bjorn
5fd6ef0b8f
tup: add -rdynamic;
2022-08-12 21:08:08 -07:00
bjorn
23932c6e7c
Default errhand stops audio playback;
2022-08-12 20:46:59 -07:00
bjorn
016d3753d5
Further boot.lua cleanup;
2022-08-12 20:32:45 -07:00
bjorn
ad6360d2fd
Clean up boot.lua;
...
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.
2022-08-12 20:18:55 -07:00
bjorn
5324ae9a84
Fix error screen;
2022-08-12 19:28:25 -07:00
bjorn
143b0ba664
Fix DefaultShader initialization;
2022-08-12 18:26:47 -07:00
bjorn
8233c202ba
Fix Pass:points / Pass:lines with vectors;
2022-08-12 18:11:45 -07:00
bjorn
b51d4e7de7
Normal mapping;
2022-08-12 17:59:06 -07:00
bjorn
0be94e0f1a
Set default material normalScale to 1;
2022-08-12 17:44:29 -07:00
bjorn
3b33f4917e
Fix vertex format binding;
2022-08-12 17:43:41 -07:00
bjorn
7e5221492d
rm pointSize from Material;
...
It's weird, and about as inconvenient as just putting it in the shader.
2022-08-09 19:54:54 -07:00
bjorn
0a599ccdd6
Rename PixelColors to PixelColor;
2022-08-09 19:51:53 -07:00
bjorn
63a327c0b2
Add getLighting builtin function to shaders;
2022-08-09 19:49:47 -07:00
bjorn
31d49fe8c6
When graphics module is destroyed, stop XR session;
...
Terrible, but better.
2022-08-08 23:27:35 -07:00
bjorn
3c71828afa
Revert "Change the way modules are destroyed;"
...
This reverts commit 019814e2c1
.
2022-08-08 23:16:34 -07:00
bjorn
0436a5deae
Rework automipmapping;
...
The sync was totally wrong here. It's a bit better now. However there
are some general sync issues that need to be fixed. Basically a Pass
that does reads and writes or multiple writes doesn't work properly, for
various reasons. I think sync needs to be split into 2 phases -- first
process all the reads and merge barrier bits into the barrier of the
last writer, then process all the writes and set 'final' resource state
for stuff in the pass. Due to branch prediction it may be better to
have 2 separate lists -- one for reads and one for writes. And I'm not
100% sure on how to reconcile a Pass that is doing reads and writes to
the same resource yet, still thinking about it.
2022-08-08 21:26:07 -07:00
bjorn
6d6e79e704
Recompile nogame shader;
...
Need to automate better, but later
2022-08-08 20:46:27 -07:00
bjorn
bf2f5a398c
Fix defaultMaterial;
2022-08-08 20:40:57 -07:00
bjorn
f310a7ad04
gpu_bind_bundles;
...
Now you can bind multiple bundles at once.
2022-08-08 20:36:22 -07:00
bjorn
d88a7bdc8b
Forbid Pass appearing twice in same submit;
2022-08-07 22:29:26 -07:00
bjorn
2047127a97
Enable depth submission by default;
2022-08-06 23:45:37 -07:00
bjorn
2ebb4bb415
Improve OpenXR layout transitions a bit;
2022-08-06 23:25:49 -07:00
bjorn
8aa1cf91b2
Submit depth buffer to OpenXR;
2022-08-06 22:52:18 -07:00
bjorn
eba71d5921
Fix more warnings;
2022-08-06 19:23:41 -07:00
bjorn
9b7b4e323c
appveyor rebuilds when CMakeLists changes;
2022-08-06 18:56:52 -07:00
bjorn
4bd316b887
CMake: Use glslangValidator executable from Vulkan SDK;
2022-08-06 18:55:40 -07:00
bjorn
a2ee485d41
Fix most windows warnings in graphics code;
...
Co-authored-by: mcc <andi.m.mcclure@gmail.com>
2022-08-06 18:05:30 -07:00
bjorn
7efd19c45c
Add uniform buffer for global constants;
...
So far it has resolution and timestamp.
Broke the nogame shader, need to recompile.
2022-08-06 13:37:27 -07:00
bjorn
642388709b
Shader helper improvements;
2022-08-06 13:06:42 -07:00
bjorn
c41188c4b4
Merge branch 'master' into dev
2022-08-06 11:08:02 -07:00
bjorn
8b2fe0aa31
Adjust VulkanSDK path;
2022-08-06 10:58:42 -07:00
bjorn
246cbdfcdc
Update appveyor VulkanSDK command flags;
2022-08-06 10:52:17 -07:00
bjorn
b09519cdf4
Rebuild when changing etc;
2022-08-06 10:38:38 -07:00
bjorn
88ab8e5e5b
appveyor builds dev branch;
2022-08-06 10:36:09 -07:00
bjorn
6213dfb844
Test VulkanSDK on appveyor;
2022-08-06 10:34:25 -07:00
bjorn
dd4fa5c382
Synchronize Material textures;
2022-08-06 00:50:25 -07:00
bjorn
6011e61d52
Fix lovr.headset.newModel and lovr.headset.animate;
2022-08-06 00:29:46 -07:00
bjorn
dd40e6c829
Fix errhand;
2022-08-06 00:29:40 -07:00
bjorn
b60a9b7b40
Update glslang;
2022-08-05 23:41:48 -07:00
bjorn
ed59eeb11c
gpu: don't use VkPipelineCacheHeaderVersionOne;
...
Doesn't exist in NDK...
2022-08-05 23:41:25 -07:00
bjorn
ff0d397146
tup: fix empty android package;
2022-08-05 22:20:47 -07:00
bjorn
73f61b35b3
Fix background color space;
2022-08-05 22:14:09 -07:00
bjorn
2a3215fa05
Make indirect draws a :mesh variant;
2022-08-05 22:11:43 -07:00
bjorn
fcbeccdfb1
Fix background colors;
2022-08-05 21:05:02 -07:00
bjorn
cb59f64a7b
Adjust desktop fov;
2022-08-05 19:18:41 -07:00
bjorn
804a1e6844
Fix stereoblit shader;
2022-08-05 19:18:29 -07:00
bjorn
a23f0351cc
WIP OpenXR layout transitions;
2022-08-05 18:36:51 -07:00
bjorn
7ceefcf4c2
Fix mat4_getFov;
2022-08-04 21:55:22 -07:00
bjorn
019814e2c1
Change the way modules are destroyed;
...
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.
2022-08-04 21:44:34 -07:00
bjorn
aa4fce2842
Rename luax_atexit internals;
2022-08-04 21:33:37 -07:00