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https://github.com/glfw/glfw.git
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Merge branch 'master' into feature/acceleration
This commit is contained in:
commit
475ba17351
@ -179,6 +179,7 @@ video tutorials.
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- n3rdopolis
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- Kristian Nielsen
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- Joel Niemelä
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- Victor Nova
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- Kamil Nowakowski
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- onox
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- Denis Ovod
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@ -2,7 +2,6 @@
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[![Build status](https://github.com/glfw/glfw/actions/workflows/build.yml/badge.svg)](https://github.com/glfw/glfw/actions)
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[![Build status](https://ci.appveyor.com/api/projects/status/0kf0ct9831i5l6sp/branch/master?svg=true)](https://ci.appveyor.com/project/elmindreda/glfw)
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[![Coverity Scan](https://scan.coverity.com/projects/4884/badge.svg)](https://scan.coverity.com/projects/glfw-glfw)
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## Introduction
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@ -201,6 +200,8 @@ information on what to include when reporting a bug.
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- [POSIX] Bugfix: `CLOCK_MONOTONIC` was not correctly tested for or enabled
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- [WGL] Disabled the DWM swap interval hack for Windows 8 and later (#1072)
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- [NSGL] Removed enforcement of forward-compatible flag for core contexts
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- [NSGL] Bugfix: A core profile OpenGL context was returned if 3.2+
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compatibility profile was requested
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- [EGL] Added platform selection via the `EGL_EXT_platform_base` extension
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(#442)
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- [EGL] Added ANGLE backend selection via `EGL_ANGLE_platform_angle` extension
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112
docs/build.md
112
docs/build.md
@ -161,20 +161,95 @@ Linkers][linker_guide] by David Drysdale.
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[linker_guide]: https://www.lurklurk.org/linkers/linkers.html
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### With MinGW or Visual C++ on Windows {#build_link_win32}
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### With Visual C++ and GLFW binaries {#build_link_win32}
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The static version of the GLFW library is named `glfw3`. When using this
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version, it is also necessary to link with some libraries that GLFW uses.
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If you are using a downloaded [binary
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archive](https://www.glfw.org/download.html), first make sure you have the
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archive matching the architecture you are building for (32-bit or 64-bit), or
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you will get link errors. Also make sure you are using the binaries for your
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version of Visual C++ or you may get other link errors.
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When using MinGW to link an application with the static version of GLFW, you
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must also explicitly link with `gdi32`. Other toolchains including MinGW-w64
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include it in the set of default libraries along with other dependencies like
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`user32` and `kernel32`.
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There are two version of the static GLFW library in the binary archive, because
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it needs to use the same base run-time library variant as the rest of your
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executable.
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The link library for the GLFW DLL is named `glfw3dll`. When compiling an
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application that uses the DLL version of GLFW, you need to define the @ref
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GLFW_DLL macro _before_ any inclusion of the GLFW header. This can be done
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either with a compiler switch or by defining it in your source code.
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One is named `glfw3.lib` and is for projects with the _Runtime Library_ project
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option set to _Multi-threaded DLL_ or _Multi-threaded Debug DLL_. The other is
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named `glfw3_mt.lib` and is for projects with _Runtime Library_ set to
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_Multi-threaded_ or _Multi-threaded Debug_. To use the static GLFW library you
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will need to add `path/to/glfw3.lib` or `path/to/glfw3_mt.lib` to the
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_Additional Dependencies_ project option.
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If you compiled a GLFW static library yourself then there will only be one,
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named `glfw3.lib`, and you have to make sure the run-time library variant
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matches.
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The DLL version of the GLFW library is named `glfw3.dll`, but you will be
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linking against the `glfw3dll.lib` link library. To use the DLL you will need
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to add `path/to/glfw3dll.lib` to the _Additional Dependencies_ project option.
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All of its dependencies are already listed there by default, but when building
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with the DLL version of GLFW, you also need to define the @ref GLFW_DLL. This
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can be done either in the _Preprocessor Definitions_ project option or by
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defining it in your source code before including the GLFW header.
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```c
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#define GLFW_DLL
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#include <GLFW/glfw3.h>
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```
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All link-time dependencies for GLFW are already listed in the _Additional
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Dependencies_ option by default.
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### With MinGW-w64 and GLFW binaries {#build_link_mingw}
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This is intended for building a program from the command-line or by writing
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a makefile, on Windows with [MinGW-w64][] and GLFW binaries. These can be from
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a downloaded and extracted [binary archive](https://www.glfw.org/download.html)
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or by compiling GLFW yourself. The paths below assume a binary archive is used.
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If you are using a downloaded binary archive, first make sure you have the
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archive matching the architecture you are building for (32-bit or 64-bit) or you
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will get link errors.
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Note that the order of source files and libraries matter for GCC. Dependencies
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must be listed after the files that depend on them. Any source files that
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depend on GLFW must be listed before the GLFW library. GLFW in turn depends on
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`gdi32` and must be listed before it.
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[MinGW-w64]: https://www.mingw-w64.org/
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If you are using the static version of the GLFW library, which is named
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`libglfw3.a`, do:
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```sh
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gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3.a -lgdi32
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```
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If you are using the DLL version of the GLFW library, which is named
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`glfw3.dll`, you will need to use the `libglfw3dll.a` link library.
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```sh
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gcc -o myprog myprog.c -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
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```
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The resulting executable will need to find `glfw3.dll` to run, typically by
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keeping both files in the same directory.
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When you are building with the DLL version of GLFW, you will also need to define
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the @ref GLFW_DLL macro. This can be done in your source files, as long as it
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done before including the GLFW header:
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```c
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#define GLFW_DLL
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#include <GLFW/glfw3.h>
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```
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It can also be done on the command-line:
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```sh
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gcc -o myprog myprog.c -D GLFW_DLL -I path/to/glfw/include path/to/glfw/lib-mingw-w64/libglfw3dll.a -lgdi32
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```
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### With CMake and GLFW source {#build_link_cmake_source}
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@ -264,7 +339,10 @@ target_link_libraries(myapp OpenGL::GL)
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```
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### With makefiles and pkg-config on Unix {#build_link_pkgconfig}
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### With pkg-config and GLFW binaries on Unix {#build_link_pkgconfig}
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This is intended for building a program from the command-line or by writing
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a makefile, on macOS or any Unix-like system like Linux, FreeBSD and Cygwin.
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GLFW supports [pkg-config][], and the `glfw3.pc` pkg-config file is generated
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when the GLFW library is built and is installed along with it. A pkg-config
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@ -316,13 +394,13 @@ OpenGL and IOKit frameworks to the project as dependencies. They can all be
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found in `/System/Library/Frameworks`.
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### With command-line on macOS {#build_link_osx}
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### With command-line or makefile on macOS {#build_link_osx}
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It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when
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building from the command line on macOS. That way you will get any new
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dependencies added automatically. If you still wish to build manually, you need
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to add the required frameworks and libraries to your command-line yourself using
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the `-l` and `-framework` switches.
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using installed GLFW binaries from the command line on macOS. That way you will
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get any new dependencies added automatically. If you still wish to build
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manually, you need to add the required frameworks and libraries to your
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command-line yourself using the `-l` and `-framework` switches.
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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.
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- @ref glfwPlatformSupported
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- @ref glfwInitVulkanLoader
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- @ref glfwGetWindowTitle
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- @ref glfwGetCocoaView
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#### New types in version 3.4 {#types_34}
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@ -2047,7 +2047,7 @@ GLFWAPI id glfwGetCocoaWindow(GLFWwindow* handle)
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{
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_glfwInputError(GLFW_PLATFORM_UNAVAILABLE,
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"Cocoa: Platform not initialized");
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return NULL;
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return nil;
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}
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return window->ns.object;
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@ -324,6 +324,9 @@ typedef VkResult (APIENTRY * PFN_vkEnumerateInstanceExtensionProperties)(const c
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#include "platform.h"
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#define GLFW_NATIVE_INCLUDE_NONE
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#include "../include/GLFW/glfw3native.h"
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// Checks for whether the library has been initialized
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#define _GLFW_REQUIRE_INIT() \
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if (!_glfw.initialized) \
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if (ctxconfig->client == GLFW_OPENGL_ES_API)
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{
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_glfwInputError(GLFW_API_UNAVAILABLE,
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"NSGL: OpenGL ES is not available on macOS");
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"NSGL: OpenGL ES is not available via NSGL");
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return GLFW_FALSE;
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}
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@ -175,6 +175,13 @@ GLFWbool _glfwCreateContextNSGL(_GLFWwindow* window,
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}
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}
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if (ctxconfig->major >= 3 && ctxconfig->profile == GLFW_OPENGL_COMPAT_PROFILE)
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{
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_glfwInputError(GLFW_VERSION_UNAVAILABLE,
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"NSGL: The compatibility profile is not available on macOS");
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return GLFW_FALSE;
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}
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// Context robustness modes (GL_KHR_robustness) are not yet supported by
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// macOS but are not a hard constraint, so ignore and continue
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#endif
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#include "null_platform.h"
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#define GLFW_EXPOSE_NATIVE_EGL
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#define GLFW_EXPOSE_NATIVE_OSMESA
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#if defined(_GLFW_WIN32)
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#include "win32_platform.h"
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#define GLFW_EXPOSE_NATIVE_WIN32
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#define GLFW_EXPOSE_NATIVE_WGL
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#else
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#define GLFW_WIN32_WINDOW_STATE
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#define GLFW_WIN32_MONITOR_STATE
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@ -52,6 +56,8 @@
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#if defined(_GLFW_COCOA)
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#include "cocoa_platform.h"
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#define GLFW_EXPOSE_NATIVE_COCOA
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#define GLFW_EXPOSE_NATIVE_NSGL
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#else
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#define GLFW_COCOA_WINDOW_STATE
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#define GLFW_COCOA_MONITOR_STATE
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@ -63,6 +69,7 @@
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#if defined(_GLFW_WAYLAND)
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#include "wl_platform.h"
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#define GLFW_EXPOSE_NATIVE_WAYLAND
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#else
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#define GLFW_WAYLAND_WINDOW_STATE
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#define GLFW_WAYLAND_MONITOR_STATE
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@ -72,6 +79,8 @@
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#if defined(_GLFW_X11)
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#include "x11_platform.h"
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#define GLFW_EXPOSE_NATIVE_X11
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#define GLFW_EXPOSE_NATIVE_GLX
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#else
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#define GLFW_X11_WINDOW_STATE
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#define GLFW_X11_MONITOR_STATE
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