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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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9b8d5cd828
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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
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2019-08-27 21:48:21 -07:00 |
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e0e9218d6e
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brainstorming
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2019-08-27 02:50:02 -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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be20f3ae2a
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sprites are working, but the implementation is pretty bad
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2019-08-11 21:30:44 -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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2207c41956
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Brainstorming the design.
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2019-08-07 23:36:52 -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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2327a7f05f
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added compute kernel helper
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2019-07-20 02:48:39 -07:00 |
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e476cb2e4e
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It was the gamma being wrong. Interesting how much different this is working than SFML+OpenCL
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2019-07-18 23:43:55 -07:00 |
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58f5289a3b
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wasn't the layout. It was the colors being bound between 0-1 instead of 255 like I was expecting
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2019-07-18 22:39:27 -07:00 |
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5928eb5dde
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getting close, something wrong with copying the buffer. Probably the format that I've selected
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2019-07-17 21:53:22 -07:00 |
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26410b78a2
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Got something working. Need to test and verify I'm getting the data from the compute kernel
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2019-07-17 20:11:53 -07:00 |
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4d5b09e9ca
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adding a second image buffer for GPU only access. Immutable buffer is write once for textures only. No sampler for regular image buffer though??
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2019-07-16 22:54:37 -07:00 |
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937b4fc8ca
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added texture. looks like copying the one from the compute output isn't going to totally work out of the box
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2019-07-16 22:33:05 -07:00 |
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5751965ce3
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got everything worked out in the loop. I guess next will be to swap the compute buffer to the image buffer
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2019-07-16 21:15:02 -07:00 |
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3f79b276a9
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got it working again. Finally clicked with me what was going on with the functions & how to specify their generic types
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2019-07-15 23:57:34 -07:00 |
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a71958e815
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working on porting. Got some stuff cleaned up but I've broken the example I had running at one point
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2019-07-15 23:20:07 -07:00 |
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86b4f7d9a3
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woweee, vkprocessor compiles now
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2019-07-11 23:38:50 -07:00 |
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f5bf07085d
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About 1/3 of the way done encapsulating all this vulkan boilerplate into a struct
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2019-07-11 23:28:56 -07:00 |
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5da2f9f0b5
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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
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2019-07-11 22:42:59 -07:00 |
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c8a968f4f6
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porting over the graphics example
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2019-07-11 00:29:44 -07:00 |
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d6b81ae468
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Got the compute thing going. Needs to be run before the rasterizer but that's fine
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2019-07-10 23:40:39 -07:00 |
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751b7641b2
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In the middle of a bit of a versioning hell
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2019-07-09 22:34:14 -07:00 |
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8a699c8f6b
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porting over to full vulkan
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2019-07-09 21:33:31 -07:00 |
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807597ebaf
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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
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2019-07-08 23:47:15 -07:00 |
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cc5b2a346e
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going to just use the ol update and click routine
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2019-07-07 02:53:37 -07:00 |
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35b4907d5d
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fighting with the borrow checker. I don't think this child-parent updating works in rust
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2019-07-07 02:33:01 -07:00 |
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