Also test it properly and add a check for extension availability. Sigh,
seems like nobody ran this test on an Apple device since this thing got
added in 75d238f50b ...
The 32-bit float depth be needed for the upcoming OpenEXR plugin, added
also the remaining ones that will be eventually supported by KTX and DDS
plugins.
Its only use was for specifying N-dimensional SamplerWrapping because,
compared to a Math::Vector, it had an implicit constructor from a single
value (whereas the Vector has it explicit). I solved that by simply
adding a few single-value overloads where it mattered. There, done. No
need for this weird thing and confusion with Containers::Array anymore.
All places that used it now use Math::VectorN<SamplerWrapping>, but the
class is still included for backwards compatibility purposes, together
with providing implicit conversion from and to a Vector.
Ah the good old times where my brain was not overflowing with
unnecessarily deep knowledge about how GPUs (and OpenGL drivers in
particular) work. Nope, switching a blend state and calling glFinish()
won't generate any GPU work, that will be all deferred until there's
something to be actually drawn, cleared or copied.
'cuz I was writing some raw GL for Emscripten tests and arrived at
glClear(GL_COLOR);
without having any suspicion that this is just TOTALLY WRONG. Same
would go for Vulkan few years ahead when I'm so used to the Magnum
wrappers that I forget what the common pitfalls are.
There are no SSO / DSA extensions on that platform, so it doesn't make
sense to do this extra indirection. Saves another kilobyte (237 -> 236
kB) in WebGL 2 magnum-gl-info.wasm.
Instead of wrapping glProgramUniform*() inside a member function, we now
call that function directly, which allows us to remove 2/3rds of
AbstractShaderProgram members. The non-DSA code path is still
implemented though member functions, though they are now static,
mimic the signature of the DSA APIs and do a use() + glUniform*()
internally.
With this flag set (which is done implicitly for all windowless apps
and, conversely, not done for all windowed apps), the default
framebuffer state isn't touched in any way, which should avoid potential
race conditions with default framebuffer on another thread.
This means that instead of 12 separate allocations we have just one,
allocating everything together in a contiguous piece of memory. That
should be also a bit more cache friendly when accessing the state as
it's not scattered around the memory like crazy.
Because there are no Pointer indirections needed anymore, the State
members are just references now. That resulted in a lot of sweeping
changes around the whole GL library, but they're all trivial, changing
`->` to `.`, mostly.
There's two more nested allocations in the TextureState struct, will
take care of them in a separate commit.
I don't see a real use case for this API (and don't remember ever using
it) and it only causes extra overhead during context creation (and then
a ton of useless allocations at runtime).
Broken since 0ceb54ed7d, but the two code
paths actually differ only by an enum name so it didn't cause any
crashes. (I wonder why I need two different code paths at all.)
Disabling engine startup log or modifying enabled extensions /
workarounds from the application side was one of the common pain
points and this should *finally* solve the problem. This Configuration
is now inherited by the usual Platform::*Application::GLConfiguration /
Platform::Windowless*Application::Configuration classes people are used
to, so for the end user it's just as if these classes got a bunch new
options.
Having this, I also extended the ContextGLTest to verify that the
Configuration and command-line options do what's expected because that
hadn't automated tests until now. The test is mostly a copy of what I
did for Vulkan already, nothing special. Additionally all
Platform*ApplicationTest executables gained a new --quiet option to
verify that the GL::Context::Configuration subset gets correctly passed
from the Application code, because that's something we can't really
verify in an automated way.
StringViews are great -- given that they are trivially destructible, the
compiler can now tell me that I have unused variables. If it wouldn't be
trivially destructible (like std::string), the destructor is treated as
if it has side-effects so the compiler won't complain.