Profiling with MSVC 2019 showed that many of the Vector methods are on
a critical path (not surprising). They are changed to be inline and
unnecessary temporaries are removed.
On the example below generate times decreased from 102s. to 64s.
At the same time the executable size shrank from 5569536 to 5150208 bytes
in release mode (with global optimizations).
This should not stop us from working on optimizing inner loops e.g. https://github.com/solvespace/solvespace/issues/759 .
[Test model](https://github.com/solvespace/solvespace/files/5414683/PrismConeNURBSNormalsTangents300.zip)
This function showed up surprisingly high on a CPU time profile
when the GUI was unresponsive "doing things". Removed a duplicated
difference in the not-equal case, and switched to abs and a single compare
instead of two compares with a negation. It seems to have moved the
function further down in the profile.
This serves two purposes.
First, we want to (some day) convert these messages into a less
obtrustive form, something like toaster notifications, such that they
don't interrupt workflow as harshly. That would, of course, be
nonblocking.
Second, some platforms, like Emscripten, do not support nested event
loops, and it's not possible to display a modal dialog on them
synchronously.
When making this commit, I've reviewed all Error() and Message()
calls to ensure that only some of the following is true for all
of them:
* The call is followed a break or return statement that exits
an UI entry point (e.g. an MenuX function);
* The call is followed by cleanup (in fact, in this case the new
behavior is better, since even with a synchronous modal dialog
we have to be reentrant);
* The message is an informational message only and nothing
unexpected will happen if the operation proceeds in background.
In general, all Error() calls already satisfied the above conditions,
although in some cases I changed control flow aroudn them to more
clearly show that. The Message() calls that didn't satisfy these
conditions were reworked into an asynchronous form.
There are three explicit RunModal() calls left that need to be
reworked into an async form.
This commit changes the awfully specific code for dialogs with
messages duplicated three times to go through a generic interface.
It also fixes some issues with the way translated messages
were parameterized.
This commit removes the custom message dialog box used on Windows,
for several reasons. First, it was the last element not respecting
HiDPI displays. Second, other OSes do not easily provide this much
control over rendering default message boxes, and both Gnome and
macOS frown upon non-standard renderings such as those; so the custom
rendering was already not used on the other OSes.
This commit mostly just changes the settings code to be in line with
the rest of the platform abstractions, although it also fixes some
settings names to be consistent with others, and uses native bool
types where applicable.
This commit also makes settings-related operations much less
wasteful, not that it should matter.
This changes the assertion failure behavior to be the same in debug
and release builds: to show the complete failure message, and
to offer to restart the application or defer to Windows Error
Reporting to generate a backtrace. Contrary to popular belief,
WER is not useless, and since SolveSpace publishes pdb files,
WER-generated reports can be symbolized.
This commit also addresses the long-standing problem where showing
a dialog on fatal error would re-enter the application code, thus
causing another error or a crash that is more fatal than the current
one.
This commit updates a *lot* of rather questionable path handling
logic to be robust. Specifically:
* All path operations go through Platform::Path.
* All ad-hoc path handling functions are removed, together with
PATH_SEP. This removes code that was in platform-independent
parts, but had platform-dependent behavior.
* Group::linkFileRel is removed; only an absolute path is stored
in Group::linkFile. However, only Group::linkFileRel is saved,
with the relative path calculated on the fly, from the filename
passed into SaveToFile. This eliminates dependence on global
state, and makes it unnecessary to have separare code paths
for saved and not yet saved files.
* In a departure from previous practice, functions with
platform-independent code but platform-dependent behavior
are all grouped under platform/. This makes it easy to grep
for functions with platform-dependent behavior.
* Similarly, new (GUI-independent) code for all platforms is added
in the same platform.cpp file, guarded with #ifs. It turns out
that implementations for different platforms had a lot of shared
code that tended to go out of sync.
There are two main reasons to desire an OpenGL 2 renderer:
1. Compatibility. The compatibility profile, ironically, does not
offer a lot of compatibility, and our OpenGL 1 renderer will not
run on Android, iOS, or WebGL.
2. Performance. The immediate mode does not scale, and in fact
becomes very slow with only a moderate amount of lines on screen,
and only a somewhat large amount of triangles.
This commit implements a basic OpenGL 2 renderer that uses only
features from the (OpenGL 3.2) core profile. It is not yet faster
than the OpenGL 1 renderer, primarily because it uses a lot of small
draw calls.
This commit uses OpenGL 2 on Linux and Mac OS X directly (i.e. links
to the GL symbols from version 2+); on Windows this is impossible
with the default drivers, so for now OpenGL 1 is still used there.
This is a common and convenient behavior; the basename is
pre-selected, so exporting multiple views requires just one keystroke
to put the cursor after the basename.
Unfortunately there is no portable way to open an Unicode path with
std::fstream. On *nix, it is enough to call the const char*
constructor. On MSVC, it is enough to call a nonstandard
const wchar_t* constructor. However, on MinGW, there is no way at all
to construct an std::fstream with a wide path, not even using
undocumented APIs. (There used to be a const wchar_t* overload added
back in libstdc++ 4.7, but it got removed for a reason that I was not
able to find out.)
SurfaceRenderer is a new renderer implementing the Canvas interface
running entirely on the CPU; it projects strokes and triangles
in the exact same way as OpenGL would, and it can be used for
rendering into raster or vector 2d surfaces.
This has several desirable consequences:
* It is now possible to port SolveSpace to a later version of
OpenGL, such as OpenGLES 2, so that it runs on platforms that
only have that OpenGL version;
* The majority of geometry is now rendered without references to
the camera in C++ code, so a renderer can now submit it to
the video card once and re-rasterize with a different projection
matrix every time the projection is changed, avoiding expensive
reuploads;
* The DOGD (draw or get distance) interface is now
a straightforward Canvas implementation;
* There are no more direct references to SS.GW.(projection)
in sketch rendering code, which allows rendering to multiple
viewports;
* There are no more unnecessary framebuffer flips on CPU on Cocoa
and GTK;
* The platform-dependent GL code is now confined to rendergl1.cpp.
* The Microsoft and Apple headers required by it that are prone to
identifier conflicts are no longer included globally;
* The rendergl1.cpp implementation can now be omitted from
compilation to run SolveSpace headless or with a different
OpenGL version.
Note these implementation details of Canvas:
* GetCamera currently always returns a reference to the field
`Camera camera;`. This is so that a future renderer that caches
geometry in the video memory can define it as asserting, which
would provide assurance against code that could accidentally
put something projection-dependent in the cache;
* Line and triangle rendering is specified through a level of
indirection, hStroke and hFill. This is so that a future renderer
that batches geometry could cheaply group identical styles.
* DrawPixmap and DrawVectorText accept a (o,u,v) and not a matrix.
This is so that a future renderer into an output format that
uses 2d transforms (e.g. SVG) could easily derive those.
Some additional internal changes were required to enable this:
* Pixmap is now always passed as std::shared_ptr<{const ,}Pixmap>.
This is so that the renderer could cache uploaded textures
between API calls, which requires it to capture a (weak)
reference.
* The PlatformPathEqual function was properly extracted into
platform-specific code. This is so that the <windows.h> header
could be included only where needed (in platform/w32* as well
as rendergl1.cpp).
* The SBsp{2,3}::DebugDraw functions were removed. They can be
rewritten using the Canvas API if they are ever needed.
While no visual changes were originally intended, some minor fixes
happened anyway:
* The "emphasis" yellow line from top-left corner is now correctly
rendered much wider.
* The marquee rectangle is now pixel grid aligned.
* The hidden entities now do not clobber the depth buffer, removing
some minor artifacts.
* The workplane "tab" now scales with the font used to render
the workplane name.
* The workplane name font is now taken from the normals style.
* Workplane and constraint line stipple is insignificantly
different. This is so that it can reuse the existing stipple
codepaths; rendering of workplanes and constraints predates
those.
Some debug functionality was added:
* In graphics window, an fps counter that becomes red when
rendering under 60fps is drawn.
This is to ensure that:
* it is clear, when looking at the point of usage, what is
the purpose of "true" or "false";
* when refactoring, a simple search will bring up any places that
need to be changed.
Also, argument names were synchronized between declaration and
implementation.
As an exception, these are not annotated:
* Printf(/*halfLine=*/), to avoid pointless churn.
This will allow us in future to accept `const T &` anywhere it's
necessary to reduce the amount of copying.
This commit is quite conservative: it does not attempt very hard to
refactor code that performs incidental mutation. In particular
dogd and caches are not marked with the `mutable` keyword.
dogd will be eliminated later, opening up more opportunities to
add const qualifiers.
This commit also doesn't introduce any uses of the newly added const
qualifers. This will be done later.
This includes explanation and context for non-obvious cases and
shortens debug cycles when just-in-time debugging is not available
(like on Linux) by immediately printing description of the assert
as well as symbolized backtrace.
This commit integrates the vector font in the resource system, so
that cross-compilation would be easier and a custom font could be
used without recompilation.
The font handling code was carefully written to lazily load glyphs;
as possible; in practice this means that startup is less than 15ms
slower after this commit, most of it spent in inflate().
This also reduces executable size and makes compilation of
glhelper.cpp much faster.
Most of these were just converting char* into std::string back and
forth; some more used ReadUTF8, which was converted to use nicer
STL-style iterators over UTF-8 text.
The remaining ones are:
* arguments to Expr::From, which we'll change when refactoring
the expression lexer;
* arguments to varargs functions, which we'll change when adding
localization (that requires custom printf-style functions to
allow for changing argument order);
* arguments where only string literals are ever passed, which
are OK;
* in platform-specific code, which is OK.
In my (whitequark's) experience this warning tends to expose
copy-paste errors with a high SNR, so making a few fragments
slightly less symmetric is worth it.
Also mollify -Wlogical-op-parentheses while we're at it.
This removes the arbitrary 64 byte restriction (which effectively
limits us to as little as 16 Unicode characters with CJK encodings),
makes classes smaller, and is easier to use.
As a consequence of making the length of all ex-NameStr fields
unbounded, all functions that returned a buffer derived from those
were changed to return std::string. Then, functions that are
contextually similar to the ones described above were changed
to return std::string. Then, functions that now happened to mostly
take an std::string argument converted to a C string were changed
to accept std::string.
This has produced a bit of churn, but is probably for the better.
Now it is possible to give non-ASCII names to groups
as well as see non-ASCII filenames of imported files.
In the future this makes localization possible.
This works for LTR languages, such as European and CJK,
but not RTL such as Arabic. Does Arabic even exist in
monospaced form? I have no idea.
After this commit, SolveSpace deals with paths as follows:
* Paths are generally treated as opaque platform-specific strings.
This helps on Linux, because paths on Linux don't have any
specific encoding and it helps to avoid any operations on them.
* The UI in some places wants to get a basename. In this case,
the newly introduced PATH_SEP is used. This allows to treat
backslash as a regular character, which it is on Linux and OS X.
* The only place where any nontrivial operations on paths are
performed is the g->impFile/impFileRel logic.
Specifically, when saved, g->impFile always contains an absolute
path with separators of the current platform, and g->impFileRel
always contains a relative path with UNIX separators. This allows
to treat backslash as a regular character.
Old files will contain g->impFileRel with Windows separators;
these are detected by looking for a drive letter in g->impFile
and in that case mapping Windows separators to UNIX ones.
There is no need to treat UNIX separators (forward slashes) in
any special way on Windows because there is no way on Windows,
not even via UNC paths, to create or address a directory entry
with a forward slash in its name.
What do we gain from this? Several things.
* First, usage of PATH_MAX (the POSIX constant) is eliminated.
PATH_MAX is actually a lie; Linux and OS X (and probably other BSDs
too) do not have an actual path length limit. Linux claims 4096,
OS X claims 1024, but it is trivial to construct paths that are
longer.
* Second, while Windows does enforce a limit of MAX_PATH (the Win32
constant) for its ASCII functions, the Unicode variants, when
used with UNC paths, do not have this restriction.
The capability to use UNC paths is useful by itself, as it allows
to access files on network shares directly.
* Third, representing paths as std::string will make it easier to
interoperate with *W WinAPI functions later.
On Windows, freeze.{cpp,h} was factored into w32main.cpp.
The old implementation was too redundant and leaked registry
key handles.
On all platforms, Cnf* functions now use std::string.
This simplifies code everywhere, but will be particularly useful
when the Windows port switches to the *W WinAPI functions.
This is required to avoid name conflicts with the Cocoa libraries
on OS X.
I renamed the `class SolveSpace` to `class SolveSpaceUI`, because
that's what it does, and because otherwise the namespace would
have to be called something else than `namespace SolveSpace`.
The SolveSpace top-level directory was getting a bit cluttered, so
following the example of numerous other free-software projects, we move the
main application source into a subdirectory and adjust the build systems
accordingly.
Also, got rid of the obj/ directory in favor of creating it on the fly in
Makefile.msvc.