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[OpenGL] use GLAD as API loader (replace GLEW) #819
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Local test passing. Do you have a win environment? |
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Thanks! Let's see if glad
is more portable than glew
(I believe so). Only major thing to fix here: the glad
files are too big (1.6 MB
) in total - could you please use a submodule (just like https://github.com/taichi-dev/glew-ready)?
I do. I can help test on Windows once this is merged. |
To be clear this is not a repo, glad is a command line tool that generates this dir (
1 sounds far more better but I'm not sure if the |
I know, we should probably just include the generated files instead of the glad source in the submodule, and update the submodule when necessary. You might need to generate both GLX (Linux) and WGL (Windows) versions using https://glad.dav1d.de/ or a downloaded glad. I'm happy to test for you on Windows when you are ready. |
It seems like current glad.c already includes WGL support: It detects We only need glad_wgl.c when we want some opengl+win32 specific glue functions like HWND &PRECT paintings&bindings or whatever... And we didn't use that, we only use compute shaders. |
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This looks great! Thank you. This is a great step towards v0.6.
Just a few very minor things:
- Rename https://github.com/taichi-dev/glad-ready to https://github.com/taichi-dev/taichi_glad_ready We want to all repos under
taichi-dev
to have consistent names - Hide/remove https://github.com/taichi-dev/glew-ready from taichi-dev
- Skip testing OpenGL on AppVeyor (but we should build the OpenGL backend)
- Remove the
... WIP, MAY NOT WORK
warning
I'll merge this after these are resolved.
All done! Except for:
Sadly I can't find the |
Thanks for fixing everything. Now you are the admin of |
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Thanks for your patience. I'll merge this once CI passes. I plan to release v0.5.15 today or tomorrow with OpenGL shipped experimentally and then release v0.6 later this week.
CI is passed! |
Related issue = #664
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