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Add functions for indirect draws and compute dispatches.
Resolves #1879. - Add an 'indirectdraw' boolean field to the graphics feature support table returned by love.graphics.getSupported. This is almost always supported when compute shaders are supported, except on a few older phones. - Add an 'indirectarguments' boolean field to the settings table in love.graphics.newBuffer. - Add love.graphics.dispatchIndirect(shader, argumentsbuffer [, argumentsindex = 1]). The compute dispatch's threadgroup width, height, and depth values are fetched from the buffer (as 3 uints) instead of coming from function parameters. - Add love.graphics.drawIndirect(mesh, argumentsbuffer, argumentsindex, x, y, ....). Vertex or index count, instance count, and other related parameters for drawing the mesh are fetched from the buffer (as 4 or 5 uints depending on whether the mesh has an index buffer) instead of coming from function parameters. It's usually a good idea to keep parameters other than the instance count in sync with what the mesh should be using. - Add love.graphics.drawFromShaderIndirect(drawmode, argumentsbuffer [, argumentsindex = 1] [, maintexture = nil]) and drawFromShaderIndirect(indexbuffer, argumentsbuffer [, argumentsindex] [, maintexture = nil]). Vertex or index count, instance count, and other related parameters are fetched from the buffer as 4 or 5 uints, as above. For the dispatch indirect arguments buffer, it has to have 3 uint32 elements: { uint threadgroupsX, uint threadgroupsY, uint threadgroupsZ }. For non-indexed draws, the arguments buffer has to have 4 uint32 elements: { uint vertexCount, uint instanceCount, uint baseVertex, uint baseInstance }. Note that baseInstance should always be set to 0 as many drivers don't support non-zero values. For draws which use an index buffer, the arguments buffer has to have 5 uint32 elements: { uint indexCount, uint instanceCount, uint firstIndex, uint baseVertex, uint baseInstance }. As above, the baseInstance value should always be 0. A buffer can be created to have an array of those structures, which can be used with the argumentsindex parameter of the Indirect dispatch/draw functions.
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@@ -304,7 +304,8 @@ protected:
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graphics::ShaderStage *newShaderStageInternal(ShaderStageType stage, const std::string &cachekey, const std::string &source, bool gles) override;
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graphics::Shader *newShaderInternal(StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM]) override;
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graphics::StreamBuffer *newStreamBuffer(BufferUsage type, size_t size) override;
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bool dispatch(int x, int y, int z) override;
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bool dispatch(love::graphics::Shader *shader, int x, int y, int z) override;
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bool dispatch(love::graphics::Shader *shader, love::graphics::Buffer *indirectargs, size_t argsoffset) override;
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void initCapabilities() override;
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void getAPIStats(int &shaderswitches) const override;
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void setRenderTargetsInternal(const RenderTargets &rts, int pixelw, int pixelh, bool hasSRGBtexture) override;
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