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ebf2cb5322
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running. Rust is absolutley amazing. I haven't run this in ~20 commits, yet it only took a few unwrap() fixes and it's back working
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2019-08-29 22:41:19 -07:00 |
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0357296771
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more refactoring, compiles.
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2019-08-29 22:22:10 -07:00 |
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1737319fc5
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lots of refactoring
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2019-08-29 21:40:24 -07:00 |
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885e19fb64
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starting to hook up the compute frame translation.
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2019-08-28 21:48:25 -07:00 |
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a3607ebc7d
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Most of the compute side is mocked up and compiling.
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2019-08-28 00:35:36 -07:00 |
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9b8d5cd828
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have the api of the compu somewhat figured out. Need to weigh my options on texture, buffer, and image handles and how I'm going to get them from the vkprocessor
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2019-08-27 21:48:21 -07:00 |
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e0e9218d6e
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brainstorming
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2019-08-27 02:50:02 -07:00 |
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c39994a7ae
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more brainstorming on how spriting and computing is going to work
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2019-08-27 01:46:25 -07:00 |
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be20f3ae2a
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sprites are working, but the implementation is pretty bad
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2019-08-11 21:30:44 -07:00 |
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e351e36c92
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pulled out the draw call. forgot to allocate buffers
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2019-08-11 21:03:28 -07:00 |
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0be20eb959
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removed the extra stuff from the kernels. Having some issues with the layouts not agreeing with the set size...
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2019-08-11 17:23:58 -07:00 |
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dfd4cbb6a2
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Moved the framebuffer gen to the canvas. Cleaned up a lot of unused imports
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2019-08-11 16:37:14 -07:00 |
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f06adc9a55
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ugga ugga. Lifetime problems with the Canvas
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2019-08-08 23:14:34 -07:00 |
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c5b3c29ad4
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in the midst of a very messy refactor of the way i build the command buffer
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2019-08-06 23:23:36 -07:00 |
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bb1f782168
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pulled swapchain out of shaderkernels
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2019-08-05 22:09:21 -07:00 |
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1f33d96ae5
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Added sprite and better vertex format. works, but now I lost texturing
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2019-08-05 18:08:58 -07:00 |
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cce893a0c8
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saving working on key entry. going to do pallette now
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2019-08-04 19:48:34 -07:00 |
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2327a7f05f
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added compute kernel helper
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2019-07-20 02:48:39 -07:00 |
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e476cb2e4e
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It was the gamma being wrong. Interesting how much different this is working than SFML+OpenCL
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2019-07-18 23:43:55 -07:00 |
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58f5289a3b
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wasn't the layout. It was the colors being bound between 0-1 instead of 255 like I was expecting
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2019-07-18 22:39:27 -07:00 |
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937b4fc8ca
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added texture. looks like copying the one from the compute output isn't going to totally work out of the box
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2019-07-16 22:33:05 -07:00 |
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5751965ce3
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got everything worked out in the loop. I guess next will be to swap the compute buffer to the image buffer
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2019-07-16 21:15:02 -07:00 |
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a71958e815
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working on porting. Got some stuff cleaned up but I've broken the example I had running at one point
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2019-07-15 23:20:07 -07:00 |
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f5bf07085d
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About 1/3 of the way done encapsulating all this vulkan boilerplate into a struct
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2019-07-11 23:28:56 -07:00 |
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5da2f9f0b5
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had a bit of a time finding the problem with the specialization constants being unimplemented. Adding an impl lets rust elicit the pipeline type so I can store it, thank god
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2019-07-11 22:42:59 -07:00 |
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c8a968f4f6
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porting over the graphics example
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2019-07-11 00:29:44 -07:00 |
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d6b81ae468
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Got the compute thing going. Needs to be run before the rasterizer but that's fine
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2019-07-10 23:40:39 -07:00 |
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751b7641b2
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In the middle of a bit of a versioning hell
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2019-07-09 22:34:14 -07:00 |
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8a699c8f6b
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porting over to full vulkan
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2019-07-09 21:33:31 -07:00 |
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807597ebaf
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soul searching on the whole Sprite/Texture thing. It seems like SFML encourages batches of Textures to be loaded vs a constant stream of new Textures like this application will be producing. So, methinks it's time to venture out into some vulkan 2d graphics libraries
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2019-07-08 23:47:15 -07:00 |
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35b4907d5d
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fighting with the borrow checker. I don't think this child-parent updating works in rust
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2019-07-07 02:33:01 -07:00 |
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820b99ae4e
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forked shade_runner and added compiler options. Going to add buttons along with a workflow for picking swatches
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2019-07-07 01:00:26 -07:00 |
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942ff4035d
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added color swatch picking. Need to align it to the slewed image
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2019-07-06 21:22:43 -07:00 |
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c3a2c45e21
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added dragging
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2019-07-06 20:56:23 -07:00 |
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a403d13f41
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Working on zooming and scrolling of the image. Want to do a full input chain like I did the raycaster, but I don't know if I want to commit to SFML for my windowing...
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2019-07-06 20:24:15 -07:00 |
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5551581a3e
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running again
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2019-07-06 19:40:57 -07:00 |
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21c7801fc8
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interesting behaviour on the .clone()ing of options and arcs causing compiler errors
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2019-07-06 18:57:14 -07:00 |
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8c56bda87a
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struggling with the borrow checker
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2019-07-06 16:12:39 -07:00 |
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f903b741e0
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separating out vulkan stuff
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2019-07-02 21:41:50 -07:00 |
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b2b486be84
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so that didn't do what I wanted, essentially a pixelate shader ATM
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2019-07-02 18:56:02 -07:00 |
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e597e8ef1b
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stupid stupid stupid. buffer write bug
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2019-07-02 18:07:52 -07:00 |
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e7d4d6a8e2
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took out all the sfml shader stuff. will port the rest to vulkan if buffer swapping becomes a perf issue
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2019-07-02 18:03:50 -07:00 |
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ceb138c391
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So it seems like we are constrained to a fixed size buffer?
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2019-07-02 00:12:35 -07:00 |
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20f3075fa8
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for some reason I broke it. I think it has to do with the glsl layout
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2019-07-01 23:09:42 -07:00 |
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4b85f6dd1f
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made buffer loading much faster
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2019-07-01 22:41:40 -07:00 |
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d5350a04ff
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runtime compiled shader. Annoying behaviour forcing clean builds or whitespace modification before picking up shader changes in compile time shader
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2019-06-30 21:53:06 -07:00 |
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8c22536653
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adding another buffer for xy
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2019-06-30 01:11:29 -07:00 |
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4de26c702d
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still dont know why this isn't working
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2019-06-18 23:55:21 -07:00 |
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6698c04b58
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just gonna do a file read
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2019-06-18 00:16:37 -07:00 |
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e8d94e4ba7
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fiddling
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2019-06-13 00:56:52 -07:00 |
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