And also add a compiledPerVertexJointCount() helper which returns the
amount of components used in the primary and secondary joint IDs /
weights slots.
Co-authored-by: Squareys <squareys@googlemail.com>
Which is currently the case for any two attributes of the same name
(such as two texture coordinate sets), or bitangents and object ID used
together.
Plus extending the check for matrix attributes (such as instanced
transformation conflicting with secondary joint IDs and weights).
None of these attributes are builtin though, so the check can't be
verified at the moment.
And also documenting the behavior, for some reason the comment was
apparently not updated since the MeshData2D/MeshData3D days!
To be clear -- it would work even without, as it'd fall back to
calculating the range of the weights attribute and choosing an epsilon
based on that, but now it takes a shortcut as Weights are known to be in
a [0, 1] range.
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.
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.
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.
This allows people to directly pass Containers::Array<Trade::MeshData>
there, without having to put them to an annoying temporary
Containers::Array<Containers::Reference<const Trade::MeshData>.
The Iterable header is included for backwards compatibility, apart from
that there should be no breaking change.
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.
It limits the support for CMake 3.12+, but it's much less verbose and I
don't expect people to use ancient CMake versions with IDEs like Xcode
or VS anyway, so this should be fine.
This ended up being far more complicated than anticipated -- the utils
now make use of filterExceptAttributes() in order to properly preserve
the index type when passing a MeshData through. Before an
implementation-specific index type was lost in the process due to
passing just the view to MeshIndexData constructor and not also the
type, and because keeping the metadata is a bit involved process, this
had to wait until there's an alternative to reference() that allows me
to drop all attribute information. And that's what
filterExceptAttributes() does.
Then, interleave() implicitly doesn't preserve strided index buffers
because GPUs don't like them, and since implementation-specific index
types always result in strided index buffers, this was then immediately
dying inside interleave() as it's not possible to tightly-pack an index
buffer of an unknown type. Thus, the function now has to expose
InterleaveFlags and propagate them to interleave() in order to allow the
user to preserve the index buffer without repacking it.
Apmong other things where it's useful for end users as a more convenient
alternative to recreating the MeshData by hand, I need to use this
inside the transform() utilities to preserve all index buffer properties
without copypasting nasty code everywhere.
As implementation-specific index types cause the index buffer to be
strided. which is not allowed by default, these work only if
InterleaveFlag::PreserveStridedIndices is set. Originally I thought
about straight-out disallowing implementation-specific types here,
unfortunately that broke some valid use cases so I backtracked on that
decision.
In the future I might change the default to preserve
implementation-specific indices with sane strides (i.e., positive powers
of 2), but that will only be done once similar treatment is finished for
attributes (currently zero and negative strides are just disallowed
completely).
Otherwise it makes a tightly-packed copy. This also means that arbitrary
padding before/after the index buffer is preserved only in case it would
mean the data can be transferred without a copy -- otherwise it's faster
to just drop the padding and copy only the used part.
The reference() and mutableReference() utils preserve that implicitly as
MeshData::indices() now returns a strided array view containing all
needed information.
I tried, I really did, but the downsides eventually just outweighed the
potential of this feature and I gave up. May try to tackle this again in
the future, but not now.