5a888a4163hitting this damn shader module again. Very unergonomic interface with the fact that the entry point doesn't just own the shadermodulemitchellhansen2019-09-24 22:39:24 -07:00
3db8eaf006refactoring the shader container. To Trait or not to Trait? Probably Traitmitchellhansen2019-09-22 01:37:58 -07:00
89fc974d3csome mishmash brainstorming on adding text rendering. Going to use inverted stencil buffer + glyph path methodmitchellhansen2019-09-17 20:10:16 -07:00
5f2092ef21fixed 0,1 coord issue. Going to test multiple vertex buffers nowmitchellhansen2019-09-10 22:04:13 -07:00
9043c2cd3cremoved the colored vertex and combined into one. Half fixed texturing. Fully fixed images and compute swappingmitchellhansen2019-09-10 21:13:48 -07:00
e8507f9dfcFixed 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.mitchellhansen2019-09-09 23:27:49 -07:00
314fa3e4afWorkgroup sizes of 8 along with reducing the amount of work groups improves performance 20xmitchellhansen2019-09-06 00:21:50 -07:00
711e678969That'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 reachedmitchellhansen2019-09-05 23:26:25 -07:00
ebf2cb5322running. Rust is absolutley amazing. I haven't run this in ~20 commits, yet it only took a few unwrap() fixes and it's back workingmitchellhansen2019-08-29 22:41:19 -07:00
885e19fb64starting to hook up the compute frame translation.mitchellhansen2019-08-28 21:48:25 -07:00
a3607ebc7dMost of the compute side is mocked up and compiling.mitchellhansen2019-08-28 00:35:36 -07:00
9b8d5cd828have 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 vkprocessormitchellhansen2019-08-27 21:48:21 -07:00
c39994a7aemore brainstorming on how spriting and computing is going to workmitchellhansen2019-08-27 01:46:25 -07:00
be20f3ae2asprites are working, but the implementation is pretty badmitchellhansen2019-08-11 21:30:44 -07:00
e351e36c92pulled out the draw call. forgot to allocate buffersmitchellhansen2019-08-11 21:03:28 -07:00
0be20eb959removed the extra stuff from the kernels. Having some issues with the layouts not agreeing with the set size...mitchellhansen2019-08-11 17:23:58 -07:00
dfd4cbb6a2Moved the framebuffer gen to the canvas. Cleaned up a lot of unused importsmitchellhansen2019-08-11 16:37:14 -07:00
8cd5e3e562Finally appeased the compiler. Need to do some real cleaning up on the relationship between canvas and vk processormitchellhansen2019-08-11 15:56:24 -07:00
a7e79668ebvery 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 selfmitchellhansen2019-08-08 00:34:37 -07:00
a8679459eaI have kinda given up trying to wrangle this descriptorsetbuilder. Going to read more on how sprites are best handled in regards to their texturesmitchellhansen2019-07-31 22:39:45 -07:00
77ccd415d0easiest solution there was just to remove the unclonable objects from ShaderKernelsmitchellhansen2019-07-27 23:46:26 -07:00
db06459bd6still working on getting ownership of everything squared awaymitchellhansen2019-07-27 22:58:46 -07:00
321f30b4ccThe 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 scopemitchellhansen2019-07-20 04:45:49 -07:00
e476cb2e4eIt was the gamma being wrong. Interesting how much different this is working than SFML+OpenCLmitchellhansen2019-07-18 23:43:55 -07:00
58f5289a3bwasn't the layout. It was the colors being bound between 0-1 instead of 255 like I was expectingmitchellhansen2019-07-18 22:39:27 -07:00
5928eb5ddegetting close, something wrong with copying the buffer. Probably the format that I've selectedmitchellhansen2019-07-17 21:53:22 -07:00
26410b78a2Got something working. Need to test and verify I'm getting the data from the compute kernelmitchellhansen2019-07-17 20:11:53 -07:00
4d5b09e9caadding a second image buffer for GPU only access. Immutable buffer is write once for textures only. No sampler for regular image buffer though??mitchellhansen2019-07-16 22:54:37 -07:00
937b4fc8caadded texture. looks like copying the one from the compute output isn't going to totally work out of the boxmitchellhansen2019-07-16 22:33:05 -07:00
5751965ce3got everything worked out in the loop. I guess next will be to swap the compute buffer to the image buffermitchellhansen2019-07-16 21:15:02 -07:00
3f79b276a9got it working again. Finally clicked with me what was going on with the functions & how to specify their generic typesmitchellhansen2019-07-15 23:57:34 -07:00
a71958e815working on porting. Got some stuff cleaned up but I've broken the example I had running at one pointmitchellhansen2019-07-15 23:20:07 -07:00
f5bf07085dAbout 1/3 of the way done encapsulating all this vulkan boilerplate into a structmitchellhansen2019-07-11 23:28:56 -07:00
5da2f9f0b5had 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 godmitchellhansen2019-07-11 22:42:59 -07:00
807597ebafsoul 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 librariesmitchellhansen2019-07-08 23:47:15 -07:00
cc5b2a346egoing to just use the ol update and click routinemitchellhansen2019-07-07 02:53:37 -07:00
35b4907d5dfighting with the borrow checker. I don't think this child-parent updating works in rustmitchellhansen2019-07-07 02:33:01 -07:00
820b99ae4eforked shade_runner and added compiler options. Going to add buttons along with a workflow for picking swatchesmitchellhansen2019-07-07 01:00:26 -07:00
942ff4035dadded color swatch picking. Need to align it to the slewed imagemitchellhansen2019-07-06 21:22:43 -07:00
a403d13f41Working 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...mitchellhansen2019-07-06 20:24:15 -07:00
e7d4d6a8e2took out all the sfml shader stuff. will port the rest to vulkan if buffer swapping becomes a perf issuemitchellhansen2019-07-02 18:03:50 -07:00
ceb138c391So it seems like we are constrained to a fixed size buffer?mitchellhansen2019-07-02 00:12:35 -07:00
20f3075fa8for some reason I broke it. I think it has to do with the glsl layoutmitchellhansen2019-07-01 23:09:42 -07:00
d5350a04ffruntime compiled shader. Annoying behaviour forcing clean builds or whitespace modification before picking up shader changes in compile time shadermitchellhansen2019-06-30 21:53:06 -07:00