* review texture formats
Added support for `R3G3B2`, `R5G6B5`, `R4G4B4A4` and `R5G5B5A1`
Added depth formats
* use of textures for the framebuffer
- Framebuffers can now use all texture types that are already available.
- The 24-bit depth format has been removed as it is no longer needed.
- Framebuffer formats are still defined at compile time.
- The allocated texture size is now preserved, which avoids frequent reallocations when resizing framebuffers and will allow the use of `glTexSubImage2D`.
* review framebuffer blit/copy
This greatly simplifies the framebuffer blit/copy logic while now supporting all pixel formats. It is slightly slower in debug builds, but this path is mainly kept for compatibility anyway. The `copy_fast` version is still used for the "normal" cases when presenting to the screen.
* review pixel get/set
less ops for certain formats + fixes
* fix depth write
* texture read/write cleanup + tweaks
I made the pointers parameters `restrict` for reading/writing textures, which resulted in a slight improvement.
And I reviewed the `static inline` statements, which could potentially bias the compiler; no difference, but it's cleaner.
* style tweaks
* review uint8_t <-> float conversion
* added a reusable object pool system
will allow management of both textures and framebuffers
added support for `glTexSubImage2D`
added handling of 'GL_OUT_OF_MEMORY' errors
removed the default internal texture (unused)
* added FBO API + refactored rasterizer dispatch logic
* fix ndc projection + review presentation
and rename rlsw's resize/copy/blit
* add `glRenderbufferStorage` binding
+ tweaks and fixes
* fix quad sorting + simplify quad rasterization part
* fix line shaking issue
* support of `GL_DRAW_FRAMEBUFFER_BINDING`
* update rlgl - support of rlsw's framebuffers
* fix pixel origin in line rasterization
my bad, an oversight in my previous fix.
This offset should have been moved here rather than per pixel during truncation.
* style tweaks
* fix vla issue with msvc - fill depth / fill color
`SDL_GetTicks()` only has millisecond resolution so switched to
`SLD_GetPerformanceCounter()` combined with
`SDL_GetPerformanceFrequency()` which should allow more granular timing
Fix: remove intermediate variable
Remove second cast
* RGFW also requires RGBA8 images as window icons, as raylib already reports in raylib.h
* LibraryConfigurations.cmake: exchanged MATCHES -> STREQUAL in platform choosing if-statements
* Add audio_raw_stream_callback.c
* Update audio_raw_stream_callback.c to more closely follow raylib coding conventions
* Remove spaces before asterisks in comments in audio_raw_stream_callback.c
* Put SetTargetFPS(30) before while(!WindowShouldClose()) in audio_raw_stream_callback.c
* Add audio_stream_callback.c
* Delete examples/audio/audio_raw_stream_callback.c
* Delete examples/audio/audio_raw_stream_callback.png
* Update audio_raw_stream.c to more closely follow raylib coding conventions
Drawing code wasn't tabbed in
* Remove screenshot code in audio_stream_callback.c
* Update raylib version and copyright year in audio_raw_stream.c
* Update audio_stream_callback.c
Used if instead of switch to compact code; seemed more readable in this case.
The original logic iterated through the world and broke at the first found voxel that intersected the ray. This broke in some cases, removing a voxel out of view. I changed the algorithm to track the closest found voxel, and remove it at the end of the loop if one was found.
* Update audio_raw_stream.c
* Update audio_raw_stream.c to more closely follow raylib coding conventions
* Update audio_raw_stream.c to more closely follow raylib coding conventions
I accidentally put the file in the wrong folder.
* Delete examples/audio_raw_stream.c
* Remove spaces before asterisks in comments in audio_raw_stream.c
* Put SetTargetFPS(30) before while (!WindowShouldClose()) in audio_raw_stream.c
* fix audio pan comment -- found by a.b.c.d.a.b.c.d
* rlparser: update raylib_api.* by CI
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
ADDED: `rlUnloadShader()` to unload shaders (that function was missing and compute shaders leak memory)
RENAMED: `rlCompileShader()` to p `rlLoadShader()` to be consistent with `rlUnloadShader()`
RENAMED: `rlLoadShaderCode()` to `rlLoadShaderProgram()`, more descriptive of return
RENAMED: `rlLoadShaderProgram()` to `rlLoadShaderProgramEx()`
RENAMED: `rlLoadComputeShaderProgram()` to `rlLoadShaderProgramCompute()`
RENAMED: Some functions parameters for consistency