Commit Graph

3842 Commits

Author SHA1 Message Date
bjorn b61dbab21b newTexture resets usage when table is provided; 2022-11-14 20:03:58 -08:00
bjorn c2f12f1fd4 Fix matrix rotation decomposition when matrix has scale;
Similar to mat4_getAngleAxis, quat_fromMat4 and mat4_getOrientation need
to divide by the scale.
2022-11-14 19:46:01 -08:00
bjorn 9277b38273 Use fancy syntax for model data map indices;
Matches nodes.
2022-11-14 19:20:29 -08:00
bjorn d5ebb796b3 Mat4:set uses TRS order when scale is present; 2022-11-14 19:19:23 -08:00
bjorn c61d6b059b Merge branch 'master' into dev 2022-11-14 19:19:17 -08:00
s-ol c3494d3d30 Fix Model:getNodeScale() 2022-11-14 08:02:13 -08:00
s-ol 7dbdda1205 Fix node indexing for GLTF models with multiple root nodes 2022-11-14 08:02:13 -08:00
s-ol 773d22f40d Check bounds in luax_checkanimation / luax_checknodeindex 2022-11-14 08:02:13 -08:00
bjorn 7d3cc45cc2 LÖVR submodule improvements;
- Allow parent CMake projects to expose symbols more easily
- Allow for custom plugins folder
- Include directories are always relative to lovr's source dir

Co-authored-by: Ilya Chelyadin <ilya77105@gmail.com>
2022-11-09 22:42:50 -08:00
bjorn cacc5eae71 ModelData:getTriangles reuses vertices better;
ModelData:getTriangles currently adds a fresh set of vertices for every
mesh in a node.  This is technically correct, but it wastes space when 2
nodes reference the same set of vertices with different index buffers,
which is pretty common when a node has multiple materials.  It also
breaks ODE, who doesn't like it when vertices outnumber indices too
much.
2022-11-09 22:22:51 -08:00
bjorn 00aa4e3a23 TerrainShape mass fix; 2022-11-09 22:22:26 -08:00
bjorn f8f748320e Minor Shape improvements;
- Add helper functions for creating shapes to avoid duplication between
  newShape and newShapeCollider.
- Add lovr.physics.newMeshShape and lovr.physics.newTerrainShape
- Register TerrainShape so it has all the base Shape methods
- Smooth out a few TerrainShape warnings
2022-11-09 20:53:42 -08:00
bjorn 29f2a66bf0 Merge branch 'master' into dev 2022-11-09 19:06:02 -08:00
bjorn 9783140725 Fix window resize; 2022-11-09 19:05:01 -08:00
bjorn 3775ed1be6 gpu: use distinct allocator/memory for staging buffers;
Fixes easily-encounterable GPU OOM on discrete cards.

Currently when mapping CPU-accessible GPU memory, there are only two
types of memory: write and read.

The "write" allocations try to use the special 256MB pinned memory
region, with the thought that since this memory is usually for vertices,
uniforms, etc. it should be fast.

However, this memory is also used for staging buffers for buffers and
textures, which can easily exceed the 256MB (or 246MB on NV) limit upon
creating a handful of large textures.

To fix this, we're going to separate WRITE mappings into STREAM and
STAGING.  STREAM will act like the old CPU_WRITE mapping type and use
the same memory type.  STAGING will use plain host-visible memory and
avoid hogging the precious 256MB memory region.

STAGING also uses a different allocation strategy.  Instead of creating
a big buffer with a zone for each tick, it's a more traditional linear
allocator that allocates in 4MB chunks and condemns the chunk if it ever
fills up.  This is a better fit for staging buffer lifetimes since there's
usually a bunch of them at startup and then a small/sporadic amount
afterwards.  The buffer doesn't need to double in size, and it doesn't
need to be kept around after the transfers are issued.  The memory
really is single-use and won't roll over from frame to frame like the
other scratchpads.
2022-11-09 19:05:01 -08:00
mcc c682ced654 Minor comments on audio.c 2022-11-09 19:05:01 -08:00
bjorn b047daa712 gpu: only set portability enumeration flag if extension is enabled;
There's a "portability enumeration" extension and flag you have to set
to get Vulkan to work on macOS.  If you don't set it, Vulkan hides the
MoltenVK runtime since it's not 100% conformant.  The flag was added
unconditionally, but it needs to only be added when the extension is
active.
2022-11-09 17:22:42 -08:00
s-ol 22ff6dab94 Fix wrong loop limit in lovr.graphics.newShader; 2022-11-09 17:00:08 -08:00
Josip Miskovic 34611f2069 Add physics heightfield shape 2022-11-08 18:46:49 -08:00
bjorn e263086ae9 gpu: use distinct allocator/memory for staging buffers;
Fixes easily-encounterable GPU OOM on discrete cards.

Currently when mapping CPU-accessible GPU memory, there are only two
types of memory: write and read.

The "write" allocations try to use the special 256MB pinned memory
region, with the thought that since this memory is usually for vertices,
uniforms, etc. it should be fast.

However, this memory is also used for staging buffers for buffers and
textures, which can easily exceed the 256MB (or 246MB on NV) limit upon
creating a handful of large textures.

To fix this, we're going to separate WRITE mappings into STREAM and
STAGING.  STREAM will act like the old CPU_WRITE mapping type and use
the same memory type.  STAGING will use plain host-visible memory and
avoid hogging the precious 256MB memory region.

STAGING also uses a different allocation strategy.  Instead of creating
a big buffer with a zone for each tick, it's a more traditional linear
allocator that allocates in 4MB chunks and condemns the chunk if it ever
fills up.  This is a better fit for staging buffer lifetimes since there's
usually a bunch of them at startup and then a small/sporadic amount
afterwards.  The buffer doesn't need to double in size, and it doesn't
need to be kept around after the transfers are issued.  The memory
really is single-use and won't roll over from frame to frame like the
other scratchpads.
2022-11-07 20:46:41 -08:00
bjorn 27b2d111c1 Merge branch 'master' into dev 2022-11-07 20:45:58 -08:00
bjorn 36e1471cf0 lovr.graphics.isInitialized;
Returns whether the graphics module is initialized.  Used by the default
error handler to know if it's safe to try to render the error screen.
2022-11-07 19:12:11 -08:00
bjorn c021fc40ef gpu: fix memory type selection;
When a fallback memory type is found, don't skip the check for a perfect
match.
2022-11-06 11:19:33 -08:00
bjorn d36a6a22d9 Don't skip GPU submits if there's nothing to do;
- It can still be useful to do an empty submit
- It's good to still do validation of the passes
2022-11-03 13:53:06 -07:00
bjorn 67627f4aab Fix shader slot type assignment; 2022-10-31 17:55:26 -07:00
bjorn 64591c02ed gpu: Also try to load libvulkan.so.1;
Some systems don't have libvulkan.so
2022-10-24 22:12:54 -07:00
bjorn 1a12904800 Fix gpu_release; rm morgue flush; increase morgue size;
- When a memory block was freed, any allocators that were using it need
  to null out their memory blocks.  Otherwise it would just keep using
  the freed block.
- The emergency morgue expunge doesn't work.  It would be nice if it
  did, but if the emergency expunge deletes an object that exists in a
  command buffer that's still being recorded, it causes all kinds of
  problems and corrupts the command buffer.  You'd either need to submit
  these command buffers early before deleting the object (this is super
  tricky) or just prevent this entirely, maybe by growing the morgue
  infinitely or throwing an error if it fills up.  Either way, creating
  and releasing textures in a loop without submitting work will
  eventually throw an 'out of memory' error.  None of this is
  satisfactory and I'm not sure how to solve this well yet.
- To compromise, increase the size of the morgue a bit so emergency
  flushes happen slightly less often.
2022-10-20 20:21:55 -07:00
bjorn 3958c006fa Don't generate mipmaps for textures without initial contents; 2022-10-20 19:37:00 -07:00
bjorn 0b6fe9c81a Fix off-by-one error in gpu allocator;
Refcount wasn't being initialized to 1.
2022-10-18 22:28:14 -07:00
Josip Miskovic 9b6e884f7f Remove problematic bindings from Index controller
The "system" button on Valve Index controller may not be exposed to
applications through OpenXR. Oculus runtime throws error when binding
for that button is attempted.
2022-10-18 21:50:48 -07:00
bjorn 3b3d2d4e77 Fix newBoxShape dimensions; 2022-10-16 19:53:44 -07:00
bjorn 904fb282c2 v0.16.0; 2022-10-15 21:49:25 -07:00
bjorn 93b465bd1f gpu: Use portability extensions when needed;
This makes newer versions of macOS load Vulkan properly.
2022-10-15 00:45:46 -07:00
bjorn df8f52a71b Fix gcc warnings; 2022-10-12 10:57:43 -07:00
bjorn 82dc3cc920 Fix multiview limit;
When multiview is not supported (although technically lovr requires it),
the renderSize limit for array layers was zero, which meant no render
passes would work.  Instead, make sure it's at least 1, which is more
correct.
2022-10-12 10:37:58 -07:00
bjorn 1c3be230c0 Desktop driver implements hand/left/point device; 2022-10-12 00:46:48 -07:00
bjorn c59c242b7b Fix newTexture; 2022-10-12 00:46:48 -07:00
bjorn 0d7ed04789 Fix Quest pinch axis; 2022-10-02 14:00:52 -07:00
bjorn 272893fe66 Use correct array length for depth range; 2022-09-28 19:16:55 -07:00
bjorn b5620fb185 Revert "Fix Quest hand model orientation;"
This reverts commit a766bf4a35.
2022-09-26 14:58:34 -07:00
bjorn a766bf4a35 Fix Quest hand model orientation; 2022-09-23 17:52:21 -07:00
bjorn d2ceb6b81a Fix skeletal animation on some GPUs;
The animation compute shader was not specializing the workgroup size
properly, so it was only working on GPUs with a subgroup size of 32.

The Quest 1 has a subgroup size of 32 and the Quest 2 has a subgroup
size of 64, so this resulted in hand models breaking on Quest 2 only!
2022-09-23 14:36:20 -07:00
bjorn 74218da271 Fix luax_checkendpoints when direction is not normalized; 2022-09-23 11:58:26 -07:00
bjorn 2e0b5a4efa Flip msdf glyphs;
They don't look right when using a negative y scale for some reason,
even though the rendering was still working.
2022-09-22 20:30:04 -07:00
bjorn dd336b7473 Render target textures don't have mipmaps by default; 2022-09-21 21:18:32 -07:00
bjorn 311d1511bc Fix quest keyboard tracking; 2022-09-21 14:58:30 -07:00
Josip Miskovic da9328e72c Fix sending strings with \0 through channels
A null-char is valid part of Lua string. When such a string is sent
through the channel, its length should be stored as well to be able to
correctly reconstruct it on the other thread.

The bug was triggered with this code:

    s1 = 'a \0 b'
    print(#s1) -- 5
    ch:push(s1)
    s2 = ch:pop()
    print(#s2) -- 2
2022-09-21 09:15:20 -07:00
bjorn ece73be868 lovr.headset.getPose works with keyboard device on Quest; 2022-09-20 20:16:58 -07:00
bjorn d1b6bd3d15 OpenXR: fall back to d24s8 when d32fs8 isn't supported;
Window was already doing this.

Quest currently doesn't work with stencil = true because of this.
2022-09-20 19:09:04 -07:00
bjorn 28869431fb Fix stereo mirror window; 2022-09-15 20:45:26 -07:00
bjorn 6444aba832 OpenXR: Map Index system buttons to menu;
SteamVR doesn't expose these, but monado does, so might as well bind them.
2022-09-14 21:35:43 -07:00
bjorn 5be425ddbe Fix Pass:clear(Texture); 2022-09-14 20:53:42 -07:00
bjorn 1dd737d8a4 Make the logo a default shader;
Improves build system, improves filesize, seemingly improves startup time
2022-09-13 17:36:10 -07:00
bjorn a31ae6a68f Fix compileShader; 2022-09-13 17:22:48 -07:00
bjorn b5651f9193 Fix lod range of default samplers; 2022-09-12 18:09:29 -07:00
bjorn 68f3610d5e Fix stencil test; 2022-09-12 17:58:29 -07:00
bjorn d8c23bacec Source:setPitch;
Co-authored-by: Nevyn Bengtsson <nevyn@alloverse.com>
2022-09-11 20:41:58 -07:00
bjorn 1c9adea2e2 Simplify channel hash table; 2022-09-10 23:59:14 -07:00
bjorn bcde681710 Mark ASTC textures as sRGB;
They don't contain this metadata, but marking as sRGB is more reasonable
than not.
2022-09-10 23:55:15 -07:00
bjorn 76557eb6ed Add hand joint radius to getSkeleton; 2022-09-10 23:44:14 -07:00
bjorn 7636a3c5e9 Default window size matches conf.lua; 2022-09-10 21:10:01 -07:00
bjorn 860651e80c rm falsy variant of lovr.system.openWindow;
Probably vestigial from conf invocation.
2022-09-10 20:53:55 -07:00
bjorn 0da84894e8 Fix gamma correction of multicolor text; 2022-09-10 14:55:15 -07:00
bjorn 0191d29a45 Handle missing Vulkan error; 2022-09-10 13:06:32 -07:00
bjorn 0b544df470 Rename OS_EXPORT to avoid macOS clash; 2022-09-10 12:53:52 -07:00
bjorn d8c6c47e00 Add normal DefaultShader;
It's a pretty normal shader.
2022-09-10 11:07:55 -07:00
bjorn 5f921f1251 Unable to mipmap multisampled textures; 2022-09-10 11:02:03 -07:00
bjorn 7e1d9f1dd2 Fix desktop driver crash when window isn't open; 2022-09-10 10:58:11 -07:00
bjorn 931ffea17b Pass:getClear returns correct value for dontcare/load actions; 2022-09-10 10:28:54 -07:00
bjorn 5c4fc79242 mv lovr.graphics.init lovr.graphics.initialize;
init is undocumentable due to Lua conventions.
2022-09-10 10:22:52 -07:00
bjorn f30e37a2e3 Error if testing/writing non-existent stencil buffer; 2022-09-10 10:20:41 -07:00
bjorn 48ec18573a Pass:getClear only includes depth when depth buffer exists; 2022-09-10 10:17:24 -07:00
bjorn ee809ec31a Pass:mipmap base mipmap index is 1-indexed; 2022-09-10 10:14:46 -07:00
bjorn 7851f49910 Make blit layers 1-indexed;
Annoying for 3D textures, but matches layer indices most elsewhere.
2022-09-10 10:13:34 -07:00
bjorn a3beccb14e Fixup 3D texture blit validation; 2022-09-10 10:12:06 -07:00
bjorn a796c92556 Buffer:clear and Pass:clear(Buffer) use the same units; 2022-09-03 10:49:25 -07:00
bjorn 08f0ca7434 Font:getVertices wrap is optional; 2022-09-02 19:21:55 -07:00
bjorn ed035f9e81 Adjust; 2022-09-02 18:53:50 -07:00
bjorn 8697466009 Shader flag adjustments;
- 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.
2022-09-02 15:33:18 -07:00
bjorn ea30100c31 rm texture variant of newMaterial;
Does not make sense anymore now that Pass:setMaterial(Texture) exists.
2022-09-02 15:05:01 -07:00
bjorn ce9662fa7e Make Model draw start vertex 1-indexed;
That way it matches Pass:mesh.
2022-09-01 21:54:34 -07:00
bjorn e57d76c6e9 Fix bug with base vertex in Pass:mesh; 2022-09-01 21:54:24 -07:00
bjorn 2a96fe4766 Desktop driver starts timestamp at zero;
Float conversion leads to precision issues
2022-08-28 15:02:46 -07:00
bjorn 63fbd4d223 Rebind descriptor sets if push constant ranges change; 2022-08-28 15:02:46 -07:00
mcc 2a0f9bb36c Minor comments on audio.c 2022-08-27 08:44:24 -07:00
bjorn de44f88b5f rm XR_KHR_android_create_instance;
It's not needed anymore.
2022-08-26 23:21:01 -07:00
bjorn 54a5ca1c36 Initialize stencil mask state slightly better;
Not sure this has an effect but it seems better.
2022-08-26 22:23:28 -07:00
bjorn e402f02918 Fix setColorWrite(bool) variant; 2022-08-26 22:23:13 -07:00
bjorn 7aebde2f92 Fix StencilAction; 2022-08-26 22:23:04 -07:00
bjorn cf474fe392 Shader flags can start with flag_;
It will be ignored for matching purposes.
2022-08-26 10:22:53 -07:00
bjorn 8e44a271df Fix default mipmap count for texture views; 2022-08-26 09:58:01 -07:00
bjorn 5a2fe54c04 Improve Pass:fill;
It can now fill an array texture to a multiview pass, copying to
the corresponding layers.
2022-08-26 09:57:51 -07:00
bjorn d655daf213 Better Pass:send('var', nil) error; 2022-08-25 23:54:11 -07:00
bjorn f4f95a64d7 Pass blends by default; 2022-08-25 22:01:12 -07:00
bjorn 78214988a4 Model only reskins when needed;
Saves a barriers when not animating models.
2022-08-25 21:59:10 -07:00
bjorn ede1036694 Temporary Passes;
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.
2022-08-25 21:57:15 -07:00
bjorn 18413114ad Fix depthClamp; 2022-08-24 03:09:09 -07:00
bjorn d3c93634ad Fix KTX1 cube/array loading; 2022-08-23 20:17:19 -07:00
bjorn 0496b81f23 Improve KTX1 error messages; 2022-08-23 20:16:58 -07:00
bjorn b8df6f9651 Fix rg11b10f KTX1 loading, I think; 2022-08-23 20:15:36 -07:00