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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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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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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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820b99ae4e
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forked shade_runner and added compiler options. Going to add buttons along with a workflow for picking swatches
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2019-07-07 01:00:26 -07:00 |
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5551581a3e
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running again
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2019-07-06 19:40:57 -07:00 |
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21c7801fc8
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interesting behaviour on the .clone()ing of options and arcs causing compiler errors
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2019-07-06 18:57:14 -07:00 |
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8c56bda87a
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struggling with the borrow checker
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2019-07-06 16:12:39 -07:00 |
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f903b741e0
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separating out vulkan stuff
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2019-07-02 21:41:50 -07:00 |
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