Commit Graph

4031 Commits

Author SHA1 Message Date
bjorn fe31431016 rm EGL/X11; Android fixes; 2022-06-20 18:23:28 -07:00
bjorn 0306096577 luax_optu32 doesn't evaluate index twice; 2022-06-20 18:17:51 -07:00
bjorn 3df9aea3fd Add Font shader; 2022-06-20 18:17:37 -07:00
bjorn de6edaef31 glslang uses static libstdc++; 2022-06-20 18:16:08 -07:00
bjorn 7def390f9c OpenXR/CMake fixes; 2022-06-20 15:51:24 -07:00
bjorn af8c061c50 Default buffer can be used for colors; 2022-06-18 23:31:51 -07:00
bjorn a654cec40f lovr.graphics.newFont; 2022-06-18 17:43:12 -07:00
bjorn b89c61a8f4 HorizontalAlign and VerticalAlign enums; 2022-06-18 17:41:10 -07:00
bjorn 3c5288e979 Default fragment shader samples default texture; 2022-06-18 17:40:34 -07:00
bjorn 0d7fed1fa7 Rasterizer:getBoundingBox;
For the global bounding box
2022-06-18 17:40:14 -07:00
bjorn 717f95f6bd Start updating Rasterizer; 2022-06-17 17:43:58 -07:00
bjorn cb121d3d36 Material fixes; Pass cleanup; 2022-06-17 17:43:26 -07:00
bjorn c1bb47d737 Merge branch 'master' into dev 2022-06-16 23:50:11 -07:00
bjorn 86b2c934e8 Materials, mostly; 2022-06-16 23:49:09 -07:00
bjorn fcc2758046 Potentially add support for KHR_texture_transform; 2022-06-15 23:51:23 -07:00
bjorn fb42bf3fbb Rearrange some ModelData stuff; 2022-06-15 23:17:11 -07:00
bjorn 7de6bdf242 Shaders; Rework vertex formats; 2022-06-15 20:46:43 -07:00
bjorn af8f650a07 Make map_t size deterministic;
Currently, the amount of memory allocated for a map can sometimes be
different depending on whether it was allocated with an initial capacity
or the items were added iteratively.

This causes problems for people that want to copy data between maps that
have the same number of elements.

Now, the size of a map will always be the same for a given number of
elements, regardless of how the elements are added.

Plus this gets rid of the weird prevpo2 function.  Yay.
2022-06-14 16:52:19 -07:00
bjorn fbe54d5dca Physics shape dimensions must be positive;
Or the world will explode.  That would be bad.
2022-06-12 18:18:48 -07:00
bjorn 70e0f5c5cf Synchronization; 2022-06-11 22:55:43 -07:00
bjorn d9b5237851 Sync cleanup; 2022-06-11 19:07:46 -07:00
bjorn 3d83d0fcfe Pass:multimesh;
IT'S ALIVE
2022-06-09 23:38:33 -07:00
bjorn 2896dc0bfa gpu: indirect draws accept optional stride; 2022-06-09 23:31:46 -07:00
bjorn fc616f92c2 Pass:mesh; Pass:setMeshMode; 2022-06-09 23:05:32 -07:00
bjorn 2abf1a4a0c Fix luax_optu32; 2022-06-09 23:05:02 -07:00
bjorn 3009e1d45c Rename transfers to uploads; 2022-06-09 22:44:23 -07:00
bjorn ab2c52bc05 Fix attachment cache; 2022-06-09 20:05:31 -07:00
bjorn 988393bb7f gpu: properly expunge render passes and framebuffers; 2022-06-09 20:05:04 -07:00
bjorn 451e8a53ed Discard attachments more; 2022-06-09 19:26:53 -07:00
bjorn 1cc8cf9f4a Update glslang to accept array of shader strings; 2022-06-09 17:44:46 -07:00
bjorn b2e681ddfd Allow hexcode for render pass clear; 2022-06-09 17:37:06 -07:00
bjorn ac9bc5112b Fix typo; 2022-06-09 00:09:47 -07:00
bjorn efe57133d0 Validation errors are logs not errors; 2022-06-09 00:01:51 -07:00
bjorn c2dab3cf2c Update lovr.draw signature;
- If you return a truthy value from lovr.draw, the pass won't be
  submitted.  A falsy value will submit the input pass.
- For convenience, lovr.graphics.submit returns true.
2022-06-08 23:59:48 -07:00
bjorn 6f16385fa1 Improve graphics error handling; 2022-06-08 23:59:36 -07:00
bjorn 0d4d7bc0e3 Fix vertex shader draw count; Simplify upload sync; 2022-06-08 21:23:30 -07:00
bjorn 711a7df43b CMake can compile shaders; 2022-06-07 21:19:42 -07:00
bjorn ef19a334a9 Pass:setSampler;
This is an experimental take on the "default filter" system.  Each
render Pass has its own "global sampler", initialized to trilinear.  The
global sampler will be used by default to sample textures/materials in
shaders.  You can set it to a filter mode or a full Sampler object.  You
can always send your own Sampler objects to Shaders if you want
per-texture sampler settings.  The global sampler is designed to be set a
small number of times per pass instead of on every draw.  Basically,
just do Pass:setSampler('nearest') and draw your minecraft world.
2022-06-07 20:42:10 -07:00
bjorn a26e732ab0 Cleanup; 2022-06-07 20:42:06 -07:00
bjorn 2b65b50ed9 Pass:setViewport; Pass:setScissor;
It pretends to be like a pipeline state even though it isn't.
Might be nice for nil to mean "the framebuffer size" which is the default.
2022-06-06 12:38:15 -07:00
bjorn 2ee1a8d014 Image:getPointer; 2022-06-06 07:32:01 -07:00
bjorn d5325b87b4 Headset support; 2022-06-05 20:38:14 -07:00
bjorn e36cc6482d rename pass/buffer to getPass/getBuffer; 2022-06-05 18:56:03 -07:00
bjorn a8b35074e0 Pass:send supports push constants; 2022-06-05 18:54:26 -07:00
bjorn 8effa7424f Pass:circle; 2022-06-05 13:12:49 -07:00
bjorn 7b5c816345 More efficient resource tracking;
- Temporary buffers are not tracked
- Sample-only textures are not tracked, but their initial upload is synchronized.
- Default texture something something
2022-06-04 14:54:04 -07:00
bjorn 6245aaa9d9 I have made a mistake; 2022-06-04 14:49:58 -07:00
bjorn 3a43d44460 Pass tracks resources for sync purposes; 2022-06-04 14:28:23 -07:00
bjorn ea80936af7 Pass:compute; 2022-06-04 11:54:05 -07:00
bjorn d8583c6a9d gpu_compute; gpu_compute_indirect; 2022-06-04 11:53:59 -07:00