Commit graph

9 commits

Author SHA1 Message Date
Pierre-Loup A. Griffais
d5e90511d5 rendervulkan: Fix corruption at the bottom of the compute path.
Thread group size doesn't have to be aligned with image dimensions, as
is the case with 16x16 on a 1920x1080 output.
2020-01-05 19:01:44 -08:00
Pierre-Loup A. Griffais
81e5e1b2f8 steamcompmgr: re-add cursor painting.
We're in sole control of the cursor now, there's no "fake" cursor anymore.

Don't attempt to hide it in X, it doesn't matter.

Also Vulkan rendering of a texture populated from arbitrary bits.

Also add the third layer to the shader... Badly needs clean-up.
2020-01-01 23:36:58 +09:00
Pierre-Loup A. Griffais
97c81ee9fc Helper HUD to know if we're compositing layers with the GPU or not. 2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
ed52f586af Add more float comparisons. Every project should have at least 4. 2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
9d359e3213 I guess HLSL does weird padding with float2s?
With this and some more fixes, output pipeline looks pretty much perfect.
2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
ec34dad8a9 Plumb steamcompmgr window painting to Vulkan compute. 2020-01-01 15:30:38 +09:00
Pierre-Loup A. Griffais
9517ace5c0 Taking about 0.5ms at 1080p on a HP Envy Raven laptop with this.
Sometimes we're running _before_ the app according to gpuvis, beware.
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
d7dc7b435d Vulkan: start of actual rendering code.
Getting corruption on screen at 7FPS!
2020-01-01 15:30:37 +09:00
Pierre-Loup A. Griffais
e61b20710e Enough Vulkan stuff to render to an image and flip it on screen.
No texturing yet, that's next after some surgery on the lump of code.
2020-01-01 15:30:37 +09:00