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authorEmmanuele Bassi <ebassi@gnome.org>2016-12-07 14:45:14 +0000
committerEmmanuele Bassi <ebassi@gnome.org>2016-12-07 14:45:14 +0000
commit8dead45cb366bf5c08539bef2ccaa36b80eb1483 (patch)
tree25bdc2041b9d00d0e2e1e46ece0f96b8aaca0527 /README.md
parent0aa9d1bc831683bfe93980eb3cffa1f0c2f058fb (diff)
downloadlibepoxy-8dead45cb366bf5c08539bef2ccaa36b80eb1483.tar.gz
Revert all changes since 8bbc0d40
Most of the changes that happened after commit 8bbc0d40 broke epoxy pretty much irreparably because of the CMake build and the attempt at making libepoxy a static library that can be copy-pasted into another project without generating files. Since all the commits are entangled, and are full of unrelated changes, we cannot simply do a localized set of reverts; instead, we need to hit the reset button. From this point forward, we're going to improve libepoxy's build while attempting to keep the existing build system working. This may mean reinstating the CMake build system at a later date.
Diffstat (limited to 'README.md')
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1 files changed, 32 insertions, 124 deletions
diff --git a/README.md b/README.md
index f986792..be01e86 100644
--- a/README.md
+++ b/README.md
@@ -1,11 +1,11 @@
Epoxy is a library for handling OpenGL function pointer management for
you.
-It hides the complexity of `dlopen()`, `dlsym()`,
-`glXGetProcAddress()`, `eglGetProcAddress()`, etc. from the
+It hides the complexity of ```dlopen()```, ```dlsym()```,
+```glXGetProcAddress()```, ```eglGetProcAddress()```, etc. from the
app developer, with very little knowledge needed on their part. They
get to read GL specs and write code using undecorated function names
-like `glCompileShader()`.
+like ```glCompileShader()```.
Don't forget to check for your extensions or versions being present
before you use them, just like before! We'll tell you what you forgot
@@ -14,162 +14,69 @@ to check for instead of just segfaulting, though.
Features
--------
-* Automatically initializes as new OpenGL functions are used.
-* Desktop OpenGL 4.4 core and compatibility context support.
-* OpenGL ES 1/2/3 context support.
-* Knows about function aliases so (e.g.) `glBufferData()` can be
- used with `GL_ARB_vertex_buffer_object` implementations, along
- with desktop OpenGL 1.5+ implementations.
-* GLX, and WGL support.
-* EGL support. EGL headers are included, so they're not necessary to build Epoxy
- with EGL support.
-* Can be mixed with non-epoxy OpenGL usage.
+* Automatically initializes as new GL functions are used.
+* GL 4.4 core and compatibility context support.
+* GLES 1/2/3 context support.
+* Knows about function aliases so (e.g.) ```glBufferData()``` can be
+ used with ```GL_ARB_vertex_buffer_object``` implementations, along
+ with GL 1.5+ implementations.
+* EGL, GLX, and WGL support.
+* Can be mixed with non-epoxy GL usage.
-Building (CMake)
------------------
-
-CMake is now the recommended way to build epoxy. It supports building both
-shared and static libraries (by default only shared library is built). It also
-supports building and running tests, both for the static and the shared library.
-
-Building with CMake should be as simple as running:
-
- cd <my-build_dir>
- cmake -G <my-generator> <my-source-dir>
-
-(run `cmake -h` see a list of possible generators). Then, to build the project,
-depending on the type of generator you use, e.g. for Unix type `make`, and for
-MSVC open the solution in Visual studio and build the solution.
-
-* NOTE: To build for 64 bit with MSVC add ` Win64` to the generator name, e.g.
- `Visual studio 14 2015 Win64`.
-
-* To rebuild the generated headers from the specs, add
-`-DEPOXY_REBUILD_FROM_SPECS=ON` to the `cmake` invocation.
-
-* To build also static libraries, add
-`-DEPOXY_BUILD_STATIC=ON` to the `cmake` invocation.
-
-* To disable building shared libraries, add
-`-DEPOXY_BUILD_SHARED=OFF` to the `cmake` invocation.
-
-* To disable building tests, add
-`-DEPOXY_BUILD_TESTS=OFF` to the `cmake` invocation.
-
-* To link to the static Runtime Library with MSVC (rather than to the DLL), add
-`-DEPOXY_MSVC_USE_RUNTIME_LIBRARY_DLL=OFF` to the `cmake` invocation.
-
-Building (Autotools)
----------------------
-
-On Unix you can also use autotools to build. This type of build only supports
-building shared libraries. However it also supports building and running tests.
-To build with autotools, write:
+Building
+--------
./autogen.sh
make
- make check [optional]
sudo make install
Dependencies for debian:
+* automake
* libegl1-mesa-dev
* xutils-dev
Dependencies for OS X (macports):
+* automake
+* autoconf
* xorg-util-macros
* pkgconfig
The test suite has additional dependencies depending on the platform.
(X11, EGL, a running X Server).
-Building (NMAKE)
------------------
-
-With MSVC you can also build directly with NMAKE. This type of build only
-supports building shared libraries. However it also supports building
-tests.
-
-1. Check `src\Makefile.vc` to ensure that `PYTHONDIR` is pointing to your Python
- installation, either a 32-bit or a 64-bit (x64) installation of Python 2 or 3
- will do.
-2. Copy `include\epoxy\config.h.guess` to `include\epoxy\config.h`.
-3. Open an MSVC Command prompt and run `nmake Makefile.vc CFG=release` or
- `nmake Makefile.vc CFG=debug` in src\ for a release or debug build.
-4. Optionally, add src\ into your PATH and run the previous step in test\. Run
- the tests by running the built `.exe`s.
-5. Assuming you want to install in `%INSTALL_DIR%`, copy `common.h`, `config.h`,
- `khrplatform.h`, `eglplatform.h`, `gl.h`, `gl_generated.h`, `wgl.h`, `wgl_generated.h`,
- `egl.h` and `egl_generated.h` from `include\epoxy\` to
- `%INSTALL_DIR%\include\epoxy\`, copy `src\epoxy.lib` to `%INSTALL_DIR%\lib\` and
- copy `epoxy-vs12.dll` and `epoxy-vs12.pdb` (if you've built a debug build) from
- `src\` to `%INSTALL_DIR%\bin\`. Create directories as needed.
-6. To clean the project, repeat steps 2 and 3, adding ` clean` to the commands.
-
-Switching your Code to Use Epoxy
----------------------------------
-
-* NOTE: If you use the static version of Epoxy, you must build your project with
- "EPOXY_STATIC_LIB" defined!
+Switching your code to using epoxy
+----------------------------------
It should be as easy as replacing:
#include <GL/gl.h>
#include <GL/glx.h>
#include <GL/glext.h>
- #include <EGL/egl.h>
- #include <EGL/eglext.h>
- #include <Windows.h> // for WGL
with:
#include <epoxy/gl.h>
#include <epoxy/glx.h>
- #include <epoxy/egl.h>
- #include <epoxy/wgl.h>
As long as epoxy's headers appear first, you should be ready to go.
Additionally, some new helpers become available, so you don't have to
write them:
-`int epoxy_gl_version()` returns the GL version:
+```int epoxy_gl_version()``` returns the GL version:
* 12 for GL 1.2
* 20 for GL 2.0
* 44 for GL 4.4
-`bool epoxy_has_gl_extension()` returns whether a GL extension is
-available (`GL_ARB_texture_buffer_object`, for example).
+```bool epoxy_has_gl_extension()``` returns whether a GL extension is
+available (```GL_ARB_texture_buffer_object```, for example).
Note that this is not terribly fast, so keep it out of your hot paths,
ok?
-Using OpenGL ES / EGL
-----------------------
-
-Building Epoxy with OpenGL ES / EGL support is now built-in. However, to
-actually make use OpenGL ES and/or EGL on a computer, it's recommended (and in
-some platforms necessary) to use an OpenGL ES / EGL emulator. I recommend using
-[PowerVR SDK](http://community.imgtec.com/developers/powervr/graphics-sdk/),
-which is available for Linux, OS X and Windows. Download it and run the
-installer. In the installer, you don't have to check everything: Enough to check
-`PowerVR Tools -> PVRVFrame` and `PowerVR SDK -> Native SDK`. There's no need to
-add anything from PowerVR SDK to the include directories to build or use Epoxy,
-as it already includes all the necessary headers for using OpenGL ES / EGL.
-There's also no need to link with anything from PowerVR SDK to build or use
-Epoxy, as it loads the necessary libraries at run-time. However, when running
-your app, if want to use EGL / OpenGL ES, you'll have to add the directory that
-contains the right shared libraries (`GLES_CM`, `GLESv2` and `EGL`) to your
-`PATH` environment variable. For instance, if you're on Windows, and used the
-default locations when installing PowerVR SDK, then add
-`C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRVFrame\Library\Windows_x86_64`
-to your `PATH` (for Windows 64 bit) or
-`C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRVFrame\Library\Windows_x86_32`
-(for Windows 32 bit). For other platforms it would be something similar. Of
-course, feel free to copy the shared libraries somewhere else.
-
-Why not use GLEW?
+Why not use libGLEW?
--------------------
GLEW has several issues:
@@ -177,13 +84,14 @@ GLEW has several issues:
* Doesn't know about aliases of functions (There are 5 providers of
glPointParameterfv, for example, and you don't want to have to
choose which one to call when they're all the same).
-* Doesn't support Desktop OpenGL 3.2+ core contexts.
-* Doesn't support OpenGL ES.
+* Doesn't support GL 3.2+ core contexts
+* Doesn't support GLES.
* Doesn't support EGL.
* Has a hard-to-maintain parser of extension specification text
instead of using the old .spec file or the new .xml.
-* Has significant startup time overhead when `glewInit()`
+* Has significant startup time overhead when ```glewInit()```
autodetects the world.
+* User-visible multithreading support choice for win32.
The motivation for this project came out of previous use of libGLEW in
[piglit](http://piglit.freedesktop.org/). Other GL dispatch code
@@ -196,17 +104,17 @@ meant replacing every single piece of GLEW, so we built
piglit-dispatch from scratch. And since we wanted to reuse it in
other GL-related projects, this is the result.
-Windows issues
----------------
+win32 issues
+------------
The automatic per-context symbol resolution for win32 requires that
-epoxy knows when `wglMakeCurrent()` is called, because
+epoxy knows when ```wglMakeCurrent()``` is called, because
wglGetProcAddress() return values depend on the context's device and
-pixel format. If `wglMakeCurrent()` is called from outside of
+pixel format. If ```wglMakeCurrent()``` is called from outside of
epoxy (in a way that might change the device or pixel format), then
epoxy needs to be notified of the change using the
-`epoxy_handle_external_wglMakeCurrent()` function.
+```epoxy_handle_external_wglMakeCurrent()``` function.
-The win32 `wglMakeCurrent()` variants are slower than they should be,
+The win32 wglMakeCurrent() variants are slower than they should be,
because they should be caching the resolved dispatch tables instead of
resetting an entire thread-local dispatch table every time.