Pre-DSA code path needs to pass specific slice of a cube map to all
getters instead of just GL_TEXTURE_CUBE_MAP. I did that properly for
image size query, which weirdly enough, had its own implementation, but
forgot to do that in compressed image getters and, because I have DSA
drivers, never tested that on pre-DSA contexts.
Using single implementation of image size with explicit target
parameter now.
Pain and misery. Majority of functionality for 3D compressed images now
suddenly fails the test -- this is either very vaguely specified or I am
very bad at understanding things or there are bugs in my NVidia drivers.
This was awful feature. Kill me now.
Makes it far easier to detect pixel storage misconfigurations and
improperly sized data arrays. Data owning classes (Image,
Trade::ImageData) accept Containers::Array<char> while wrappers
(ImageView, BufferImage) accept Containers::ArrayView<const void>.
ImageView reinterprets the passed array as const char to enable pointer
arithmetic on the data.
The old way (constructor/setData() call accepting void*) is now marked as
deprecated and will be removed in some future release. Because decay of
fixed-size arrays to void* is preferred to calling Containers::ArrayView
constructor, there are two more overloads to have proper handling of
const T(&)[n] and std::nullptr_t arguments.
Currently the TgaImporter and TgaImageConverter fail on images with row
length not aligned to 4, will fix that in followup commits.
Removed *Image::dataSize() and added *Image::dataProperties(), which
returns all properties separately for better introspection. This function
is now just an convenience alias to PixelStorage::dataProperties(), which
takes into account proper alignment and all other storage properties.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
It might happen that the user is calling ARB_DSA-only functions like
CubeMapTexture::subImage() the texture was created using glGenTextures()
and not using ARB_DSA, for example because the extension was disabled
and then not bound or used at all, which makes the texture "not created
yet". This is not needed for internal (...ImplementationDSA()) functions
because these are always called only if the texture was also created
using glCreateTextures(). Basically doing the same that's in
AbstractTexture itself but for some reason was omitted here.
The internal ...ImplementationDSA() functions might break in case the
object is created externally using glGen*(), not bound or used at all and
then the class is created using ::wrap(), but that's highly unprobable
(why would anyone do that?).
With pixel pack/unpack support it will be possible to create views onto
sub-images, renamed the class to reflect that.
The old Magnum/ImageReference.h and ImageReference types are now aliases
to ImageView.h and ImageView types, are marked as deprecated and will be
removed in future release.
Similar to Framebuffer::read(), it's now possible to get texture image
also in single statement:
Image2D image = texture.image(0, {ColorFormat::RGBA, ColorType::UnsignedByte});
in comparison to the previous way:
Image2D image{ColorFormat::RGBA, ColorType::UnsignedByte};
texture.image(0, image);
The previous way is still kept in the API and not deprecated, as it
might be more usable in some cases.
ARB_DSA is now preferred in single-bind cases, as it is easier to use
than passing pointers to ARB_multi_bind. ARB_multi_bind was preferred
for single-bind previously simply because EXT_DSA was not in core.
Because there is a lot to say about feature selection for each function,
I took this as a opportunity to remove redundant documentation blocks,
just refer to Texture documentation from everywhere and add extension
requirements and deprecation where needed, so it's clear for each class
what needs what.
ARB_DSA also took the opportunity to finally remove all target enum
values from function calls and because of that the CubeMapTexture has to
handle a bunch of special cases. In order:
- CubeMapTexture::imageSize() now doesn't take face parameter and
returns one value for all faces. I'm thus now also assuming that the
user is sane and called either setStorage() or setImage() with the
same size for all faces. In non-ARB_DSA path I'm thus querying only
size of +X face and returning it as size for all faces. The old
imageSize(Coordinate, Int) overload is still present, but ignores
the first parameter and calls imageSize(Int). It is marked as
deprecated and will be removed in some future release.
- CubeMapTexture::image() now needs to call glTextureSubImage() in
ARB_DSA path to make it possible to extract single face. Other code
paths (EXT_DSA, Robustness and "default") remain the same.
- CubeMapTexture::setSubImage() calls glTextureSubImage3D() in
ARB_DSA, because it is not possible to specify face index in
glTextureSubImage2D(). Other code paths (EXT_DSA and "default")
remain the same.
Implementation of these special cases is extracted into CubeMapTexture
class to avoid pollution of AbstractTexture with incompatible nonsense.
Everything what was in src/ is now in src/Corrade, everything from
src/Plugins is now in src/MagnumPlugins, everything from external/ is in
src/MagnumExternal. Added new CMakeLists.txt file and updated the other
ones for the moves, no other change was made. If MAGNUM_BUILD_DEPRECATED
is set, everything compiles and installs like previously except for the
plugins, which are now in MagnumPlugins and not in Magnum/Plugins.
* Older GLSL doesn't have texelFetch() and related things, working
around it by using classical texture() and normalized floating-point
coordinates. But that needs to have Texture::imageSize() passed,
which is not available in OpenGL ES, thus the user must specify it
explicitly there. On desktop OpenGL that parameter is ignored.
* Older GLSL doesn't have gl_VertexID, thus vertex buffer must be
created and vertex data passed expliticly.
* GLSL ES 2.0 doesn't have one-component texture format and
TextureFormat::Luminance probably isn't renderable anywhere, thus
TextureFormat::RGB should be used, although it is inefficient.
* Checking for framebuffer completeness, if not complete, nothing is
done.
* Re-eabled building of TextureTools library in all ES PKGBUILDs.