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@marauder2k7 marauder2k7 commented Jun 29, 2025

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.

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!
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
@marauder2k7 marauder2k7 changed the title Adds compute shader support Vulkan and Compute Support Jul 10, 2025
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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
opengl layout locations in shadergen (required for spirv generation)
thats the issue......
backup before pr of shadergen constbuffer work
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