Patedam
5a22a172a6
Removed the old Memory Arena and converted all to the new one
2026-02-14 18:09:47 -05:00
Patedam
5337d4cb66
Made gemini improve and fix unit tests
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Found and fixed some bugs at the same time
2026-02-13 23:00:14 -05:00
Patedam
45ef1134f7
Updating memory arena by hand because Gemini did something weird.
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Added some os functions for memory handling.
Starting conversion to memory arena
2026-01-31 23:20:26 -05:00
Patedam
d4e4229d61
Fixing the D3D12DescriptorHeap.cpp memory leak. Was creating descriptor heap every time a pipeline was bound when we only need it once per commandlist.
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fixed some vibe code weird shit
2026-01-23 21:43:48 -05:00
Patedam
c10d371836
Cleaned up memory arena debugger + tag.
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WIP
2026-01-21 20:36:38 -05:00
Patedam
a41a5e6b20
generated solution
2026-01-21 19:05:34 -05:00
Patedam
891c404889
Added debug renderer + imgui renderer
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All code made by gemini with some help
2026-01-20 22:46:10 -05:00
Patedam
7328d02d3d
Converted Descriptor heap to memory arena. Used Gemini with antigravity.
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Heap pool code is a mess right now (lot of useless comments)
Will revisit later.
2026-01-18 14:33:52 -05:00
Patedam
f95ba51c13
Added a basic MemoryArena.
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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
Patedam
bfd042abbf
Added:
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- Depth buffer
- Debug display basics
- Basic vector + matrix maths
Made partially with gemini + antigravity
2026-01-11 22:07:38 -05:00
Patedam
8a23ae72fe
Part generated by gemini with antigravity.
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Converted to bindless first step
2026-01-11 17:54:57 -05:00
Patedam
bd45cacc6c
Added the shader compiler to the fastbuild pipeline.
2026-01-09 14:07:36 -05:00
Patedam
9510951aee
Final port to fastbuild.
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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
Patedam
1137466472
Fastbuild all work for static linking
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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
Patedam
c56bc43723
misc
2025-03-22 17:31:35 -04:00
Patedam
f4c82f0fb3
Added support to DirectX Agility Sdk to enable shader model 6.6+ on windows 10.
2025-03-22 00:09:48 -04:00
Patedam
f4ba25bec1
Reload of shaders working!
2025-03-15 21:17:44 -04:00
Patedam
c9cd01bb31
Prepare shader reload.
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- Expose wait until gpus is idle to api
- Alt+R to reload
2025-03-15 19:55:41 -04:00
Patedam
f01c8c3ccb
Added missing functions to allow wait for swap chain.
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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
Patedam
84e1194f21
Draw triangle
2025-03-11 23:36:37 -04:00
Patedam
0d93cd9e6d
Graphics pipeline creation is working
2025-03-11 22:45:21 -04:00
Patedam
a9fe4683fb
Graphics pipeline iteration
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Lot of code.
Not working yet
2025-03-09 22:52:08 -04:00
Patedam
aae780ec6d
First pass graphics pipeline. Not functional
2025-03-09 16:54:26 -04:00
Patedam
8c6c42e123
Shader: Added code to load compiled shader
2025-03-09 15:54:13 -04:00
Patedam
da203c80f3
Finished first version of shader compiler. HLSL -> DXIL.
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Submitting vertex and frag shader needed to display a triangle.
2025-03-08 22:36:15 -05:00
Patedam
764824ff24
Making string struct a bit more simple and support only utf8.
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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
Patedam
09dc26ae79
Adding IOStream + String library (needed to have proper iostream)
2025-03-01 21:17:10 -05:00
Patedam
67528aaee1
- Various clang reformat
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- Added shader compiler app (doing nothing)
- Various Project files changes
2025-03-01 11:01:42 -05:00
Patedam
051939f827
- Added basic filesystem method to get the base path of the app
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- Added hot reload support of the game dll
- various changes and refactor
2025-02-23 20:37:44 -05:00
Patedam
857f8c4e69
Command list Submit done.
2025-02-18 21:52:49 -05:00
Patedam
ed9482b8f8
End Render pass
2025-02-18 21:12:36 -05:00
Patedam
ee194b2d69
Renderpass first iteration
2025-02-17 22:08:53 -05:00
Patedam
7e8aaaa891
Command to acquire swap chain texture
2025-02-16 11:54:04 -05:00
Patedam
d90a0bdf83
Added first pass on swap chain. Still needs Render Target View and various stuff.
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+ Reformat all files
2025-02-09 22:19:17 -05:00
Patedam
d5e09e28bf
First iteration of dx12 command lists.
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Doing nothing for now.
2025-02-09 16:15:59 -05:00
Patedam
97c2b3c1dc
Adde dependency on game and juliet into juliet app
2025-02-02 15:16:38 -05:00
Patedam
fc5e09fab0
POC for entities.
2025-02-01 21:03:22 -05:00
Patedam
4c43cce133
dx12 dynamic lib loading + creation of device first pass.
2025-01-12 22:11:47 -05:00
Patedam
836d0fa185
Fixing issues with DirectX and includes.
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Removed d3dx12 as its not usable with the CINTERFACE define.
2025-01-11 20:03:31 -05:00
Patedam
2b82952f62
Make Juliet a dynamic library.
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Added some dllexport (JULIET_API) to make the code compile.
A lot are missing but will be added when needed
2025-01-11 14:14:38 -05:00
Patedam
915858c0d3
Moved stuff around + start of graphics device support (dx12)
2025-01-09 22:35:33 -05:00
Patedam
5b4b6f2c52
Fix DestroyPlatformWindow crashing when called in Shutdown of the application
2025-01-08 20:22:42 -05:00
Patedam
6e6f08be7e
Build fix :)
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Flemme again
2025-01-08 20:11:24 -05:00
Patedam
abec0f6ef2
Initial commit
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Flemme
2025-01-08 19:55:38 -05:00