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🌋 #1
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the work on the vulkan backend is available here (maybe i should make it the default branch here?). currently it's only initialization and deinitialization but it's better than nothing. there are three stubs: the it's too early to make even a draft pull request. the goal is to make it work with an empty configuration file. currently i want to implement the also, currently the code is manually formatted to match my style. vulkan is a long boi, my names are long bois and i don't like how currently i'm relocating and i won't be able to work on the vulkan backend for maybe two or three weeks (i have a lot of other things to do), but i should be able to discuss it here so any opinions, ideas and even pull requests are appreciated. also, i'm not sure if i'll be able to complete it so at some point someone may have to take it over. |
isn't that pog?! 2023-04-23.17-27-12.mp4 |
at this point i've reviewed and refactored all the code and squashed all the commits into the single one. to get actual windows contents drawn on the screen we'll need shaders. unfortunately, vulkan can't compile shaders at runtime so i'll try to use the |
ISN'T THAT POG?! 2023-04-25.22-55-12.mp4 |
yay, i managed to fix distorted windows' contents and update it properly! 2023-05-01.16-17-05.mp4 |
now the i prefer |
@yshui, i’ve been scratching my head for some time on what to use as the buffer age. vulkan doesn’t offer anything similar to glx’s/egl’s buffer age extensions. there is only the incremental present extension that is similar to (at least, not sure about glx) egl’s swap buffers with damage extension. do you have any ideas or maybe you’ve done a research on this before (because you were thinking about the vulkan backend)? unfortunately, i can’t even find a decent read on this except corresponding extensions specifications. also, there are «why?» comments on max buffer age set to 5 by default. i think it may be equal to number of buffers used, so for glx and egl it may be 2 and for xrender 2 or 3 depending on is double or triple buffering used. edit: it seems that i can steal this code from the xrender backend, hehe. |
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