This migrates all remaining uses of cImport (and addTranslateC for good
measure) to using translate-c for C translation, ensuring that we are
ready for when cImport is removed from the language, and also that all
sources of C translation are using the same snapshot of the external
package (when can then be updated when we need to fix something).
A couple of notes:
* A few options have been added to support the new translations, namely
the ability to link libraries (passed through to linkLibrary on the
Translator side) and whether or not to initialize default values
(looks like cImport did this without a way to control it, but
translate-c does not do it by default).
* Using the new library linking option actually simplifies the process
of translating a number of the C packages as we have been shipping the
necessary headers for these packages already with the applicable
libraries. For some of the more complex translation processes though,
we still include the appropriate directories directly.
This sets up for a couple improvments (see TODO comments) and also sets
the glyph atlas textures to nearest neighbor sampling since we can do
that now that we never scale glyphs.
BPTC is required to be available OpenGL >= 4.2 and our minimum is 4.3 so
this is safe in terms of support. I tested briefly in a VM and didn't
encounter any problems so this should just be a complete win.
(Note: texture data is already automatically compressed on Metal)
This commit is very large, representing about a month of work with many
interdependent changes that don't separate cleanly in to atomic commits.
The main change here is unifying the renderer logic to a single generic
renderer, implemented on top of an abstraction layer over OpenGL/Metal.
I'll write a more complete summary of the changes in the description of
the PR.
NEEDS REVIEW
continuation of #5037resolves#4729
renders all shaders to the default buffer and then copies it to the
designated custom shader texture.
this is a draft pr because:
- it introduces a new shader "pipeline" which doesnt fit in with how the
system was designed to work (which is only rendering to the fbo)
- im not sure if this is the best way to achieve shaders being able to
sample their output while also drawing to the screen. the cusom fbo
(previous implementation) was useful in that it modularized the custom
shader stage in rendering
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Co-authored-by: Mitchell Hashimoto <m@mitchellh.com>