* 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
* Add indirect draw with indirect count (BGFX_CAPS_DRAW_INDIRECT_COUNT)
* Update bindings
* VK: Add support for BGFX_CAPS_DRAW_INDIRECT_COUNT
* D3D12: Add support for BGFX_CAPS_DRAW_INDIRECT_COUNT
* GL: Add support for BGFX_CAPS_DRAW_INDIRECT_COUNT
* 48-drawindirect: Use BGFX_CAPS_DRAW_INDIRECT_COUNT if available
* 48-drawindirect: Update shaders
* First commit - tested with dx11 on windows
* Minor changes & adding some comments.
* Update hextile.cpp
* update some bin files
* rename texture
* minor comment update
* Added support to configure tile rate as well as tile rotation strength, update bin files & screenshot
* use texture from polyhaven, updated screenshot, updated bin files & minor changes to shader.
* missed pushing texture
* update license
* Update hextile.cpp
* Fix regular tiling
* use ktx with mipmaps
* minor change to ensure that regular tiling & hextile matches with default tile rate.
* minor c
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>
* Added example 48-multidrawindirect
* Added example 48-multidrawindirect
* enable shader.mk to build directories that only have compute shaders
* compiled shaders for example 48
* MultidrawIndirect example renamed to DrawIndirect, sets draw mtx in compute
* update 48-drawindirect shaders
* fix typos
* fixed bgfx::setPlatformData change for example48
* fix docs
* added name to cs_drawindirect.sc
* style updates for example 44
* add slider to example 48-drawindirect