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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.
22 lines
602 B
C
22 lines
602 B
C
#include "shaders/unlit.vert.h"
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#include "shaders/unlit.frag.h"
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#include "shaders/normal.frag.h"
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#include "shaders/font.frag.h"
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#include "shaders/cubemap.vert.h"
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#include "shaders/cubemap.frag.h"
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#include "shaders/equirect.frag.h"
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#include "shaders/fill.vert.h"
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#include "shaders/fill_array.frag.h"
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#include "shaders/animator.comp.h"
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#include "shaders/blender.comp.h"
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#include "shaders/tallymerge.comp.h"
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#include "shaders/logo.frag.h"
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#include "shaders/lovr.glsl.h"
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#define LOCATION_POSITION 10
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#define LOCATION_NORMAL 11
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#define LOCATION_UV 12
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#define LOCATION_COLOR 13
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#define LOCATION_TANGENT 14
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