ImmutableCString is a string class similar to CString except it's
immutable. ImmutableCString occupies 16 bytes instead of 8 for CString.
However, ImmutableCString is able to avoid memory allocation when
constructed from a string literal, and in that way it us similar
to StaticString.
ImmutableCString can be auto converted from StaticString.
The backend tag tracking is updated to use ImmutableCString and
the FrameGraph resource manager us updated to use StaticString.
Together these changes significantly cut down heap allocations due to
internal tagging.
We also add optional tracking to {Immutable}CString.
- libbackend (except webgpu)
- libfilament
- libutils
std::string generates a lot of code bloat, we use CString instead.
We also update CString to be more compatible with std::string's api.
We add rvalue version of append/insert/replace so that calling
those on a temporary yields to a temporary.
Also add string literal versions of those so that we can
append/insert/replace a literal without allocation, e.g.:
`CString foo = CString{ bar }.append("baz");`
This will not end-up creating a temporary CString for "baz".
In most places this is simply replaced by `std::string_view`.
We also change a few internal/private headers so they accept
`std::string_view` instead of `utils::CString`.
* CString can construct from a string_view
(string_views lack a null terminator)
* Update libs/utils/src/CString.cpp
Co-authored-by: Mathias Agopian <pixelflinger@gmail.com>
* Add #include preprocessing to filamat and matc
* Update RELEASE_NOTES
* Fix RELEASE_NOTES
* Use final instead of virtual / override
* Clarify comments
* Use pure virtual for includer functions
* Use a callback instead of an interface
* Rename Includer.h to IncludeCallback.h
* Update comment
Instead of passing SamplerInterfaceBlocks and a SamplerBindingMap to
Program, we now set a 'sampler group' per binding point:
Program::addSamplerGroup(...)
A sampler group here consists of a list of N 'Sampler' and a 'Sampler'
is just a unique name (unifrom name in the shader) and binding point in
the shader.
That's all the driver layer needs.
With this change we get rid of the code that re-created the uniform
names in the driver -- this should never have been done there. And we
also remove the hash-map lookups in vulkan and metal drivers.
Program::shader() was taking a string before which didn't make sense
for spirv. Now it's just a blob, in the case of GL/Metal, the blob
must be a null terminated c-string, and the size must include the
terminating null character.
This fixes an out-of-bound access in ShaderBuilder::getShader() (which
doesn't exist anymore), because it was creating a CString passing
a size that included the null terminating char, which is not was CString
expects. CString can now assert() in that case.
driver::Program now uses a std::vector<> for storage, which we should
fix at some point (b/c it's a public header). CString was not suited to
store binary blobs.