- Jun 30, 2023
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Kacper Michajłow authored
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- Mar 28, 2023
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Niklas Haas authored
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- Oct 16, 2021
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Niklas Haas authored
Applies the new style introduced in the previous commit throughout the codebase of libplacebo, excluding some tricky/unimportant files (like gpu_tests.h) Special care needed to be taken in exactly one case, where pl_vulkan_params gained its implicit default fields in the new implementation and therefore async_transfer had to be disabled explicitly (rather than implicitly).
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- Jul 19, 2021
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Niklas Haas authored
This prevents "flashing" due to delayed colorspace information on startup. Also do the usual params struct shenanigans to make this API less annoying.
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- Jul 16, 2021
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Hendrik Leppkes authored
clock_gettime is not available on Windows, instead query the high-performance counters.
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- May 12, 2021
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Niklas Haas authored
Rather than the rendering framerate. Otherwise it behaves quite funnily when e.g. resizing the window or stuff like that.
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- Apr 21, 2021
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Over the past few years, the use case of `pl_context` has increasingly shrinked, finally dwindling to "nothing other than logging" with the introduction of thread safety (and thus the loss of the "thread safety guard") As such, this being called `pl_context` is really unnecessarily confusing. It's just a glorified logging subsystem. Rename it, and make it optional in the process. Also introduce a typedef to make the new name shorter, as part of a new convention that I will be switching to moving forwards. This technically breaks the auto-cleanup behaviour of `pl_shader` and `pl_filter` but I really don't think those were all that useful or justified, and I don't think anybody relied on it.
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- Apr 06, 2021
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Niklas Haas authored
No reason for this confusing `demo_context()` anyway, just pick a suitable verbosity level for each demo. In particular, `plplay` was way too spammy.
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- Mar 17, 2021
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Niklas Haas authored
Major refactor of the demos/ directory, accomplishing a number of goals: 1. Allowing easy switching between OpenGL and Vulkan variants. 2. Supporting both GLFW and SDL2, chosen at compile time. The window management itself was made entirely modular for this purpose. 3. Refactor all of the demo programs atop these new abstractions. 4. Building them correctly and automatically (via meson). I also plan on factoring out the nuklear code to its own helper, but I avoided making that part of the same commit to prevent it from blowing up any further.
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- Mar 03, 2021
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Niklas Haas authored
This simplifies the demos to focus on their specific logic rather than the window creation boilerplate, and also allows me to expand the amount of demos without needing to re-duplicate this logic over and over again.
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