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License: MIT License
Game engine I am working on my free time
License: MIT License
add in a console
I want to add struct and > 4 args support in our function caller first
Point lights are unsynchronized in XWayland. EG: Point light count is not in sync w that of the host's.
GUI is being affected as well. Maybe we should consolidate everything to a single buffer? Skeletal memory isn't being affected so maybe this is the issue?
Give glslparser the same treatment as cparser
The followi lines hash to the same number
printf("%llu,%llu,%llu,%llu", PHashString("-listttt"), PHashString("-sortttt"), PHashString("-sirtttt"), PHashString("-lortttt"));
printf("%llu,%llu,%llu,%llu", PHashString("-list"), PHashString("-sort"), PHashString("-sirt"), PHashString("-lort"));
Somehow "-" is fucking up the hash
sometimes the models will flicker (both static and animated models). Could be caused by dropped command buffers.
Failing assert:
_kill("",renderbatch_completed_count > renderbatch_total_count);
Amd64 pointers are only 48 bits long. Capitalize on this to better pack data (top 16 bits of a cmdbuffer pointer seems good to store group ids)
Cparser can understand functions and structs etc. We can use this to generate documentation that warns if documentation is out of date ( do simple member/argument checking)
Target output planned is markdown rn. We'll evaluate this decision later.
List of things to do. Try to complete some of them within the next 2 months
Misc
GUI improvements (gui_draw - This is immediate mode GUI. Refer to IMGUI or read up on immediate mode GUI vs retained mode GUI to know the difference)
Debugging
Audio
Eg here: http://www.klemenlozar.com/frame-blending-with-motion-vectors/
Allows procedural generation of a frame of animation that is in between a two of animation frames. Works by reading the velocity map of a pixel and displacing the texture uv of the current pixel to effectively "move" that pixel along the trajectory of the pixel velocity.
Currently the format does a search by hash. This makes it inflexible cos this means we cannot change the hash algorithm during development. Instead, we will store component string names and only convert them to a hash only lookup at ship time
Windows has a full widow exclusive mode to render directly to the display without going thru the window manager . Vulkan on Linux has this albiet with fewer presentation modes on amd, nvidia and intel
https://vulkan.lunarg.com/doc/view/1.0.30.0/linux/vkspec.chunked/ch29s03.html
We should implement this to have lower overhead in surface presentation
Error when attempting to set sample rate on windows 10 on unsupported audio cards.
res = clockadj->SetSampleRate(frequency); <
Using the loader incurs a 7 percent penalty. Bypass it. Also saves us the trouble of updating the list or dll's we have to iterate through
Minor math changes for for better operability with vulkan and reduced complexity:
For the mature tools, we should move them to their own git projects
To reproduce, start with a clean scene and add a new model. Notice that the model doesn't light up either. It might be the texture fetch is not being done
The Windows implementation is buggy. Already found an issue with calling printf from a REFL function
void TEST(u32 a,f32 b,u32 c,f32 d){
printf("%d %f %d %f\n",a,b,c,d);
}
This will crash inside the printf call if:
only the lower 32 bits in the floating point values are written in xmm register. Works when the upper 32 bits are written
or if the arguments used f64 instead:
the function will crash regardless
Find a way to transparently enforce debug pointers throughout. Maybe by saving the debug data at the head of the allocation and overloading all pointer access or something better
make a tool that turns txt lists or while files into arrays. output both a c file and a header file.
Tagging const and ignoring it. We should ignore keywords since the parser doesn't care
Handle unsigned modifier
String math execution
Narrow to this commit: 76020a5
Looks like an error in our glslparser. we must be missing something
Data returned from TAlloc sometimes gets corrupted. Has been happening in ProcessObjUpdateList in the range_array.
Windows 7
VS2017
The submission between debug marker and the one before it makes no draw commands, resulting in the warning
src/cparser/main.cpp:7: TODO:
src/cparser/main.cpp:15://TODO: struct union and enum have the same parse structure (should we condense here?)
src/cparser/main.cpp:85://TODO: prep this to move into pparse
src/cparser/main.cpp:221: //TODO: we shouldn't need to do this
src/cparser/main.cpp:289: TODO: I do not like how initialization is done rn
src/cparser/main.cpp:460://TODO: allow pouinter types
src/cparser/main.h:22://TODO: these are not generic enought (int etc. do that and we can move this to pparse)
src/cparser/main.h:437: //TODO: support more than 1d arrays
src/cu_std/cu/mmath.cpp:1://TODO: I actually don't know if inverse works in column major
src/cu_std/cu/mmath.cpp:1499: //TODO:since we are only rotating one point, we should optimize for this case here
src/cu_std/cu/mmath.cpp:1627://TODO: this is very inefficient. we can solve this in 2d space easier
src/cu_std/cu/mmath.cpp:1641://TODO: this is very inefficient. we can solve this in 2d space easier
src/cu_std/cu/pparse.cpp:310: //TODO: handle this
src/cu_std/cu/pparse.h:13:TODO: we should make size or pos to ptrsize instead of u32
src/cu_std/cu/pparse.h:255://TODO:
src/cu_std/cu/vvulkan.cpp:2796://TODO: VkSampleMask* samplemask is a dependency (do we not save it?)
src/cu_std/linux/wayland_wwindow.cpp:216: //TODO: we might want to free if already initialized?
src/cu_std/linux/wayland_wwindow.cpp:513: //TODO: disconnect display and xkb_ctx
Attempting to change models will freeze the dropdown bars of every UI. Numerical fields of the model (Material ID) also. but other numerical values (Animation rate, Size etc) will freeze, but blinks instead (Not Active -> Active -> Not Active?) and scale/position will just leave an empty field (but not affect the object) until tabbed back into the object. Object cannot be manually moved either.
Entity Draw Data is still removable, so it is probably a mouse checker issue (Double click instead of single click?
might be because of how we're compiling them now
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