noah pushed to main at MetzNet/spacegame
- 79657c5db0 Set default size for pipelines since they dynamically set the size anyway, and created structs to transition to ObjectPipeline which will do the compute->offscreen->onscreen phase entirely in the GPU based on object buffers(compute generates draw call buffer and object id<->gl_InstanceId map based on object buffer, offscreen/onscreen use indirect draw call + object id<->gl_InstanceId map + object buffer to draw)
noah pushed to main at MetzNet/spacegame
- 82ece9e038 Changed to push scene data in UBO instead of push constant
noah pushed to main at MetzNet/spacegame
- 74808b234f Fixed gpu_mem padding calculation
noah pushed to main at MetzNet/spacegame
- 81e04e8e1f Fixed validation error
noah pushed to main at MetzNet/spacegame
- 7f8b4e449b Added texture_set_add to load an image from CPU memory to a TextureSet
noah pushed to main at MetzNet/spacegame
- 11c135d696 Added QueueStruct for holding VkQueue + family + index
noah pushed to main at MetzNet/spacegame
- 007520a92c Added TextureSet for large pools of textures in a single descriptor
noah pushed to main at MetzNet/spacegame
- bda7eae355 Made pipelines create a second pipeline for offscreen rener of g_buffers
noah pushed to main at MetzNet/spacegame
- a730ab001b First pass of pushing object data as DeviceAddress for entire batch at once
noah pushed to main at MetzNet/spacegame
- 91731d933d Moved from material abstraction to pipeline abstraction, need to implement bindless textures\n
noah pushed to main at MetzNet/spacegame
- 61e1e6fcef Got ply loading working\n