saschawillems
dcca2db9df
Partial merge branch 'add-debug-marker-use' of https://github.com/baldurk/Vulkan into baldurk-add-debug-marker-use (Refs #146 )
2016-05-22 12:44:29 +02:00
saschawillems
f6b61788ff
Update screenshots
2016-05-21 16:06:46 +02:00
saschawillems
459dbbc5a1
Updated PN-Triangles tessellation shader demo
2016-05-21 16:01:48 +02:00
saschawillems
3f06ef81fb
Fixed Android gamepad dead zone check (avoids constant view updateds)
2016-05-21 15:20:07 +02:00
saschawillems
66f006b783
Mesh loader now does staging to device local memory by default (Refs #84 )
2016-05-20 23:15:31 +02:00
saschawillems
79b7fd440c
Removed device wait idles (only uniform buffer used is coherent)
2016-05-20 23:15:06 +02:00
saschawillems
3d93c383d8
Use example base prepare and submit frame function, added ext overlay
2016-05-20 21:30:17 +02:00
saschawillems
d365b7ccd5
Overload for creating buffers with descriptor sets and passing memory type properties, use Vulkan result check macro
2016-05-20 21:19:43 +02:00
saschawillems
96df99f1f2
Fixing Android build error and warnings
2016-05-20 20:21:06 +02:00
saschawillems
a7a1a8aed4
Destroy debug callback ( Fixes #15 )
2016-05-19 22:21:57 +02:00
saschawillems
84c362bf61
Added compute ray tracing example to readme, added attributions
2016-05-19 22:13:16 +02:00
Sascha Willems
0458969f11
Merge pull request #153 from pbantolas/fix-textoverlay-allocsize
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Fix textoverlay demo to use correct allocation size.
2016-05-19 20:27:41 +02:00
saschawillems
f78bd0dcd4
Win32: PostQuitMessage instead of exit on VK_ESCAPE
2016-05-19 20:25:09 +02:00
saschawillems
716f5d5c65
Updated headers to SDK 1.0.11.1
2016-05-19 19:50:09 +02:00
saschawillems
f601b35229
Display occlusion query stats on text overlay
2016-05-18 19:44:24 +02:00
saschawillems
05b920cf01
Callback for adding custom text to text overlay
2016-05-18 19:33:15 +02:00
saschawillems
c86d929354
Removed redundant query result copy, use result check macros
2016-05-18 19:01:55 +02:00
saschawillems
d3f5b81a66
Added gl_PerVertex output blocks
2016-05-18 18:55:58 +02:00
Sascha Willems
2906df5308
Merge pull request #151 from pbantolas/fix-occlusionquery-copy
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Adjust occlusionquery according to Vulkan spec.
2016-05-18 18:22:05 +02:00
saschawillems
19e108165c
Reset wait stage masks for submit info after submitting text overlay, disable depth writes and reads , optimize load and store ops for attachments
2016-05-17 23:26:08 +02:00
Petros Bantolas
09a1e62a43
Make shadowmappingomni demo spec compliant.
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It's illegal to use the same renderpass for rendering to a framebuffer
with different format (the offscreen one in this case). Added a
prepareOffscreenRenderpass function that creates a new renderpass with
the correct formats, and changed the vkCreateGraphicsPipelines and
vkCreateFramebuffer calls to use this one.
2016-05-17 15:52:33 +01:00
Petros Bantolas
0060ae151f
Fix textoverlay demo to use correct allocation size.
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textoverlay was previously using a custom allocationSize for the font
texture. Changed that to use vkGetImageMemoryRequirements.
2016-05-17 15:42:29 +01:00
Petros Bantolas
e27c97527b
Conditional wireframe rendering based on device supported features
2016-05-16 12:26:11 +01:00
Petros Bantolas
a8fd4dbc79
Adjust occlusionquery according to Vulkan spec.
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This moves vkCmdCopyQueryPoolResults outside of the Renderpass, as it
should be according to the Vulkan spec. This understanably has looks
wrong on the first frame, but by doing this you avoid having to use two
renderpasses to get the occlusion result.
2016-05-16 11:19:02 +01:00
saschawillems
52f6f3228d
Initializer for event create info
2016-05-16 09:23:49 +02:00
saschawillems
1b335ad2c8
Added wrapper for frame preparation and submission, including semaphore selection and text overlay
2016-05-15 20:11:28 +02:00
saschawillems
5266c25c33
Added text overlay to the example base (by default off)
2016-05-15 18:31:31 +02:00
saschawillems
99b9ff220d
Text overlay class
2016-05-15 16:14:32 +02:00
saschawillems
4198e2e64f
Updates screenshots
2016-05-15 15:32:04 +02:00
saschawillems
5f80f49153
Renamed text overlay class to avoid collision with base class
2016-05-15 13:33:57 +02:00
saschawillems
33915ac557
Added text overlay class to base folder
2016-05-15 13:24:48 +02:00
saschawillems
b34de6be7f
Copy base shaders for Android builds
2016-05-15 13:22:37 +02:00
saschawillems
4aaf45d06b
New Android NDK treats linker warnings as errors and fails on all projects using ASSIMP. Set LOCAL_DISABLE_FATAL_LINKER_WARNINGS to disable this behaviour.
2016-05-15 12:13:38 +02:00
saschawillems
1bbd4cada7
Android material cap toggle, use vulkan result check macro
2016-05-15 11:20:44 +02:00
saschawillems
44e26648e5
Wireframe toggle
2016-05-15 11:13:57 +02:00
saschawillems
de0c29b586
Pass Android gamepad key press to virtual key function of example
2016-05-15 11:13:14 +02:00
saschawillems
b1a07ddff8
Put compute and render in one command buffer, narrowed scope of memory barriers
2016-05-15 09:14:10 +02:00
saschawillems
3ae4f26901
Updated compute shader particle system with point sprites and gradient coloring
2016-05-14 23:09:17 +02:00
saschawillems
72af27a49a
Use vulkan result check macro
2016-05-14 21:40:58 +02:00
saschawillems
fb053a5011
Added gl_PerVertex outputs
2016-05-14 21:23:09 +02:00
saschawillems
7087d7d14e
Skinned mesh stuff moved to class, added resources
2016-05-14 21:19:52 +02:00
saschawillems
26b02736d5
Updated sekeletal animation example
2016-05-14 20:03:29 +02:00
saschawillems
bbce1bd743
Use vulkan result check macro
2016-05-14 19:27:23 +02:00
saschawillems
2a05de5882
Use temporary command buffers for submitting image layout transitions
2016-05-14 19:19:12 +02:00
saschawillems
d7ea2c2ef8
Use additional semaphore to synchronize between offscreen rendering and offscreen target usage in final render pass (Refs #70 ), set attachment flags to zero (Validation warning)
2016-05-14 19:12:10 +02:00
saschawillems
7203b0cebd
Binary shader memory deallocation, new and free instead of malloc ( Fixes #118 )
2016-05-14 17:11:39 +02:00
saschawillems
69e85e155d
Updated screen shot for texture example
2016-05-14 16:20:25 +02:00
saschawillems
cb96eaf6bd
Updated texture example using different texture and lighting (diffuse + specular)
2016-05-14 15:54:20 +02:00
saschawillems
a72df2bec9
Initial layout barrier was not submitted
2016-05-14 15:49:01 +02:00
saschawillems
779739fa45
Replaced some textures
2016-05-14 15:35:29 +02:00