* 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.
* Fix clang Objective-C++ flags for macOS command line builds
* Fix getAssetPath() and getShaderBasePath() for macOS command line builds
* Protect debugUtilsMessageCallback() from failing when pMessageIdName is NULL
* Fix a few clang function override and mismatched type warnings
* Fix validation layer warnings on exit for computeraytracing example
* Fix regression in text visibility toggle for textOverlay example
* Support VK_USE_PLATFORM_METAL_EXT vs. deprecated VK_USE_PLATFORM_MACOS_MVK / DVK_USE_PLATFORM_IOS_MVK
* Check dynamic state features before enabling capabilities in dynamicstate example
* Fix vkCmdDraw() vertexCount argument (PARTICLE_COUNT) in particlesystem example
* Update examples list and restore benchmarking script (to top level)
* Fix validation warning in descriptorindexing example
* Fix device max recursion depth validation warnings in ray tracing examples
* Fix OpenMP build settings for texture3d example on all platforms
* Update and simplify build instructions for macOS
* Update CI script with correct library path for libomp on macOS x86_64
* Update CI scipt to install libomp prior to macOS builds
* Trying one more time to get the CI script working for macOS libomp
* Fix vertexCount argument using calculated size in particlesystem example
* Fix combined image descriptor offset calculation in descriptorbuffer example
* macOS: Support non-system level Vulkan SDK installs, with fallback to MoltenVK library
* Started working on a ray tracing glTF sample
* Started working on a ray tracing glTF sample
Added textures using descriptor indexing
* Frame accumulation
Pass glTF node transforms to BLAS build
* Shader cleanup
* Code cleanup, flip Y using TLAS transform matrix
* Create AS for all primitives in the gltf scene
* Remove unused variables
* Added missing shaders
* Minor cleanup