The web isn't broken enough yet, apparently. Support for both of those
extensions was added in early 2020 (and I think I remember even seeing
them listed as supported in some browsers), one of them was renamed
mere two months later, one in January 2023.
And I discovered just by accident, the browsers *of course* don't even
bother advertising both to have some transition period. Or maybe that
transition period happened, for 3 weeks in January, and if some
developer didn't notice in that time, "it's their fault". Or maybe it's
my fault, for attempting to use an extension that was stuck in a "draft
status" for four years. THE WHOLE WEB IS EITHER IN A "DRAFT STATUS" OR
"DEPRECATED", THERE'S NOTHING IN BETWEEN, FFS!
Constant needless churn, UGH.
As this is now documented, it means 3rd party code can now directly make
use of these without having to reinvent the same logic, or worse,
rediscover the same driver bugs.
The compatibility.glsl file however stays private -- I don't expect
real-world projects needing *that much* diversity in their supported
GLSL versions, often the baseline is GLES 3.0 which makes a large part
of the file unnecessary, and the projects might choose to for example
always have implicitly queried uniform locations to not have to
maintain two code paths.
This fixes a "visibility attribute ignored" warning in
MultisampleTexture.cpp on newer GCC and makes the three behave
consistently without having to perform crazy ordering between function
definitions and explicit template instantiation.
It's horrible, yes, but I had to resort to the same approach in
StringView.cpp because in general every other variant was failing in
some way in some compilers. I hate everything about this.
The GL::Renderer::setClearDepth() and setDepthRange() APIs now use the
non-clamping NV entrypoints if available. The float overloads do that
too, to avoid differences in behavior depending on whether these
functions are called with a float or a double type.
The glDepthRangedNV() and glClearDepthdNV() behave differently from
glDepthRange() and glClearDepth() -- they don't clamp. There doesn't
seem to be any change in recent GL related to this, so this extension is
still valuable for improving depth buffer precision. Or, alternatively,
it's possible to use the glClipControl() API from GL 4.5 to achieve the
same.
I need alpha to coverage for rendering line caps with MSAA, took it as
an opportunity to expose the other related features as well. Fun how I
survived 12+ years without needing those.
Instead of having them wrapped in extra functions for
extension-dependent functionality. The only case that stays is the line
width range implementation, as the raw variant looked too ugly /
dangerous otherwise.
"Funny" how this is the only API where I can't use glCreateTextures().
Like, it would have been so easy to just stop teaching glGen*() and
all their quirks and "this ID exists but it's not an object until you
bind it somewhere actually" to people altogether, BUT NO! FFS.
To match ARB_texture_view from from GL 4.3. Not sure why there's two of
them -- I was looking into the spec files, and the EXT variant seems to
be based on the OES variant but doesn't seem to add any change (or, no
change is listed), however the OES variant has number 218 while EXT has
185 so it's actually newer?! No idea what's happening there.
And use static functions with an explicit "self" pointer instead. Those
have half the size (8 vs 16 bytes on 64bit x86), which in turn reduces
the state tracker memory use by about 750 bytes. On desktop GL with an
Intel GPU & Mesa this reduces the state tracker allocation size by almot
10%, from 8.3 kB to 7.6 kB. Not bad.
Apart from small memory savings, this also removes the need to include
the full class definiton from the State headers on MSVC (because
on that compiler the member function pointer size is different based on
whether the type definition is known or not, IMAGINE THAT BEING A
FEATURE AND NOT A BUG), leading to less header dependencies and better
incremental compile times there.
This was already done in some cases (and the Vk library used this from
the beginning), and as I'm about to add some more extension-dependent
functionality it felt like a good time to finish that change, finally.
In some cases the *Implementation() could even be dropped in favor of
pointing to the GL API directly (such as is already done for various
glUniform*() calls), that'd be another step -- this is good enough for
now.
Every time I think all std::initializer_list APIs already have an
ArrayView counterpart I discover a new one. (And yes, I did this for
Framebuffer, only to later realize that DefaultFramebuffer suffers from
the same.)
It was needed in the times before StringView, where the setLabel() APIs
had overloads taking a const char(&)[size] to avoid allocating a
std::string. But that got all removed and cleaned up in
bc884428f8 (two years ago!), yet somehow I
forgot to remove these includes as well.
In some cases the ArrayView was still used inside the header for
delegating from std::initializer_list overloads. Those are now
deinlined to not need the include anymore. The only remaining place that
*needs* an ArrayView include is Buffer.h, where it accepts an
initializer_list<T>. But there it's fine I think, the class is dealing
with memory as well.
And this, this change allows the growable Array to use malloc() instead
of new, and thus also realloc(), saving unnecessary reallocations if the
memory can be grown in-place. All because Containers::Pair is trivially
copyable while std::pair wasn't.
There isn't any good reason to use the STL anymore.
Hm, and here I used the "capability" of std::pair that allowed it to
store references. I don't even want to know what all was involved to
support that, Containers::Reference is much easier to reason about.
Apparently even `= {}` was broken for std::pair once, not to mention the
unnecessary extra overhead with this type not being trivially copyable.
Good riddance.
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>
Same as in the previous commit, most cases are inputs so a StringStl.h
compatibility include will do, the only breaking change is
GL::Shader::sources() which now returns a StringIterable instead of a
std::vector<std::string> (ew).
Awesome about this whole thing is that The Shader API now allows
creating a shader from sources coming either from string view literals
or Utility::Resource completely without having to allocate any strings
internally, because all those can be just non-owning references wrapped
with String::nullTerminatedGlobalView(). The only parts which aren't
references are the #line markers, but (especially on 64bit) those can
easily fit into the 22-byte (or 10-byte on 32bit) SSO storage.
Also, various Shader constructors and assignment operators had to be
deinlined in order to avoid having to include the String header, which
would be needed for Array destruction during a move.
Co-authored-by: Hugo Amiard <hugo.amiard@wonderlandengine.com>
Most of these are just inputs, so a compatibility StringStl.h include
will do, the only exception is the callback for which there needs to
stay a deprecated overload (which is internally delegated from the
StringView one).
Also explicitly testing with non-null-terminated strings -- the APIs
take an explicit size so it shouldn't be a problem, but it's always good
to have this verified independently. Drivers are crap, you know.
One consequence of no longer using an impossible-to-forward-declare
std::string is that I had to deinline the DebugGroup constructor because
it no longer worked with just a forward-declared StringView.