GRAPHICS_API switch for Win32/Android/Linux#826
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* nightly github action * syntax error * more * msbuild * wget babylon.max.js
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@bghgary @darraghjburke Regarding D3D12/D3D11 shader compilation. I've put everything in 1 file and just added an |
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| ShaderCompilerTraversers::IdGenerator ids{}; | ||
| auto cutScope = ShaderCompilerTraversers::ChangeUniformTypes(program, ids); |
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uniform bloc is the same for the VS and FS. FS uniforms definition start with an offset in that buffer. For D3D12, this offset must be 16bytes aligned. So, with vec4/mat4, it is. D3D11 uniform definition is different but making it aligned anyway.
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Co-authored-by: Gary Hsu <bghgary@users.noreply.github.com>
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gltf2 samples (models and generated) are passing with mandatory |
| // bgfx D3D12 implementation device refcount is not 0 when shutting down. This only happens when no HWND is provided. | ||
| // https://github.com/bkaradzic/bgfx/blob/60c64a3f77aca01fea715fa8ba7a2b1f0ca77f38/src/renderer_d3d12.cpp#L1470 | ||
| // Until the fix is done in bgfx, create a window and associate the context with it. |
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Do we have an issue filed for this?
| target_compile_definitions(bgfx PRIVATE BGFX_CONFIG_DEBUG_UNIFORM=0) | ||
| target_compile_definitions(bgfx PRIVATE BGFX_CONFIG_MULTITHREADED=1) | ||
| target_compile_definitions(bgfx PRIVATE BGFX_CONFIG_MAX_VERTEX_STREAMS=32) | ||
| target_compile_definitions(bgfx PRIVATE BGFX_CONFIG_MAX_VERTEX_STREAMS=16) |
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We talked offline and verified 16 is okay. Plus, we limit to 16 on the JS side right now anyways.
Select Graphics API this way:
Need #950 to be merged before this one.
Vulkan status:

Current state: Playground runs and displays a green cube. Uniforms for VS are properly bound. For FS, it looks like uniforms are shuffled.
Cube appears green because vAmbientColor is full green. No idea why it happens.