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Add GLFW WSI for native builds #3111
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Whats the advantage of using GLFW over SDL2 like we currently do? |
I'm not opposed to adding GLFW support; I guess the main question is whether this is actually going to be used or if it's just a proof-of-concept.
Make sure that any file that includes GLFW headers includes Vulkan headers first. Also, as general feedback (if we do intend to merge this), we generally use two spaces for indentation, not four. |
There isn't a direct advantage, but it allows existing GLFW DX11 apps to be ported easily
I'm specifically implementing this to be able to add DXVK-native binaries for Silk.NET, so that any games using our D3D11 bindings can just import a NuGet package, and we'll just figure out the rest in the background for them And regarding the formatting, i did notice that, ill fix that next chance i get |
I fixed the formatting and the vulkan_loader issue |
After a week straight of working on my game through the GLFW WSI, i think its ready for proper review (i still need to add a better selection mechanism for WSI though) |
Indentation is still all over the place (some files use tabs for some reason?), other than that it should be good to go. |
indentation for the SDL one is also a bit all over the place, sometimes with 4 spaces sometimes with 2 spaces (i tried to match it as close as possible), maybe it'd be worth adding a clang format file to the repo? then i can just rebase and run a format over all my files (i think verifying the formatting is correct, is possible to be done as a CI job to) |
Learn about "vertical text selection" thing, for me it's Ctrl+Atl+"select with mouse" in terminal, and Sift+Alt+"set cursor to start position and select with mouse from this position" in VSCode. YMMV So in IDE select everything from start to function names, replace with two spaces, select everything inside function block, replace ... FYI |
for changing indentation i use the button to change indentation in vscode, idk why i'd use multiple cursors here |
i think my laptop's vscode was configured wrong, on my desktop i can see now that all the SDL2 files are 2 spaces (maybe vscode was autoconverting to tabs as thats what i use in my personal projects?) |
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Minor nits, then we can merge this.
Merged manually. Apologies that this took so long but christmas holidays kind of got in the way too. |
This is a WIP, and is based on my PR from the original dxvk-native repository, posting here early to get feedback, as im not familiar with C++ nor the Meson build system
Required a hack to a vulkan loader file, as without it compilation failed for missing symbols and i could not figure out why