noah metz
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87141577f9
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Bindless textures
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2024-01-13 16:37:29 -07:00 |
noah metz
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a730ab001b
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First pass of pushing object data as DeviceAddress for entire batch at once
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2024-01-13 15:27:14 -07:00 |
noah metz
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c3d727d444
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removed double free
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2024-01-13 12:37:07 -07:00 |
noah metz
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91731d933d
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Moved from material abstraction to pipeline abstraction, need to implement bindless textures\n
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2024-01-13 12:32:17 -07:00 |
noah metz
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e1cde5c8bb
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cleanup
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2024-01-13 11:17:26 -07:00 |
noah metz
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f4ed0ad0ac
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More cleanup
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2024-01-13 03:07:08 -07:00 |
noah metz
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3a887dc4f8
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start cleanup
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2024-01-13 02:48:58 -07:00 |
noah metz
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bf291bd6e1
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more tests\n
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2024-01-13 02:25:31 -07:00 |
noah metz
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61e1e6fcef
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Got ply loading working\n
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2024-01-13 02:24:35 -07:00 |
noah metz
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3e7920bc92
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Added to cleanup
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2024-01-12 22:23:48 -07:00 |
noah metz
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78977dd7ab
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Switched to using push constants for model matrices
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2024-01-12 22:07:43 -07:00 |
noah metz
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8dea83ca37
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Switch to using push constants for scene data
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2024-01-12 21:12:31 -07:00 |
noah metz
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ed034b39ab
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Cleanup unused functions\n
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2024-01-12 20:17:42 -07:00 |
noah metz
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d18e918deb
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Moved texture loading to use gpu_mem
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2024-01-12 20:07:06 -07:00 |
noah metz
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2decbe0e66
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Moved object creation to use gpu_mem
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2024-01-12 19:58:32 -07:00 |
noah metz
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e987302723
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Moved more code to gpu_mem
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2024-01-12 19:40:21 -07:00 |
noah metz
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82166a8181
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Moved to homebrew clang, added gpu memory management functions\n
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2024-01-12 19:00:20 -07:00 |
noah metz
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8bba0f1c26
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Changed mesh loading to use passed memories instead of allocating\n
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2024-01-11 23:28:59 -07:00 |
noah metz
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a76f9cd135
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Reworking GPU buffers\n
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2024-01-11 22:49:53 -07:00 |
noah metz
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f76df2b222
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More cleanup
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2024-01-11 21:45:30 -07:00 |
noah metz
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69ad926976
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cleanup
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2024-01-11 21:13:30 -07:00 |
noah metz
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4b6405934b
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Fixed sync issue by transitioning depth image before render loop\n
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2024-01-11 18:31:14 -07:00 |
noah metz
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848fee68af
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More validation fixes
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2024-01-11 18:06:20 -07:00 |
noah metz
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81c1c83b18
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Fixed vulkan validation warnings\n
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2024-01-11 17:32:10 -07:00 |
noah metz
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7043b478fe
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cleanup
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2024-01-11 16:16:10 -07:00 |
noah metz
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80aff7e188
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removed cgltf
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2024-01-11 12:19:51 -07:00 |
noah metz
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50859b8d1e
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Moved variable initialization out of header file
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2024-01-11 12:18:52 -07:00 |
noah metz
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c9f33ae930
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Organized ply constants
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2024-01-11 12:14:50 -07:00 |
noah metz
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d7c688e4b2
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Organized ply constants
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2024-01-11 12:14:02 -07:00 |
noah metz
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27cad0eb46
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fix
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2024-01-11 12:12:07 -07:00 |
noah metz
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77be219c37
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Added code to parse PLY file into attribute/property arrays
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2024-01-11 12:09:54 -07:00 |
noah metz
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36f4947c6c
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Playing with cgltf(not much success though)
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2024-01-10 23:55:11 -07:00 |
noah metz
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26b5af16b3
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Spent way too long debugging a missing struct member in VkWriteDescriptorSet
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2024-01-10 19:32:01 -07:00 |
noah metz
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2e0de3cc93
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Moved object creation to separate functions
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2024-01-10 18:01:54 -07:00 |
noah metz
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bf083380d7
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Cleanup
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2024-01-10 17:50:19 -07:00 |
noah metz
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f280041d0b
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Moved scene descriptor creation to SceneContext struct
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2024-01-10 17:18:07 -07:00 |
noah metz
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f8b6b8e8f2
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Run both pipelines in the render pass
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2024-01-10 16:27:21 -07:00 |
noah metz
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406d2faf4c
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updated default values
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2024-01-10 13:30:15 -07:00 |
noah metz
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9bfd2fab57
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Added example of using the ATTRIBUTE_ID_POSITION to update a UBO for a pipeline. Messy af and need to find a way to organize it so it makes sense.
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2024-01-10 13:19:41 -07:00 |
noah metz
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9ae776a5e2
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Refactoring
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2024-01-10 11:31:32 -07:00 |
noah metz
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b16d7a1ebf
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Added MapIterator and started moving towards rendering objects by iterating through a list of mappings in the material to update descriptors
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2024-01-10 11:27:04 -07:00 |
noah metz
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5222f35823
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Fixed resizing
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2024-01-09 23:19:04 -07:00 |
noah metz
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86f9f9b911
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Fixed crash, it was because without material descriptor set in the layout I was trying to bind to index 2 with only 2 sets
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2024-01-09 23:06:08 -07:00 |
noah metz
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c337e0f728
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Added descriptor attribute for object descriptor set. Crash is currently due to the descriptors for the image being uninitialized.
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2024-01-09 21:56:56 -07:00 |
noah metz
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c02728c4f3
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Made materials allocate a descriptor for each frame, and bind the descriptor on draw.
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2024-01-09 21:28:57 -07:00 |
noah metz
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ee57d5bc81
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Added Map struct and methods to create/destroy/use it
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2024-01-09 20:41:31 -07:00 |
noah metz
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91d8ed6e3b
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Cleaned up pipeline creation into structs(MeshType to describe Mesh buffers, and PipelineLayout to describe descriptor sets/PCRs(TODO))
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2024-01-09 18:36:40 -07:00 |
noah metz
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9ccfe3d0f7
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Added depth image to context
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2024-01-09 13:12:05 -07:00 |
noah metz
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b9befc50a2
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Made material/mesh descriptor bindings parameters of the material
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2024-01-09 12:33:38 -07:00 |
noah metz
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256980435e
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Got rotations working with quaternions(probably more steps than necessary)
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2024-01-09 10:32:22 -07:00 |