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@ -1,11 +1,11 @@ |
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Epoxy is a library for handling OpenGL function pointer management for |
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you. |
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It hides the complexity of ```dlopen()```, ```dlsym()```, |
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```glXGetProcAddress()```, ```eglGetProcAddress()```, etc. from the |
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It hides the complexity of `dlopen()`, `dlsym()`, |
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`glXGetProcAddress()`, `eglGetProcAddress()`, etc. from the |
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app developer, with very little knowledge needed on their part. They |
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get to read GL specs and write code using undecorated function names |
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like ```glCompileShader()```. |
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like `glCompileShader()`. |
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Don't forget to check for your extensions or versions being present |
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before you use them, just like before! We'll tell you what you forgot |
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@ -17,8 +17,8 @@ Features |
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* Automatically initializes as new OpenGL functions are used. |
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* Desktop OpenGL 4.4 core and compatibility context support. |
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* OpenGL ES 1/2/3 context support. |
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* Knows about function aliases so (e.g.) ```glBufferData()``` can be |
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used with ```GL_ARB_vertex_buffer_object``` implementations, along |
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* Knows about function aliases so (e.g.) `glBufferData()` can be |
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used with `GL_ARB_vertex_buffer_object` implementations, along |
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with desktop OpenGL 1.5+ implementations. |
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* GLX, and WGL support. |
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* EGL support. EGL headers are included, so they're not necessary to build Epoxy |
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@ -37,27 +37,27 @@ Building with CMake should be as simple as running: |
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cd <my-build_dir> |
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cmake -G <my-generator> <my-source-dir> |
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(run "cmake -h" see a list of possible generators). Then, to build the project, |
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depending on the type of generator you use, e.g. for Unix type "make", and for |
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(run `cmake -h` see a list of possible generators). Then, to build the project, |
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depending on the type of generator you use, e.g. for Unix type `make`, and for |
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MSVC open the solution in Visual studio and build the solution. |
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* NOTE: To build for 64 bit with MSVC add " Win64" to the generator name, e.g. |
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"Visual studio 14 2015 Win64". |
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* NOTE: To build for 64 bit with MSVC add ` Win64` to the generator name, e.g. |
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`Visual studio 14 2015 Win64`. |
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* To rebuild the generated headers from the specs, add |
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"-DEPOXY_REBUILD_FROM_SPECS=ON" to the "cmake" invocation. |
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`-DEPOXY_REBUILD_FROM_SPECS=ON` to the `cmake` invocation. |
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* To build also static libraries, add |
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"-DEPOXY_BUILD_STATIC=ON" to the "cmake" invocation. |
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`-DEPOXY_BUILD_STATIC=ON` to the `cmake` invocation. |
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* To disable building shared libraries, add |
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"-DEPOXY_BUILD_SHARED=OFF" to the "cmake" invocation. |
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`-DEPOXY_BUILD_SHARED=OFF` to the `cmake` invocation. |
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* To disable building tests, add |
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"-DEPOXY_BUILD_TESTS=OFF" to the "cmake" invocation. |
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`-DEPOXY_BUILD_TESTS=OFF` to the `cmake` invocation. |
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* To link to the static Runtime Library with MSVC (rather than to the DLL), add |
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"-DEPOXY_MSVC_USE_RUNTIME_LIBRARY_DLL=OFF" to the "cmake" invocation. |
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`-DEPOXY_MSVC_USE_RUNTIME_LIBRARY_DLL=OFF` to the `cmake` invocation. |
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Building (Autotools) |
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--------------------- |
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@ -91,21 +91,21 @@ With MSVC you can also build directly with NMAKE. This type of build only |
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supports building shared libraries. However it also supports building |
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tests. |
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1) Check src\Makefile.vc to ensure that PYTHONDIR is pointing to your Python |
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1. Check `src\Makefile.vc` to ensure that `PYTHONDIR` is pointing to your Python |
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installation, either a 32-bit or a 64-bit (x64) installation of Python 2 or 3 |
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will do. |
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2) Copy "include\epoxy\config.h.guess" to "include\epoxy\config.h". |
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3) Open an MSVC Command prompt and run "nmake Makefile.vc CFG=release" or |
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"nmake Makefile.vc CFG=debug" in src\ for a release or debug build. |
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4) Optionally, add src\ into your PATH and run the previous step in test\. Run |
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the tests by running the built ".exe"-s. |
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5) Assuming you want to install in %INSTALL_DIR%, copy common.h, config.h, |
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khrplatform.h, eglplatform.h, gl.h, gl_generated.h, wgl.h, wgl_generated.h, |
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egl.h and egl_generated.h from include\epoxy\ to |
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%INSTALL_DIR%\include\epoxy\, copy src\epoxy.lib to %INSTALL_DIR%\lib\ and |
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copy epoxy-vs12.dll and epoxy-vs12.pdb (if you've built a debug build) from |
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src\ to %INSTALL_DIR%\bin\. Create directories as needed. |
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6) To clean the project, repeat steps 2 and 3, adding " clean" to the commands. |
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2. Copy `include\epoxy\config.h.guess` to `include\epoxy\config.h`. |
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3. Open an MSVC Command prompt and run `nmake Makefile.vc CFG=release` or |
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`nmake Makefile.vc CFG=debug` in src\ for a release or debug build. |
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4. Optionally, add src\ into your PATH and run the previous step in test\. Run |
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the tests by running the built `.exe`s. |
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5. Assuming you want to install in `%INSTALL_DIR%`, copy `common.h`, `config.h`, |
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`khrplatform.h`, `eglplatform.h`, `gl.h`, `gl_generated.h`, `wgl.h`, `wgl_generated.h`, |
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`egl.h` and `egl_generated.h` from `include\epoxy\` to |
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`%INSTALL_DIR%\include\epoxy\`, copy `src\epoxy.lib` to `%INSTALL_DIR%\lib\` and |
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copy `epoxy-vs12.dll` and `epoxy-vs12.pdb` (if you've built a debug build) from |
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`src\` to `%INSTALL_DIR%\bin\`. Create directories as needed. |
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6. To clean the project, repeat steps 2 and 3, adding ` clean` to the commands. |
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Switching your Code to Use Epoxy |
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--------------------------------- |
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@ -133,14 +133,14 @@ As long as epoxy's headers appear first, you should be ready to go. |
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Additionally, some new helpers become available, so you don't have to |
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write them: |
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```int epoxy_gl_version()``` returns the GL version: |
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`int epoxy_gl_version()` returns the GL version: |
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* 12 for GL 1.2 |
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* 20 for GL 2.0 |
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* 44 for GL 4.4 |
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```bool epoxy_has_gl_extension()``` returns whether a GL extension is |
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available (```GL_ARB_texture_buffer_object```, for example). |
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`bool epoxy_has_gl_extension()` returns whether a GL extension is |
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available (`GL_ARB_texture_buffer_object`, for example). |
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Note that this is not terribly fast, so keep it out of your hot paths, |
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ok? |
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@ -154,18 +154,18 @@ some platforms necessary) to use an OpenGL ES / EGL emulator. I recommend using |
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[PowerVR SDK](http://community.imgtec.com/developers/powervr/graphics-sdk/), |
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which is available for Linux, OS X and Windows. Download it and run the |
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installer. In the installer, you don't have to check everything: Enough to check |
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"PowerVR Tools -> PVRVFrame" and "PowerVR SDK -> Native SDK". There's no need to |
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`PowerVR Tools -> PVRVFrame` and `PowerVR SDK -> Native SDK`. There's no need to |
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add anything from PowerVR SDK to the include directories to build or use Epoxy, |
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as it already includes all the necessary headers for using OpenGL ES / EGL. |
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There's also no need to link with anything from PowerVR SDK to build or use |
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Epoxy, as it loads the necessary libraries at run-time. However, when running |
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your app, if want to use EGL / OpenGL ES, you'll have to add the directory that |
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contains the right shared libraries ("GLES_CM", "GLESv2" and "EGL") to you |
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"PATH" environment variable. For instance, if you're on Windows, and used the |
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contains the right shared libraries (`GLES_CM`, `GLESv2` and `EGL`) to your |
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`PATH` environment variable. For instance, if you're on Windows, and used the |
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default locations when installing PowerVR SDK, then add |
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"C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRVFrame\Library\Windows_x86_64" |
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to your "PATH" (for Windows 64 bit) or |
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"C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRVFrame\Library\Windows_x86_32" |
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`C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRVFrame\Library\Windows_x86_64` |
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to your `PATH` (for Windows 64 bit) or |
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`C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRVFrame\Library\Windows_x86_32` |
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(for Windows 32 bit). For other platforms it would be something similar. Of |
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course, feel free to copy the shared libraries somewhere else. |
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@ -182,7 +182,7 @@ GLEW has several issues: |
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* Doesn't support EGL. |
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* Has a hard-to-maintain parser of extension specification text |
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instead of using the old .spec file or the new .xml. |
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* Has significant startup time overhead when ```glewInit()``` |
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* Has significant startup time overhead when `glewInit()` |
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autodetects the world. |
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The motivation for this project came out of previous use of libGLEW in |
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@ -200,13 +200,13 @@ Windows issues |
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--------------- |
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The automatic per-context symbol resolution for win32 requires that |
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epoxy knows when ```wglMakeCurrent()``` is called, because |
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epoxy knows when `wglMakeCurrent()` is called, because |
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wglGetProcAddress() return values depend on the context's device and |
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pixel format. If ```wglMakeCurrent()``` is called from outside of |
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pixel format. If `wglMakeCurrent()` is called from outside of |
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epoxy (in a way that might change the device or pixel format), then |
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epoxy needs to be notified of the change using the |
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```epoxy_handle_external_wglMakeCurrent()``` function. |
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`epoxy_handle_external_wglMakeCurrent()` function. |
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The win32 wglMakeCurrent() variants are slower than they should be, |
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The win32 `wglMakeCurrent()` variants are slower than they should be, |
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because they should be caching the resolved dispatch tables instead of |
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resetting an entire thread-local dispatch table every time. |
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