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
Sascha Willems
eec6444e3d
Rebuild shaders with recent glslang compiler
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Refs #544
2019-02-20 20:52:12 +01:00
Sascha Willems
047f9faeec
Fixed image usage (validation), code cleanup
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Moved model to asset pack
2019-02-20 20:03:12 +01:00
Sascha Willems
92b724e000
Merge branch 'master' of github.com:SaschaWillems/Vulkan
2019-02-20 19:56:54 +01:00
Sascha Willems
6e14084bdd
Only set stencil aspect on image view if depth format has stencil component
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Fixes #529
2019-02-20 19:56:42 +01:00
Sascha Willems
c02add8e55
Merge pull request #542 from prideout/master
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Fix Android build error.
2019-02-10 09:03:09 +01:00
Philip Rideout
c00ede2978
Fix Android build error.
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The latest version of Android Studio fails with:
Could not find com.android.tools.build:aapt2
To use AAPT2, we must now have a dependency on the `google()` repo
in both places in the root build.gradle file, as per:
https://developer.android.com/studio/releases/#aapt2_gmaven
2019-02-04 10:55:59 -08:00
Sascha Willems
49ee3469b6
Merge branch 'master' of github.com:SaschaWillems/Vulkan
2019-01-31 20:10:04 +01:00
Sascha Willems
fbbfe62ff4
Updated shadow mapping SPIR-V shaders
2019-01-31 20:09:48 +01:00
Sascha Willems
3eec106b47
Merge pull request #539 from Lunarsong/patch-2
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Removed redundant division by w
2019-01-31 20:07:23 +01:00
Sascha Willems
d6d1d087fd
Merge pull request #540 from Lunarsong/patch-4
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Removed redundant division by w
2019-01-31 20:07:09 +01:00
Shanee
a301ed7c5b
Removed redundant division by w
2019-01-29 23:28:12 -08:00
Shanee
715f3fd9b2
Removed redundant division by w
2019-01-29 23:25:02 -08:00
Sascha Willems
e34f9c110b
Merge pull request #537 from axilesoft/patch-1
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fix: member not set because parameter same to member name
2019-01-25 12:30:49 +01:00
Indie C++/DX developer
e3fb4f27e2
fix: parameter same to member name
2019-01-21 00:05:51 +08:00
Sascha Willems
dbe3f01283
Fix for cmake C++11 definiton
2019-01-20 10:44:56 +01:00
Sascha Willems
7d5e022d54
Merge pull request #530 from soreau/master
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wayland: Port to xdg-shell stable
2019-01-20 10:01:51 +01:00
Scott Moreau
203ea178d0
wayland: Port to xdg-shell stable
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Wayland compositors and clients are expected to support the xdg-shell
stable protocol over the deprecated wl_shell protocol.
2019-01-16 01:33:34 -07:00
Sascha Willems
cd8b82b3fa
Merge pull request #533 from birsoyo/bugfix/multidraw-indirect-call
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Pass the full count of the indirectCommands to vkCmdDrawIndexedIndirect
2019-01-12 19:15:55 +01:00
Orhun Birsoy
4a546d33c0
Pass the full count of the indirectCommands to vkCmdDrawIndexedIndirect
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Items with zero instance count still need to be processed.
2018-12-27 13:11:07 -07:00
Sascha Willems
d782d4c15e
Added multiview and inlineuniformblocks sample to android build
2018-12-08 18:50:25 +01:00
Sascha Willems
931c79d249
Code cleanup, free Vulkan resources
2018-12-01 22:31:51 +01:00
Sascha Willems
a5c03c7b66
Added per-frame static command buffer scenario
2018-12-01 21:52:27 +01:00
Sascha Willems
32bc5b3a75
Don't use base class semaphores, Code cleanup and reorder
2018-12-01 16:21:56 +01:00
saschawillems
c5e16e2ee1
Command buffer update strategy scenarios example (wip)
2018-11-27 21:24:33 +01:00
saschawillems
ef68d59a0b
Updated tinyGLTF loader
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Fixed warnings
Refs #521
2018-11-23 19:39:48 +01:00
Sascha Willems
9ceac8b20b
Merge pull request #520 from iostrowsINTEL/inline-uniform-blocks-fix
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Fix maxInlineUniformBlockBindings value + comment
2018-11-22 20:35:18 +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
Igor Ostrowski
4911aa7d18
Fix maxInlineUniformBlockBindings value + comment
2018-11-14 17:32:46 +01:00
saschawillems
c3e39e555a
Use number of cubes for max. number of sets to allocate
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Fixes #518
2018-11-10 20:40:33 +01:00