The 32-bit float depth be needed for the upcoming OpenEXR plugin, added
also the remaining ones that will be eventually supported by KTX and DDS
plugins.
Instead of prefixing every value with (Compressed)PixelFormat::,
printing that just once. Also moved the name table to an external header
so it can be used later for configuration value parsing. Compared to
the previous commit, Bloaty reports a save, meaning these two commits in
total save about 4 kB:
VM SIZE FILE SIZE
-------------- --------------
+687% +3.70Ki .rela.dyn +3.70Ki +687%
+15e2% +1.26Ki .data.rel.ro +1.26Ki +15e2%
[ = ] 0 .strtab +100 +0.1%
[ = ] 0 .symtab +48 +0.2%
-50.0% -8 [LOAD [RW]] -8 -50.0%
-3.1% -888 .eh_frame -888 -3.1%
-1.5% -1.92Ki .text -1.92Ki -1.5%
[ = ] 0 [Unmapped] -1.97Ki -32.2%
-38.5% -4.19Ki .rodata -4.19Ki -38.5%
-0.7% -2.02Ki TOTAL -3.85Ki -1.0%
Well. Bloaty reports a 0.3% increase in Debug and 0.1% in Release, but I
guess if the enums would be larger, the savings would be actually
significant.
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.