ANGLE's EGL supports D3D11on12 via the ANGLE_platform_angle_d3d11on12 extension. Enabling it requires passing the EGL_PLATFORM_ANGLE_D3D11ON12_ANGLE attribute to eglGetPlatformDisplayEXT. Specifying custom EGL attributes is not currently exposed in GLFW and based on https://github.com/glfw/glfw/issues/1718#issuecomment-653236025 this may not even be desirable.
Instead, this change adds a new value GLFW_ANGLE_PLATFORM_TYPE_D3D11ON12 for the ANGLE platform type glfwInitHint. When specified it implicitly sets the required EGL attribute.
Note that D3D11on12 is supported only on executables specifically targetted for Windows 10, which requires a manifest.
This is partly based on the implementation of libdecor support in
PR #1693 by @ christianrauch.
Where available, the libdecor library is loaded at init and becomes the
preferred method for window decorations. On compositors that support
XDG decorations, libdecor in turn uses those. If not, libdecor has
a plug-in archtecture and may load additional libraries to either use
compositor-specific decorations or draw its own.
If necessary, support for libdecor can be disabled with the
GLFW_WAYLAND_LIBDECOR init hint. This is mostly in case some part of
the dynamic loading or duplication of header material added here turns
out to cause problems with future versions of libdecor-0.so.0.
Fixes#1639Closes#1693
Related to #1725
This adds window hints for the initial position, in screen coordinates,
of a window. The special value GLFW_ANY_POSITION means the window
manager will be allowed to position the window.
It is not possible to set window positions on Wayland and GLFW will
always behave as if these hints are set to GLFW_ANY_POSITION.
Fixes#1603Fixes#1747
This adds a window hint string for the xdg_toplevel::app_id, which is
used by desktop environments to connect windows with application icons
and other information. This is similar to the WM_CLASS property on X11.
A few very minor fixes were done by @elmindreda during merge.
Fixes#2121Closes#2122
By default, the glfw3native.h header will include the platform-specific
headers necessary for the return types of GLFW native access functions.
Sometimes it is preferrable to declare those types
This commit adds support for the GLFW_NATIVE_INCLUDE_NONE macro, which
when defined disables the inclusion of all platform-specific headers.
Fixes#1348
This is a follow-up to 535c3ce632.
That commit made glfw3native.h undefine GLAPIENTRY whenever
GLFW_EXPOSE_NATIVE_GLX or GLFW_EXPOSE_NATIVE_OSMESA was defined, on the
assumption that it was glfw3.h that had defined GLAPIENTRY.
If gl.h or an extension loader header has been included before glfw3.h,
then it has defined inclusion guards preventing GLAPIENTRY from being
defined later when the GLX or OSMesa header includes gl.h.
This commit ensures GLAPIENTRY is only undefined if glfw3.h defined it.
Related to #2010
On a Unix system, if you define GLFW_INCLUDE_NONE and
GLFW_EXPOSE_NATIVE_GLX, then include glfw3.h and glfw3native.h, you will
get a redefinition warning for GLAPIENTRY.
The glfw3.h header defines GLAPIENTRY as a service for OpenGL related
headers that assume it's already defined. However, glx.h includes gl.h,
which defines GLAPIENTRY unconditionally.
If not for Hyrum's law, the better solution would have been not to
define GLAPIENTRY if GLFW_INCLUDE_NONE is defined.
Fixes#2010
This docstring previously indicated that GLFW_CONTEXT_REVISION was
a window hint and attribute, but in fact it is only a window attribute
(there is no code which uses this constant in any other context.)
We noticed this in https://github.com/hexops/mach/pull/71/files#r749741814Closes#1992
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
Add GLFW_FORMAT_UNAVAILABLE to the list of possible errors in the
reference documentation for glfwGetClipboardString.
Slightly edited by @elmindreda.
Closes#1998
This removes the GLFW_VULKAN_STATIC CMake option and the
_GLFW_VULKAN_STATIC configuration macro and replaces them with the
glfwInitVulkanLoader function, allowing a single library binary to
provide both behaviors.
This is based on the design from PR #1374 by @pmuetschard.
Closes#1374Closes#1890
The GLFW_INCLUDE_GLCOREARB branch was left out when GLFW_INCLUDE_GLEXT
was originally added, for reasons that are lost to history. The current
versions of these headers seem to co-exist just fine.
Issue reported on IRC.
This adds compile-time support for multiple platforms and runtime
detection of them. Window system related platform functions are now
called from shared code via the function pointer struct _GLFWplatform.
The timer, thread and module loading platform functions are still called
directly by name and the implementation chosen at link-time. These
functions are the same for any backend on a given OS, including the Null
backend.
The platforms are now enabled via CMake dependent options following the
GLFW_BUILD_<platform> pattern instead of a mix of automagic and ad-hoc
option names. There is no longer any option for the Null backend as it
is now always enabled.
Much of the struct stitching work in platform.h was based on an earlier
experimental branch for runtime platform selection by @ronchaine.
Every platform function related to windows, contexts, monitors, input,
event processing and Vulkan have been renamed so that multiple sets of
them can exist without colliding. Calls to these are now routed through
the _glfw.platform struct member. These changes makes up most of this
commit.
For Wayland and X11 the client library loading and display creation is
used to detect a running compositor/server. The XDG_SESSION_TYPE
environment variable is ignored for now, as X11 is still by far the more
complete implementation.
Closes#1655Closes#1958
This adds the glfwInitAllocator function for specifying a custom memory
allocator to use instead of the C runtime library.
The allocator is a struct of type GLFWallocator with fields
corresponding to malloc, realloc and free, while the internal API
corresponds to calloc, realloc and free.
Heap allocation calls are filtered before reaching the user-provided
functions, so deallocation of NULL and allocations of zero bytes are not
passed on, reallocating NULL is transformed into an allocation and
reallocating to size zero is transformed into deallocation.
The clearing of a new block to zero is performed by the internal
calloc-like function.
Closes#544.
Fixes#1628.
Closes#1947.
This adds the GLFW_MOUSE_PASSTHROUGH window hint and attribute for
controlling whether mouse input passes through the window to whatever
window is behind it.
Fixes#1236.
Closes#1568.
This adds GLFW_CONTEXT_DEBUG as a preferred alias for
the GLFW_OPENGL_DEBUG_CONTEXT window hint, as debug contexts are
defined for both OpenGL and OpenGL ES.
Related to #1720.
This fixes a regression introduced by
105cf32e0b where GLFW_INCLUDE_GLU had no
effect if the GLFW header detected an earlier OpenGL header or loader
library header.
Closes#1712.
This adds two new error codes: GLFW_FEATURE_UNAVAILABLE for when
a GLFW feature cannot be reasonably implemented on that platform, and
GLFW_FEATURE_UNIMPLEMENTED for when it can be but has not been yet.
This replaces the current situation where the Wayland code emitted
GLFW_PLATFORM_ERROR in both cases while the macOS code silently did
nothing.
If your application exits on any GLFW error, these error codes should at
least be easy to filter out from that behavior.
Ideally, GLFW_FEATURE_UNAVAILABLE should be rare and
GLFW_FEATURE_UNIMPLEMENTED should never be emitted at all.
Fixes#1692.