Following the spirit of extension-based functionality, the entrypoints
are available always but do something (i.e., call the actual WebGL API)
only if the extension is advertised. Which it is only on Emscripten
3.1.66+ because older versions don't have the corresponding entrypoints,
so there it's marked as disabled.
Additionally, EXT_polygon_offset_clamp is now also working on 3.1.66+,
but there's no wrapper for it yet.
This "type erased std::vector member" was done in the times before
growable arrays were a thing, and kind of made sense to go the extra way
to avoid a <vector> include in the header. Except that it made rather
unportable assumptions about std::vector size, which weren't correct for
example with _GLIBXX_ASSERTIONS set.
But what was *completely* unacceptable was that the vector was of one or
another type depending on the GL feature set present in the current
context. Apart from adding a lot of extra *nasty* logic to construction,
moves and destruction, this approach led to the mesh instance asking the
current context on destruction in order to know whether a destructor
should be called on std::vector<Buffer> or std::vector<AttributeLayout>.
Ugh.
Now it's a regular Array member (which isn't *that* heavy to need such
type-erased treatment, although it eventually could be), and thanks to
the AttributeLayout packing improvements in previous commits it's no
longer prohibitively wasteful to just abuse AttributeLayout instances to
store just owning Buffer instances alone -- doing so now wastes only 16
bytes per buffer, compared to 36 before. Given there's usually just one
or two vertex buffers per mesh (compared to attributes, which are
usually 4 or more), it should be fine.
The MeshGLTest::destructMovedOutInstance() test added few commits back
also no longer asserts on no GL context being present.
Originally GL::hasTextureFormat() returned false on ES2 for
PixelFormat::R8Unorm, RG8Unorm, RGB8Unorm and RGBA8Unorm because
glTexStorage() didn't work with the matching Luminance, LuminanceAlpha,
RGB and RGBA formats. But since the only ES2 platform is nowadays
basically just WebGL 1, which has neither EXT_texture_rg nor
EXT_texture_storage, this implicit failure made no sense and just made
the textureFormat() (and the new genericPixelFormat() API) useless
there.
Now it maps to them, and it's up to the caller to make sure
glTexStorage() doesn't get called with those, only glTexImage does.
Furthermore, if formats from EXT_texture_rg are used, the
genericPixelFormat() now also provides inverse mapping of them back to
the generic PixelFormat. Before it was basically *no* ES2 TextureFormat
that'd work with either of these, now it's all that have a (vaguely)
corresponding PixelFormat.
An ad-hoc solution was already done in DebugTools::screenshot(), now I
need it in another place. While not as fast as the O(1) mapping from
the generic format to the API-specific ones due to the potentially
linear lookup, it definitely could be useful in general.
Only noticed this now when adding inverse mapping. Sigh. OTOH, with the
inverse mapping in place this will no longer be possible to happen, as
it would cause a compile error due to a duplicate switch case.
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.
The GL::Renderer::setClearDepth() and setDepthRange() APIs now use the
non-clamping NV entrypoints if available. The float overloads do that
too, to avoid differences in behavior depending on whether these
functions are called with a float or a double type.
Instead of having them wrapped in extra functions for
extension-dependent functionality. The only case that stays is the line
width range implementation, as the raw variant looked too ugly /
dangerous otherwise.
"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.
And use static functions with an explicit "self" pointer instead. Those
have half the size (8 vs 16 bytes on 64bit x86), which in turn reduces
the state tracker memory use by about 750 bytes. On desktop GL with an
Intel GPU & Mesa this reduces the state tracker allocation size by almot
10%, from 8.3 kB to 7.6 kB. Not bad.
Apart from small memory savings, this also removes the need to include
the full class definiton from the State headers on MSVC (because
on that compiler the member function pointer size is different based on
whether the type definition is known or not, IMAGINE THAT BEING A
FEATURE AND NOT A BUG), leading to less header dependencies and better
incremental compile times there.
This was already done in some cases (and the Vk library used this from
the beginning), and as I'm about to add some more extension-dependent
functionality it felt like a good time to finish that change, finally.
In some cases the *Implementation() could even be dropped in favor of
pointing to the GL API directly (such as is already done for various
glUniform*() calls), that'd be another step -- this is good enough for
now.
And this, this change allows the growable Array to use malloc() instead
of new, and thus also realloc(), saving unnecessary reallocations if the
memory can be grown in-place. All because Containers::Pair is trivially
copyable while std::pair wasn't.
There isn't any good reason to use the STL anymore.
Hm, and here I used the "capability" of std::pair that allowed it to
store references. I don't even want to know what all was involved to
support that, Containers::Reference is much easier to reason about.
Apparently even `= {}` was broken for std::pair once, not to mention the
unnecessary extra overhead with this type not being trivially copyable.
Good riddance.
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.
The previous callback pointer was needed just to disambiguate, so it can
be a bool; the user pointer can be set from the caller already instead
of being done in each variant again.
Because it somewhat confusingly may have implied that it's really
composed of 8-bit bools, and not bits. The same reasoning was used to
pick the name for Corrade's Containers::BitArray.
Backwards compatibility aliases are in place as usual, however the
internal BoolVectorConverter is now BitVectorConverter and there
unfortunately cannot be any backwards compatibility. This breaks only
GLM and Eigen integration in the magnum-integration repo, which I'm
fixing immediately. I don't expect any user code to use this internal
helper. For regular vectors maybe, for this one definitely not.
Since glGetBufferSubData() is only exposed on Emscripten 2.0.17 and up,
both functions are not available on older versions. This is to avoid any
accidental foot guns since it explodes at compile time. The webgl2 CI
will be upgraded to 2.0.17 in a later commit.
While branching on a compiler is rather common, checking a particular
compiler version should be needed only rarely. Thus minimize use of such
macros to make them easier to grep for.
Using a tuple was very useful, helpful and exciting as I had to make an
explicit comment about what element is what, and then having to remember
the order in all places that accessed the tuple.
Using a struct however is rather boring as the fields are just named
there, I don't need any complex std::get<4>() and extra comments
explaining what is where and it's just not so adventurous anymore. The
build time of a non-deprecated MagnumGL library also dropped from 5.9
seconds to 5.85. SAD!
All the tests were updated to explicitly check that non-null-terminated
strings get handled properly (the GL label APIs have an explicit size,
so it *should*, but just in case). Also, because various subclasses
override the setter to return correct type for method chaining and the
override has to be deinlined to avoid relying on a StringView include,
the tests are now explicitly done for each leaf class, instead of the
subclass
The <string> being removed from the base class for all GL objects may
affect downstream projects which relied on it being included. In case of
Magnum, the breakages were already fixed in the previous commit.
Compile time improvement for the MagnumGL library alone is 0.2 second or
4% (6.1 seconds before, 5.9 after). Not bad, given that there's three
more files to compile and strings are still heavily used in other GL
debug output APIs and all shader stuff. For a build of just the GL
library and all tests, it goes down from 28.9 seconds to 28.1. Most
tests also still rely quite heavily on std::stringstream for debug
output testing, so the numbers still could go further.
This used to somehow get dragged along with <string> on all platforms we
tested on, but once we get rid of <string> we'd have to include
<algorithm> instead. Not acceptable, also it's much shorter and less
error-prone this way.
It's quite easy if WEBGL_debug_renderer_info is present, but if it isn't
then our only hope is to check for ANGLE-specific extensions. Which may
cause some false positives, but since we need to enable various
workarounds for ANGLE to avoid issues, it's better than having the
detection too conservative.
The original ANGLE detection based on line size is probably not so
relevant anymore, but let's keep it there.