Audio sources & decoding are pretty much done and working well.
Playback is not really implemented yet, I'm just hacking in a way to output an audio source.
- Seriously microsoft wtf
Concurrency:
- Refactored spinlock out of OS api (deprecated old procs)
- Concurrency utilites:
void spinlock_init(Spinlock *l);
void spinlock_acquire_or_wait(Spinlock* l);
bool spinlock_acquire_or_wait_timeout(Spinlock* l, f64 timeout_seconds);
void spinlock_release(Spinlock* l);
void mutex_init(Mutex *m);
void mutex_destroy(Mutex *m);
void mutex_acquire_or_wait(Mutex *m);
void mutex_release(Mutex *m);
void binary_semaphore_init(Binary_Semaphore *sem, bool initial_state);
void binary_semaphore_destroy(Binary_Semaphore *sem);
void binary_semaphore_wait(Binary_Semaphore *sem);
void binary_semaphore_signal(Binary_Semaphore *sem);
Macro MEMORY_BARRIER
- Concurrency tests
Docs:
- custom_logger.c example to show how one can make a custom logger and have logs displayed in-game
Utility:
- draw_text_and_measure() which is just an overload of draw_text but it also does a measure and returns it
Misc:
- Added u64 thread_id to global context. This is set in main() for main thread and in thread startup when you dispatch a Thread
- Fixed a bug where plain rects would be drawn with the incorrect color
- Fixed a bug where quads from earlier frames would be drawn
- Improved assert messages to be more clear about what might be happening if they fail
- Added more checks in debug to detect heap corruption and what not
- Fixed a bug where the program would crash because a heap block was perfectly full
- Fixed Y placement of window when changing the window rect
- Fixed window sizing when setting scaled_width or scaled_height
- Updated readme
- Font loading
- Measuring for formatting & justification
- Utf8 Glyph walking
- Commented example in oogabooga/examples/text_rendering.c
- Small 2D renderer refactor
- Pass 8-bit integers "type" and "sampler_index" to shader
- Sample texture differently depending on "type" (text or regular quad)
- Sample with nearest/linear min/mag depending on sampler_index
- Set min/mag filtering in Draw_Quad
- Images are now created and deleted directly with gfx calls rather than deferring it for gfx_update.
- We can now set image sub data with gfx_set_image_data()
- Images are no longer hard coded to 4 channels
- Utf8 utility:
- utf8_to_utf32(): convert utf8 bytes to a single u32 codepoint
- next_utf8(): Convert first utf8 character in a string to a u32 codepoint and advance the passed string to the next unicode
- Renamed m4_multiply -> m4_mul for consistency
- Refactored os window to be DPI aware (scaled_width vs pixel_width)
- in minimal example, renamed hammer_xform -> rect_xform
- Added asserts to make sure we detect similar bugs faster
- Made simd shippable & configurable
- Some documentation in oogabooga.c on configuration
- Very optimized release build script
- Cleaned some stuff up
- Refactor drawing to keep blocks persistent in memory
- Make string usage easier & more consisten (macros for string vs const char*)
- rdtsc intrinsic (get cycle count)
- Profiling macros (generates a google trace json)
- Write D3D11 debug messages to stdout
- String_Builder & thorough tests for it
- I didn't get rotation going quite right with the xform, but it's 2am goodnight
- Smashed my head and had bad thoughts about microsoft many times
- stuff
- lotsa example code in entry.c
- We just add to a frame of quads which the renderer deals with in gfx_update
- draw_quad, draw_rect, draw_rect_rotated
- Currently just implemented with legacy opengl, so we can't do custom shading
- Added third party code from lodepng so we can load pngs without any other dependencies (no C includes)
- ALLOCATOR_REALLOCATE
- Basic Vector2, Vector3, Vector4 stuff, and some math utilities
- Added <math.h> dependency for now.
- Graphics renderer frontend layer
- Naive get_random() implementation