master
mitchellhansen 5 years ago
parent db8cbdc77e
commit 268c605d32

@ -8,9 +8,10 @@ Creation-Date: 2020-02-03T22:11:42-08:00
=== Trac3r : A program to convert images to 2D toolpaths === === Trac3r : A program to convert images to 2D toolpaths ===
TODO: TODO:
[ ] Text rendering is half implemented. [x] Text rendering is half implemented.
[ ] Pathfinder vulkan backend implementation
[ ] Currently using local copies of a few libraries: [ ] Currently using local copies of a few libraries:
shade_runner [x] shade_runner ( not gonna happen, my fork has diverged too far )
vulkano/vulkano-win vulkano/vulkano-win
vulkano/vulkano-shaders vulkano/vulkano-shaders
vulkano/vulkano vulkano/vulkano
@ -18,7 +19,6 @@ Creation-Date: 2020-02-03T22:11:42-08:00
[*] Figure out how to make this POS stable (semi stable) [*] Figure out how to make this POS stable (semi stable)
-------------------- --------------------
[[~/source/Trac3r-rust/doc/sfml_rust/index.html|Documentation Root]] [[~/source/Trac3r-rust/doc/sfml_rust/index.html|Documentation Root]]
@ -38,9 +38,11 @@ Creation-Date: 2020-02-03T22:11:42-08:00
==== Context switching ==== ==== Context switching ====
So lets finish this text rendering! Okay. So now I have gotten myself into a bit of a pickle with the text rendering. What was supposed to be an "easy" hack to get it to work, ended turning into a complete vulkan backend written for the pathfinder gpu abstraction layer. This luckily is within my level of skill (I think) but it is no small task.
When I finally get this done, I should be able to allow [[VkProcessor]] to implement the Device trait, and then replicate the behaviour I am writing for the PoC!!
I remember using a triangle fan to render the fonts using the stencil buffer swapping After this. I should have very robust and (hopefully) simple text rendering interface.
-------------------- --------------------

@ -5,7 +5,8 @@ Creation-Date: 2020-02-28T22:36:46-08:00
====== PossiblePathfinderPort ====== ====== PossiblePathfinderPort ======
Created Friday 28 February 2020 Created Friday 28 February 2020
So I'm just going to use this space to talk about hooking up vulkano to this backend.
All in all, this seems somewhat simple. This backend expects you to define a dozen or so types which are then passed around and manipulated using this interface.
pub struct RenderState<'a, D> where D: Device pub struct RenderState<'a, D> where D: Device
@ -38,17 +39,32 @@ pub struct RenderState<'a, D> where D: Device
[ ] fn create_texture(&self, format: TextureFormat, size: Vector2I) -> Self::Texture; fn create_texture(&self, format: TextureFormat, size: Vector2I) -> Self::Texture;
So for this function I'm going to need to convert Texture fn create_texture_from_data(&self,
format: TextureFormat,
size: Vector2I,
data: [[TextureDataRef]]
) -> Self::Texture;
fn create_texture_from_data(&self, format: TextureFormat, size: Vector2I, data: TextureDataRef) **For now I'm going to create just the shader and not the pipeline**
-> Self::Texture; fn create_shader(&self,
fn create_shader(&self, resources: &dyn ResourceLoader, name: &str, kind: ShaderKind) resources: &dyn ResourceLoader,
-> Self::Shader; name: &str,
fn create_shader_from_source(&self, name: &str, source: &[u8], kind: ShaderKind) kind: ShaderKind)
-> Self::Shader; -> Self::Shader;
fn create_shader_from_source(&self,
name: &str,
source: &[u8],
kind: ShaderKind) -> Self::Shader;
fn create_vertex_array(&self) -> Self::VertexArray; fn create_vertex_array(&self) -> Self::VertexArray;
**This means more in GL as a program is a part of the state machine**
**In vk and metal this just returns the two shaders in one object**
fn create_program_from_shaders( fn create_program_from_shaders(
&self, &self,
resources: &dyn ResourceLoader, resources: &dyn ResourceLoader,
@ -56,18 +72,38 @@ pub struct RenderState<'a, D> where D: Device
vertex_shader: Self::Shader, vertex_shader: Self::Shader,
fragment_shader: Self::Shader, fragment_shader: Self::Shader,
) -> Self::Program; ) -> Self::Program;
**This one I'm a little shakey on. Where do I get these attributes?**
fn get_vertex_attr(&self, program: &Self::Program, name: &str) -> Option<Self::VertexAttr>; fn get_vertex_attr(&self, program: &Self::Program, name: &str) -> Option<Self::VertexAttr>;
**This one as well, how am I storing these?**
fn get_uniform(&self, program: &Self::Program, name: &str) -> Self::Uniform; fn get_uniform(&self, program: &Self::Program, name: &str) -> Self::Uniform;
**Probably just allocating a buffer with data. Target is just usage**
**See that it passes in a borrow for Buffer, I assume we should do an**
**uninitialized_buffer type of deal**
fn bind_buffer(&self, fn bind_buffer(&self,
vertex_array: &Self::VertexArray, vertex_array: &Self::VertexArray,
buffer: &Self::Buffer, buffer: &Self::Buffer,
target: BufferTarget); target: BufferTarget);
**This first bind_vertex_array()'s **
**Then it appears to set the instancing using the descriptor and divisor?**
**Then it configures the vertex attributes for the state. it's push pop it seems in gl**
fn configure_vertex_attr(&self, fn configure_vertex_attr(&self,
vertex_array: &Self::VertexArray, vertex_array: &Self::VertexArray,
attr: &Self::VertexAttr, attr: &Self::VertexAttr,
descriptor: &VertexAttrDescriptor); descriptor: &VertexAttrDescriptor);
**This creates the framebuffer using the **
**render_pass and swap_image. I assume what is happening here is that**
**the api is forcing me to genericize the swap_image into a texture**
fn create_framebuffer(&self, texture: Self::Texture) -> Self::Framebuffer; fn create_framebuffer(&self, texture: Self::Texture) -> Self::Framebuffer;
**This just creates an empty buffer **
fn create_buffer(&self) -> Self::Buffer; fn create_buffer(&self) -> Self::Buffer;
**Allocates using an empty buffer. target is buffer_usage**
fn allocate_buffer<T>( fn allocate_buffer<T>(
&self, &self,
buffer: &Self::Buffer, buffer: &Self::Buffer,

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