Broken since 0ceb54ed7d, but the two code
paths actually differ only by an enum name so it didn't cause any
crashes. (I wonder why I need two different code paths at all.)
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.
Was Magnum::GL::Extensions::GL before and the redundancy was completely
unnecessary. Potential future extensions coming from GLX, EGL or whatnot
will most probably be in the Platform namespace in a completely separate
file, so this is not a problem.
All code internal to the GL library is affected, not much the outside,
as that is handled by the compatibility alias.
At the moment just the GL library itself w/o the tests, and without
backwards compatibility aliases. The following types were left in the
root namespace, despite being in the GL/ directory, as they will get
moved back soon:
* Image, CompressedImage and their dimensional typedefs
* ImageView, CompressedImageView and their dimensional typedefs
* PixelStorage
Not PixelFormat etc., that one will stay in the GL namespace and a
completely new PixelFormat enum will be provided in the root namespace.
Minimal updates (just the include guards) so Git is hopefully able to
detect the rename and track the history properly.
Everything except Magnum::GL doesn't compile now.
SVGA3D has broken handling of glTex[ture][Sub]Image*D() for 1D arrays,
2D arrays, 3D textures and cube map textures where it uploads just the
first slice in the last dimension. This is only with copies from host
memory, not with buffer images. Seems to be fixed in Mesa 13, but I have
no such system to verify that on. Relevant commit in the Mesa sources:
2aa9ff0cda
This is one of the uglier workarounds -- I had to reintroduce multiple
code paths for glTexImage() which were removed when implementing ARB_DSA
and the workaround consists of basically a bunch of functions that are
slicing the image and calling the original implementations with each
slice.
Allows to break the dependency on the <Magnum/CubeMapTexture.h> header
in Framebuffer, TextureState and elsewhere. The old
CubeMapTexture::Coordinate enum is now just an alias, is marked as
deprecated and will be removed in a future release.
I expect the drivers to return size of *one* face when I'm querying that
particular face using the pre-DSA or EXT_DSA API and size of *all* six
faces when I'm querying whole texture using DSA API.
One can dream, eh?
It appears that, at least on my NVidia, the returned value does not
depend on whether I'm querying all faces or a single one, but RATHER
is based on whether the texture is immutable or not. How's that
predictable at all?! Workaround in the next commit.
Pre-DSA code paths need to specify for which face we are querying the
level parameters, which meant that all other calls had to specify the
(implicit) target too. I'm also preparing to put a cubemap-specific
workaround in the level parameter query and that really shouldn't be
present in the generic implementation for all texture types.
The other place where a specific target is needed is in setImage()
implementations, but these are rather big chunks of code and I don't
feel like copying these verbatim to cubemap implementation just to
isolate the workaround in one place.
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.