Commit Graph

3759 Commits

Author SHA1 Message Date
Sasha Szpakowski f5cfaaf30d Merge pull request #2036 from bartbes/modernize-cmake
Modernize cmake builds
2024-03-30 10:02:05 -03:00
Sasha Szpakowski 4387935f16 Allow drawing a Mesh that has no VertexPosition attribute, if it has custom attributes. 2024-03-29 21:01:04 -03:00
Sasha Szpakowski 302da1b3af vulkan: potentially fix validation errors when creating a cubemap canvas. 2024-03-28 19:06:42 -03:00
Sasha Szpakowski b33afc4371 vulkan: love.graphics.clear fixes.
- Fix love.graphics.clear(color) when multiple canvases are active.
- Fix love.graphics.clear when an integer-format canvas is active.
2024-03-28 19:00:29 -03:00
Sasha Szpakowski d82922f774 vulkan: let the system handle device rotation for us.
We'd need to inject a whole bunch of code into user shaders (for example to rotate derivates) if we wanted to reliably handle it ourselves, which isn't viable.
2024-03-27 20:00:05 -03:00
Sasha Szpakowski 6dc2fdba35 SDL3: use synchronous window operations (for now). 2024-03-25 23:14:58 -03:00
Sasha Szpakowski 5ded7ed4d3 Add new (temporary) JoystickSDL3 file to build projects. 2024-03-25 21:01:05 -03:00
Sasha Szpakowski 8d360113f8 update code for some recent SDL3 renames 2024-03-25 20:55:28 -03:00
Sasha Szpakowski 2bdadf51d4 Merge branch 'main' into SDL3 2024-03-24 18:53:08 -03:00
Sasha Szpakowski 21b71d02b5 Add love.graphics.setCustomProjection.
The active projection matrix is reset when changing canvases, and when the window is resized if no canvas is active at the time.
2024-03-24 10:46:29 -03:00
Sasha Szpakowski 7bfbd647ba Make shader clip space consistent across APIs and projection matrices.
- All shaders are expected to output clip space values that are effectively y-up, with [-1, 1] z, in NDC.
- The transform to a backend's expected clip space values from the above range now happens after user vertex shader code is run, instead of inside a projection matrix.
- Projection matrices no longer need to be flipped when rendering to a canvas versus the main screen.

This means custom projection matrices might need to be altered to account for the more consistent range.
2024-03-23 22:00:02 -03:00
Sasha Szpakowski 698d305212 Remove love.graphics.setOrthoProjection and setPerspectiveProjection 2024-03-23 17:58:34 -03:00
Sasha Szpakowski 565eab4ae1 samplers use mediump instead of lowp by default in GLSL ES. 2024-03-23 09:50:48 -03:00
Sasha Szpakowski 1e657ea0bf metal: fix love_ScreenSize shader variable when rendering to a non-default mipmap level of a Canvas. 2024-03-22 23:15:09 -03:00
Sasha Szpakowski 9aaeabd6a5 vulkan: fix love_ScreenSize shader variable when a canvas is active. 2024-03-22 23:08:34 -03:00
Sasha Szpakowski 17cb64c45f vulkan: fix validation errors in love.graphics.getTextureFormats. 2024-03-21 21:43:45 -03:00
Sasha Szpakowski bbaa55f8b8 vulkan: fix validation errors in layout transitions for depth-only and stencil-only images. 2024-03-21 21:32:03 -03:00
Sasha Szpakowski 95796caa06 improve performance of love.graphics.draw's Lua binding code. 2024-03-20 18:36:59 -03:00
Miku AuahDark 9eacd483c6 Android: Fixed assets/game.love fusing not being recognized.
Fixes love2d/love-android#267.
2024-03-19 22:24:45 +08:00
Sasha Szpakowski 4d1865fe1a opengl: attempt to fix the Android workaround for r8 pixel format support. 2024-03-17 13:54:40 -03:00
Sasha Szpakowski 60911c5181 vulkan: remove some newly dead code 2024-03-17 00:01:10 -03:00
Sasha Szpakowski 48aefd91fa vulkan: captureScreenshot improvements.
- Don't create several persistent screen-sized images and buffers for screenshots, only create one temporary buffer during a frame that requests a screenshot.
- Attempt to handle more out-of-memory situations.
- Make sure the final screenshot is opaque.
- Swap R and B channels in the screenshot ImageData when the backbuffer is BGRA.
2024-03-16 23:51:40 -03:00
Sasha Szpakowski f3887361e5 Merge pull request #2037 from nikeinikei/main
vk: unify local uniform buffer
2024-03-13 18:33:56 -03:00
niki 07c5c44ea3 vulkan: simplify code with alignUp 2024-03-13 22:16:33 +01:00
Sasha Szpakowski f8859358c3 allow graphics debug output when OpenGL ES 3.2 is used. 2024-03-12 18:28:26 -03:00
Sasha Szpakowski 930053d81d opengl: ignore debug notifications when debug output is enabled. 2024-03-12 18:27:49 -03:00
Sasha Szpakowski 63aba28d18 metal: fix shader compilation when using void effect() with MRTs. 2024-03-11 19:14:25 -03:00
niki 295fb214d5 vulkan: remove unused constant and use correct sizes for mapping
the local uniform stream buffer
2024-03-11 13:47:43 +01:00
Sasha Szpakowski c91101d2e4 Fix texel buffer detection in shaders. 2024-03-10 21:24:10 -03:00
Sasha Szpakowski ec9fb6eb28 Improve Windows vulkan draw performance by reducing the size of a struct. 2024-03-10 14:33:29 -03:00
Sasha Szpakowski b12ecf49d8 Fix compile errors 2024-03-10 13:51:33 -03:00
Sasha Szpakowski 9e00ce0973 metal: fix uniform data corruption
The wrong buffer binding offset was being used in 2/3rds of frames.
2024-03-10 13:38:28 -03:00
Sasha Szpakowski 75fd2fa06e metal: add debug labels for internal buffers. 2024-03-10 13:08:04 -03:00
niki 54f27a8277 vulkan: unify local uniform buffer 2024-03-10 14:41:37 +01:00
Bart van Strien daff7ef11f Adjust OpenAL include paths to proper include paths
We add the subdirectory AL to the include paths, so our includes should be relative to that. Presumably it would previously work with the wrong paths because some other library would be there.
2024-03-10 14:41:28 +01:00
Sasha Szpakowski b6c47cd3ec vulkan: fix typo preventing storage textures in shaders from working. 2024-03-09 16:09:26 -04:00
Sasha Szpakowski b08f35d341 vulkan: only set cubemap compatibility for array textures with >= 6 layers. 2024-03-09 16:01:26 -04:00
Sasha Szpakowski 892411a737 don't error during newShader if a buffer is unused. 2024-03-09 13:22:39 -04:00
Sasha Szpakowski 10565e9967 vulkan: improve draw performance via Shader::cmdPushDescriptorSets. 2024-03-09 13:22:15 -04:00
Sasha Szpakowski be377601f7 vulkan: shader binding mapper works with arrays of resources 2024-03-09 13:07:23 -04:00
Sasha Szpakowski 51d5773b93 vulkan: optimize vertex buffer binding code 2024-03-09 00:15:13 -04:00
Sasha Szpakowski 52f33041a5 Fix Shader:send with storage buffers. 2024-03-08 17:52:48 -04:00
niki ca0264e906 vulkan: fix #2032
when using the low level vertexmain and pixelmain entry points
it can happen that there are no local uniforms used.
2024-03-08 13:42:05 +01:00
Sasha Szpakowski 8dae72b88e vulkan: fix shader:send(texture|buffer) not calling love.graphics.flushBatch. 2024-03-07 23:04:22 -04:00
Sasha Szpakowski c35b9cba4a vulkan: fix a potential error during draws. 2024-03-07 22:31:05 -04:00
Sasha Szpakowski 321143755f metal: clean up some shader resource binding code 2024-03-07 21:53:40 -04:00
Sasha Szpakowski ad42570cef Fix compile errors on Linux/Android 2024-03-07 21:37:21 -04:00
Sasha Szpakowski 2079f657e7 graphics: most uniform reflection is handled at a higher level instead of backend code.
Fixes boolean uniforms when Metal is used.
2024-03-07 21:24:11 -04:00
Sasha Szpakowski 3509e651fd Fix Texture:getWidth for texture views. 2024-03-06 14:23:18 -04:00
Sasha Szpakowski 32e777c156 vulkan: fix a crash. 2024-03-05 23:03:55 -04:00