Found with /W4 by MSVC 2019 (Microsoft (R) C/C++ Optimizing Compiler Version 19.24.28314)
A bunch of implicit casts 'double' to 'float' and one 'int64_t' to 'unsigned'.
.\src\platform\guiwin.cpp(1237): warning C4701: potentially uninitialized local variable 'cursorName' used
.\src\platform\guiwin.cpp(1237): warning C4703: potentially uninitialized local pointer variable 'cursorName' used
.\src\solvespace.cpp(805,30): warning C4456: declaration of 'gs' hides previous local declaration
.\src\solvespace.cpp(715,17): message : see declaration of 'gs'
.\src\solvespace.cpp(849,47): warning C4456: declaration of 'e' hides previous local declaration
.\src\solvespace.cpp(847,29): message : see declaration of 'e'
.\src\render\render.h(288,51): warning C4458: declaration of 'camera' hides class member
.\src\render\render.h(271,17): message : see declaration of 'SolveSpace::SurfaceRenderer::camera'
.\src\render\render.h(289,57): warning C4458: declaration of 'lighting' hides class member
.\src\render\render.h(272,17): message : see declaration of 'SolveSpace::SurfaceRenderer::lighting'
GetIdent is called from an UI event callback, at which point there
might well not be an active GL context. Before this commit, that
would return a NULL pointer and result in a crash.
This was originally changed in 74aa80b6, but the fix broke stipping
because it incorrectly changed the logic. Revert that, and just make
the textures smaller instead.
As I understand it, both glGetError() and glFinish() are serializing
and blockig, so it makes more sense to call them at the same time.
glFlush() does not block.
When drawing the graphics window, we flush it twice: once to draw
the geometry, and another time to draw the UI overlay (toolbar,
selection marquee, and FPS counter). Calling glFinish() each time
is (on most platforms) just pointlessly slow, but on macOS Catalina,
without offscreen rendering, it causes the toolbar to flicker.
Instead of calling glFinish() twice per frame in that case, call
glFlush() twice and then glFinish() once we really are done.
Per the OpenGL documentation:
> GL_INVALID_VALUE may be generated if level is greater than
> log2(max), where max is the returned value of GL_MAX_TEXTURE_SIZE.
Although we always passed `log2(max) + 1` as `level`, for some reason
none of the GL implementations we run on ever returned an error.
It also appears there is a bug in ANGLE that crashes the process
instead in this case if the C++ runtime performs bound checks on
vector::operator[]=.
Allows distancing users from the internal "elem" member.
Add Get() and operator[].
Replace direct references to elem.
Make elem and elemsAllocated private in IdList/List.
MSVC has a long history of value initialization bugs, and this one is
no exception. In this case, when some MSVC versions (at least up to
2013) are instructed to value-initialize a non-POD class with
a compiler generated non-trivial constructor, it does not zero out
the POD members.
After this commit, if the target system does have modern OpenGL
drivers installed, ANGLE is configured to use them, bypassing most
translation (shaders still have to be translated from ESSL to GLSL).
If there are no OpenGL drivers, such as if the graphics drivers were
installed via Windows Update, DirectX translation is still used. This
results in a very noticeable startup delay and minor performance
degradation.
In addition it is no longer necessary to build with -DOPENGL=1 to be
able to run the binary in wine; everything works out of the box.
Before, wine's incomplete HLSL translator would crash.
This change required renaming the variable `texture` in shaders,
since it shadows the Core GLSL function with the same name, and ANGLE
translates texture2D() calls to texture() calls.
We have a lot of classes with virtual functions but no virtual
destructor, mostly under render/. While this is not a problem
due to how our hierarchy is structured, some versions of clang
warn about this on the delete statement inside shared_ptr.
We could add a virtual destructor, but adding final qualifiers
expresses intent better, is generally more efficient (since it allows
devirtualizing most virtual calls in render/), and solves
the potential problem clang is warning us about.
This commit fixes two issues that cause issues in WebGL:
* Non-power-of-two textures must wrap as GL_CLAMP_TO_EDGE.
This breaks non-power-of-two textures.
* Render calls with zero primitives should not be issued.
This just causes warning spam.
This commit removes a large amount of code partially duplicated
between the text and the graphics windows, and opens the path to
having more than one model window on screen at any given time,
as well as simplifies platform work.
This commit also adds complete support for High-DPI device pixel
ratio. It adds support for font scale factor (a fractional factor
on top of integral device pixel ratio) on the platform side, but not
on the application side.
This commit also adds error checking to all Windows API calls
(within the abstracted code) and fixes a significant number of
misuses and non-future-proof uses of Windows API.
This commit also makes uses of Windows API idiomatic, e.g. using
the built-in vertical scroll bar, native tooltips, control
subclassing instead of hooks in the global dispatch loop, and so on.
It reinstates tooltip support and removes menu-related hacks.
We should make good use of in-place member initialization. Many
new classes have constructors that effectively do nothing but
default-initialize POD members, and when adding new members,
it is very easy to miss initializing them. With in-place
initialization, the code is more compact, the diffs are nicer,
and it's harder to miss them.
This commit only converts render/ and platform/ to use in-place
member initialization, since there was a bug in CairoRenderer,
but we should convert the entire codebase.
This commit updates a *lot* of rather questionable path handling
logic to be robust. Specifically:
* All path operations go through Platform::Path.
* All ad-hoc path handling functions are removed, together with
PATH_SEP. This removes code that was in platform-independent
parts, but had platform-dependent behavior.
* Group::linkFileRel is removed; only an absolute path is stored
in Group::linkFile. However, only Group::linkFileRel is saved,
with the relative path calculated on the fly, from the filename
passed into SaveToFile. This eliminates dependence on global
state, and makes it unnecessary to have separare code paths
for saved and not yet saved files.
* In a departure from previous practice, functions with
platform-independent code but platform-dependent behavior
are all grouped under platform/. This makes it easy to grep
for functions with platform-dependent behavior.
* Similarly, new (GUI-independent) code for all platforms is added
in the same platform.cpp file, guarded with #ifs. It turns out
that implementations for different platforms had a lot of shared
code that tended to go out of sync.
Before this commit, the first time NewFrame() is called,
the background color would not be filled, leading to interference
with whatever the GUI toolkit decided to put there.
Before this commit, updates to the bitmap font in the graphics window
cause missing characters in the text window and vice versa. This is
because BitmapFont contains a texture that's mutated, and sharing it
would also require sharing display lists between GL contexts, which
is not done (and overly complicated for this case anyway).