* xcb_connect always returns nonnull pointer, errors must be checked with xcb_connection_has_error: Fixed the error check to conform to XCB and assert nonnull pointer
* merged with newest master from upstream (tagged ktx)
Co-authored-by: Wolfgang Draxinger <code@datenwolf.net>
Co-authored-by: datenwolf <dw@kraeh.datenwolf.net>
* Started updating ray tracing samples to KHR extension
* Updated GLSL shaders to use GL_EXT_ray_tracing
* Code cleanup, naming
* Fix include directories to use Vulkan headers from repository instead of NDK for the Android build
* Added new Android function pointers
* Renamed basic ray tracing sample
Added android build files
* Remove unused batch file
* Replaced remaining NV identifiers
* Updating ray tracing shadow sample to KHR extension
* Updated shaders to use KHR instead of NV extension
Fixed shader bindings
* Updating ray tracing reflections sample to KHR extension
* Renamed ray tracing reflections sample
* Renamed ray tracing shadows sample
Added android build files
* Removed no-longer used batch files for shader generation
* Proper alignment for the shader binding table
* Updated readme
* Reworked shader group setup
* Cleanup
* Reworked shader group setup
* Reworked shader group setup
* Code cleanup
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class
* Split glTF loader into header and implementation
* Updated sample to use glTF
* Removed collada files
Replaced assets are now part of the asset pack
* Return value for glTF model vertex input state create info helper
* Removed unused assets
* Use glTF assets
* Added default material for glTF node's without materials
* Use glTF assets
* Apply pre-transforms to normals
* Use glTF assets
* Use glTF assets
* Use vertex input state from glTF model class
* Scene setup
* Use glTF assets
* Use glTF assets
* Display error message and exit if glTF file could not be loaded
* Use glTF assets
* Use glTF assets
* Use glTF assets
* Remove unused buffer binds
* Use glTF assets
* Remove no longer used model files
* Remove no longer used model files
* Added support for rendering glTF models with images
* glTF model normal pre-transform ignores translation
* Use glTF assets
* Use glTF assets
* Use glTF assets
* Use glTF assets
* Use glTF assets
* Only add combined image samplers to pool if actually used in the scene
* Use global descriptor set layouts
* Use global descriptor set layouts
* Use glTF assets
* Use glTF assets
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
* Use glTF assets
Code cleanup
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
* Remove no-longer used model
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model
* Use glTF assets
Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets
* Adnrdoid build file
* Use glTF assets
Code cleanup and refactoring
Updated GLSL and HLSL shaders
* Added vertex count and way of passing additional memory property type flags to glTF loader
* Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Updated GLSL and HLSL shaders
* Remove unfinished sample
* Completely reworked push constants sample
Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Android CMake build files
* Removed un-used asset
* Explicit buffer binding function
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
* Use glTF assets
Code cleanup
* Use glTF assets
Code cleanup
Removed no-longer used assets
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Remove no-longer used asset
* Use glTF assets
Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Code cleanup and refactoring
Removed no-longer used assets
* Use glTF assets
Code cleanup and refactoring
Removed no-longer used assets
* Use glTF assets
Code cleanup and refactoring
* Use glTF assets
Code cleanup and refactoring
* Use glTF assets
Code cleanup and refactoring
Removed no-longer used assets
* Pass vertex size and calculate multiplier in shaders instead of hard-coding
With this, changes to the glTF vertex structure won't break the ray tracing samples
* Load tangents (if present)
* Use glTF assets
Code cleanup and heavy refactoring
Reworked debug display code
* Android build
* Normal mapping fixes
Udpated HLSL shaders
* Use glTF assets
Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders
* Code cleanup, comments
* Use glTF assets
Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders
* Added sample count to framebuffer create info
* Removed no-longer used assets
* Android build
Removed no-longer used assets
* Code cleanup and heavy refactoring
Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader
* Renamed textured PBR sample main cpp file
* Use glTF assets
Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Removed no-longer used assets
* Android build files
* Android build files
* Use glTF assets
Removed no-longer used assets
* Fixed HLSL shaders
* Android build files
* Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Added flag to disable glTF image loading
Useful for samples that use their own textures or don't use textures at all to speed up loading
* Use glTF assets
Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders
* Updated Android build files
* Removed left-over comment
* Use Sponza scene for the SSAO sample
* Removed unused code
* Removed ASSIMP
No longer required as all samples now use the glTF file format
* Added missing vertex shader stage
* Removed old ASSIMP-based model loader
* Added support for loading external glTF images from ktx
Android fixes for loading external buffer files
* Scene setup
* Added missing shader stages
* Removed ASSIMP from build files
* Fixed compiler warning
* Removed ASSIMP from readmes
* Android build files cleanup
* Replaced ktx submodule with only the files required for this repo
The ktx submodule was a tad too big and contained lots of files not required for this repo
* Moved ktx build files into base project
* Use glTF assets
* Use glTF assets
* Removed license files, will be moved to asset pack
* Use RGBA textures
* Use RGBA cubemp texture with face assignment based on original images
Refs #679
* Android build files
* Removed textures
All textures will be moved to the asset pack
* Ignore asset folders
* Removed font
Fonts will be moved to the asset pack
* Link to gltf asset pack
* Updated gitignore
* Android build file
* Started reworking the scene rendering to sample
Use glTF instead of ASSIMP, per-material pipelines, material loading, etc.
* Visibility toggle for scene nodes
* Fixed lighting, updated GLSL and HLSL shaders
* Renamed sample
* Code-Cleanup, comments, validation fixes
* Android build
* Started on tutorial for glTF scene rendering sample
* Minor code cleanup
* Adding new chapters to the tutorial for glTF scene rendering sample
* Added info on normal map shader bindings, spelling
* Added drawing chapter
* Getter for texture descriptors
Makes code a easier to read
* Renamed glTF scene sample
* Add markdown files to projects
* Updated readme, separate chapter for glTF samples
* Comments
* Removed unused screenshot
The test uses the format VK_FORMAT_D16_UNORM for the shadow map, and
it sets unconditionally VK_FILTER_LINEAR when using it.
But by spec, it is not mandatory that format to support
filtering. Explained here:
https://www.khronos.org/registry/vulkan/specs/1.2/html/chap32.html
table 51, VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT.
This commit checks if that flag is present with that format to decide
between LINEAR (the default value) or NEAREST (if LINEAR is not
supported). Adds a auxiliar method on VulkanTools just in case it
could be useful for other demos.
This is not detected by the Validation Layers, but raise an assertion
with one of the development tools we use to implement the Mesa v3dv
driver (rpi4 vulkan driver).
Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`
Fix up shader paths in the cpp files to point to the new glsl location.
`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).
Issue: #723
This commit updates the WM_CLASS property to display a better
title than "Unknown" for each example in the dash and application menu.
Update WM_CLASS property on Linux using xcb
This commit updates the WM_CLASS property to display a better
title than "Unknown" for each example in the dash and application menu.