Rebirth built with OpenGL has a hard dependency on the GL utility
library, but did not have a configure time test to report this. Add
one.
Reported-by: shoober420 <https://github.com/dxx-rebirth/dxx-rebirth/issues/468>
For each link given as http://, verify that the site is accessible over
https:// and, if so, switch to it. These domains were converted:
* llvm.org
* clang.llvm.org
* en.cppreference.com
* www.dxx-rebirth.com
* www.libsdl.org
* www.scons.org
This commit enables Rebirth to build with SDL2, but the result is not
perfect.
- SDL2 removed some sticky key support. Rebirth may behave differently
now in this area.
- SDL2 removed some key-repeat related support. Rebirth may behave
differently now in this area.
- SDL2 gained the ability to make a window fullscreen by sizing it to
the desktop instead of by changing the desktop resolution. Rebirth
uses this, and it mostly works.
- Resizing while in the automap does not notify the automap code, so
the view is wrong until the player switches out of automap mode and
back in.
- SDL2 changed how to enumerate available resolutions. Since
fitting the window to the desktop is generally more useful than
fitting the desktop to the window, I chose to drop support for
enumerating resolutions instead of porting to the new API. Users can
now enter an arbitrary window dimension and Rebirth will make an
attempt to use it.
- It might be useful to cap the window dimension at the desktop
dimension, but that is not done yet.
- Entering fullscreen mode through the Controls->Graphics submenu
failed to notify the relevant subsystems, causing the rendered
content not to rescale. For now, compile out the option to toggle
full screen through that menu. Toggling through Alt+Enter works
properly.
Despite these quirks, this is a substantial improvement over the prior
commit, where SDL2 cannot be used at all. The remaining issues can be
resolved in future work.
References: <https://github.com/dxx-rebirth/dxx-rebirth/issues/82>
Global variable `grd_curcanv` is set to a variety of canvases, some of
which are local stack variables. Use of global variables in this way is
fragile, but works as long as the global is not used beyond the life of
the backing local.
Unfortunately, some existing uses do access the canvas beyond the
lifetime of the backing local. Playing movies sets the font of the
current canvas. If the current canvas is an expired stack variable,
setting the font overwrites other stack data. This data corruption
causes various symptoms, such as inability to play the escape tunnel
movie.
Prior to 03cca2b3dc, the corruption on
playing the endlevel movie had no user-visible effect. That commit
created a large local variable, which changed stack layout. Starting
with that commit, the corruption causes the movie to play as all black.
Fix this, and protect against some other data corruption possiblities,
by clearing the global when the local goes out of scope.
Reported-by: Havner <https://github.com/dxx-rebirth/dxx-rebirth/issues/345> (only as cutscene failure to play, not as the underlying corruption issue)
Rather than use an inline wrapper and rely on the compiler optimizer to
redirect gr_set_current_canvas(nullptr) to gr_set_default_canvas,
rewrite all relevant calls directly in the source.
git grep -l 'gr_set_current_canvas' | xargs sed -i -e 's:gr_set_current_canvas(\s*NULL\|nullptr\s*);:gr_set_default_canvas();:'
Some Linux libraries print their own messages to stdout/stderr,
particularly in case of severe errors. Decorate messages generated by
Rebirth to distinguish them from library generated messages.
For specific blacklisted renderers, add a message informing the user
that the blacklist matched and changed settings.
Split ogl_get_verinfo() into ogl_tune_for_current() and
ogl_extensions_init(), and consolidate all the OpenGL extension handling
into ogl_extensions.cpp. Unify the code paths for texture anisotropy and
GPU synchronization for OpenGL and OpenGL ES.
Currently, our renderer only uses GLES 1.0, so no real world implementation
will support sync objects for such an old context, but the logic is valid,
and this way, the GLES specific code paths are reduced.
This patch also fixes an issue where the old ogl_get_verinfo() did modify
the texture filtering mode if no anisotropic filter was available. This
was some leftover from the time when the anisotropic filter was a just
a specific CGameConfig.TexFilt mode, and not a separate, orthogonal setting
CGameCfg.TexAnisotropy that it is now.
Rename symbol OGLES to DXX_USE_OGLES to show that it is a DXX
symbol, not one inherited from a library. Move it to dxxsconf.h to
shorten the command line.
This is a mostly automated transform, but the changes to SConstruct were
manual.
git grep -lzw OGLES -- '*.h' '*.cpp' | xargs -0 sed -i -e 's/\(\s*#\s*if\)def\s*OGLES/\1 DXX_USE_OGLES/' -e 's/\(\s*#\s*if\)ndef OGLES/\1 !DXX_USE_OGLES/'
The compiler may or may not recognize that the temporary T{} passed to
make_unique can be omitted. Help it by passing nothing, then explicitly
clearing the returned data as a separate step.
This pass only targets commonly used standard types.
s/(\(\s*\(\(un\)\?signed\|int\|char\|short\|long\|float\|double\|s\?size_t\|\(u\?int[[:digit:]]\+_t\)\)\)\s*)\s*(/static_cast<\1>(/g
C casts do not require parentheses. C++ casts require grouping around
the target. Prepare for conversion to C++ casts by adding otherwise
unnecessary parentheses around the target of simple C casts.
This pass does not attempt to process expressions that involve
any subexpression that can nest arbitrarily, such as parentheses or
brackets. It also works only on commonly used standard types.
(int) a->b; // changed
(int) a[b]; // not changed
s/\((\s*\(\(un\)\?signed\|int\|char\|short\|long\|float\|double\|s\?size_t\|\(u\?int[[:digit:]]\+_t\)\)\s*\**\s*)\s*\)\([&+-]\?\)\([[:alnum:]_.]\+\s*->\s*\)*\([[:alnum:]_.]\+\)\(\s*\([];+>)*\/^%,|&<>]\)\|$\|\(\s*-\s*[^>]\)\)/\1(\5\6\7)\8/g