Commit Graph

2756 Commits

Author SHA1 Message Date
Pablo Escobar
77cd6482e7 Allow macro expansion for sampler registers with HLSL 4 and below 2020-03-22 20:51:37 +00:00
Бранимир Караџић
8e18824460 Cleanup. 2020-03-22 13:51:09 -07:00
Pablo Escobar
c9fcca6327 Vulkan: use correct vertex layout for calculating vertex count 2020-03-22 20:47:35 +00:00
Бранимир Караџић
126a3fa6da Fixed issue #2072. 2020-03-21 20:42:10 -07:00
Бранимир Караџић
387ac7fc25 Cleanup. 2020-03-18 21:39:48 -07:00
Бранимир Караџић
7f8471e168 Fixed aligned delete. 2020-03-18 18:34:05 -07:00
Cedric Guillemet
dbb83d2525 PR feedback 2020-03-18 02:14:20 +00:00
Cedric Guillemet
0881d98bd2 Discard flags for submit call 2020-03-18 02:14:20 +00:00
Бранимир Караџић
4d50e90dd2 Removed support for SteamLink (discontinued 11/2018). 2020-03-11 21:49:11 -07:00
Tobias Boogh
9f37296761 Added X86 to platform to allow metal support on iOS Simulator 2020-03-09 16:53:33 +00:00
Бранимир Караџић
aea0759457 Cleanup. 2020-03-04 08:55:03 -08:00
Robin Allen
2f58755f6d Keep debug text colours the same with sRGB backbuffer on/off 2020-03-04 16:35:08 +00:00
Бранимир Караџић
e5b1e7a645 Cleanup. 2020-03-03 19:25:11 -08:00
Robin Allen
64c21b3f32 Create sRGB textures if the texture file specifies sRGB 2020-03-04 03:23:25 +00:00
Nick Waanders
9fffde72cf Update renderer_mtl.mm
TARGET_OS_MACCATALYST is defined, but it is set to 0. Therefore the 'defined' check is not correct.
2020-03-04 03:22:51 +00:00
Бранимир Караџић
29dc60b068 Revert "Fix RGBA4 and RGB5A1 format & internalFormat"
This reverts commit 5b9b75abb2.
2020-03-02 22:09:05 -08:00
Бранимир Караџић
09de2467d5 Revert "Fix RGBA4 and RGB5_A1 type. GL_UNSIGNED_SHORT_4_4_4_4_REV and GL_UNSIGNED_SHORT_1_5_5_5_REV do not exist in GLES, only in desktop OpenGL, but the non _REV verrsion is present in both"
This reverts commit c56d843565.
2020-03-02 22:09:00 -08:00
Jukka Jylänki
c56d843565 Fix RGBA4 and RGB5_A1 type. GL_UNSIGNED_SHORT_4_4_4_4_REV and GL_UNSIGNED_SHORT_1_5_5_5_REV do not exist in GLES, only in desktop OpenGL, but the non _REV verrsion is present in both 2020-03-03 06:04:45 +00:00
Jukka Jylänki
5b9b75abb2 Fix RGBA4 and RGB5A1 format & internalFormat 2020-03-03 04:08:27 +00:00
Jukka Jylänki
e1b3fe6d75 Fix OpenGL ES depth&stencil format querying. 2020-03-02 16:55:39 +00:00
Jukka Jylänki
d539f3425f Avoid querying GL_MAX_ARRAY_TEXTURE_LAYERS and GL_MAX_LABEL_LENGTH if it is known at compile time that the GL context is not new enough to have them. 2020-03-02 16:54:25 +00:00
Minmin Gong
68e27b6655 Fix a couple framebuffer related bugs in D3D renderer
1. A crash in D3D11 renderer when create a texture with flag BGFX_TEXTURE_RT_WRITE_ONLY then override it, bcause m_srv is NULL.
2. In headless mode, RendererContextD3D12::m_swapChain is NULL, clear it resulting a D3D12 debug error
2020-02-27 04:59:35 +00:00
Minmin Gong
ca509c136d Store the command queue into device in D3D12 renderer 2020-02-27 04:58:27 +00:00
Sandy Carter
d7e3f03780 shaderc_glsl: Fix error when mixing SamplerArray and flat keyword
Use of the `flat` keyword will have `glslopt_optimize` run with glsl
version 130. In this mode, it will change calls of `texture2DArray` to
the more general `textureArray`. However, this call results in an error
when reading the compiled shader:

```
bgfx/src/renderer_gl.cpp:5904: BGFX Failed to compile shader.
0: 0(45) : error C1503: undefined variable "textureArray"
```
Defining this call to be `texture` avoids this error.
2020-02-20 16:05:00 +00:00
Minmin Gong
de4e62692d Don't clear RTVs/DSVs after creating them 2020-02-20 05:00:04 +00:00
Minmin Gong
141aae44cd Fix the sRGB support in D3D12 renderer 2020-02-20 04:59:03 +00:00
Minmin Gong
ccdd6676ca Implement the overrideInternal in D3D12 renderer 2020-02-13 07:11:47 +00:00
Attila Kocsis
6f168f0ca2 Metal: Fixed msaa capture 2020-02-11 03:20:53 +00:00
Justin Murray
248c7a88df Modified CreateShaderResourceView() calls to use descriptiors from prior SRVs to handle cases where SRV format cannot be directly deduced from texture format. This happens when using D3D11's typeless texture formats, which can be introduced into a BGFX app using overrideInternal. 2020-02-11 03:19:58 +00:00
Elviss Strazdins
ff6aa27cae Fix MSAA sample count for Metal 2020-02-10 16:17:56 +00:00
Бранимир Караџић
17db2f79e0 Revert "d3d9: Set RGBA4 to unknown"
This reverts commit c776c2eaaa.
2020-02-08 09:29:14 -08:00
Sandy Carter
c776c2eaaa d3d9: Set RGBA4 to unknown
Color ordering of RGBA4 is wrong and there are no A4B4G4A4 format or swizzling
options.
2020-02-08 09:21:12 -08:00
Sandy Carter
dba8b8efef vulkan: Add swizzle definition to formats
Fix color ordering of RGBA4
2020-02-08 09:21:12 -08:00
Sandy Carter
77fdc487ab opengl: Fix color ordering of RGBA4 2020-02-08 09:21:12 -08:00
attilaz
cb4543cc67 Metal: Fixed compressed texture update
I have tested 08-update on iOS and Mac.
2020-02-07 07:23:17 -08:00
Attila Kocsis
8a3786c59c Added desciption labels to 08-update
Added row of cubes whose compressed texture is created with empty content then updated using bgx::updateTexture2D.

Fixed default srcPitch in d3d11 renderer for compressed textures.
2020-02-07 07:23:17 -08:00
Бранимир Караџић
db961eacd2 Revert "Move more Mac UI-thread-only calls to main thread"
This reverts commit 9302fa6fe4.
2020-02-06 19:12:35 -08:00
Vladimir Vukicevic
9302fa6fe4 Move more Mac UI-thread-only calls to main thread 2020-02-05 19:25:24 -08:00
stolk
e7b8606146 Properly size the set, so that no overrun happens. 2020-02-04 18:24:59 -08:00
Бранимир Караџић
3002159da9 Fixed state tracking. 2020-02-04 09:51:21 -08:00
Sandy Carter
5924652151 rebind instance data buffer if index offset changes
Fix case of drawing different offsets of indices of same vertex buffer
using same instance data.

This can happen in the case of conditionally drawing subsets of vertex
buffer stored in different offsets of the same index buffer while re-using
non-transient instance buffers.
2020-02-04 07:38:36 -08:00
Sandy Carter
a38e873f8a rebind instance data buffer if index buffer changes
Fix case of drawing different indices of same vertex buffer using same
instance data.

This can happen in the case of conditionally drawing subsets of vertex
buffer stored in different index buffers while re-using non-transient
instance buffers.
2020-02-01 09:18:51 -08:00
Abraham Stolk
bb07e99907 Fix clear range. 2020-01-30 12:18:28 -08:00
Abraham Stolk
2efeada1c0 This fixes a buffer overflow in an array of write descriptor sets. 2020-01-30 12:18:28 -08:00
Алексей Тулинов
ac9c330100 Fixes #2000. Restored old behavior of handling shaders with "#version 430" in them. 2020-01-29 19:23:31 -08:00
James Fulop
b9ab564c47 cleanup: fix redundancy in error message 2020-01-24 21:27:46 -08:00
JW
97bafaa7b8 Check for GLX vblank extensions more properly.
Previously, the code checked for an extension by checking if the pointer returned from
glXGetProcAddress was NULL or not.

But in truth, you can get a non-NULL pointer even if that extension is not supported.
Now, we parse the glXQueryExtensionsString() results.

GLFW code that does similar checks, for reference: 51bb76c7c3/src/glx_context.c (L208)

fixes #1367
2020-01-24 21:26:56 -08:00
Бранимир Караџић
6a1287e43d Cleanup. 2020-01-23 09:10:05 -08:00
Attila Kocsis
ecc8f791f2 always calling UI API on main thread 2020-01-22 19:55:13 -08:00
Бранимир Караџић
b14f9dc280 Cleanup. 2020-01-21 20:08:48 -08:00