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
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@@ -6,7 +6,6 @@
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#include <sstream>
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using namespace std;
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using namespace wiECS;
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using namespace wiScene;
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@@ -562,7 +561,7 @@ void MeshWindow::Create(EditorComponent* editor)
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});
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AddWidget(&morphTargetSlider);
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Translate(XMFLOAT3((float)wiRenderer::GetDevice()->GetScreenWidth() - 1000, 80, 0));
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Translate(XMFLOAT3((float)editor->GetLogicalWidth() - 1000, 80, 0));
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SetVisible(false);
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SetEntity(INVALID_ENTITY);
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@@ -586,12 +585,12 @@ void MeshWindow::SetEntity(Entity entity)
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{
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const NameComponent& name = *scene.names.GetComponent(entity);
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stringstream ss("");
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ss << "Mesh name: " << name.name << endl;
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ss << "Vertex count: " << mesh->vertex_positions.size() << endl;
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ss << "Index count: " << mesh->indices.size() << endl;
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ss << "Subset count: " << mesh->subsets.size() << endl;
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ss << endl << "Vertex buffers: ";
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std::stringstream ss("");
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ss << "Mesh name: " << name.name << std::endl;
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ss << "Vertex count: " << mesh->vertex_positions.size() << std::endl;
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ss << "Index count: " << mesh->indices.size() << std::endl;
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ss << "Subset count: " << mesh->subsets.size() << std::endl;
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ss << std::endl << "Vertex buffers: ";
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if (mesh->vertexBuffer_POS.IsValid()) ss << "position; ";
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if (mesh->vertexBuffer_UV0.IsValid()) ss << "uvset_0; ";
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if (mesh->vertexBuffer_UV1.IsValid()) ss << "uvset_1; ";
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@@ -602,7 +601,7 @@ void MeshWindow::SetEntity(Entity entity)
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if (mesh->vertexBuffer_TAN.IsValid()) ss << "tangent; ";
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if (mesh->streamoutBuffer_POS.IsValid()) ss << "streamout_position; ";
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if (mesh->streamoutBuffer_TAN.IsValid()) ss << "streamout_tangents; ";
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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.";
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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.";
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meshInfoLabel.SetText(ss.str());
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terrainCheckBox.SetCheck(mesh->IsTerrain());
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