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Vulkan and Compute Support #1511
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Vulkan and Compute Support #1511
marauder2k7
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19
commits into
TorqueGameEngines:development
from
marauder2k9-torque:AddComputeShaders-finally
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Added the paths for compute shaders Added the logic to allow unordered access views through texture objects Added the logic to bind these to ComputeShaders if they exist Added dispatch compute function to use the compute shader Use mLastComputeShader to control the flow of gfx dispatch. if we use compute shader, everything goes to it as compute should always be a separate stage.
only do the compute the first time, after that the texture is created.
give a usable example, this creates a checkerboard texture
OpenGL implementation of Compute shader WARNING!!!!: only to be used with opengl 4.3!
old code
copy pasta sucks
Initial commit of vulkan support Adds the window target swapchain creation and default buffer creation creates the init for the device eg commandpool graphicspipeline queues and other requirements of vulkan barebones backup commit before moving to more complicated topics
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Changing this PR to be for both the Vulkan implementation and the implementation of the compute pipeline. This is so when we support compute on windows and linux we also support it on Mac |
linux build
linux........
thats the issue......
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Added the paths for compute shaders
Added the logic to allow unordered access views through texture objects Added the logic to bind these to ComputeShaders if they exist Added dispatch compute function to use the compute shader Use mLastComputeShader to control the flow of gfx dispatch. if we use compute shader, everything goes to it as compute should always be a separate stage.
TODO: OpenGL implementation. (requires opengl 4.3)
Began the implementation of Vulkan to the graphics api.