The #line directive behaves differently on GLSL < 330. Who would have
thought. Another "fun" implication is that I didn't notice this until
now -- seems like I didn't really write any shader since that
needed compatibility with old GL since 2012?? Heh.
It's actually different in old and new GLSL, gotta account for that to
not have the errors always off-by-one. The test currently passes only
with GLSL > 330.
These two options were mutually exclusive, and both were doing the same
thing -- switching to EGL on desktop GL, or switching away from EGL on
GLES. That made all logic vastly more complicated than it should be, and
unfortunately it took me half a decade to realize that. The new logic is
significantly simpler everywhere.
As usual, the old options are still recognized by CMake on a deprecated
build (with a warning), and are still exposed both as CMake variables
and a preprocessor define. But the logic for them was quite complicated,
so I don't guarantee all cases are covered.
I also tried to clean up the dependent CMake options to allow building
GLX and WGL apps on GLES independently of whether EGL is used, but it's
quite a mess due to the limitations of CMake < 3.22. Build directories
that have the options switched randomly over a long time might start
misbehaving, but the initial build should work well.
The whole class was a bad idea, why create something that's 99% similar
to another application and has just one platform-specific workaround? Of
course it resulted in this code being completely untested and not even
built anywhere, because it served a tiny insignificant use case.
To avoid losing all the code, I did my best in attempting to merge this
into the WindowlessEglApplication. But since, again, EGL isn't
really used on any Windows platform, I can't even say it builds
properly. Maybe not even the original code built.
Consistently with checkLink(), this avoids having to explicitly include
both Iterable and Reference in shader code. Alsod allowing people to
have direct arrays of shaders, runtime-sized lists of shaders etc.
A compat include is provided on a deprecated build to avoid breaking
existing code.
The whole time I thought this class doesn't need such APIs due to being
rather short-lived. But now with async shader compilation it's no longer
so short-lived.
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().
Until now it relied on the driver adding a \n after each message. Which
happened in 99% cases, but sometimes not, and it is really annoying in
that case. Right now I witnessed Mesa giving me a non-newlined message
if I call checkLink() and a shader compilation failed before, resulting
in nasty output like
error: linking with uncompiled/unspecialized shaderAssertion checkLink() failed at /home/mosra/Code/magnum/src/Magnum/Shaders/FlatGL.cpp:248
And I bet I encountered other weird cases, like there being two
newlines, or the message being just a newline without any other content,
thus spamming the output on every compilation. It's not practical to try
to find driver-specific workarounds here, so I'm just trimming always
and then rely on Debug adding its own newline after.
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.
Array texture and cubemap (array) subimage queries get
ImageFlag*D::Array, cubemap whole image ImageFlag3D::CubeMap, cubemap
array whole image get ImageFlag3D::CubeMap and ImageFlag3D::Array. No
flags are checked when uploading images or when downloading images to
views -- using an array texture as a cube map and vice versa is a valid
case, and others are probably also, so there's no point.
The flag restrictions will come into place when ImageFlag*D::YUp / YDown
etc. are a thing.
For consistency with how VertexFormat and other enum helpers are named.
The compressedBlockSize() and compressedBlockDataSize() is also renamed
to compressedPixelFormatBlockSize() and
compressedPixelFormatBlockDataSize().
While backwards compatibility aliases are in place, a breaking change
is that Image classes now look for pixelFormatSize() instead of
pixelSize(). This is used e.g. when passing GL::PixelFormat /
GL::PixelType to the image classes, instead of the generic PixelFormat.
While useful, it's unlikely that any project was defining their own
pixel format enum and pixelSize() for a D3D or Metal renderer or
whatnot, so the breakage should have no practical impact.
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.
Since glGetBufferSubData() is only exposed on Emscripten 2.0.17 and up,
both functions are not available on older versions. This is to avoid any
accidental foot guns since it explodes at compile time. The webgl2 CI
will be upgraded to 2.0.17 in a later commit.
Not available on GLES2, similar to BufferAttachment but with the added
constraint that WebGL1 doesn't support invalidating attachments at all.
Not adding this for DefaultFramebuffer since that takes different target
values, and GL_DEPTH_STENCIL is not one of them.
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.
It limits the support for CMake 3.12+, but it's much less verbose and I
don't expect people to use ancient CMake versions with IDEs like Xcode
or VS anyway, so this should be fine.
Using a tuple was very useful, helpful and exciting as I had to make an
explicit comment about what element is what, and then having to remember
the order in all places that accessed the tuple.
Using a struct however is rather boring as the fields are just named
there, I don't need any complex std::get<4>() and extra comments
explaining what is where and it's just not so adventurous anymore. The
build time of a non-deprecated MagnumGL library also dropped from 5.9
seconds to 5.85. SAD!
All the tests were updated to explicitly check that non-null-terminated
strings get handled properly (the GL label APIs have an explicit size,
so it *should*, but just in case). Also, because various subclasses
override the setter to return correct type for method chaining and the
override has to be deinlined to avoid relying on a StringView include,
the tests are now explicitly done for each leaf class, instead of the
subclass
The <string> being removed from the base class for all GL objects may
affect downstream projects which relied on it being included. In case of
Magnum, the breakages were already fixed in the previous commit.
Compile time improvement for the MagnumGL library alone is 0.2 second or
4% (6.1 seconds before, 5.9 after). Not bad, given that there's three
more files to compile and strings are still heavily used in other GL
debug output APIs and all shader stuff. For a build of just the GL
library and all tests, it goes down from 28.9 seconds to 28.1. Most
tests also still rely quite heavily on std::stringstream for debug
output testing, so the numbers still could go further.