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Release 0.5.1a (#226)
* Checklist update * check buils * Give up on release ttauri * Don't automatically set CMAKE_TOOLCHAIN * Getting release 0.5.1 better
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CHANGELOG.md

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0.5.1 Bad Butterfly
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-------------------
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Fix bug; pre-main initialization order of global_counter.
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* Fix bug; pre-main initialization order of global\_counter.
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* Make it easier to build out-of-tree application without vcpkg.
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* vcpkg builds are not recommended at the moment due to future
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changes of std::format and std::ranges to the c++20 standard.
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Please build using non-vcpkg to ensure equal versions of cmake
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and the compiler.
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0.5.0 Eager Elephant
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--------------------

README.md

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TTauri GUI library [![Build on Windows](https://github.com/ttauri-project/ttauri/actions/workflows/build-on-windows.yml/badge.svg?branch=main)](https://github.com/ttauri-project/ttauri/actions/workflows/build-on-windows.yml) [![Version](https://img.shields.io/badge/dynamic/json?url=https://raw.githubusercontent.com/ttauri-project/ttauri/main/vcpkg.json&label=Latest%20Version&query=$[%27version%27]&color=blue)](https://github.com/ttauri-project/ttauri/releases/latest) [![License](https://img.shields.io/github/license/ttauri-project/ttauri.svg)](https://github.com/ttauri-project/ttauri/blob/main/LICENSE_1_0.txt)
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==================
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Current releases are broken
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---------------------------
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Due to Visual Studio removing std::format from C++20, and cmake changing the compiler flag for C++20
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ttauri releases will be broken until Visual Studio 2022 is officially released. After
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Visual Studio 2022 we should be able to make c++23 builds which should work for some time.
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However in the future it will break again due to ABI changes of std::format.
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Currently VCPKG builds are not recommended
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------------------------------------------
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Due to future changes to the C++20 standard involving ABI changes in
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std::format and std::ranges there are some issues with compatibility
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between compiler and cmake versions. Please use the non-vcpkg builds
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which ensures that cmake and compiler versions are exactly the same.
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A portable, low latency, retained-mode GUI framework written in C++

src/ttauri/GFX/pipeline_SDF.frag

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layout(set = 0, binding = 2) uniform texture2D in_textures[16];
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layout(location = 0) in flat vec4 in_clipping_rectangle;
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layout(location = 1) in vec3 in_texture_coord;
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layout(location = 2) in vec4 in_color_luv;
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layout(location = 1) in noperspective vec3 in_texture_coord;
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layout(location = 2) in noperspective vec4 in_color_luv;
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layout(origin_upper_left) in vec4 gl_FragCoord;
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layout(location = 0) out vec4 out_color;

src/ttauri/GFX/pipeline_SDF.vert

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layout(location = 3) in vec4 in_color_rgb;
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layout(location = 0) out flat vec4 out_clipping_rectangle;
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layout(location = 1) out vec3 out_texture_coord;
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layout(location = 2) out vec4 out_color_luv;
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layout(location = 1) out noperspective vec3 out_texture_coord;
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layout(location = 2) out noperspective vec4 out_color_luv;
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#include "utils.glsl"
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src/ttauri/GFX/pipeline_box.frag

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layout(origin_upper_left) in vec4 gl_FragCoord;
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layout(location = 0) in flat vec4 in_clipping_rectangle;
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layout(location = 1) in vec4 in_edge_distances;
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layout(location = 2) in vec4 in_fill_color;
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layout(location = 3) in vec4 in_border_color;
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layout(location = 1) in noperspective vec4 in_edge_distances;
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layout(location = 2) in noperspective vec4 in_fill_color;
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layout(location = 3) in noperspective vec4 in_border_color;
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layout(location = 4) in flat vec4 in_corner_radii;
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layout(location = 5) in flat float in_border_start;
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layout(location = 6) in flat float in_border_end;

src/ttauri/GFX/pipeline_box.vert

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layout(location = 6) in float in_border_width;
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layout(location = 0) out flat vec4 out_clipping_rectangle;
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layout(location = 1) out vec4 out_edge_distances;
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layout(location = 2) out vec4 out_fill_color;
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layout(location = 3) out vec4 out_border_color;
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layout(location = 1) out noperspective vec4 out_edge_distances;
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layout(location = 2) out noperspective vec4 out_fill_color;
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layout(location = 3) out noperspective vec4 out_border_color;
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layout(location = 4) out flat vec4 out_corner_radii;
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layout(location = 5) out flat float out_border_start;
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layout(location = 6) out flat float out_border_end;

src/ttauri/GFX/pipeline_image.frag

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layout(set = 0, binding = 1) uniform texture2D textures[16];
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layout(location = 0) in flat vec4 inClippingRectangle;
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layout(location = 1) in vec3 inAtlasPosition;
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layout(location = 1) in noperspective vec3 inAtlasPosition;
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layout(origin_upper_left) in vec4 gl_FragCoord;
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layout(location = 0) out vec4 outColor;

src/ttauri/GFX/pipeline_image.vert

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layout(location = 2) in vec3 inTextureCoord;
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layout(location = 0) out flat vec4 outClippingRectangle;
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layout(location = 1) out vec3 outTextureCoord;
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layout(location = 1) out noperspective vec3 outTextureCoord;
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vec4 convertPositionToViewport(vec3 windowPosition)
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{

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