Merge branch 'master' into feature/acceleration

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Tianlan Zhou 2024-02-21 22:10:58 +08:00 committed by GitHub
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@ -179,6 +179,7 @@ video tutorials.
- n3rdopolis
- Kristian Nielsen
- Joel Niemelä
- Victor Nova
- Kamil Nowakowski
- onox
- Denis Ovod

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@ -2,7 +2,6 @@
[![Build status](https://github.com/glfw/glfw/actions/workflows/build.yml/badge.svg)](https://github.com/glfw/glfw/actions)
[![Build status](https://ci.appveyor.com/api/projects/status/0kf0ct9831i5l6sp/branch/master?svg=true)](https://ci.appveyor.com/project/elmindreda/glfw)
[![Coverity Scan](https://scan.coverity.com/projects/4884/badge.svg)](https://scan.coverity.com/projects/glfw-glfw)
## Introduction
@ -201,6 +200,8 @@ information on what to include when reporting a bug.
- [POSIX] Bugfix: `CLOCK_MONOTONIC` was not correctly tested for or enabled
- [WGL] Disabled the DWM swap interval hack for Windows 8 and later (#1072)
- [NSGL] Removed enforcement of forward-compatible flag for core contexts
- [NSGL] Bugfix: A core profile OpenGL context was returned if 3.2+
compatibility profile was requested
- [EGL] Added platform selection via the `EGL_EXT_platform_base` extension
(#442)
- [EGL] Added ANGLE backend selection via `EGL_ANGLE_platform_angle` extension

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@ -161,20 +161,95 @@ Linkers][linker_guide] by David Drysdale.
[linker_guide]: https://www.lurklurk.org/linkers/linkers.html
### With MinGW or Visual C++ on Windows {#build_link_win32}
### With Visual C++ and GLFW binaries {#build_link_win32}
The static version of the GLFW library is named `glfw3`. When using this
version, it is also necessary to link with some libraries that GLFW uses.
If you are using a downloaded [binary
archive](https://www.glfw.org/download.html), first make sure you have the
archive matching the architecture you are building for (32-bit or 64-bit), or
you will get link errors. Also make sure you are using the binaries for your
version of Visual C++ or you may get other link errors.
When using MinGW to link an application with the static version of GLFW, you
must also explicitly link with `gdi32`. Other toolchains including MinGW-w64
include it in the set of default libraries along with other dependencies like
`user32` and `kernel32`.
There are two version of the static GLFW library in the binary archive, because
it needs to use the same base run-time library variant as the rest of your
executable.
The link library for the GLFW DLL is named `glfw3dll`. When compiling an
application that uses the DLL version of GLFW, you need to define the @ref
GLFW_DLL macro _before_ any inclusion of the GLFW header. This can be done
either with a compiler switch or by defining it in your source code.
One is named `glfw3.lib` and is for projects with the _Runtime Library_ project
option set to _Multi-threaded DLL_ or _Multi-threaded Debug DLL_. The other is
named `glfw3_mt.lib` and is for projects with _Runtime Library_ set to
_Multi-threaded_ or _Multi-threaded Debug_. To use the static GLFW library you
will need to add `path/to/glfw3.lib` or `path/to/glfw3_mt.lib` to the
_Additional Dependencies_ project option.
If you compiled a GLFW static library yourself then there will only be one,
named `glfw3.lib`, and you have to make sure the run-time library variant
matches.
The DLL version of the GLFW library is named `glfw3.dll`, but you will be
linking against the `glfw3dll.lib` link library. To use the DLL you will need
to add `path/to/glfw3dll.lib` to the _Additional Dependencies_ project option.
All of its dependencies are already listed there by default, but when building
with the DLL version of GLFW, you also need to define the @ref GLFW_DLL. This
can be done either in the _Preprocessor Definitions_ project option or by
defining it in your source code before including the GLFW header.
```c
#define GLFW_DLL
#include <GLFW/glfw3.h>
```
All link-time dependencies for GLFW are already listed in the _Additional
Dependencies_ option by default.
### With MinGW-w64 and GLFW binaries {#build_link_mingw}
This is intended for building a program from the command-line or by writing
a makefile, on Windows with [MinGW-w64][] and GLFW binaries. These can be from
a downloaded and extracted [binary archive](https://www.glfw.org/download.html)
or by compiling GLFW yourself. The paths below assume a binary archive is used.
If you are using a downloaded binary archive, first make sure you have the
archive matching the architecture you are building for (32-bit or 64-bit) or you
will get link errors.
Note that the order of source files and libraries matter for GCC. Dependencies
must be listed after the files that depend on them. Any source files that
depend on GLFW must be listed before the GLFW library. GLFW in turn depends on
`gdi32` and must be listed before it.
[MinGW-w64]: https://www.mingw-w64.org/
If you are using the static version of the GLFW library, which is named
`libglfw3.a`, do:
```sh
gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3.a -lgdi32
```
If you are using the DLL version of the GLFW library, which is named
`glfw3.dll`, you will need to use the `libglfw3dll.a` link library.
```sh
gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
```
The resulting executable will need to find `glfw3.dll` to run, typically by
keeping both files in the same directory.
When you are building with the DLL version of GLFW, you will also need to define
the @ref GLFW_DLL macro. This can be done in your source files, as long as it
done before including the GLFW header:
```c
#define GLFW_DLL
#include <GLFW/glfw3.h>
```
It can also be done on the command-line:
```sh
gcc -o myprog myprog.c -D GLFW_DLL -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
```
### With CMake and GLFW source {#build_link_cmake_source}
@ -264,7 +339,10 @@ target_link_libraries(myapp OpenGL::GL)
```
### With makefiles and pkg-config on Unix {#build_link_pkgconfig}
### With pkg-config and GLFW binaries on Unix {#build_link_pkgconfig}
This is intended for building a program from the command-line or by writing
a makefile, on macOS or any Unix-like system like Linux, FreeBSD and Cygwin.
GLFW supports [pkg-config][], and the `glfw3.pc` pkg-config file is generated
when the GLFW library is built and is installed along with it. A pkg-config
@ -316,13 +394,13 @@ OpenGL and IOKit frameworks to the project as dependencies. They can all be
found in `/System/Library/Frameworks`.
### With command-line on macOS {#build_link_osx}
### With command-line or makefile on macOS {#build_link_osx}
It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when
building from the command line on macOS. That way you will get any new
dependencies added automatically. If you still wish to build manually, you need
to add the required frameworks and libraries to your command-line yourself using
the `-l` and `-framework` switches.
using installed GLFW binaries from the command line on macOS. That way you will
get any new dependencies added automatically. If you still wish to build
manually, you need to add the required frameworks and libraries to your
command-line yourself using the `-l` and `-framework` switches.
If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do:

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@ -287,6 +287,7 @@ then GLFW will fail to initialize.
- @ref glfwPlatformSupported
- @ref glfwInitVulkanLoader
- @ref glfwGetWindowTitle
- @ref glfwGetCocoaView
#### New types in version 3.4 {#types_34}

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@ -2047,7 +2047,7 @@ GLFWAPI id glfwGetCocoaWindow(GLFWwindow* handle)
{
_glfwInputError(GLFW_PLATFORM_UNAVAILABLE,
"Cocoa: Platform not initialized");
return NULL;
return nil;
}
return window->ns.object;

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@ -324,6 +324,9 @@ typedef VkResult (APIENTRY * PFN_vkEnumerateInstanceExtensionProperties)(const c
#include "platform.h"
#define GLFW_NATIVE_INCLUDE_NONE
#include "../include/GLFW/glfw3native.h"
// Checks for whether the library has been initialized
#define _GLFW_REQUIRE_INIT() \
if (!_glfw.initialized) \

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@ -161,7 +161,7 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
if (ctxconfig->client == GLFW_OPENGL_ES_API)
{
_glfwInputError(GLFW_API_UNAVAILABLE,
"NSGL: OpenGL ES is not available on macOS");
"NSGL: OpenGL ES is not available via NSGL");
return GLFW_FALSE;
}
@ -175,6 +175,13 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
}
}
if (ctxconfig->major >= 3 && ctxconfig->profile == GLFW_OPENGL_COMPAT_PROFILE)
{
_glfwInputError(GLFW_VERSION_UNAVAILABLE,
"NSGL: The compatibility profile is not available on macOS");
return GLFW_FALSE;
}
// Context robustness modes (GL_KHR_robustness) are not yet supported by
// macOS but are not a hard constraint, so ignore and continue

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@ -38,9 +38,13 @@
#endif
#include "null_platform.h"
#define GLFW_EXPOSE_NATIVE_EGL
#define GLFW_EXPOSE_NATIVE_OSMESA
#if defined(_GLFW_WIN32)
#include "win32_platform.h"
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#else
#define GLFW_WIN32_WINDOW_STATE
#define GLFW_WIN32_MONITOR_STATE
@ -52,6 +56,8 @@
#if defined(_GLFW_COCOA)
#include "cocoa_platform.h"
#define GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_NSGL
#else
#define GLFW_COCOA_WINDOW_STATE
#define GLFW_COCOA_MONITOR_STATE
@ -63,6 +69,7 @@
#if defined(_GLFW_WAYLAND)
#include "wl_platform.h"
#define GLFW_EXPOSE_NATIVE_WAYLAND
#else
#define GLFW_WAYLAND_WINDOW_STATE
#define GLFW_WAYLAND_MONITOR_STATE
@ -72,6 +79,8 @@
#if defined(_GLFW_X11)
#include "x11_platform.h"
#define GLFW_EXPOSE_NATIVE_X11
#define GLFW_EXPOSE_NATIVE_GLX
#else
#define GLFW_X11_WINDOW_STATE
#define GLFW_X11_MONITOR_STATE