* Support both X11 and Wayland in the same build.
- Works for both Vulkan and OpenGL.
- Remove --with-wayland from genie options.
- Vulkan loads all three extensions for surface creation instead of only one.
- Add width and height parameter to GlContext::createSwapChain(), which is needed for EGL to create
a SwapChain with the given window size.
- Dirty-fix the example-22-windows to recreate the FrameBuffer by first destroying and then
recreating to make sure the window is released of its swapchain.
- Fix dbgText glitch in example-22-windows.
- Remove old X11-related dependencies for GLFW3.
* Formatting.
* Fix error in dynamic version of D bindings
Dazed and confused but trying to continue
* Fix dispatch_indirect still using uint16_t in bgfx.idl
* D bindings: Mark enum conv. functions `nothrow @nogc pure @safe`
* D bindings: Fix a casing error
* Fix error in dynamic version of D bindings
Dazed and confused but trying to continue
* Fix dispatch_indirect still using uint16_t in bgfx.idl
* D bindings: Mark enum conv. functions `nothrow @nogc pure @safe`
* Reformatted comments; fixed a couple of oversights
* D bindings: deterministic sub-struct order
* Added missing default to IDL
* Fixed sub-struct linkage; regenerate D binds
* Culled D bindings for header-only C++ functions
* Added missing default to bgfx.idl
* cppinline now supported by all auto-gen bindings
The pattern "func.cppinline and not func.conly" is to make sure that C bindings for `bgfx_vertex_layout_has` are still generated.
* Fix mangling issue; use updated BindBC-Common API
* Add missing default to setTransform in IDL
* Fix erroneous generation of `uc_int64`
Non-deterministic ordering of hash-maps were the culprit all along!
* Add missing default to overrideInternal IDL & re-generate
* Reformatted comments; fixed a couple of oversights
* D bindings: deterministic sub-struct order
* Added missing default to IDL
* Fixed sub-struct linkage; regenerate D binds
* Culled D bindings for header-only C++ functions
* Added missing default to bgfx.idl
* cppinline now supported by all auto-gen bindings
The pattern "func.cppinline and not func.conly" is to make sure that C bindings for `bgfx_vertex_layout_has` are still generated.
* Fix mangling issue; use updated BindBC-Common API
* Add linker options to add SONAME to the linked target so Android apps can dynamically resolve the library location from known locations (as opposed to a hard coded location often residing on the host cross compiling filesystem.
linked issue is,
https://github.com/bkaradzic/bgfx/pull/2176
* Kepp orginal code for linkoptions in the previous configuration block and add the additional linker flags for each Debug/Release configuration.
* Add comma character to EOL to match orginal code.
* Reformatted comments; fixed a couple of oversights
* D bindings: deterministic sub-struct order
* Added missing default to IDL
* Fixed sub-struct linkage; regenerate D binds
* Culled D bindings for header-only C++ functions
* Added missing default to bgfx.idl
* cppinline now supported by all auto-gen bindings
The pattern "func.cppinline and not func.conly" is to make sure that C bindings for `bgfx_vertex_layout_has` are still generated.
* Reformatted comments; fixed a couple of oversights
* D bindings: deterministic sub-struct order
* Added missing default to IDL
* Fixed sub-struct linkage; regenerate D binds
* Added shaderc default defines to docs
* Update tools.rst
* Update tools.rst
* WIP new D bindings
* New bindings "nearly done"
* More unfinished changes
* Nearly done; ctors still don't work
* Bindings auto-generation is done
* New auto-generated D bindings
* Reduced D bindings file count back to 2
---------
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
* shaderc HLSL profile switch fix
* shader makefiles changed to match new hlsl profile switches
Co-authored-by: Ali Seyedof <ali.seyedof@xyzreality.com>
* Add support for remaining unsupported ASTC formats
Add new ASTC formats into pixelformats example and ninja scripts
Rebuild ASTC textures
* Update idl and generate
Move comma in pixelformats
Co-authored-by: Raziel Alphadios <raziely@gmail.com>
* Android: Add local copy of native_app_glue, patched to compile as C++.
* Android: List android-x86_64 configuration in makefile
* Android: Build shared-lib and examples by default
* Docs: Update Android build prerequisites
* CI: Add Android builds
* CI: **DO NOT MERGE** pick bx/PR with android support update
This fixes the following warnings with clang based toolchain
warning: unknown warning option '-Wno-logical-op'; did you mean '-Wno-long-long'? [-Wunknown-warning-option]
warning: unknown warning option '-Wno-maybe-uninitialized'; did you mean '-Wno-uninitialized'? [-Wunknown-warning-option]
* Add 'frameNumber' to Frame struct
Previously, the frame number returned from bgfx::frame() was tracked separately in the Context. Now,
we store that information in the Frame. This will allow us to attach the frame number to ViewStats.
* Add frame number to ViewStats
When ViewStats are enabled, we tag each timer query with the current frame number, then include
that information in the final results. In this way, clients can correlate specific work that they
submitted to specific GPU timing information.
NOTE: Some backends not implemented, yet. They will always have 0 for frame number.
The ones which are implemented are:
* OpenGL
* Vulkan
* D3D 9,11,12
* Noop