Alex Szpakowski
7b6978f052
Add Font:getKerning.
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Also add a variant of Font:getWidth which accepts a codepoint number.
Fixes #1403
2021-04-05 11:22:54 -03:00
Alex Szpakowski
b5ef8a8c2c
Update changelog
2021-04-05 11:01:02 -03:00
Alex Szpakowski
c59c85e04c
Fix Text:getWidth when the Text only contains spaces
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Fixes #1555
2021-04-05 10:32:01 -03:00
Alex Szpakowski
0bc574ef4e
metal: fix Shader:send not flushing the active auto-batch.
2021-04-04 23:49:23 -03:00
Alex Szpakowski
6296e44425
metal: fix clampzero wrap mode.
2021-04-04 23:48:23 -03:00
Alex Szpakowski
2ec9f88f7a
metal: more robust render pass handling.
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Initial implementation of captureScreenshot.
Fix getStats().shaderswitches.
Fix getStats().drawcalls.
2021-04-04 23:47:58 -03:00
Alex Szpakowski
f89aabb0bb
Update copyright year for 2021
2021-04-04 16:14:45 -03:00
Alex Szpakowski
1e3e4faba7
Fix the wrong type of deletion used in some internal Mesh data
2021-04-04 16:02:59 -03:00
Alex Szpakowski
c991f999eb
Account for different DPI scales in font fallbacks.
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Fixes #1675
2021-04-04 16:01:22 -03:00
Alex Szpakowski
8c88d645a3
metal: avoid redundant resource binding calls.
2021-04-03 13:49:29 -03:00
Alex Szpakowski
4ddb7e2cf7
metal: initialize empty Buffer contents.
2021-04-03 13:46:56 -03:00
Alex Szpakowski
a4d0761e84
metal: work on depth/stencil textures, MSAA
2021-04-02 22:10:01 -03:00
Alex Szpakowski
3accf51eb2
metal: explicitly compile to metalsl 2.1
2021-04-02 18:10:46 -03:00
Alex Szpakowski
9acf7df8e8
metal: fix crash when stream buffers are resized
2021-04-02 17:53:55 -03:00
Alex Szpakowski
4cac353908
metal: fix love_ScreenSize when a canvas is active
2021-04-02 16:10:20 -03:00
Alex Szpakowski
1e90b4e8f7
metal: fix shader uniform names
2021-04-02 15:45:17 -03:00
Alex Szpakowski
662b70458e
metal: fix setCanvas
2021-04-02 14:32:45 -03:00
Alex Szpakowski
ceaa8f95ff
metal: fix texel buffer size
2021-03-31 23:04:27 -03:00
Alex Szpakowski
5fa570b9a6
metal: initial texel buffer Shader:send implementation
2021-03-31 23:02:36 -03:00
Alex Szpakowski
1b9b32c7a7
metal: clean up some shader code
2021-03-31 20:38:37 -03:00
Alex Szpakowski
52d4a5c679
metal: initial shader texture binding implementation.
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rework metal shader compilation/parsing.
2021-03-31 18:35:57 -03:00
Alex Szpakowski
46ca836bd5
metal: enable clamp-to-one wrap mode on iOS 10.14+
2021-03-30 19:32:33 -03:00
Alex Szpakowski
7eb3d4343a
Move some shader binding validation code out of the opengl backend
2021-03-30 19:28:42 -03:00
Alex Szpakowski
2064c140ac
metal: clamp scissor rect to be within the active RT
2021-03-30 19:27:52 -03:00
Alex Szpakowski
aad0810e11
metal: initial (bad/slow) setShader tracking
2021-03-29 18:28:06 -03:00
Alex Szpakowski
3a1c85c13e
metal: hook up correct texture size and max RT limits
2021-03-27 23:10:49 -03:00
Alex Szpakowski
0d94530374
metal: implement vsync toggle on macOS
2021-03-27 22:40:29 -03:00
Alex Szpakowski
1e85e1b414
metal: fix Buffers, fix shader cleanup
2021-03-27 22:21:00 -03:00
Alex Szpakowski
326dfe2632
metal: workaround for garbage data being stored in pipeline keys
2021-03-27 17:46:43 -03:00
Alex Szpakowski
da6fd95a64
metal: more work on shader uniforms
2021-03-27 17:37:53 -03:00
Alex Szpakowski
5f888be64a
metal: initial pixel format support implementation
2021-03-27 17:37:09 -03:00
Alex Szpakowski
3744f8b939
metal: implement point sizes
2021-03-26 21:49:00 -03:00
Alex Szpakowski
9cc6be4ac7
Remove bufferusage_uniform for now
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It's not really implemented
2021-03-26 21:43:24 -03:00
Alex Szpakowski
2d2918a254
Merge branch '12.0-development' into metal
2021-03-26 21:42:08 -03:00
Alex Szpakowski
e1d5f3b010
metal: fix Texture:setWrap/setFilter
2021-03-25 20:41:05 -03:00
Alex Szpakowski
4639e7330e
metal: initial implementation of Texture:newImageData.
2021-03-25 20:36:31 -03:00
Alex Szpakowski
c0a8aa3ef7
metal: use EXT_vulkan_glsl_relaxed
2021-03-23 21:57:36 -03:00
Alex Szpakowski
cc140ed1ad
update spirv-cross
2021-03-23 21:35:54 -03:00
Alex Szpakowski
319faf5bc3
Update glslang
2021-03-23 21:28:23 -03:00
Alex Szpakowski
b1b70a83db
Add Joystick:set/getPlayerIndex
2021-02-15 16:08:23 -04:00
Alex Szpakowski
5e411f607f
Expose new gamepad buttons from SDL
2021-02-14 16:03:36 -04:00
Alex Szpakowski
04d59274ef
Merge branch 'master' into 12.0-development
2021-02-14 14:45:21 -04:00
Alex Szpakowski
1e27b1d6ed
Add Joystick:getGamepadType.
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Return value is "unknown", "xbox360", "xboxone", "ps3", "ps4", "ps5", "switchpro", or "virtual".
2021-02-14 14:40:45 -04:00
Miku AuahDark
cbc0602620
Make sure to delete activity returned by SDL when calling getAssetManager()
2021-02-13 19:03:23 +08:00
Miku AuahDark
994cec9ee8
Add Android-specific conditionals.
2021-02-12 19:48:41 +08:00
Miku AuahDark
22455276f6
Implement experimental fusing method.
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https://github.com/love2d/love-android/issues/201#issuecomment-772628115
2021-02-06 22:10:49 +08:00
Miku AuahDark
e967348409
Implement AAsset virtual archive for Android
2021-02-06 22:04:33 +08:00
Alex Szpakowski
694d448e83
Vertex shaders can write to gl_PointSize ( fixes #1603 ).
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If a shader uses gl_PointSize then it can only be used when drawing points. If a shader doesn't use gl_PointSize then it can't be used when drawing points.
Added 'ConstantPointSize' and 'CurrentDPIScale' built-in shader uniforms.
ConstantPointSize is in DPI-scaled points, whereas gl_PointSize is in pixels, so to get the correct default behaviour a shader needs to do gl_PointSize = ConstantPointSize * CurrentDPIScale
2021-01-23 13:47:12 -04:00
Alex Szpakowski
deff795908
Rename some internal buffer enums to better match what they do
2021-01-17 20:59:16 -04:00
Alex Szpakowski
2e2ebe95cd
Clean up some obsolete internal graphics code
2021-01-17 16:50:44 -04:00