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.
Because it's possible to specify the formats explicitly it doesn't make
sense not to support that. Eventually contents-based detection could be
implemented as well, but I don't want to do that just yet.
And make it return right after the first error. Also clean up some
old-style code -- the redirection should be restricted to the smallest
scope possible.
So if we convert foo.blah but explicitly tell it that it's a SPIR-V
file, it actually treats it as such, instead of complaining that `blah`
is not a known extension.
First step towards being able to operate directly on data.
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.