba2ac848 (March 2017). Use
constructors taking the NoCreate tag instead.
Proofread everything, make the packages the first choice (and manual
build only as a backup catch-all solution), don't force the users to
CMake but provide useful snippets to show how to use the libs from
CMake.
Each Windowless*Application has now a companion Windowless*Context that
manages just the GL context creation and nothing else, with the ability
to just create the context and not make it current, so it doesn't affect
current thread state and can be moved to another thread and make current
there.
Other things that were done:
* Using `NoCreateT` instead of `nullptr` for creating the application
without creating GL context.
* Properly handling failed creation of Magnum context instance -- if it
errors out, also the GL context is destroyed to make it possible to
create the context with a different configuration.
* Reworked AMD and NVidia binary driver workaround, where core context
created with specific version doesn't automatically choose the newest
available (creating compatibility context on the other hand causes
the version to get stuck on 2.1 on Mesa and OSX).
* Added the above workaround also for WindowlessWglApplication to avoid
driver issues in the future.
* Reworked WindowlessWglApplication to not be so crazily entangled. It
was a misunderstanding on my side about how WINAPI works. Much
simpler now (and I hope still working :D).
The docs weren't correct in 90% cases -- mainly in case of
createContext() function, docs of which were extended to clearly specify
what's done inside.
Uses just EGL and no other platform toolkit, meaning that the same code
can be used on all platforms if the drivers support it. Should be
working for OpenGL ES for most drivers, however desktop OpenGL is
supported only on NVidia since version 355.
As with Corrade, this is not exactly backwards compatible, but for
common use case without OBJECT libraries this should not be a problem.
In any case, recreate the build dir and update your copy of all
Find*.cmake modules to avoid weird things happening.
User-facing changes:
* Documentation of all Find*.cmake modules converted to
reStructuredText to follow official CMake guidelines.
* The newfangled way to use the libraries is to link to Magnum::Shaders
instead of adding ${MAGNUM_SHADERS_INCLUDE_DIRS} to include path and
linking to ${MAGNUM_SHADERS_LIBRARIES}.
* The old ${MAGNUM_*_LIBRARIES} are deprecated and now just expand to
Magnum::* target. Use the target directly. These are also enabled
only when building with MAGNUM_BUILD_DEPRECATED.
* The old ${MAGNUM_*_INCLUDE_DIRS} are removed as the Magnum::* targets
cover these too.
Internal changes:
* Global state such as include_directories() was replaced with
target-specific settings.
Binary AMD drivers require the user to explicitly request the debug
context on context initialization, otherwise all debug functions are
no-op. This allows us to use debug functionality in command-line utils
and, mainly, GL functionality tests.
The Windows versions are coded without testing, so I hope I did not break
something :)
Each class should now have *everything* needed in its documentation,
nothing is left out. Most of the text was taken from README in
magnum-bootstrap repository.
The only places where they aren't absolute are:
- when header is included from corresponding source file
- when including headers which are not part of final installation (e.g.
test-specific configuration, headers from Implementation/)
Everything what was in src/ is now in src/Corrade, everything from
src/Plugins is now in src/MagnumPlugins, everything from external/ is in
src/MagnumExternal. Added new CMakeLists.txt file and updated the other
ones for the moves, no other change was made. If MAGNUM_BUILD_DEPRECATED
is set, everything compiles and installs like previously except for the
plugins, which are now in MagnumPlugins and not in Magnum/Plugins.
Don't do anything to respond to viewport size by default, as the window
has fixed size in most cases anyway (always fullscreen, canvas of fixed
size in browser etc.). Makes the initial implementation requirements
much simpler and shorter.
They are something like singletons (or they expect that behavior
internally), moreover some code might hold pointer to them, thus
movement is not desired.