Sascha Willems
0afa517a68
Error code translation for shader objects
2023-05-09 17:33:59 +02:00
Sascha Willems
cd6e3b9a23
Ray tracing texturing and alpha mapping sample
2023-04-09 13:40:12 +02:00
Stephen Saunders
2349738013
Changes to build on macOS and animate frames
2022-07-07 09:57:01 -04:00
Sascha Willems
13d8fc6526
Format selection list
2022-05-14 11:45:44 +02:00
Sascha Willems
570ba6da47
Only apply stencil flag if selected format has a stencil part
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Refs #947
2022-05-14 11:44:57 +02:00
Witold Baryluk
be24a9c583
Add VK_PHYSICAL_DEVICE_TYPE_CPU to string
2021-01-07 19:54:33 +00:00
Sascha Willems
a369e6ed96
Apply shader group handle alignment where required
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Fixes #787
2020-12-12 08:20:33 +01:00
Sascha Willems
d32663d569
Merged #729
2020-08-23 18:05:39 +02:00
Hanif Ariffin
8b521e2cd9
Don't perform unecessary copy ( #727 )
2020-08-22 09:21:12 +02:00
Alejandro Piñeiro
d33bc6c75e
shadowmappping: check if depth format supports LINEAR filtering
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The test uses the format VK_FORMAT_D16_UNORM for the shadow map, and
it sets unconditionally VK_FILTER_LINEAR when using it.
But by spec, it is not mandatory that format to support
filtering. Explained here:
https://www.khronos.org/registry/vulkan/specs/1.2/html/chap32.html
table 51, VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT.
This commit checks if that flag is present with that format to decide
between LINEAR (the default value) or NEAREST (if LINEAR is not
supported). Adds a auxiliar method on VulkanTools just in case it
could be useful for other demos.
This is not detected by the Validation Layers, but raise an assertion
with one of the development tools we use to implement the Mesa v3dv
driver (rpi4 vulkan driver).
2020-06-20 00:08:13 +02:00
Ben Clayton
301e8abf12
Add command flag for picking between shaders
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The new `-s`, `--shaders` command line flag allows you to specify whether you want to load the glsl or hlsl shaders.
Defaults to glsl.
Issue: #723
2020-06-01 12:22:28 +01:00
Ben Clayton
ca884587a4
Move shaders into glsl and hlsl directories
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Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`
Fix up shader paths in the cpp files to point to the new glsl location.
`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).
Issue: #723
2020-06-01 12:22:28 +01:00
Sascha Willems
4b9f10d644
Code cleanup
2020-04-20 21:39:30 +02:00
Sascha Willems
662d2b3464
Centralize asset path handling
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Refs #470
Refs #627
2020-02-17 21:09:27 +01:00
Sascha Willems
eb39c1b8ac
Removed deprecated function
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Refs #576
2019-05-05 14:18:35 +02:00
saschawillems
5fe9f91529
Code cleanup, return and exit conditions for Android
2018-05-01 11:23:36 +02:00
saschawillems
5056563f5d
Android alert display functionality using JNI
2018-04-30 22:24:45 +02:00
saschawillems
df223f5b9b
Result (exit) codes for fatal terminations
2018-01-21 18:28:17 +01:00
saschawillems
4b0bb1a454
Silent error mode as global toggle
2018-01-21 10:58:30 +01:00
saschawillems
d271098464
Silent error mode
2017-08-26 15:05:59 +02:00
saschawillems
ba0cc82e50
Removed unused parameters for image layout transitions and shader loading (Refs #103 )
2017-04-23 11:51:31 +02:00
saschawillems
549f49ff77
Default route for image layout switch statements (fixes gcc compiler warnings, refs #103 )
2017-04-22 20:39:16 +02:00
saschawillems
486a6a94c0
image memory barrier access masks (validation) [skip ci]
2017-04-20 21:16:48 +02:00
saschawillems
b399fed33b
Check if file to load texture from exists, display error if not
2017-04-13 22:11:00 +02:00
saschawillems
03b671562b
Output fatal errors to logcat (Android) [skip ci]
2017-03-07 20:51:48 +01:00
saschawillems
373f005d9a
Added function for explicit image memory barrier
2017-02-23 19:56:24 +01:00
Tomek Bury
c32a131788
Use VK_NULL_HANDLE for null shader module.
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The VkShaderModule is defined in vulkan.h as:
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkShaderModule)
2017-02-15 10:43:59 +00:00
saschawillems
1309ee0ef9
Moved tool functions to vks namespace (Refs #260 )
2017-02-12 13:10:05 +01:00
saschawillems
a105dfdece
File name case [skip ci]
2017-02-12 13:08:17 +01:00