After I implemented the render pass wrapper, seeing how the
RenderPassCreateInfo structure and its dependencies were HUGE compared
to the actual tiny and lean RenderPass, I felt uneasy dragging their
definition along to every place where a RenderPass gets used. It's not
as bad with the others, but as new extensions are implemented I expect
that to get the same.
This change makes it easier for me to accept that Image.h / Buffer.h
depends on Memory.h. There isn't a real measurable difference when
building Magnum itself (50 ms out of 7 seconds for the Vk library
alone), but that's because most of the code (and tests) needs the
CreateInfo structures anyway.
Although the APIs don't look like that right now, in many cases creation
of a particular Vulkan object isn't all that's there for it. So change
the section names from a generic "Usage" to "Creation".
Thus it has no place in the general overview docs of Vk::Instance and
Vk::Device. Better to put it into the VUlkan wrapping docs, where it
also makes sense to have both the device and instance side together.
Makes it possible to write Vk::Instance instance{{argc, argv}} which is
a good tradeoff between passing no arguments at all and doing the fully
verbose thing.
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.
* Older GLSL doesn't have texelFetch() and related things, working
around it by using classical texture() and normalized floating-point
coordinates. But that needs to have Texture::imageSize() passed,
which is not available in OpenGL ES, thus the user must specify it
explicitly there. On desktop OpenGL that parameter is ignored.
* Older GLSL doesn't have gl_VertexID, thus vertex buffer must be
created and vertex data passed expliticly.
* GLSL ES 2.0 doesn't have one-component texture format and
TextureFormat::Luminance probably isn't renderable anywhere, thus
TextureFormat::RGB should be used, although it is inefficient.
* Checking for framebuffer completeness, if not complete, nothing is
done.
* Re-eabled building of TextureTools library in all ES PKGBUILDs.