- Sep 03, 2023
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Kacper Michajłow authored
To include less and not define min/max macros.
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- Aug 08, 2023
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Niklas Haas authored
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- Aug 01, 2023
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Kacper Michajłow authored
Got broken during code move from plplay.c to windows.c. Since waitable timers, doesn't seems to care about per process timeBeginPeriod, as long as global timer resolution is set, I didn't notice missing call during testing.
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- Jul 30, 2023
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Kacper Michajłow authored
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- Jun 30, 2023
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- Feb 26, 2023
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Kacper Michajłow authored
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Kacper Michajłow authored
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- Feb 25, 2023
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Kacper Michajłow authored
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- Sep 24, 2021
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Emmanuel Gil Peyrot authored
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- Jul 19, 2021
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Niklas Haas authored
Turns out this is incredibly useful when testing kmsdrm stuff...
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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 02, 2021
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James Ross-Gowan authored
Add a pl_gpu implementation that uses Direct3D 11. This uses SPIRV-Cross to translate shaders from GLSL to HLSL. In its current state, plplay works and the test suite passes with feature level 10_0 and up. (9_x is unlikely to ever pass due to runtime-enforced shader complexity limits.) Missing features include emulated texture formats, cached_program, `pl_gpu_limits.thread_safe`, and HDR/high bit depth support in pl_swapchain, though these shouldn't be too hard to implement. This also updates the GLFW demos to be able to use Direct3D 11 through GLFW_NO_API. Closes #18
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- Apr 30, 2021
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Niklas Haas authored
When compiling with vulkan linking disabled, we define `vulkan_headers` as a dependency object that only includes vulkan.h, rather than linking against libvulkan, and use this for the main libplacebo library. This allows libplacebo itself to avoid linking against libplacebo altogether when this option is enabled, as was clearly the intent. The test framework and demos still use the regular, linked libvulkan. Supporting this, make sure we compile with VK_NO_PROTOTYPES in this case, and also fix a bug where we accidentally still directly called the linked vkCmdCopyImage, and another bug where we forgot to forward `get_proc_addr` to `pl_vulkan_choose_device`. Finally, scan for the presence of `vulkan.h` itself and use that as a fallback for `vulkan_headers`.
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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
Instead of compiling all variants of all demos, load the best backend at runtime. Also split off the nuklear implementation into a separate library to avoid excessively recompiling it, something that should have been done ages ago. This is technically a functionality downgrade, since it doesn't allow users to choose which backend to use (Vulkan or OpenGL), instead always picking the "best" backend. But that's mostly interesting for developers, not users, I think. I'll probably implement some mechanism for making that selection at runtime, when I actually need it. As an aside, I also renamed 'image' to 'sdlimage' since I think the name fits better - the only reason I didn't in the past was to avoid confusion with the suffix.
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