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.)
Not available on GLES2, similar to BufferAttachment but with the added
constraint that WebGL1 doesn't support invalidating attachments at all.
Not adding this for DefaultFramebuffer since that takes different target
values, and GL_DEPTH_STENCIL is not one of them.
All the tests were updated to explicitly check that non-null-terminated
strings get handled properly (the GL label APIs have an explicit size,
so it *should*, but just in case). Also, because various subclasses
override the setter to return correct type for method chaining and the
override has to be deinlined to avoid relying on a StringView include,
the tests are now explicitly done for each leaf class, instead of the
subclass
The <string> being removed from the base class for all GL objects may
affect downstream projects which relied on it being included. In case of
Magnum, the breakages were already fixed in the previous commit.
Compile time improvement for the MagnumGL library alone is 0.2 second or
4% (6.1 seconds before, 5.9 after). Not bad, given that there's three
more files to compile and strings are still heavily used in other GL
debug output APIs and all shader stuff. For a build of just the GL
library and all tests, it goes down from 28.9 seconds to 28.1. Most
tests also still rely quite heavily on std::stringstream for debug
output testing, so the numbers still could go further.
With this flag set (which is done implicitly for all windowless apps
and, conversely, not done for all windowed apps), the default
framebuffer state isn't touched in any way, which should avoid potential
race conditions with default framebuffer on another thread.
This means that instead of 12 separate allocations we have just one,
allocating everything together in a contiguous piece of memory. That
should be also a bit more cache friendly when accessing the state as
it's not scattered around the memory like crazy.
Because there are no Pointer indirections needed anymore, the State
members are just references now. That resulted in a lot of sweeping
changes around the whole GL library, but they're all trivial, changing
`->` to `.`, mostly.
There's two more nested allocations in the TextureState struct, will
take care of them in a separate commit.
Bloaty says it saved 10 kB in Debug build of MagnumGL:
VM SIZE FILE SIZE
-------------- --------------
[ = ] 0 .debug_info +1.59Ki +0.0%
+0.4% +1.50Ki .text +1.50Ki +0.4%
[ = ] 0 .debug_str +409 +0.0%
[ = ] 0 .debug_line +276 +0.1%
[ = ] 0 .debug_abbrev +20 +0.0%
-28.6% -2 [LOAD [RX]] -2 -28.6%
[ = ] 0 [Unmapped] -4.28Ki -41.0%
-22.7% -9.23Ki .rodata -9.23Ki -22.7%
-0.8% -7.73Ki TOTAL -9.73Ki -0.1%
And 4 kB in Release:
VM SIZE FILE SIZE
-------------- --------------
+1.1% +3.44Ki .text +3.44Ki +1.1%
+1.7% +1.39Ki .eh_frame +1.39Ki +1.7%
[ = ] 0 [Unmapped] +656 +51%
-25.5% -9.47Ki .rodata -9.47Ki -25.5%
-0.7% -4.64Ki TOTAL -4.00Ki -0.4%
That's not negative, so I guess that's good. This change is of course
more significant in the context of a minimal WebGL build, where the exe
can be as little as 50 kB -- there 4 kB is almost 10% of the size.
The AbstractFramebuffer constructor is now constexpr, but that doesn't
mean we can have GL::defaultFramebuffer constexpr -- all member
functions are (by design) non-const and we also need to modify its
viewport value quite often. So this has to stay as-is.
Was Magnum::GL::Extensions::GL before and the redundancy was completely
unnecessary. Potential future extensions coming from GLX, EGL or whatnot
will most probably be in the Platform namespace in a completely separate
file, so this is not a problem.
All code internal to the GL library is affected, not much the outside,
as that is handled by the compatibility alias.
At the moment just the GL library itself w/o the tests, and without
backwards compatibility aliases. The following types were left in the
root namespace, despite being in the GL/ directory, as they will get
moved back soon:
* Image, CompressedImage and their dimensional typedefs
* ImageView, CompressedImageView and their dimensional typedefs
* PixelStorage
Not PixelFormat etc., that one will stay in the GL namespace and a
completely new PixelFormat enum will be provided in the root namespace.
Minimal updates (just the include guards) so Git is hopefully able to
detect the rename and track the history properly.
Everything except Magnum::GL doesn't compile now.
Allows to break the dependency on the <Magnum/CubeMapTexture.h> header
in Framebuffer, TextureState and elsewhere. The old
CubeMapTexture::Coordinate enum is now just an alias, is marked as
deprecated and will be removed in a future release.
103% of use cases use the returned value directly without checking, so
we might as well do the check ourselves. Added new function hasCurrent()
and added deprecated backward-compatibility conversion and -> operators.
Wow, that creeped to a lot of places.
Last dinosaur from the pointer age.
The DSA function does not accept any texture target parameter so the
cube map texture was bound as a whole (and thus behaving as a layered
attachment) instead of just a single face. Thanks to @chpatrick for the
report.
In OpenGL ES 2.0 there is EXT_draw_buffers, which I overlooked somehow,
so I added it to extension list and included in the implementation. It
combines NV_draw_buffers and NV_fbo_color_attachments, so the
implementation now selects one of the two based on which extension is
supported, preferring the EXT one. Updated the documentation to be
less confusing, fixed extension links. Also the single-output
mapForDraw() is not handled separately on ES anymore and just calls
DrawBuffers implementation with single parameter, resulting in less
generated code.
EXT_draw_buffers can also be called on default framebuffer and
apparently in ES there is no way to map front framebuffer for drawing,
so I removed it from the DefaultFramebuffer::DrawAttachment enum.
This was a leftover from some not-well-thought-out design decision. The
function is now used exclusively for binding for draw, as all
framebuffer reading functions (blit(), read()) are doing the read
binding internally. Moreover it required the user to be extra careful on
ES2, because in many cases there are no separate binding points for
reading and drawing.
The function is now parameter-less and always bind the framebuffer for
drawing. The logic for internal binding was also simplified and on ES2
there are separate implementations for single/separate binding points.
For *Framebuffer::checkStatus() the documentation was updated to explain
the meaning of the parameter on ES2 implementation. Also removed the
need for FramebufferTarget::ReadDraw binding, as it was rather
confusing.
Old *Framebuffer::bind(FramebufferTarget) is now just an alias to the
parameter-less function, ignoring the parameter. Along with
FramebufferTarget::ReadDraw it is marked as deprecated and will be
removed in some future release.