This is also the first time they just stopped bothering and introduced a
name that is neither in the official gl.xml nor in the
google-private ANGLE-specific gl.xml. So yeah, gotta make my own gl.xml.
I wonder how other people do this. Do they just type out the headers
themselves? Or what's the process for this fucking trash fire these
days??
To match ARB_texture_view from from GL 4.3. Not sure why there's two of
them -- I was looking into the spec files, and the EXT variant seems to
be based on the OES variant but doesn't seem to add any change (or, no
change is listed), however the OES variant has number 218 while EXT has
185 so it's actually newer?! No idea what's happening there.
These two options were mutually exclusive, and both were doing the same
thing -- switching to EGL on desktop GL, or switching away from EGL on
GLES. That made all logic vastly more complicated than it should be, and
unfortunately it took me half a decade to realize that. The new logic is
significantly simpler everywhere.
As usual, the old options are still recognized by CMake on a deprecated
build (with a warning), and are still exposed both as CMake variables
and a preprocessor define. But the logic for them was quite complicated,
so I don't guarantee all cases are covered.
I also tried to clean up the dependent CMake options to allow building
GLX and WGL apps on GLES independently of whether EGL is used, but it's
quite a mess due to the limitations of CMake < 3.22. Build directories
that have the options switched randomly over a long time might start
misbehaving, but the initial build should work well.
Similar to the change done in Corrade, see the commit for details:
878624ac36
Wow, this is probably the most backwards-compatibility code I've ever
written. Can't wait until I can drop all that.
Yay, I can abuse/reuse the features I had to add to flextGL because of
GOOGLE!!!, and with only one additional patch to support local xml
files I can very conveniently include whatever entrypoints I need.
It limits the support for CMake 3.12+, but it's much less verbose and I
don't expect people to use ancient CMake versions with IDEs like Xcode
or VS anyway, so this should be fine.
Got done in 7ced4740fd and
f3fc17e2b0 for CGL and OpenAL, but ever
since Travis decided we're not worthy of using their services, I didn't
have a chance to check the warning in the iOS build. Now I have.
We're not including windows.h there (fortunately!), so there's no point
in defining such a macro. Also the proper way would be defining it only
if it's not already defined to avoid macro redefinition warnings.
Needed a change in flextGL to allow merging in 3rd party gl.xml
additions because Chrome is apparently a center of the universe and thus
doesn't need to bother upstreaming its extensions, ffs.
On desktop this saves about 50 kB in symbols. Was done for Vulkan
already, this follows that (two years later). I need this in order to
solve the problem of static globals being unique across shared libs, and
it sounded better to export just one symbol instead of 689.
ARB_sample_locations and AMD_shader_explicit_vertex_parameter /
NV_fragment_shader_barycentric for barycentic coords in the vertex
shader. The ARB extension mentions GLES but doesn't have any assigned
number, so I'm treating it as desktop-only. There's a NV variant that
does have an ES extension number, but I don't really want to add it just
because that.
There's a new firefox-fake-disjoint-timer-query-webgl2 workaround and a
half-page of text listing various caveats and issues you might run into.
Also exposing them in the OpenGLTester (although quite shitty at this
point).
GL has an extension, but only for ES, not on desktop. Vulkan has
nothing yet (due to there being just ARM that implements it, no other
vendor), except those being listed in a KTX format specification.
Those are now also available under WebGL 1/2 and OpenGL ES 3.O (strangely
not OpenGL ES 2.0) under EXT_texture_compression_{rgtc,bptc}. The GL names
are extra weird-ass now that all other APIs use the BC names.