Commit Graph

181 Commits

Author SHA1 Message Date
dfd4cbb6a2 Moved the framebuffer gen to the canvas. Cleaned up a lot of unused imports 2019-08-11 16:37:14 -07:00
8cd5e3e562 Finally appeased the compiler. Need to do some real cleaning up on the relationship between canvas and vk processor 2019-08-11 15:56:24 -07:00
f06adc9a55 ugga ugga. Lifetime problems with the Canvas 2019-08-08 23:14:34 -07:00
a7e79668eb 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 2019-08-08 00:34:37 -07:00
2207c41956 Brainstorming the design. 2019-08-07 23:36:52 -07:00
c5b3c29ad4 in the midst of a very messy refactor of the way i build the command buffer 2019-08-06 23:23:36 -07:00
56455774bc cleaning up the shader hoohaw 2019-08-05 22:40:28 -07:00
bb1f782168 pulled swapchain out of shaderkernels 2019-08-05 22:09:21 -07:00
28878dc345 fixed minor regression, cleaned up source tree 2019-08-05 18:26:43 -07:00
1f33d96ae5 Added sprite and better vertex format. works, but now I lost texturing 2019-08-05 18:08:58 -07:00
cce893a0c8 saving working on key entry. going to do pallette now 2019-08-04 19:48:34 -07:00
a91e071909 refactored the compute image 2019-08-03 23:02:26 -07:00
a8679459ea I have kinda given up trying to wrangle this descriptorsetbuilder. Going to read more on how sprites are best handled in regards to their textures 2019-07-31 22:39:45 -07:00
9951afd5a5 . 2019-07-28 00:42:26 -07:00
982e2ad517 initial impl of get image set 2019-07-28 00:29:52 -07:00
77ccd415d0 easiest solution there was just to remove the unclonable objects from ShaderKernels 2019-07-27 23:46:26 -07:00
db06459bd6 still working on getting ownership of everything squared away 2019-07-27 22:58:46 -07:00
321f30b4cc The entry point takes a borrow of the shader module which is then cloned by the pipeline. So I gotta keep the shader, entry, and modules in a high scope 2019-07-20 04:45:49 -07:00
2327a7f05f added compute kernel helper 2019-07-20 02:48:39 -07:00
e476cb2e4e It was the gamma being wrong. Interesting how much different this is working than SFML+OpenCL 2019-07-18 23:43:55 -07:00
58f5289a3b wasn't the layout. It was the colors being bound between 0-1 instead of 255 like I was expecting 2019-07-18 22:39:27 -07:00
5928eb5dde getting close, something wrong with copying the buffer. Probably the format that I've selected 2019-07-17 21:53:22 -07:00
26410b78a2 Got something working. Need to test and verify I'm getting the data from the compute kernel 2019-07-17 20:11:53 -07:00
4d5b09e9ca adding a second image buffer for GPU only access. Immutable buffer is write once for textures only. No sampler for regular image buffer though?? 2019-07-16 22:54:37 -07:00
937b4fc8ca added texture. looks like copying the one from the compute output isn't going to totally work out of the box 2019-07-16 22:33:05 -07:00
5751965ce3 got everything worked out in the loop. I guess next will be to swap the compute buffer to the image buffer 2019-07-16 21:15:02 -07:00
3f79b276a9 got it working again. Finally clicked with me what was going on with the functions & how to specify their generic types 2019-07-15 23:57:34 -07:00
a71958e815 working on porting. Got some stuff cleaned up but I've broken the example I had running at one point 2019-07-15 23:20:07 -07:00
86b4f7d9a3 woweee, vkprocessor compiles now 2019-07-11 23:38:50 -07:00
f5bf07085d About 1/3 of the way done encapsulating all this vulkan boilerplate into a struct 2019-07-11 23:28:56 -07:00
5da2f9f0b5 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 2019-07-11 22:42:59 -07:00
c8a968f4f6 porting over the graphics example 2019-07-11 00:29:44 -07:00
d6b81ae468 Got the compute thing going. Needs to be run before the rasterizer but that's fine 2019-07-10 23:40:39 -07:00
751b7641b2 In the middle of a bit of a versioning hell 2019-07-09 22:34:14 -07:00
8a699c8f6b porting over to full vulkan 2019-07-09 21:33:31 -07:00
807597ebaf 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 2019-07-08 23:47:15 -07:00
cc5b2a346e going to just use the ol update and click routine 2019-07-07 02:53:37 -07:00
35b4907d5d fighting with the borrow checker. I don't think this child-parent updating works in rust 2019-07-07 02:33:01 -07:00
820b99ae4e forked shade_runner and added compiler options. Going to add buttons along with a workflow for picking swatches 2019-07-07 01:00:26 -07:00
942ff4035d added color swatch picking. Need to align it to the slewed image 2019-07-06 21:22:43 -07:00
c3a2c45e21 added dragging 2019-07-06 20:56:23 -07:00
a403d13f41 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... 2019-07-06 20:24:15 -07:00
5551581a3e running again 2019-07-06 19:40:57 -07:00
21c7801fc8 interesting behaviour on the .clone()ing of options and arcs causing compiler errors 2019-07-06 18:57:14 -07:00
8c56bda87a struggling with the borrow checker 2019-07-06 16:12:39 -07:00
f903b741e0 separating out vulkan stuff 2019-07-02 21:41:50 -07:00
b2b486be84 so that didn't do what I wanted, essentially a pixelate shader ATM 2019-07-02 18:56:02 -07:00
e597e8ef1b stupid stupid stupid. buffer write bug 2019-07-02 18:07:52 -07:00
e7d4d6a8e2 took out all the sfml shader stuff. will port the rest to vulkan if buffer swapping becomes a perf issue 2019-07-02 18:03:50 -07:00
ceb138c391 So it seems like we are constrained to a fixed size buffer? 2019-07-02 00:12:35 -07:00