Not that C++ STL and exceptions would be anything to take inspiration
from, but there's std::out_of_range. Python IndexError is also specified
as "index out of range", not "bounds".
Partially needed to avoid build breakages because Corrade itself
switched as well, partially because a cleanup is always good. Done
except for (STL-heavy) code that's deprecated or SceneGraph-related APIs
that are still quite full of STL as well.
With the workarounds moved to the GL::Shader class itself, it's just a
complicated wrapper for adding the compatibility.glsl file and a rather
strange way to define a file-local helper for resource import on static
builds. Do that directly instead.
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.