What's left is *a lot* of places taking monstrous
std::vector<std::reference_wrapper> and that can't be changed to
std::vector<Containers::Reference> in a source-compatible way. Even that
would be only a temporary change, since the goal is to fully avoid
dependency on STL in those cases.
The final version of these APIs should take
Containers::ArrayView<Containers::Reference> and be implicitly
convertible froom e.g. std::vector<Containers::Reference>. That's
definitely possible, but not in time for 2019.01, so instead of forcing
users to temporary pass a `{vec.begin(), vec.size()}` everywhere instead
of just `vec`, I'm rather keeping these APIs intact.
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.
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.
On Windows NVidia drivers the glTransformFeedbackVaryings() does not
make a copy of its char* arguments so it fails at link time when the
original char arrays are not in scope anymore. Enabling *synchronous*
debug output circumvents this bug. Can be triggered by running
TransformFeedbackGLTest with GL_KHR_debug extension disabled.
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.
The previous AbstractShaderProgram::setUniform(Int, UnsignedInt, T*)
function is now alias to the new one, is marked as deprecated and will
be removed in some future release.
Intel drivers on Windows print out "No errors." when the shader is
compiled/linked successfully. I consider that as unnecessary spam and
filter it out.
Full support for EXT_transform_feedback, transform feedback objects
from ARB_transform_feedback2 and equivalent OpenGL ES 3.0 functionality.
Example usage is in src/Magnum/Test/TransformFeedbackGLTest.cpp, I'll
add some example later.
No backward compatibility issues should exist, as the class is in most
(if not all) cases used with unscoped name:
class MyShader: public AbstractShaderProgram {
public:
typedef Attribute<0, Vector3> Position;
// ...
};
In nearly every case the attributes are bound and uniform locations
queried with constant char arrays:
bindAttributeLocation("position", Position::Location);
colorUniform = uniformLocation("color");
Avoiding conversion to std::string and passing const char(&)[size]
directly will avoid needless allocation (and later deallocation) for
every call.
In most cases the label is set directly from code, e.g.:
texture.setLabel("diffuse-duck");
Avoiding conversion to std::string and passing char(&)[size] directly
will avoid one allocation and deallocation. Better solution would be to
use std::string_view everywhere, but we're not in C++17 yet.
Convenience overload to attachShader(), allowing the user to specify
more than one shader at once. Just a complement to initializer-list
versions of compile() and link(), but without any performance
difference.
As g_truc said long ago:
https://twitter.com/g_truc/status/352778836657700866
Currently there is not much use of this as the stock shaders are
compiled one by one (and doing it differently would make things
needlessly overcomplicated), but the users can do parallel compilation
of their own shaders.
Also removed a bunch of now-unneeded TODOs and made the linker/compiler
code nearly similar. Also the whole Shader::compile() call now does two
allocations in total instead of two allocations for each shader.
Also added (currently disabled) ES implementation (provided by
EXT_separate_shader_objects). Unfortunately it's not possible to reduce
the function count, because ARB_separate_shader_objects and
EXT_direct_state_access are completely independent. Also double uniforms
are supported since GL 4.0 and SSO are since 4.1, so we can't omit
old glUniform*() calls for doubles either.
The only places where they aren't absolute are:
- when header is included from corresponding source file
- when including headers which are not part of final installation (e.g.
test-specific configuration, headers from Implementation/)
Everything what was in src/ is now in src/Corrade, everything from
src/Plugins is now in src/MagnumPlugins, everything from external/ is in
src/MagnumExternal. Added new CMakeLists.txt file and updated the other
ones for the moves, no other change was made. If MAGNUM_BUILD_DEPRECATED
is set, everything compiles and installs like previously except for the
plugins, which are now in MagnumPlugins and not in Magnum/Plugins.