Commit Graph

  • 0a75554071 Updated memory debugger to have a better display of memory Made with gemini main Patedam 2026-01-25 15:19:39 -05:00
  • 3dd0a4a6f1 feat: Implement a memory arena system with an ImGui-based visual debugger for allocation visualization. Made using Gemini Patedam 2026-01-25 12:14:06 -05:00
  • 0788fdeb98 Upgraded MemoryArena to allow poping memory and creating an arena for a specific part and not pushing completely on the same stack. Made with Gemini + Updates skills to have better agents. Patedam 2026-01-25 11:01:32 -05:00
  • 73db1174f2 feat: add initial skill definitions for debugger, C++ game engine, graphics, and video game tester roles. Patedam 2026-01-24 18:28:41 -05:00
  • 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. fixed some vibe code weird shit Patedam 2026-01-23 21:43:48 -05:00
  • c10d371836 Cleaned up memory arena debugger + tag. WIP Patedam 2026-01-21 20:36:38 -05:00
  • a41a5e6b20 generated solution Patedam 2026-01-21 19:05:34 -05:00
  • c5af6850c2 Moved imgui bff to external folder and not in the submodule (oops) Patedam 2026-01-21 19:04:53 -05:00
  • 891c404889 Added debug renderer + imgui renderer Patedam 2026-01-20 22:46:10 -05:00
  • 0687ce5af1 MemoryArena updates using Gemini. Add some debug tag so we can debug memory allocations Patedam 2026-01-20 22:16:04 -05:00
  • d2b91c46d4 Misc changes Patedam 2026-01-20 22:14:54 -05:00
  • f11f02d0c7 Create Imgui.md Patedam 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) Patedam 2026-01-20 22:11:41 -05:00
  • 59ffe1cef8 Add imgui submodule Patedam 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. Patedam 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 Patedam 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 Patedam 2026-01-13 21:28:08 -05:00
  • bfd042abbf Added: - Depth buffer - Debug display basics - Basic vector + matrix maths Made partially with gemini + antigravity Patedam 2026-01-11 22:07:38 -05:00
  • fa1933c169 Small refactor, now that we are bindless we only need a pool for samplers Patedam 2026-01-11 18:49:30 -05:00
  • 8a23ae72fe Part generated by gemini with antigravity. Converted to bindless first step Patedam 2026-01-11 17:54:57 -05:00
  • bd45cacc6c Added the shader compiler to the fastbuild pipeline. Patedam 2026-01-09 14:07:36 -05:00
  • 71a78863b7 bat that allow to launch the game fast without debugger Patedam 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) Patedam 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 Patedam 2026-01-07 19:46:12 -05:00
  • bfd3648344 Juliet lib now builds with fastbuild Patedam 2026-01-07 15:33:55 -05:00
  • 2710d29b62 Fastbuild basic stuff Patedam 2026-01-06 21:36:19 -05:00
  • b5c72649db Conversion to use Fastbuild + -Wall and warning as errors. WIP Patedam 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 Patedam 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 Patedam 2025-03-29 21:47:21 -04:00
  • 2d3a075eb6 Bindless resource first step Patedam 2025-03-24 22:19:52 -04:00
  • d8c36b7715 Check resource binding tier Patedam 2025-03-23 16:01:04 -04:00
  • c56bc43723 misc Patedam 2025-03-22 17:31:35 -04:00
  • f4c82f0fb3 Added support to DirectX Agility Sdk to enable shader model 6.6+ on windows 10. Patedam 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. Patedam 2025-03-15 21:43:20 -04:00
  • f4ba25bec1 Reload of shaders working! Patedam 2025-03-15 21:17:44 -04:00
  • c9cd01bb31 Prepare shader reload. - Expose wait until gpus is idle to api - Alt+R to reload Patedam 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 Patedam 2025-03-13 23:07:01 -04:00
  • 84e1194f21 Draw triangle Patedam 2025-03-11 23:36:37 -04:00
  • a2d9980dc8 Adding a comment on ID3D12InfoQueue1 that are apparently only available on Win11 Patedam 2025-03-11 22:47:45 -04:00
  • df870b717e Remove useless code in dx12 debug layer initialization Patedam 2025-03-11 22:46:49 -04:00
  • 0d93cd9e6d Graphics pipeline creation is working Patedam 2025-03-11 22:45:21 -04:00
  • a9fe4683fb Graphics pipeline iteration Lot of code. Not working yet Patedam 2025-03-09 22:52:08 -04:00
  • a366d75fdc Renamed DX12 files prefix to D3D12 Patedam 2025-03-09 16:57:20 -04:00
  • aae780ec6d First pass graphics pipeline. Not functional Patedam 2025-03-09 16:54:26 -04:00
  • 8c6c42e123 Shader: Added code to load compiled shader Patedam 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. Patedam 2025-03-08 22:36:15 -05:00
  • f9f292b6d6 Adding read file code Patedam 2025-03-07 23:04:30 -05:00
  • 5fd3fc75eb IOStream can now be open on a file and write into it. Patedam 2025-03-05 22:49:57 -05:00
  • 231fea81dd Support utf8 codepoint in win32 console Patedam 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 Patedam 2025-03-05 15:56:56 -05:00
  • 09dc26ae79 Adding IOStream + String library (needed to have proper iostream) Patedam 2025-03-01 21:17:10 -05:00
  • fc399d52ec New shader compiler app (doing nothing) that i forgot to submit... Patedam 2025-03-01 11:02:10 -05:00
  • 67528aaee1 - Various clang reformat - Added shader compiler app (doing nothing) - Various Project files changes Patedam 2025-03-01 11:01:42 -05:00
  • 7c8f8a3bb1 Minor changes to hot reload code Patedam 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 Patedam 2025-02-23 20:37:44 -05:00
  • f83a238473 Fix window title (everything use unicode) Patedam 2025-02-19 22:12:02 -05:00
  • 8326772558 Finishing fences + moved some functions to an internal namespace to tidy stuff a bit Patedam 2025-02-19 22:01:39 -05:00
  • cc9bbf0ef5 Fences first pass Patedam 2025-02-18 22:26:50 -05:00
  • 857f8c4e69 Command list Submit done. Patedam 2025-02-18 21:52:49 -05:00
  • ed9482b8f8 End Render pass Patedam 2025-02-18 21:12:36 -05:00
  • f1b7f8eb29 Finished first pass BeginRenderPass. Patedam 2025-02-18 20:23:12 -05:00
  • ee194b2d69 Renderpass first iteration Patedam 2025-02-17 22:08:53 -05:00
  • 7e8aaaa891 Command to acquire swap chain texture Patedam 2025-02-16 11:54:04 -05:00
  • 3e7caa2c7c Swapchain creation and destruction Patedam 2025-02-15 21:49:10 -05:00
  • d90a0bdf83 Added first pass on swap chain. Still needs Render Target View and various stuff. + Reformat all files Patedam 2025-02-09 22:19:17 -05:00
  • d5e09e28bf First iteration of dx12 command lists. Doing nothing for now. Patedam 2025-02-09 16:15:59 -05:00
  • 004698b135 Use static cast instead of reinterpret cast to make sure we cast a correct type. Patedam 2025-02-02 15:19:33 -05:00
  • 7d0b8be65c Fixed crash on stop. Was destroying the device and not the renderer. Patedam 2025-02-02 15:17:09 -05:00
  • 97c2b3c1dc Adde dependency on game and juliet into juliet app Patedam 2025-02-02 15:16:38 -05:00
  • 85b0b5d30e Added Game project that will contain the game + game framework Patedam 2025-02-01 21:05:13 -05:00
  • fc5e09fab0 POC for entities. Patedam 2025-02-01 21:03:22 -05:00
  • 4c43cce133 dx12 dynamic lib loading + creation of device first pass. Patedam 2025-01-12 22:11:47 -05:00
  • 6c80168e8c Can load dynamic library (dll) instead of linking against. Allow to not link against d3d12 lib Patedam 2025-01-12 17:26:58 -05:00
  • 312e139a97 Get Adapter info and log them Patedam 2025-01-12 12:07:04 -05:00
  • 434f15a9d4 Progress on creating the d3d12 renderer Patedam 2025-01-11 23:33:09 -05:00
  • 836d0fa185 Fixing issues with DirectX and includes. Removed d3dx12 as its not usable with the CINTERFACE define. Patedam 2025-01-11 20:03:31 -05:00
  • 2b82952f62 Make Juliet a dynamic library. Added some dllexport (JULIET_API) to make the code compile. A lot are missing but will be added when needed Patedam 2025-01-11 14:14:38 -05:00
  • 915858c0d3 Moved stuff around + start of graphics device support (dx12) Patedam 2025-01-09 22:35:33 -05:00
  • 5b4b6f2c52 Fix DestroyPlatformWindow crashing when called in Shutdown of the application Patedam 2025-01-08 20:22:42 -05:00
  • 14e49c163f Merge branch 'main' of https://gitea.itspm.cc/Patedam/Juliet Patedam 2025-01-08 20:11:40 -05:00
  • 6e6f08be7e Build fix :) Patedam 2025-01-08 20:11:24 -05:00
  • 608346d80b Actualiser README.md Patedam 2025-01-08 19:56:56 -05:00
  • abec0f6ef2 Initial commit Patedam 2025-01-08 19:55:38 -05:00
  • e45890ef24 Initial commit Patedam 2025-01-08 19:51:27 -05:00