Commit Graph

3707 Commits

Author SHA1 Message Date
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 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 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 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 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 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 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 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 ed59eeb11c gpu: don't use VkPipelineCacheHeaderVersionOne;
Doesn't exist in NDK...
2022-08-05 23:41:25 -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 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
bjorn 16860e8ef5 rm stats;
These stats don't make sense right now.
2022-08-04 07:59:07 -07:00
bjorn 7c7f8ed907 Free ModelData metadata; 2022-08-04 00:31:39 -07:00
bjorn eac3299bd0 ModelData:getMetadata; 2022-08-04 00:27:20 -07:00
bjorn a6d843c642 Fix desktop driver; 2022-08-04 00:12:41 -07:00
bjorn acd87a5e5c lovr.graphics.present;
It's nice to have an explicit action for presentation.
2022-08-04 00:06:54 -07:00
bjorn 9b19a1cd47 Fix lovr.headset.animate; 2022-08-02 23:06:49 -07:00
bjorn d42cac288f Use anonymous union for ModelNode transform; 2022-08-02 23:03:52 -07:00
bjorn 10f2b727b6 glslang: auto map locations and binding numbers; 2022-08-02 22:06:44 -07:00
bjorn 89312c1c4b Add on-disk shader cache;
Set t.graphics.shadercache to true (the default) and lovr will
read/write a shader cache file from/to disk.
2022-08-02 22:06:44 -07:00
bjorn 4ee092e81b Make Pass a regular object;
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.
2022-08-02 22:06:44 -07:00
bjorn 289f08b0df Fix OpenXR texture layer count; 2022-08-01 22:43:44 -07:00
bjorn d81d906f58 Fix; 2022-08-01 22:35:20 -07:00
bjorn 8952476e35 Adjust; 2022-08-01 22:14:49 -07:00
Josip Miskovic 31ca502034 Add isKeyDown 2022-08-01 22:13:30 -07:00
bjorn c0dfb414d6 Per-stage default shaders; 2022-08-01 22:10:06 -07:00
bjorn ac104e6f41 WIP stereo blit shader; 2022-07-31 13:26:35 -07:00
bjorn c4ff7cca39 Passes track their readbacks;
There are some issues with immediately tracking readbacks in the global
linked list of pending readbacks:

- The Pass might not get submitted, in which case the readback will be
  "dangling" and never complete (or it will erroneously think it's
  completed but its buffer will contain garbage data).
- Thread safety issues of modifying a global data structure from a Pass.

Instead, Pass will locally track the readbacks it performs, and only at
submit time will those readbacks get added to the global list.

(There is a little bit of refcounting mistakes now, those will get
cleaned up).
2022-07-31 13:02:41 -07:00
bjorn 50f596bd34 Default shaders use lovrmain; 2022-07-31 11:18:15 -07:00
bjorn 2414f5f269 Material uvShift can be a single number too; 2022-07-31 10:39:49 -07:00
bjorn 4919daa93b Small fixes; 2022-07-31 10:39:49 -07:00
bjorn e87cec1b49 Reduce number of materials per block; 2022-07-31 10:39:49 -07:00
bjorn 9e4765818a Rename texture depth to layer count; 2022-07-31 10:39:49 -07:00
bjorn 571c71b76e Rename pipeline stack to state; 2022-07-31 10:39:49 -07:00
Josip Miskovic 7c792fd975 Fix cylinder's triangle winding and normals 2022-07-31 09:38:40 -07:00
Kelsey Higham 50b321fb64 More beginner-friendly error message 2022-07-21 16:30:13 -07:00
bjorn a0173252b9 Slight improvement to lovr.mirror; 2022-07-17 20:07:31 -07:00
bjorn 922942a0bf Initialize Pass font properly; 2022-07-17 20:07:20 -07:00
bjorn d9623a51a9 Pass:setFont; 2022-07-17 19:53:31 -07:00
bjorn 24504d1719 Adjust; 2022-07-17 16:38:29 -07:00
bjorn d17131c421 Pass:cone; 2022-07-17 16:38:00 -07:00
bjorn 92201b87a1 Rename timer tally type to time; 2022-07-17 13:17:33 -07:00
bjorn 83fa750a4d Support and default to reverse-z with infinite far plane; 2022-07-17 12:37:59 -07:00
bjorn 1df537294a Improve Model texture loading;
- Only loads textures used by materials
- Creates color/glow textures as sRGB
2022-07-17 12:04:47 -07:00
bjorn c2dd7281cc mv stage tally -> shader tally; 2022-07-17 11:38:55 -07:00
bjorn 1946fbb540 Reduce default near plane;
I feel like we've (un)done this before...
2022-07-17 11:05:24 -07:00
bjorn 5d3e1f93cd Add d32fs8; 2022-07-17 11:03:00 -07:00
bjorn 32346796ef Tally/Readback cleanup; 2022-07-17 09:50:15 -07:00
bjorn faa690b7f0 Material API;
Just returns everything as a table.  Some sort of key-value thing would
be nice but complicates the implementation.
2022-07-17 09:29:13 -07:00
bjorn 35d8a4c49c Tally API; 2022-07-17 09:05:39 -07:00
bjorn 430f687add Projection updates;
- Rename/reorder some projection matrix functions.
- Make perspective functions flip Y and use 0-1 NDC range.
- Flip winding and font vertices based on handedness.

This stuff is really confusing
2022-07-17 09:02:53 -07:00
bjorn 1bc31b7751 Revert accidental winding change; 2022-07-15 21:42:31 -07:00
bjorn e2bfff1b0a Tally/Readback fixes; 2022-07-14 19:23:02 -07:00
bjorn 45135899a1 Readback, mostly; 2022-07-14 00:05:58 -07:00
bjorn 3bfd9ca0e1 gpu: improve wait functions;
- gpu_finished -> gpu_is_complete
- add gpu_wait_tick -> can wait for specific tick to finish (fence)
- gpu_wait -> gpu_wait_idle
2022-07-14 00:04:38 -07:00
bjorn c54a587590 gpu: fix read scratchpad destruction; 2022-07-14 00:04:21 -07:00
bjorn 4909a1963b Fix clear alpha; 2022-07-14 00:03:58 -07:00
bjorn f5ec2e9158 Don't encode Images upside down anymore; 2022-07-13 23:59:35 -07:00
bjorn bca10c9e98 Make info structs const; 2022-07-13 00:07:15 -07:00
bjorn 0b76ab7e96 Add a few Tally things; 2022-07-12 19:59:12 -07:00
bjorn 1c571001e7 Finish Model API; 2022-07-12 19:35:23 -07:00
bjorn cd65e8d34c Cache only rebinds vertex/index buffers when needed; 2022-07-12 17:19:30 -07:00
bjorn 83245afae6 Fix Font:getLines; 2022-07-11 22:43:42 -07:00
bjorn 4e92a4e503 Super ultra cool geometry cache;
Pass stores a small 16-bucket cache of vertices/indices it recently
generated.  Draws that have relatively predictable geometry can provide
a hash along with their draw.  The Pass will reuse vertices based on the
hash, when possible, and return a NULL vertex pointer to let the draw-er
know they don't need to generate any vertices.

This provides a dramatic speedup when drawing the same shape many times
in a row.  The overhead is negligible, with benefits kicking in with
just a small handful of repeated draws (3-5 for cubes, less for more
complex shapes).
2022-07-11 20:52:35 -07:00
bjorn ae87abc7bb gpu: fix allocator; 2022-07-11 19:53:53 -07:00
bjorn a4e4181489 Error screen; 2022-07-10 21:37:52 -07:00
bjorn a0cd36a77b Fix torus winding; 2022-07-10 18:02:49 -07:00
bjorn 0a251495bc Fix normal matrix; 2022-07-10 18:02:44 -07:00
bjorn 698977c5be Better default torus segments; 2022-07-10 18:02:31 -07:00
bjorn e8ebb17796 Fix hexcode render pass clear; 2022-07-10 17:07:04 -07:00
bjorn cfa5613db4 gpu: render pass cache uses correct resolve layout; 2022-07-10 17:06:43 -07:00
bjorn f23ae4009f gpu: Fix render pass cache eviction; 2022-07-10 17:06:20 -07:00
bjorn dacd17066d luax_checkendpoints;
Allows drawing a sphere/capsule using 2 endpoints.
2022-07-10 13:11:47 -07:00
bjorn 4e8fe82f94 Font:getVertices; 2022-07-10 12:49:47 -07:00
bjorn 889b1d8271 Improve Buffer length estimation; 2022-07-10 12:49:11 -07:00
bjorn f89b1811aa Adjust default Buffer field locations;
I guess it's better to match them up with the default attributes.
In most cases you're going to want to manually specify them with names
or numbers anyway.
2022-07-10 12:35:02 -07:00
bjorn f7d7281e70 Add index16/index32 FieldTypes;
Similar to u16/u32 but are 1-indexed when written using tables.
2022-07-10 12:18:31 -07:00
bjorn 8e89026678 Shader:getLocalWorkgroupSize; 2022-07-09 23:39:03 -07:00
bjorn 886bfe18c1 Shader "improvements"; 2022-07-09 23:09:02 -07:00
bjorn c7f4e11b0b Improve shader errors; 2022-07-09 21:39:31 -07:00