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opengl3 driver now works on windows including multi window #60894
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I will amend and force push to get rid of the compilation issues. |
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I believe that I have resolved the static and compilation issues. Do I just wait for someone to kick those test builds again and then I get email if they fail? |
Pretty much yeah. This just happens on your first PR. Once this is merged tests will run automatically for you. |
well at least I have learned that having clang-format on a file saving trigger is pretty much required here.... |
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Added one more comment, but beyond that this looks good to go!
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In general, changes seems good.
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@bruvzg thanks a lot for all your time. I think it is ready for final review now |
fixed and simplified gl_manager_windows swap buffers now called for all windows fixed missing pixel format setting in additional windows this makes them work in OpenGL contexts changed verbose error printing to write once this error message happens very frequently while opengl3 is not finished removed dead code no longer needed after changes fixed comments that were misinformation window messages during window creation now handled these were previously discarded messages now tunnel the required context changed failure to create opengl3 window on windows to be more fatal marked a problem with pen code conditional compilation of vulkan and opengl3 on windows fixed windows debug builds now show messages on debug console also rendering driver selection box now shows only compiled drivers marked some problematic code thanks to akien-mga for patiently rewriting my style mistakes
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@akien-mga I believe I corrected all your blockers. |
Thanks, I'll re-review tomorrow. I apologize if my review comments were frustrating, this was not my intention. Godot is a big codebase with a lot of written and unwritten conventions which make a project with 1600+ co-authors possible and maintainable by the few dozens who stick around long term. I can understand that upholding these requirements on things which are not critical to what the PR does can be annoying. I'd like to clarify that all review comments are not blockers. It's a discussion, and some of the suggestion I or others make may or may not be good. If there are good reasons not to follow them (e.g. the goto issue above) then that's perfectly fine. |
@akien-mga I thank you for your kind words. Yes, you did make me decide to quit since I don't want to spend my time on minutiae, as I am old and grumpy. I only started last week but I think I will give my relationship with godot another chance based on your clarification. |
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Looks good from my end!
Thanks! |
With godot.4.11a problem is back. |
@Knand1861 Please don't bump multiple issues/pull requests for this. Instead, continue the discussion in #57180. |
fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
this makes them work in OpenGL contexts
changed verbose error printing to write once
this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
these were previously discarded
messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to @clayjohn for on-boarding and help/collaboration