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Sets default symbol visibility to hidden. Resolves #74#75

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jonesmz wants to merge 2757 commits into
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Sets default symbol visibility to hidden. Resolves #74#75
jonesmz wants to merge 2757 commits into
GameFoundry:masterfrom
jonesmz:visibility_hidden

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@jonesmz
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@jonesmz jonesmz commented Apr 1, 2018

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@BearishSun
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This fails on Windows because the thread-local stuff isn't allowed to be dll exported:

c:\projects\bsf\source\foundation\bsfutility\allocators\bsmemoryallocator.h(125): error C2492: 'bs::MemoryCounter::Frees': data with thread storage duration may not have dll interface (compiling source file C:\Projects\bsf\Source\Foundation\bsfCore\Scene\BsPrefab.cpp) [C:\Projects\bsf\Build\Source\Foundation\bsf.vcxproj]

@jonesmz
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jonesmz commented Apr 1, 2018

Hrmm, so the difficulty here is that with gcc, unless I export the entire class, it won't link. Apparently they don't support exporting individual member functions.

Would you be OK with a conditional compile? Export the whole class with gcc, export only the functions with msvc ?

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Yep, that sounds fine.

@jonesmz jonesmz force-pushed the visibility_hidden branch 5 times, most recently from 14ab0d0 to 5323443 Compare April 10, 2018 18:53
@jonesmz jonesmz force-pushed the visibility_hidden branch 2 times, most recently from 073d053 to aea7c1d Compare May 13, 2018 06:55
@jonesmz jonesmz force-pushed the visibility_hidden branch 2 times, most recently from c03d4bb to 11e1ee4 Compare May 16, 2018 20:00
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jonesmz commented Jul 9, 2018

Sorry for the long delay on this issue. Busy with other stuff shrug. Still planning to provide a patch as described.

@jonesmz jonesmz force-pushed the visibility_hidden branch from 11e1ee4 to f2d1ad6 Compare July 11, 2018 04:57
BearishSun and others added 16 commits May 25, 2019 11:32
…bject mapping, as it doesn't exist and causes a crash
This is pretty basic. This also most likely breaks input on external
windows as I left a bunch of the X related setup out because I don't
want bsf to do anything extra to my window. I use SDL2 for input. A
proper solution to this is probably having one more option for
specifying if bsf should run the window event loop or not, Windows
version probably also needs this option, but I haven't tested my code
on Windows yet.
 - Fixed all shaders failing to cross compile to MSL
 - Added SPIR-V Cross and MoltenVK library dependencies
 - Added shader object remapping from descriptor set/slot to Metal indices
 - Perform vertex Y flip in shader to be consistent with Vulkan
 - Disable validation layers on macOS, as they complain about Metal Shading Language
 - Enable MoltenVK debug mode so XCode GPU debugging works
 - Shader object remapping will now sort the objects based on set/slot, in order so they resulting indices match what MoltenVK expects
 - More fixes regarding set/slot rebinding
 - Explicitly set threadgroup size for MSL compute shaders
 - Such variations can be exposed to the editor and then toggled by the user directly from the GUI
…es can now be queried through Shader

 - Also added a 'show' BSL attribute that notifies the system a shader variation parameter should be exposed to the user (rather than controlled by the renderer)
BearishSun and others added 27 commits September 23, 2019 08:41
…with renderables when an on-demand camera was not drawing
The DCO is a legal protection for some licenses (such as MIT) which do not expressly verify contributors' consent.

MIT also does not have a patents clause, which the DCO helps address.

This is not retroactive, but could help protect future contributions.
 - Laying the groundwork for binary serializer refactor that supports compression
 - Added support for RTTI schema
 - Cleaned up RTTIField interface a bit
 - RTTIPlainType::getDynamicSize -> getSize
 - Buffered bitstream now supports align() and var int
 - Included a header for RTTI schema I missed previously
 - Refactored binary serializer so it can read meta-data from a schema
 - RTTI plain type sizes are now represented through BitLength class
 - RTTI plain type header can now be compressed
 - rtti_* methods now return BitLength
 - BinarySerializer can now handle compressed reflectable and reflectable pointer type sizes
 - Extended RTTIPlainType::getSize with RTTIFieldInfo parameter
 - Fixed all compile errors
 - Added support for builtin plain types to BinarySerializer
…modate multi-frame effects such as auto-exposure or temporal AA
 - Also GUI draw group bounds are now properly calculated, not wasting space
…when they finished executing on the GPU

 - Also updated the GPU profiler so individual views can be profiled independently (profiling entire frames was causing issues with queries across multiple command buffers)
…internally, so the command execution can be tracked
…how long to keep redrawing an on-demand view for
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10 participants