Sascha Willems
8fdabb0019
Added VK_NV_ray_tracing reflections example
2019-04-27 11:05:29 +02:00
Sascha Willems
e140095002
Pass VK_NULL_HANDLE instead of nullptr for pipeline cache
2019-04-26 17:45:38 +02:00
Sascha Willems
5011d7afae
Storage usage flags for scene
2019-04-23 08:16:35 +02:00
Sascha Willems
00982b70bb
Added option for passing additional vertex/index buffer memory usage flags for loading models
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Removed unused optional assimp flags
2019-04-23 08:15:23 +02:00
Soowan Park
7c34859bb6
Fix incorrect VkDescriptorPoolSize in negativeviewportheight.
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There is assertion fail in negativeviewportheight (AMD GPU). The example create two VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER for descriptorSet, but descriptorCount is one in descriptorPool.
2019-04-22 17:53:28 -04:00
Sascha Willems
a1b21f6990
Added VK_NV_ray_tracing shadow casting example
2019-04-22 18:49:38 +02:00
Sascha Willems
a12af1718a
Code cleanup
2019-04-22 18:42:41 +02:00
Sascha Willems
5f31c40898
Default constructor argument
2019-04-22 18:29:24 +02:00
Sascha Willems
6a73419f38
Added support for Turing Shader extensions to CMake example build function
2019-04-22 17:47:22 +02:00
Sascha Willems
f04b7217bb
Code cleanup (variable shadowing)
2019-04-21 18:13:22 +02:00
Sascha Willems
85a13ec645
Color triangle using barycentric coordinates
2019-04-21 15:39:28 +02:00
Sascha Willems
8bb1b8de21
Resource cleanup, code cleanup
2019-04-21 10:00:31 +02:00
Sascha Willems
b8b3fac9b4
Added basic VK_NV_ray_tracing example (wip)
2019-04-20 17:54:17 +02:00
Sascha Willems
aa915d2c24
Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
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Proper stage and access masks
Code cleanup
2019-04-16 20:50:17 +02:00
Sascha Willems
e7cc457303
Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
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Proper stage and access masks
Code cleanup
2019-04-16 20:10:50 +02:00
Sascha Willems
bfdf821d31
Much improved cube map visualization
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Now displays all six cube map faces as a single cross
2019-04-15 21:30:57 +02:00
Sascha Willems
50e4972d02
Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
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Proper stage and access masks
Code cleanup
2019-04-14 19:38:30 +02:00
Sascha Willems
6e26db239e
Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
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Proper stage and access masks
Code cleanup
2019-04-14 11:43:50 +02:00
Sascha Willems
60a5cecaa4
Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
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Proper stage and access masks
Code cleanup
2019-04-14 10:32:05 +02:00
Sascha Willems
a3c2f42859
Reworked texture array sample, code cleanup. refactoring
2019-04-13 13:38:17 +02:00
Sascha Willems
a44c09155b
Validation disabled by default
2019-04-13 12:25:08 +02:00
Sascha Willems
b58375f6ad
Output wayland xdg headers into proper directory
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Refs #567
2019-04-13 12:13:11 +02:00
Sascha Willems
71e4d68548
Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
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Proper stage and access masks
Code cleanup
2019-04-02 20:05:21 +02:00
Sascha Willems
cd3ef3e713
Enabled shader clip distance feature (validation)
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Regenerated shaders with current glslang compiler
2019-04-01 20:45:42 +02:00
Sascha Willems
7e84566a3d
Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
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Proper stage and access masks
Code cleanup
2019-04-01 20:42:15 +02:00
Sascha Willems
b1c2529032
Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
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Code cleanup
2019-04-01 20:22:28 +02:00
Sascha Willems
84b1c30714
Correct calling convention
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Fixes #556
2019-03-31 21:24:45 +02:00
Sascha Willems
f6b99f9b01
Code cleanup and refactoring
2019-03-31 19:43:38 +02:00
Sascha Willems
4e05589b09
Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
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Refs #536
2019-03-31 16:05:06 +02:00
Sascha Willems
a167aee777
Added negative viewport example to readme
2019-03-31 10:14:52 +02:00
Sascha Willems
0a8428fb6c
Comment on Vulkan 1.1 and core feature
2019-03-29 22:43:02 +01:00
Sascha Willems
b7ccc6e318
Fixed links to articles on my web site
2019-03-29 16:21:30 +01:00
Sascha Willems
43f529f46b
Initial state
2019-03-29 15:40:27 +01:00
Sascha Willems
48a1e40000
Added negative viewport height example Android build files
2019-03-29 14:11:00 +01:00
Sascha Willems
a1ab86cc90
Updated Android gradle version
2019-03-29 14:10:35 +01:00
Sascha Willems
072a174e6b
Resource cleanup
2019-03-29 08:50:17 +01:00
Sascha Willems
b64f83cc68
Render and visualize CW and CCW quads
2019-03-29 08:45:47 +01:00
Sascha Willems
8afe8d825d
Cleanup, code comments
2019-03-29 08:07:20 +01:00
Sascha Willems
358ab9d550
Added new sample to demonstrate negative viewport height via VK_KHR_MAINTENANCE1
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Refs #563
2019-03-28 23:51:50 +01:00
Sascha Willems
35ff87a7e3
Updated appveyor settings
2019-03-24 19:26:55 +01:00
Sascha Willems
a7cec2a43f
Merge pull request #555 from gary-sweet/deferred_ms_fix
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Fix sample count limits in deferredmultisampling
2019-03-23 09:39:53 +01:00
Sascha Willems
41116e4b53
Merge pull request #560 from rg3igalia/fix_occulsionquery_ubo_update
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Fix occlusion query example visual glitch
2019-03-23 09:39:00 +01:00
Ricardo Garcia
afc1663f85
Fix occlusion query example visual glitch
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In the occlusion query example, uniform buffers containing visibility
flags are only updated when the view changes, and visibility information
is calculated from occlusion queries coming from the previous frame.
This means a quick mouse movement can produce a visual glitch by which
the number of visible fragments becomes zero (and this is correctly
reflected in the UI overlay) but the color of the model remains
unchanged, or vice versa, until the view is changed again with the
mouse.
To fix this, update uniform buffers before preparing every frame as part
of the draw() method.
2019-03-20 14:15:44 +01:00
Gary Sweet
7632def9d6
Fix sample count limits in deferredmultisampling
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The sample count was previously fixed at 8, which is not supported
on some platforms. The code now checks for the maximum supported
sample count and uses that instead.
If you would prefer the upper limit to be fixed at 8, that is
obviously trivial to change.
2019-03-06 12:58:28 +00:00
Sascha Willems
a0adb3cd68
Moved model to asset pack, fixed image usage (validation)
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Fixes #553
2019-03-05 20:22:46 +01:00
Sascha Willems
886617c7f3
Updated Vulkan headers to 1.1.101
2019-03-02 17:22:44 +01:00
Sascha Willems
99a52ed64b
Properly initialize compute UBO before first submit
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Better naming
Fixes #552
2019-02-28 19:41:30 +01:00
Sascha Willems
783199b1c8
Merge pull request #549 from djdeath/master
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Make FPS counter more accurate
2019-02-25 19:29:24 +01:00
Lionel Landwerlin
9db191f9a9
Make FPS counter more accurate
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While trying to figure a discrepancy between the FPS counter from the
overlay we've introduced in Mesa [1] and the counter in the Vulkan
demos, I figured the demos are not accounting for part of the
rendering loop but rather just the amount of time spent rendering.
This changes accounts for the total amount of time between 2 frames. I
don't think any difference is visible until you reach high frame rates
of 100s or so.
[1]: https://gitlab.freedesktop.org/mesa/mesa/merge_requests/303
2019-02-23 20:51:38 +00:00
Sascha Willems
cf83c1b499
Nicer font for ImGui overlay
2019-02-20 20:57:38 +01:00