Currently just the bare minimum, more features such as handling
multiple contiguous strips and loops inside a single mesh or an
overlapping layout will come later.
The shader requires the input data to be laid out in a rather specific
way, and there will be a dedicated MeshTools utility for it in the
following commits. For independence though, the shader tests use a
custom helper.
The initial implementation has certain corner cases which will be
eventually resolved. For now they are pinned down with repro cases in
the test. But apart from that, it's pretty much usable in practice.
Remaining join styles (round and miter-clip) as well as stipple support
will eventually follow as well.
Having code snippets in docs compiled and checked for syntax and
outdated API errors is great. In theory. In practice the people reading
docs have NO IDEA how much needless suffering goes into making the
compiler collaborate with me on such a seemingly simple task. UGH.
Counterparts to the sRGB-converting APIs, for when one doesn't want to
perform sRGB conversion. Or for "wrong sRGB" workflows. Named like this
and not just `fromRgbInt()` to make the calls at least a bit suspicious.
I did that just to be sure that 3c8fd70c12
didn't break anything, but to my surprise arrived at a difference
somewhere completely different.
The problem is that the SVGs were generated before Math::pack() was
fixed in e62ce4faa6 (Feb 2019) to perform
correct rounding, and so most color values were off by one. Heh.
Same as in the previous commit, most cases are inputs so a StringStl.h
compatibility include will do, the only breaking change is
GL::Shader::sources() which now returns a StringIterable instead of a
std::vector<std::string> (ew).
Awesome about this whole thing is that The Shader API now allows
creating a shader from sources coming either from string view literals
or Utility::Resource completely without having to allocate any strings
internally, because all those can be just non-owning references wrapped
with String::nullTerminatedGlobalView(). The only parts which aren't
references are the #line markers, but (especially on 64bit) those can
easily fit into the 22-byte (or 10-byte on 32bit) SSO storage.
Also, various Shader constructors and assignment operators had to be
deinlined in order to avoid having to include the String header, which
would be needed for Array destruction during a move.
Co-authored-by: Hugo Amiard <hugo.amiard@wonderlandengine.com>
This is the first builtin array attribute, with one of the objectives
being an ability to support an arbitrary count of per-vertex weights in
a single contiguous attribute without the complexity of having to go
through several four-component attributes.
On the shader side it still needs to get cut into at most four
components per attribute, but there's no reason for such limitation to
get propagated here as well.
Co-authored-by: Vladimír Vondruš <mosra@centrum.cz>
Finally got an idea how to provide various options store these
efficiently, so it's implemented now. Five different storage variants
times four different type sizes.
What's especially nice is that the code snippets no longer need to
describe that there's "2 lights, 3 materials and 5 draws" because now
it's self-documenting.
A bunch of new GLES- and WebGL-specific draw() variants got added in
b30d313ecd over a year ago, but so far
they weren't exposed in any of the Shaders because it'd mean a lot of
nasty copypasting and I just didn't like that.
So instead, there's a new macro to handle this messy work, and also
tested in order to ensure everything is still as it should be and that
it works even outside the Magnum namespace. This makes it much easier to
add new draw() variants (such as indirect draws, *finally*), without
having to update every shader implementation under the sun.
One difference is that I'm now allowing drawTransformFeedback() always
-- because that makes sense. It *is* possible to use a regular shader to
draw a result of a XFB, so it doesn't make sense to attempt to block
that.
The change to Shaders will be done in the next commit.
No silly Engrish, compiled code snippets and following private variable
naming rules. This class doesn't do much and was rather neglected, but
is still quite useful compared to having to google how std::chrono works
every damn time.
Because storing arbitrary data as a string was not good:
- It *never* followed alignment requirements due to the last byte being
used for size. Instead the size is now stored before the data, and
thus the data is always on the 64 byte boundary.
- As it could contain arbitrary binary data, it could cause
magnum-sceneconverter --material-info to print garbage, corrupt the
terminal or, worst case, crash. Not good.
- It stored an implicit \0, which was unnecessary.
There's no reason for those to exist anymore -- origiinally they were
added in a hopeful attempt to make use of parallel shader compilation,
but in practice that meant compiling at most two or three shaders at
once and still stalling until that was done, so not that great at all.
The new APIs provide much better opportunities for parallelism.
Fun fact:
CORRADE_INTERNAL_ASSERT_OUTPUT(vert.compile() && frag.compile());
is actually one character shorter than
CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
so not even typing convenience would be a reason to keep these.
The new async APIs were just checking the link status, and printing the
linker error. Because drivers commonly do all that in a single step,
without really separating compilation from linking (or at least that's
what I thought?), I assumed the linker error would contain *also* the
compilation error, if any.
But on a quick check with Mesa that's not the case, I only get "error:
linking with uncompiled/unspecialized shader", which is very useless.
Which means, to get proper error output, the checkLink() function now
explicitly takes a list of the input shaders. It will unconditionally go
through them at the beginning and call checkCompile() on each.
To further encourage the shaders to be passed, there's no default
argument -- so if the application calls checkCompile() on its own for
some reason, it has to pass an empty list to checkLink().
Because it somewhat confusingly may have implied that it's really
composed of 8-bit bools, and not bits. The same reasoning was used to
pick the name for Corrade's Containers::BitArray.
Backwards compatibility aliases are in place as usual, however the
internal BoolVectorConverter is now BitVectorConverter and there
unfortunately cannot be any backwards compatibility. This breaks only
GLM and Eigen integration in the magnum-integration repo, which I'm
fixing immediately. I don't expect any user code to use this internal
helper. For regular vectors maybe, for this one definitely not.
Similar to the change done in Corrade, see the commit for details:
878624ac36
Wow, this is probably the most backwards-compatibility code I've ever
written. Can't wait until I can drop all that.
The boring dry usage info grew significantly, and listing it as the
first thing on the page would scare people off. Put the examples first
instead, and for the imageconverter and sceneconverter add --info
listing examples, as that's what is eye-catchy.
While branching on a compiler is rather common, checking a particular
compiler version should be needed only rarely. Thus minimize use of such
macros to make them easier to grep for.
Here the benefit is especially clear -- as Containers::Pair is trivially
copyable with trivial types, all growable arrays can make use of
std::realloc() while with the STL variant a silly constructor, copy
constructor, destructor had to be used.
Additionally, we no longer need to take explicit care of libc++ and MSVC
STL where returning a std::pair<bool, Containers::String> as
return {{}, Containers::String{..., <deleter>}};
would caused an unnecessary copy instead of a move, losing the custom
deleter in the process. Yay!
There's a <Corrade/Containers/PairStl.h> include for backwards
compatibility purposes, but obviously it would only work for the return
type of validate*() and cases where an initializer list was passed to a
list-of-pairs-taking functions, and not a concretely typed ArrayView.
Those functions were though mostly the linker API which isn't
implemented by any plugin yet, so it shouldn't be *that* breaking to
users. Neverteless, I'm trying to do this breaking change rather sooner
than later to prevent pain further down the road when the Vulkan APIs
and SPIR-V pipeline gets widely used.