Backend support implemented in GL, Metal and D3D12.
Support for unorm values in the GL backend requires a
utility function to indicate if the format's components
are normalized.
Note that unorm_r8 is only supported on more recent MacOS SDKs (10.13),
so it's omitted for now.
Making all textures represented by pointers is a problem for Vulkan
where VkImage is a 64bit type and wouldn't fit in a pointer on 32bit
builds. Make texture contain on of each useful type so that each backend
can choose which one it wants to receive.
There was a lot of missing around with viewports and flip the Y
coordinate in vertex shaders before. Turns out things are simpler than
we thought: *all* APIs have gl_Position(-1, -1) map to texel (0, 0). It
is just the present coordinate system that changes.
Remove some of the hacks we had to work around non-existent viewport
issues and fix tests.
Previously we would modify the GL state as soon as we saw
SetIndex/VertexBuffers. This GL state is owned by the VAOs in the
InputState and was disappearing on a Pipeline change. Fix this by
applying the index / vertex buffers lazily.
This was because the clip space of OpenGL has an inverted Y compared to
other APIs. This commit:
- Updates SPIRV-Cross to the latest version
- Uses the new vertex.flip_vert_y option in ShaderModuleGL
- Enables tests that are now passing in GL.
Explicitly configure swap chain usage in bindings and examples
Fix missing case in switch
Make swap chain Present usage implicit
Author: Austin Eng <enga@google.com>
* clang/gcc: enable -pedantic warnings
* suppress a GCC-specific warning in stb_image
* And some clang-specific warnings
* -Wconversion (clang) -Wold-style-cast (clang+gcc)
and fix a few warnings that show up with these (and a few more with
-Wconversion on gcc, even though that's not enabled by default)
* bunch more warnings
* fixes
* remove merge error
Adds the swap chain interfaces to the API without changing the behavior
of anything else. This includes the C APIs for applications to provide
swap chain implementations. Also adds stub implementations on every
backend.
Probably not the most efficient implementation, but works.
Issues:
* Doesn't seem to render until the second frame. No clue why, yet.
* Hardcoded 640x480 in more places.
* Creates new FBOs for every subpass every frame. Should be done at Framebuffer build or CommandBuffer build time.