Commit graph

70 commits

Author SHA1 Message Date
Sascha Willems
d1bdb1ec65 Update CMake minimum version
#1199
2025-04-11 19:52:01 +02:00
Sascha Willems
02ed0eebb3 Add missing asset to host image copy sample
Minor code cleanup
2025-03-01 18:00:58 +01:00
Sascha Willems
1cd72f3d07 New dynamic rendering multi sampling example
Work-in-progress
2025-02-16 12:07:15 +01:00
Sascha Willems
2871b76a0f Fix Android builds
Recent changes to ktx integration were missing
Fixes #1168
2024-11-22 17:44:31 +01:00
Sascha Willems
29e939b1e4 Remove accidentally added files 2024-11-02 12:26:43 +01:00
Sascha Willems
5d89216db5 Fix descriptor leak on resize 2024-10-29 22:10:14 +01:00
Sascha Willems
a734964b21
Android build tool update (#1160)
* Update to latest Android build tools

ALooper_pollAll is deprecated

* Update to latest Android build tools

ALooper_pollAll is deprecated

* Update to latest Android build tools

Update manifests

* Update to latest Android build tools

ALooper_pollAll is deprecated

* Update build instructions for Android
2024-10-11 14:31:04 +02:00
William Pearson
358babffd8
Android build fixes (#1156)
* Add gradle build scripts to more examples

* Fix building graphicspipelinelibrary example on android

* Fix tinygltf dependencies

hostimagecopy uses tinygltf but didn't depend on it, while meshshader doesn't use it.

* Load more Vulkan functions on Android

The sparse functions are used by texturesparseresidency, while the begin/end rendering functions are used by trianglevulkan13.
2024-10-08 20:30:35 +02:00
Sascha Willems
8cb518ba54
Add new sample for timeline semaphores (#1145)
* Started work on a timeline semaphore sample

* Properly increas timeline semaphore value

* Added timeline semaphore sample to readm

* Code cleanup, comments

* Removed toto

* Added android build files for timeline semaphore sample
2024-07-21 09:31:42 +02:00
Sascha Willems
8b4ee59033
Add new sample for buffer device address (#1144)
* Started work on buffer device address sample

* Code cleanup

* Added BDA sample to readm

* Added android build files for BDA sample

* Replaces all uniform buffers with references
Comments and code cleanup
2024-07-03 22:04:57 +02:00
Sascha Willems
a9a1b95e2f Added android build files for host image copy sample 2024-06-20 20:27:34 +02:00
robotchaoX
f373ae9aa4
Fix debugutils load Shaders failed for Android (#1107)
[Why]
Sample debugutils's shaders path is incorrected in build.gradle for Android.
Missing shaders will cause sample debugutils crash.

[How]
Correct sample debugutils's shaders path for Android.
2024-02-19 17:18:56 +01:00
Sascha Willems
24a13f18dc Type conversion, Code cleanup
Fixes compiler warnings
2023-12-25 11:20:04 +01:00
Sascha Willems
3a15ec4eb9 Replaced the deprecated debug marker sample with debug utils 2023-12-22 12:04:50 +01:00
Sascha Willems
27c88be38e Added Android build files for Ray tracing glTF sample 2023-11-24 13:11:24 +01:00
robotchaoX
88824b7c8e
Fix parallaxmapping asset missing on Android (#1085)
[Why]
Asset name plane.gltf is not corrected in gradle copyTask on Android.

[How]
Correct the sample parallaxmapping's asset name plane.gltf in build.gradle.
2023-11-02 21:13:21 +01:00
robotchaoX
be035bf268
Add example variablerateshading for Android (#1084)
[Why]
Example variablerateshading was not compiled for Android.

[How]
Generate Android version example variablerateshading from android/examples/_template.
2023-11-02 18:46:13 +01:00
Sascha Willems
9dcc8110cf Renamed particle fire sample 2023-07-16 16:03:29 +02:00
robotchaoX
71b5d83525 Set abiFilters via global variable in settings.gradle 2023-05-30 15:14:02 +08:00
robotchaoX
495b3eba96 Revert "Add x86_64 ABI support for Android"
This reverts commit 570d3fca81.
2023-05-30 13:59:20 +08:00
robotchaoX
570d3fca81 Add x86_64 ABI support for Android
[Why]
In some case, people may need x86 ABI version apk if they develop on x86 Android.
Support x86_64 ABI by default is better.

[How]
Add android::ndk::abiFilters property "x86_64".
2023-05-29 16:48:27 +08:00
Sascha Willems
eb3d68fb5c Updated android build files to new asset/shader folder structure
Make use of global gradle variables
Updated gradle
2023-05-10 20:33:19 +02:00
Sascha Willems
3d7f4477d8 Use arm64-v8a abi for Android
Incrase jvm memory
2022-12-24 14:51:55 +01:00
Sascha Willems
280964b945 Added ray query samples android build files
Refs #1004
2022-12-24 12:32:18 +01:00
Sascha Willems
704aeec6b0 Simplified glTF buffer code
Added Android build files
2022-01-22 10:03:39 +01:00
dinkovm
bf538e772f Missing shaders in Android Packages for raytracingshadows and raytracingreflections 2021-06-17 13:00:51 -04:00
Sascha Willems
b29d8dc589 Added descriptor indexing example android build files 2021-01-29 10:49:32 +01:00
Tamas Keri
f5d4cce55e Add missing gltf assets to 'build.gradle'
Vulkan applications: displacement, particlefire, pushconstants.
2021-01-07 12:48:41 +01:00
Sascha Willems
8f88155a72 Remove prebuilt lib 2020-08-22 09:23:46 +02:00
Sascha Willems
2083a9839c Added Android build files and screenshot for order independent transparency sample 2020-08-21 10:12:55 +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
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
dceb349849 Added cube map array sample 2020-07-19 07:07:54 +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
Sascha Willems
cb0633550f Adnroid build 2020-06-06 13:52:45 +02:00
Sascha Willems
05a9c23220 Android build files 2020-06-06 11:28:50 +02:00
Sascha Willems
d4f7b3cc86 Merge branch 'master' into gltfskinning 2020-06-05 20:58:10 +02:00
Ben Clayton
ca884587a4 Move shaders into glsl and hlsl directories
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
b5e0c562ff Added Android build files for glTF skinning sample 2020-05-24 13:42:52 +02:00
Sascha Willems
10a1ecaf7b Re-Added missing shaders
Fixes #703
2020-04-29 18:39:15 +02:00
Sascha Willems
b47e5ada7c
Merge pull request #680 from hevrard/fix-packagename
Fix typo in package name vulkanDeferredmultisampling
2020-04-23 07:43:27 +02:00
Sascha Willems
e0c15f62da Renamed mesh example to glTF scene 2020-04-19 11:50:46 +02:00
Hugues Evrard
ca728afa3a Fix typo in package name vulkanDeferredmultisampling 2020-03-05 14:49:01 +00:00
Sascha Willems
d33fc23e0b Merge branch 'master' into libktx 2019-09-06 19:20:35 +02:00
Sascha Willems
36bf3dd31a Removed remaining dds files
All textures are now loaded from ktx
2019-09-06 19:18:15 +02:00
Sascha Willems
a6d9b57d7c Merge branch 'master' into libktx 2019-08-05 07:21:30 +02:00
Sascha Willems
c3f1692486 Updated Android build filed for Gradle 5.x
Fixes #597
2019-08-04 13:48:09 +02:00
Sascha Willems
b3be81cf98 Add libktx to android base library cmake 2019-08-03 11:37:47 +02:00
Sascha Willems
b2add91d2c Renamed compute shader ray tracing example 2019-05-11 12:41:46 +02:00
Sascha Willems
48a1e40000 Added negative viewport height example Android build files 2019-03-29 14:11:00 +01:00