saschawillems
6ad7e5e9ba
Added hidden treasure scene meshes
2016-05-26 19:42:27 +02:00
saschawillems
62df70f698
Added text overlay, removed device wait idle
2016-05-26 19:13:14 +02:00
saschawillems
c3c610e7d5
Use Vulkan result check macro, enable text overlay
2016-05-26 16:29:32 +02:00
saschawillems
9ace87aca3
Added post processing pass
2016-05-26 14:00:24 +02:00
saschawillems
9dbf252e27
Load glow scene, moved drawing to scene struct
2016-05-26 14:00:23 +02:00
Sascha Willems
1c12e06149
Merge pull request #152 from pbantolas/fix-pipelines-wireframe
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Conditional wireframe rendering based on device supported features
2016-05-26 13:58:08 +02:00
Sascha Willems
91eba3e396
Merge pull request #158 from nanley/fix-textoverlay-clear
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Fix clear value array in textoverlay
2016-05-25 22:57:08 +02:00
saschawillems
b6ce7bcfef
Render scene mesh by mesh, add debug names for buffers, pipelines, etc. add some debug markers
2016-05-25 22:54:25 +02:00
saschawillems
8acda2c1d0
Added debug marker example (VK_EXT_debug_marker), work-in-progress!
2016-05-24 23:44:15 +02:00
saschawillems
dfda2d2622
Use Vulkan result check macro, code cleanup, added text overlay
2016-05-24 20:49:15 +02:00
Nanley Chery
4ab62cb04b
Fix clear value array in textoverlay
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According to section 7.4. Render Pass Commands of the Vulkan spec,
VkRenderPassBeginInfo::pClearValues is indexed by attachment number.
Since the second attachment in the renderpass will be cleared, a clear
value array of length two is required, and the second element of that
array must be assigned the desired clear value.
2016-05-23 15:16:59 -07:00
saschawillems
faa59a2f78
Use Vulkan result check macro, code cleanup, added text overlay
2016-05-23 22:27:32 +02:00
saschawillems
823c666ffc
Use Vulkan result check macro, code cleanup, added text overlay
2016-05-23 21:22:00 +02:00
saschawillems
31917ace00
Use a better texture to demonstrate compute shader imaging effects
2016-05-23 20:42:01 +02:00
saschawillems
2b7e887bfc
Changed descriptor type for compute shader image read, updated shaders
2016-05-23 20:11:42 +02:00
saschawillems
86d286b46e
Replaced template for debug marker with functions (would not build with Android NDK and clang)
2016-05-22 20:29:03 +02:00
saschawillems
ae8f38d099
Use Vulkan result check macro, code cleanup, removed some warnings
2016-05-22 20:27:06 +02:00
saschawillems
33679550d9
Merge branch 'baldurk-add-debug-marker-use'
2016-05-22 12:46:29 +02:00
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