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 -0700
3db8eaf006refactoring the shader container. To Trait or not to Trait? Probably Traitmitchellhansen2019-09-22 01:37:58 -0700
89fc974d3csome mishmash brainstorming on adding text rendering. Going to use inverted stencil buffer + glyph path methodmitchellhansen2019-09-17 20:10:16 -0700
5f2092ef21fixed 0,1 coord issue. Going to test multiple vertex buffers nowmitchellhansen2019-09-10 22:04:13 -0700
9043c2cd3cremoved the colored vertex and combined into one. Half fixed texturing. Fully fixed images and compute swappingmitchellhansen2019-09-10 21:13:48 -0700
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 -0700
314fa3e4afWorkgroup sizes of 8 along with reducing the amount of work groups improves performance 20xmitchellhansen2019-09-06 00:21:50 -0700
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 -0700
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 -0700
885e19fb64starting to hook up the compute frame translation.mitchellhansen2019-08-28 21:48:25 -0700
a3607ebc7dMost of the compute side is mocked up and compiling.mitchellhansen2019-08-28 00:35:36 -0700
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 -0700
c39994a7aemore brainstorming on how spriting and computing is going to workmitchellhansen2019-08-27 01:46:25 -0700
be20f3ae2asprites are working, but the implementation is pretty badmitchellhansen2019-08-11 21:30:44 -0700
e351e36c92pulled out the draw call. forgot to allocate buffersmitchellhansen2019-08-11 21:03:28 -0700
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 -0700
dfd4cbb6a2Moved the framebuffer gen to the canvas. Cleaned up a lot of unused importsmitchellhansen2019-08-11 16:37:14 -0700
8cd5e3e562Finally appeased the compiler. Need to do some real cleaning up on the relationship between canvas and vk processormitchellhansen2019-08-11 15:56:24 -0700
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 -0700
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 -0700
77ccd415d0easiest solution there was just to remove the unclonable objects from ShaderKernelsmitchellhansen2019-07-27 23:46:26 -0700
db06459bd6still working on getting ownership of everything squared awaymitchellhansen2019-07-27 22:58:46 -0700
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 -0700
e476cb2e4eIt was the gamma being wrong. Interesting how much different this is working than SFML+OpenCLmitchellhansen2019-07-18 23:43:55 -0700
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 -0700
5928eb5ddegetting close, something wrong with copying the buffer. Probably the format that I've selectedmitchellhansen2019-07-17 21:53:22 -0700
26410b78a2Got something working. Need to test and verify I'm getting the data from the compute kernelmitchellhansen2019-07-17 20:11:53 -0700
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 -0700
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 -0700
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 -0700
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 -0700
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 -0700
f5bf07085dAbout 1/3 of the way done encapsulating all this vulkan boilerplate into a structmitchellhansen2019-07-11 23:28:56 -0700
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 -0700
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 -0700
cc5b2a346egoing to just use the ol update and click routinemitchellhansen2019-07-07 02:53:37 -0700
35b4907d5dfighting with the borrow checker. I don't think this child-parent updating works in rustmitchellhansen2019-07-07 02:33:01 -0700
820b99ae4eforked shade_runner and added compiler options. Going to add buttons along with a workflow for picking swatchesmitchellhansen2019-07-07 01:00:26 -0700
942ff4035dadded color swatch picking. Need to align it to the slewed imagemitchellhansen2019-07-06 21:22:43 -0700
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 -0700
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 -0700
ceb138c391So it seems like we are constrained to a fixed size buffer?mitchellhansen2019-07-02 00:12:35 -0700
20f3075fa8for some reason I broke it. I think it has to do with the glsl layoutmitchellhansen2019-07-01 23:09:42 -0700
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 -0700