saschawillems
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01b3aefde2
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Fixed access and stage bits for compute memory barrier
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2016-10-10 19:42:45 +02:00 |
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saschawillems
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21ae4aeeb3
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Added Android build files fro compute cull and lod example
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2016-10-09 17:45:21 +02:00 |
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saschawillems
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a0d9f49d0c
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Text overlay, Android controls
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2016-10-09 17:44:49 +02:00 |
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saschawillems
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46e56c68b9
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Shader files path
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2016-10-08 17:04:23 +02:00 |
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saschawillems
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6a0340ff21
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Compute shader frustum culling and lod selection example (wip)
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2016-10-08 16:50:09 +02:00 |
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saschawillems
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d95d5c8991
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Option for dedicated transfer queue upon device creation
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2016-10-03 11:00:18 +02:00 |
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saschawillems
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90315fb783
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Option for dedicated transfer queue upon device creation
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2016-10-03 10:13:20 +02:00 |
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saschawillems
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52f34c67a9
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Continued work on sparse texture residency example
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2016-10-01 17:37:11 +02:00 |
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saschawillems
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ab792d6a3d
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Use sparse texture clamp to find first populated mip level for texels
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2016-10-01 13:54:50 +02:00 |
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saschawillems
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372e7d74a2
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Additional keycodes
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2016-09-30 19:12:01 +02:00 |
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saschawillems
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116952bec8
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Started work on MSAA with deferred rendering example
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2016-09-28 20:54:45 +02:00 |
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saschawillems
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3cd79a896c
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Added sample shading pipeline with toggle
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2016-09-28 20:16:30 +02:00 |
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saschawillems
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345121af4e
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Nearest filtering for G-Buffer
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2016-09-26 22:04:54 +02:00 |
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saschawillems
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e224b300b6
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Updated SPIR-V shader binaries
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2016-09-21 19:48:45 +02:00 |
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saschawillems
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cf039957c9
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Revert buffer usage flags
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2016-09-21 19:39:15 +02:00 |
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Sascha Willems
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24d87cdd78
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Merge pull request #237 from Ekzuzy/multithreading
Added missing usages in buffers used as a source of data copy.
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2016-09-21 19:36:22 +02:00 |
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saschawillems
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195dbec797
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No more per-thread vertex and index buffer copy, more objects, random radial distribution (Fixes #168)
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2016-09-21 18:52:27 +02:00 |
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Sascha Willems
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87dd4142fb
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Merge pull request #236 from Ekzuzy/indirectdraw
Assigned value to a "Normal" variable in ground.vert file.
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2016-09-21 17:32:33 +02:00 |
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plapins
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e57722d7f1
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Added missing usages in buffers used a source of data copy. Fixed problems with types in starsphere.frag shader. Updated starsphere.frag.spv file.
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2016-09-21 14:53:41 +02:00 |
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plapins
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2a5f654750
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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.
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2016-09-21 14:38:58 +02:00 |
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saschawillems
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b54e424d1b
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Implement make_unique, only require c++11 in CMakeLists (Fixes #235, Refs#167)
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2016-09-20 21:04:16 +02:00 |
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saschawillems
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1908a0f190
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Updated to header version 26
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2016-09-20 19:32:18 +02:00 |
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Sascha Willems
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0798a8eef0
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Merge pull request #233 from aunali1/master
cmake: Add scenerendering demo to CMakeLists.txt
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2016-09-19 10:48:33 +02:00 |
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Aun-Ali Zaidi
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3277f038e0
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cmake: Add scenerendering demo to CMakeLists.txt
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2016-09-17 13:00:05 -05:00 |
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saschawillems
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18b7a52ece
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Randomly fill virtual pages, check if sparse residency for 2D images is supported
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2016-09-17 19:08:27 +02:00 |
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saschawillems
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9ce827b3f3
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Fixed flipped reflection and skybox on x-axis, enable anisotropy (Fixes #232)
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2016-09-17 10:31:04 +02:00 |
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saschawillems
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13eed42bfb
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Virtual texture (and virtual page) class for doing partial resident allocations
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2016-09-14 19:01:44 +02:00 |
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saschawillems
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2de2012bac
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Updated screenshot for runtime mip map generation example
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2016-09-13 20:57:04 +02:00 |
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saschawillems
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7a118b84b5
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Use 6 sided tunnel for better visualization of different texture filters
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2016-09-13 20:55:20 +02:00 |
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saschawillems
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385b760770
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Opaque sparse memory bindings for mip tails
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2016-09-12 19:53:39 +02:00 |
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saschawillems
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8f2ea86e11
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Started work on sparsely bound partially resident texture example
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2016-09-11 18:42:30 +02:00 |
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saschawillems
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a66ed812f7
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Initializer for sparse bind info
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2016-09-11 18:20:53 +02:00 |
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saschawillems
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4db98481c0
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Decoupled noise generation from 3D texture setup, added Android build files
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2016-09-10 20:49:14 +02:00 |
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saschawillems
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56e35390df
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Added 3D texture example (using perlin noise for runtime texture generation)
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2016-09-08 22:27:45 +02:00 |
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saschawillems
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c96e46bd41
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Readme texture mip chain generation example
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2016-09-06 23:02:36 +02:00 |
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saschawillems
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b6cae7b7ee
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Readme and blit flag bits check for texture mip chain generation example
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2016-09-06 22:58:11 +02:00 |
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saschawillems
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b27ad33685
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Update paragraph on precompiled binaries
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2016-09-04 15:27:45 +02:00 |
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saschawillems
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228572c063
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Example setup
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2016-09-04 14:28:43 +02:00 |
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saschawillems
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7fee0ddb05
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Mip map example view pos and apk name
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2016-09-04 14:26:33 +02:00 |
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saschawillems
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7929b1c3e6
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Specular
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2016-09-04 14:19:27 +02:00 |
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saschawillems
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7ace541544
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Better texture for demonstrating mip maps
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2016-09-03 22:31:12 +02:00 |
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saschawillems
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ba4ac1d83e
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Image layouts, light positions, use std::abs
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2016-09-03 11:21:06 +02:00 |
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saschawillems
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0261fc27ba
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Framebuffer image final layout
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2016-09-03 11:19:38 +02:00 |
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saschawillems
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5e3b0f4b75
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Compute raytracing basic camera movement
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2016-09-02 20:13:12 +02:00 |
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saschawillems
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26c39e9c67
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Fixed shadow back projections
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2016-09-02 14:53:44 +02:00 |
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saschawillems
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eaf76fd6e7
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Updated compute raytrace example. Pass scene primitives via SSBOs, shader tweaks, etc.
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2016-09-01 22:55:57 +02:00 |
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saschawillems
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5862dc0479
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Swapchain (and surface) cleanup on APP_CMD_TERM_WINDOW (Android)
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2016-08-31 20:41:32 +02:00 |
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saschawillems
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b7ca1aad5d
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Use debug marker flag from vulkanDevice class, fixed fps display (sync with actual frame time)
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2016-08-30 21:53:15 +02:00 |
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saschawillems
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ffeabc7570
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Enable back face culling
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2016-08-30 21:06:40 +02:00 |
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saschawillems
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5dd928b7f4
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(flat) int for samplerindex
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2016-08-30 20:45:23 +02:00 |
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