Commit Graph

30 Commits

Author SHA1 Message Date
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 f6cdbdc868 Merge branch 'main' into 12.0-development 2022-12-31 22:46:34 -04:00
Sasha Szpakowski c823dbca96 Update copyright year for 2023 2022-12-31 22:25:49 -04:00
Sasha Szpakowski a37c2fb9a9 Mesh:attachAttribute: add an optional start array index parameter.
Allows easier use of a single instance buffer with multiple draws when instanced attributes are used (#1878).
2022-12-10 21:11:59 -04:00
Alex Szpakowski 62de8f62c7 metal: hook up emulated 'fan' mesh draw mode. 2022-01-22 12:59:09 -04:00
Alex Szpakowski 7f3538d2ba Merge branch 'main' into 12.0-development 2022-01-05 21:10:27 -04:00
Alex Szpakowski 8e7fd10b6f Update copyright year for 2022 2021-12-31 18:33:40 -04:00
Alex Szpakowski 21f5ba86d3 Merge branch 'master' into 12.0-development 2021-04-07 20:33:44 -03:00
Alex Szpakowski f89aabb0bb Update copyright year for 2021 2021-04-04 16:14:45 -03:00
Alex Szpakowski deff795908 Rename some internal buffer enums to better match what they do 2021-01-17 20:59:16 -04:00
Alex Szpakowski 1f9d98263d Refactor Buffer internals.
Allows buffers created with love.graphics.newBuffer to only allocate VRAM data. Previously they had a copy of their contents in RAM.
Also makes it easier to implement Buffers in other graphics APIs and to implement more types of Buffers in the future.
2020-12-22 19:23:02 -04:00
Alex Szpakowski e60736f5a6 Add Mesh:set/getIndexBuffer. 2020-07-20 22:10:08 -03:00
Alex Szpakowski bbdadcba8a Fix build 2020-02-28 23:12:22 -04:00
Alex Szpakowski d77dabaa6b Add Mesh:getAttachedAttributes. 2020-02-28 23:01:35 -04:00
Alex Szpakowski 4197a364fd Internal restructuring of some Mesh code 2020-02-23 22:39:18 -04:00
Alex Szpakowski c9809d8d82 Clean up some Mesh code 2020-02-01 15:59:38 -04:00
Alex Szpakowski 2572f0c7a1 Meshes expose GraphicsBuffers, part 2 2020-02-01 15:39:59 -04:00
Alex Szpakowski 25d9ae2ba0 Meshes expose vertex buffers, part 1
(compiles, but is currently half-implemented and broken)
2020-01-19 15:03:19 -04:00
Alex Szpakowski ee5304ba53 Remove vertex namespace 2020-01-13 20:41:05 -04:00
Alex Szpakowski 23bc1a7aae Add new mesh data formats: int32, uint32, [u]int8, [u]int16, snorm8, and snorm16.
Integer formats for vertex attributes are only supported in glsl3 shaders. They use ivec/uvec types in glsl.

--HG--
branch : minor
2020-01-11 22:24:38 -04:00
Alex Szpakowski fc4847c69d Update copyright for the new year 2020-01-03 22:40:36 -04:00
Alex Szpakowski 8455ef22d5 More consistent naming for vertex and index buffers in love's code. 2019-06-04 20:29:44 -03:00
Alex Szpakowski 0752f27bdf Update copyright year for 2019 2019-01-03 21:09:05 -04:00
Bart van Strien e80247c191 Happy new year! 2018-01-03 19:47:35 +01:00
Alex Szpakowski e3fd489373 Abstracted lower level drawing code, moved all type-specific drawing code out of opengl backend, deleted obsolete files
--HG--
branch : minor
2017-10-26 20:58:19 -03:00
Alex Szpakowski 15cc540e4c Make internal vertex attribute code less OpenGL-specific.
--HG--
branch : minor
2017-10-25 23:12:39 -03:00
Alex Szpakowski 7a2e52b12d Cleaned up some vertex data-related code.
--HG--
branch : minor
2017-10-22 12:33:47 -03:00
Bart van Strien 9e4374935d Show (short) list of possible enum values when an invalid value is encountered (resolves #1318)
All enum errors have (hopefully) been changed to a luax_enumerror, which has a
fixed error message. If additionally a list of valid options is passed, it
lists that in the error message. For every enum error with few options I've
implemented this using a getConstants call.

This solution has been designed specifically to reduce the number of template
instantiations (as I've been told that was a concern). All new template code
happens in places where there already was an instantiation of the relevant
StringMap. Of course there is still std::vector<std::string>...

--HG--
branch : minor
2017-10-02 17:11:53 +02:00
Alex Szpakowski 864147c38c love.graphics: move more platform-independent code out of the opengl backend
--HG--
branch : minor
2017-07-22 23:34:39 -03:00
Alex Szpakowski c0e66eba83 Move backend-agnostic Mesh and SpriteBatch code out of the opengl implementation folder.
--HG--
branch : minor
2017-01-29 01:05:20 -04:00