Commit Graph

4505 Commits

Author SHA1 Message Date
niki f4c38eb00a Revert "vulkan: use push constants for builtin uniforms"
This reverts commit 47e3fc85d2.
2022-09-15 15:55:47 +02:00
niki 47e3fc85d2 vulkan: use push constants for builtin uniforms
when available
2022-09-15 15:17:06 +02:00
niki d1da47dbf0 vulkan: implement screenshots 2022-09-14 17:31:53 +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 7866dde319 vulkan: use sdl to dynamically load vulkan 2022-09-14 13:31:09 +02:00
niki 82f079eebd vulkan: fix linux build 2022-09-13 17:39:12 +02:00
niki 46598480c4 vulkan: try fix github actions linux build 2022-09-13 14:34:11 +02:00
niki 6a2d1a9edd vulkan: use dynamic loading
If Vulkan ist not available on a system the program will still run,
and it will fallback to opengl.
2022-09-13 14:11:24 +02:00
niki fb44ddb546 vulkan: document change in changes.txt 2022-09-13 13:09:57 +02:00
niki faeca1c4bc vulkan: fix wrong image layout validation warnings 2022-09-12 13:46:03 +02:00
niki 6d9f855bf4 Merge remote-tracking branch 'origin/12.0-development' into vulkan 2022-09-11 17:49:43 +02:00
niki 76199688f6 vulkan: implement discard 2022-09-11 17:09:38 +02:00
niki fd951909c0 vulkan: add more optional extensions
VK_KHR_dedicated_allocation, VK_KHR_buffer_device_address,
and VK_EXT_memory_budget can get used by VMA.
VK_KHR_spirv_1_4 can get used by the Shader.

VK_KHR_spirv_1_4 depends on VK_KHR_shader_float_controls.
VK_KHR_dedicated_allocation depends on VK_KHR_get_memory_requirements2
2022-09-11 15:03:40 +02:00
niki ef80e11b4d vulkan: add support for uniform texture arrays 2022-09-11 13:02:38 +02:00
niki 294761713f vulkan: fix bug: incorrect uniform values 2022-09-11 04:20:45 +02:00
slime 9c46b75138 ImageData:encode now supports saving exr image files.
Also add support for loading uint exr image files, and fix a memory leak in the exr loading code.

Resolves #1813.
2022-09-10 23:17:42 -03:00
niki 1658c89f3d vulkan: add support for custom depth/stencil tex 2022-09-11 01:57:23 +02:00
niki 816e3f01a2 vulkan: correctly order gpu commands 2022-09-10 19:21:31 +02:00
niki a93d153792 vulkan: adjust code styling 2022-09-10 17:40:46 +02:00
niki 57207606c0 vulkan: implement Shader::getVertexAttributeIndex 2022-09-10 15:27:45 +02:00
niki 2010675bff vulkan: fix typo 2022-09-09 23:42:28 +02:00
niki 8807c3dd37 vulkan: fix case where msaa = 1 2022-09-09 23:14:44 +02:00
niki 9025631231 vulkan: modify descriptor set allocation
Setting the size of each descriptor pool to one
was a hack introduced to make the code work on android.
Changing the code to now allocate all descriptor sets at once
should fix the previous crash.
Not tested yet.
2022-09-09 12:02:30 +02:00
slime 9be43d671c https: windows: fix truncated body data returned from GET methods 2022-09-04 23:38:39 -03:00
slime bba1717130 metal: fix love.graphics.captureScreenshot 2022-09-02 10:53:52 -03:00
nikeinikei 502c1e83ab vulkan: more reserved usage flags of texture 2022-09-01 16:10:10 +02:00
nikeinikei adc02a4939 vulkan: optionally use VK_KHR_PUSH_DESCRIPTOR 2022-09-01 15:01:40 +02:00
niki 7185d7356f vulkan: fix enabling extensions 2022-08-31 19:50:03 +02:00
niki b28d2df6f8 vulkan: fix crash 2022-08-31 02:35:56 +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 e409770be1 vulkan: fix some validation warnings 2022-08-30 20:28:18 +02:00
niki ec5a3a50f9 vulkan: implement graphics readback 2022-08-30 17:11:59 +02:00
niki a69d4a38dd vulkan: optionally use extended dynamic state
This should cut down on the number of pipeline permutations
needed when this extension is available.
2022-08-30 03:20:33 +02:00
niki d123021e26 vulkan: fix canvas rendering (on android)
Before this patch, sometimes rendering a texture
on an android device would result in random things
appearing in the canvas, apart from the stuff
that has been drawn properly.
With these changes this does not seem to appear anymore.
2022-08-29 17:43:54 +02:00
niki 4047cc9d3a Merge remote-tracking branch 'origin/12.0-development' into vulkan 2022-08-28 03:43:08 +02:00
niki c5a2e47714 vulkan: implement multi canvas rendering 2022-08-28 03:35:06 +02:00
slime73 f1e09ab2e6 Merge pull request #1835 from Klonan/world-get-fixtures-in-area
Added World:getFixturesInArea()
2022-08-27 19:21:37 -03:00
niki 748f2676d5 vulkan: fix mip maps 2022-08-27 22:20:33 +02:00
niki 18221beb25 vulkan: fix canvas rendering on android 2022-08-27 20:58:17 +02:00
Klonan 7595bc7edb whitespace micro 2022-08-27 17:37:30 +02:00
niki 7a67983b3d vulkan: fix some crashes relating to memory mngmt 2022-08-27 17:37:02 +02:00
Klonan 4e81a31cd1 Code style (tabs) 2022-08-27 17:35:41 +02:00
Klonan 03939299db Added World:getFixturesInArea() 2022-08-27 17:16:51 +02:00
slime bded15ff2a Decoders failing to allocate their buffer will cause a Lua error instead of crashing. 2022-08-25 19:44:10 -03:00
slime db1bf4707c Workaround for built-in shaders on some ES2 devices which don't support highp in pixel shaders. 2022-08-25 19:25:01 -03:00
slime 96820749ad Potential optimization for built-in uniform access in shader code.
Assigning to and accessing extra shader variables can increase VGPR / wave-variant register usage in shaders, which is often a limiting factor for performance in non-trivial shaders. Accessing the uniforms directly should bypass that.
2022-08-25 18:17:31 -03:00
niki 77f75648e8 vulkan: default renderpass and framebuffers
Since these objects basically get used every frame
we shouldn't store them in a hashmap with potentially
worse performance.
Instead storing them in member variables should be better.
2022-08-25 18:15:18 +02:00
niki a577be8a6d vulkan: fix a few bugs in Shader 2022-08-23 01:38:47 +02:00
niki a08395e12d vulkan: implement msaa 2022-08-22 23:09:21 +02:00