Commit Graph

75 Commits

Author SHA1 Message Date
0687ce5af1 MemoryArena updates using Gemini. Add some debug tag so we can debug memory allocations 2026-01-20 22:16:04 -05:00
d2b91c46d4 Misc changes
Update gitignore + adding some agent skills and tweaking workflows.
Also updated some scipts
2026-01-20 22:14:54 -05:00
f11f02d0c7 Create Imgui.md 2026-01-20 22:11:43 -05:00
8d29fbd111 Refactored dx12 to use c++ versions of the api and not C + various tweaks (using antigravity + gemini) 2026-01-20 22:11:41 -05:00
59ffe1cef8 Add imgui submodule 2026-01-18 14:38:29 -05:00
7328d02d3d Converted Descriptor heap to memory arena. Used Gemini with antigravity.
Heap pool code is a mess right now (lot of useless comments)
Will revisit later.
2026-01-18 14:33:52 -05:00
f95ba51c13 Added a basic MemoryArena.
Added one scratch, one engine and one game arena.
Converted the game alloc to arena + the display stuff.
WIP

Made using Antigravity+gemini
2026-01-17 21:09:23 -05:00
98783b7e8f Added workflows to automatically compile / recompile shaders with antigravity.
Added user story to work on some todos
2026-01-13 21:28:08 -05:00
bfd042abbf Added:
- Depth buffer
- Debug display basics
- Basic vector + matrix maths
Made partially with gemini + antigravity
2026-01-11 22:07:38 -05:00
fa1933c169 Small refactor, now that we are bindless we only need a pool for samplers 2026-01-11 18:49:30 -05:00
8a23ae72fe Part generated by gemini with antigravity.
Converted to bindless first step
2026-01-11 17:54:57 -05:00
bd45cacc6c Added the shader compiler to the fastbuild pipeline. 2026-01-09 14:07:36 -05:00
71a78863b7 bat that allow to launch the game fast without debugger 2026-01-08 16:26:26 -05:00
9510951aee Final port to fastbuild.
Support update of game.dll separately
Made some alias and stuff
still remains the shader compiler to add to the solution.
Solution is also generated by fbuild (nice)
2026-01-08 16:26:01 -05:00
1137466472 Fastbuild all work for static linking
Need : Dll for game and lib to do hot reload
Need : static for release only
Way to compile only julietapp only shader app, only juliet.dll and game.dll
2026-01-07 19:46:12 -05:00
bfd3648344 Juliet lib now builds with fastbuild 2026-01-07 15:33:55 -05:00
2710d29b62 Fastbuild basic stuff 2026-01-06 21:36:19 -05:00
b5c72649db Conversion to use Fastbuild + -Wall and warning as errors. WIP 2026-01-06 21:33:15 -05:00
76848ab4e3 Move heap descriptor into its own file and prepare for the removing of the staging descriptor 2025-03-29 22:05:09 -04:00
94292851cc Remove Swapchain SRV (no use)
Removed useless parameters in the root signature
various small changes
Began removing staging descriptor to use unified descriptors
2025-03-29 21:47:21 -04:00
2d3a075eb6 Bindless resource first step 2025-03-24 22:19:52 -04:00
d8c36b7715 Check resource binding tier 2025-03-23 16:01:04 -04:00
c56bc43723 misc 2025-03-22 17:31:35 -04:00
f4c82f0fb3 Added support to DirectX Agility Sdk to enable shader model 6.6+ on windows 10. 2025-03-22 00:09:48 -04:00
4e0aaa129f Fixing some includes problems
Using interrupt 3 instead of system pause to break on script end while debugging but not when running
Added a .bat script to recompile all shaders.
2025-03-15 21:43:20 -04:00
f4ba25bec1 Reload of shaders working! 2025-03-15 21:17:44 -04:00
c9cd01bb31 Prepare shader reload.
- Expose wait until gpus is idle to api
- Alt+R to reload
2025-03-15 19:55:41 -04:00
f01c8c3ccb Added missing functions to allow wait for swap chain.
Proper resource tracking to allow for destruction of graphics pipeline
Textures are tracked but not released so nothing has been done yet
various changes
2025-03-13 23:07:01 -04:00
84e1194f21 Draw triangle 2025-03-11 23:36:37 -04:00
a2d9980dc8 Adding a comment on ID3D12InfoQueue1 that are apparently only available on Win11 2025-03-11 22:47:45 -04:00
df870b717e Remove useless code in dx12 debug layer initialization 2025-03-11 22:46:49 -04:00
0d93cd9e6d Graphics pipeline creation is working 2025-03-11 22:45:21 -04:00
a9fe4683fb Graphics pipeline iteration
Lot of code.
Not working yet
2025-03-09 22:52:08 -04:00
a366d75fdc Renamed DX12 files prefix to D3D12 2025-03-09 16:57:20 -04:00
aae780ec6d First pass graphics pipeline. Not functional 2025-03-09 16:54:26 -04:00
8c6c42e123 Shader: Added code to load compiled shader 2025-03-09 15:54:13 -04:00
da203c80f3 Finished first version of shader compiler. HLSL -> DXIL.
Submitting vertex and frag shader needed to display a triangle.
2025-03-08 22:36:15 -05:00
f9f292b6d6 Adding read file code 2025-03-07 23:04:30 -05:00
5fd3fc75eb IOStream can now be open on a file and write into it. 2025-03-05 22:49:57 -05:00
231fea81dd Support utf8 codepoint in win32 console 2025-03-05 16:55:08 -05:00
764824ff24 Making string struct a bit more simple and support only utf8.
Still just ascii for now but a bit easier to manager.
Use [..]A() functions from win api to not have to convert to wide char everywhere
2025-03-05 15:56:56 -05:00
09dc26ae79 Adding IOStream + String library (needed to have proper iostream) 2025-03-01 21:17:10 -05:00
fc399d52ec New shader compiler app (doing nothing) that i forgot to submit... 2025-03-01 11:02:10 -05:00
67528aaee1 - Various clang reformat
- Added shader compiler app (doing nothing)
- Various Project files changes
2025-03-01 11:01:42 -05:00
7c8f8a3bb1 Minor changes to hot reload code 2025-02-23 21:05:13 -05:00
051939f827 - Added basic filesystem method to get the base path of the app
- Added hot reload support of the game dll
- various changes and refactor
2025-02-23 20:37:44 -05:00
f83a238473 Fix window title (everything use unicode) 2025-02-19 22:12:02 -05:00
8326772558 Finishing fences
+ moved some functions to an internal namespace to tidy stuff a bit
2025-02-19 22:01:39 -05:00
cc9bbf0ef5 Fences first pass 2025-02-18 22:26:50 -05:00
857f8c4e69 Command list Submit done. 2025-02-18 21:52:49 -05:00