Merge branch 'love2d:main' into sdf-font-hintingmode

This commit is contained in:
Labrium
2024-06-22 15:55:56 -06:00
committed by GitHub
5 changed files with 60 additions and 23 deletions
+5 -6
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@@ -1678,12 +1678,11 @@ static StringMap<Shader::Language, Shader::LANGUAGE_MAX_ENUM> languages(language
static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM>::Entry builtinNameEntries[] =
{
{ "MainTex", Shader::BUILTIN_TEXTURE_MAIN },
{ "love_VideoYChannel", Shader::BUILTIN_TEXTURE_VIDEO_Y },
{ "love_VideoCbChannel", Shader::BUILTIN_TEXTURE_VIDEO_CB },
{ "love_VideoCrChannel", Shader::BUILTIN_TEXTURE_VIDEO_CR },
{ "love_UniformsPerDraw", Shader::BUILTIN_UNIFORMS_PER_DRAW },
{ "love_UniformsPerDraw2", Shader::BUILTIN_UNIFORMS_PER_DRAW_2 },
{ "MainTex", Shader::BUILTIN_TEXTURE_MAIN },
{ "love_VideoYChannel", Shader::BUILTIN_TEXTURE_VIDEO_Y },
{ "love_VideoCbChannel", Shader::BUILTIN_TEXTURE_VIDEO_CB },
{ "love_VideoCrChannel", Shader::BUILTIN_TEXTURE_VIDEO_CR },
{ "love_UniformsPerDraw", Shader::BUILTIN_UNIFORMS_PER_DRAW },
};
static StringMap<Shader::BuiltinUniform, Shader::BUILTIN_MAX_ENUM> builtinNames(builtinNameEntries, sizeof(builtinNameEntries));
-3
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@@ -64,7 +64,6 @@ public:
BUILTIN_TEXTURE_VIDEO_CB,
BUILTIN_TEXTURE_VIDEO_CR,
BUILTIN_UNIFORMS_PER_DRAW,
BUILTIN_UNIFORMS_PER_DRAW_2,
BUILTIN_MAX_ENUM
};
@@ -188,8 +187,6 @@ public:
Vector4 scaleParams;
Vector4 clipSpaceParams;
Colorf constantColor;
// Pixel shader-centric variables past this point.
Vector4 screenSizeParams;
};
-1
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@@ -655,7 +655,6 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
count = std::min(count, info->count);
// Bind the textures to the texture units.
for (int i = 0; i < count; i++)
{
love::graphics::Buffer *buffer = buffers[i];
+54 -12
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@@ -362,39 +362,80 @@ void Shader::updateUniform(const UniformInfo *info, int count)
void Shader::sendTextures(const UniformInfo *info, graphics::Texture **textures, int count)
{
bool issampler = info->baseType == UNIFORM_SAMPLER;
bool isstoragetex = info->baseType == UNIFORM_STORAGETEXTURE;
count = std::min(count, info->count);
if (current == this)
Graphics::flushBatchedDrawsGlobal();
for (int i = 0; i < count; i++)
{
love::graphics::Texture *tex = textures[i];
bool isdefault = tex == nullptr;
if (tex != nullptr)
{
if (!validateTexture(info, tex, false))
continue;
}
else
{
auto gfx = Module::getInstance<love::graphics::Graphics>(Module::M_GRAPHICS);
tex = gfx->getDefaultTexture(info->textureType, info->dataBaseType, info->isDepthSampler);
}
int resourceindex = info->resourceIndex + i;
auto prevtexture = activeTextures[resourceindex];
activeTextures[resourceindex] = textures[i];
activeTextures[resourceindex] = tex;
activeTextures[resourceindex]->retain();
if (prevtexture)
prevtexture->release();
if (textures[i] != prevtexture)
setTextureDescriptor(info, textures[i], i);
if (tex != prevtexture)
setTextureDescriptor(info, (isdefault && (info->access & ACCESS_WRITE) != 0) ? nullptr : tex, i);
}
}
void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count)
{
bool texelbinding = info->baseType == UNIFORM_TEXELBUFFER;
bool storagebinding = info->baseType == UNIFORM_STORAGEBUFFER;
count = std::min(count, info->count);
if (current == this)
Graphics::flushBatchedDrawsGlobal();
for (int i = 0; i < count; i++)
{
love::graphics::Buffer *buffer = buffers[i];
bool isdefault = buffer == nullptr;
if (buffer != nullptr)
{
if (!validateBuffer(info, buffer, false))
continue;
}
else
{
auto gfx = Module::getInstance<love::graphics::Graphics>(Module::M_GRAPHICS);
if (texelbinding)
buffer = gfx->getDefaultTexelBuffer(info->dataBaseType);
else
buffer = gfx->getDefaultStorageBuffer();
}
int resourceindex = info->resourceIndex + i;
auto prevbuffer = activeBuffers[resourceindex];
activeBuffers[resourceindex] = buffers[i];
activeBuffers[resourceindex] = buffer;
activeBuffers[resourceindex]->retain();
if (prevbuffer)
prevbuffer->release();
if (buffers[i] != prevbuffer)
setBufferDescriptor(info, buffers[i], i);
if (buffer != prevbuffer)
setBufferDescriptor(info, (isdefault && (info->access & ACCESS_WRITE) != 0) ? nullptr : buffer, i);
}
}
@@ -1070,7 +1111,8 @@ void Shader::setMainTex(graphics::Texture *texture)
if (u != nullptr)
{
auto prevtexture = activeTextures[u->resourceIndex];
texture->retain();
if (texture != nullptr)
texture->retain();
if (prevtexture)
prevtexture->release();
activeTextures[u->resourceIndex] = texture;
@@ -1088,8 +1130,8 @@ void Shader::setTextureDescriptor(const UniformInfo *info, love::graphics::Textu
// Samplers may change after this call, so they're set just before the
// descriptor set is used instead of here.
imageInfo.imageLayout = vkTexture->getImageLayout();
imageInfo.imageView = (VkImageView)vkTexture->getRenderTargetHandle();
imageInfo.imageLayout = vkTexture != nullptr ? vkTexture->getImageLayout() : VK_IMAGE_LAYOUT_UNDEFINED;
imageInfo.imageView = vkTexture != nullptr ? (VkImageView)vkTexture->getRenderTargetHandle() : VK_NULL_HANDLE;
resourceDescriptorsDirty = true;
}
@@ -1099,13 +1141,13 @@ void Shader::setBufferDescriptor(const UniformInfo *info, love::graphics::Buffer
if (info->baseType == UNIFORM_STORAGEBUFFER)
{
VkDescriptorBufferInfo &bufferInfo = descriptorBuffers[info->bindingStartIndex + index];
bufferInfo.buffer = (VkBuffer)buffer->getHandle();
bufferInfo.buffer = buffer != nullptr ? (VkBuffer)buffer->getHandle() : VK_NULL_HANDLE;
bufferInfo.offset = 0;
bufferInfo.range = buffer->getSize();
bufferInfo.range = buffer != nullptr ? buffer->getSize() : 0;
}
else if (info->baseType == UNIFORM_TEXELBUFFER)
{
descriptorBufferViews[info->bindingStartIndex + index] = (VkBufferView)buffer->getTexelBufferHandle();
descriptorBufferViews[info->bindingStartIndex + index] = buffer != nullptr ? (VkBufferView)buffer->getTexelBufferHandle() : VK_NULL_HANDLE;
}
resourceDescriptorsDirty = true;
+1 -1
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@@ -772,7 +772,7 @@ VkDescriptorType Vulkan::getDescriptorType(graphics::Shader::UniformType type)
case graphics::Shader::UniformType::UNIFORM_INT:
case graphics::Shader::UniformType::UNIFORM_UINT:
case graphics::Shader::UniformType::UNIFORM_BOOL:
return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;
case graphics::Shader::UniformType::UNIFORM_SAMPLER:
return VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
case graphics::Shader::UniformType::UNIFORM_STORAGETEXTURE: