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Cross-platform Real-Time Rendering Library
the command and output is as below, I am running it on an ubuntu 14.04 machine. $ ./xtool setup Setting up the build environment... - git submodule init / update......
Only need objects created when mapping, otherwise can be deferred until first use on the queue thread. Thinking: - context has a single platform context for resource stuff (this is...
AppVeyor hangs after a build, making me think it's not running bazel in batch mode. Travis was not building with swiftshader as defined in its bazelrc, which is also weird.
Meta bug for tracking initial Android bring-up: * [x] `xtool setup` of Android SDK/NDK * [ ] Travis CI setup of Android SDK/NDK * [x] target_platform configuration for crosstool/cpu combinations...
Currently playing with fire by reusing the same buffers for drawing. Need to write a gfx::RingBuffer to reuse that does the right things here, as well as add QueueFence queries...
Find minimal shader module definition (exported functions, push constant ranges, binding slots, etc) and add to shader_tool output. To allow the compile-time headers without requiring the use of embedded shaders...
Currently the ES3Shader push constant reflection code and the ES3RenderPassCommandEncoder::UpdatePushConstants code don't handle most supported types (like anything integer/ivec/etc).
Using the material design icon font is probably the easiest thing to do with imgui. Icon font here: https://github.com/google/material-design-icons/tree/master/iconfont Example code to generate headers with defines: https://github.com/juliettef/IconFontCppHeaders/blob/master/IconsMaterialDesign.h
Add a skylark rule that accepts .java files and spits out a header per file; or one single header (to avoid outs mess). @local_jdk should have javah, but there may...