2013-10-14 14:56:57 +08:00
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/****************************************************************************
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2014-01-07 11:25:07 +08:00
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Copyright (c) 2010 cocos2d-x.org
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2018-01-29 16:25:32 +08:00
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2020-08-25 23:12:26 +08:00
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Copyright (c) 2020 c4games.com
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2013-10-14 14:56:57 +08:00
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2014-05-17 05:36:00 +08:00
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#include "base/ccUtils.h"
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2014-07-14 20:42:08 +08:00
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2016-07-28 05:49:41 +08:00
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#include <cmath>
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2014-07-14 20:42:08 +08:00
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#include <stdlib.h>
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2020-08-25 23:12:26 +08:00
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2020-08-26 10:36:33 +08:00
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#include <signal.h>
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2020-08-25 23:12:26 +08:00
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#if !defined(_WIN32)
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// for unix/linux kill
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#include <unistd.h>
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#endif
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2017-04-01 11:43:17 +08:00
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#include "md5/md5.h"
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2014-07-14 20:42:08 +08:00
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2014-05-27 10:44:23 +08:00
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#include "base/CCDirector.h"
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2015-05-18 01:48:49 +08:00
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#include "base/CCAsyncTaskPool.h"
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2015-07-15 12:09:08 +08:00
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#include "base/CCEventDispatcher.h"
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2015-09-21 15:31:01 +08:00
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#include "base/base64.h"
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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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#include "base/ccConstants.h"
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2019-07-19 11:57:11 +08:00
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#include "base/ccUTF8.h"
|
2014-05-27 10:44:23 +08:00
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|
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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCRenderer.h"
|
2016-06-06 22:32:50 +08:00
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#include "renderer/CCTextureCache.h"
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2018-09-11 14:39:30 +08:00
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#include "renderer/CCRenderState.h"
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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
|
|
|
#include "renderer/backend/Types.h"
|
2020-09-10 21:14:28 +08:00
|
|
|
#include "renderer/backend/PixelBufferDescriptor.h"
|
2016-05-07 22:10:53 +08:00
|
|
|
|
2014-05-27 10:44:23 +08:00
|
|
|
#include "platform/CCImage.h"
|
|
|
|
#include "platform/CCFileUtils.h"
|
2015-09-21 15:31:01 +08:00
|
|
|
#include "2d/CCSprite.h"
|
2016-05-07 22:10:53 +08:00
|
|
|
#include "2d/CCRenderTexture.h"
|
2013-10-14 14:56:57 +08:00
|
|
|
|
2014-05-14 16:25:47 +08:00
|
|
|
NS_CC_BEGIN
|
2013-10-14 14:56:57 +08:00
|
|
|
|
2013-12-05 17:19:01 +08:00
|
|
|
int ccNextPOT(int x)
|
2013-10-14 14:56:57 +08:00
|
|
|
{
|
|
|
|
x = x - 1;
|
|
|
|
x = x | (x >> 1);
|
|
|
|
x = x | (x >> 2);
|
|
|
|
x = x | (x >> 4);
|
|
|
|
x = x | (x >> 8);
|
|
|
|
x = x | (x >>16);
|
|
|
|
return x + 1;
|
|
|
|
}
|
2014-05-14 16:25:47 +08:00
|
|
|
|
2014-05-27 14:29:52 +08:00
|
|
|
namespace utils
|
2014-05-27 10:44:23 +08:00
|
|
|
{
|
2014-05-27 14:29:52 +08:00
|
|
|
/*
|
|
|
|
* Capture screen interface
|
|
|
|
*/
|
2020-09-14 17:20:07 +08:00
|
|
|
static EventListenerCustom* s_captureScreenListener;
|
|
|
|
static CallbackCommand s_captureScreenCommand;
|
2020-09-11 11:57:55 +08:00
|
|
|
void captureScreen(std::function<void(RefPtr<Image>)> imageCallback)
|
2014-05-27 14:29:52 +08:00
|
|
|
{
|
2020-09-14 17:20:07 +08:00
|
|
|
if (s_captureScreenListener)
|
|
|
|
{
|
|
|
|
CCLOG("Warning: CaptureScreen has been called already, don't call more than once in one frame.");
|
|
|
|
return;
|
|
|
|
}
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|
|
|
|
|
auto director = Director::getInstance();
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|
|
|
auto renderer = director->getRenderer();
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|
|
|
auto eventDispatcher = director->getEventDispatcher();
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|
|
|
|
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|
s_captureScreenListener = eventDispatcher->addCustomEventListener(Director::EVENT_AFTER_DRAW, [=](EventCustom* /*event*/) {
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|
|
eventDispatcher->removeEventListener(s_captureScreenListener);
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|
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|
s_captureScreenListener = nullptr;
|
2020-09-14 17:43:44 +08:00
|
|
|
|
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|
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// !!!GL: AFTER_DRAW and BEFORE_END_FRAME
|
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renderer->readPixels(nullptr, [=](const backend::PixelBufferDescriptor& pbd) {
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|
|
|
if (pbd) {
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auto image = utils::makeInstance<Image>(&Image::initWithRawData, pbd._data.getBytes(), pbd._data.getSize(), pbd._width, pbd._height, 8, false);
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imageCallback(image);
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|
}
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|
|
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else imageCallback(nullptr);
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});
|
2015-07-15 12:09:08 +08:00
|
|
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});
|
2014-05-27 14:29:52 +08:00
|
|
|
}
|
2015-07-15 12:09:08 +08:00
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|
|
|
2019-03-29 10:32:13 +08:00
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|
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static std::unordered_map<Node*, EventListenerCustom*> s_captureNodeListener;
|
2020-09-11 11:57:55 +08:00
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|
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void captureNode(Node* startNode, std::function<void(RefPtr<Image>)> imageCallback, float scale)
|
2019-03-28 09:09:26 +08:00
|
|
|
{
|
2019-03-29 10:32:13 +08:00
|
|
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if (s_captureNodeListener.find(startNode) != s_captureNodeListener.end())
|
2019-03-28 09:09:26 +08:00
|
|
|
{
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|
|
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CCLOG("Warning: current node has been captured already");
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|
|
return;
|
2016-05-07 22:10:53 +08:00
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}
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|
2019-03-29 10:32:13 +08:00
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auto callback = [startNode, scale, imageCallback](EventCustom* /*event*/) {
|
2019-03-28 09:09:26 +08:00
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auto director = Director::getInstance();
|
2019-03-29 10:32:13 +08:00
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auto captureNodeListener = s_captureNodeListener[startNode];
|
2019-03-28 09:09:26 +08:00
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director->getEventDispatcher()->removeEventListener((EventListener*)(captureNodeListener));
|
2019-03-29 10:32:13 +08:00
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s_captureNodeListener.erase(startNode);
|
2019-03-28 09:09:26 +08:00
|
|
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auto& size = startNode->getContentSize();
|
|
|
|
|
2020-09-13 19:16:59 +08:00
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|
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director->setNextDeltaTimeZero(true);
|
2019-03-28 09:09:26 +08:00
|
|
|
|
|
|
|
RenderTexture* finalRtx = nullptr;
|
|
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|
|
2019-06-03 09:39:51 +08:00
|
|
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auto rtx = RenderTexture::create(size.width, size.height, backend::PixelFormat::RGBA8888, PixelFormat::D24S8);
|
2019-03-28 09:09:26 +08:00
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|
|
// rtx->setKeepMatrix(true);
|
|
|
|
Point savedPos = startNode->getPosition();
|
|
|
|
Point anchor;
|
|
|
|
if (!startNode->isIgnoreAnchorPointForPosition()) {
|
|
|
|
anchor = startNode->getAnchorPoint();
|
|
|
|
}
|
|
|
|
startNode->setPosition(Point(size.width * anchor.x, size.height * anchor.y));
|
|
|
|
rtx->begin();
|
|
|
|
startNode->visit();
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|
|
|
rtx->end();
|
|
|
|
startNode->setPosition(savedPos);
|
|
|
|
|
|
|
|
if (std::abs(scale - 1.0f) < 1e-6f/* no scale */)
|
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|
|
finalRtx = rtx;
|
|
|
|
else {
|
|
|
|
/* scale */
|
|
|
|
auto finalRect = Rect(0, 0, size.width, size.height);
|
|
|
|
Sprite *sprite = Sprite::createWithTexture(rtx->getSprite()->getTexture(), finalRect);
|
|
|
|
sprite->setAnchorPoint(Point(0, 0));
|
|
|
|
sprite->setFlippedY(true);
|
2019-06-03 09:39:51 +08:00
|
|
|
finalRtx = RenderTexture::create(size.width * scale, size.height * scale, backend::PixelFormat::RGBA8888, PixelFormat::D24S8);
|
2019-03-28 09:09:26 +08:00
|
|
|
|
|
|
|
sprite->setScale(scale); // or use finalRtx->setKeepMatrix(true);
|
|
|
|
finalRtx->begin();
|
|
|
|
sprite->visit();
|
|
|
|
finalRtx->end();
|
|
|
|
}
|
2020-09-11 11:57:55 +08:00
|
|
|
|
2020-09-13 19:16:59 +08:00
|
|
|
director->getRenderer()->render();
|
2019-03-28 09:09:26 +08:00
|
|
|
|
|
|
|
finalRtx->newImage(imageCallback);
|
|
|
|
};
|
|
|
|
|
|
|
|
auto listener = Director::getInstance()->getEventDispatcher()->addCustomEventListener(Director::EVENT_BEFORE_DRAW, callback);
|
|
|
|
|
2019-03-29 10:32:13 +08:00
|
|
|
s_captureNodeListener[startNode] = listener;
|
2016-05-07 22:10:53 +08:00
|
|
|
}
|
|
|
|
|
2020-09-11 11:57:55 +08:00
|
|
|
// [DEPRECATED]
|
|
|
|
void captureScreen(const std::function<void(bool, const std::string&)>& afterCaptured, const std::string& filename)
|
|
|
|
{
|
|
|
|
std::string outfile;
|
|
|
|
if (FileUtils::getInstance()->isAbsolutePath(filename))
|
|
|
|
outfile = filename;
|
|
|
|
else
|
|
|
|
outfile = FileUtils::getInstance()->getWritablePath() + filename;
|
|
|
|
captureScreen([=,fullPath=std::move(outfile)](RefPtr<Image> image) {
|
|
|
|
bool ok = image && image->saveToFile(fullPath, false);
|
|
|
|
|
|
|
|
afterCaptured(ok, fullPath);
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
2014-06-26 14:05:30 +08:00
|
|
|
std::vector<Node*> findChildren(const Node &node, const std::string &name)
|
|
|
|
{
|
|
|
|
std::vector<Node*> vec;
|
|
|
|
|
|
|
|
node.enumerateChildren(name, [&vec](Node* nodeFound) -> bool {
|
|
|
|
vec.push_back(nodeFound);
|
|
|
|
return false;
|
|
|
|
});
|
|
|
|
|
|
|
|
return vec;
|
|
|
|
}
|
2014-07-14 20:42:08 +08:00
|
|
|
|
|
|
|
#define MAX_ITOA_BUFFER_SIZE 256
|
|
|
|
double atof(const char* str)
|
|
|
|
{
|
|
|
|
if (str == nullptr)
|
|
|
|
{
|
|
|
|
return 0.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
char buf[MAX_ITOA_BUFFER_SIZE];
|
|
|
|
strncpy(buf, str, MAX_ITOA_BUFFER_SIZE);
|
|
|
|
|
|
|
|
// strip string, only remain 7 numbers after '.'
|
|
|
|
char* dot = strchr(buf, '.');
|
|
|
|
if (dot != nullptr && dot - buf + 8 < MAX_ITOA_BUFFER_SIZE)
|
|
|
|
{
|
|
|
|
dot[8] = '\0';
|
|
|
|
}
|
|
|
|
|
|
|
|
return ::atof(buf);
|
|
|
|
}
|
2014-08-04 11:45:50 +08:00
|
|
|
|
|
|
|
double gettime()
|
|
|
|
{
|
2014-08-04 11:48:23 +08:00
|
|
|
struct timeval tv;
|
2014-08-04 15:18:01 +08:00
|
|
|
gettimeofday(&tv, nullptr);
|
2014-08-04 11:45:50 +08:00
|
|
|
|
2014-08-04 11:48:23 +08:00
|
|
|
return (double)tv.tv_sec + (double)tv.tv_usec/1000000;
|
2014-08-04 11:45:50 +08:00
|
|
|
}
|
2014-08-04 15:18:01 +08:00
|
|
|
|
2015-06-29 11:52:53 +08:00
|
|
|
long long getTimeInMilliseconds()
|
|
|
|
{
|
|
|
|
struct timeval tv;
|
2015-07-06 14:34:32 +08:00
|
|
|
gettimeofday (&tv, nullptr);
|
2016-07-01 14:32:43 +08:00
|
|
|
return (long long)tv.tv_sec * 1000 + tv.tv_usec / 1000;
|
2015-06-29 11:52:53 +08:00
|
|
|
}
|
|
|
|
|
2014-09-18 15:27:11 +08:00
|
|
|
Rect getCascadeBoundingBox(Node *node)
|
|
|
|
{
|
|
|
|
Rect cbb;
|
|
|
|
Size contentSize = node->getContentSize();
|
|
|
|
|
2015-09-22 16:08:23 +08:00
|
|
|
// check all children bounding box, get maximize box
|
2014-09-18 15:27:11 +08:00
|
|
|
Node* child = nullptr;
|
|
|
|
bool merge = false;
|
|
|
|
for(auto object : node->getChildren())
|
|
|
|
{
|
|
|
|
child = dynamic_cast<Node*>(object);
|
|
|
|
if (!child->isVisible()) continue;
|
|
|
|
|
2014-09-18 15:40:28 +08:00
|
|
|
const Rect box = getCascadeBoundingBox(child);
|
2014-09-18 15:27:11 +08:00
|
|
|
if (box.size.width <= 0 || box.size.height <= 0) continue;
|
|
|
|
|
|
|
|
if (!merge)
|
|
|
|
{
|
|
|
|
cbb = box;
|
|
|
|
merge = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
cbb.merge(box);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// merge content size
|
|
|
|
if (contentSize.width > 0 && contentSize.height > 0)
|
|
|
|
{
|
|
|
|
const Rect box = RectApplyAffineTransform(Rect(0, 0, contentSize.width, contentSize.height), node->getNodeToWorldAffineTransform());
|
|
|
|
if (!merge)
|
|
|
|
{
|
|
|
|
cbb = box;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
cbb.merge(box);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return cbb;
|
|
|
|
}
|
2015-09-21 15:31:01 +08:00
|
|
|
|
2016-06-06 22:32:50 +08:00
|
|
|
Sprite* createSpriteFromBase64Cached(const char* base64String, const char* key)
|
|
|
|
{
|
|
|
|
Texture2D* texture = Director::getInstance()->getTextureCache()->getTextureForKey(key);
|
|
|
|
|
|
|
|
if (texture == nullptr)
|
|
|
|
{
|
|
|
|
unsigned char* decoded;
|
|
|
|
int length = base64Decode((const unsigned char*)base64String, (unsigned int)strlen(base64String), &decoded);
|
|
|
|
|
|
|
|
Image *image = new (std::nothrow) Image();
|
2020-08-31 19:24:23 +08:00
|
|
|
bool imageResult = image->initWithImageData(decoded, length, true);
|
2016-06-06 22:32:50 +08:00
|
|
|
CCASSERT(imageResult, "Failed to create image from base64!");
|
|
|
|
|
2016-06-17 13:13:35 +08:00
|
|
|
if (!imageResult) {
|
|
|
|
CC_SAFE_RELEASE_NULL(image);
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
2016-06-06 22:32:50 +08:00
|
|
|
texture = Director::getInstance()->getTextureCache()->addImage(image, key);
|
|
|
|
image->release();
|
|
|
|
}
|
|
|
|
|
|
|
|
Sprite* sprite = Sprite::createWithTexture(texture);
|
|
|
|
|
|
|
|
return sprite;
|
|
|
|
}
|
|
|
|
|
2015-09-21 15:31:01 +08:00
|
|
|
Sprite* createSpriteFromBase64(const char* base64String)
|
|
|
|
{
|
|
|
|
unsigned char* decoded;
|
2016-06-06 22:32:50 +08:00
|
|
|
int length = base64Decode((const unsigned char*)base64String, (unsigned int)strlen(base64String), &decoded);
|
2015-09-21 15:31:01 +08:00
|
|
|
|
2015-12-16 14:02:55 +08:00
|
|
|
Image *image = new (std::nothrow) Image();
|
2020-08-31 19:24:23 +08:00
|
|
|
bool imageResult = image->initWithImageData(decoded, length, decoded);
|
2015-09-21 15:31:01 +08:00
|
|
|
CCASSERT(imageResult, "Failed to create image from base64!");
|
|
|
|
|
2016-06-17 13:13:35 +08:00
|
|
|
if (!imageResult) {
|
|
|
|
CC_SAFE_RELEASE_NULL(image);
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
2015-12-16 14:02:55 +08:00
|
|
|
Texture2D *texture = new (std::nothrow) Texture2D();
|
2015-09-21 15:31:01 +08:00
|
|
|
texture->initWithImage(image);
|
|
|
|
texture->setAliasTexParameters();
|
|
|
|
image->release();
|
|
|
|
|
|
|
|
Sprite* sprite = Sprite::createWithTexture(texture);
|
|
|
|
texture->release();
|
2016-06-06 22:32:50 +08:00
|
|
|
|
2015-09-21 15:31:01 +08:00
|
|
|
return sprite;
|
|
|
|
}
|
|
|
|
|
2016-07-14 13:52:30 +08:00
|
|
|
Node* findChild(Node* levelRoot, const std::string& name)
|
2016-05-04 09:46:00 +08:00
|
|
|
{
|
2016-07-14 13:52:30 +08:00
|
|
|
if (levelRoot == nullptr || name.empty())
|
2016-05-04 09:46:00 +08:00
|
|
|
return nullptr;
|
|
|
|
|
|
|
|
// Find this node
|
2016-07-14 13:52:30 +08:00
|
|
|
auto target = levelRoot->getChildByName(name);
|
|
|
|
if (target != nullptr)
|
|
|
|
return target;
|
2016-05-04 09:46:00 +08:00
|
|
|
|
|
|
|
// Find recursively
|
|
|
|
for (auto& child : levelRoot->getChildren())
|
|
|
|
{
|
2016-07-14 13:52:30 +08:00
|
|
|
target = findChild(child, name);
|
2016-05-04 09:46:00 +08:00
|
|
|
if (target != nullptr)
|
|
|
|
return target;
|
|
|
|
}
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
Node* findChild(Node* levelRoot, int tag)
|
|
|
|
{
|
2016-07-14 13:52:30 +08:00
|
|
|
if (levelRoot == nullptr || tag == Node::INVALID_TAG)
|
2016-05-04 09:46:00 +08:00
|
|
|
return nullptr;
|
|
|
|
|
|
|
|
// Find this node
|
2016-07-14 13:52:30 +08:00
|
|
|
auto target = levelRoot->getChildByTag(tag);
|
|
|
|
if (target != nullptr)
|
|
|
|
return target;
|
2016-05-04 09:46:00 +08:00
|
|
|
|
|
|
|
// Find recursively
|
|
|
|
for (auto& child : levelRoot->getChildren())
|
|
|
|
{
|
2016-07-14 13:52:30 +08:00
|
|
|
target = findChild(child, tag);
|
2016-05-04 09:46:00 +08:00
|
|
|
if (target != nullptr)
|
|
|
|
return target;
|
|
|
|
}
|
|
|
|
|
|
|
|
return nullptr;
|
|
|
|
}
|
|
|
|
|
2017-03-16 13:47:45 +08:00
|
|
|
std::string getFileMD5Hash(const std::string &filename)
|
2017-05-04 09:21:22 +08:00
|
|
|
{
|
|
|
|
Data data;
|
|
|
|
FileUtils::getInstance()->getContents(filename, &data);
|
|
|
|
|
|
|
|
return getDataMD5Hash(data);
|
|
|
|
}
|
|
|
|
|
|
|
|
std::string getDataMD5Hash(const Data &data)
|
2017-03-16 13:47:45 +08:00
|
|
|
{
|
2017-04-01 11:43:17 +08:00
|
|
|
static const unsigned int MD5_DIGEST_LENGTH = 16;
|
|
|
|
|
2017-05-04 09:21:22 +08:00
|
|
|
if (data.isNull())
|
|
|
|
{
|
|
|
|
return std::string();
|
|
|
|
}
|
2017-03-16 13:47:45 +08:00
|
|
|
|
2017-04-01 11:43:17 +08:00
|
|
|
md5_state_t state;
|
|
|
|
md5_byte_t digest[MD5_DIGEST_LENGTH];
|
2017-05-04 09:21:22 +08:00
|
|
|
char hexOutput[(MD5_DIGEST_LENGTH << 1) + 1] = { 0 };
|
2017-04-01 11:43:17 +08:00
|
|
|
|
|
|
|
md5_init(&state);
|
2017-05-04 09:21:22 +08:00
|
|
|
md5_append(&state, (const md5_byte_t *)data.getBytes(), (int)data.getSize());
|
2017-04-01 11:43:17 +08:00
|
|
|
md5_finish(&state, digest);
|
|
|
|
|
|
|
|
for (int di = 0; di < 16; ++di)
|
|
|
|
sprintf(hexOutput + di * 2, "%02x", digest[di]);
|
2017-03-16 13:47:45 +08:00
|
|
|
|
2017-04-01 11:43:17 +08:00
|
|
|
return hexOutput;
|
2017-03-16 13:47:45 +08:00
|
|
|
}
|
|
|
|
|
2018-02-11 09:19:47 +08:00
|
|
|
LanguageType getLanguageTypeByISO2(const char* code)
|
|
|
|
{
|
|
|
|
// this function is used by all platforms to get system language
|
|
|
|
// except windows: cocos/platform/win32/CCApplication-win32.cpp
|
|
|
|
LanguageType ret = LanguageType::ENGLISH;
|
|
|
|
|
|
|
|
if (strncmp(code, "zh", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::CHINESE;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "ja", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::JAPANESE;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "fr", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::FRENCH;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "it", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::ITALIAN;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "de", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::GERMAN;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "es", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::SPANISH;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "nl", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::DUTCH;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "ru", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::RUSSIAN;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "hu", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::HUNGARIAN;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "pt", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::PORTUGUESE;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "ko", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::KOREAN;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "ar", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::ARABIC;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "nb", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::NORWEGIAN;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "pl", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::POLISH;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "tr", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::TURKISH;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "uk", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::UKRAINIAN;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "ro", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::ROMANIAN;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "bg", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::BULGARIAN;
|
|
|
|
}
|
|
|
|
else if (strncmp(code, "be", 2) == 0)
|
|
|
|
{
|
|
|
|
ret = LanguageType::BELARUSIAN;
|
|
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
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
|
|
|
|
|
|
|
backend::BlendFactor toBackendBlendFactor(int factor)
|
|
|
|
{
|
|
|
|
switch (factor) {
|
|
|
|
case GLBlendConst::ONE:
|
|
|
|
return backend::BlendFactor::ONE;
|
|
|
|
case GLBlendConst::ZERO:
|
|
|
|
return backend::BlendFactor::ZERO;
|
|
|
|
case GLBlendConst::SRC_COLOR:
|
|
|
|
return backend::BlendFactor::SRC_COLOR;
|
|
|
|
case GLBlendConst::ONE_MINUS_SRC_COLOR:
|
|
|
|
return backend::BlendFactor::ONE_MINUS_SRC_COLOR;
|
|
|
|
case GLBlendConst::SRC_ALPHA:
|
|
|
|
return backend::BlendFactor::SRC_ALPHA;
|
|
|
|
case GLBlendConst::ONE_MINUS_SRC_ALPHA:
|
|
|
|
return backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
|
|
|
|
case GLBlendConst::DST_COLOR:
|
|
|
|
return backend::BlendFactor::DST_COLOR;
|
|
|
|
case GLBlendConst::ONE_MINUS_DST_COLOR:
|
|
|
|
return backend::BlendFactor::ONE_MINUS_DST_COLOR;
|
|
|
|
case GLBlendConst::DST_ALPHA:
|
|
|
|
return backend::BlendFactor::DST_ALPHA;
|
|
|
|
case GLBlendConst::ONE_MINUS_DST_ALPHA:
|
|
|
|
return backend::BlendFactor::ONE_MINUS_DST_ALPHA;
|
|
|
|
case GLBlendConst::SRC_ALPHA_SATURATE:
|
|
|
|
return backend::BlendFactor::SRC_ALPHA_SATURATE;
|
|
|
|
case GLBlendConst::BLEND_COLOR:
|
|
|
|
return backend::BlendFactor::BLEND_CLOLOR;
|
2019-02-15 14:30:10 +08:00
|
|
|
case GLBlendConst::CONSTANT_ALPHA:
|
|
|
|
return backend::BlendFactor::CONSTANT_ALPHA;
|
|
|
|
case GLBlendConst::ONE_MINUS_CONSTANT_ALPHA:
|
|
|
|
return backend::BlendFactor::ONE_MINUS_CONSTANT_ALPHA;
|
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
|
|
|
default:
|
|
|
|
assert(false);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return backend::BlendFactor::ONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
int toGLBlendFactor(backend::BlendFactor blendFactor)
|
|
|
|
{
|
|
|
|
int ret = GLBlendConst::ONE;
|
|
|
|
switch (blendFactor)
|
|
|
|
{
|
|
|
|
case backend::BlendFactor::ZERO:
|
|
|
|
ret = GLBlendConst::ZERO;
|
|
|
|
break;
|
|
|
|
case backend::BlendFactor::ONE:
|
|
|
|
ret = GLBlendConst::ONE;
|
|
|
|
break;
|
|
|
|
case backend::BlendFactor::SRC_COLOR:
|
|
|
|
ret = GLBlendConst::SRC_COLOR;
|
|
|
|
break;
|
|
|
|
case backend::BlendFactor::ONE_MINUS_SRC_COLOR:
|
|
|
|
ret = GLBlendConst::ONE_MINUS_SRC_COLOR;
|
|
|
|
break;
|
|
|
|
case backend::BlendFactor::SRC_ALPHA:
|
|
|
|
ret = GLBlendConst::SRC_ALPHA;
|
|
|
|
break;
|
|
|
|
case backend::BlendFactor::ONE_MINUS_SRC_ALPHA:
|
|
|
|
ret = GLBlendConst::ONE_MINUS_SRC_ALPHA;
|
|
|
|
break;
|
|
|
|
case backend::BlendFactor::DST_COLOR:
|
|
|
|
ret = GLBlendConst::DST_COLOR;
|
|
|
|
break;
|
|
|
|
case backend::BlendFactor::ONE_MINUS_DST_COLOR:
|
|
|
|
ret = GLBlendConst::ONE_MINUS_DST_COLOR;
|
|
|
|
break;
|
|
|
|
case backend::BlendFactor::DST_ALPHA:
|
|
|
|
ret = GLBlendConst::DST_ALPHA;
|
|
|
|
break;
|
|
|
|
case backend::BlendFactor::ONE_MINUS_DST_ALPHA:
|
|
|
|
ret = GLBlendConst::ONE_MINUS_DST_ALPHA;
|
|
|
|
break;
|
|
|
|
case backend::BlendFactor::SRC_ALPHA_SATURATE:
|
|
|
|
ret = GLBlendConst::SRC_ALPHA_SATURATE;
|
|
|
|
break;
|
|
|
|
case backend::BlendFactor::BLEND_CLOLOR:
|
|
|
|
ret = GLBlendConst::BLEND_COLOR;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
2019-03-12 16:26:41 +08:00
|
|
|
backend::SamplerFilter toBackendSamplerFilter(int mode)
|
|
|
|
{
|
|
|
|
switch (mode)
|
|
|
|
{
|
|
|
|
case GLTexParamConst::LINEAR:
|
|
|
|
case GLTexParamConst::LINEAR_MIPMAP_LINEAR:
|
|
|
|
case GLTexParamConst::LINEAR_MIPMAP_NEAREST:
|
|
|
|
case GLTexParamConst::NEAREST_MIPMAP_LINEAR:
|
|
|
|
return backend::SamplerFilter::LINEAR;
|
|
|
|
case GLTexParamConst::NEAREST:
|
|
|
|
case GLTexParamConst::NEAREST_MIPMAP_NEAREST:
|
|
|
|
return backend::SamplerFilter::NEAREST;
|
|
|
|
default:
|
|
|
|
CCASSERT(false, "invalid GL sampler filter!");
|
|
|
|
return backend::SamplerFilter::LINEAR;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
backend::SamplerAddressMode toBackendAddressMode(int mode)
|
|
|
|
{
|
|
|
|
switch (mode)
|
|
|
|
{
|
|
|
|
case GLTexParamConst::REPEAT:
|
|
|
|
return backend::SamplerAddressMode::REPEAT;
|
|
|
|
case GLTexParamConst::CLAMP:
|
2019-03-20 14:34:35 +08:00
|
|
|
case GLTexParamConst::CLAMP_TO_EDGE:
|
2019-03-12 16:26:41 +08:00
|
|
|
return backend::SamplerAddressMode::CLAMP_TO_EDGE;
|
|
|
|
case GLTexParamConst::MIRROR_REPEAT:
|
|
|
|
return backend::SamplerAddressMode::MIRROR_REPEAT;
|
|
|
|
default:
|
|
|
|
CCASSERT(false, "invalid GL address mode");
|
|
|
|
return backend::SamplerAddressMode::REPEAT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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
|
|
|
const Mat4& getAdjustMatrix()
|
|
|
|
{
|
|
|
|
static cocos2d::Mat4 adjustMatrix = {
|
|
|
|
1, 0, 0, 0,
|
|
|
|
0, 1, 0, 0,
|
|
|
|
0, 0, 0.5, 0.5,
|
|
|
|
0, 0, 0, 1
|
|
|
|
};
|
|
|
|
|
|
|
|
return adjustMatrix;
|
|
|
|
}
|
2018-09-11 14:39:30 +08:00
|
|
|
|
2019-02-15 14:30:10 +08:00
|
|
|
std::vector<float> getNormalMat3OfMat4(const Mat4 &mat)
|
|
|
|
{
|
|
|
|
std::vector<float> normalMat(9);
|
|
|
|
Mat4 mvInverse = mat;
|
|
|
|
mvInverse.m[12] = mvInverse.m[13] = mvInverse.m[14] = 0.0f;
|
|
|
|
mvInverse.inverse();
|
|
|
|
mvInverse.transpose();
|
|
|
|
normalMat[0] = mvInverse.m[0]; normalMat[1] = mvInverse.m[1]; normalMat[2] = mvInverse.m[2];
|
|
|
|
normalMat[3] = mvInverse.m[4]; normalMat[4] = mvInverse.m[5]; normalMat[5] = mvInverse.m[6];
|
|
|
|
normalMat[6] = mvInverse.m[8]; normalMat[7] = mvInverse.m[9]; normalMat[8] = mvInverse.m[10];
|
|
|
|
return normalMat;
|
|
|
|
}
|
|
|
|
|
2019-07-19 11:57:11 +08:00
|
|
|
std::vector<int> parseIntegerList(const std::string &intsString) {
|
|
|
|
std::vector<int> result;
|
|
|
|
|
|
|
|
const char *cStr = intsString.c_str();
|
|
|
|
char *endptr;
|
|
|
|
|
|
|
|
for (long int i = strtol(cStr, &endptr, 10); endptr != cStr; i = strtol(cStr, &endptr, 10)) {
|
|
|
|
if (errno == ERANGE) {
|
|
|
|
errno = 0;
|
|
|
|
CCLOGWARN("%s contains out of range integers", intsString.c_str());
|
|
|
|
}
|
|
|
|
result.push_back(static_cast<int>(i));
|
|
|
|
cStr= endptr;
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2020-01-04 22:25:01 +08:00
|
|
|
std::string bin2hex(const std::string& binary /*charstring also regard as binary in C/C++*/, int delim, bool prefix)
|
|
|
|
{
|
|
|
|
char low;
|
|
|
|
char high;
|
|
|
|
size_t len = binary.length();
|
|
|
|
|
|
|
|
bool delim_needed = delim != -1 || delim == ' ';
|
|
|
|
|
|
|
|
std::string result;
|
|
|
|
result.reserve((len << 1) + (delim_needed ? len : 0) + (prefix ? (len << 1) : 0));
|
|
|
|
|
|
|
|
|
|
|
|
for (size_t i = 0; i < len; ++i)
|
|
|
|
{
|
|
|
|
auto ch = binary[i];
|
|
|
|
high = (ch >> 4) & 0x0f;
|
|
|
|
low = ch & 0x0f;
|
|
|
|
if (prefix) {
|
|
|
|
result.push_back('0');
|
|
|
|
result.push_back('x');
|
|
|
|
}
|
|
|
|
|
|
|
|
auto hic = CC_HEX2CHAR(high);
|
|
|
|
auto lic = CC_HEX2CHAR(low);
|
|
|
|
result.push_back(hic);
|
|
|
|
result.push_back(lic);
|
|
|
|
if (delim_needed)
|
|
|
|
{
|
|
|
|
result.push_back(delim);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
2020-08-25 23:12:26 +08:00
|
|
|
void killCurrentProcess()
|
|
|
|
{
|
|
|
|
#if !defined(_WIN32)
|
|
|
|
::kill(::getpid(), SIGKILL);
|
2020-08-26 10:36:33 +08:00
|
|
|
#else
|
|
|
|
::TerminateProcess(::GetCurrentProcess(), SIGTERM);
|
2020-08-25 23:12:26 +08:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2014-05-27 10:44:23 +08:00
|
|
|
}
|
|
|
|
|
2014-05-26 16:15:30 +08:00
|
|
|
NS_CC_END
|