* Add s2h example
* Add s2h Hello Screen example
* Add gather feature example
* Add Arrow, Coordinate System and Table S2H examples
* Add generate user font s2h example
* Add 2D s2h example
* Add 3D s2h example
* Add clear s2h example
* Add Quad Post s2h example
* Add Use User Font s2h example
* Add Debug Zoom s2h example
* Add Quad VS/PS s2h example
* Add Scatter s2h example
* Update s2h_scatter.hlsl (more readable)
* Add Zoom 2D s2h example
* Update s2h samples order to corespong to GiGi one
Enhance Gather sample to looks more like the original one
* Handle bottom-left fragment origins in S2H shaders
* Fix S2H rendering across OpenGL, Vulkan, and DX12
* Removed the redundant u_s2hScreen uniform
- S2H now derives the top-left pixel coordinate from bgfx’s u_viewRect and OpenGL’s built-in bgfx_ndc.z
- Removed its creation, per-view uploads, and destruction from s2h.cpp
* Update 54-s2h shaders to match bgfx shader style
`float2/3/4` → `vec2/3/4`
`float4x4` → `mat4`
`int2 / uint2` → `ivec2 / uvec2`
* docs: update python bindings link
* python bindings : generate matching .pyi file (stub file used for type checking / documenting public interface)
* python bindings : make only .pyi have documentation comment / docstrings
* Added bindings for C3 lang
* Fix sub-struct generation. Fix empty struct. Fix doc comments. These issues didn't allow the c3 compilation
* Add @extern for each function to match C API
* Add gen suffix to keep naming consistency
* Support both X11 and Wayland in the same build.
- Works for both Vulkan and OpenGL.
- Remove --with-wayland from genie options.
- Vulkan loads all three extensions for surface creation instead of only one.
- Add width and height parameter to GlContext::createSwapChain(), which is needed for EGL to create
a SwapChain with the given window size.
- Dirty-fix the example-22-windows to recreate the FrameBuffer by first destroying and then
recreating to make sure the window is released of its swapchain.
- Fix dbgText glitch in example-22-windows.
- Remove old X11-related dependencies for GLFW3.
* Formatting.
* 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.
* 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>
* 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
* examples: Add imageformats example
Example which renders RGBA color wheel, alpha gradient and full value channel textures to
catch conversion errors and bad internal type representations between different backend
renderers.
The example uses bimg to convert from a master texture to different textures.
Each texture is rendered in an ImGui list using `ImGui::Image`. A close-up is visible
when hovering over each image.
U and I textures are skipped because they don't work for sampling.
Compressed textures are skipped because they don't have conversion functions.
Depth textures are not rendered because they don't work with channels.
* pixelformats: Present texture format in table
* Update pixelformats.cpp
* Update pixelformats.cpp
* pixelformats: Update screenshot
* pixelformats: Add checkerboard background
Co-authored-by: Michał Cichoń <michcic@gmail.com>
Co-authored-by: Бранимир Караџић <branimirkaradzic@gmail.com>