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Separate load/store actions for render passes. #834

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merged 24 commits into from
May 19, 2023
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@floooh floooh commented May 14, 2023

This brings render pass handling closer to Metal / WebGPU:

  • sg_pass_action now has separate store actions
  • sg_pass now has separate resolve-target images
  • filled some gaps in sg_begin_pass() re image types
  • msaa images no longer have an implicit resolve-texture, instead this needs to be a separate sg_image
  • more detailed validation in sg_make_image, sg_begin_pass and sg_apply_bindings

TODO:

  • rename sg_image_desc.render_attachment back to sg_image_desc.render_target (Metal calls the flag 'render target' while WebGPU calls it 'render attachment', we'll just stick with Metal in this case)
  • ...also in samples
  • fix d3d11 samples
  • dummy backend
  • fix tests
  • add tests for sg_make_image validation checks
  • add tests for sg_make_pass validation checks
  • update documentation comments
  • update readme and changelog
  • fix language bindings samples
  • investigate and fix the Rust bindings clear-color bug (the clear sample background color is green-cyan instead of yellow-red) => nvm, the C library just wasn't recompiled, deleting the target directory fixed the problem (still strange, looks like cargo's dirty-checks don't work for compiling C libraries?)

floooh added 24 commits May 8, 2023 19:41
…_image_desc.render_target => render_attachment
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