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Backend Agnostic Renderer in Rust

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blocked on #9 offscreen rendering.

testing

objective
backlog
rendering/shading

same as #11 but PBR

objective
backlog
rendering/shading

Part of this story will also be altering Drawable Object to have more textures as input ( Their order is shader dependent, document this! Also reccomend ordering stick with some...

objective
rendering/shading

objective
backlog
rendering/shading

It sucks that every buffer/image loaded (such as uniform buffers which are loaded one after another for each target). have to relock every time. There should be a version of...

nice_to_have
performance

In order to support multiple pipelines, DrawableObject should contain a vec/array of textures (and uniforms) for each Descriptor. Nones are acceptable and replaced with the null texture. The ordering is...

objective

This will involve a function that creates a drawer, creates any descriptor/command/etc pools and buffers needed and comes up with some topology for filling the command buffers and submitting all...

objective

https://github.com/KhronosGroup/Vulkan-Samples/blob/master/samples/performance/descriptor_management/descriptor_management_tutorial.md Allocating descriptor sets every frame is inefficient and we can get way better performance by caching them.

nice_to_have
performance
CRITICAL

# Overview This is pretty involved, render_targets.rs, the VulkanRenderer destructor, etc will need to be altered, everywhere render targets are used, or swapchain/presentation is accessed will need to take into...

objective