Chris Forbes
a05d90c221
Recompile shaders with more modern glslang
...
The SPIRV previously checked in had various issues -- most commonly, it
would use the VertexId and InstanceId builtins rather than the
replacmenet VertexIndex and InstanceIndex builtins required by Vulkan.
2019-09-06 09:59:45 +01:00
saschawillems
1f3cb12bd3
Removed GL_ARB_separate_shader_objects and GL_ARB_shading_language_420pack extensions from all shaders
2018-11-19 22:05:47 +01:00
saschawillems
298f7a9415
Use heightmap class
2016-10-20 21:30:37 +02:00
saschawillems
ab792d6a3d
Use sparse texture clamp to find first populated mip level for texels
2016-10-01 13:54:50 +02:00
saschawillems
18b7a52ece
Randomly fill virtual pages, check if sparse residency for 2D images is supported
2016-09-17 19:08:27 +02:00
saschawillems
385b760770
Opaque sparse memory bindings for mip tails
2016-09-12 19:53:39 +02:00
saschawillems
8f2ea86e11
Started work on sparsely bound partially resident texture example
2016-09-11 18:42:30 +02:00