bjorn
7b5c816345
More efficient resource tracking;
...
- Temporary buffers are not tracked
- Sample-only textures are not tracked, but their initial upload is synchronized.
- Default texture something something
2022-06-04 14:54:04 -07:00
bjorn
3a43d44460
Pass tracks resources for sync purposes;
2022-06-04 14:28:23 -07:00
bjorn
ea80936af7
Pass:compute;
2022-06-04 11:54:05 -07:00
bjorn
d3a1a0ec22
Pass:cube; Pass:box;
2022-06-04 11:28:35 -07:00
bjorn
e07a2691e0
Clean up plane;
2022-06-04 11:19:28 -07:00
bjorn
62f2d9a800
Organization;
2022-06-04 09:57:06 -07:00
bjorn
e652ae67af
Pass:plane;
2022-06-04 01:34:13 -07:00
bjorn
ebc6d9d3a3
Pass:line;
2022-06-04 01:33:50 -07:00
bjorn
a2668a1632
Fix canvas always trying to add depth buffer;
2022-06-04 01:33:11 -07:00
bjorn
ac3801902b
Pipeline stack;
2022-05-31 21:57:55 -07:00
bjorn
ec8b7f9727
Adjust;
2022-05-31 21:45:54 -07:00
bjorn
8431fc72ba
Adjust;
2022-05-31 21:41:43 -07:00
bjorn
513a1876c9
Simplify vertex buffers;
...
The default buffer is always bound to slot 0 once at the beginning of
command buffers, reducing the amount of rebinding.
2022-05-31 21:20:01 -07:00
bjorn
ab04577495
Enforce maximum spirv version;
2022-05-31 20:47:47 -07:00
bjorn
1f39ed8c51
Ensure binding numbers are less than 32;
...
We use u32 masks...
2022-05-31 20:24:43 -07:00
bjorn
99e45c22ad
Add some descriptor set limits;
2022-05-31 20:16:16 -07:00
bjorn
42a924b0ee
lovrPassDraw; Pass:points;
2022-05-30 15:36:31 -07:00
bjorn
dd043cbf07
Fix bundle allocation;
2022-05-30 15:06:57 -07:00
bjorn
32fb5e63ac
Destroy descriptor pools properly;
2022-05-30 13:12:04 -07:00
bjorn
e59a75fce8
Pass camera functions;
2022-05-30 12:29:52 -07:00
bjorn
205767bc81
VertexFormat;
2022-05-30 12:18:42 -07:00
bjorn
541ebc1b61
Bundle allocator;
2022-05-30 12:17:17 -07:00
bjorn
ff77a30f01
Default shaders;
2022-05-27 20:47:20 -07:00
bjorn
6440bc68f3
Pass:mipmap;
2022-05-26 00:07:10 -07:00
bjorn
af0e388e91
Pass:copy; Pass:blit;
2022-05-25 23:52:24 -07:00
bjorn
6771ff64b5
Pass:clear;
2022-05-25 19:45:01 -07:00
bjorn
a5f37f7d7d
better lovrBufferIsTemporary;
2022-05-25 19:23:01 -07:00
bjorn
73f13ef3c7
Initialize buffer data properly;
2022-05-24 22:30:59 -07:00
bjorn
99ecd04e27
Pass:send;
2022-05-23 23:10:11 -07:00
bjorn
5c0b9e51ed
Pass:setShader clears/resets bindings;
2022-05-23 22:32:36 -07:00
bjorn
d9e8b81b72
Default buffer/texture/sampler;
2022-05-23 22:32:12 -07:00
bjorn
6dce0be2da
pipeline lookup;
2022-05-23 21:44:42 -07:00
bjorn
e054218713
gpu_bundle; gpu_bundle_pool; layouts;
2022-05-23 21:40:57 -07:00
bjorn
a0db01959d
Shader:clone;
2022-05-22 15:10:07 -07:00
bjorn
a64fd216ea
newShader;
2022-05-22 15:09:09 -07:00
bjorn
355b2bf85b
Switch to glslang fork;
...
The reason is that the glslang C API doesn't support the extra
overloads that let you provide multiple strings or the lengths for
strings. In our case our shader blobs are not null terminated, so
sending them to glslang would overrun the buffer. I forked glslang
and modified the C API to support a length parameter.
2022-05-22 14:58:07 -07:00
bjorn
4f568ed84d
s/setColorMask/setColorWrite; Pass:setColor;
2022-05-11 17:30:08 -07:00
bjorn
070e4f304d
lovr.graphics.get/setBackground;
2022-05-11 15:38:05 -07:00
bjorn
970a84a514
Surface, swapchain, window texture, vsync;
2022-05-11 15:28:04 -07:00
bjorn
f7b4ec725f
Render passes;
2022-05-11 12:51:13 -07:00
bjorn
bfa0d94f2d
Pass pipeline API;
2022-05-11 12:50:26 -07:00
bjorn
d9e5ba8b9f
Slightly broken compileShader/newShader;
2022-05-09 11:47:06 -07:00
bjorn
5d078461a2
Rename copy texture usage to transfer;
2022-05-06 17:26:59 -07:00
bjorn
1fde5a36d0
Transform stack;
2022-05-06 17:26:38 -07:00
bjorn
22e15513f9
Sampler;
2022-05-01 15:47:17 -07:00
bjorn
211e3ef0f8
Compile fixes;
2022-05-01 15:18:56 -07:00
bjorn
ebe77e5924
Sketch out Texture uploads;
2022-04-30 18:49:46 -07:00
bjorn
0316378f74
Fix renderView precedence;
2022-04-30 09:13:21 -07:00
bjorn
e80d254dc6
Texture API;
...
Except newTexture because it's hard or something
2022-04-29 20:56:23 -07:00
bjorn
4be958195d
Start Texture;
2022-04-29 20:38:34 -07:00