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- Jul 09, 2023
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Niklas Haas authored
After a long deliberation period, I settled on this design to improve both the workflow of writing shaders, as well as runtime performance of shader generation. To integrate our own #pragma GLSL into the compilation, we need to preprocess C sources using a python script, with a horrible hand-written regex-based parser. Should mostly work. Hopefully.
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- Apr 25, 2023
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Niklas Haas authored
Used by clangd. I could enable this locally, but other users might also benefit from this down the line, so might as well add it globally.
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- Feb 13, 2023
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Niklas Haas authored
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- Apr 04, 2021
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Niklas Haas authored
If nothing else, to prevent `ripgrep` from going into that dir.
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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
Mostly a shitty proof concept, but it runs. I plan on expanding this demo in the future, but for now it works as a sufficient stand-alone example, so I want to get it merged.
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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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- Nov 18, 2020
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Niklas Haas authored
As the comments at the top say, this is extremely shitty and rushed. Proper path for refactors: - Split up into separate files, modularize the GL/VK components and load the correct one at runtime. - Split up rendering onto a separate rendering thread, make it take into account timing etc. properly. - Move it into its own directory structure and give it a meson.build. Once this is done, we could use this as a test-bed for testing e.g. interpolation, and finally get that patchset moving along.
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- Feb 06, 2019
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Niklas Haas authored
Similar to the SDL2 demo, except it doesn't actually do anything useful yet. Contains all of the boilerplate for setting up a GLFW window for use with libplacebo, though.
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- Oct 27, 2018
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Niklas Haas authored
Clean up some of the old/redundant size calculations, move the actual work out to its own function, and more importantly also throw in some dithering. This should provide a more realistic scenario, since debanding without dithering is pretty pointless. Also add a gitignore and explain how to compile the thing.
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- Oct 26, 2018
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Niklas Haas authored
This outlines multiple possible API styles from "simple and naive" all the way to a complicated zero-copy asynchronous streaming API design. Maybe in the future we could present a small benchmark to demonstrate the improvements in throughput that are obtained from API #2? For now, just put the code out there to serve as documentation. Completely untested. It compiles, but that's about it. I'll probably expand this sample to an actually working proof of concept state soon-ish.
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- Jan 27, 2018
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James Ross-Gowan authored
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- Jan 18, 2018
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Niklas Haas authored
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- Oct 25, 2017
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Niklas Haas authored
It's common to have e.g. build.foo or build.clang
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- Oct 07, 2017
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Niklas Haas authored
Code shamelessly stolen from mpv, except without all the awful parts. (Just kidding, I still love mpv)
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