GitHub Actions' macOS runners have Python from homebrew installed and it's used by default instead of the Python that ships with macOS. Apparently Homebrew decided you shouldn't be able to install stuff with `pip3` anymore so our build broke since `setuptools` is no longer included by default and `glib` from vcpkg needs it to build.
Additionally,, the whole liblzma mess ended up breaking our builds too because libarchive (and its dependency libxml2) depends on it and the download is no longer available. The build option changes here should be reverted once this is sorted out because this is probably partially breaking archive support.
PS: Fuck you Jia Tan.
* Switch to using Qt 6
* Use Ubuntu 22.04 for newer dependency versions
* Combine AppImage and regular x86_64 builds so it doesn't have to build twice
* Misc cleanup
* Use macOS 14 M1-based runners for macOS CI
* Hopefully make the universal build erroring not fail the build (does sometimes with delete-artifact)
* Update vcpkg version
This is different from the archive support in that the compressed ROMs
are standalone files, rather than archives, making it possible to use
them exactly as if they were regular ROMs, while saving a bunch of space
on disk. This is supported both for DS and GBA ROMs, though given GBA
ROMs' generally small size it's mostly useful for the former.
* CMake in MSYS2 now depends on Ninja and uses it by default, use it
instead of Make as it has much easier to read output when doing
parallel builds and doesn't need an extra program
* Ninja uses the maximum number of cores by default, so we don't have to
run nproc --all
* We don't need mesa for its headers anymore
* WIP: use Duckstation's context code to directly render into QT Widget from separate thread without two OpenGL contexts
currently only works on Windows
* reenable gay OSD
* add back vsync
* make it atleast a little more thread safe
* linux support
* don't segfault on closing
* reorganise and cleanup build system
it's still not good, but better than before
* macos?
* try to get it working on Ubuntu CI
also update instructions
* let's try this
* ok how about this
* try creating an OGL 4.3 context first
(https://i.kym-cdn.com/photos/images/original/001/264/842/220.png)
* fix Ubuntu
* hm
* try again for Windows
* let's try this
* make the OpenGL renderer work again
that was stupid
* do OGL surface resizing from the mainthread
* Fix small mistake in GL context creation on macOS causing version 3.2 to
be considered invalid
* C stupidness
* cleanup
* don't let the emuthread deinit OGL if there's no OGL
* reset lastScreenWidth/Height when deiniting OpenGL
* disable stencil test while drawing framebuffers
* macOS: Link Cocoa framework explicitly when not building with Qt6
Seems to be needed for the classes used by DuckStation's GL context
code.
* Set ScreenPanelGL's minimum size immediately
Fixes GL context creation for OpenGL display on macOS using the wrong
size as the underlying window was not resized to the correct size by Qt
yet.
* don't emit window updates when OGL display is used
* stuff Arisotura said
Co-authored-by: Nadia Holmquist Pedersen <nadia@nhp.sh>
These changes modernize the CMake build system to (hopefully) match newer best practices
* Library linking is simpler and more automatic because of using imported targets
* Multi-configuration builds should be supported (Ninja Multi-Config, Visual Studio, etc. generators)
* Clean up build options using cmake_dependent_option
* Let CMake do its job in more cases, like finding the math/dl libraries and detecting and enabling LTO support
* Remove platform-specific kludges like the Fedora/flatpak LTO workaround and a bunch of Windows stuff
* Simplify Windows static builds
* Consistent formatting
* Improve macOS bundling
* Bundle libs for macOS CI
* Add MACOS_BUILD_DMG CMake option and make the CI upload the DMG so we don't lose executable permissions.
* Manually copy plugins if macdeployqt doesn't
* Ad-hoc codesign the app
* Use libepoxy to load in OpenGL functions
Prevents having to load them in manually
* Install libepoxy in the CI
* Do not link OpenGL libraries, libepoxy opens them itself
* Add libepoxy to build instructions