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
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Fixes ##600
2019-09-11 20:49:31 +02:00
Sascha Willems
36bf3dd31a
Removed remaining dds files
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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
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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
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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
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Bug: #605
2019-09-05 22:29:30 +01:00
Jason Macnak
6ead6171a7
Fix a couple of small errors in ray tracing examples
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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
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Fix some synchronization flaws
2019-06-22 10:00:09 +02:00
JC Liang
b575a1ff1a
Fix some synchronization flaws
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- 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
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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
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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.
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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
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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
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Proper stage and access masks
Code cleanup
2019-04-16 20:10:50 +02:00
Sascha Willems
bfdf821d31
Much improved cube map visualization
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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
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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
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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
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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
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Proper stage and access masks
Code cleanup
2019-04-02 20:05:21 +02:00
Sascha Willems
cd3ef3e713
Enabled shader clip distance feature (validation)
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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
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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
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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
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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
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Refs #563
2019-03-28 23:51:50 +01:00
Sascha Willems
a7cec2a43f
Merge pull request #555 from gary-sweet/deferred_ms_fix
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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
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Fix occlusion query example visual glitch
2019-03-23 09:39:00 +01:00
Ricardo Garcia
afc1663f85
Fix occlusion query example visual glitch
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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