- Setup Contexts to pull more info from the GPU
- Started outlining OpenGL implementation
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34
PLANNING.md
34
PLANNING.md
@@ -162,22 +162,31 @@ management would be used.
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Platform support will be implemented in the following order:
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- Linux/BSD
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- Wayland
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- OpenGL (EGL)
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- OpenGL (EGL) ✔
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- XKB
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- PulseAudio
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- Vulkan
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- X11
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- OpenGL (EGL)
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- ALSA
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- Vulkan
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- Microsoft Windows
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- XInput
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- OpenGL
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- DirectSound
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- OpenGL (WGL)
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- WASAPI
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- Vulkan
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- Android
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- OpenGL ES
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- macOS
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- iOS
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- AAudio
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- openslES
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- macOS/iOS
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- cocoa
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- OpenGL
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- Core Audio
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- Vulkan
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- Metal
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Linux Wayland will be implemented first. Once setup, the core engine will be implemented and tested on top of Wayland.
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Once the engine is in a stable state, then support for other platforms will be resumed.
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Most consoles will never get official platform support due to NDAs which conflict with the principles of this engine.
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fennec will avoid using proprietary libraries except when strictly necessary, such as support for Windows and MacOS.
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@@ -328,8 +337,8 @@ in their operation order:
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- AI
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- **Physics**
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- Newtonian Commit
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- Apply Forces (Updates Acceleration and Torque)
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- Apply Torque & Acceleration (Updates Velocities)
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- Apply Forces (Updates Accelerations)
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- Acceleration (Updates Velocities)
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- Apply Velocities (Updates Position and Rotation)
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- Constraint Resolution
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- Collision Detection
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@@ -453,6 +462,15 @@ This allows the GPU to draw every single deferred rendered mesh in a single draw
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Specifications for debugging views via early breaks are included in the stages.
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There will be three profiles for OpenGL implementation:
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- modern
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- fallback
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- legacy
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All profiles will have the same feature set, however their implementations will differ.
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The modern context will use up-to-date features to get as much performance out of the pipeline as
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possible.
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### Structures (`gfx3d`)
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