Not that C++ STL and exceptions would be anything to take inspiration
from, but there's std::out_of_range. Python IndexError is also specified
as "index out of range", not "bounds".
Partially needed to avoid build breakages because Corrade itself
switched as well, partially because a cleanup is always good. Done
except for (STL-heavy) code that's deprecated or SceneGraph-related APIs
that are still quite full of STL as well.
So far this was only possible by creating a temporary MeshView, while
everything else (index/vertex count, base vertex, base instance, ...)
was changeable directly on the Mesh.
As this is now documented, it means 3rd party code can now directly make
use of these without having to reinvent the same logic, or worse,
rediscover the same driver bugs.
The compatibility.glsl file however stays private -- I don't expect
real-world projects needing *that much* diversity in their supported
GLSL versions, often the baseline is GLES 3.0 which makes a large part
of the file unnecessary, and the projects might choose to for example
always have implicitly queried uniform locations to not have to
maintain two code paths.
"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.
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>
Same as in the previous commit, most cases are inputs so a StringStl.h
compatibility include will do, the only breaking change is
GL::Shader::sources() which now returns a StringIterable instead of a
std::vector<std::string> (ew).
Awesome about this whole thing is that The Shader API now allows
creating a shader from sources coming either from string view literals
or Utility::Resource completely without having to allocate any strings
internally, because all those can be just non-owning references wrapped
with String::nullTerminatedGlobalView(). The only parts which aren't
references are the #line markers, but (especially on 64bit) those can
easily fit into the 22-byte (or 10-byte on 32bit) SSO storage.
Also, various Shader constructors and assignment operators had to be
deinlined in order to avoid having to include the String header, which
would be needed for Array destruction during a move.
Co-authored-by: Hugo Amiard <hugo.amiard@wonderlandengine.com>
Most of these are just inputs, so a compatibility StringStl.h include
will do, the only exception is the callback for which there needs to
stay a deprecated overload (which is internally delegated from the
StringView one).
Also explicitly testing with non-null-terminated strings -- the APIs
take an explicit size so it shouldn't be a problem, but it's always good
to have this verified independently. Drivers are crap, you know.
One consequence of no longer using an impossible-to-forward-declare
std::string is that I had to deinline the DebugGroup constructor because
it no longer worked with just a forward-declared StringView.
A bunch of new GLES- and WebGL-specific draw() variants got added in
b30d313ecd over a year ago, but so far
they weren't exposed in any of the Shaders because it'd mean a lot of
nasty copypasting and I just didn't like that.
So instead, there's a new macro to handle this messy work, and also
tested in order to ensure everything is still as it should be and that
it works even outside the Magnum namespace. This makes it much easier to
add new draw() variants (such as indirect draws, *finally*), without
having to update every shader implementation under the sun.
One difference is that I'm now allowing drawTransformFeedback() always
-- because that makes sense. It *is* possible to use a regular shader to
draw a result of a XFB, so it doesn't make sense to attempt to block
that.
The change to Shaders will be done in the next commit.
Of course I used the wrong `CORRADE_FAIL_IF(false, ...)` in a few
places. Yet another confirmation it was too hard to use and a dedicated
macro is needed.
The #line directive behaves differently on GLSL < 330. Who would have
thought. Another "fun" implication is that I didn't notice this until
now -- seems like I didn't really write any shader since that
needed compatibility with old GL since 2012?? Heh.
It's actually different in old and new GLSL, gotta account for that to
not have the errors always off-by-one. The test currently passes only
with GLSL > 330.
Consistently with checkLink(), this avoids having to explicitly include
both Iterable and Reference in shader code. Alsod allowing people to
have direct arrays of shaders, runtime-sized lists of shaders etc.
A compat include is provided on a deprecated build to avoid breaking
existing code.
The whole time I thought this class doesn't need such APIs due to being
rather short-lived. But now with async shader compilation it's no longer
so short-lived.
There's no reason for those to exist anymore -- origiinally they were
added in a hopeful attempt to make use of parallel shader compilation,
but in practice that meant compiling at most two or three shaders at
once and still stalling until that was done, so not that great at all.
The new APIs provide much better opportunities for parallelism.
Fun fact:
CORRADE_INTERNAL_ASSERT_OUTPUT(vert.compile() && frag.compile());
is actually one character shorter than
CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag}));
so not even typing convenience would be a reason to keep these.
The new async APIs were just checking the link status, and printing the
linker error. Because drivers commonly do all that in a single step,
without really separating compilation from linking (or at least that's
what I thought?), I assumed the linker error would contain *also* the
compilation error, if any.
But on a quick check with Mesa that's not the case, I only get "error:
linking with uncompiled/unspecialized shader", which is very useless.
Which means, to get proper error output, the checkLink() function now
explicitly takes a list of the input shaders. It will unconditionally go
through them at the beginning and call checkCompile() on each.
To further encourage the shaders to be passed, there's no default
argument -- so if the application calls checkCompile() on its own for
some reason, it has to pass an empty list to checkLink().
Array texture and cubemap (array) subimage queries get
ImageFlag*D::Array, cubemap whole image ImageFlag3D::CubeMap, cubemap
array whole image get ImageFlag3D::CubeMap and ImageFlag3D::Array. No
flags are checked when uploading images or when downloading images to
views -- using an array texture as a cube map and vice versa is a valid
case, and others are probably also, so there's no point.
The flag restrictions will come into place when ImageFlag*D::YUp / YDown
etc. are a thing.
For consistency with how VertexFormat and other enum helpers are named.
The compressedBlockSize() and compressedBlockDataSize() is also renamed
to compressedPixelFormatBlockSize() and
compressedPixelFormatBlockDataSize().
While backwards compatibility aliases are in place, a breaking change
is that Image classes now look for pixelFormatSize() instead of
pixelSize(). This is used e.g. when passing GL::PixelFormat /
GL::PixelType to the image classes, instead of the generic PixelFormat.
While useful, it's unlikely that any project was defining their own
pixel format enum and pixelSize() for a D3D or Metal renderer or
whatnot, so the breakage should have no practical impact.
Similar to the change done in Corrade, see the commit for details:
878624ac36
Wow, this is probably the most backwards-compatibility code I've ever
written. Can't wait until I can drop all that.