Those are now also available under WebGL 1/2 and OpenGL ES 3.O (strangely
not OpenGL ES 2.0) under EXT_texture_compression_{rgtc,bptc}. The GL names
are extra weird-ass now that all other APIs use the BC names.
The Sampler class was split into GL::Sampler (which is now mostly just a
placeholder for implementing OpenGL sampler objects), pairs of generic /
GL-specific SamplerFormat / GL::SamplerFormat, SamplerMipmap /
GL::SamplerMipmap, SamplerWrapping / GL::SamplerWrapping enums and the
GL-specific GL::SamplerCompareMode, GL::SamplerCompareFunction,
GL::SamplerDepthStencilMode enums.
The old Sampler class is marked as deprecated and aliases its enum to
the generic enums (or to the GL-specific ones in case the generic
versions are not available).
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.
Since 98a676ef65, on ES2 and WebGL1 the
Texture::setStorage() emulation passes the pixel format to both <format>
and <internalFormat> of glTexImage() APIs. On desktop the go-to way to
create a sRGB texture is by passing GL_SRGB to <internalFormat> and
GL_RGB to <format>, but here GL_RGB was passed to both and thus the
information about sRGB was lost.
With the new PixelFormat::SRGB and PixelFormat::SRGBAlpha enums that
are present only on ES2/WebGL1 this case is fixed -- sRGB texture format
will get translated to sRGB pixel format and that used for both
<format> and <internalFormat>.
Another case is when EXT_texture_storage is available -- passing unsized
GL_SRGB_EXT or GL_SRGB_ALPHA_EXT to glTexStorageEXT() is an error and
there's apparently no mention of this in any extension, making it
impossible to create sRGB textures using EXT_texture_storage. I bit the
bullet and tried passing the (numerical value of) GL_SRGB8 and
GL_SRGB8_ALPHA8 to it. At least on my NV it worked, so I enabled these
two in TextureFormat for ES2. No EXT_texture_storage is on WebGL1, so
they are only on ES2.
These two sized TextureFormat::SRGB8 and TextureFormat::SRGB8Alpha8
formats are translated to GL_SRGB and GL_SRGB_ALPHA and so using them
unconditionally for all platforms (except WebGL1) "just works".
The GL queries are needed only if the user-provided pixel storage
doesn't contain enough information, in particular dimensions and byte
size of compression block.
So in case they are present, no query for compressed image size is done
for full image queries (just saving one API call) and no queries for
block dimensions and byte size for subimage queries (saving four API
calls and not requiring ARB_internalformat_query2).
The documentation was fixed and tests were updated to take the
ARB_internalformat_query2 requirement into account.
There were various issues with the tests at the moment:
* In order to test non-default pixel storage parameters, out-of-bound
array slices were passed to GL functions. That of course cause ASan
to complain (and maybe also some drivers to crash).
* Only the non-default pixel storage parameters were tested.
Unfortunately this is a heavily buggy area in all the drivers, so
when such a test failed, it was not immediately clear whether the
failure is related just to driver not understanding pixel storage
properly or something deeper and made debugging much much harder than
it should be.
* For compressed textures, default and non-default pixel storage has
grossly different code paths and these should be tested both by
default.
* Some test cases had a patched-in code testing for both default and
non-default pixel storage, but the code was so hidden that I didn't
even know it was there -- it should be separate test cases.
All the tests are now instanced, testing both the simple case and
some pixel storage case, they are also reordered and cleaned up a bit.
There will be numerous additions to this one so it made sense to make it
a static library instead of a header-only library. That also allows
CMake users to just link to Magnum::OpenGLTester instead of going
through the pain of a huge branching in order to find a correct
windowless application just to run their tests. It could have been done
even without the static library using a INTERFACE target, but that
wouldn't work on CMake < 3.0 (which, unfortunately, quite a few people
are still stuck with).
Unfortunately it's already heavily used elsewhere so I had to go through
the pain of deprecating the old implementation. The old implementation
was header-only so it can't be just typedef'd to the new one as there
would be linker failures. So the old header is just kept as it was, with
only the macros reduced.
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.
Mesa properly complained that S3TC isn't supported on 3D textures using
GL error (good), while AMD and NV had both their own unique data
corruption/random shuffling (bad!).
BPTC is available only on desktop, will have to wait until ASTC HDR is
more widely available.
Pain and misery. Majority of functionality for 3D compressed images now
suddenly fails the test -- this is either very vaguely specified or I am
very bad at understanding things or there are bugs in my NVidia drivers.
This was awful feature. Kill me now.
Yeah, sorry, I know, the enums are renamed for second or third time in a
row, first they were Image::Format, then ImageFormat, then ColorFormat
and now PixelFormat. But this time it's final and last time they are
renamed and now everything is finally consistent:
* ColorFormat::DepthComponent -- depth is not a color, thus
PixelFormat::DepthComponent makes a lot more sense.
* There will be PixelStorage classes, which will be stored in images
alonside PixelFormat/PixelType enums, making everything nicely
aligned.
* The GL documentation about glTexImage2D() etc. denotes the <format>
and <type> parameters as format and type of *pixel* data, so now we
are _finally_ consistent with the official naming.
I wonder why did I not choose PixelFormat originally. Anyway, the old
<Magnum/ColorFormat.h> header, ColorFormat, ColorType and
CompressedColorFormat types are now aliases to the new ones, are marked
as deprecated and will be removed in some future release (as always, I'm
waiting at least six months before removing the deprecated
functionality).
Apart from different include (<Magnum/Math/Color.h> instead of
<Magnum/Color.h>) there shouldn't be any visible change to the user. The
BasicColor3 and BasicColor4 classes are now Math::Color3 and
Math::Color4. The Color3, Color4, Color3ub and Color4ub typedefs in
Magnum namespace stayed the same.
BasicColor3 and BasicColor4 is now an alias to Math::Color3 and
Math::Color4, is marked as deprecated and will be removed in future
release. The same goes for the <Magnum/Color.h> include, which now just
includes the <Magnum/Math/Color.h> header.
With pixel pack/unpack support it will be possible to create views onto
sub-images, renamed the class to reflect that.
The old Magnum/ImageReference.h and ImageReference types are now aliases
to ImageView.h and ImageView types, are marked as deprecated and will be
removed in future release.
Similarly to what's now done with NoInit tags for Containers::Array and
all math types such as Vector, there's now NoCreate tag for creating
wrappers without actually creating the underlying OpenGL object. The
instance is then equivalent to moved-from state. Useful to avoid
needless creation/deletion of OpenGL object in case you would overwrite
the instance later anyway:
Mesh mesh{NoCreate};
std::unique_ptr<Buffer> indices, vertices;
std::tie(mesh, indices, vertices) = MeshTools:compile(...);