Commit graph

386 commits

Author SHA1 Message Date
Sascha Willems
6e68f76456 Fill stats and draw count buffer with zeroes
Fixes #748
2022-12-31 16:01:11 +01:00
Sascha Willems
250c7df08b Added sample for VK_EXT_descriptor_buffer
Work-in-progress
2022-12-04 12:51:14 +01:00
Sascha Willems
ed406e61a6 Added simple task shader 2022-11-10 18:24:57 +01:00
Sascha Willems
c739dac00a Indentation 2022-11-03 19:57:01 +01:00
Sascha Willems
89fc84bf14 Added a basic mesh shader example 2022-11-03 19:27:51 +01:00
Nathan V. Morrical
b82ecd94a3
Merge branch 'SaschaWillems:master' into master 2022-09-26 23:23:23 -05:00
n8vm
3a4ea2b697 updating sbt record data example to also cover miss sbt data 2022-09-26 20:28:08 -06:00
Sascha Willems
38213eb2a5 Removed unused combined sampler from layout
Refs #995
2022-09-26 17:47:59 +02:00
n8vm
e8270a7b38 Merge branch 'sascha_master' 2022-09-25 13:43:24 -06:00
Sascha Willems
011f3484c7 Remove unnecessary flag
Fixes #988
2022-09-10 08:29:50 +02:00
n8vm
9e58ad5377 Adding a simple example demonstrating how to use SBT record data 2022-09-08 12:57:00 -06:00
arufus
a867ca2809
Merge branch 'SaschaWillems:master' into master 2022-08-11 17:27:36 +08:00
arufus
310a9ec6f9 Fix hlsl pixel shader in multisampling demo 2022-08-11 17:26:26 +08:00
Sascha Willems
f084d6093c Slightly reworked glTF samples
Parent matrices are now applied (where available)
Now more in line with the base code glTF loader
Refs #964
2022-08-06 10:16:54 +02:00
Sascha Willems
465c18862c Clean up vertex inputs
Fixes #766
2022-08-04 17:24:11 +02:00
Sascha Willems
0f8a349f0c Get sampler index from UBO instead of passing from VS to FS
Fixes #826
2022-08-03 20:11:40 +02:00
Sascha Willems
5c2aaaf693 Code cleanup
Fixes #962
2022-07-30 09:27:50 +02:00
Sascha Willems
4390eb0ff8 Fixed BRDF LUT generation
Refs #953
2022-06-17 07:27:17 +02:00
Sascha Willems
27411eb02c Fixed BRDF LUT generation
Fixes #953
2022-06-16 20:34:05 +02:00
Sascha Willems
8c376121c3 Pass depth range to depth map visualization shader
Fixes #895
2022-05-08 11:43:06 +02:00
Sascha Willems
e8596963b3 Merge branch 'master' of https://github.com/SaschaWillems/Vulkan 2022-04-21 07:35:01 +02:00
Sascha Willems
5bc82e9f02 Updated graphics pipeline library sample 2022-04-21 07:34:44 +02:00
JoseEmilio-ARM
3394928112
Update scene.frag
Ray Query example: shader optimization

Calling rayQueryProceedEXT in a loop can prevent certain shader optimizations. By setting the TerminateOnFirstHit and SkipAABB flags, there is no scenario where rayQueryProceedEXT will return true, hence the loop can be removed. 

This way the implementation has a guarantee that the traversal can be completed without returning control to the shader, which improves performance.
2022-04-07 15:35:38 +01:00
Sascha Willems
5f1aac61ca Started working on sample showing comparing separate/interleaved vertex attributes 2021-12-26 18:42:03 +01:00
Sascha Willems
fce1c93266 SSBOs are now device local
Heavily increases performance of this sample
Fixes #905
2021-11-28 11:16:35 +01:00
Sascha Willems
41a52bda4c Small fixes, validation is now clean except for a false positive 2021-11-20 12:29:27 +01:00
Sascha Willems
3e55366434 Added sample fro dynamic rendering using VK_KHR_dynamic_rendering 2021-11-06 19:45:22 +01:00
Sascha Willems
a5022d6d5f Fixing several validation related issues 2021-10-24 13:00:11 +02:00
Sascha Willems
1c6c08d41f Fixed ray tracing callable shader sample HLSL shaders 2021-10-18 22:01:07 +02:00
Sascha Willems
1993f3af5d Changed ray tracing closest hit shader hit attributes to vec2
Fixes #878
2021-10-18 21:41:18 +02:00
Andrew H. Cox
01caa15a15
Chrome complains when the link is insecure 2021-10-08 01:42:35 +01:00
Sascha Willems
93328016e9 Fixed SSAO sample G-Buffer shader
Refs #880
2021-09-26 16:28:45 +02:00
Sascha Willems
28397adb20 Use clamped roughness
Fixes #864
2021-08-28 15:32:23 +02:00
Ali Emre Gülcü
9a283a1b9b Removed duplicate local_size_x from computecullandlod/cull.comp 2021-03-27 13:37:58 +03:00
Sascha Willems
5db9781d52 Added HLSL shaders for ray tracing callable sample
Minor cleanup
2021-03-06 16:21:09 +01:00
Sascha Willems
70ec72e790 SSAO sample: Render Sponza with textures 2021-02-25 19:16:41 +01:00
Sascha Willems
ad447e10c4 Added HLSL shader for descriptor indexing sample 2021-01-29 09:58:41 +01:00
Sascha Willems
a86bdc2c44 Finished descriptor indexing example 2021-01-28 22:04:25 +01:00
Sascha Willems
f79c9705b4 Added samples for ray queries and callable ray tracing shaders 2020-11-23 12:25:49 +01:00
Sascha Willems
08be260685 Updated ray tracing samples to final ray tracing extensions 2020-11-23 12:15:57 +01:00
Sascha Willems
ab10ce1693 Updated GLSL shader compile script 2020-09-21 07:34:04 +02:00
Sascha Willems
9a6a0b30b0 Added VRS HLSL shaders
Color coding doesn't work properly, as shading rate values don't seem to match with GLSL or DX12 specs
2020-09-12 09:36:28 +02:00
Sascha Willems
ccadcdd238 Shading rate pattern and colorization 2020-09-05 14:10:02 +02:00
Sascha Willems
8d896cd04b Separate oaque and masked pipelines 2020-09-05 12:15:54 +02:00
Sascha Willems
14aebeddbb Toggle for shading rate pattern color visualization 2020-09-02 20:07:37 +02:00
Sascha Willems
9d0fd8ce5a Started work on variable rate shading sample 2020-09-01 21:51:06 +02:00
Sascha Willems
dcdabb9b12 Added SPIR-V extension to HLSL compile script 2020-08-29 19:56:07 +02:00
Sascha Willems
4e600f5943 Fixed coordinate transformation for skybox and reflection objects
Matched HLSL and GLSL shaders
Fixes #757
2020-08-28 21:15:13 +02:00
Sascha Willems
4ae75d3ee9 Removed unused define 2020-08-21 21:43:18 +02:00
Sascha Willems
e04c084312 Use push constants for fixed object data, some minor code cleanup 2020-08-21 17:27:54 +02:00