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181 commits

Author SHA1 Message Date
bjorn a2b7e1619d Fix wasm compilation issues; 2021-02-19 09:05:57 -07:00
bjorn 023067ec27 util.h no longer uses atomics; 2021-02-11 16:37:55 -07:00
bjorn 5ae5acfb18 Make Font texture rgba16f;
Sampling from rg11b10f does not appear to work on mobile.
2021-02-10 15:22:30 -07:00
bjorn 0919da4091 Improve MSDF font shader; Add spread/padding settings to Font; 2021-02-10 07:08:29 -07:00
bjorn 9377406854 Fix font wrap issue with spaces;
If a space starts before the wrap limit, but ends after it, the next
word won't wrap properly even though it should.
2021-02-09 08:06:37 -07:00
bjorn 84f65c26e4 Move utf8 back into util; 2021-02-08 20:55:51 -07:00
bjorn 8164e0b6e8 TextureData is now named Image!;
The existing Image construct was renamed StorageImage.
2021-02-08 20:17:47 -07:00
bjorn 8c714c45b0 Clean up some includes; 2021-02-08 11:16:00 -07:00
bjorn 0e318aa46e Make Rasterizer opaque; 2021-02-08 10:58:39 -07:00
bjorn 6d92d54079 Try having arr_t in util; 2021-02-08 18:25:05 -07:00
bjorn bc4cde1653 Adjust lovrRelease signature; 2021-02-08 17:52:26 -07:00
bjorn 3ded60948f rm core/ref; rm lovrAlloc; util does refcounting; 2021-02-08 17:26:44 -07:00
bjorn ed09bc3cfa rm unnecessary newlines in assert messages; 2021-02-07 16:58:50 -07:00
bjornbytes 80a33c0544 mat4_multiply -> mat4_mul;
quat_mul vs. mat4_multiply is inconsistent.  Going with mul over
multiply is consistent with vec3_sub and Lua's __mul metamethod.
2020-11-21 14:32:59 -07:00
bjorn e8db2f8187 Basic cylinder uvs; 2020-11-12 18:08:05 -07:00
bjorn 1e7749a58a Fix MSVC warnings;
It's that time of year.
2020-11-12 18:08:05 -07:00
bjornbytes 5c381ead34 Force set vsync in lovrGraphicsCreateWindow;
Headset drivers are allowed to override the vsync setting if vsync
messes up their frame timing.  The vsync property is effectively a
global piece of state in core/os and doesn't change across restarts
because the window is persistent.  This can mean that if you switch
from a headset driver that wants vsync off (anything except desktop)
to a headset driver that doesn't care what the vsync is (desktop),
you could end up with a vsync setting that doesn't match t.window.vsync.
I think this is a symptom of poor design somewhere and the best solution
to this probem is "to just not have it".  Similar issues exist for, e.g.
the window size (but that one is less weird because at least you were
the one who changed it).  For now we are just going to ensure that
lovr.graphics.createWindow always modifies the vsync property.
Untested, may need to adjust this fix later.
2020-11-02 11:57:02 -07:00
bjorn e12a6b7dc4 Fix WebGL; 2020-11-01 23:11:35 -07:00
bjorn 38875cb399 Fix buffer flushing;
lovrGraphicsMapBuffer had the potential to cause a flush.  Flushing
unmaps buffers.  This meant that during any of the calls to map while
creating a Batch, it was possible to cause a flush and unmap other
buffers that expected to be mapped.  This caused writes to unmapped
pointers and subsequent skipping of calls to glFlushMappedBufferRange.

The fix is to figure out if we need to flush upfront and get it out
of the way before mapping any buffers.
2020-10-29 12:12:34 -06:00
bjorn 6a4779e899 Pico: Reset index buffer binding using vao; 2020-10-19 19:24:18 -06:00
bjorn 0388213be4 Reset camera after lovr.headset.renderTo; 2020-10-02 19:50:00 -06:00
bjorn 96fee538b9 Revert "More strict compute shader test;"
This reverts commit 61abb6f02b.
2020-09-29 17:30:50 -06:00
bjorn dd6e05cf32 Fix timers feature being true on GLES; 2020-09-24 19:04:50 -07:00
bjorn f1447fd69a lovr.graphics.get/setViewPose; lovr.graphics.get/setProjection; 2020-09-24 19:03:37 -07:00
bjorn 61abb6f02b More strict compute shader test;
Some hardware supports ARB_compute_shader but not 4.3, causing
shader compilation failures because currently we switch to GLSL 430
if compute shaders are detected.

Instead, just detect GL 4.3 instead of looking for the compute shader
extension.  This means that compute shaders will sometimes be
unavailable even when they're supported.

It would be possible to improve this by modifying the way shaders
are compiled.  Maybe the highest supported GLSL version should be used,
but this makes shader authoring somewhat more difficult.
2020-09-24 05:29:35 -07:00
bjorn 9b0812c4f9 Disable timer queries on GLES;
They aren't compatible with multiview.
2020-09-19 17:25:54 -07:00
bjorn 2e65d71a74 Prevent mapped buffers from being discarded;
We never try to do this anyway, and the unmapping code in discard
doesn't flush contents so it's better for people to unmap the
buffer themselves before calling discard.
2020-09-19 17:21:37 -07:00
bjorn 61e9c746a8 Buffer sync fix;
It appears that GL_MAP_UNSYNCHRONIZED_BIT interferes with
GL_MAP_INVALIDATE_BUFFER_BIT's ability to discard buffer
contents.  Removing the unsynchronized bit fixes visual
glitches on Intel HD GPUs.
2020-09-19 17:19:34 -07:00
bjorn c7ca7eaa38 Add compute dispatch limit; 2020-09-18 15:19:34 -07:00
bjorn 4f730a89a7 android: fix t.graphics.debug; 2020-09-16 20:40:39 -07:00
bjorn 37522bd8a3 OpenXR: MSAA; 2020-08-26 13:42:42 -06:00
bjorn 80f9514295 Shader:sendImage only checks srgb flag for RGBA textures;
It doesn't need to check it for RGB and compressed textures because
those are already rejected.

It may also be a good idea to zero-out the srgb flag for formats that
it doesn't apply to.
2020-08-18 20:20:48 -06:00
bjorn 82159a9885 rm persistent mapping; sync Mesh and ShaderBlock; 2020-08-17 03:29:30 -06:00
bjorn 4177202cc7 Don't enable GL debug output in WebGL; 2020-08-08 17:38:12 -06:00
Nevyn Bengtsson b938a839e0 fix crash in lovrGraphicsGetPixelDensity
Neither Quest nor Pico check for null on its out-params.
Better to send in dummy params to avoid nulls.
2020-08-05 14:48:58 +02:00
bjorn b45baacb66 Handle active attributes that don't have a location;
There are some attributes that don't have a location (gl_InstanceID
is being reported for some reason).  Their location is -1 and this
causes a left shift of a negative value which is undefined.
2020-07-30 02:46:17 -06:00
bjorn 99fdcc8287 Fix calling convention of GL debug callback; 2020-07-29 14:56:46 -06:00
bjorn f0a5a8838b OpenGL debug messages and contexts;
The new t.graphics.debug flag controls the following:

- If enabled, a debug context is created
- If disabled, a no-error context is created
- If enabled, GL debug messages are forwarded to lovr.log
2020-07-28 16:12:30 -06:00
bjorn e3aa4c7d5d t.graphics.debug flag; 2020-07-28 16:12:15 -06:00
bjorn ac58a1aeba Pico: Draw the rest of the owl;
Add entrypoints, headset backend code, fill in the Activity, and
add various special cases to account for the asynchronous render loop,
lack of sRGB support, and OpenGL state resets.
2020-07-27 14:56:21 -06:00
bjorn d045929065 ShaderBlock:getShaderCode: add namespace support; 2020-07-04 17:50:00 -06:00
bjorn a1aa3c8ae8 Finish vrapi driver; 2020-06-09 18:02:03 -06:00
bjorn 90e985c45b Fix MSAA Canvas readback; 2020-05-26 09:53:26 -06:00
bjorn d6abcdfb0e Fix 2 memory leaks; 2020-05-23 13:03:16 -06:00
bjorn 1185fcf6e1 Autodetect integer attribute types;
Fixes inability to use integer attributes with Mesh.
2020-05-21 00:31:49 -06:00
bjorn 75e26f0051 Move core/hash to core/util; 2020-05-19 13:49:40 -06:00
bjorn 92ac93e6b8 Improve image uniform errors; 2020-05-18 15:14:17 -06:00
bjorn 1e78ac8669 Add r16, rg16, rgba16 texture formats; 2020-05-10 01:59:58 -06:00
bjorn b0289de9a6 Error instead of crashing when skin has too many joints;
ModelData is still allowed to load skins with more joints, since
the limitation is in the graphics side of things (Model).

Eventually we will use a buffer for joints to alleviate this.
2020-05-02 14:14:29 -06:00
bjorn c0d73ab541 Add resize event; lovr.resize callback; 2020-05-02 13:09:10 -06:00