FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me.
Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64.
HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).
git-svn-id: https://svn.eduke32.com/eduke32@3335 1a8010ca-5511-0410-912e-c29ae57300e0
This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs:
*libogg 1.3.0
*libvorbis 1.3.3
*zlib 1.2.7
*libpng 1.5.13
*libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd
*SDL_mixer 1.2.12 (for RENDERTYPE=SDL)
*DirectX import libraries: dsound and dxguid (now included)
To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons.
All compiler and linker warnings when building in 64-bit mode have been fixed.
Remaining 64-bit to-do:
- The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll.
- RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version().
- DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in.
- Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.)
This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d.
In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them.
git-svn-id: https://svn.eduke32.com/eduke32@3278 1a8010ca-5511-0410-912e-c29ae57300e0
This needs improvements to bring it up to par with winlayer, but it is functional. In particular, a good amount of code from winlayer could be used for both layers, including the profiling timers, the version printing code, and the hInstance and hModule sharing.
Known problems: the mouse cursor is not trapped, and the game starts before the startup window shows options.
git-svn-id: https://svn.eduke32.com/eduke32@3219 1a8010ca-5511-0410-912e-c29ae57300e0
Instructions on how I built the libs are in Windows/src/minipng.dfa.
git-svn-id: https://svn.eduke32.com/eduke32@2843 1a8010ca-5511-0410-912e-c29ae57300e0
The library was built with GCC 4.6.1 and configured like
./configure --disable-vp8-encoder --disable-multithread --disable-spatial-resampling
On the aforementioned AMD system, this reduces the mean time for decoding a frame
from 18.2 to 15.4 ms, so IMO it's worth the somewhat hefty addition of 430 Kb.
git-svn-id: https://svn.eduke32.com/eduke32@2831 1a8010ca-5511-0410-912e-c29ae57300e0
./configure --disable-vp8-encoder --disable-multithread
Also add VPX/VP8 headers for an easy build on Windows. Throw in the
necessary lines into the Makefile but do not enable VPX support yet.
git-svn-id: https://svn.eduke32.com/eduke32@2036 1a8010ca-5511-0410-912e-c29ae57300e0