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.
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.
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.
I named it RasterizationPipelineCreateInfo and not
GraphicsPipelineCreateInfo because there's now a
RayTracingPipelineCreateInfo as well, which is *also* graphics, and it
would be confusing for everyone except people already drowned in Vulkan
naming quirks.
Next up is *the unthinkable*, a Vk::Mesh. After that I'll finally have
enough APIs exposed to document everything including command buffer
recording and submission.
Similar to PixelFormat, to filter out values that make no sense as a
vertex format (such as sRGB) and add others (such as doubles). And
documenting which are guaranteed to be supported and which not. The
hasVkFormat(Magnum::VertexFormat) and vkFormat(Magnum::VertexFormat)
were also deprecated in favor of the new hasVertexFormat() /
vertexFormat() APIs.
These were implemented long before ArrayTuple was a thing and while the
allocation saving optimization makes sense, the implementation is way
too error prone.
This also means Array (and thus <new> and other heavy shit) isn't
included in the headers, which leads to further slimming of compile
times across the library.
Since depth/stencil images can't be linear, I needed buffer/image copies
to test those, and conversely to test buffer/image copies I needed image
clears.
A pretty big chunk of work, and it led to a discovery of a SwiftShader
bug, which I will work around next. First Vulkan driver workaround, so
the whole scaffolding needs to get added as well.
Because (after I read a bunch of articles on this) it can actually be
understood easier that way -- the now-documented snippet shows that in
practice. Also expanded the constructor and usage docs a bit.
Yes, I had to make the enum mapping table in the previous commit because
I didn't remember anymore if I exposed this already or not. The API
surface is *huge*.