@k3z4 So MinGW build seems to be working now (do not forget to update the submodules).
To be honest, I should say (this was the first time I used MinGW) that I did not find anything that would compare positively against Visual Studio. Compile times are enormous. It seems like it's using only single core. I was not even able to wait until it builds the entire debug configuration: the linker was struggling with the first executable target for about 15 minutes (!) and produced ~500 MB executable (!??).
Release targets were all built successfully.
Couple things:
* Only Vulkan and OpenGL backends are built. D3D11/D3D12 backends depend on headers from windows SDK which are not found. Even d3d11.h is not found. I don't know how to fix this.
* I did not manage to make dynamic libraries to work. I build static library and then link static into shared one. On Linux, Android and Mac that works fine. MinGW produces empty dll (~47kb). When I use -whole-archive, it generated ~500 MB dll in debug build. So all targets are linked against static libraries (I don't really think this is a problem).
Other than that everything seems to be working fine, so all functionality is there.