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8fcd26063a
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moved around the file heirarchy to make these handles safer
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2020-02-04 23:02:21 -08:00 |
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bb5617420e
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weird old canvas version hanging around
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2020-02-04 19:56:43 -08:00 |
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83a5e9b997
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lots of refactoring for the dynamic vertex in addition to planning out documentation
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2020-01-22 18:38:45 -08:00 |
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8db858b29a
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documenting
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2020-01-20 23:41:46 -08:00 |
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8a83a1f12a
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Getting back up to date
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2020-01-18 22:30:46 -08:00 |
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f1e8990dba
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compiles. Need a good hard think to see what this interface is going to look like
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2019-10-17 22:57:27 -07:00 |
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554e8d551e
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Got the vertex definition into the load function. Which is something
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2019-10-15 00:08:43 -07:00 |
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1551a53d1e
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piping everything through. Almost done
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2019-10-09 23:06:55 -07:00 |
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2fa08bf99e
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refactoring out shaders
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2019-10-07 19:25:47 -07:00 |
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77d30591e6
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still working on getiting these shaders to a usable API
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2019-09-28 21:30:28 -07:00 |
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1a247e482a
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breaking out the shader
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2019-09-24 23:22:15 -07:00 |
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5a888a4163
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hitting this damn shader module again. Very unergonomic interface with the fact that the entry point doesn't just own the shadermodule
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2019-09-24 22:39:24 -07:00 |
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3db8eaf006
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refactoring the shader container. To Trait or not to Trait? Probably Trait
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2019-09-22 01:37:58 -07:00 |
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34c23eebc0
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moved to rust style file tree
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2019-09-21 23:59:43 -07:00 |
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fa2c9397bf
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I need to impl a private module so I can have a private get_paths
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2019-09-21 23:33:56 -07:00 |
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5f2092ef21
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fixed 0,1 coord issue. Going to test multiple vertex buffers now
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2019-09-10 22:04:13 -07:00 |
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e8507f9dfc
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Fixed a particularly nasty typo bug. Added more moving sprites. Will need to examine order of draw commands. Need to fix the size/8 for misaligned data.
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2019-09-09 23:27:49 -07:00 |
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bf3abfe29d
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more documentation. Image base impl
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2019-09-09 21:52:52 -07:00 |
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26b73c48a8
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working on docs
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2019-09-09 20:57:15 -07:00 |
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314fa3e4af
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Workgroup sizes of 8 along with reducing the amount of work groups improves performance 20x
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2019-09-06 00:21:50 -07:00 |
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711e678969
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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
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2019-09-05 23:26:25 -07:00 |
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9135d9ec84
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minimal example of 15ms lag
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2019-09-05 21:40:56 -07:00 |
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3f14555c99
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texturing works, next will be images
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2019-08-30 00:50:45 -07:00 |
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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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878b37c3e0
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cleaned loop. Compiles. Refactoring Canvas next
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2019-08-28 23:17:04 -07:00 |
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66d11e22c0
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just doing a naive layered compute for meow
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2019-08-28 22:55:44 -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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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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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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8cd5e3e562
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Finally appeased the compiler. Need to do some real cleaning up on the relationship between canvas and vk processor
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2019-08-11 15:56:24 -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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a7e79668eb
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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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2019-08-08 00:34:37 -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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56455774bc
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cleaning up the shader hoohaw
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2019-08-05 22:40:28 -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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28878dc345
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fixed minor regression, cleaned up source tree
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2019-08-05 18:26:43 -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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a91e071909
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refactored the compute image
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2019-08-03 23:02:26 -07:00 |
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a8679459ea
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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
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2019-07-31 22:39:45 -07:00 |
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9951afd5a5
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.
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2019-07-28 00:42:26 -07:00 |
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982e2ad517
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initial impl of get image set
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2019-07-28 00:29:52 -07:00 |
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77ccd415d0
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easiest solution there was just to remove the unclonable objects from ShaderKernels
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2019-07-27 23:46:26 -07:00 |
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db06459bd6
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still working on getting ownership of everything squared away
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2019-07-27 22:58:46 -07:00 |
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321f30b4cc
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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
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2019-07-20 04:45:49 -07:00 |
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