This fixes a bunch of narrowing conversion errors, e.g.:
error: format specifies type 'unsigned long long' but the argument has type
'u64' (aka 'unsigned long') [-Werror,-Wformat]
citra: Remove GLFW, Add SDL2
FindSDL2: Do not CACHE SDL2_* variables if library is not found
EmuWindow_SDL2: Set minimal client area at initialisation time
EmuWindow_SDL2: Corrections
EmuWindow_SDL2: Fix no decorations on startup on OS X
cmake: windows_copy_files
The main advantage of switching to glad from glLoadGen is that, apart
from being actively maintained, it supports a customizable entrypoint
loader function, which makes it possible to also support OpenGL ES.
INTERFACE doesn't define the symbol when compiling the library itself.
PUBLIC should be used when the definition is needed both by the library
and by the users.
Involves making asserts use printf instead of the log functions (log functions are asynchronous and, as such, the log won't be printed in time)
As such, the log type argument was removed (printf obviously can't use it, and it's made obsolete by the file and line printing)
Also removed some GEKKO cruft.
The triangle clipper was allocating its temporary input, output and work
buffers using a std::vector. Since this is a hot path, it's desirable to
use stack allocation instead.
Several cleanups to the buildsystem:
- Do better factoring of common libs between platforms.
- Add support to building on Windows.
- Remove Qt4 support.
- Re-sort file lists and add missing headers.
This should fix the GL loading errors that occur in some drivers due to
the use of deprecated functions by GLEW. Side benefits are more accurate
auto-completion (deprecated function and symbols don't exist) and faster
pointer loading (less entrypoints to load). In addition it removes an
external library depency, simplifying the build system a bit and
eliminating one set of binary libraries for Windows.