140 Commits (2bc9ebdc6be5a7f943ba1f79a6765fb4fb011107)
 

Author SHA1 Message Date
mitchellhansen 66d11e22c0 just doing a naive layered compute for meow
5 years ago
mitchellhansen 885e19fb64 starting to hook up the compute frame translation.
5 years ago
mitchellhansen a3607ebc7d Most of the compute side is mocked up and compiling.
5 years ago
mitchellhansen 9b8d5cd828 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
5 years ago
mitchellhansen e0e9218d6e brainstorming
5 years ago
mitchellhansen c39994a7ae more brainstorming on how spriting and computing is going to work
5 years ago
mitchellhansen be20f3ae2a sprites are working, but the implementation is pretty bad
5 years ago
mitchellhansen e351e36c92 pulled out the draw call. forgot to allocate buffers
5 years ago
mitchellhansen 0be20eb959 removed the extra stuff from the kernels. Having some issues with the layouts not agreeing with the set size...
5 years ago
mitchellhansen dfd4cbb6a2 Moved the framebuffer gen to the canvas. Cleaned up a lot of unused imports
5 years ago
mitchellhansen 8cd5e3e562 Finally appeased the compiler. Need to do some real cleaning up on the relationship between canvas and vk processor
5 years ago
mitchellhansen f06adc9a55 ugga ugga. Lifetime problems with the Canvas
5 years ago
mitchellhansen a7e79668eb 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
5 years ago
mitchellhansen 2207c41956 Brainstorming the design.
5 years ago
mitchellhansen c5b3c29ad4 in the midst of a very messy refactor of the way i build the command buffer
5 years ago
mitchellhansen 56455774bc cleaning up the shader hoohaw
5 years ago
mitchellhansen bb1f782168 pulled swapchain out of shaderkernels
5 years ago
mitchellhansen 28878dc345 fixed minor regression, cleaned up source tree
5 years ago
mitchellhansen 1f33d96ae5 Added sprite and better vertex format. works, but now I lost texturing
5 years ago
mitchellhansen cce893a0c8 saving working on key entry. going to do pallette now
5 years ago
mitchellhansen a91e071909 refactored the compute image
5 years ago
mitchellhansen a8679459ea 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
5 years ago
mitchellhansen 9951afd5a5 .
5 years ago
mitchellhansen 982e2ad517 initial impl of get image set
5 years ago
mitchellhansen 77ccd415d0 easiest solution there was just to remove the unclonable objects from ShaderKernels
5 years ago
mitchellhansen db06459bd6 still working on getting ownership of everything squared away
5 years ago
mitchellhansen 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
5 years ago
mitchellhansen 2327a7f05f added compute kernel helper
5 years ago
mitchellhansen e476cb2e4e It was the gamma being wrong. Interesting how much different this is working than SFML+OpenCL
5 years ago
mitchellhansen 58f5289a3b wasn't the layout. It was the colors being bound between 0-1 instead of 255 like I was expecting
5 years ago
mitchellhansen 5928eb5dde getting close, something wrong with copying the buffer. Probably the format that I've selected
5 years ago
mitchellhansen 26410b78a2 Got something working. Need to test and verify I'm getting the data from the compute kernel
5 years ago
mitchellhansen 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??
5 years ago
mitchellhansen 937b4fc8ca added texture. looks like copying the one from the compute output isn't going to totally work out of the box
5 years ago
mitchellhansen 5751965ce3 got everything worked out in the loop. I guess next will be to swap the compute buffer to the image buffer
5 years ago
mitchellhansen 3f79b276a9 got it working again. Finally clicked with me what was going on with the functions & how to specify their generic types
5 years ago
mitchellhansen a71958e815 working on porting. Got some stuff cleaned up but I've broken the example I had running at one point
5 years ago
mitchellhansen 86b4f7d9a3 woweee, vkprocessor compiles now
5 years ago
mitchellhansen f5bf07085d About 1/3 of the way done encapsulating all this vulkan boilerplate into a struct
5 years ago
mitchellhansen 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
5 years ago
mitchellhansen c8a968f4f6 porting over the graphics example
5 years ago
mitchellhansen d6b81ae468 Got the compute thing going. Needs to be run before the rasterizer but that's fine
5 years ago
mitchellhansen 751b7641b2 In the middle of a bit of a versioning hell
5 years ago
mitchellhansen 8a699c8f6b porting over to full vulkan
5 years ago
mitchellhansen 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
5 years ago
mitchellhansen cc5b2a346e going to just use the ol update and click routine
5 years ago
mitchellhansen 35b4907d5d fighting with the borrow checker. I don't think this child-parent updating works in rust
5 years ago
mitchellhansen 820b99ae4e forked shade_runner and added compiler options. Going to add buttons along with a workflow for picking swatches
5 years ago
mitchellhansen 942ff4035d added color swatch picking. Need to align it to the slewed image
5 years ago
mitchellhansen c3a2c45e21 added dragging
5 years ago