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

This commit is contained in:
2019-08-08 00:34:37 -07:00
parent 2207c41956
commit a7e79668eb
3 changed files with 161 additions and 58 deletions

View File

@@ -20,7 +20,7 @@ use vulkano::descriptor::descriptor_set::{PersistentDescriptorSetBuf, Persistent
use shaderc::CompileOptions;
use vulkano::framebuffer::{Subpass, RenderPass, RenderPassAbstract, Framebuffer, FramebufferAbstract, RenderPassDesc};
use vulkano::pipeline::shader::{GraphicsShaderType, ShaderModule, GraphicsEntryPoint, SpecializationConstants, SpecializationMapEntry};
use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError};
use vulkano::swapchain::{Swapchain, PresentMode, SurfaceTransform, Surface, SwapchainCreationError, AcquireError, Capabilities};
use vulkano::swapchain::acquire_next_image;
use vulkano::image::swapchain::SwapchainImage;
use winit::{EventsLoop, WindowBuilder, Window, Event, WindowEvent};
@@ -80,12 +80,11 @@ impl ShaderKernels {
}
pub fn new(filename: String,
surface: &Arc<Surface<Window>>,
capabilities: Capabilities,
queue: Arc<Queue>,
physical: PhysicalDevice,
device: Arc<Device>) -> ShaderKernels {
let capabilities = surface.capabilities(physical).unwrap();
let format = capabilities.supported_formats[0].0;
let filenames = ShaderKernels::get_path(filename.clone());