* Configure MoltenVK to use a dedicated compute queue for compute[*] examples with sync barriers
* Modify descriptorindexing example for iOS and variable descriptor count limitations on MoltenVK
* Remove obsolete macOS #ifdefs no longer needed for modern MoltenVK versions
* Update iOS project to fix missing vkloader.c reference and revise example list
* Set required features and API version for VVL in debugprintf example
* Remove unnecessary Apple-specific code from descriptorindexing example
* Add Layer Settings capability to VulkanExampleBase::createInstance()
* Replace setenv() in examples with Layer Settings configuration for macOS/iOS
* Update comments in examples.h and fix missing initializer in computeraytracing example
* Update imgui overlay and example to support iOS Simulator
* Update more comments in examples.h and remove redundant initializers in deferred* examples
* Separate variable descriptor count declarations for apple and non-apple platforms
* Consolidate variable descriptor count declarations for apple vs. non-apple platforms
* Configure MoltenVK with a dedicated compute queue in VulkanExampleBase() and remove from samples
* Add error recovery to trianglevulkan13 and fix missing "override" compiler warnings
* Look for vkGetPhysicalDeviceFormatProperties2KHR in hostimagecopy example
* Enable fragmentStoresAndAtomics feature to avoid VVL warning in subpasses example
* 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.
* 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
* 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
* Apply a random seed when NOT in benchmark mode to have 100% deterministic runs
These samples lack the check for benchmark.active when applying a random seed, which is done for other samples.
* Update texture3d.cpp
After this change, the sample's render() method would first update its UBO and then start drawing stuff so as to have valid frame output from frame 0, similarly to other samples.