As usual, the old APIs are still present, but marked as deprecated.
Existing code is not updated yet to ensure I didn't break anything with
this.
This way it's much more intuitive and makes the code shorter and nicer
in many cases. Shaders are now also able to hide irrelevant
draw/dispatch APIs to avoid accidents.
Better for checking accidents, as picking a wrong primitive / index type
can lead to *serious* rendering issues. Similarly to a change done to
(Compressed)PixelFormat in 2019.10.
Good thing I checked this -- based on WebGL I was under assumption that
all GPUs have it just 256, but that was really just WebGL limitation.
Also ugh why this query wasn't there since the 90's?
Bloaty says it saved 10 kB in Debug build of MagnumGL:
VM SIZE FILE SIZE
-------------- --------------
[ = ] 0 .debug_info +1.59Ki +0.0%
+0.4% +1.50Ki .text +1.50Ki +0.4%
[ = ] 0 .debug_str +409 +0.0%
[ = ] 0 .debug_line +276 +0.1%
[ = ] 0 .debug_abbrev +20 +0.0%
-28.6% -2 [LOAD [RX]] -2 -28.6%
[ = ] 0 [Unmapped] -4.28Ki -41.0%
-22.7% -9.23Ki .rodata -9.23Ki -22.7%
-0.8% -7.73Ki TOTAL -9.73Ki -0.1%
And 4 kB in Release:
VM SIZE FILE SIZE
-------------- --------------
+1.1% +3.44Ki .text +3.44Ki +1.1%
+1.7% +1.39Ki .eh_frame +1.39Ki +1.7%
[ = ] 0 [Unmapped] +656 +51%
-25.5% -9.47Ki .rodata -9.47Ki -25.5%
-0.7% -4.64Ki TOTAL -4.00Ki -0.4%
That's not negative, so I guess that's good. This change is of course
more significant in the context of a minimal WebGL build, where the exe
can be as little as 50 kB -- there 4 kB is almost 10% of the size.
Deprecated for 2018.04, it's been almost a year since. Whoever is using
Magnum regularly updated already, and who not can always upgrade
gradually (2018.02, 2018.04, 2018.10, 2019.01 etc.).
Fixing the new (and now failing test) from the previous commit. In
setIndexBuffer(), I was resetting the state tracker to a VAO state that
was about to be set in the very next step, and then, when doing that
next step the state tracker "optimized away" the state change because it
thought it was already done (even though it wasn't). Reordering the two
operations fixes it.
In comparison to how this was meant to be done in the original
169031fb7b, the new way should do the same
but additionally avoid a bunch of redundant state calls. Let's hope no
more bugs related to this appear.
This reverts commit f6ba4111e1, which in
turn reverts commit 4ce2875262 from 2015.
Turns out glDrawRangeElements() *is* fixed now in Firefox, but is broken
in Emscripten because their function dependency handling doesn't work
correctly. Related PR: https://github.com/kripken/emscripten/pull/7112
Reverting this until the Emscripten PR is integrated and a version
released with this patch is widespread enough (assuming a year-long
delay could do).
The change done in 680144f1c5 was not
properly handling these cases:
* Mesh(NoCreateT) and wrap() were not constructing the internal vector,
which blew up when move-assigning another instance.
* ~Mesh() was not destructing the internal vector if the VAO ID was
zero or non-owning wrap() was used.
Strangely enough none of these were causing *any* problems for me on
Linux (even ASan was totally quiet and due to the unfortunate
combination of bugs even when I assigned totally random data to the
storage vector). This however blew up on MSVC, assuming there the
implementation is more checked.
Because it's possible to construct Mesh with no GL context available,
the move construction and destruction needs to avoid accessing Context
unless really necessary (it would be also unclear which type of vector
should be constructed if we have no context).
Extended the tests to handle hopefully all the cases.
This allows moving Buffer instances without fear of breaking stuff. I
thought this was in since a long time, but doesn't seem so. This
reintroduces a header dependency, but until I have Containers::Storage
or something that *can* store forward-declared type safely, it's
inevitable.
This is actually a preparation to make buffer-owning meshes a
possibility (where I would need an union of vectors otherwise),
nevertheless it removes the dependency on a vector.
Was Magnum::GL::Extensions::GL before and the redundancy was completely
unnecessary. Potential future extensions coming from GLX, EGL or whatnot
will most probably be in the Platform namespace in a completely separate
file, so this is not a problem.
All code internal to the GL library is affected, not much the outside,
as that is handled by the compatibility alias.
Similarly to pixel formats, there is now generic Magnum::MeshPrimitive
and Magnum::MeshIndexType, which is convertible to GL::MeshPrimitive and
GL::MeshIndexType using GL::meshPrimitive() and GL::meshIndexType(). In
addition, the following is done:
* The original GL::Mesh::IndexType is now GL::MeshIndexType, original
name is now just a typedef.
* GL::Mesh::indexSize() is deprecated in favor of
Magnum::meshIndexTypeSize() and GL::Mesh::indexTypeSize().
* New GL::Mesh::indexType() and GL::MeshView::mesh() getters (not sure
why they were omitted)
* GL::Mesh::indexType(), GL::Mesh::indexTypeSize(),
GL::MeshView::setIndexRange() now expect that the mesh is indexed
(useful property in my opinion, also avoids getting random results).
* The extra MeshPrimitive::LinesAdjacency etc. are still present for
backwards compatibility, but marked as deprecated. Use
GL::MeshPrimitive values instead.
At the moment just the GL library itself w/o the tests, and without
backwards compatibility aliases. The following types were left in the
root namespace, despite being in the GL/ directory, as they will get
moved back soon:
* Image, CompressedImage and their dimensional typedefs
* ImageView, CompressedImageView and their dimensional typedefs
* PixelStorage
Not PixelFormat etc., that one will stay in the GL namespace and a
completely new PixelFormat enum will be provided in the root namespace.
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.
There's a new DynamicAttribute class that is very similar to Attribute,
but it has the location and base type as runtime properties instead of
them being a part of template. This allows for more flexibility, but
OTOH also more typing and more responsibility on the user. See
MeshGLTest for details and usage comparison to the Attribute API.
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.