The whole class was a bad idea, why create something that's 99% similar
to another application and has just one platform-specific workaround? Of
course it resulted in this code being completely untested and not even
built anywhere, because it served a tiny insignificant use case.
To avoid losing all the code, I did my best in attempting to merge this
into the WindowlessEglApplication. But since, again, EGL isn't
really used on any Windows platform, I can't even say it builds
properly. Maybe not even the original code built.
I wondered if I should put them into the GL/VK startup log, but
while definitely useful, they don't really have any relation to GPU
drivers. So it's just here for now.
For quite a while, setSwapInterval() was reporting that "swap interval
was ignored by the driver". Since I used to have that behavior ages ago
on a NVidia Optimus machine (where it was just *impossible* to have
VSync, imagine that!!), I assumed it was a similar wart in Mesa and
didn't bother looking into it.
It turns out, however, that calling setSwapInterval(1) may result in
SDL_GL_GetSwapInterval() returning -1 instead of 1, thus helpfully
enabling late-swap behavior for me. Since -1 != -1, the code treated
that the same as if SDL_GL_GetSwapInterval() returned 0 (which was the
case with NV Optimus having broken VSync), but it's not an error in
fact.
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.
Which allows to get rid of a now-unneeded ArrayView include in the
header. Also, now that we're returning a StringView, it's useful to
have the view always null-terminated. In SDL2 and Emscripten it was
already like that, GLFW needed a minor change.
Certain Clang-based IDEs (CLion) "emulate" a compiler by inheriting all
its defines, which means one gets __clang__ defined but also __GNUC__
set to 11 or whatever, breaking all these assumptions.
While branching on a compiler is rather common, checking a particular
compiler version should be needed only rarely. Thus minimize use of such
macros to make them easier to grep for.
Spent several hours trying to figure out why magnum-player built against
static SDL (which uses the flags documented here) was hellishly laggy.
Didn't expect it was due to timers missing. OTOH, why SDL does even
allow itself to be built in such an unusable state?
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.
Similar change was done for applications long ago. They're built always
as static (as they're tiny) and original expectation was that they would
get linked just to the final executable and not any shared library, thus
not needing the -fPIC. But real-world experience was different, so I
added that. The same needs to be done for (also static) context
libraries, yet somehow I forgot until now.
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.
Probably a leftover from when these dependencies were handled in a
much shittier way? For as long as I remember, enabling WITH_GL_INFO
always enabled WITH_GL and WITH_WINDOWLESSWHATEVERAPPLICATION
implicitly.
The so-far-perfect impression of GLFW being a heaven to integrate just
got a bunch of tiny cracks. Good thing it's being fixed for the next
version, although I'd personally disable the docs as well.
Except CGL, iOS, AndroidApplication and AbstractXApplication which are
either too crappy or don't have the needed scaffolding for specifying
context flags yet.
We no longer have to use sizeof("...") to avoid useless strlen calls or
check for nulls because the StringView APIs are ACTUALLY SANE and not a
full of nasty surprises and performance / security pitfalls like with
both the C and C++ standard library functions. Good riddance.
The 64-bit flags are now always non-empty in WindowlessEglApplication
(containing the Windowless flag), so we should slice to 32-bit and
check that instead.
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.