Removed static_assert_nomsg, since static_assert's message argument is
optional now. In C2X mode this uses the native _Static_assert
functionality, otherwise it falls back to a macro-based overload.
Additionally, rewrote the assert macro so it correctly marks the failing
branch as a dead end.
Introduces wrappers around memory allocation functions in `memory.h`
that should be used instead of the standard C ones.
These never return NULL and, with the exception of `mem_realloc()`,
zero-initialize the allocated memory like `calloc()` does.
All allocations made with the memory.h API must be deallocated with
`mem_free()`. Although standard `free()` will work on some platforms,
it's not portable (currently it won't work on Windows). Likewise,
`mem_free()` must not be used to free foreign allocations.
The standard C allocation functions are now diagnosed as deprecated.
They are, however, available with the `libc_` prefix in case interfacing
with foreign APIs is required. So far they are only used to implement
`memory.h`.
Perhaps the most important change is the introduction of the `ALLOC()`,
`ALLOC_ARRAY()`, and `ALLOC_FLEX()` macros. They take a type as a
parameter, and allocate enough memory with the correct alignment for
that type. That includes overaligned types as well. In most
circumstances you should prefer to use these macros. See the `memory.h`
header for some usage examples.
Squashed commit of the following:
commit 9ab0197ee1
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 28 23:05:58 2022 +0100
build: add dummy descriptions for deprecated options
commit b0c41d4719
Author: Alice D <alice@starwitch.productions>
Date: Mon Dec 26 15:18:09 2022 -0500
update docker containers with ones containing meson 0.63.3
commit a2dd4173fc
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Sun Dec 25 19:20:44 2022 +0100
build: featurize audio options
commit 7c59e2a569
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Sun Dec 25 19:20:35 2022 +0100
build: remove dead code
commit cf500af137
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Sun Dec 25 19:07:37 2022 +0100
doc: update BUILD.rst
commit 9764ac706f
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Sun Dec 25 17:12:37 2022 +0100
ci: disable WGI joystick backend for SDL
Fails to build with latest llvm-mingw
commit 2d4f310b90
Author: p-sam <p-sam@d3vs.net>
Date: Sun Dec 25 17:03:47 2022 +0100
switch: fix missing include
commit 9264f1649d
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Sat Dec 24 14:36:41 2022 +0100
ci: update meson to 0.63.3 due to a bug
commit 3e37be3d8f
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Sat Dec 24 13:42:34 2022 +0100
ci: update build options
commit 281a39a4f5
Author: Alice D <alice@starwitch.productions>
Date: Sun Dec 18 00:17:07 2022 -0500
ci: change when apt is cleaned up for switch image
commit 2f2100a84c
Author: Alice D <alice@starwitch.productions>
Date: Sun Dec 18 00:11:08 2022 -0500
ci: bump switch homebrew container version
commit ebaff59260
Author: Alice D <alice@starwitch.productions>
Date: Sat Dec 17 22:55:39 2022 -0500
ci: bump windows container version
commit 7ce6f23419
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Sat Dec 17 07:36:28 2022 +0100
build: featurize renderer options
commit a345f21b35
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Sat Dec 17 07:33:30 2022 +0100
build: revert to explicit fallback for libzstd
Implicit fallback causes conflicts in the basis_universal subproject
https://github.com/mesonbuild/meson/issues/11189
commit b2de61f5c5
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Sat Dec 17 05:29:29 2022 +0100
build: remove debug_opengl
This option was always misdocumented, as it only controlled whether GL
debugging is on by default. You can still control it with the
TAISEI_GL_DEBUG environment variable, which is set to 1 in meson devenv.
commit 4c659ba195
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Fri Dec 16 08:03:37 2022 +0100
build: set up useful env vars for meson devenv
Makes Taisei load resources from the source tree, making live reload
work; enables OpenGL debugging by default; works around ASan stack use
after return false positives.
commit 1ddc58b84a
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 08:06:32 2022 +0100
build: featurize docs; always install licenses
commit c3a94d7f5b
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 07:46:28 2022 +0100
build: featurize shader_transpiler
commit 619d82ae36
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 07:38:30 2022 +0100
build: allow libzip fallback by default
commit 79ab72292a
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 07:35:51 2022 +0100
build: featurize use_libcrypto
commit b393077f71
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 05:03:20 2022 +0100
build: featurize validate_glsl
commit 7d76484079
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 04:34:31 2022 +0100
build: featurize some more installation options
commit 17c0bda205
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 03:24:46 2022 +0100
build: deprecate enable_zip for vfs_zip; convert package_data into feature
commit 9a4ef8c091
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 02:37:55 2022 +0100
build: deprecate developer=auto; default to false
commit 807240e508
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 02:24:04 2022 +0100
build: move subproject fallback info into wraps
commit 08c953f487
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 01:57:33 2022 +0100
build: deprecate 'static' option
Meson has a built-in `prefer_static` now
commit c575601537
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 01:49:31 2022 +0100
build: remove complicated shaderc detection logic
Meson does all of this internally since 0.51.0
commit cd2d460d4b
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Wed Dec 14 01:45:17 2022 +0100
build: Require meson >=0.63.0
commit 10abd790f7
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Mon Dec 12 05:16:47 2022 +0100
ci: remove meson dist version workaround from release workflow
Meson should know the correct version now
commit 31a07d8c3c
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Mon Dec 12 03:46:28 2022 +0100
build: use built-in summary() function
commit 0c47f6d14b
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Mon Dec 12 04:33:01 2022 +0100
build: remove -Dversion_fallback and introduce .VERSION file
The version script will now first try to read the version from a
.VERSION file in the source root. If that file does not exist, it will
query git. The .VERSION file is not included in the git repository, it
is generated for inclusion in source tarballs.
Package maintainers who had any use for -Dversion_fallback may want to
create the .VERSION file themselves.
Additionally, some git-specific files have been removed from source
tarballs.
commit d32332a5e3
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Mon Dec 12 03:00:07 2022 +0100
build: set the "real" version in project()
commit f9a3fbc729
Author: Andrei Alexeyev <akari@taisei-project.org>
Date: Mon Dec 12 01:50:08 2022 +0100
build: raise meson_version and remove some legacy workarounds
Effectively 0.56.0 was already required since we started using some of
its features at some point.
This also fixes all current meson warnings.
Most client code no longer needs to care about paddings at all, aside
from some very special cases involving dynamic creation of padded
sprites. So far we only have one known example of this in portrait_render().
This should let us optimize most of our sprites with autotrimming in the
future.
Additionally, support for deprecated offset_{x,y} keys in sprite files
has been removed.
Previously we assumed that we generally do not need to unbind textures
from shader samplers: if a sampler had no Taisei-level texture binding,
we would simply not update its OpenGL-level binding. This assumption is
no longer valid after introduction of cubemap textures. Shader samplers
always have an OpenGL-level binding to a texturing unit (0 by default).
If the sampler type is not compatible with the type of texture bound to
its texturing unit (e.g. 2D texture with a cube sampler), the draw call
will raise an error, even if the shader does not actually use the
invalid sampler.
For that reason, we now make sure that all samplers without a
Taisei-level texture binding are assigned a texturing unit with no
OpenGL-level texture binding. The texunit juggling logic had to be fixed
quite a bit to correctly handle unbinding textures.
Additionally, some assertions have been added to prevent assigning
incompatible textures to samplers via the renderer API, and the number
of minimum required texturing units has been raised to 8 (we sometimes
need more than 4 bound textures at a time).
On the renderer side, the concept of a "texture class" has been
introduced. There are currently two texture classes: 2D and Cubemap.
These map to `sampler2D` and `samplerCube` in shaders, respectively.
Textures now also have an additional `layers` property. Its meaning
depends on the texture class. For simple 2D textures, there is always
only 1 layer. Cubemaps always have 6 layers, one for each face. In the
future, layers could be used to represent depth in 3D textures and
individual images in array textures.
Much of the texture loading code has been refactored, as it wasn't
adequate for loading multiple images for a single texture. Both Basis
Universal cubemaps and traditional image-based cubemaps are supported,
although no runtime preprocessing is implemented for cubemaps. The Basis
Universal format is strongly recommended.
The mkbasis utility can now convert 2:1 equirectangular panoramas into
`.basis` cubemaps with the --equirect-cubemap map.
A `vec3 fixCubeCoord(vec3 v)` function has been added to `utils.glslh`,
to convert a vector into the suitable coordinate system for sampling a
cubemap. The vector doesn't need to be normalized.
Now it doesn't. It's also not very useful anyway, since the static gles3
mode only works with emscripten, for which we manually specify GL
linking flags.