Commit graph

465 commits

Author SHA1 Message Date
Sascha Willems
08648a417f Properly handle resize 2020-09-11 20:57:06 +02:00
daemyung jang
ad6e36023f
Run on MacOS (#762)
* Run on MacOS

* Update BUILD.md
2020-09-11 20:19:28 +02:00
Sascha Willems
3643d10cac Fix shading rate image dimensions for resolutions that don't divide by shadingRateTexelSize 2020-09-06 17:05:38 +02:00
Sascha Willems
ccadcdd238 Shading rate pattern and colorization 2020-09-05 14:10:02 +02:00
Sascha Willems
8d896cd04b Separate oaque and masked pipelines 2020-09-05 12:15:54 +02:00
Sascha Willems
d9612098a7 Add toggle for shading rate 2020-09-04 09:26:30 +02:00
Sascha Willems
14aebeddbb Toggle for shading rate pattern color visualization 2020-09-02 20:07:37 +02:00
Sascha Willems
236595c940 Proper shading rate image size based on device properties
Fill with different shading rate invocation patters
2020-09-02 19:14:11 +02:00
Sascha Willems
9d0fd8ce5a Started work on variable rate shading sample 2020-09-01 21:51:06 +02:00
Sascha Willems
b9f4b1adf1 Use concurrent sharing mode for image if compute and graphics queue family indices differ
Use semaphores to sync compute and graphics work
Fixes #667
2020-08-29 12:19:05 +02:00
Sascha Willems
4e600f5943 Fixed coordinate transformation for skybox and reflection objects
Matched HLSL and GLSL shaders
Fixes #757
2020-08-28 21:15:13 +02:00
Sascha Willems
7ef936b044 Merge branch 'master' of https://github.com/SaschaWillems/Vulkan 2020-08-21 17:29:43 +02:00
Sascha Willems
e04c084312 Use push constants for fixed object data, some minor code cleanup 2020-08-21 17:27:54 +02:00
Francesco
2210ca22a9
add FreeBSD support (#752)
Signed-off-by: Lucas Francesco <uramekus@cirno.dev>
2020-08-21 16:23:01 +02:00
Sascha Willems
2083a9839c Added Android build files and screenshot for order independent transparency sample 2020-08-21 10:12:55 +02:00
daemyung jang
82747df540
Add Order Independent Transparency example (#755)
* Add Order Independent Transparency example

* Update README.md

* Add copyright at Order Independent Transparency example

* Disable the validation by default
2020-08-21 09:27:06 +02:00
Sascha Willems
d6b61a0952 Ray tracing samples properly handle window resize
Refs #750
2020-08-16 10:28:29 +02:00
Sascha Willems
ee946e2abf
Update ray tracing samples to use VK_KHR_ray_tracing (#753)
* Started updating ray tracing samples to KHR extension

* Updated GLSL shaders to use GL_EXT_ray_tracing

* Code cleanup, naming

* Fix include directories to use Vulkan headers from repository instead of NDK for the Android build

* Added new Android function pointers

* Renamed basic ray tracing sample

Added android build files

* Remove unused batch file

* Replaced remaining NV identifiers

* Updating ray tracing shadow sample to KHR extension

* Updated shaders to use KHR instead of NV extension

Fixed shader bindings

* Updating ray tracing reflections sample to KHR extension

* Renamed ray tracing reflections sample

* Renamed ray tracing shadows sample

Added android build files

* Removed no-longer used batch files for shader generation

* Proper alignment for the shader binding table

* Updated readme

* Reworked shader group setup

* Cleanup

* Reworked shader group setup

* Reworked shader group setup

* Code cleanup
2020-08-15 17:59:02 +02:00
Sascha Willems
810efdae27
Merge pull request #749 from setoye/patch-1
fix typo
2020-08-09 18:12:02 +02:00
Sascha Willems
583e61ac35 Fixed typos 2020-08-09 14:39:32 +02:00
Sascha Willems
2898671f40 Fixed typos 2020-08-09 13:48:49 +02:00
Sascha Willems
fd5f50f298 Fixed typos 2020-08-09 13:38:33 +02:00
Sascha Willems
de035d3572 Fixed typos 2020-08-09 13:28:03 +02:00
Sascha Willems
a465bad5aa Cleaned up includes
Fixed typos
2020-08-09 13:16:35 +02:00
Sascha Willems
9207090718 Fixed typos 2020-08-09 12:14:12 +02:00
Sascha Willems
361535b29e Split texture class into header and implementation
Moved include to base class
2020-08-08 22:54:34 +02:00
Sascha Willems
231e97b8c0 Split device class into header and implementation
Moved include to base class
2020-08-08 22:36:01 +02:00
Sascha Willems
122288fe25 Split buffer class into header and implementation
Moved include to base class
2020-08-08 22:18:35 +02:00
Sascha Willems
78f9881ebf Fixed typos 2020-08-08 18:22:10 +02:00
Sascha Willems
5539991ca5 Fixed typos 2020-08-08 18:13:29 +02:00
Sascha Willems
3abe588157 Fixed typos 2020-08-08 13:59:58 +02:00
YuTArrUsO
117641ebfb
fix typo
line 751, ttachment -> attachment, transitionss -> transitions
2020-08-02 16:21:57 +08:00
Sascha Willems
9c029b36fa Enable anisotropic filtering if supported by the devices, fixes validation layer message 2020-07-30 21:10:51 +02:00
Sascha Willems
dd0ec84481
Merge pull request #499 from AndreasReiten/patch-1
Fix for multisample depth resolve attachment and storeOp for the MSAA color attachment
2020-07-30 20:55:01 +02:00
Sascha Willems
524825dcd6
Merge pull request #697 from congyue1977/iss696_crash_Adreno640
fix:Inputattachment demo crash on Adreno 640 GPU
2020-07-28 21:25:06 +02:00
Sascha Willems
feb939096f
Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class

* Split glTF loader into header and implementation

* Updated sample to use glTF

* Removed collada files

Replaced assets are now part of the asset pack

* Return value for glTF model vertex input state create info helper

* Removed unused assets

* Use glTF assets

* Added default material for glTF node's without materials

* Use glTF assets

* Apply pre-transforms to normals

* Use glTF assets

* Use glTF assets

* Use vertex input state from glTF model class

* Scene setup

* Use glTF assets

* Use glTF assets

* Display error message and exit if glTF file could not be loaded

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Remove unused buffer binds

* Use glTF assets

* Remove no longer used model files

* Remove no longer used model files

* Added support for rendering glTF models with images

* glTF model normal pre-transform ignores translation

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Only add combined image samplers to pool if actually used in the scene

* Use global descriptor set layouts

* Use global descriptor set layouts

* Use glTF assets

* Use glTF assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Remove no-longer used model

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model

* Use glTF assets

Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets

* Adnrdoid build file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders

* Added vertex count and way of passing additional memory property type flags to glTF loader

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders

* Remove unfinished sample

* Completely reworked push constants sample

Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Android CMake build files

* Removed un-used asset

* Explicit buffer binding function

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Removed no-longer used assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Remove no-longer used asset

* Use glTF assets

Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Pass vertex size and calculate multiplier in shaders instead of hard-coding

With this, changes to the glTF vertex structure won't break the ray tracing samples

* Load tangents (if present)

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code

* Android build

* Normal mapping fixes

Udpated HLSL shaders

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Code cleanup, comments

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Added sample count to framebuffer create info

* Removed no-longer used assets

* Android build

Removed no-longer used assets

* Code cleanup and heavy refactoring

Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader

* Renamed textured PBR sample main cpp file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Removed no-longer used assets

* Android build files

* Android build files

* Use glTF assets

Removed no-longer used assets

* Fixed HLSL shaders

* Android build files

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Added flag to disable glTF image loading

Useful for samples that use their own textures or don't use textures at all to speed up loading

* Use glTF assets

Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders

* Updated Android build files

* Removed left-over comment

* Use Sponza scene for the SSAO sample

* Removed unused code

* Removed ASSIMP

No longer required as all samples now use the glTF file format

* Added missing vertex shader stage

* Removed old ASSIMP-based model loader

* Added support for loading external glTF images from ktx

Android fixes for loading external buffer files

* Scene setup

* Added missing shader stages

* Removed ASSIMP from build files

* Fixed compiler warning

* Removed ASSIMP from readmes

* Android build files cleanup

* Replaced ktx submodule with only the files required for this repo

The ktx submodule was a tad too big and contained lots of files not required for this repo

* Moved ktx build files into base project

* Use glTF assets

* Use glTF assets

* Removed license files, will be moved to asset pack

* Use RGBA textures

* Use RGBA cubemp texture with face assignment based on original images

Refs #679

* Android build files

* Removed textures

All textures will be moved to the asset pack

* Ignore asset folders

* Removed font

Fonts will be moved to the asset pack

* Link to gltf asset pack

* Updated gitignore

* Android build file
2020-07-28 20:20:38 +02:00
Sascha Willems
8526c204e7 Minor code cleanup, better naming and comments 2020-07-19 12:13:42 +02:00
Sascha Willems
8ed41c6ae8 Removed compiler warnings 2020-07-19 11:53:10 +02:00
Sascha Willems
7805b8bbe0 Comment on how cube map arrays are stored in ktx, loop structure 2020-07-19 09:58:16 +02:00
Sascha Willems
dceb349849 Added cube map array sample 2020-07-19 07:07:54 +02:00
Sascha Willems
f49c3d9ede
Merge pull request #737 from manueme/fix/vulkanscene
Fix offset for texture coordinates - vulkanscene example
2020-07-15 06:56:26 +02:00
Sascha Willems
3d347adf30
Merge pull request #741 from Jarreddebeer/yoffset_distancefieldfont
correction to yoffset char positions in distance field fonts example
2020-07-15 06:55:17 +02:00
Sascha Willems
3b117fd2dc Split into header and implementation 2020-07-14 20:17:48 +02:00
Sascha Willems
77322190ea Zero memory with initializer
Fies #745
2020-07-14 18:42:40 +02:00
Sascha Willems
447688980e Store mip tail info in virtual texture class 2020-07-14 07:51:07 +02:00
Sascha Willems
187606a2ea Properly fill virtual page's mip level 2020-07-11 21:23:05 +02:00
Sascha Willems
b67bfa6f88 Fill mip tail 2020-07-11 19:22:19 +02:00
Sascha Willems
62070aa9f4 Reworking sparse image residency sample
Was broken with recent drivers
2020-07-11 13:01:02 +02:00
Sascha Willems
e370e6d169
Merge glTF scene rendering sample (#744)
* Started reworking the scene rendering to sample
Use glTF instead of ASSIMP, per-material pipelines, material loading, etc.

* Visibility toggle for scene nodes

* Fixed lighting, updated GLSL and HLSL shaders

* Renamed sample

* Code-Cleanup, comments, validation fixes

* Android build

* Started on tutorial for glTF scene rendering sample

* Minor code cleanup

* Adding new chapters to the tutorial for glTF scene rendering sample

* Added info on normal map shader bindings, spelling

* Added drawing chapter

* Getter for texture descriptors

Makes code a easier to read

* Renamed glTF scene sample

* Add markdown files to projects

* Updated readme, separate chapter for glTF samples

* Comments

* Removed unused screenshot
2020-07-04 14:20:45 +02:00
Jarred de Beer
79b89e5cc0 correction to yoffset char positions in distance field fonts example 2020-06-29 20:59:38 +02:00