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 previous AbstractShaderProgram::setUniform(Int, UnsignedInt, T*)
function is now alias to the new one, is marked as deprecated and will
be removed in some future release.
Intel drivers on Windows print out "No errors." when the shader is
compiled/linked successfully. I consider that as unnecessary spam and
filter it out.
Full support for EXT_transform_feedback, transform feedback objects
from ARB_transform_feedback2 and equivalent OpenGL ES 3.0 functionality.
Example usage is in src/Magnum/Test/TransformFeedbackGLTest.cpp, I'll
add some example later.
No backward compatibility issues should exist, as the class is in most
(if not all) cases used with unscoped name:
class MyShader: public AbstractShaderProgram {
public:
typedef Attribute<0, Vector3> Position;
// ...
};
In nearly every case the attributes are bound and uniform locations
queried with constant char arrays:
bindAttributeLocation("position", Position::Location);
colorUniform = uniformLocation("color");
Avoiding conversion to std::string and passing const char(&)[size]
directly will avoid needless allocation (and later deallocation) for
every call.
In most cases the label is set directly from code, e.g.:
texture.setLabel("diffuse-duck");
Avoiding conversion to std::string and passing char(&)[size] directly
will avoid one allocation and deallocation. Better solution would be to
use std::string_view everywhere, but we're not in C++17 yet.
Convenience overload to attachShader(), allowing the user to specify
more than one shader at once. Just a complement to initializer-list
versions of compile() and link(), but without any performance
difference.
As g_truc said long ago:
https://twitter.com/g_truc/status/352778836657700866
Currently there is not much use of this as the stock shaders are
compiled one by one (and doing it differently would make things
needlessly overcomplicated), but the users can do parallel compilation
of their own shaders.
Also removed a bunch of now-unneeded TODOs and made the linker/compiler
code nearly similar. Also the whole Shader::compile() call now does two
allocations in total instead of two allocations for each shader.
Also added (currently disabled) ES implementation (provided by
EXT_separate_shader_objects). Unfortunately it's not possible to reduce
the function count, because ARB_separate_shader_objects and
EXT_direct_state_access are completely independent. Also double uniforms
are supported since GL 4.0 and SSO are since 4.1, so we can't omit
old glUniform*() calls for doubles either.
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.
There will be many places (e.g. all
Platform::*Application::Configuration classes) where Version will be
used without Context (and all GL stuff brought with it).
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.
Passing pointer as function parameter will now mean that it is possible
to pass `nullptr`. Some code examples now look like the parameter is
copied instead of referenced, which is misleading. Updated the
documentation to reflect that more clearly.
Removed unneeded member variables, removed wrong assertions and wrong
documentation (most of the state they were fobidding is actually valid).
Retrieving shader log with full length, properly printing non-error
messages to debug output.
Each shader must now be compiled explicitly using compile(), which is
slightly better for the user as it is possible to check compile status
instead of having it weirdly hidden inside attachShader(). link() now
also returns linking status.