2013-05-13 15:18:18 +08:00
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#!/bin/bash
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2016-09-01 16:25:47 +08:00
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2013-05-13 15:18:18 +08:00
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# exit this script if any commmand fails
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set -e
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DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
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COCOS2DX_ROOT="$DIR"/../..
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2017-01-19 13:55:14 +08:00
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CPU_CORES=4
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2013-05-13 15:18:18 +08:00
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2018-10-19 18:10:54 +08:00
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function do_retry()
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{
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cmd=$@
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retry_times=5
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retry_wait=3
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c=0
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while [ $c -lt $((retry_times+1)) ]; do
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c=$((c+1))
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echo "Executing \"$cmd\", try $c"
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$cmd && return $?
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if [ ! $c -eq $retry_times ]; then
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echo "Command failed, will retry in $retry_wait secs"
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sleep $retry_wait
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else
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echo "Command failed, giving up."
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return 1
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fi
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done
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}
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2016-09-01 16:25:47 +08:00
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function build_linux()
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{
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echo "Building tests ..."
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cd $COCOS2DX_ROOT/build
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mkdir -p linux-build
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cd linux-build
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cmake ../..
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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cmake --build .
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2016-09-01 16:25:47 +08:00
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}
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function build_mac()
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{
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NUM_OF_CORES=`getconf _NPROCESSORS_ONLN`
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2017-06-29 16:41:06 +08:00
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xcodebuild -project $COCOS2DX_ROOT/build/cocos2d_tests.xcodeproj -scheme "build all tests Mac" -jobs $NUM_OF_CORES -arch x86_64 build | xcpretty
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##xcpretty has a bug, some xcodebuid fails return value would be treated as 0.
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xcodebuild -project $COCOS2DX_ROOT/build/cocos2d_tests.xcodeproj -scheme "build all tests Mac" -jobs $NUM_OF_CORES -arch x86_64 build
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2016-09-01 16:25:47 +08:00
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}
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function build_ios()
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{
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NUM_OF_CORES=`getconf _NPROCESSORS_ONLN`
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2017-06-29 16:41:06 +08:00
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xcodebuild -project $COCOS2DX_ROOT/build/cocos2d_tests.xcodeproj -scheme "build all tests iOS" -jobs $NUM_OF_CORES -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" build | xcpretty
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#the following commands must not be removed
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xcodebuild -project $COCOS2DX_ROOT/build/cocos2d_tests.xcodeproj -scheme "build all tests iOS" -jobs $NUM_OF_CORES -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" build
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2016-09-01 16:25:47 +08:00
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}
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2014-02-12 22:01:46 +08:00
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2018-07-29 23:23:40 +08:00
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function build_mac_cmake()
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{
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2018-09-25 11:16:04 +08:00
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NUM_OF_CORES=`getconf _NPROCESSORS_ONLN`
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# pushd $COCOS2DX_ROOT
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# python -u tools/cocos2d-console/bin/cocos.py --agreement n new -l cpp -p my.pack.qqqq cocos_new_test
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# popd
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# cd $COCOS2DX_ROOT/cocos_new_test
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cd $COCOS2DX_ROOT
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2018-07-29 23:23:40 +08:00
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mkdir -p mac_cmake_build
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cd mac_cmake_build
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2018-09-25 11:16:04 +08:00
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cmake .. -GXcode
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# cmake --build .
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xcodebuild -project Cocos2d-x.xcodeproj -alltargets -jobs $NUM_OF_CORES build | xcpretty
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#the following commands must not be removed
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xcodebuild -project Cocos2d-x.xcodeproj -alltargets -jobs $NUM_OF_CORES build
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2018-07-29 23:23:40 +08:00
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exit 0
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}
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function build_ios_cmake()
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{
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2018-09-25 11:16:04 +08:00
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NUM_OF_CORES=`getconf _NPROCESSORS_ONLN`
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# pushd $COCOS2DX_ROOT
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# python -u tools/cocos2d-console/bin/cocos.py --agreement n new -l cpp -p my.pack.qqqq cocos_new_test
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# popd
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# cd $COCOS2DX_ROOT/cocos_new_test
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cd $COCOS2DX_ROOT
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2018-07-29 23:23:40 +08:00
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mkdir -p ios_cmake_build
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cd ios_cmake_build
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cmake .. -DCMAKE_TOOLCHAIN_FILE=$COCOS2DX_ROOT/cmake/ios.toolchain.cmake -GXcode -DIOS_PLATFORM=SIMULATOR64
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2018-09-25 11:16:04 +08:00
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# too much logs on console when "cmake --build ."
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# cmake --build .
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xcodebuild -project Cocos2d-x.xcodeproj -alltargets -jobs $NUM_OF_CORES -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" build | xcpretty
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#the following commands must not be removed
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xcodebuild -project Cocos2d-x.xcodeproj -alltargets -jobs $NUM_OF_CORES -destination "platform=iOS Simulator,name=iPhone Retina (4-inch)" build
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2018-07-29 23:23:40 +08:00
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exit 0
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}
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2018-09-17 11:54:39 +08:00
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function build_android_ndk-build()
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2016-09-01 16:25:47 +08:00
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{
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# Build all samples
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echo "Building Android samples ..."
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2018-03-15 09:36:27 +08:00
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source ../environment.sh
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2016-09-01 16:25:47 +08:00
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# build cpp-empty-test
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2017-12-01 17:29:34 +08:00
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# pushd $COCOS2DX_ROOT/tests/cpp-empty-test
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# cocos compile -p android --android-studio
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# popd
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2016-09-01 16:25:47 +08:00
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# build cpp-tests
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2018-03-15 09:36:27 +08:00
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pushd $COCOS2DX_ROOT/tests/cpp-tests/proj.android
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2018-10-19 18:10:54 +08:00
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do_retry ./gradlew assembleRelease -PPROP_BUILD_TYPE=ndk-build --parallel --info
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2016-09-01 16:25:47 +08:00
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popd
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# build js-tests
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2017-12-01 17:29:34 +08:00
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# should uncomon it when building time not exceed time limit
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# pushd $COCOS2DX_ROOT/tests/js-tests
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2017-12-04 18:00:45 +08:00
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# cocos compile -p android
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2017-12-01 17:29:34 +08:00
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# popd
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2016-09-01 16:25:47 +08:00
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}
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2018-09-17 11:54:39 +08:00
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function build_android_cmake()
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{
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# Build all samples
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echo "Building Android samples ..."
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source ../environment.sh
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|
|
|
|
|
|
# build cpp-tests
|
|
|
|
pushd $COCOS2DX_ROOT/tests/cpp-tests/proj.android
|
2018-10-19 18:10:54 +08:00
|
|
|
do_retry ./gradlew assembleRelease -PPROP_BUILD_TYPE=cmake --parallel --info
|
2018-09-17 11:54:39 +08:00
|
|
|
popd
|
|
|
|
}
|
|
|
|
|
|
|
|
function build_android_lua_ndk-build()
|
2018-03-15 09:36:27 +08:00
|
|
|
{
|
|
|
|
# Build all samples
|
|
|
|
echo "Building Android samples lua ..."
|
|
|
|
source ../environment.sh
|
|
|
|
|
|
|
|
# build lua-tests
|
|
|
|
pushd $COCOS2DX_ROOT/tests/lua-tests/project/proj.android
|
2018-10-19 18:10:54 +08:00
|
|
|
do_retry ./gradlew assembleDebug -PPROP_BUILD_TYPE=ndk-build --parallel --info
|
2018-09-17 11:54:39 +08:00
|
|
|
popd
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
function build_android_lua_cmake()
|
|
|
|
{
|
|
|
|
# Build all samples
|
|
|
|
echo "Building Android samples lua ..."
|
|
|
|
source ../environment.sh
|
|
|
|
|
|
|
|
# build lua-tests
|
|
|
|
pushd $COCOS2DX_ROOT/tests/lua-tests/project/proj.android
|
2018-10-19 18:10:54 +08:00
|
|
|
do_retry ./gradlew assembleDebug -PPROP_BUILD_TYPE=cmake --parallel --info
|
2018-03-15 09:36:27 +08:00
|
|
|
popd
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2018-09-25 11:16:04 +08:00
|
|
|
function build_android_js_cmake()
|
|
|
|
{
|
|
|
|
# Build all samples
|
|
|
|
echo "Building Android samples js ..."
|
|
|
|
source ../environment.sh
|
|
|
|
|
|
|
|
# build lua-tests
|
|
|
|
pushd $COCOS2DX_ROOT/tests/js-tests/project/proj.android
|
2018-10-19 18:10:54 +08:00
|
|
|
do_retry ./gradlew assembleDebug -PPROP_BUILD_TYPE=cmake --parallel --info
|
2018-09-25 11:16:04 +08:00
|
|
|
popd
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2016-09-01 16:25:47 +08:00
|
|
|
function genernate_binding_codes()
|
|
|
|
{
|
2017-12-07 13:34:12 +08:00
|
|
|
if [ $TRAVIS_OS_NAME == "linux" ]; then
|
|
|
|
# print some log for libstdc++6
|
|
|
|
strings /usr/lib/x86_64-linux-gnu/libstdc++.so.6 | grep GLIBC
|
|
|
|
ls -l /usr/lib/x86_64-linux-gnu/libstdc++*
|
|
|
|
dpkg-query -W libstdc++6
|
|
|
|
ldd $COCOS2DX_ROOT/tools/bindings-generator/libclang/libclang.so
|
|
|
|
fi
|
|
|
|
|
2018-03-19 09:21:51 +08:00
|
|
|
if [ "$TRAVIS_OS_NAME" == "osx" ]; then
|
|
|
|
eval "$(pyenv init -)"
|
|
|
|
fi
|
2017-06-29 16:41:06 +08:00
|
|
|
which python
|
2016-09-01 16:25:47 +08:00
|
|
|
|
2018-03-15 09:36:27 +08:00
|
|
|
source ../environment.sh
|
2014-02-11 14:12:13 +08:00
|
|
|
|
2016-09-01 16:25:47 +08:00
|
|
|
# Generate binding glue codes
|
|
|
|
|
|
|
|
echo "Create auto-generated luabinding glue codes."
|
|
|
|
pushd "$COCOS2DX_ROOT/tools/tolua"
|
2018-03-19 09:21:51 +08:00
|
|
|
python ./genbindings.py
|
2016-09-01 16:25:47 +08:00
|
|
|
popd
|
|
|
|
|
2017-12-07 13:34:12 +08:00
|
|
|
# We don't support building js projects for linux platform,
|
|
|
|
# therefore, don't generate js-binding code for it.
|
|
|
|
if [ $TRAVIS_OS_NAME != "linux" ] || [ "$TRAVIS_PULL_REQUEST" == "false" ]; then
|
|
|
|
echo "Create auto-generated jsbinding glue codes."
|
|
|
|
pushd "$COCOS2DX_ROOT/tools/tojs"
|
2018-03-19 09:21:51 +08:00
|
|
|
python ./genbindings.py
|
2017-12-07 13:34:12 +08:00
|
|
|
popd
|
|
|
|
fi
|
2016-09-01 16:25:47 +08:00
|
|
|
}
|
|
|
|
|
2018-09-25 11:16:04 +08:00
|
|
|
# generate cocos_files.json and check diff
|
|
|
|
function update_cocos_files()
|
|
|
|
{
|
|
|
|
# Don't exit on non-zero return value
|
|
|
|
set +e
|
|
|
|
|
|
|
|
COCOSFILE_PATH="$COCOS2DX_ROOT/templates/cocos2dx_files.json"
|
|
|
|
echo "Updates cocos_files.json"
|
|
|
|
$COCOS2DX_ROOT/tools/travis-scripts/generate-template-files.py
|
|
|
|
git diff FETCH_HEAD --stat --exit-code "$COCOSFILE_PATH"
|
|
|
|
COCOSFILE_DIFF_RETVAL=$?
|
|
|
|
|
|
|
|
if [ $LUA_DIFF_RETVAL -eq 0 ] && [ $JS_DIFF_RETVAL -eq 0 ] && [ $COCOSFILE_DIFF_RETVAL -eq 0 ]; then
|
|
|
|
echo
|
|
|
|
echo "No differences in generated files"
|
|
|
|
echo "Exiting with success."
|
|
|
|
echo
|
|
|
|
exit 0
|
|
|
|
else
|
|
|
|
echo
|
|
|
|
echo "Generated files differ from HEAD. Continuing."
|
|
|
|
echo
|
|
|
|
fi
|
|
|
|
|
|
|
|
# Exit on error
|
|
|
|
set -e
|
|
|
|
}
|
|
|
|
|
2016-09-01 16:25:47 +08:00
|
|
|
function generate_pull_request_for_binding_codes_and_cocosfiles()
|
|
|
|
{
|
|
|
|
COCOS_ROBOT_REMOTE="https://${GH_USER}:${GH_PASSWORD}@github.com/${GH_USER}/cocos2d-x.git"
|
|
|
|
LUA_AUTO_GENERATE_SCRIPT_PATH="$COCOS2DX_ROOT/cocos/scripting/lua-bindings/auto"
|
|
|
|
JS_AUTO_GENERATE_SCRIPT_PATH="$COCOS2DX_ROOT/cocos/scripting/js-bindings/auto"
|
|
|
|
ELAPSEDSECS=`date +%s`
|
|
|
|
COCOS_BRANCH="update_lua_bindings_$ELAPSEDSECS"
|
|
|
|
COMMITTAG="[ci skip][AUTO]: updating luabinding & jsbinding & cocos_file.json automatically"
|
|
|
|
PULL_REQUEST_REPO="https://api.github.com/repos/cocos2d/cocos2d-x/pulls"
|
|
|
|
|
|
|
|
pushd "$COCOS2DX_ROOT"
|
|
|
|
#Set git user for cocos2d-lua repo
|
|
|
|
git config user.email ${GH_EMAIL}
|
|
|
|
git config user.name ${GH_USER}#Set remotes
|
|
|
|
git remote add upstream "$COCOS_ROBOT_REMOTE" 2> /dev/null > /dev/null
|
|
|
|
|
|
|
|
# Run status to record the output in the log
|
|
|
|
git status
|
|
|
|
|
|
|
|
echo
|
|
|
|
echo Comparing with origin HEAD ...
|
|
|
|
echo
|
|
|
|
git fetch origin "$TRAVIS_BRANCH"
|
|
|
|
|
|
|
|
# Don't exit on non-zero return value
|
|
|
|
set +e
|
|
|
|
git diff FETCH_HEAD --stat --exit-code "$LUA_AUTO_GENERATE_SCRIPT_PATH"
|
|
|
|
LUA_DIFF_RETVAL=$?
|
|
|
|
|
|
|
|
git diff FETCH_HEAD --stat --exit-code "$JS_AUTO_GENERATE_SCRIPT_PATH"
|
|
|
|
JS_DIFF_RETVAL=$?
|
|
|
|
|
|
|
|
# generate cocos_files.json and check diff
|
2018-09-25 11:16:04 +08:00
|
|
|
update_cocos_files
|
2016-09-01 16:25:47 +08:00
|
|
|
|
|
|
|
# Exit on error
|
|
|
|
set -e
|
|
|
|
|
|
|
|
git add -f --all "$LUA_AUTO_GENERATE_SCRIPT_PATH"
|
|
|
|
git add -f --all "$JS_AUTO_GENERATE_SCRIPT_PATH"
|
|
|
|
git add -f --all "$COCOSFILE_PATH"
|
|
|
|
git checkout -b "$COCOS_BRANCH"
|
|
|
|
git commit -m "$COMMITTAG"
|
|
|
|
|
|
|
|
echo "Pushing to Robot's repo ..."
|
|
|
|
git push -fq upstream "$COCOS_BRANCH" 2> /dev/null
|
|
|
|
|
|
|
|
echo "Sending Pull Request to base repo ..."
|
|
|
|
curl --user "${GH_USER}:${GH_PASSWORD}" --request POST --data "{ \"title\": \"$COMMITTAG\", \"body\": \"\", \"head\": \"${GH_USER}:${COCOS_BRANCH}\", \"base\": \"${TRAVIS_BRANCH}\"}" "${PULL_REQUEST_REPO}" 2> /dev/null > /dev/null
|
|
|
|
|
|
|
|
popd
|
|
|
|
}
|
|
|
|
|
|
|
|
function run_pull_request()
|
|
|
|
{
|
2017-12-07 13:34:12 +08:00
|
|
|
echo "Building pull request ..."
|
|
|
|
|
2016-09-01 16:25:47 +08:00
|
|
|
# need to generate binding codes for all targets
|
|
|
|
genernate_binding_codes
|
|
|
|
|
|
|
|
# linux
|
|
|
|
if [ $BUILD_TARGET == 'linux' ]; then
|
|
|
|
build_linux
|
2014-03-10 18:13:39 +08:00
|
|
|
fi
|
2016-09-01 16:25:47 +08:00
|
|
|
|
|
|
|
# android
|
2018-09-17 11:54:39 +08:00
|
|
|
if [ $BUILD_TARGET == 'android_ndk-build' ]; then
|
|
|
|
build_android_ndk-build
|
|
|
|
fi
|
|
|
|
|
|
|
|
# android
|
|
|
|
if [ $BUILD_TARGET == 'android_cmake' ]; then
|
|
|
|
build_android_cmake
|
|
|
|
fi
|
|
|
|
|
|
|
|
# android_lua
|
|
|
|
if [ $BUILD_TARGET == 'android_lua_ndk-build' ]; then
|
|
|
|
build_android_lua_ndk-build
|
2014-03-10 18:13:39 +08:00
|
|
|
fi
|
2016-09-01 16:25:47 +08:00
|
|
|
|
2018-03-15 09:36:27 +08:00
|
|
|
# android_lua
|
2018-09-17 11:54:39 +08:00
|
|
|
if [ $BUILD_TARGET == 'android_lua_cmake' ]; then
|
|
|
|
build_android_lua_cmake
|
2018-03-15 09:36:27 +08:00
|
|
|
fi
|
|
|
|
|
2018-09-25 11:16:04 +08:00
|
|
|
# android_js
|
|
|
|
if [ $BUILD_TARGET == 'android_js_cmake' ]; then
|
|
|
|
build_android_js_cmake
|
|
|
|
fi
|
|
|
|
|
2016-09-01 16:25:47 +08:00
|
|
|
if [ $BUILD_TARGET == 'mac' ]; then
|
|
|
|
build_mac
|
2014-03-10 18:13:39 +08:00
|
|
|
fi
|
2014-02-13 11:33:11 +08:00
|
|
|
|
2016-09-01 16:25:47 +08:00
|
|
|
if [ $BUILD_TARGET == 'ios' ]; then
|
|
|
|
build_ios
|
2014-02-13 11:33:11 +08:00
|
|
|
fi
|
2016-09-01 16:25:47 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
function run_after_merge()
|
|
|
|
{
|
2017-12-07 13:34:12 +08:00
|
|
|
echo "Building merge commit ..."
|
2016-09-01 16:25:47 +08:00
|
|
|
# Re-generation of the javascript bindings can perform push of the new
|
|
|
|
# version back to github. We don't do this for pull requests, or if
|
|
|
|
# GH_USER/GH_EMAIL/GH_PASSWORD environment variables are not set correctly
|
|
|
|
# by the encoded variables in the .travis.yml file. (e.g. if cloned repo's
|
|
|
|
# want to use travis).
|
2014-02-13 11:33:11 +08:00
|
|
|
if [ -z "${GH_EMAIL}" ]; then
|
|
|
|
echo "GH_EMAIL not set"
|
2014-02-27 16:23:38 +08:00
|
|
|
exit 1
|
2014-02-13 11:33:11 +08:00
|
|
|
fi
|
|
|
|
if [ -z "${GH_USER}" ]; then
|
|
|
|
echo "GH_USER not set"
|
2014-02-27 16:23:38 +08:00
|
|
|
exit 1
|
2014-02-13 11:33:11 +08:00
|
|
|
fi
|
|
|
|
if [ -z "${GH_PASSWORD}" ]; then
|
|
|
|
echo "GH_USER not set"
|
2014-02-27 16:23:38 +08:00
|
|
|
exit 1
|
2014-02-13 11:33:11 +08:00
|
|
|
fi
|
|
|
|
|
2016-09-01 16:25:47 +08:00
|
|
|
genernate_binding_codes
|
|
|
|
generate_pull_request_for_binding_codes_and_cocosfiles
|
|
|
|
}
|
2013-06-25 01:41:48 +08:00
|
|
|
|
2016-09-01 16:25:47 +08:00
|
|
|
# build pull request
|
|
|
|
if [ "$TRAVIS_PULL_REQUEST" != "false" ]; then
|
2018-07-29 23:23:40 +08:00
|
|
|
if [ "$BUILD_TARGET" == "android_cocos_new_test" ]; then
|
|
|
|
source ../environment.sh
|
|
|
|
pushd $COCOS2DX_ROOT
|
2018-09-25 11:16:04 +08:00
|
|
|
update_cocos_files
|
2018-07-29 23:23:40 +08:00
|
|
|
python -u tools/cocos2d-console/bin/cocos.py --agreement n new -l cpp -p my.pack.qqqq cocos_new_test
|
|
|
|
popd
|
|
|
|
pushd $COCOS2DX_ROOT/cocos_new_test/proj.android
|
2018-10-19 18:10:54 +08:00
|
|
|
do_retry ./gradlew build
|
2018-07-29 23:23:40 +08:00
|
|
|
popd
|
|
|
|
exit 0
|
|
|
|
fi
|
|
|
|
|
|
|
|
if [ "$BUILD_TARGET" == "linux_cocos_new_test" ]; then
|
|
|
|
pushd $COCOS2DX_ROOT
|
2018-09-25 11:16:04 +08:00
|
|
|
update_cocos_files
|
|
|
|
python -u tools/cocos2d-console/bin/cocos.py --agreement n new -l lua -p my.pack.qqqq cocos_new_test
|
2018-07-29 23:23:40 +08:00
|
|
|
popd
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
|
2018-07-29 23:23:40 +08:00
|
|
|
echo "Building tests ..."
|
|
|
|
cd $COCOS2DX_ROOT/cocos_new_test
|
|
|
|
mkdir -p linux-build
|
|
|
|
cd linux-build
|
|
|
|
cmake ..
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
cmake --build .
|
2018-07-29 23:23:40 +08:00
|
|
|
exit 0
|
|
|
|
fi
|
|
|
|
if [ $BUILD_TARGET == 'mac_cmake' ]; then
|
|
|
|
build_mac_cmake
|
|
|
|
exit 0
|
|
|
|
fi
|
|
|
|
|
|
|
|
if [ $BUILD_TARGET == 'ios_cmake' ]; then
|
|
|
|
build_ios_cmake
|
|
|
|
exit 0
|
|
|
|
fi
|
|
|
|
|
2016-09-01 16:25:47 +08:00
|
|
|
run_pull_request
|
|
|
|
fi
|
2014-05-12 21:55:11 +08:00
|
|
|
|
2016-09-01 16:25:47 +08:00
|
|
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# run after merging
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# - make cocos robot to send PR to cocos2d-x for new binding codes
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# - generate cocos_files.json for template
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if [ "$TRAVIS_PULL_REQUEST" == "false" ]; then
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2016-09-01 18:54:49 +08:00
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# only one job need to send PR, linux virtual machine has better performance
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2017-12-07 17:52:22 +08:00
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if [ $TRAVIS_OS_NAME == "linux" ] && [ x$GEN_BINDING_AND_COCOSFILE == x"true" ]; then
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2016-09-01 18:54:49 +08:00
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run_after_merge
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fi
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2013-05-21 16:13:47 +08:00
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fi
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