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.
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.
A lot of clean up can happen now that C doesn't push delayed errors to
Lua. This was happening for Pico and WebVR, neither of which are used
anymore.
Also default vsync to true but force it off if VR is active.
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.
- If you return a truthy value from lovr.draw, the pass won't be
submitted. A falsy value will submit the input pass.
- For convenience, lovr.graphics.submit returns true.