- 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)
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.
- 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.
- 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.
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.
They are now destroyed explicitly after tearing down the Lua state
instead of relying on finalizers. It's definitely annoying to make it
coordinated in a centralized way like this instead of being distributed,
but there's not really any reliabel way to ensure that graphics objects
are destroyed before the graphics module/device is destroyed, which is a
problem.
It uses newPass instead of getPass. Temporary objects had lifetime
issues that were nearly impossible to solve. And normal objects are
easier to understand because they behave like all other LÖVR objects.
However, Pass commands are not retained from frame to frame. Pass
objects must be re-recorded before every submit, and must be reset
before being recorded again.
Pass objects now provide a natural place for render-pass-related info
like clears and texture handles. They also allow more information to be
precomputed which should reduce overhead a bit.
It is now possible to request a stencil buffer and antialiasing on the
window and headset textures, via conf.lua.
lovr.graphics.setBackground should instead set the clear color on the
window pass. Though we're still going to try to do spherical harmonics
in some capacity.
There are still major issues with OpenXR that are going to be ironed
out, and the desktop driver hasn't been converted over to the new
headset Pass system yet. So lovr.headset integration is a bit WIP.