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Modern WGPU based renderer #179
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dgavedissian
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Nov 18, 2023
We won't ever want to set the window to be "always in front" or "always behind".
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My focus is going to be on #293 first. I'm probably going to take a bunch of work from this branch into that one, such as the immediate mode geometry generator, and the matrix stack. Once that work is completed, I will then rebase the work done in this branch to get WGPU up and running. I'll leave this open as a draft. |
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This PR replaces the existing OpenGL renderer with a WGPU based modern multi-API renderer that supports GL 4.4+, D3D12, Vulkan and Metal.
This PR supersedes the work I already did towards this goal in #15 - will likely pull some changes from that PR.
The goal of this project would be to generally preserve the shaders in their current state, with some minor adjustments like #include syntax, replacing autovars and uniforms with uniform buffers, and rewriting how shaders pass uniforms to make it more efficient. We will likely forgo any stack like behaviour in favour of creating "shader uniform blocks" in Lua which can get updated rather than passing uniforms via Shader_SetX.
fixes: #218