#4523: [RFC]Preliminary Vulkan support
-------------------------------------------------+-------------------------
Reporter: Vincent | Owner:
Type: patch (an actual patch, not | Status: new
a request for one) | Milestone: unspecified
Priority: normal | Version: git/master
Component: Engine: Graphics |
Operating System: All/Non-Specific |
-------------------------------------------------+-------------------------
This patch adds a Vulkan backend to WZ2100.
It's based on commits removing fixed function calls and commits adding per
pixel lighting so it won't apply on master.
I'm posting it here to gather comments on the implementation since the
code is very invasive.
I used auto in a lot of place, I think I will turn them into proper type
in a final patch ; Almost Always Auto codestyle is very nice when creating
a new abstraction or refactoring code but it's quite hard to read without
IDE support.
Vulkan is a very verbose API and even if I throwed in vulkan HPP and
generic lambdas at it it's still 1500 of code. And there's no mipmaping
support of shader cache functionnalities at the moment.
--
Ticket URL: <http://developer.wz2100.net/ticket/4523>
Warzone 2100 Trac <http://developer.wz2100.net/>
The Warzone 2100 Project
------------------------------------------------------------------------------
Developer Access Program for Intel Xeon Phi Processors
Access to Intel Xeon Phi processor-based developer platforms.
With one year of Intel Parallel Studio XE.
Training and support from Colfax.
Order your platform today. http://sdm.link/xeonphi
_______________________________________________
Warzone2100-project mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/warzone2100-project