Commit graph

864 commits

Author SHA1 Message Date
saschawillems
372e7d74a2 Additional keycodes 2016-09-30 19:12:01 +02:00
saschawillems
116952bec8 Started work on MSAA with deferred rendering example 2016-09-28 20:54:45 +02:00
saschawillems
3cd79a896c Added sample shading pipeline with toggle 2016-09-28 20:16:30 +02:00
saschawillems
345121af4e Nearest filtering for G-Buffer 2016-09-26 22:04:54 +02:00
saschawillems
e224b300b6 Updated SPIR-V shader binaries 2016-09-21 19:48:45 +02:00
saschawillems
cf039957c9 Revert buffer usage flags 2016-09-21 19:39:15 +02:00
Sascha Willems
24d87cdd78 Merge pull request #237 from Ekzuzy/multithreading
Added missing usages in buffers used as a source of data copy.
2016-09-21 19:36:22 +02:00
saschawillems
195dbec797 No more per-thread vertex and index buffer copy, more objects, random radial distribution (Fixes #168) 2016-09-21 18:52:27 +02:00
Sascha Willems
87dd4142fb Merge pull request #236 from Ekzuzy/indirectdraw
Assigned value to a "Normal" variable in ground.vert file.
2016-09-21 17:32:33 +02:00
plapins
e57722d7f1 Added missing usages in buffers used a source of data copy. Fixed problems with types in starsphere.frag shader. Updated starsphere.frag.spv file. 2016-09-21 14:53:41 +02:00
plapins
2a5f654750 Fixed bug with a variable consumed by fragment shader not being assigned in a vertex shader. Updated spv file. Added bat file for automatic SPIR-V generation. 2016-09-21 14:38:58 +02:00
saschawillems
b54e424d1b Implement make_unique, only require c++11 in CMakeLists (Fixes #235, Refs#167) 2016-09-20 21:04:16 +02:00
saschawillems
1908a0f190 Updated to header version 26 2016-09-20 19:32:18 +02:00
Sascha Willems
0798a8eef0 Merge pull request #233 from aunali1/master
cmake: Add scenerendering demo to CMakeLists.txt
2016-09-19 10:48:33 +02:00
Aun-Ali Zaidi
3277f038e0
cmake: Add scenerendering demo to CMakeLists.txt 2016-09-17 13:00:05 -05:00
saschawillems
18b7a52ece Randomly fill virtual pages, check if sparse residency for 2D images is supported 2016-09-17 19:08:27 +02:00
saschawillems
9ce827b3f3 Fixed flipped reflection and skybox on x-axis, enable anisotropy (Fixes #232) 2016-09-17 10:31:04 +02:00
saschawillems
13eed42bfb Virtual texture (and virtual page) class for doing partial resident allocations 2016-09-14 19:01:44 +02:00
saschawillems
2de2012bac Updated screenshot for runtime mip map generation example 2016-09-13 20:57:04 +02:00
saschawillems
7a118b84b5 Use 6 sided tunnel for better visualization of different texture filters 2016-09-13 20:55:20 +02:00
saschawillems
385b760770 Opaque sparse memory bindings for mip tails 2016-09-12 19:53:39 +02:00
saschawillems
8f2ea86e11 Started work on sparsely bound partially resident texture example 2016-09-11 18:42:30 +02:00
saschawillems
a66ed812f7 Initializer for sparse bind info 2016-09-11 18:20:53 +02:00
saschawillems
4db98481c0 Decoupled noise generation from 3D texture setup, added Android build files 2016-09-10 20:49:14 +02:00
saschawillems
56e35390df Added 3D texture example (using perlin noise for runtime texture generation) 2016-09-08 22:27:45 +02:00
saschawillems
c96e46bd41 Readme texture mip chain generation example 2016-09-06 23:02:36 +02:00
saschawillems
b6cae7b7ee Readme and blit flag bits check for texture mip chain generation example 2016-09-06 22:58:11 +02:00
saschawillems
b27ad33685 Update paragraph on precompiled binaries 2016-09-04 15:27:45 +02:00
saschawillems
228572c063 Example setup 2016-09-04 14:28:43 +02:00
saschawillems
7fee0ddb05 Mip map example view pos and apk name 2016-09-04 14:26:33 +02:00
saschawillems
7929b1c3e6 Specular 2016-09-04 14:19:27 +02:00
saschawillems
7ace541544 Better texture for demonstrating mip maps 2016-09-03 22:31:12 +02:00
saschawillems
ba4ac1d83e Image layouts, light positions, use std::abs 2016-09-03 11:21:06 +02:00
saschawillems
0261fc27ba Framebuffer image final layout 2016-09-03 11:19:38 +02:00
saschawillems
5e3b0f4b75 Compute raytracing basic camera movement 2016-09-02 20:13:12 +02:00
saschawillems
26c39e9c67 Fixed shadow back projections 2016-09-02 14:53:44 +02:00
saschawillems
eaf76fd6e7 Updated compute raytrace example. Pass scene primitives via SSBOs, shader tweaks, etc. 2016-09-01 22:55:57 +02:00
saschawillems
5862dc0479 Swapchain (and surface) cleanup on APP_CMD_TERM_WINDOW (Android) 2016-08-31 20:41:32 +02:00
saschawillems
b7ca1aad5d Use debug marker flag from vulkanDevice class, fixed fps display (sync with actual frame time) 2016-08-30 21:53:15 +02:00
saschawillems
ffeabc7570 Enable back face culling 2016-08-30 21:06:40 +02:00
saschawillems
5dd928b7f4 (flat) int for samplerindex 2016-08-30 20:45:23 +02:00
saschawillems
1461731a0e Fix for device creation queue priorities (scope was too narrow) 2016-08-30 18:39:02 +02:00
saschawillems
bbfc9c78cf Updated Vulkan headers to 1.0.21.0 2016-08-29 21:45:34 +02:00
saschawillems
6c3a597002 New texture and small changes for runtime mip map generation example 2016-08-27 14:03:13 +02:00
saschawillems
81fc142053 Use allocation size returned by image memory requirements for font image (Fixes #217) 2016-08-22 12:57:40 +02:00
saschawillems
a104110b30 Refactored compute ray tracing example, use dedicated graphics queue if available 2016-08-20 12:02:02 +02:00
saschawillems
1c9492acba Refactored compute shader imaging example, use dedicated graphics queue if available (Closes #218) 2016-08-18 22:22:03 +02:00
saschawillems
62cc1faf33 Split model and view matrix for clarity, destroy Vulkan resources 2016-08-18 18:52:50 +02:00
saschawillems
d7725c9b79 Additional refactoring, comments 2016-08-17 20:32:05 +02:00
saschawillems
04dffbadf3 Use compute queue (and separate CB) for compute dispatch (Refs #211), heavy refactor, moved graphics and compute into two structs to make things clearer 2016-08-16 23:06:27 +02:00