Commit Graph

2051 Commits

Author SHA1 Message Date
niki 88f6bb880e remove debug code 2023-10-09 20:16:01 +02:00
niki 2749209fc7 vulkan: fix crash when using wrong uniform name 2023-10-09 20:12:13 +02:00
niki 88272c6855 vulkan: correctly identify boolean uniforms 2023-10-09 20:07:32 +02:00
niki 21182d1428 vulkan: fix memory leak 2023-10-09 16:04:25 +02:00
niki 51d5b48515 vulkan: fix incorrect device extension 2023-10-09 15:32:17 +02:00
niki 8f8afe3de5 vulkan: fix crash when using love.window.close() 2023-10-09 15:31:23 +02:00
niki 61cafd7dd4 adjust code styling 2023-08-01 14:23:10 +02:00
niki 8096cab5bc vulkan: use vkResetDescriptorPool 2023-07-30 15:35:20 +02:00
niki 9d9e2da763 vulkan: optimize vkUpdateDescriptorSets calls 2023-07-25 21:39:28 +02:00
niki af717c8cab vulkan: fix incorrect return type 2023-07-25 16:50:39 +02:00
niki f30bf9bee0 vulkan: better api use of descriptor pools
Some implementations allow for bottomless pools,
which never run out of pool memory.
This new implementation allows for this case to happen.
2023-07-25 16:37:53 +02:00
niki e08ade86b5 vulkan: simplify shader code slightly 2023-07-25 16:26:26 +02:00
niki 3b9476b5dd vulkan: fix validation warnings
Sometimes no buffer for tex coords are given, however the shader
still expects some. We can fix this by using a default buffer, which
contains the constant tex coords (0, 0), which is then bound instead.
2023-07-18 14:56:42 +02:00
niki ba15a2ab05 vulkan: correct usage of pNext chain for device
For systems where VK_EXT_extended_dynamic_state is not supported
it is not valid to extend VkDeviceCreateInfo with an unknown struct.
Todo: if more extensions are supported in the future this code probably
needs adjustments to correctly build a pNext chain.
2023-07-18 14:01:05 +02:00
niki 04de1ade9e vulkan: correctly deal with custom input attribs 2023-07-18 13:54:48 +02:00
niki 5254417c63 vulkan: remove unnecessary vkDeviceWaitIdle
Since we are only cleaning up objects that haven't been used in the
last 5000 frames, we do not need to wait to delete them.
2023-07-18 13:54:27 +02:00
niki 332b456131 vulkan: remove getDefaultTexture 2023-07-18 13:54:06 +02:00
niki 8b419522d7 vulkan: simplify code slightly 2023-07-18 13:53:25 +02:00
niki 37013267f7 vulkan: improve readability / maintainability 2023-07-18 13:52:26 +02:00
niki 284a385062 support more swapchain image formats 2023-07-18 13:52:13 +02:00
Sasha Szpakowski 90b22f7d42 Fix love.graphics.draw(TextBatch) accessing an invalid pointer.
Fixes #1922.
Fixes #1914.
2023-04-22 21:59:15 -03:00
Sasha Szpakowski 02427c3ddc metal: fix a crash on quit 2023-04-02 17:09:44 -03:00
Sasha Szpakowski 0b48dacb4e Remove convenience constructor functions for vertex and index buffers.
love.graphics.newVertexBuffer and newIndexBuffer don't do enough to justify their existence since love.graphics.newBuffer already covers all buffer creation functionality.

1-based indices in newIndexBuffer versus 0-based indices in newBuffer(..., {index=true}) was also confusing.
2023-03-26 20:46:24 -03:00
scurest ee90667846 graphics: fix typo in comment 2023-02-21 22:18:28 -06:00
scurest bdcef0bbc8 graphics: fix for anti-parallel line segments (#1894)
Handle the case when a line doubles back on itself, eg

  love.graphics.setLineJoin("bevel")
  love.graphics.line({
    180, 400,
    200, 400,
    100, 400
  })
2023-02-21 22:18:28 -06:00
Sasha Szpakowski 416abdbc59 love.graphics.copyBuffer: slightly more robust error handling. 2023-02-19 19:36:32 -04:00
Sasha Szpakowski c70b0a0b03 Add Buffer:clear, to reset all or part of a Buffer's contents to 0. 2023-02-19 19:36:03 -04:00
Sasha Szpakowski 11c92ece33 Merge pull request #1902 from nikeinikei/12.0-development
Improve vk render passes
2023-02-14 21:23:45 -04:00
niki 5eae82ab33 vulkan: fix gammacorrect in Graphics::clear 2023-02-15 01:22:38 +01:00
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