Given that I made a breaking change by returning Containers::String
instead of a std::string, I can take it further and replace also
std::pair with Containers::Pair -- it won't bring any more pain to the
users, they have to change their code anyway.
Co-authored-by: Hugo Amiard <hugo.amiard@wonderlandengine.com>
It's not a GL error, and allows the application to compile just a single
shader for all skinned meshes, not one for each skeleton size. Together
with the dynamic per-vertex joint count this means the app only needs a
single shader for all skinned meshes, which is nice.
Those were temporarily added until Trade::AbstractImporter is ported
away from std::string, and that's done for quite some time already, so
these are no longer needed.
High-level docs with examples will be written once there's corresponding
support in MeshTools::compile() *and* in importer plugins, as skinned
meshes are usually brought in from files, never set up directly.
Co-authored-by: Squareys <squareys@googlemail.com>
What's especially nice is that the code snippets no longer need to
describe that there's "2 lights, 3 materials and 5 draws" because now
it's self-documenting.
Do it always when Flag::TextureArrays is set, not inside handling of
some particular texture. Because that way it won't work when other
textures are added/tested.
Before the object ID was enabled and tested always, which may lead to
some error being undetectable. Plus this makes the test more flexible
for further additions.
"Luckily", thanks to the DRAW_COUNT=1 and MATERIAL_COUNT=1 optimizations
not everything blows up, so i don't need to skip absolutely everything,
unfortunately Phong lights are affected by this insane crapfest as well
so basically nothing from Phong UBO support is tested there. FFS.
While it's one additional indirection (that has an extra cost on Intel
GPUs apparently, like with Phong and MeshVisualizer and
DistanceFieldVector already), with the assumption that draws usually
share the material info it allows to cram more draws into the 16/64k UBO
limit as the per-draw data are now one vec4 smaller.
For the indirection overhead I can imagine adding a new flag which makes
material mapping implicit (materialId == drawId). That seems to put the
benchmark numbers back to the original speed. Same could be done for
other shaders.
Besides expanding the tested platform set and updating thresholds where
needed, it makes more sense to list what is tested than what is not,
because when I forget to update the list it looks like I tested while I
did not.