Commit graph

186 commits

Author SHA1 Message Date
Sascha Willems
0e9ab19fad Reworked compute shader n-body synchronization 2019-10-13 09:40:31 +02:00
Sascha Willems
ca17e35964 Don't use precise query control flag for statistic queries
Fixes ##600
2019-09-11 20:49:31 +02:00
Sascha Willems
36bf3dd31a Removed remaining dds files
All textures are now loaded from ktx
2019-09-06 19:18:15 +02:00
Sascha Willems
90c1cb85f8
Merge pull request #611 from chrisforbes/bug_610
Only use anisotropic sampling if the device supports it
2019-09-06 17:33:13 +02:00
Chris Forbes
7ea3fb5e2d Only use anisotropic sampling if the device supports it
Fixes #610
2019-09-06 10:47:10 +01:00
Chris Forbes
197671b586 multisampling: only build the per-sample pipeline if the device supports it
Bug: #605
2019-09-05 22:29:30 +01:00
Jason Macnak
6ead6171a7 Fix a couple of small errors in ray tracing examples
nv_ray_tracing_basic.cpp
 - update to 3 component vertex data (4 component isn't supported)
 - update type to TOP_LEVEL when building the TLAS

nv_ray_tracing_reflections.cpp
 - update AS info type to TOP_LEVEL when building the TLAS

nv_ray_tracing_shadows.cpp
 - update AS info type to TOP_LEVEL when building the TLAS

Validation layer changes coming soon :)
2019-07-26 16:31:19 -07:00
Sascha Willems
2a5d7df56e
Merge pull request #585 from tntljc/master
Fix some synchronization flaws
2019-06-22 10:00:09 +02:00
JC Liang
b575a1ff1a Fix some synchronization flaws
- shader: add barrier at the end of each iteration to avoid writing before the reading finished
- cpp: add synchronization between compute and graphics, the image barrier is not enough for the data visibility between different submission

	modified:   data/shaders/computenbody/particle_calculate.comp
	modified:   data/shaders/computenbody/particle_calculate.comp.spv
	modified:   examples/computenbody/computenbody.cpp
2019-06-17 19:31:00 +08:00
Sascha Willems
10a908d20f Started work on descriptor indexing example
Refs #583
2019-06-10 13:07:48 +02:00
Sascha Willems
b2add91d2c Renamed compute shader ray tracing example 2019-05-11 12:41:46 +02:00
Sascha Willems
4326ce390d Add compute shaders (CMake) 2019-05-11 12:37:07 +02:00
Sascha Willems
b9bf2bca85 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies 2019-05-11 12:16:28 +02:00
Sascha Willems
a88b96ac0c
Merge pull request #568 from itrainl4/patch-negativeviewportheight
Fix incorrect VkDescriptorPoolSize in negativeviewportheight.
2019-04-30 21:23:35 +02:00
Sascha Willems
667d682fb5 Removed unused code 2019-04-27 12:46:48 +02:00
Sascha Willems
7501d110af Added advanced ray tracing examples to the cmake list 2019-04-27 11:08:29 +02:00
Sascha Willems
8fdabb0019 Added VK_NV_ray_tracing reflections example 2019-04-27 11:05:29 +02:00
Sascha Willems
e140095002 Pass VK_NULL_HANDLE instead of nullptr for pipeline cache 2019-04-26 17:45:38 +02:00
Sascha Willems
5011d7afae Storage usage flags for scene 2019-04-23 08:16:35 +02:00
Soowan Park
7c34859bb6 Fix incorrect VkDescriptorPoolSize in negativeviewportheight.
There is assertion fail in negativeviewportheight (AMD GPU). The example create two VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER for descriptorSet, but descriptorCount is one in descriptorPool.
2019-04-22 17:53:28 -04:00
Sascha Willems
a1b21f6990 Added VK_NV_ray_tracing shadow casting example 2019-04-22 18:49:38 +02:00
Sascha Willems
a12af1718a Code cleanup 2019-04-22 18:42:41 +02:00
Sascha Willems
6a73419f38 Added support for Turing Shader extensions to CMake example build function 2019-04-22 17:47:22 +02:00
Sascha Willems
f04b7217bb Code cleanup (variable shadowing) 2019-04-21 18:13:22 +02:00
Sascha Willems
85a13ec645 Color triangle using barycentric coordinates 2019-04-21 15:39:28 +02:00
Sascha Willems
8bb1b8de21 Resource cleanup, code cleanup 2019-04-21 10:00:31 +02:00
Sascha Willems
b8b3fac9b4 Added basic VK_NV_ray_tracing example (wip) 2019-04-20 17:54:17 +02:00
Sascha Willems
aa915d2c24 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-16 20:50:17 +02:00
Sascha Willems
e7cc457303 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-16 20:10:50 +02:00
Sascha Willems
bfdf821d31 Much improved cube map visualization
Now displays all six cube map faces as a single cross
2019-04-15 21:30:57 +02:00
Sascha Willems
50e4972d02 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-14 19:38:30 +02:00
Sascha Willems
6e26db239e Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-14 11:43:50 +02:00
Sascha Willems
60a5cecaa4 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-14 10:32:05 +02:00
Sascha Willems
a3c2f42859 Reworked texture array sample, code cleanup. refactoring 2019-04-13 13:38:17 +02:00
Sascha Willems
a44c09155b Validation disabled by default 2019-04-13 12:25:08 +02:00
Sascha Willems
71e4d68548 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-02 20:05:21 +02:00
Sascha Willems
cd3ef3e713 Enabled shader clip distance feature (validation)
Regenerated shaders with current glslang compiler
2019-04-01 20:45:42 +02:00
Sascha Willems
7e84566a3d Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-01 20:42:15 +02:00
Sascha Willems
b1c2529032 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Code cleanup
2019-04-01 20:22:28 +02:00
Sascha Willems
f6b99f9b01 Code cleanup and refactoring 2019-03-31 19:43:38 +02:00
Sascha Willems
4e05589b09 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Refs #536
2019-03-31 16:05:06 +02:00
Sascha Willems
0a8428fb6c Comment on Vulkan 1.1 and core feature 2019-03-29 22:43:02 +01:00
Sascha Willems
43f529f46b Initial state 2019-03-29 15:40:27 +01:00
Sascha Willems
072a174e6b Resource cleanup 2019-03-29 08:50:17 +01:00
Sascha Willems
b64f83cc68 Render and visualize CW and CCW quads 2019-03-29 08:45:47 +01:00
Sascha Willems
8afe8d825d Cleanup, code comments 2019-03-29 08:07:20 +01:00
Sascha Willems
358ab9d550 Added new sample to demonstrate negative viewport height via VK_KHR_MAINTENANCE1
Refs #563
2019-03-28 23:51:50 +01:00
Sascha Willems
a7cec2a43f
Merge pull request #555 from gary-sweet/deferred_ms_fix
Fix sample count limits in deferredmultisampling
2019-03-23 09:39:53 +01:00
Sascha Willems
41116e4b53
Merge pull request #560 from rg3igalia/fix_occulsionquery_ubo_update
Fix occlusion query example visual glitch
2019-03-23 09:39:00 +01:00
Ricardo Garcia
afc1663f85 Fix occlusion query example visual glitch
In the occlusion query example, uniform buffers containing visibility
flags are only updated when the view changes, and visibility information
is calculated from occlusion queries coming from the previous frame.

This means a quick mouse movement can produce a visual glitch by which
the number of visible fragments becomes zero (and this is correctly
reflected in the UI overlay) but the color of the model remains
unchanged, or vice versa, until the view is changed again with the
mouse.

To fix this, update uniform buffers before preparing every frame as part
of the draw() method.
2019-03-20 14:15:44 +01:00