very close to the skeleton of the canvas written. Still haven't tested it but it's looking good. Need to figure out how I'm goign to iterate shader_kernels without borrowing from self
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@@ -20,7 +20,7 @@ use vulkano::descriptor::descriptor_set::{PersistentDescriptorSetBuf, Persistent
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use shaderc::CompileOptions;
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use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract, RenderPassDesc};
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use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, GraphicsEntryPoint, SpecializationConstants, SpecializationMapEntry};
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use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError};
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use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError, Capabilities};
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use vulkano::swapchain::acquire_next_image;
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use vulkano::image::swapchain::SwapchainImage;
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use winit::{EventsLoop, WindowBuilder, Window, Event, WindowEvent};
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@@ -80,12 +80,11 @@ impl ShaderKernels {
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}
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pub fn new(filename: String,
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surface: &Arc<Surface<Window>>,
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capabilities: Capabilities,
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queue: Arc<Queue>,
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physical: PhysicalDevice,
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device: Arc<Device>) -> ShaderKernels {
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let capabilities = surface.capabilities(physical).unwrap();
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let format = capabilities.supported_formats[0].0;
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let filenames = ShaderKernels::get_path(filename.clone());
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