Commit Graph

148 Commits

Author SHA1 Message Date
711e678969 That's it. Fifo present mode halts until the next time the screen is refreshed. Mailbox will replace the lined up image if the refresh period has not been reached 2019-09-05 23:26:25 -07:00
9135d9ec84 minimal example of 15ms lag 2019-09-05 21:40:56 -07:00
3f14555c99 texturing works, next will be images 2019-08-30 00:50:45 -07:00
a2de3557f0 removed old shader_kernel 2019-08-29 22:45:05 -07:00
ebf2cb5322 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 2019-08-29 22:41:19 -07:00
0357296771 more refactoring, compiles. 2019-08-29 22:22:10 -07:00
1737319fc5 lots of refactoring 2019-08-29 21:40:24 -07:00
878b37c3e0 cleaned loop. Compiles. Refactoring Canvas next 2019-08-28 23:17:04 -07:00
66d11e22c0 just doing a naive layered compute for meow 2019-08-28 22:55:44 -07:00
885e19fb64 starting to hook up the compute frame translation. 2019-08-28 21:48:25 -07:00
a3607ebc7d Most of the compute side is mocked up and compiling. 2019-08-28 00:35:36 -07:00
9b8d5cd828 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 2019-08-27 21:48:21 -07:00
e0e9218d6e brainstorming 2019-08-27 02:50:02 -07:00
c39994a7ae more brainstorming on how spriting and computing is going to work 2019-08-27 01:46:25 -07:00
be20f3ae2a sprites are working, but the implementation is pretty bad 2019-08-11 21:30:44 -07:00
e351e36c92 pulled out the draw call. forgot to allocate buffers 2019-08-11 21:03:28 -07:00
0be20eb959 removed the extra stuff from the kernels. Having some issues with the layouts not agreeing with the set size... 2019-08-11 17:23:58 -07:00
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