- You can nest texture views (make a view of a view).
- You can do transfers on views (copies, clears, blits, etc.).
- You can give labels to views.
- API changes
- Rename Texture:newView to lovr.graphics.newTextureView.
- Constructor takes a table of options (order was too confusing).
- Remove Texture:isView/getParent, since views can be used for everything now.
- Better matches what LÖVE ended up doing.
- Fix bug where :getType on a view returned parent type.
The vertex-only shader requires too much juggling of shader stage flags
and pipeline layout compatibility when e.g. binding push constants and
descriptor sets.
- Undeprecate ShaderType (it's good actually, kinda like a pipeline bind
point and more specific than having lovr trying to make sense of a
random set of stages).
- Use a default uniform block instead of push constants. The Constants
macro now maps to a uniform block declaration.
- It is no longer possible to create a shader by giving a single
DefaultShader string (you can still give a per-stage DefaultShader
though).
- lovr.graphics.compileShader now takes all stages instead of a single
stage. In general we need all stages when compiling GLSL because
default uniforms require linking across stages.
Goal is to support more combinations of shader stages, both for
vertex-only shaders and mesh/raytracing shaders in the future. In
general most of the logic that conflated "stage count" with "shader
type" has been changed to look at individual shader stages.
This allows them to be initialized/destroyed from multiple threads in
any order. Previously, the first thread to require a module had to be
the last thread to use the module, otherwise it would be destroyed too
early.
There are still a few issues. If the main thread doesn't require a
module, it won't pick up the conf.lua settings. Also graphics isn't
handling the shader cache writing properly. And I think this breaks the
headset-graphics refcounting. But these will be fixed in future
commits.
- If you load an image with a non-blittable format, mipmap count will
default to 1.
- If you explicitly request mipmaps on a non-blank texture with a
non-blittable format, that's an error (rather than leaving mipmap
chain undefined or sliently falling back to 1 mipmap).
- 'sample' now implies both sample and linear filtering (practically always
true for all formats lovr supports)
- 'render' now includes 'blend' for color formats (also practically
always true except for r32f on some old mobile GPUs)
- 'blit' now includes 'blitsrc'/'blitdst' because lovr doesn't support
blitting between textures with different formats
- 'atomic' is removed because lovr doesn't really support atomic images yet
They defaulted to 1 to avoid confusion when mipmaps weren't generated
during a render pass (withou the { mipmaps = true } flag), but now the
mipmaps flag is obsolete and render passes automatically generate
mipmaps for all levels in their texture views. This means that render
passes can have mipmaps by default again, which leads to better
appearance when sampling them later.
Enables automatic CPU/GPU timing for all passes. Defaults to true
when graphics debugging is active, but can be enabled/disabled manually.
When active, Pass:getStats will return submitTime and gpuTime table
keys, respectively indicating CPU time the Pass took to record and the
time the Pass took to run on the GPU. These have a delay of a few
frames.
This doesn't include a way to get "global" timing info for a submit.
This information would be useful because it doesn't require lovrrs to
sum all the timing info for all the passes and it would include other
work like transfers, synchronization, and CPU waits. However, this is
more challenging to implement under the current architecture and will be
deferred to later. Even if this were added, these per-pass timings will
remain useful.
Pass stores draw commands rather than sending them to Vulkan
immediately.
The main motivation is to allow more flexibility in the Lua API. Passes
are now regular objects, aren't invalidated whenever submit is called,
and can cache their draws across multiple frames. Draws can also be
internally culled, sorted, and batched.
Some API methods (tallies) are missing, and there are still some bugs to
fix, notably with background color.
- Add Buffer:newReadback
- Add Buffer:getData
- Buffer:getPointer works with permanent buffers
- Buffer:setData works with permanent buffers
- Buffer:clear works with permanent buffers
- Add Texture:newReadback
- Add Texture:getPixels
- Add Texture:setPixels
- Add Texture:clear
- Add Texture:generateMipmaps
- Buffer readbacks can now return tables in addition to Blobs using Readback:getData
Tally is coming back soon with an improved API, it's temporarily removed
since it made the transfer rework a bit easier.
Note that synchronous readbacks (Buffer:getData, Texture:getPixels)
internally call lovr.graphics.submit, so they invalidate existing Pass
objects. This will be improved soon.
- Pass:mesh accepts tables for vertices/indices
- Add Pass:setVertexFormat to set format used for table-based meshes
- Pass:send accepts tables for buffers
- Pass:send supports arbitrarily nested structs/arrays for push constants
- Buffer formats support arbitrarily nested structs/arrays
- Zero-length buffers are valid and represent structs
- Fields can have names using 'name'
- Field types can be tables of other fields (structs)
- Fields can have 'length' key
- newBuffer syntax has been changed to put format first (old version
still works)
- Buffers can be created from shader variables, avoiding need to declare
matching format.
- Pass:clear/Pass:read use byte offsets instead of indices
- Pass:copy uses byte offsets when copying a Buffer to a Buffer
- Deprecate lovr.graphics.getBuffer (tables can be used instead)
Currently if you create a texture from dimensions (assumed to be a
render target), its mipmap count differs depending on whether you
provide an options table. Now it will consistently be 1.