Commit Graph

30 Commits

Author SHA1 Message Date
Sasha Szpakowski 42812ad521 Add texture views. Fixes #2022.
Add love.graphics.newTextureView(basetexture, viewsettings). Requires GLSL4 support.
Add 'viewformats' boolean setting to texture setting tables.
Add Texture:hasViewFormats.

The viewsettings table has the following fields:
  format = nil, -- set this to a pixel format to override the base format. It must have the same number of bytes per pixel as the original, and the 'viewformats' setting on the original texture must be true for this to work. Cannot be used for compressed or depth/stencil textures.
  type = nil, -- set this to a texture type to override the base texture type. 2d base textures can make [2d, array] views. [array, cube] base textures can make [2d, array, cube] views.
  mipmapstart = nil, -- set to a number to use a less detailed mipmap level as a base.
  mipmapcount = nil, -- set to a number to override the number of mipmaps in the texture view.
  layerstart = nil, -- set to a number to use a specific layer or cube face as a base.
  layers = nil, -- set to a number to override the number of layers in an array texture view.
2024-02-24 15:45:43 -04:00
Sasha Szpakowski d880c48502 Clean up some internal texture data upload parameters. 2024-02-17 14:10:38 -04:00
Sasha Szpakowski 64a30f177f Merge branch 'main' into 12.0-development 2024-02-10 12:24:48 -04:00
Sasha Szpakowski f6cdbdc868 Merge branch 'main' into 12.0-development 2022-12-31 22:46:34 -04:00
niki cf099946a1 vulkan: fix depth stencil textures 2022-09-18 00:18:32 +02:00
niki 4e59b563a4 vulkan: implement texture msaa 2022-09-14 14:15:57 +02:00
niki 726cd147c8 vulkan: render targets with mip and slice 2022-09-14 13:48:13 +02:00
niki fb44ddb546 vulkan: document change in changes.txt 2022-09-13 13:09:57 +02:00
niki a93d153792 vulkan: adjust code styling 2022-09-10 17:40:46 +02:00
niki a0ee9f7b9b vulkan: implement compute shaders
A lot of stuff probably isn't implemented yet, however the
following code already works:

```lua
local shader = love.graphics.newComputeShader [[
    layout (local_size_x = 1, local_size_y = 1) in;

    layout(r32f) uniform highp image2D out_tex;

    uniform float time;

    void computemain() {
        imageStore(out_tex, ivec2(love_GlobalThreadID.xy), vec4(time, 1.0, 1.0, 1.0));
    }
]]

local tex = love.graphics.newTexture(64, 64, {computewrite = true,format = "r32f"})

function love.draw()
    shader:send("out_tex", tex)
    shader:send("time", love.timer.getTime() % 1)
    love.graphics.dispatchThreadgroups(shader, 64, 64, 1)

    love.graphics.print("compute shader test")
    love.graphics.draw(tex, 25, 25)
end
```
2022-08-31 02:07:46 +02:00
niki c5a2e47714 vulkan: implement multi canvas rendering 2022-08-28 03:35:06 +02:00
niki 23666b1fde vulkan: fix android build
It compiles now, but it's not working correctly yet
2022-08-20 19:38:59 +02:00
niki fbb64a07af vulkan: partially implement mipmaps
There is no real effect yet when rendering, however debugging the
application with renderdoc reveals that the mipmap generation is
already correct. There's probably something weird going on with the
sampling. I'll have to look into that next.
2022-08-09 00:57:07 +02:00
niki dcea056fcb vulkan: properly implement samplers 2022-08-01 18:51:09 +02:00
niki 224b9e84f0 vulkan: add support for 2d array textures 2022-08-01 15:53:31 +02:00
niki 8cf7a79657 vulkan: add missing layout transitions 2022-07-31 23:56:03 +02:00
niki 4686de8ebd vulkan: implement copy Texture <-> buffer methods 2022-07-30 02:17:58 +02:00
niki 7bbc042fce vulkan: remove redundant tabs
this makes reading the source files easier
and is more in line with the rest of the löve codebase
2022-07-30 01:16:56 +02:00
niki 524e011133 vulkan: make Texture::uploadByteData async
Before this commit we would greedily wait for the upload to be complete
before exiting the function. This is of course not correct, since
we might be changing data that is still being used in a render in
flight. Of course we also need to cleanup the resources asynchronously
after the frame has been rendered fully.
2022-07-29 22:35:35 +02:00
niki 6d7bd645fc vulkan: use vkCmdClearColorImage to clear texture
using the vulkan functionality probably leads to less bugs.
Until now it was assumed that any image was in the rgba8 format,
which is of course not correct. Clearing a texture to white or black
should now work for any format.
2022-07-24 13:43:48 +02:00
niki 0ae81091d1 vulkan: use dynamic rendering
This vulkan 1.3 feature will make the code simpler when dealing
with off screen render targets (i.e. löve canvases)
2022-07-14 18:01:46 +02:00
niki 0759e8d513 vulkan: fix some memory leaks 2022-07-11 01:13:50 +02:00
niki b1fb5b551e working text rendering 2022-07-10 02:25:28 +02:00
niki 0cea07806f use different uniform buffers for each draw call 2022-06-30 18:42:49 +02:00
niki 6c19e8c10a merge newest 12.0 commits 2022-06-11 01:34:17 +02:00
niki c16c07780f use default texture when rendering primitives 2022-05-08 22:44:32 +02:00
niki 4e8304255d first draft of vulkan texture impl 2022-05-06 16:06:09 +02:00
niki 8f55f093a4 partially implement initCapabilities for vulkan 2022-05-04 23:43:23 +02:00
niki e6f8b465bc use vma for streambuffer implementation 2022-05-04 15:41:50 +02:00
niki 77f1af598d add skeleton for vulkan texture impl 2022-05-03 18:11:31 +02:00