Backlog/projects/minimal/Saved/Session_Log.txt

113 lines
9.2 KiB
Plaintext

[ENGINE ]: defining componentScene
[ENGINE ]: Component container created scene.Scene @16ed1884f98
[ENGINE ]: creating lua metatable Scene
[ENGINE ]: module started >>>> core <<<<
[ENGINE ]: platform settings windowing.PlatformParams{ .extent = math.Vector2Type(c_int,"Vector2c"[0..8]){ .x = 1600, .y = 900 }, .windowName = { 66, 97, 99, 107, 108, 111, 103, 32, 69, 110, 103, 105, 110, 101 }, .icon = { 116, 101, 120, 116, 117, 114, 101, 115, 47, 105, 99, 111, 110, 46, 112, 110, 103 }, .hasVideo = true }
[ENGINE ]: module started >>>> platform <<<<
[ENGINE ]: allocated size: 4035286 (3.848 MiB)
[ENGINE ]: peak allocated size size: 4035414 (3.848 MiB) (76 peak allocations)
[ENGINE ]: module started >>>> assets <<<<
[ENGINE ]: sgpu device created, using shader format: .spv
[ENGINE ]: using renderer... scientist
[ENGINE ]: creating shader meshes.vert => _shaders/spv/meshes.vert.spv gpu.GPUShaderStage.shaderstageVertex args: shaderTypes.ShaderLoadArgs{ .num_samplers = 0, .num_storage_textures = 0, .num_storage_buffers = 1, .num_uniform_buffers = 1 }
[ENGINE ]: creating shader lit_mesh.frag => _shaders/spv/lit_mesh.frag.spv gpu.GPUShaderStage.shaderstageFragment args: shaderTypes.ShaderLoadArgs{ .num_samplers = 4, .num_storage_textures = 0, .num_storage_buffers = 1, .num_uniform_buffers = 1 }
[GRAPHICS ]: swapchain format: gpu.GPUTextureFormat.textureformatB8g8r8a8Unorm
[ENGINE ]: creating shader postProc.vert => _shaders/spv/postProc.vert.spv gpu.GPUShaderStage.shaderstageVertex args: shaderTypes.ShaderLoadArgs{ .num_samplers = 0, .num_storage_textures = 0, .num_storage_buffers = 0, .num_uniform_buffers = 0 }
[ENGINE ]: creating shader postProc.frag => _shaders/spv/postProc.frag.spv gpu.GPUShaderStage.shaderstageFragment args: shaderTypes.ShaderLoadArgs{ .num_samplers = 3, .num_storage_textures = 0, .num_storage_buffers = 0, .num_uniform_buffers = 0 }
[GRAPHICS ]: hdr texture format format: gpu.GPUTextureFormat.textureformatR16g16b16a16Float
[GRAPHICS ]: mesh pool created 4000k vertices, 16000k indices
[ENGINE ]: asset loader for asset type (Mesh) registered
[ENGINE ]: Texture List Added
[ENGINE ]: asset loader for asset type (Texture) registered
[ENGINE ]: creating blocky sampler
[ENGINE ]: loading asset t_default (Texture) [embedded:texture_sample.png]
[ENGINE ]: loading texture t_default
[ENGINE ]: creating mipmap level 9
[ENGINE ]: loading asset m_default_cube (Mesh) [embedded:primitive_box.obj]
[ENGINE ]: loading mesh asset embedded:primitive_box.obj [obj]
[GRAPHICS ]: [embedded:primitive_box.obj] vertex count vertices=24 indices=36
[ENGINE ]: [DebugDrawSystem] starting up...
[ENGINE ]: loading asset m_debug_box (Mesh) [embedded:debug_box.obj]
[ENGINE ]: loading mesh asset embedded:debug_box.obj [obj]
[GRAPHICS ]: [embedded:debug_box.obj] vertex count vertices=24 indices=36
[ENGINE ]: loading asset m_debug_line (Mesh) [embedded:debug_line.obj]
[ENGINE ]: loading mesh asset embedded:debug_line.obj [obj]
[GRAPHICS ]: [embedded:debug_line.obj] vertex count vertices=2 indices=3
[ENGINE ]: loading asset m_debug_sphere (Mesh) [embedded:debug_sphere.obj]
[ENGINE ]: loading mesh asset embedded:debug_sphere.obj [obj]
[GRAPHICS ]: [embedded:debug_sphere.obj] vertex count vertices=240 indices=336
[ENGINE ]: [DebugDrawSystem] registering to renderer...
[ENGINE ]: creating shader debug.vert => _shaders/spv/debug.vert.spv gpu.GPUShaderStage.shaderstageVertex args: shaderTypes.ShaderLoadArgs{ .num_samplers = 0, .num_storage_textures = 0, .num_storage_buffers = 1, .num_uniform_buffers = 1 }
[ENGINE ]: creating shader debug.frag => _shaders/spv/debug.frag.spv gpu.GPUShaderStage.shaderstageFragment args: shaderTypes.ShaderLoadArgs{ .num_samplers = 0, .num_storage_textures = 0, .num_storage_buffers = 0, .num_uniform_buffers = 0 }
[ENGINE ]: creating shader meshes.vert => _shaders/spv/meshes.vert.spv gpu.GPUShaderStage.shaderstageVertex args: shaderTypes.ShaderLoadArgs{ .num_samplers = 0, .num_storage_textures = 0, .num_storage_buffers = 1, .num_uniform_buffers = 1 }
[ENGINE ]: creating shader depthOnly.frag => _shaders/spv/depthOnly.frag.spv gpu.GPUShaderStage.shaderstageFragment args: shaderTypes.ShaderLoadArgs{ .num_samplers = 0, .num_storage_textures = 0, .num_storage_buffers = 0, .num_uniform_buffers = 0 }
[ENGINE ]: loading asset m_skybox (Mesh) [embedded:skybox_mesh.obj]
[ENGINE ]: loading mesh asset embedded:skybox_mesh.obj [obj]
[GRAPHICS ]: [embedded:skybox_mesh.obj] vertex count vertices=24 indices=36
[ENGINE ]: creating shader skybox.vert => _shaders/spv/skybox.vert.spv gpu.GPUShaderStage.shaderstageVertex args: shaderTypes.ShaderLoadArgs{ .num_samplers = 0, .num_storage_textures = 0, .num_storage_buffers = 0, .num_uniform_buffers = 1 }
[ENGINE ]: creating shader skybox.frag => _shaders/spv/skybox.frag.spv gpu.GPUShaderStage.shaderstageFragment args: shaderTypes.ShaderLoadArgs{ .num_samplers = 1, .num_storage_textures = 0, .num_storage_buffers = 0, .num_uniform_buffers = 1 }
[ENGINE ]: loading asset m_plane (Mesh) [embedded:plane.obj]
[ENGINE ]: loading mesh asset embedded:plane.obj [obj]
[GRAPHICS ]: [embedded:plane.obj] vertex count vertices=4 indices=6
[ENGINE ]: loading asset m_screenPlane (Mesh) [embedded:screenPlane.obj]
[ENGINE ]: loading mesh asset embedded:screenPlane.obj [obj]
[GRAPHICS ]: [embedded:screenPlane.obj] vertex count vertices=4 indices=6
[ENGINE ]: creating ssao pipeline
[ENGINE ]: creating shader postProc.vert => _shaders/spv/postProc.vert.spv gpu.GPUShaderStage.shaderstageVertex args: shaderTypes.ShaderLoadArgs{ .num_samplers = 0, .num_storage_textures = 0, .num_storage_buffers = 0, .num_uniform_buffers = 0 }
[ENGINE ]: creating shader ssao.frag => _shaders/spv/ssao.frag.spv gpu.GPUShaderStage.shaderstageFragment args: shaderTypes.ShaderLoadArgs{ .num_samplers = 3, .num_storage_textures = 0, .num_storage_buffers = 0, .num_uniform_buffers = 1 }
[ENGINE ]: defining component_MeshComponent
[ENGINE ]: Component container created meshes.MeshComponent @16e88766338
[ENGINE ]: creating lua metatable Mesh
[ENGINE ]: defining component_CameraComponent
[ENGINE ]: Component container created camera.CameraComponent @16ed3fef308
[ENGINE ]: creating lua metatable Camera
[ENGINE ]: module started >>>> rend <<<<
[GRAPHICS ]: imgui startup
[ENGINE ]: module started >>>> imgui <<<<
[ENGINE ]: UI module started
[ENGINE ]: [Fontcache] loading font cache for default font
[ENGINE ]: [Fontcache] loading font cache for monospace font
[ENGINE ]: [Fontcache] loading font cache for bitmap font
[GRAPHICS ]: imgui startup
[ENGINE ]: module started >>>> ui <<<<
[ENGINE ]: creating Game context
[ENGINE ]: calling gEngine.run
[ENGINE ]: engine loop started
[ENGINE ]: program ready
[ENGINE ]: uploading mesh => m_default_cube
[GRAPHICS ]: uploading 24 vertices and 36 indices
[ENGINE ]: install mesh by name 16
[ENGINE ]: uploading mesh => m_debug_box
[GRAPHICS ]: uploading 24 vertices and 36 indices
[ENGINE ]: install mesh by name 20
[ENGINE ]: uploading mesh => m_debug_line
[GRAPHICS ]: uploading 2 vertices and 3 indices
[ENGINE ]: install mesh by name 21
[ENGINE ]: uploading mesh => m_debug_sphere
[GRAPHICS ]: uploading 240 vertices and 336 indices
[ENGINE ]: install mesh by name 22
[ENGINE ]: uploading mesh => m_skybox
[GRAPHICS ]: uploading 24 vertices and 36 indices
[ENGINE ]: install mesh by name 30
[ENGINE ]: uploading mesh => m_plane
[GRAPHICS ]: uploading 4 vertices and 6 indices
[ENGINE ]: install mesh by name 37
[ENGINE ]: uploading mesh => m_screenPlane
[GRAPHICS ]: uploading 4 vertices and 6 indices
[ENGINE ]: install mesh by name 38
[ENGINE ]: Processing exit signals
[ENGINE ]: checking everything is ready to exit
[ENGINE ]: checking everything is ready to exit engineObject.InterfaceRef2(engineObject.EngineObjectVTable){ .ptr = anyopaque@16ed18a2458, .vtable = engineObject.EngineObjectVTable{ .typeName = { 119, 105, 110, 100, 111, 119, 105, 110, 103, 46, 80, 108, 97, 116, 102, 111, 114, 109, 73, 110, 115, 116, 97, 110, 99, 101 }, .typeSize = 112, .typeAlign = 8, .singletonName = { 112, 108, 97, 116, 102, 111, 114, 109, 46, 73, 110, 115, 116, 97, 110, 99, 101 }, .init_func = fn (mem.Allocator) error{OutOfMemory,UnknownStatePanic,BadInit,UnknownError}!*anyopaque@7ff7f0769030, .tick_func = null, .engineDraw_func = null, .preTick_func = null, .deinit_func = fn (*anyopaque) void@7ff7f0769290, .postInit_func = null, .processEvents = null, .exitSignal_func = fn (*anyopaque) error{OutOfMemory,UnknownStatePanic,BadInit,UnknownError}!void@7ff7f0769170, .readyToExit_func = fn (*anyopaque) bool@7ff7f07691f0, .prepare_func = null, .fieldListHash = null, .fieldList = null, .slackSize = null } }
[ENGINE ]: exiting
[ENGINE ]: module shutting down >>>> ui <<<<
[ENGINE ]: module shutting down >>>> imgui <<<<
[ENGINE ]: module shutting down >>>> rend <<<<
[ENGINE ]: undefining component meshes.MeshComponent
[ENGINE ]: undefining component camera.CameraComponent
[ENGINE ]: module shutting down >>>> assets <<<<
[ENGINE ]: module shutting down >>>> platform <<<<
[ENGINE ]: module shutting down >>>> core <<<<
[ENGINE ]: allocated size: 3064738 (2.923 MiB)
[ENGINE ]: peak allocated size size: 9418782 (8.982 MiB) (190 peak allocations)
[ENGINE ]: undefining component scene.Scene