The ambiguity with StridedArrayView1D<const char> was there always, I
just didn't hit that anywhere so far. With the recent changes in
Corrade, where StridedArrayView2D<const T> is constructible from
StridedArrayView1D<T> as well in addition to const T, the ambiguity gets
hit by a test. So test both variants and add an overload that resolves
those.
There's no other such case in either MeshIndexData or SceneFieldData, as
the StridedArrayView1D<const void> and StridedArrayView2D<const char>
constructor variants always have differing arguments. Neither it happens
in case of (ARM) platforms where char is unsigned.
For compressed images the expected message was completely wrong, meaning
it'd fail in any case, and they were missing a SKIP on no-assert builds.
Then, for GL::[Compressed]BufferImage the assertions in setData() were
never tested at all.
Because there's no format that'd have more than 256-byte pixels anyway,
the theoretically biggest one would be RGBA64F or some such with 32
bytes. Nevertheless, an assert is now in place to verify the bounds as
well as ensuring the pixel size is not zero.
And document that. Because the pixel size cannot be determined for it,
and one has to either pass it explicitly or use the templated overload
that figures it out implicitly via ADL. This asserted before, but only
deep inside in pixelFormatSize(), which may be confusing.
I need to do a similar treatment for compressed images with block size
properties so let's first make it behave properly for uncompressed.
Compared to Corrade, the improvement in compile time is about a minute
cumulative across all cores, or about 8 seconds on an 8-core system (~2
minutes before, ~1:52 after). Not bad at all. And this is with a
deprecated build, the non-deprecated build is 1:48 -> 1:41.
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.
Back when I wrote the test I didn't know what would be the most
convenient way to use the API yet, so it was unnecessarily verbose in
various places. Now I do.
Also using Utility::copy() to populate the arrays. No need to suffer
this much for no reason.
Allows me to parse array properties in glTF scene node extras and ensure
they're preserved as arrays on export as well even if they would all
have a single item.
It was done only inside the internal addImporterContents()
implementation this function delegates to which was too late, as the
importer was queried before that already.
It's useful there as well, for example the StanfordSceneConverter
implements just single-mesh conversion but is capable of having the
attributes named in a custom way (although it's not implemented at the
moment). Or a mesh optimization plugin can have specialized behavior for
custom attributes but only if it knows what they are.
I'm seeing an assert for null string data not being correctly thrown in
a SceneTools API on ARM64 and an overflow of this 48-bit offset seems to
be a culprit. So better have that covered in the constructor already.
Custom material attributes are enforced to start with a lowercase
letter, so I think it makes sense to be consistent and use the same for
custom scene fields and mesh attributes as well. It's not enforced in
any way but the tests should reflect that choice so new code that gets
written based on these inherits that practice.
Originally I thought I'd save plugins some time if I just give them the
custom indices directly, without being wrapped in a SceneField /
MeshAttribute enum. But in practice that didn't really save anything,
made the interfaces more error-prone due to there being no concrete type
anymore, and all code that delegates to nested importers or converters
had to re-wrap the IDs again, which is *again* error-prone.
Bumping the interface strings because this is a breaking change for the
implementations. Not for users tho, there nothing changes.
In some cases it's needed to release (or copy) the data first and
only then access the field properties through the SceneData to
(optionally) re-route the field views to a new data location. But since
releaseData() was implicitly erasing field data as well, this wasn't
possible and the only other option was to release the field data first
and then access them through the low-level SceneFieldData API with all
convenience lost.
This makes the release*Data() APIs a bit dangerous to use, but that
should be fine -- those aren't meant to be used by regular code anyway.
Similar caveat is with MaterialData already.
The assertion message printed being/end range, which was extremely
uninformative as it didn't show sizes and strides. That form made sense
for reporting if the views weren't contained in the data arrays, but not
here.
Additionally, the existing assertion didn't check stride, which means
that a mapping with 2 items and stride 8 was treated as being equal to a
mapping with 4 items and stride 4. On the other hand, it didn't behave
correctly for offset-only fields, those were always treated as different
from pointer fields even if they were actually matching.
Taking Animation::TrackViewStorage wasn't really a good idea, as it
wasn't solving anything -- in order to create it, there needs to be a
TrackView of a concrete type first anyway, and even then it required a
lot of additional verbose typing.
The new constructors take basically what TrackView takes, plus there's
additionally a constructor that takes a typeless value view together
with explicitly specified value and result types, allowing a truly
type-erased usage. On the other hand, the templated variants directly
deduce the types without any additional typing, making the construction
similarly straightforward to e.g. SceneFieldData.
In case of the type-erased constructors, if the interpolator function
isn't supplied explicitly, an implicit one is picked based on the value
type, result type and interpolation. Not all combinations make sense of
course, so this is a new assertion point, however compared to the
previous way where the interpolator was picked from a *typed* TrackView,
this doesn't add any new restriction -- what asserted there, asserts now
as well, and additionally you can't have e.g. a Quaternion track with a
boolean result. I may also be eventually adding assertions to check that
the target name matches the result type -- so e.g. a rotation isn't
specified as an integer and such. Compared to newer APIs like MeshData,
MaterialData or SceneData the AnimationData API has a significant lack
of sanity asserts like this.
Instead of storing Animation::TrackViewStorage directly it now contains
the view pointers, strides and size (where the size is shared by both
keys and values) together with packing the non-pointer values into
existing paddings. Together with reducing the keyframe count to 32 bits
and strides to 16 bits (which is consistent with MeshData and
SceneData), this reduces the size from 80 bytes to 48.
Not using TrackViewStorage also means we can directly accept the
key/value views in constructors, significantly improving the usability.
This also makes it possible to add support for (constexpr) offset-only
track data and thus easy serializability, again similarly to
MeshAttributeData and SceneFieldData.
Given the recent issues with vertex data with size over 4 GB, I feel
this limit might get hit soon as well. So far GPUs don't support vertex
counts larger than 32 bits, so storing them in a 32-bit number matches
the limitation there. Also, a vertex is usually at least 6 bytes (for
3-component positions quantized into 16-bit ints), thus a mesh hitting
this limit would be 24 GB in size. Which fits only on the beefiest
contemporary GPUs.
However I imagine the limit might get raised eventually, for example to
support a use case of a huge sparse mesh where only sub-parts of it are
drawn, and the sub-parts have counts that fit into 32 bits.
Again, similarly to what's done for custom MeshAttribute and SceneField
values already. I'm bumping the importer interface version as adding new
virtual functions is a silent ABI breakage, but it's good to do in any
case as the AnimationTrackTarget enum was extended to 16 bits and the
values got shifted.
For consistency with what's already done for MeshAttribute and
SceneField. The ::Custom enum value is deprecated in favor of these, the
only actually breaking change is that the debug printer now subtracts
32768 for custom values (consistently with custom mesh attributes and
scene fields), while it printed the absolute enum value before.
The `Type` was suggesting it'd be some C++ type, definitely not values
like Scaling3D or Translation2D, resulting in a significant "brain
autocompletion error" every time I was using that type.
Unfortunately on AnimationData the trackTargetType() couldn't similarly
get renamed to trackTarget() as there's already trackTarget() that
contains the node ID the target points to, so it's trackTargetName()
instead. Renaming trackTarget() to trackTargetId() wasn't an option as
that would be inconsistent with everything else (TextureTools::image(),
MaterialAttribute::BaseColorTexture, SceneField::Mesh are all IDs but
they don't have an `Id` suffix); renaming to AnimationTrackTargetName
would keep it insanely long and wouldn't make it consistent either
(MeshAttribute, SceneFIeld, MaterialAttribute are all referred to as
"names" yet they don't have a `Name` suffix).
So it has 32k values for custom targets, instead of just 127. This
makes it consistent with MeshAttribute, which also provides 32k values,
while SceneField has a whole 31-bit range to make it possible to store
arbitrary ECS identifiers as well.
Since this is an ABI break, I'm also shifting the values by 1 to have
zero used for an invalid value, consistently with SceneField,
MeshAttribute etc.
Passes for SceneData but fails for MeshData due to 32-bit types used by
accident. The two also have a vastly different calculations in the range
checks, should unify that first.