Commit Graph

68 Commits

Author SHA1 Message Date
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
20f3075fa8 for some reason I broke it. I think it has to do with the glsl layout 2019-07-01 23:09:42 -07:00
4b85f6dd1f made buffer loading much faster 2019-07-01 22:41:40 -07:00
d5350a04ff runtime compiled shader. Annoying behaviour forcing clean builds or whitespace modification before picking up shader changes in compile time shader 2019-06-30 21:53:06 -07:00
8c22536653 adding another buffer for xy 2019-06-30 01:11:29 -07:00
4de26c702d still dont know why this isn't working 2019-06-18 23:55:21 -07:00
6698c04b58 just gonna do a file read 2019-06-18 00:16:37 -07:00
e8d94e4ba7 fiddling 2019-06-13 00:56:52 -07:00
7a9f08c7ec editing the image via vulkan compute shader 2019-06-12 22:30:10 -07:00
9b266c8d3f moved gpu example to main 2019-06-12 21:22:06 -07:00
ff679e1cab update references 2019-06-12 20:43:29 -07:00
c139121acb moving files 2019-06-12 20:41:40 -07:00
e001f252eb imported shader example 2019-06-11 00:44:33 -07:00
b9f51bab09 Blurs pixels. This is way to slow. Need to SIMD or maybe OpenCV 2019-06-06 23:33:08 -07:00