The shader requires the input data to be laid out in a rather specific
way, and there will be a dedicated MeshTools utility for it in the
following commits. For independence though, the shader tests use a
custom helper.
The initial implementation has certain corner cases which will be
eventually resolved. For now they are pinned down with repro cases in
the test. But apart from that, it's pretty much usable in practice.
Remaining join styles (round and miter-clip) as well as stipple support
will eventually follow as well.
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>
Unlike the drawId optimization before, there's no possibility to
check this anywhere, so the assumption is just documented.
On an Intel 630 this resulted in further significant reduction for the
single-draw single-material case, down to 260 from 440 in the previous
commit, about a 45% reduction compared to the original 550 ms; multidraw
case is still around the 550 there.
This is always true in the single-draw case, since setDrawOffset()
asserts on this. In the multi-draw case this optimization doesn't make
sense, because it doesn't make sense to create a multidraw shader with
just one draw.
On an Intel 630 GPU this resulted in single-draw single-material Phong
to go from 550 ms to 440, which is roughly a 20% improvement. For the
simpler shaders the difference is even higher. The multidraw numbers
stayed the same as before, obviously.
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.
I went through renaming this on many places quite some time ago, but
this one slipped through. Now that UBOs will be a thing, rename to
EXPLICIT_BINDING instead of EXPLICIT_UNIFORM_BINDING.
Except MeshVisualizer and VertexColor, which don't have any texturing,
so there it's not needed. In most cases the tests are reusing existing
ground truth files and only modifying transformations / flipping images.
Slow and ugly, is here only for making quick'n'dirty alpha masked
drawing without a need for blending or depth sorting. Oh and also to
support the glTF alpha mask feature. Again, beware: *slow*.
Also probably fixed a few issues when compiling the shader on older GLSL
and GLSL ES (floating point literal suffixed, missing precision qualifiers).
And less crazy preprocessor.
Everything what was in src/ is now in src/Corrade, everything from
src/Plugins is now in src/MagnumPlugins, everything from external/ is in
src/MagnumExternal. Added new CMakeLists.txt file and updated the other
ones for the moves, no other change was made. If MAGNUM_BUILD_DEPRECATED
is set, everything compiles and installs like previously except for the
plugins, which are now in MagnumPlugins and not in Magnum/Plugins.