Commit Graph

2072 Commits

Author SHA1 Message Date
Sasha Szpakowski 70a18e115f vulkan: don't set CREATE_DEDICATED_MEMORY flag for buffer memory.
It was being set all the time because of a code bug, but also documentation recommends using it very sparingly - partly because systems have a hard limit on the number of individual allocations (and they can also be a lot slower).

We might want to revisit more selective use of the flag in the future.
2023-02-14 20:18:26 -04:00
niki 4f321d69e7 vulkan: cache depthStencilFormat 2023-02-12 14:52:30 +01:00
niki dc6e080d18 vulkan: code styling 2023-02-12 14:18:26 +01:00
niki 6183f67598 vulkan: fix wrong attachment load op 2023-02-12 00:54:03 +01:00
niki 2fc5a8afe0 vulkan: removed unused optional extension 2023-02-12 00:22:51 +01:00
niki 14e08a2b03 vulkan: remove default renderpasses & framebuffers
There is little to no performance gain, with a lot of burden
to maintenance of the extra path. It's better to unify the code
with the other render pass logic.
2023-02-11 22:36:39 +01:00
niki b698c0f11a vulkan: rename to OptionalDeviceExtensions
The previous name was misleading.
2023-02-11 22:21:07 +01:00
Sasha Szpakowski 3fb5ddadcb compile error fixes for linux/iOS 2023-02-11 16:39:38 -04:00
nikeinikei 2adc0070e4 Merge branch 'love2d:12.0-development' into 12.0-development 2023-02-11 20:28:28 +01:00
niki 7415cb2d02 vulkan: fix incorrect render pass hashing 2023-02-11 20:25:54 +01:00
niki b04ba7ecb4 vulkan: fix incorrect loadOp 2023-02-11 20:20:49 +01:00
niki d06926eae9 Merge branch '12.0-development' of https://github.com/nikeinikei/love into 12.0-development 2023-02-11 20:06:22 +01:00
niki 094d6e39d1 vulkan: improve render pass performance
Before this patch some common patterns would lead to very suboptimal
render passes.
Consider the following code:
```lua
local canvas = love.graphics.newCanvas(...)

function love.draw()
    love.graphics.setCanvas(canvas)
    love.graphics.clear(...)
    love.graphics.draw(...)
    love.graphics.setCanvas()

    love.graphics.draw(canvas)
end
```
This would lead to the following rendering:
1) render pass on main window with loadOp=load, followed by an immediate
    call to vkCmdClearAttachments
2) render pass on canvas with loadOp=load, followed by an immediate call
    to vkCmdClearAttachments
3) render pass on main window with loadOp=load

This patch changes the behaviour to the more performant
(and equivalent) version:
1) render pass on canvas with loadOp=clear
2) render pass on main window with loadOp=clear

This is especially helpful on mobile devices, where creating render
passes is an expensive operation.
2023-02-11 20:06:19 +01:00
Sasha Szpakowski 60a8fca45c The old love.graphics stencil APIs are deprecated, not removed. 2023-02-11 11:35:04 -04:00
nikeinikei edeab5e4e8 Merge branch 'love2d:12.0-development' into 12.0-development 2023-02-06 12:19:19 +01:00
Sasha Szpakowski 6ac7c09d90 shaders: default to std430 layout for storage buffers. 2023-02-05 22:16:28 -04:00
Sasha Szpakowski 2178b634c8 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.
2023-02-05 15:55:19 -04:00
Sasha Szpakowski d3747cebb1 Rename love.graphics.drawShaderVertices to drawFromShader. 2023-02-05 15:16:10 -04:00
Sasha Szpakowski e13b0078a2 shaders: ignore code in comments when parsing entry point functions.
Fixes #1581.
2023-02-04 10:25:13 -04:00
niki 9f452474c7 vulkan: remove unnecessary getDevice() calls 2023-01-31 01:07:02 +01:00
Sasha Szpakowski defe811f62 Allow creating a mipmapped texture with less than the full mip range.
When creating a texture with user-specified mipmaps, it no longer errors if all mipmaps down to 1x1 aren't present.

Added a 'mipmapcount' field to the settings table in newImage and friends (only used when mipmaps are enabled for the texture.) If it's set, only mipmap levels up to the specified count will be created instead of always creating the full range.

Old OpenGL ES 2 devices don't support loading a mipmapped texture without the full mipmap range, so there's a new 'mipmaprange' boolean field in the table returned by love.graphics.getSupported.
2023-01-29 16:02:39 -04:00
Sasha Szpakowski 8706f0ef6a Rename Texture:isRenderTarget to Texture:isCanvas. 2023-01-29 15:58:31 -04:00
niki 0e1f645538 vulkan: clean up glslang objects properly
By using smart pointers we don't want to worry about
explicitely deleting.
2023-01-29 01:14:06 +01:00
niki f01457a610 vulkan: remove internal Shader::attach call
Shader::attach() should not be called internally
by a graphics backend.
2023-01-27 14:10:19 +01:00
nikeinikei fdc860e6b6 Merge branch 'love2d:12.0-development' into 12.0-development 2023-01-27 13:53:32 +01:00
niki 377d269f4a vulkan: remap bindings to prevent clash
Vulkan does not differentiate between between bindings for textures
and buffers, as opposed to opengl. This can lead to situations, where
different uniforms get assigned the same binding leading to a crash,
when trying to update a descriptor set with the wrong type.
This patch solves this problem, by remapping the bindings when needed.
2023-01-27 02:36:10 +01:00
niki a2466a4a1b vulkan: use temporary pipeline cache 2023-01-22 00:17:42 +01:00
Sasha Szpakowski 9edae19d74 Merge branch 'main' into 12.0-development 2023-01-14 22:40:13 -04:00
Sasha Szpakowski 592c306276 Fix images with mipmaps when ANGLE is used with an AMD gpu. 2023-01-14 22:35:00 -04:00
Sasha Szpakowski 8cac37b811 Fix typo 2023-01-14 12:17:57 -04:00
Sasha Szpakowski 8ae7342875 Improve variable name readability in line rendering code. 2023-01-14 12:13:35 -04:00
Sasha Szpakowski 94d05e319b Clear auto-generated temporary depth/stencil buffers in setCanvas.
Previously it would discard them, which needed the user to call love.graphics.clear afterward to get them into a valid state.

The current code has suboptimal performance if the user still calls clear after setCanvas (a common situation), so more optimizations will probably be needed.

Fixes #1843.
2023-01-11 18:17:22 -04:00
Sasha Szpakowski 249d90067e Don't discard the backbuffer depth/stencil in setCanvas.
#1893.
2023-01-11 08:58:12 -04:00
niki 7e7d2884c8 vulkan: fix shader crash 2023-01-09 16:37:12 +01:00
Sasha Szpakowski 8572d4f935 Merge branch 'text-shaping' into 12.0-development 2023-01-08 20:48:48 -04:00
Sasha Szpakowski 52283425ca metal: fix crashes on the iOS Simulator 2023-01-08 20:37:05 -04:00
Sasha Szpakowski c2778587f7 Merge branch '12.0-development' into text-shaping 2023-01-08 20:31:37 -04:00
Sasha Szpakowski b0f79f78a5 vulkan: don't pass a SDL_Window into GetInstanceExtensions, it's unneeded. 2023-01-08 15:21:26 -04:00
Sasha Szpakowski 6a6ec2eeb6 Merge branch 'main' into 12.0-development 2023-01-06 17:15:29 -04:00
Sasha Szpakowski d085f44e6a Merge branch '12.0-development' into text-shaping 2023-01-01 12:18:54 -04:00
Sasha Szpakowski 22b6388a96 Merge pull request #1888 from steveRoll-git/main
Allow Canvas:renderTo to accept varargs
2023-01-01 10:59:42 -04:00
Sasha Szpakowski f6cdbdc868 Merge branch 'main' into 12.0-development 2022-12-31 22:46:34 -04:00
Sasha Szpakowski 0b75f6cfa5 Missed some files... 2022-12-31 22:36:48 -04:00
Sasha Szpakowski c823dbca96 Update copyright year for 2023 2022-12-31 22:25:49 -04:00
Ron Tseytlin c5d72846c4 Allow Canvas:renderTo to accept varargs
The varargs will be forwarded to the function.
2022-12-31 02:32:54 +02:00
Sasha Szpakowski 9502942b7b font rendering: reimplement tab-as-spaces support. 2022-12-28 19:46:48 -04:00
Sasha Szpakowski bcc4a45e46 Merge pull request #1885 from nikeinikei/12.0-development
Vulkan fixes
2022-12-27 13:32:08 -04:00
niki 74027ad780 vulkan: remove unneeded Module::getInstance call 2022-12-27 13:55:35 +01:00
niki cd07a464fb vulkan: document future possibility for vsync
Right now we have to recreate the swapchain everytime vsync
/ present mode changes.
VK_EXT_swapchain_maintenance1 might remove the need for this.
However, right now there are not any drivers yet that support it.
In the future, this might be the better way to handle this situation.
2022-12-27 13:54:46 +01:00
Matt Durgavich c441797976 Prefer snprintf over sprintf in OpenGL 2022-12-26 20:57:56 -05:00