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Vector path rendering for Vulkan #1264
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… the same time due to use after free bug
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Super cool stuff! Dean will be taking a look at this! Perhaps this also frees me up on the OpenGL side to look at supporting vector graphics without having to worry about the Vulkan side needing additional work to match. |
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Very exciting seeing someone else use this for the first time! The Vulkan code on the whole is spot on except for 2 issues with the buffer use. The first issue is here: The second issue is that you CAN'T destroy the vertex/index buffers at the end of the frame. This is completely invalid because the commands using the buffers haven't been executed yet. They're not submitted until the end of the frame, and the execution itself will take much longer because all the 3d shit is executed first! The only reason it's working at all is that the implementation is taking the liberty to defer the actual data destruction. This should also be triggering a validation error (though not with certainty), so make sure you've installed the Vulkan SDK. Fortunately, you don't need to worry about buffer disposal either. The Staged buffers you're using take more time to create so are only intended for long-term data like the text-quad. Creating new vertex data on the fly works the same way as uniforms. Just do this (I just tweaked it so be sure to pull): Other than that, she's ready to merge as far as the Vulkan goes, great work! |
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The reviewed changes have been implemented. |
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Updated. |
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Good work once again. Just three minor changes needed:
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@deanjl I implemented the suggested changes. |
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The vert shader still doesn't conform to the right pattern. Just paste this in: Vulkan uniforms suck. |
Added vector path rendering.
Also added -
with adjustable stroke and fill parameters.
Assets not propagated yet, awaiting review.