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4325 commits

Author SHA1 Message Date
bjorn 4e4184cfc2 Pass:skybox requires a texture; 2023-05-17 20:26:38 -07:00
bjorn 08b911e142 Fix OpenXR interface; 2023-05-12 18:23:23 +01:00
bjorn 895f282241 Rename headet display frequencies to refresh rates;
Old API remains in deprecated state.
2023-05-12 18:01:42 +01:00
bjorn 440591746d Change default camera fov;
.6 is way too narrow, 1.2 is closer to previous versions
2023-05-12 17:35:19 +01:00
bjorn 18e327b135 Fix font wrap when camera is flipped to 2d; 2023-05-12 17:02:18 +01:00
bjorn 60ff2de78b Fix default projection matrix fov ratio;
Doubling the aspect doesn't really make sense.
2023-05-12 14:52:15 +01:00
bjorn 3f5e3bb0ed Improve passthrough API;
- lovr.headset.getPassthrough returns current passthrough mode
- lovr.headset.setPassthrough sets the passthrough mode
  - nil --> uses the default passthrough mode for the headset
  - bool --> false = opaque, true = one of the transparent modes
  - string --> explicit PassthroughMode
- lovr.headset.getPassthroughModes returns a table of supported modes
2023-05-12 14:18:22 +01:00
bjorn c9291d4401 Rename picoNeo3Controller flag to picoController;
It includes Pico 4 as well.
2023-05-12 10:47:47 +01:00
bjorn 51e3da75e1 Make utf8 module optional; 2023-05-11 08:16:18 +01:00
bjorn 4028b233a1 Model:clone;
Creates a lightweight copy of a Model, for situations where a single
model needs to be rendered with multiple poses in a single frame, which
is currently not possible.
2023-05-10 18:14:09 +01:00
bjorn 0bb16d24ef lovr.system.wasKeyPressed/Released; 2023-05-10 18:14:09 +01:00
bjorn be2502b3f2 Details; 2023-05-10 18:14:09 +01:00
bjorn da107f4387 Rename lovr.event.pump to lovr.system.pollEvents; 2023-05-10 18:14:09 +01:00
bjorn 98e648871e lovr.graphics.is/setTimingEnabled;
Enables automatic CPU/GPU timing for all passes.  Defaults to true
when graphics debugging is active, but can be enabled/disabled manually.

When active, Pass:getStats will return submitTime and gpuTime table
keys, respectively indicating CPU time the Pass took to record and the
time the Pass took to run on the GPU.  These have a delay of a few
frames.

This doesn't include a way to get "global" timing info for a submit.
This information would be useful because it doesn't require lovrrs to
sum all the timing info for all the passes and it would include other
work like transfers, synchronization, and CPU waits.  However, this is
more challenging to implement under the current architecture and will be
deferred to later.  Even if this were added, these per-pass timings will
remain useful.
2023-05-06 23:36:33 -07:00
bjorn 2e29ff1ecf Handle multiple compute writes to a resource properly; 2023-05-06 20:36:11 -07:00
bjorn 68808d991e Fix some bugs in lovr.graphics.submit;
- Make sure to reset barriers for compute/canvas resources too
- Delay stream ending so OpenXR layout transitions actually go in an
  active command buffer.
2023-05-06 20:32:16 -07:00
bjorn 5d342f3712 Fix readbacks never finishing; 2023-05-06 20:00:43 -07:00
bjorn b65fa7910d Merge branch 'master' into dev 2023-05-04 19:09:20 -07:00
bjorn d18109b6ce Use XR_BD_controller_interaction for Pico Neo 3 input;
Replaces nonstandard interaction profile.  Removed thumbrest paths and
applied menu to both hands, to align with the published extension.
2023-05-04 19:06:51 -07:00
bjorn a75086d0e4 Fix lovr.graphics.getWindowPass when there's no window; 2023-05-04 18:27:02 -07:00
bjorn f90cd237ca Add new occlusion query API; 2023-05-03 23:08:45 -07:00
Bjorn fd8bcdfaeb
Merge pull request #665 from bjornbytes/matrix-decompose
Mat4:getTranslation; Mat4:getRotation; Mat4:getScale;
2023-05-03 21:04:02 -07:00
bjorn 28553dda9f core/gpu: skip texture allocator init for unsupported formats;
Should avoid erroneous errors during init for devices that don't support
all the depth formats.
2023-05-03 21:00:41 -07:00
bjorn c717670a80 Add --graphics-debug command line argument; 2023-05-03 20:54:19 -07:00
bjorn 6fb0b5efd5 getPosition/getOrientation -> getTranslation/getRotation; 2023-05-03 20:42:44 -07:00
bjorn 04a96f828b Clear bindings when switching shader types;
If you switch to/from a compute shader and the other shader is either
nil or a graphics shader, clear bindings.

Maybe if you switch to/from nil the bindings shouldn't be cleared, but
this is a bit more complicated to implement and it's not clear that
there's any reason not to treat nil shaders as graphics shaders.
2023-05-03 20:16:30 -07:00
bjorn 0c99572f61 Fix/simplify push constant tracking; 2023-05-03 20:15:48 -07:00
bjorn 5131544221 Don't track temporary buffers;
This was accidentally removed.
2023-05-03 19:35:03 -07:00
bjorn e2ac329475 Add backwards compat variant for Pass:setCanvas; 2023-05-03 19:30:40 -07:00
bjorn 6fe9e0151f Add Pass:barrier function;
Previously, if you wanted to run compute operations that depend on the
results of prior compute operations, you had to put these in 2 different
passes, because logically all of the compute calls in a pass run "at the
same time" (or we're at least giving the GPU the freedom to do that).

Having to set up an entirely new pass just to synchronize 2 :compute
calls is pretty cumbersome, and incurs extra overhead.  It would be
possible to change things so *every* :compute call waits for previous
computes to finish, but this would destroy GPU parallelism.

The Pass:barrier method lets compute calls within a pass synchronize
with each other, without requiring multiple passes.  Adding a barrier
basically means "hey, wait for all the :compute calls before the barrier
to finish before running future :computes".

This lets things remain highly parallel but allows them to be easily
synchronized when needed.
2023-05-03 16:45:01 -07:00
bjorn 07276f9351 Fix Pass:setClear color space and headset background; 2023-05-03 16:35:09 -07:00
bjorn 452ee5c7c6 Pass rework;
Pass stores draw commands rather than sending them to Vulkan
immediately.

The main motivation is to allow more flexibility in the Lua API.  Passes
are now regular objects, aren't invalidated whenever submit is called,
and can cache their draws across multiple frames.  Draws can also be
internally culled, sorted, and batched.

Some API methods (tallies) are missing, and there are still some bugs to
fix, notably with background color.
2023-05-02 00:06:01 -07:00
bjorn 24a68ba648 OpenXR: Add an epoch so headset time starts at zero;
32-bit float precision can't handle huge XrTimes.
2023-05-01 19:09:35 -07:00
bjorn f96b915767 OpenXR: lastDisplayTime should be an XrTime; 2023-05-01 19:09:33 -07:00
bjorn f370da90d5 OpenXR: Always return a valid view count;
View count is well-defined to be 2 with the current view configuration,
and people should be able to rely on getViewCount even before the views
are tracked.  It returns the number of views in the view configuration,
not the number of views with valid data.
2023-05-01 18:59:15 -07:00
bjorn 6976a61464 Rename fill2d back to fill;
This rename was a mistake -- at the time I was thinking the fill shaders
were internal, but they definitely aren't.
2023-05-01 18:54:56 -07:00
bjorn 784440f5cb OpenXR: Handle zero timestamps; Handle tracking loss better;
- If timestamp is zero (before .update is called), return empty data
  instead of erroring.
- Check for valid position/orientation separately, and return empty data
  for anything that's invalid.  Previously both position/orientation
  were used if either was valid, which returns undefined results.
2023-05-01 18:49:59 -07:00
bjorn c115fd9c3a Simplify shader resource tracking; 2023-04-29 19:06:08 -07:00
bjorn f898a6f6b8 Linear allocator is no longer global to the graphics module;
Each Pass is gonna have its own allocator soon!
2023-04-29 18:35:01 -07:00
bjorn f98306e786 rm transfer passes; rm Tally for now;
- Add Buffer:newReadback
- Add Buffer:getData
- Buffer:getPointer works with permanent buffers
- Buffer:setData works with permanent buffers
- Buffer:clear works with permanent buffers
- Add Texture:newReadback
- Add Texture:getPixels
- Add Texture:setPixels
- Add Texture:clear
- Add Texture:generateMipmaps
- Buffer readbacks can now return tables in addition to Blobs using Readback:getData

Tally is coming back soon with an improved API, it's temporarily removed
since it made the transfer rework a bit easier.

Note that synchronous readbacks (Buffer:getData, Texture:getPixels)
internally call lovr.graphics.submit, so they invalidate existing Pass
objects.  This will be improved soon.
2023-04-29 18:31:03 -07:00
bjorn 775b6e4ff7 Rename some buffer helper functions; 2023-04-29 18:31:03 -07:00
bjorn c5cea29428 Mat4:getPosition; Mat4:getOrientation; Mat4:getScale; 2023-04-28 21:37:42 -07:00
bjorn dbc59b6749 Trailing comma nit; 2023-04-28 20:36:43 -07:00
bjorn 6c45c4df3c isDown/isTouched return nil instead of nothing; 2023-04-28 20:34:47 -07:00
bjorn 6862b8c970 Change cofactor/normal matrix to mat3;
This means per-draw uniform data is 128 bytes now!
2023-04-27 20:22:31 -07:00
bjorn e9d61bd254 Fix error typo; 2023-04-27 20:17:30 -07:00
bjorn b402745f6c Update comment; 2023-04-27 19:52:24 -07:00
bjorn b64fdc937f Move mapped buffers from core/gpu into graphics module; 2023-04-27 19:48:12 -07:00
bjorn 4563959ed1 Rename scratch buffers to temp buffers internally; 2023-04-27 19:15:56 -07:00
bjorn 8f654ed408 Simplify fill shaders;
Now there's 2 instead of 3!  Behavior is the same, fill goes
layer-by-layer onto each view until either the texture or canvas run out
of layers.
2023-04-26 22:18:06 -07:00
bjorn ad20289595 Make default compute shaders regular default shaders;
Minor cleanup;
2023-04-26 21:36:30 -07:00
bjorn f174755fc4 Fix accidental vec3->vec4 change;
Oops!  Too many ctrl-a's!
2023-04-26 17:31:02 -07:00
bjorn 4b8ada2690 Fix Pass:plane z scale / normal matrix;
Pass:plane was leaving its z scale uninitialized, which resulted in
a garbage normal matrix and other issues when using the transform in a
shader.  Planes were the only shape affected by this.
2023-04-26 17:27:00 -07:00
bjorn cb44549205 Fix more prototypes; 2023-04-25 21:45:30 -07:00
bjorn ad4978f692 Fix prototypes; 2023-04-25 21:37:14 -07:00
bjorn 6a030ef4f2 Add shader debug info when t.graphics.debug is set; 2023-04-19 20:49:34 -07:00
bjorn 56851fd0f2 Make builtin layouts constant instead of variable; 2023-04-14 21:27:47 -07:00
bjorn 70e5a69576 Cleanup; 2023-04-14 21:25:48 -07:00
bjorn 4bfab067ae Make shader input/output locations optional; 2023-04-14 21:21:14 -07:00
bjorn ba0412182b gpu: nickname shaders; 2023-04-05 21:53:39 -07:00
bjorn 024ea094a4 Fix Pass:roundrect bug;
It would draw a plane when radius was zero, even if it was supposed to
be thick.
2023-04-04 17:40:24 -07:00
bjorn 34c3e2c309 Fix Mesh validation and issues with untyped buffers; 2023-04-02 15:09:37 -07:00
bjorn f3448d3167 Improve error when buffer fields are missing; 2023-04-02 13:00:32 -07:00
bjorn 4f1e3a17e1 Improve error message for invalid first buffer arg; 2023-04-02 12:58:39 -07:00
bjorn 36e8ded0d8 Add helper function for getBuffer/newBuffer; 2023-04-02 12:54:19 -07:00
bjorn 01ba9927c1 Fix flipped condition when writing buffer data; 2023-04-02 10:09:06 -07:00
bjorn 9c054c0515 Add mouse input to lovr.system; 2023-04-01 13:08:47 -07:00
bjorn 94879c1529 Rebase fixes; 2023-03-31 18:45:40 -07:00
bjorn 26b52f83eb ModelData:getAnimationKeyframe works with blend weight animations; 2023-03-31 18:45:16 -07:00
bjorn 07a6d11c46 Split vertex animation into multiple dispatches as needed;
If the number of skinned vertices in a Model doesn't fit in a single
dispatch (~2M vertices on 32-sized subgroups or ~500K vertices on
8-sized subgroups), split it into multiple dispatches.
2023-03-31 18:45:16 -07:00
bjorn ff10461e69 Reduce blend shape chunk size from 128 to 64; 2023-03-31 18:45:16 -07:00
bjorn f56b48b3a7 Blend shapes and skinning work at the same time; 2023-03-31 18:45:16 -07:00
bjorn 4a6de6caf5 Write blend shape compute shader; Bugfixes; 2023-03-31 18:45:16 -07:00
bjorn 530db8c7f8 WIP blend shape compute dispatch; 2023-03-31 18:45:16 -07:00
bjorn 086aef1a79 Convert pipeline type bool into enum;
It's a little more readable.
Also batch compute passes for models with multiple skins, since they can
all run at the same time.
2023-03-31 18:44:31 -07:00
bjorn ce645c0285 Shader stores compute pipeline as pointer; 2023-03-31 18:44:31 -07:00
bjorn 764a88d70b Model(Data):getBlendShapeCount/Name; 2023-03-31 18:44:31 -07:00
bjorn 3b1414deac Ok redesign blend shapes but they're good now; 2023-03-31 18:44:29 -07:00
bjorn b118ac1938 Terrible blend shape Lua API; 2023-03-31 18:43:16 -07:00
bjorn e1908f4a49 Blend shape weight accessors; 2023-03-31 18:42:48 -07:00
bjorn f8f3a78d11 Model:animate can animate blend shape weights; 2023-03-31 18:42:48 -07:00
bjorn b1b78319b5 Model loads blend shape data and weights; 2023-03-31 18:42:45 -07:00
bjorn 21bb3eb096 ModelData parses blend shapes; 2023-03-31 18:39:39 -07:00
bjorn 9722800d67 Fix blend mode merge; 2023-03-30 19:51:59 -07:00
bjorn 6bca4663ee Merge branch 'master' into dev 2023-03-30 19:51:38 -07:00
bjorn 7b6618310a Fix blend mode merge; 2023-03-30 19:51:17 -07:00
bjorn e9c79417c7 Merge branch 'master' into dev 2023-03-30 19:40:39 -07:00
bjorn 7f5ab081f5 Use runtime preferred environment blend mode; 2023-03-30 19:39:50 -07:00
Josip Miskovic e7be0f900e Fix acos domain error in angle between two Vec3 2023-03-23 23:37:11 +01:00
Bjorn 2d8db03faa
Merge pull request #642 from bjornbytes/buffer-improvements
Buffer Format Improvements
2023-03-21 23:07:20 -07:00
bjorn bfbd17fc9f Zero-initialize spv_field memory;
Not all fields are guaranteed to get filled in.
2023-03-21 22:26:14 -07:00
bjorn aecfe544b6 core/spv: Support runtime arrays in struct fields;
These have their array length set to ~0u.
2023-03-21 22:25:48 -07:00
bjorn f32800c044 Clean up Model lookeruppers; Model:getMaterial takes string; 2023-03-21 21:30:11 -07:00
bjorn 4d5e3f03b9 Change the way a single stencil action is used;
When a single stencil action is provided in Pass:setStencilWrite, it now
maps to just passOp instead of all the ops.  This matches expectations
and previous versions.
2023-03-21 21:13:38 -07:00
bjorn aa2f620c89 Fix issue where changing shaders doesn't reset vertex format; 2023-03-20 13:54:38 -07:00
bjorn fa0576e42c Fix some magic numbers; 2023-03-20 13:54:38 -07:00
bjorn 8b30dc73d3 Fix backwards compatibility behavior;
Fixes (data, format) order when fields are given using integer keys
instead of string keys.
2023-03-20 13:54:38 -07:00
bjorn 8fa46fe236 Reading arrays of vectors works with temp vectors; 2023-03-20 13:54:38 -07:00
bjorn 92e9efd882 More flexible Buffer formats; Deprecate temp buffers;
- Pass:mesh accepts tables for vertices/indices
- Add Pass:setVertexFormat to set format used for table-based meshes
- Pass:send accepts tables for buffers
- Pass:send supports arbitrarily nested structs/arrays for push constants
- Buffer formats support arbitrarily nested structs/arrays
  - Zero-length buffers are valid and represent structs
  - Fields can have names using 'name'
  - Field types can be tables of other fields (structs)
  - Fields can have 'length' key
- newBuffer syntax has been changed to put format first (old version
  still works)
- Buffers can be created from shader variables, avoiding need to declare
  matching format.
- Pass:clear/Pass:read use byte offsets instead of indices
- Pass:copy uses byte offsets when copying a Buffer to a Buffer
- Deprecate lovr.graphics.getBuffer (tables can be used instead)
2023-03-20 13:54:37 -07:00
bjorn d2b2523306 Improve sampler2D error message;
- core/spv just returns the type of image variables instead of trying to
  validate them.
- When Shader is loading resources, it will reject combined image
  samplers, uniform/texel buffers, and input attachments, with better
  error messages that include the binding number of the invalid resource.
2023-03-20 13:15:47 -07:00
bjorn ffd6396aae Error when model uses absolute path; Ignore ./ in model paths;
Fixes #652
2023-03-13 21:14:47 -07:00
bjorn a2da95031b Merge branch 'master' into dev 2023-03-13 20:49:33 -07:00
bjorn 1d1470f042 Fix directory archive path normalization;
Fixes non-normalized paths not behaving as expected.
2023-03-09 21:27:04 -08:00
bjorn fe524452f3 Merge branch 'master' into dev 2023-03-09 18:37:25 -08:00
bjorn b33cc99374 Fix potential crash when creating textures;
beginFrame needs to be called a little bit earlier (before getting the
buffer to write the texture contents).
2023-03-09 18:36:23 -08:00
bjorn 2ad2fd6d90 OpenXR: Improve error messages;
- Error messages say what went wrong instead of file/line
- Instead of silently failing during startup, log a warning
2023-03-07 20:16:59 -08:00
mcc c3b63e60ba Create LOVR_NORETURN abstracting the contradictory noreturn implementations in C11 and C++11 2023-03-05 19:16:59 -05:00
Bjorn d8e856e6e0
Merge pull request #645 from mcclure/size-t-narrow
Address various MSVC warnings (casts, comparisons, function pointers)
2023-03-03 17:25:48 -08:00
Bjorn 5fa53b3812
Update error message; 2023-03-03 17:17:49 -08:00
mcc e4e8c5476b Warning fixes (fix style) 2023-03-03 15:48:41 -05:00
bjorn aba5f328fe Throttle when OpenXR session is idle; 2023-03-02 19:33:35 -08:00
bjorn ccffd3c1b2 Merge branch 'master' into dev 2023-03-02 18:31:20 -08:00
bjorn 6d382c2f0c Ensure blank images are cleared to zero;
This was an unintended change in v0.16.0.
2023-03-02 18:31:06 -08:00
mcc 52a7a51b8e Silence spurious function-pointer mismatch warning 2023-03-01 19:14:22 -05:00
mcc d00d908520 Silence signed/unsigned warning on rounded rectangle loop 2023-03-01 19:13:15 -05:00
mcc a5216347a0 Address size_t narrowing warnings in MSVC by adding casts. Add some asserts to make sure the casts are safe. 2023-03-01 18:15:04 -05:00
bjorn 4afb0ae2bf Fix Pass:clear(buffer); 2023-02-25 00:01:31 -08:00
bjorn 886db5f91d Stop using isdigit in obj importer; 2023-02-25 00:00:04 -08:00
bjorn abbc6a6dc6 Merge branch 'master' into dev 2023-02-21 21:12:33 -08:00
bjorn af4f1c1dea Fix compilation with glslang disabled; 2023-02-07 22:48:50 -08:00
bjorn 41dd24edc4 Organize math module files; 2023-02-07 21:44:43 -08:00
Bjorn d1eaa43997
Merge pull request #641 from brainrom/pkgrename
Android package rename via CMake
2023-02-05 21:57:25 -08:00
Bjorn 49489dc0e8
Apply suggestions from code review 2023-02-05 21:47:52 -08:00
bjorn 89edccbf4c Add lovr.headset.isPassthroughEnabled and lovr.headset.setPassthroughEnabled; 2023-02-05 19:51:12 -08:00
bjorn e4eb336bd6 Prevent creation of unrenderable texture views;
There were certain cases where an unrenderable texture view could be
created from a renderable parent texture (e.g. it has multiple mipmap
levels).  This would leave renderView as NULL, which would cause a
crash.
2023-02-05 17:34:24 -08:00
bjorn e076a582ce 3D depth textures can not have the 'render' flag;
Vulkan said so!!
2023-02-05 17:18:45 -08:00
bjorn a160def4e3 rm unreachable mipmap assert;
It's clamped earlier.
2023-02-05 17:15:15 -08:00
bjorn b76d9bbfe5 Ensure mipmap count is consistently 1 for render targets;
Currently if you create a texture from dimensions (assumed to be a
render target), its mipmap count differs depending on whether you
provide an options table.  Now it will consistently be 1.
2023-02-05 16:02:58 -08:00
bjorn 495fca5f23 Add a variant of Texture:newView for single slices/mipmaps;
This is a more convenient syntax for the common case of creating a 2D
view of a single slice/level of an array/cubemap/3D texture.
2023-02-05 15:15:11 -08:00
bjorn 06c150ce4e Pass:setBlendMode/Pass:setColorWrite take optional target index;
If the target index is missing, the state will apply to all targets.
Fixes undefined behavior when setting color state in a pass with
multiple color attachments.
2023-02-05 15:07:33 -08:00
bjorn b0c3bd6e4c Lightuserdata can be pushed to channels; 2023-02-04 14:08:22 -08:00
bjorn 8337dd9caf Vectors work with channels;
They are copied by value.  Upon popping, they are pushed as temporary
vectors.  Matrices are allocated on the heap, everything else is stored
in the Variant itself.
2023-02-04 14:03:12 -08:00
bjorn 2144b5f81d Backport Lua utf8 library; 2023-02-03 23:17:43 -08:00
bjorn fbc591802a Details; 2023-02-01 19:26:18 -08:00
bjorn 66cb43a665 Support elbow poses from hand tracking;
Via XR_ULTRALEAP_hand_tracking_forearm
2023-02-01 18:36:05 -08:00
bjorn bf98c066b4 t.math.globals also adds capitalized constructors; 2023-02-01 17:57:37 -08:00
bjorn b8b40bac40 Update stb_image to 2.28; 2023-01-31 18:20:26 -08:00
bjorn bf31072d0d Cleanup; 2023-01-30 19:44:23 -08:00
Ilya Chelyadin d84d358de7 Minor fixes 2023-01-31 06:03:53 +03:00
kokokoshka 85b6e36020 Android package rename via CMake 2023-01-30 20:35:49 +03:00
Ilya Chelyadin f0265a6f48 Disable headless OpenXR extension for Android 2023-01-29 23:45:23 +03:00
Ilya 933ae3a9ba
Merge branch 'bjornbytes:master' into picofix 2023-01-29 23:33:48 +03:00
bjorn d973020ce4 Add UVs to roundrect; 2023-01-27 00:32:21 -08:00
bjorn 2bccc4bf08 Increase max size of vector pool;
16k vec3s -> 4 million vec3s
2023-01-26 21:44:01 -08:00
bjorn 132b8d6003 Pass:roundrect; 2023-01-26 21:24:37 -08:00
bjorn d08cc539e8 Add vector constants;
They are implemented in the __index metamethod and return temporaries.
2023-01-24 18:37:04 -08:00
bjorn 017c2136fd Merge branch 'master' into dev 2023-01-24 18:36:27 -08:00
bjorn 4b0931a814 Change temp vector constructors to metatable __calls;
This enables a few things:

- Custom vector methods can be added/replaced.
- Vector methods can be called as non-methods e.g. vec3.normalize(v)
- Possibility for vector constants in an __index metamethod.

This was measured as increasing overhead by 3.5% when creating temporary
vectors (2ns), which is arbitrarily deemed acceptable.
2023-01-24 18:01:31 -08:00
bjorn 4e01f84070 Depth resolves;
- Allow multisampled render pass to have a single-sample depth attachment
- Add a new depthResolve feature, indicating whether it's supported
- Fix stencil load/save
- Minor changes to render pass caching
- Currently the depth resolve is done using the first sample.  A future
  improvement would be to expose/use the min/max/average resolve modes.
2023-01-22 23:30:57 -08:00
bjorn b24350fb31 gpu: macOS also tries linking to MoltenVK; 2023-01-21 15:27:14 -08:00
bjorn bee8d16427 Add error when render pass/texture sample counts don't match; 2023-01-21 12:16:35 -08:00
bjorn 5bb3f50d77 gpu: enable VK_EXT_swapchain_colorspace when available; 2023-01-20 22:02:32 -08:00
bjorn ffa4beb21c Fix thread refcounting;
Minor race condition between thread starting and thread getting released.
2023-01-19 15:05:04 -08:00
bjorn 4675dfb3e9 Fix build; 2023-01-18 18:21:53 -08:00
bjorn 14610333ab gpu: reduce tick count to 2;
4 is likely excessive, especially for VR, and increases memory usage and
cache misses.
2023-01-18 17:58:28 -08:00
bjorn 32cc6d52e7 gpu: cleanup;
- Surface stuff in struct;
- Struct for extensions;
2023-01-18 17:57:03 -08:00
bjorn ad76d2c0c6 gpu: Require and use VK_KHR_create_renderpass2;
It's pretty much ubiquitous and is needed for depth resolves.
2023-01-16 16:25:39 -08:00
bjorn 3e0d2a1ecf core/os: window size is always in framebuffer units;
pixel density is exposed as a separate accessor.
2023-01-10 19:54:48 -08:00
undef bc7a541279 Fix constrained rendering in windowed mode on macOS #620 2023-01-06 20:30:05 +01:00
Ilya f3837d99fd
Merge branch 'bjornbytes:master' into picofix 2023-01-04 23:03:54 +03:00
bjorn b6d8546a6f Merge branch 'master' into dev 2023-01-02 16:46:55 -08:00
bjorn dd65a59602 Fix some literals in Curve:evaluate; 2023-01-02 14:43:27 -08:00
bjorn 58c5f0624e Fix for vk portability extension;
- Always enable when supported.
- It's not required to be enabled, even if portability_enumeration is present.
2023-01-01 05:03:05 -08:00
bjorn ae4a75eecd Shift around Vulkan initialization;
Start to make it easier to declare extensions, mark them as required,
and detect whether they're supported at runtime.
2022-12-31 17:42:51 -08:00
Bjorn 119935fdd9
Merge pull request #627 from jmiskovic/add/gettags
A getter for World list of tags
2022-12-29 19:14:49 -08:00
bjorn b885f2abf5 rm AUTO_MAP_LOCATIONS flag from glslang options;
It doesn't work properly, and silently produces broken shaders when the location is left off.
2022-12-26 07:21:54 -08:00
Josip Miskovic 9e06c72b37 A getter for World list of tags 2022-12-26 09:50:14 +01:00
bjorn 305213bfb4 Error if shader push constants are too big; 2022-12-25 17:18:05 -08:00
Josip Miskovic bc1308c463 Check if torus shape is cached 2022-12-22 17:26:21 +01:00
bjorn 886e3bb42f Fix some windows warnings; 2022-12-19 14:01:30 -08:00
bjorn e12563ad25 Merge branch 'master' into dev 2022-12-16 21:21:05 -08:00
Ilya 2adbd80997
Merge branch 'bjornbytes:master' into picofix 2022-12-11 13:15:48 +03:00
bjorn 0cacddb2f8 Fix Android quitting again;
See comment for details.
2022-12-11 02:11:11 -08:00
bjorn a79b3af7e5 Fix issue where temp vectors sometimes don't work as colors; 2022-12-11 00:41:12 -08:00
Ilya 5b36c44cfc
Merge branch 'bjornbytes:master' into picofix 2022-12-11 11:19:06 +03:00
bjorn 58cc96414a Add flag to omit GLFW from build; 2022-12-10 20:29:36 -08:00
bjorn f013831b73 Reorganize thread code;
- Put channel into thread module file.
- Make thread internals private.
- Handle more thread bookkeeping in thread module instead of Lua API.
- Fix a few race conditions/leaks nobody was probably ever going to hit.
2022-12-10 20:13:39 -08:00
bjorn 06dad182db Fix mounted directories with non-empty mountpoints;
Mounting directories with mountpoints wasn't treating the components
in the mountpoint path as virtual directories.
2022-12-10 18:25:09 -08:00
bjorn 74a9b90e93 Fix zip archive enumeration;
Zip archives weren't enumerating in the root directory when they were
mounted with a non-empty mountpoint.  Additionally, zips mounted at the
root directory weren't listing files properly.  This fixes both by
normalizing the mountpoint prefix (it had a prepended slash when it was
empty, which messed up hashing), and ensuring there is a "root node" in
the tree with an empty string.
2022-12-10 18:25:09 -08:00
Bjorn 3fb9445149
Merge pull request #613 from brainrom/patch-1
Check for thread handle
2022-12-10 13:53:57 -08:00
bjorn 5edbfdbffb Pass:cone supports 2-endpoint variant; 2022-12-10 13:51:16 -08:00
Ilya 10675761e2
Check for thread handle 2022-12-11 00:47:20 +03:00
bjorn e63d142009 Fix refcounting when creating Font from Rasterizer; 2022-12-10 13:35:03 -08:00
bjorn 36070e828c Add missing validation for rendering to depth textures; 2022-12-10 11:20:56 -08:00
bjorn 71df5176ad Fix lovr.event.quit on Android; 2022-12-10 00:12:55 -08:00
Ilya Chelyadin 48aad15b1f Fix comma 2022-12-08 07:12:59 +03:00
Ilya Chelyadin f62c99e469 Fix typos, indentation, minor issues 2022-12-08 07:05:30 +03:00
Ilya bd767092f3
Merge branch 'bjornbytes:master' into picofix 2022-12-07 19:50:13 +03:00
bjorn bd3ba49fef webgpu: start stream; 2022-12-04 22:58:03 -08:00
bjorn b5c14da4a6 Pass:line errors if only 1 point is provided; 2022-12-04 18:01:20 -08:00
bjorn bb46fa5745 Pass:line copies tables of vectors to vertices better;
Using vec3_init writes 4 floats which can, extremely rarely, go past the
end of the vertex buffer.
2022-12-04 18:00:24 -08:00
bjorn 7bd3546aa9 Fix Pass:line ignoring temporary vectors in tables; 2022-12-04 17:58:49 -08:00
bjorn 98b5fcfd20 Improve Vulkan error messages;
Instead of printing the raw Vulkan error printed, a friendly error
message gets printed out with the Vulkan error in parentheses.
2022-12-04 01:58:53 -08:00
bjorn 6678af02a2 rm some unnecessary GLFW window hints; 2022-12-03 23:29:49 -08:00
Bjorn 78a70670bb
Merge branch 'dev' into MSFT_controller_model 2022-12-03 19:34:49 -08:00
bjorn 2a0780718c webgpu: pipeline; 2022-12-03 16:12:41 -08:00
bjorn 67235a5777 webgpu: shader;
WGSL?  Never heard of it
2022-12-03 15:22:23 -08:00
bjorn ae088a0807 webgpu: layout;
Barely
2022-12-03 15:03:27 -08:00
bjorn 3553982bad gpu: rm GPU_STAGE_ALL;
It wasn't very useful and probably doesn't do what was intended.
2022-12-03 15:02:55 -08:00
bjorn 9b02f8cace webgpu -> wgpu; 2022-12-03 14:15:28 -08:00
bjorn 1d6931291c webgpu: texture views; 2022-12-03 14:12:02 -08:00
bjorn ed3306f95d webgpu: buffer;
Oh the innocence
2022-12-03 14:07:44 -08:00
bjorn 3bab6761da webgpu: textures; 2022-12-03 14:00:12 -08:00
bjorn efc81e4cec Fix some gcc warnings; 2022-12-03 01:20:02 -08:00
bjorn 8f09f4fd63 webgpu: release samplers; 2022-12-02 23:41:52 -08:00
bjorn 2bbf3eec35 webgpu: sampler; 2022-12-02 23:32:28 -08:00
bjorn d66b1e7ec8 webgpu: device; 2022-12-02 23:19:08 -08:00
bjorn 15d27fc91f os_wasm: fix warnings; 2022-12-02 23:16:38 -08:00
Ilya 92c136bc73
Merge branch 'bjornbytes:master' into picofix 2022-12-01 21:20:33 +03:00
bjorn e2c73edabb Clear GPU memory pointer later; 2022-11-27 20:51:11 -08:00
bjorn 72ecd9cb04 Fix issue recycling GPU memory blocks;
When a memory block is used for host-visible memory, its mapped pointer
is tracked with the block.  If that memory is freed and later re-used
for some non-mappable memory, the pointer never gets cleared, and so
code thinks the memory is mappable and tries to use the pointer.
2022-11-27 19:55:27 -08:00
Josip Miskovic cbe3c45548 Trim whitespace in Texture:hasUsage name 2022-11-26 17:41:48 -08:00
bjorn cad98d8b2b Mat4:reflect;
Creates a matrix that reflects across a plane given as a position and
normal vector.
2022-11-26 15:34:58 -08:00
bjorn f9d7742dfd Add support for headless headset rendering;
Although the name is unfortunate, this allows access to lovr.headset
when no window is opened or when the graphics module is disabled.  This
requires the XR_MND_headless extension to be supported by the runtime.
2022-11-26 14:40:39 -08:00
Ilya Chelyadin 13d8c4a207 Interaction profiles suggestion improvement
At least one profile should be supported. Monado fails on Neo 3 profile.
2022-11-25 21:16:42 +03:00
bjorn 4422df2a47 Variant small string optimization; 2022-11-24 15:40:43 -08:00
bjorn 0c281bca50 Change default setProjection far plane to 0;
It was accidentally left at 100, which will cause problems.
2022-11-24 14:58:40 -08:00
bjorn e9776f98c6 Fix compatibility with Lua 5.2, 5.3, 5.4;
Part of this involved putting the Lua header back in api.h, since we
need to know the Lua version to define some macros properly.
2022-11-24 14:33:55 -08:00
bjorn 8f74778c19 Error if require path is too long instead of truncating; 2022-11-23 14:08:32 -08:00
bjorn e426520144 Blob:getString takes an optional byte range; 2022-11-23 12:21:32 -08:00
bjorn 53da4dd1dc rm File again;
forks please yell if you still need it
2022-11-23 11:58:42 -08:00
Ilya Chelyadin 3f20364c3f Pico is back!
Tested on Pico Neo 3 with PUI v4.9.3
Also included generic (Monado-Android) Android flavor.
2022-11-22 22:01:13 +03:00
s-ol 043f9c7920 store headset model metadata for animations 2022-11-22 12:24:57 +01:00
s-ol 533e02771e throw when model references external asset but no 'io' is given 2022-11-22 12:24:31 +01:00
s-ol 3f8e137469 implement XR_MSFT_controller_model 2022-11-22 12:24:25 +01:00
bjorn dbdd22ae95 Compute passes release their shaders properly;
Active shader was only getting released for render passes.
2022-11-21 19:52:41 -08:00
bjorn 7f2618227f Fix off-by-one tick number in readbacks;
Only when a readback is read back before a pass is created.

Should really change gpu to know if the frame has started yet and adjust
the tick index accordingly.
2022-11-21 19:42:41 -08:00
bjorn 0c966ba216 gpu: destroy readback scratchpads properly; 2022-11-21 19:42:13 -08:00
bjorn be3faf8822 Fixes for Vulkan initialization; 2022-11-17 20:32:24 -08:00
bjorn 3879ce926d Improve Vulkan initialization;
- Check for layers before enabling
- Check for instance/device extensions before enabling

Fixes unfriendly errors when running on a system without validation layers
installed.

Uses same table approach as OpenXR code.
2022-11-16 20:21:03 -08:00
bjorn 7b3e1a02eb Fix newShader when nil is used as a stage's code; 2022-11-16 18:12:06 -08:00
bjorn 6d1bbe9c5c Fix Android build on new NDKs;
Some Android header defines DEPTH, which clashes with a symbol in the
OpenXR driver.  This change just stops using Android headers in there
and declares more granular private functions.  It also removes a few
unused private os functions.
2022-11-15 20:35:39 -08:00
bjorn 58dc7ee9dd Add missing check for sample usage in material textures; 2022-11-14 20:10:23 -08:00
bjorn b61dbab21b newTexture resets usage when table is provided; 2022-11-14 20:03:58 -08:00
bjorn c2f12f1fd4 Fix matrix rotation decomposition when matrix has scale;
Similar to mat4_getAngleAxis, quat_fromMat4 and mat4_getOrientation need
to divide by the scale.
2022-11-14 19:46:01 -08:00
bjorn 9277b38273 Use fancy syntax for model data map indices;
Matches nodes.
2022-11-14 19:20:29 -08:00
bjorn d5ebb796b3 Mat4:set uses TRS order when scale is present; 2022-11-14 19:19:23 -08:00
bjorn c61d6b059b Merge branch 'master' into dev 2022-11-14 19:19:17 -08:00
s-ol c3494d3d30 Fix Model:getNodeScale() 2022-11-14 08:02:13 -08:00
s-ol 7dbdda1205 Fix node indexing for GLTF models with multiple root nodes 2022-11-14 08:02:13 -08:00
s-ol 773d22f40d Check bounds in luax_checkanimation / luax_checknodeindex 2022-11-14 08:02:13 -08:00
bjorn 7d3cc45cc2 LÖVR submodule improvements;
- Allow parent CMake projects to expose symbols more easily
- Allow for custom plugins folder
- Include directories are always relative to lovr's source dir

Co-authored-by: Ilya Chelyadin <ilya77105@gmail.com>
2022-11-09 22:42:50 -08:00
bjorn cacc5eae71 ModelData:getTriangles reuses vertices better;
ModelData:getTriangles currently adds a fresh set of vertices for every
mesh in a node.  This is technically correct, but it wastes space when 2
nodes reference the same set of vertices with different index buffers,
which is pretty common when a node has multiple materials.  It also
breaks ODE, who doesn't like it when vertices outnumber indices too
much.
2022-11-09 22:22:51 -08:00
bjorn 00aa4e3a23 TerrainShape mass fix; 2022-11-09 22:22:26 -08:00
bjorn f8f748320e Minor Shape improvements;
- Add helper functions for creating shapes to avoid duplication between
  newShape and newShapeCollider.
- Add lovr.physics.newMeshShape and lovr.physics.newTerrainShape
- Register TerrainShape so it has all the base Shape methods
- Smooth out a few TerrainShape warnings
2022-11-09 20:53:42 -08:00
bjorn 29f2a66bf0 Merge branch 'master' into dev 2022-11-09 19:06:02 -08:00
bjorn 9783140725 Fix window resize; 2022-11-09 19:05:01 -08:00
bjorn 3775ed1be6 gpu: use distinct allocator/memory for staging buffers;
Fixes easily-encounterable GPU OOM on discrete cards.

Currently when mapping CPU-accessible GPU memory, there are only two
types of memory: write and read.

The "write" allocations try to use the special 256MB pinned memory
region, with the thought that since this memory is usually for vertices,
uniforms, etc. it should be fast.

However, this memory is also used for staging buffers for buffers and
textures, which can easily exceed the 256MB (or 246MB on NV) limit upon
creating a handful of large textures.

To fix this, we're going to separate WRITE mappings into STREAM and
STAGING.  STREAM will act like the old CPU_WRITE mapping type and use
the same memory type.  STAGING will use plain host-visible memory and
avoid hogging the precious 256MB memory region.

STAGING also uses a different allocation strategy.  Instead of creating
a big buffer with a zone for each tick, it's a more traditional linear
allocator that allocates in 4MB chunks and condemns the chunk if it ever
fills up.  This is a better fit for staging buffer lifetimes since there's
usually a bunch of them at startup and then a small/sporadic amount
afterwards.  The buffer doesn't need to double in size, and it doesn't
need to be kept around after the transfers are issued.  The memory
really is single-use and won't roll over from frame to frame like the
other scratchpads.
2022-11-09 19:05:01 -08:00
mcc c682ced654 Minor comments on audio.c 2022-11-09 19:05:01 -08:00
bjorn b047daa712 gpu: only set portability enumeration flag if extension is enabled;
There's a "portability enumeration" extension and flag you have to set
to get Vulkan to work on macOS.  If you don't set it, Vulkan hides the
MoltenVK runtime since it's not 100% conformant.  The flag was added
unconditionally, but it needs to only be added when the extension is
active.
2022-11-09 17:22:42 -08:00
s-ol 22ff6dab94 Fix wrong loop limit in lovr.graphics.newShader; 2022-11-09 17:00:08 -08:00
Josip Miskovic 34611f2069 Add physics heightfield shape 2022-11-08 18:46:49 -08:00
bjorn e263086ae9 gpu: use distinct allocator/memory for staging buffers;
Fixes easily-encounterable GPU OOM on discrete cards.

Currently when mapping CPU-accessible GPU memory, there are only two
types of memory: write and read.

The "write" allocations try to use the special 256MB pinned memory
region, with the thought that since this memory is usually for vertices,
uniforms, etc. it should be fast.

However, this memory is also used for staging buffers for buffers and
textures, which can easily exceed the 256MB (or 246MB on NV) limit upon
creating a handful of large textures.

To fix this, we're going to separate WRITE mappings into STREAM and
STAGING.  STREAM will act like the old CPU_WRITE mapping type and use
the same memory type.  STAGING will use plain host-visible memory and
avoid hogging the precious 256MB memory region.

STAGING also uses a different allocation strategy.  Instead of creating
a big buffer with a zone for each tick, it's a more traditional linear
allocator that allocates in 4MB chunks and condemns the chunk if it ever
fills up.  This is a better fit for staging buffer lifetimes since there's
usually a bunch of them at startup and then a small/sporadic amount
afterwards.  The buffer doesn't need to double in size, and it doesn't
need to be kept around after the transfers are issued.  The memory
really is single-use and won't roll over from frame to frame like the
other scratchpads.
2022-11-07 20:46:41 -08:00
bjorn 27b2d111c1 Merge branch 'master' into dev 2022-11-07 20:45:58 -08:00
bjorn 36e1471cf0 lovr.graphics.isInitialized;
Returns whether the graphics module is initialized.  Used by the default
error handler to know if it's safe to try to render the error screen.
2022-11-07 19:12:11 -08:00
bjorn c021fc40ef gpu: fix memory type selection;
When a fallback memory type is found, don't skip the check for a perfect
match.
2022-11-06 11:19:33 -08:00
bjorn d36a6a22d9 Don't skip GPU submits if there's nothing to do;
- It can still be useful to do an empty submit
- It's good to still do validation of the passes
2022-11-03 13:53:06 -07:00
bjorn 67627f4aab Fix shader slot type assignment; 2022-10-31 17:55:26 -07:00
bjorn 64591c02ed gpu: Also try to load libvulkan.so.1;
Some systems don't have libvulkan.so
2022-10-24 22:12:54 -07:00
bjorn 1a12904800 Fix gpu_release; rm morgue flush; increase morgue size;
- When a memory block was freed, any allocators that were using it need
  to null out their memory blocks.  Otherwise it would just keep using
  the freed block.
- The emergency morgue expunge doesn't work.  It would be nice if it
  did, but if the emergency expunge deletes an object that exists in a
  command buffer that's still being recorded, it causes all kinds of
  problems and corrupts the command buffer.  You'd either need to submit
  these command buffers early before deleting the object (this is super
  tricky) or just prevent this entirely, maybe by growing the morgue
  infinitely or throwing an error if it fills up.  Either way, creating
  and releasing textures in a loop without submitting work will
  eventually throw an 'out of memory' error.  None of this is
  satisfactory and I'm not sure how to solve this well yet.
- To compromise, increase the size of the morgue a bit so emergency
  flushes happen slightly less often.
2022-10-20 20:21:55 -07:00
bjorn 3958c006fa Don't generate mipmaps for textures without initial contents; 2022-10-20 19:37:00 -07:00
bjorn 0b6fe9c81a Fix off-by-one error in gpu allocator;
Refcount wasn't being initialized to 1.
2022-10-18 22:28:14 -07:00
Josip Miskovic 9b6e884f7f Remove problematic bindings from Index controller
The "system" button on Valve Index controller may not be exposed to
applications through OpenXR. Oculus runtime throws error when binding
for that button is attempted.
2022-10-18 21:50:48 -07:00
bjorn 3b3d2d4e77 Fix newBoxShape dimensions; 2022-10-16 19:53:44 -07:00
bjorn 904fb282c2 v0.16.0; 2022-10-15 21:49:25 -07:00
bjorn 93b465bd1f gpu: Use portability extensions when needed;
This makes newer versions of macOS load Vulkan properly.
2022-10-15 00:45:46 -07:00
bjorn df8f52a71b Fix gcc warnings; 2022-10-12 10:57:43 -07:00
bjorn 82dc3cc920 Fix multiview limit;
When multiview is not supported (although technically lovr requires it),
the renderSize limit for array layers was zero, which meant no render
passes would work.  Instead, make sure it's at least 1, which is more
correct.
2022-10-12 10:37:58 -07:00
bjorn 1c3be230c0 Desktop driver implements hand/left/point device; 2022-10-12 00:46:48 -07:00
bjorn c59c242b7b Fix newTexture; 2022-10-12 00:46:48 -07:00
bjorn 0d7ed04789 Fix Quest pinch axis; 2022-10-02 14:00:52 -07:00
bjorn 272893fe66 Use correct array length for depth range; 2022-09-28 19:16:55 -07:00
bjorn b5620fb185 Revert "Fix Quest hand model orientation;"
This reverts commit a766bf4a35.
2022-09-26 14:58:34 -07:00
bjorn a766bf4a35 Fix Quest hand model orientation; 2022-09-23 17:52:21 -07:00
bjorn d2ceb6b81a Fix skeletal animation on some GPUs;
The animation compute shader was not specializing the workgroup size
properly, so it was only working on GPUs with a subgroup size of 32.

The Quest 1 has a subgroup size of 32 and the Quest 2 has a subgroup
size of 64, so this resulted in hand models breaking on Quest 2 only!
2022-09-23 14:36:20 -07:00
bjorn 74218da271 Fix luax_checkendpoints when direction is not normalized; 2022-09-23 11:58:26 -07:00
bjorn 2e0b5a4efa Flip msdf glyphs;
They don't look right when using a negative y scale for some reason,
even though the rendering was still working.
2022-09-22 20:30:04 -07:00
bjorn dd336b7473 Render target textures don't have mipmaps by default; 2022-09-21 21:18:32 -07:00
bjorn 311d1511bc Fix quest keyboard tracking; 2022-09-21 14:58:30 -07:00
Josip Miskovic da9328e72c Fix sending strings with \0 through channels
A null-char is valid part of Lua string. When such a string is sent
through the channel, its length should be stored as well to be able to
correctly reconstruct it on the other thread.

The bug was triggered with this code:

    s1 = 'a \0 b'
    print(#s1) -- 5
    ch:push(s1)
    s2 = ch:pop()
    print(#s2) -- 2
2022-09-21 09:15:20 -07:00
bjorn ece73be868 lovr.headset.getPose works with keyboard device on Quest; 2022-09-20 20:16:58 -07:00
bjorn d1b6bd3d15 OpenXR: fall back to d24s8 when d32fs8 isn't supported;
Window was already doing this.

Quest currently doesn't work with stencil = true because of this.
2022-09-20 19:09:04 -07:00
bjorn 28869431fb Fix stereo mirror window; 2022-09-15 20:45:26 -07:00
bjorn 6444aba832 OpenXR: Map Index system buttons to menu;
SteamVR doesn't expose these, but monado does, so might as well bind them.
2022-09-14 21:35:43 -07:00
bjorn 5be425ddbe Fix Pass:clear(Texture); 2022-09-14 20:53:42 -07:00
bjorn 1dd737d8a4 Make the logo a default shader;
Improves build system, improves filesize, seemingly improves startup time
2022-09-13 17:36:10 -07:00
bjorn a31ae6a68f Fix compileShader; 2022-09-13 17:22:48 -07:00
bjorn b5651f9193 Fix lod range of default samplers; 2022-09-12 18:09:29 -07:00
bjorn 68f3610d5e Fix stencil test; 2022-09-12 17:58:29 -07:00
bjorn d8c23bacec Source:setPitch;
Co-authored-by: Nevyn Bengtsson <nevyn@alloverse.com>
2022-09-11 20:41:58 -07:00
bjorn 1c9adea2e2 Simplify channel hash table; 2022-09-10 23:59:14 -07:00
bjorn bcde681710 Mark ASTC textures as sRGB;
They don't contain this metadata, but marking as sRGB is more reasonable
than not.
2022-09-10 23:55:15 -07:00
bjorn 76557eb6ed Add hand joint radius to getSkeleton; 2022-09-10 23:44:14 -07:00
bjorn 7636a3c5e9 Default window size matches conf.lua; 2022-09-10 21:10:01 -07:00
bjorn 860651e80c rm falsy variant of lovr.system.openWindow;
Probably vestigial from conf invocation.
2022-09-10 20:53:55 -07:00
bjorn 0da84894e8 Fix gamma correction of multicolor text; 2022-09-10 14:55:15 -07:00
bjorn 0191d29a45 Handle missing Vulkan error; 2022-09-10 13:06:32 -07:00
bjorn 0b544df470 Rename OS_EXPORT to avoid macOS clash; 2022-09-10 12:53:52 -07:00
bjorn d8c6c47e00 Add normal DefaultShader;
It's a pretty normal shader.
2022-09-10 11:07:55 -07:00
bjorn 5f921f1251 Unable to mipmap multisampled textures; 2022-09-10 11:02:03 -07:00
bjorn 7e1d9f1dd2 Fix desktop driver crash when window isn't open; 2022-09-10 10:58:11 -07:00
bjorn 931ffea17b Pass:getClear returns correct value for dontcare/load actions; 2022-09-10 10:28:54 -07:00
bjorn 5c4fc79242 mv lovr.graphics.init lovr.graphics.initialize;
init is undocumentable due to Lua conventions.
2022-09-10 10:22:52 -07:00
bjorn f30e37a2e3 Error if testing/writing non-existent stencil buffer; 2022-09-10 10:20:41 -07:00
bjorn 48ec18573a Pass:getClear only includes depth when depth buffer exists; 2022-09-10 10:17:24 -07:00
bjorn ee809ec31a Pass:mipmap base mipmap index is 1-indexed; 2022-09-10 10:14:46 -07:00
bjorn 7851f49910 Make blit layers 1-indexed;
Annoying for 3D textures, but matches layer indices most elsewhere.
2022-09-10 10:13:34 -07:00
bjorn a3beccb14e Fixup 3D texture blit validation; 2022-09-10 10:12:06 -07:00
bjorn a796c92556 Buffer:clear and Pass:clear(Buffer) use the same units; 2022-09-03 10:49:25 -07:00
bjorn 08f0ca7434 Font:getVertices wrap is optional; 2022-09-02 19:21:55 -07:00
bjorn ed035f9e81 Adjust; 2022-09-02 18:53:50 -07:00
bjorn 8697466009 Shader flag adjustments;
- glowTexture is on by default, but still requires the glow flag.
- occlusionTexture is named ambientOcclusion, and is on by default,
  but is still not used by any builtin shaders/helpers.
2022-09-02 15:33:18 -07:00
bjorn ea30100c31 rm texture variant of newMaterial;
Does not make sense anymore now that Pass:setMaterial(Texture) exists.
2022-09-02 15:05:01 -07:00
bjorn ce9662fa7e Make Model draw start vertex 1-indexed;
That way it matches Pass:mesh.
2022-09-01 21:54:34 -07:00
bjorn e57d76c6e9 Fix bug with base vertex in Pass:mesh; 2022-09-01 21:54:24 -07:00
bjorn 2a96fe4766 Desktop driver starts timestamp at zero;
Float conversion leads to precision issues
2022-08-28 15:02:46 -07:00
bjorn 63fbd4d223 Rebind descriptor sets if push constant ranges change; 2022-08-28 15:02:46 -07:00
mcc 2a0f9bb36c Minor comments on audio.c 2022-08-27 08:44:24 -07:00
bjorn de44f88b5f rm XR_KHR_android_create_instance;
It's not needed anymore.
2022-08-26 23:21:01 -07:00
bjorn 54a5ca1c36 Initialize stencil mask state slightly better;
Not sure this has an effect but it seems better.
2022-08-26 22:23:28 -07:00
bjorn e402f02918 Fix setColorWrite(bool) variant; 2022-08-26 22:23:13 -07:00
bjorn 7aebde2f92 Fix StencilAction; 2022-08-26 22:23:04 -07:00
bjorn cf474fe392 Shader flags can start with flag_;
It will be ignored for matching purposes.
2022-08-26 10:22:53 -07:00
bjorn 8e44a271df Fix default mipmap count for texture views; 2022-08-26 09:58:01 -07:00
bjorn 5a2fe54c04 Improve Pass:fill;
It can now fill an array texture to a multiview pass, copying to
the corresponding layers.
2022-08-26 09:57:51 -07:00
bjorn d655daf213 Better Pass:send('var', nil) error; 2022-08-25 23:54:11 -07:00
bjorn f4f95a64d7 Pass blends by default; 2022-08-25 22:01:12 -07:00
bjorn 78214988a4 Model only reskins when needed;
Saves a barriers when not animating models.
2022-08-25 21:59:10 -07:00
bjorn ede1036694 Temporary Passes;
Sigh, back to getPass.  I don't even know at this point.  Basically now
that we came up with a half-solution for temp buffers, it makes sense to
apply this to passes as well, since we aren't going with the workstream
idea and temp passes are more convenient than retained passes.
2022-08-25 21:57:15 -07:00
bjorn 18413114ad Fix depthClamp; 2022-08-24 03:09:09 -07:00
bjorn d3c93634ad Fix KTX1 cube/array loading; 2022-08-23 20:17:19 -07:00
bjorn 0496b81f23 Improve KTX1 error messages; 2022-08-23 20:16:58 -07:00
bjorn b8df6f9651 Fix rg11b10f KTX1 loading, I think; 2022-08-23 20:15:36 -07:00
bjorn 1a809666ec Fix loading KTX files with mipmaps;
Forgot to allocate memory for mipmaps.
2022-08-23 20:15:16 -07:00
bjorn fcf64cb6e4 Pass:send supports tables; 2022-08-23 19:25:45 -07:00
bjorn f45706f875 Change Buffer format 'name' to 'location' string;
Name is confusing because it seems like it supports key/value setting.
2022-08-23 19:17:54 -07:00
bjorn 1c48578e95 Fix automipmap synchronization; 2022-08-23 18:49:11 -07:00
bjorn e4024d82c4 Improve error messages for invalid view index; 2022-08-23 18:18:44 -07:00
bjorn 8dfc67d59c Add missing checks for automipmap transfer usage; 2022-08-23 18:17:38 -07:00
bjorn a4241db04f Add shorthand for procedural vertex rendering;
Instead of a vertex buffer, you can specify a vertex count.
2022-08-22 21:00:14 -07:00
bjorn ebf049e9d1 Model:resetNodeTransforms; 2022-08-22 20:44:01 -07:00
bjorn 79cd7c10a1 Improve temporary buffers;
- They no longer live in temporary memory, but in a dedicated pool.
- There are error checks for using a temporary buffer after it's invalid
  - However, these are imperfect, and could be improved.  One idea is to
    avoid recycling a temporary buffer until its refcount decays (i.e.
    Lua finally decides to garbage collect it).  This would explode
    memory usage sometimes, so it could only be enabled when
    t.graphics.debug is true.
2022-08-22 20:30:09 -07:00
bjorn 10252686aa Fix typo; 2022-08-22 20:18:47 -07:00
bjorn f914b6fcf1 Fix memory leak with shader cache; 2022-08-22 20:18:34 -07:00
bjorn 8b83626051 Increase size of swapchain format array; 2022-08-20 11:03:14 -07:00
bjorn dd5e89523d Fix BC1/BC4 sizes; 2022-08-19 23:15:18 -07:00
bjorn 460ae0f6a0 Fix Pass:send('bool', bool); 2022-08-19 22:26:20 -07:00
bjorn ba7bdd11c3 Fix index FieldType shorthand; 2022-08-19 20:51:50 -07:00
Josip Miskovic 6ba902ba1c Fix SPV type conversion for vec 2022-08-19 20:10:58 -07:00
Josip Miskovic fcc684ac28 Handle fullscreen fill without texture 2022-08-18 09:04:42 -07:00