This extension is used to detect support for gl_InstanceID and gl_VertexID. However, in more recent
versions of OpenGL, this is built-in functionality. On my system, it does not list that extension,
even though it supports those features, but BGFX was not detecting that.
Updated detection to look for GL>=3.1.
Note 1: even with this change, you do need to compile BGFX with the appropriate
BGFX_CONFIG_RENDERER_OPENGL value (>=31). The default of 21 is not high enough.
Note 2: Even with all of the above, you will likely hit issues with duplicate '#version' lines in
the generated shader code. For that, see issue #xxxx.
fixes issue #2570
* Weird fix for frame rate doubling after second created window.
* Don't double buffer with vsync in metal to prevent 2x fps instead.
* Setting number of back buffers in metal if available.
* Better function call syntax.
* Matching maxFrameLatency to maximumDrawableCount in Metal backend.
* Use already injected RenderDoc dll, or load it from default location
- on Windows, if the process was launched from RenderDoc and the dll is already injected, use it
- otherwise try to load the dll from the default installation path in Program Files
- doesn't need the dll to be copied next to the exe or in the system PATH, which is not the supported way to do it according to BaldurK - see https://github.com/baldurk/renderdoc/issues/2279#issuecomment-844588691
* Restore previous implementation of findModule
* Address PR feedback
Co-authored-by: Nathan Reed <nareed@adobe.com>
Adds support on tools.mk for the msys2 environment. The OS is still
considered windows but the command line tools for mkdir and rmdir
behave as if on linux.
The variable SHADER_TMP on the makefiles also had to be quoted to make
it work on msys2.
This echo command on the makefile behaves differently between linux and gnuwin32:
```
-@echo extern const uint8_t* $(basename $(<))_pssl;>> $(@)
```
On linux the semicolon immediately ends the echo command and its output is never piped to the embedded shader's header.
If you try to fix it by quoting the string:
```
-@echo "extern const uint8_t* $(basename $(<))_pssl;" >> $(@)
```
It will work on linux but not on gnuwin32 because the quotes will appear on the outputted string.
The solution was to use printf which works consistently between the two.
Also on gnuwin32 the outputted string has 'CRLF' line endings, which clashes with the rest of the 'LF' line endings
of the embedded shaders header which were produced by shaderc.
The solution was to remove the 'CR' from the outputted string by using the tr command.
In non-embedded shaders there is a separation between essl binaries (examples/runtime/shaders/essl)
and glsl binaries (examples/runtime/shaders/glsl). On embedded shaders there is no such separation
and by default essl shaders are being used by the OpenGL runtime. This usually doesn't cause any
issues but in the case of the debugdraw shaders, that started using uvec4, this now leads to a
runtime error. This patch fixes this by splitting the embedded shaders into essl and glsl.
As asked, this is the first part of the change.
To be able to compile the 'examples/common/debugdraw' shaders, pull
request #2362 is needed.
* fix mip level computation for asmjs and add support for srgb textures in es2/webgl
* fix BX_TRACE in glcontext_html5.cpp
* fix wrong logic in texture validation
Co-authored-by: Sebastian Marketsmueller <sebastianm@hq.unity3d.com>
Co-authored-by: Vladimir Vukicevic <vladimir@pobox.com>
* Cleanup
* Request host-cached memory for readback
* Request device-visible memory for the uniform buffer
* Use more fine-grained image memory barrier stages
* Don't rebind vertex and index buffers if not necessary
* Timer queries
* Don't transition images during a renderpass
* Cache descriptor sets
* Trigger RenderDoc capture if requested
* Fix invalid command buffer after surface recreation
* Perform clear and blit before compute
* Use init.debug to enable validation layers
...instead of always enabling them in debug config
* Only resolve framebuffer once
* Report number of primitives without index buffer
* Minimize state changes
* Occlusion queries
* Transition swapchain image from undefined layout
* Make sure we have a combined graphics and compute queue family
Existing code already makes that assumption, otherwise we'd need different command queues and explicit resource queue transitions. The spec also guarantees that a device with such a queue family should exist.
* Release cached image views on texture destruction
* Fix stencil-only clear
* Fix non-zero integer format clear
* Annotate all optional functions with their extensions
* Support for BGFX_SAMPLER_SAMPLE_STENCIL
* Remove unused extension functions
* Support for BGFX_SAMPLER_BORDER_COLOR
* Undo descriptor set cache
Try this again in another PR... the hashing doesn't quite work with some bind combinations, and the cache needs a better eviction strategy
* Don't start renderpass for empty draw calls
* Advertize graphics debugger, if present
ie. RenderDoc
* Cleanup
* Only enable required features and extensions
* Don't spam warning about swapchain format fallback
* Cleanup
* Cleanup
* Request host-cached memory for readback
* Request device-visible memory for the uniform buffer
* Use more fine-grained image memory barrier stages
* Don't rebind vertex and index buffers if not necessary
* Timer queries
* Don't transition images during a renderpass
* Cache descriptor sets
* Trigger RenderDoc capture if requested
* Fix invalid command buffer after surface recreation
* Perform clear and blit before compute
* Use init.debug to enable validation layers
...instead of always enabling them in debug config
* Only resolve framebuffer once
* Report number of primitives without index buffer
* Minimize state changes
* Occlusion queries
* Transition swapchain image from undefined layout
* Make sure we have a combined graphics and compute queue family
Existing code already makes that assumption, otherwise we'd need different command queues and explicit resource queue transitions. The spec also guarantees that a device with such a queue family should exist.
* Release cached image views on texture destruction
* Fix stencil-only clear
* Fix non-zero integer format clear
* Annotate all optional functions with their extensions
* Support for BGFX_SAMPLER_SAMPLE_STENCIL
* Remove unused extension functions
* Support for BGFX_SAMPLER_BORDER_COLOR
* Undo descriptor set cache
Try this again in another PR... the hashing doesn't quite work with some bind combinations, and the cache needs a better eviction strategy
* Don't start renderpass for empty draw calls
* Advertize graphics debugger, if present
ie. RenderDoc
* Cleanup
* Only enable required features and extensions
* Don't spam warning about swapchain format fallback
* Cleanup
* Use correct aspect masks for stencil-only textures
* Make vkEnumerateInstanceVersion optional
This makes init not abort on Vulkan 1.0
* Move swapchain into FrameBufferVK
* Remove duplicate render pass creation code
* Manually resolve MSAA backbuffer
not guaranteed to be supported, but reduces resolve operations from 2 * (num views using backbuffer) to 1
* Support for multiple windows (BGFX_CAPS_SWAP_CHAIN)
* Capture support (BGFX_RESET_CAPTURE)
* Display present timings
* Recreate surface if native window handle changed
* Delayed swapchain deletion on resize
no more vkDeviceWaitIdle
* Recreate surface if BGFX_RESET_HIDPI is toggled
* Don't recreate swapchain if only the MSAA sample count changed
* Some extra caps checks
* Configurable backbuffer depth format
* Configurable backbuffer color format
* WebGPU: Add texture format (shaderc bin version 10)
* WebGPU: Simplify storage images + Fix format decorations
* Shaderc: Cleanup Texture name assumption in textures