Commit Graph

70 Commits

Author SHA1 Message Date
8fcd26063a moved around the file heirarchy to make these handles safer 2020-02-04 23:02:21 -08:00
bb5617420e weird old canvas version hanging around 2020-02-04 19:56:43 -08:00
83a5e9b997 lots of refactoring for the dynamic vertex in addition to planning out documentation 2020-01-22 18:38:45 -08:00
8db858b29a documenting 2020-01-20 23:41:46 -08:00
8a83a1f12a Getting back up to date 2020-01-18 22:30:46 -08:00
f1e8990dba compiles. Need a good hard think to see what this interface is going to look like 2019-10-17 22:57:27 -07:00
554e8d551e Got the vertex definition into the load function. Which is something 2019-10-15 00:08:43 -07:00
1551a53d1e piping everything through. Almost done 2019-10-09 23:06:55 -07:00
2fa08bf99e refactoring out shaders 2019-10-07 19:25:47 -07:00
77d30591e6 still working on getiting these shaders to a usable API 2019-09-28 21:30:28 -07:00
1a247e482a breaking out the shader 2019-09-24 23:22:15 -07:00
5a888a4163 hitting this damn shader module again. Very unergonomic interface with the fact that the entry point doesn't just own the shadermodule 2019-09-24 22:39:24 -07:00
3db8eaf006 refactoring the shader container. To Trait or not to Trait? Probably Trait 2019-09-22 01:37:58 -07:00
34c23eebc0 moved to rust style file tree 2019-09-21 23:59:43 -07:00
fa2c9397bf I need to impl a private module so I can have a private get_paths 2019-09-21 23:33:56 -07:00
5f2092ef21 fixed 0,1 coord issue. Going to test multiple vertex buffers now 2019-09-10 22:04:13 -07:00
e8507f9dfc 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. 2019-09-09 23:27:49 -07:00
bf3abfe29d more documentation. Image base impl 2019-09-09 21:52:52 -07:00
26b73c48a8 working on docs 2019-09-09 20:57:15 -07:00
314fa3e4af Workgroup sizes of 8 along with reducing the amount of work groups improves performance 20x 2019-09-06 00:21:50 -07:00
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
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
c39994a7ae more brainstorming on how spriting and computing is going to work 2019-08-27 01:46:25 -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
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