Wowza, I totally forgot that because I was using educational software, they had to RIP it away from me in a computer wipe. I did manage to come back, though! I keep most of my big projects intact so they may live on through my website, and I did a similar gesture for my current Vulkan work.
As for my current Vulkan work? Since today was a lot of installations, I mainly had time to setup image views (which were also encapsulated in RAII objects, but I totally forgot) and start working on the shader pipeline.
Very interesting tidbit - shaders are actually read in as bytecode through Vulkan programs. The actual compilation of the shaders into .sfv bytecode (SPIR-V's the name) is actually done separate from the code. This ensures much quicker loading than kid-friendly GLSL/HLSL. However, I can still use GLSL shaders as long as they are compiled into SPIR-V format.
According to this pipeline, I can fully program vertex/geometry/fragment shaders and tessellation, and also control quite a bit of the color blending/rasterization processes.
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