This fixes a "visibility attribute ignored" warning in
MultisampleTexture.cpp on newer GCC and makes the three behave
consistently without having to perform crazy ordering between function
definitions and explicit template instantiation.
It's horrible, yes, but I had to resort to the same approach in
StringView.cpp because in general every other variant was failing in
some way in some compilers. I hate everything about this.
"Funny" how this is the only API where I can't use glCreateTextures().
Like, it would have been so easy to just stop teaching glGen*() and
all their quirks and "this ID exists but it's not an object until you
bind it somewhere actually" to people altogether, BUT NO! FFS.
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.
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.
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.
Having the same branch cascade twice for debug output and for actual
feature selection is not good for maintenance. Put the extensions into
some list and then make it unique instead.
The only places where they aren't absolute are:
- when header is included from corresponding source file
- when including headers which are not part of final installation (e.g.
test-specific configuration, headers from Implementation/)
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.
Can't test EXT_debug_label, as that is apparently OSX 10.9-only. Added
GL tests for all implemented objects. KHR_debug is selected first, if
that is not available, fall back to EXT_debug_label. If neither is
available, the functions are no-op.
I hope EXT_debug_label gets replaced by KHR_debug later, thus it is now
only "emulated" through KHR_debug enums.
Renamed AbstractShaderProgram::maxSupportedVertexAttributeCount() to
maxVertexAttributes(), the old function is now an alias to retain
source compatibility, will be removed in future release.
Also printing the values in magnum-info.
Robust *Framebuffer::read() access, ability to query robust buffer
access behavior in Context::flags(), ability to check graphics reset
status and reset notification policy in Renderer.
* The light didn't catch camera transformation changes, so it was
returning wrong position for most of the time.
* The multiplication was in wrong order, it should be multiplied with
camera matrix from the left.
I need to find an solution for this, because now it is one redundant
matrix*vector multiplication per object per frame again.
This reverts commit 0443bbe286.
Conflicts:
src/Light.cpp
src/Test/LightTest.cpp
Object::setClean() now computes absolute transformation while traversing
through object parents and passes it as parameter to clean(), which is
now virtual a meant to be reimplemented instead of setClean().
Updated and greatly improved unit test.
Saves one matrix*vector multiplication per object per frame. The
position can be now Vector3 like before, because it won't be multiplied
with anything on draw call. Added unit test.
Removed functions at(), set() and add(), everything (and more) can be
now done using operator[]. Accessing matrix elements is now done through
column vectors, e.g.:
Matrix4 a;
a.at(row, col); // before
a[col][row]; // now
Note that because operator[] on Matrix returns column vector (there is
nothing like row vector), the parameter "order" is now swapped.
It was overengineered and unnecessarily complicated. Now the camera is
specified only in Scene::draw(), which eliminates all the needs for
recalculating absolute object transformations on each camera
transformation change. Absolute object transformation is now computed
relative to root object or relative to camera object passed as
parameter. Because of that it is now also possible to draw the scene
using multiple cameras at once.