Multi swapchain support (#257)

* multi swapchain draft

* uwp fix

* swapchain resize handling

* swapchain buffercount

* vsync toggle

* tests fix

* update

* everything removed from graphicsdevice regarding global screen params, engine refactor

* added GetSwapChainTexture() function to graphics device; screenshot() now requires swapChain

* linux fix: vulkan device needs window handle for instance creation

* refactor

* removed unused includes

* shader refactor and lensflare fix

* swapchain clearcolor and other refactors

* vulkan: no vector allocation in submit

* tests fix

* refactors

* lens flare canvas size fix

* gui refactor for canvas support

* refactors

* removed global canvas state

* msaa fix

* fixes

* refactor to minimize interface changes

* gui changes

* checkbox fix

* gui fixes

* fixes

* input system will accept window handle

* editor fixes

* refactor and removed resolution related system events

* small editor update

* refactor: renderpath inherits from canvas

* fixed tests duh

* image refactor

* image fix

* removed every using namespace std

* pushconstant fix

* editor: object picking only when necessary

* removed include

* dx12: copy fence waiting performed on CPU

* dx12 copyallocator update

* vulkan: copy allocator with timeline semaphores

* missing include

* dx12 copy allocator update

* refactor

* editor update

* vulkan copy allocator fix

* dx12 update

* vulkan, dx12 fixes

* version bump

* vsync event helper

* documentation update

* updated vulkan, dx12, dxc
This commit is contained in:
Turánszki János
2021-04-22 10:36:22 +01:00
committed by GitHub
parent 762e194a85
commit f1ced24f05
141 changed files with 75281 additions and 50418 deletions
+8 -9
View File
@@ -6,7 +6,6 @@
#include <sstream>
using namespace std;
using namespace wiECS;
using namespace wiScene;
@@ -562,7 +561,7 @@ void MeshWindow::Create(EditorComponent* editor)
});
AddWidget(&morphTargetSlider);
Translate(XMFLOAT3((float)wiRenderer::GetDevice()->GetScreenWidth() - 1000, 80, 0));
Translate(XMFLOAT3((float)editor->GetLogicalWidth() - 1000, 80, 0));
SetVisible(false);
SetEntity(INVALID_ENTITY);
@@ -586,12 +585,12 @@ void MeshWindow::SetEntity(Entity entity)
{
const NameComponent& name = *scene.names.GetComponent(entity);
stringstream ss("");
ss << "Mesh name: " << name.name << endl;
ss << "Vertex count: " << mesh->vertex_positions.size() << endl;
ss << "Index count: " << mesh->indices.size() << endl;
ss << "Subset count: " << mesh->subsets.size() << endl;
ss << endl << "Vertex buffers: ";
std::stringstream ss("");
ss << "Mesh name: " << name.name << std::endl;
ss << "Vertex count: " << mesh->vertex_positions.size() << std::endl;
ss << "Index count: " << mesh->indices.size() << std::endl;
ss << "Subset count: " << mesh->subsets.size() << std::endl;
ss << std::endl << "Vertex buffers: ";
if (mesh->vertexBuffer_POS.IsValid()) ss << "position; ";
if (mesh->vertexBuffer_UV0.IsValid()) ss << "uvset_0; ";
if (mesh->vertexBuffer_UV1.IsValid()) ss << "uvset_1; ";
@@ -602,7 +601,7 @@ void MeshWindow::SetEntity(Entity entity)
if (mesh->vertexBuffer_TAN.IsValid()) ss << "tangent; ";
if (mesh->streamoutBuffer_POS.IsValid()) ss << "streamout_position; ";
if (mesh->streamoutBuffer_TAN.IsValid()) ss << "streamout_tangents; ";
if (mesh->IsTerrain()) ss << endl << endl << "Terrain will use 4 blend materials and blend by vertex colors, the default one is always the subset material and uses RED vertex color channel mask, the other 3 are selectable below.";
if (mesh->IsTerrain()) ss << std::endl << std::endl << "Terrain will use 4 blend materials and blend by vertex colors, the default one is always the subset material and uses RED vertex color channel mask, the other 3 are selectable below.";
meshInfoLabel.SetText(ss.str());
terrainCheckBox.SetCheck(mesh->IsTerrain());