Disabling engine startup log or modifying enabled extensions /
workarounds from the application side was one of the common pain
points and this should *finally* solve the problem. This Configuration
is now inherited by the usual Platform::*Application::GLConfiguration /
Platform::Windowless*Application::Configuration classes people are used
to, so for the end user it's just as if these classes got a bunch new
options.
Having this, I also extended the ContextGLTest to verify that the
Configuration and command-line options do what's expected because that
hadn't automated tests until now. The test is mostly a copy of what I
did for Vulkan already, nothing special. Additionally all
Platform*ApplicationTest executables gained a new --quiet option to
verify that the GL::Context::Configuration subset gets correctly passed
from the Application code, because that's something we can't really
verify in an automated way.
I don't see any use case for just specifying "all the flags", mainly
because the flags are mutually conflicting and whatnot. Also, these go
outdated *fast*.
StringViews are great -- given that they are trivially destructible, the
compiler can now tell me that I have unused variables. If it wouldn't be
trivially destructible (like std::string), the destructor is treated as
if it has side-effects so the compiler won't complain.
Ew. At first I tried to just port a growable Array of StringViews (which
would already save quite a lot), but then I realized I have a clear
upper bound on the extensions and so can use a "counting sort" without
having to deduplicate anything after.
After the previous (rather minimal) reduction by the Context cleanup,
this reduces the size of magnum-gl-info.wasm from 245 to 237 kB. Quite
significant, I'd say!
These are in most cases the only strings that are used, and I don't
think having to call std::strlen() for each of them is a good idea if
we don't need to.
We're going to eventually include this class in all Application classes
(need that in order to inherit a to-be-created Configuration class) and
the <string> and <vector> would be just too much. This change caused
magnum-gl-info.wasm (WebGL 2 build) to go down from 247 to 245 kB. Not
much, but that's I guess because there's still a lot other vectors of
strings elsewhere.
There's a lot more places to clean up, will do those in separate
commits. This change is the most atomic I could do, and it introduces a
breaking change to all APIs that returned a std::vector or a
std::string. Fortunately (or as I hope) those weren't used that much, so
it shouldn't cause build breakages for that many people.
Quite a lot of the optimization ideas is borrowed from the new Vk
library -- such as "interning" the driver workaround strings to avoid
allocating their copies.
There's four more new cursors and the _cursors array was too small.
At first I got confused because I thought the assertion on top is done
against the CursorMap, which didn't contain the Hidden cursors. So to
avoid confusing myself again in the future, I moved the assert after the
special cases and made both arrays the same size since it doesn't make
sense to have always-empty fields in there.
Similar change is done in Sdl2Application, and an assert is added to
avoid a nondescript crash if the window is not created yet.
This was done silently until now and I think such platform-specific code
should be always exposed as a disableable workaround. Moreover, I need a
similar thing for ANGLE, so this comes handy.
Needed a change in flextGL to allow merging in 3rd party gl.xml
additions because Chrome is apparently a center of the universe and thus
doesn't need to bother upstreaming its extensions, ffs.
Currently those will be needed mainly by the Vk library to patch around
a SwiftShader bug. I'm not sure yet how the public API should look so
it's all hidden in the Implementation namespace for now.
If it's ignored, a warning is printed to catch accidents, but not an
error since it should be possible to just append --info to existing
command line to see what the input is about.
Together with:
* CommandBuffer::draw()
* Support for indexed and non-indexed meshes
* Support for setting primitive and stride dynamically
I took one shortcut and vkCmdBindVertexBuffers() is currently called
once for each binding. The interface is ready for this, but I'm not yet
100% sure how to test that it actually does batch the buffers, so it's
left at the lazy implementation for now.
So it's possible to do
Vk::Mesh mesh{Vk::MeshLayout{}
.addBinding(...)
.addAttribute(...)
};
Without this, the above will result in a dangling layout reference.
Because that's what it is, after all. Also mention this naming
difference in the Vulkan wrapping overview.
I was wondering if I should rename QueueFlag::Graphics too, but since
graphics queues are used for (not really rasterization-specific) image
copies as well, and ray tracing is actually done on compute queues, I
don't think renaming to Rasterization is a good idea. Clarified the
comments at least.