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https://github.com/italicsjenga/vello.git
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294f6fd1db
Path segments are unsorted, but other elements are using the same sort-middle approach as before. This is a checkpoint. At this point, there are unoptimized versions of tile init and coarse path raster, but it isn't wired up into a working pipeline. Also observing about a 3x performance regression in element processing, which needs to be investigated.
24 lines
649 B
Plaintext
24 lines
649 B
Plaintext
# Build file for shaders.
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# You must have glslangValidator in your path, or patch here.
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glslang_validator = glslangValidator
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rule glsl
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command = $glslang_validator -V -o $out $in
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build image.spv: glsl image.comp | scene.h
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build elements.spv: glsl elements.comp | scene.h state.h annotated.h
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build binning.spv: glsl binning.comp | annotated.h state.h bins.h setup.h
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build tile_alloc.spv: glsl tile_alloc.comp | annotated.h tile.h setup.h
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build path_coarse.spv: glsl path_coarse.comp | annotated.h tile.h setup.h
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build coarse.spv: glsl coarse.comp | annotated.h bins.h ptcl.h setup.h
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build kernel4.spv: glsl kernel4.comp | ptcl.h setup.h
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