Vladimír Vondruš
78befae123
GL: deprecate MeshView::setIndexRange() in favor of setIndexOffset().
...
The name was CONFUSING every time I tried to use it.
3 years ago
Vladimír Vondruš
38b6c0fee8
Shaders: skip tests with SSBOs if the GPU doesn't support them in VS.
...
Interesting, didn't know this kind of feature support was possible. I
guess it's still better than no GLES3.2 at all. Also, it's a phone from
2017, so probably not all that important to care about anymore anyway.
3 years ago
Vladimír Vondruš
bbb54a9df8
It's 2023 already!
3 years ago
Vladimír Vondruš
b38d3eea89
Shaders: add SSBO support to all shaders.
...
For when there's so much to render that it wouldn't fit into an UBO and
splitting draw calls and binding buffers under an offset is unwanted
overhead.
3 years ago
Vladimír Vondruš
d0e18e1f5c
GL: drop std::pair from AbstractShaderProgram::validate() as well.
...
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>
3 years ago
Vladimír Vondruš
cdf0cd5b91
Remove no-longer-needed StringStl.h includes.
...
Those were temporarily added until Trade::AbstractImporter is ported
away from std::string, and that's done for quite some time already, so
these are no longer needed.
3 years ago
Vladimír Vondruš
8d11a9f0ec
Shaders: why am I still using std::string for this?!
3 years ago
Vladimír Vondruš
6dfbe038b6
Shaders: reduce error output redirection scope in tests to a minimum.
...
Otherwise it may catch also unrelated assertions, which is undesired and
which may lead to nasty crashes.
3 years ago
Vladimír Vondruš
744353b6cd
Port away from deprecated Shaders functionality.
...
What's especially nice is that the code snippets no longer need to
describe that there's "2 lights, 3 materials and 5 draws" because now
it's self-documenting.
4 years ago
Vladimír Vondruš
2fbdd85671
Adapt to Corrade changes.
4 years ago
Vladimír Vondruš
cd2a674ef2
Doc++, updated changelog.
4 years ago
Vladimír Vondruš
10dffc6592
doc: updated credits & changelog.
4 years ago
Vladimír Vondruš
48326ac418
Shaders: minor cleanup & document new async compilation APIs.
...
Apart from docs mostly just reordering declaratios, removing usage of
auto and providing default arguments where missing.
4 years ago
Vladislav Oleshko
eb17d77562
Shaders: implement async shader compilation for all shaders.
4 years ago
Vladimír Vondruš
6bdffb2796
Test: make use of CORRADE_SKIP_IF_NO_ASSERT().
4 years ago
Vladimír Vondruš
7ccd58aa6f
Test: adapt to Tester::setTestCase*() taking Containers::StringView now.
...
So, no longer std::to_string() or Utility::formatString() because that's
one more conversion than strictly needed.
4 years ago
Vladimír Vondruš
0001308d61
Test: port file/image comparison tests to the new Utility::Path.
4 years ago
Vladimír Vondruš
822fa0d644
Updated copyright year.
4 years ago
Vladimír Vondruš
0964ddbf0c
Fix wrong assumptions about Mac GL builds being always desktop GL.
4 years ago
Vladimír Vondruš
35aba9aa8e
Shaders: SwiftShader, I DON'T LIKE YOU.
...
"Luckily", thanks to the DRAW_COUNT=1 and MATERIAL_COUNT=1 optimizations
not everything blows up, so i don't need to skip absolutely everything,
unfortunately Phong lights are affected by this insane crapfest as well
so basically nothing from Phong UBO support is tested there. FFS.
5 years ago
Vladimír Vondruš
2c09a2a1e6
Shaders: multidraw support in all builtin shaders.
5 years ago
Vladimír Vondruš
a5f662072d
Shaders: update notes about what platforms got tested.
...
Besides expanding the tested platform set and updating thresholds where
needed, it makes more sense to list what is tested than what is not,
because when I forget to update the list it looks like I tested while I
did not.
5 years ago
Vladimír Vondruš
24f6c33069
Shaders: ye, SwiftShader, thanks for reminding me of the harsh reality.
...
256 vectors in total is really damn low, guess I'll have to optimize the
remaining uniform structures to deduplicate the redundant material info.
5 years ago
Vladimír Vondruš
4aa5217947
Shaders: a crutch for MSVC's neverending fails.
...
Hope this is enough?
5 years ago
Vladimír Vondruš
ef9da0ec96
Shaders: add UBO support to all shaders.
5 years ago
Vladimír Vondruš
ae3fd92fd3
Shaders: uh oh? good thing there was no bug hidden underneath.
5 years ago
Vladimír Vondruš
2066d82ea4
Shaders: suffix all existing shaders with GL.
...
To make room for Vulkan shaders. Also renaming the headers, of course
everything is still aliased to the old names (and marked as deprecated).
5 years ago
Vladimír Vondruš
3d136503d8
Updated copyright year.
5 years ago
Vladimír Vondruš
08bd6e9ae9
Test: fix wrong plugin name in a message.
6 years ago
Vladimír Vondruš
19e0e96d74
Updated copyright year.
6 years ago
Vladimír Vondruš
97e3e2a8fe
MeshTools,Shaders: make the rendering tests pass on llvmpipe.
6 years ago
Vladimír Vondruš
65a2ced2a7
Make this compile and test cleanly with CORRADE_NO_ASSERT defined.
6 years ago
Vladimír Vondruš
1b21e4e7ba
Primitives: switch to an enum set for texturable primitives.
...
Making room for GenerateTangents in 3D, and keeping the 2D ones
consistent with 3D. Also renamed GenerateTextureCoords to
GenerateTextureCoordinates in the remaining places to be consistent with
naming in the rest of the APIs.
6 years ago
Vladimír Vondruš
9a06b3515b
Shaders: implement texture coordinate transformation for all shaders.
...
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.
6 years ago
Vladimír Vondruš
de9c289328
Adapted all code and doc snippets to GL library changes.
6 years ago
Vladimír Vondruš
89d6d6de7c
Shaders: port tests away from MeshDataXD.
6 years ago
Marco Melorio
c632099501
Shaders: inflate rendering test thresholds a bit for the iPhone GPU.
7 years ago
Marco Melorio
2379b8cd09
Fixed shaders tests for iOS
7 years ago
Vladimír Vondruš
a0f0015211
Shaders: de-inline uniform setters.
...
Reduces includes in the header quite a lot, yay.
7 years ago
Vladimír Vondruš
a515bdf297
Shaders: rendering tests for all remaining builtin shaders.
7 years ago
Vladimír Vondruš
2d1d9f4b29
Shaders: simplified [DistanceField]Vector and VertexColor shader tests.
7 years ago
Vladimír Vondruš
cd39463876
Shaders: verify that no GL errors happened during construction.
7 years ago
Vladimír Vondruš
fd6bf54769
Shaders: no, these are not expected to fail on macOS.
7 years ago
Vladimír Vondruš
2149f7b869
Wrap all tests in unnamed namespaces.
...
This makes the compiler warn about test cases that aren't ever used,
which is a good thing.
7 years ago
Vladimír Vondruš
e6b7aa12fa
Updated copyright year.
7 years ago
Vladimír Vondruš
f27b75bd65
Shaders: improve copy/move construction tests.
...
Doesn't compile at the moment because AbstractVector has a private
constructor and so the move constructors are not generated or something.
8 years ago
Vladimír Vondruš
adb4547ba0
Split the OpenGL layer out, pt 20: adapted Shaders.
8 years ago
Vladimír Vondruš
623fa97970
Updated copyright year.
8 years ago
Vladimír Vondruš
1c433486cd
Consistently use macOS instead of OSX.
9 years ago
Vladimír Vondruš
7a16273e5d
Updated copyright year.
9 years ago