The <emscripten/version.h> header is now taken care of by Corrade's
configure.h, along with providing macro aliases for backwards
compatibility, so I can delete a lot of duplicated code everywhere.
And, exactly as expected, there's many cases that used the (implicit)
ValueInit while NoInit is a better choice. So yeah, minor speedups in
various places such as GL image download.
Originally (2012? 2013?) I expected that there would eventually be
OpenGL ES 4.0, thus it made sense to differentiate between ES2, ES3 and
something else ES yet unknown. But as ES4 was increasingly unlikely to
happen, the internal code treated MAGNUM_TARGET_GLES3 as a simple
inverse of MAGNUM_TARGET_GLES2, and only in a very few places,
only adding confusion.
Thus it's now deprecated and defined as a simple inverse of
MAGNUM_TARGET_GLES2 on MAGNUM_TARGET_GLES builds, and none of the
internal code uses it anymore.
The Configuration class is defined on the Windowless*Context already,
which means it's available at the point where the constructor is defined
and thus there's no need for such workarounds anymore.
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.
Say how many devices there were in total, so it's possible to
distinguish the case of trying to find a CUDA device on a machine with
no NVidia GPU (where it says it found some other EGL devices) and the
case of drivers being completely broken for some reason (where it says
it didn't find any device at all).
The whole class was a bad idea, why create something that's 99% similar
to another application and has just one platform-specific workaround? Of
course it resulted in this code being completely untested and not even
built anywhere, because it served a tiny insignificant use case.
To avoid losing all the code, I did my best in attempting to merge this
into the WindowlessEglApplication. But since, again, EGL isn't
really used on any Windows platform, I can't even say it builds
properly. Maybe not even the original code built.
Except CGL, iOS, AndroidApplication and AbstractXApplication which are
either too crappy or don't have the needed scaffolding for specifying
context flags yet.
We no longer have to use sizeof("...") to avoid useless strlen calls or
check for nulls because the StringView APIs are ACTUALLY SANE and not a
full of nasty surprises and performance / security pitfalls like with
both the C and C++ standard library functions. Good riddance.
The 64-bit flags are now always non-empty in WindowlessEglApplication
(containing the Windowless flag), so we should slice to 32-bit and
check that instead.
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 removes one unnecessary allocation from each application startup.
In some cases of the windowless apps the Platform::GLContext could be
put directly into the class, in other cases it had to be wrapped in an
Optional because we need delayed construction and/or earlier
destruction.
The app does its own EGL-specific verbose printing and thus should
recognize this option the same way as GL::Context does. Right now it was
only taking into account the command-line parameters and not the new
Configuration.
Right now only the command-line variant of it was checked. Since on
some platforms this requires the app to explicitly request a debug
context, the app needs to handle the case when it's passed via a
Configuration as well.
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.
These are in most cases the only strings that are used, and I don't
think having to call std::strlen() for each of them is a good idea if
we don't need to.
This was my bug, as requesting a forward-compatible context without
saying *what* version it should be forward compatible to makes no sense.
A followup to 73baab69ce.