Sascha Willems
6e68f76456
Fill stats and draw count buffer with zeroes
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Fixes #748
2022-12-31 16:01:11 +01:00
Sascha Willems
250c7df08b
Added sample for VK_EXT_descriptor_buffer
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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
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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
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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
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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
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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
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Fixes #826
2022-08-03 20:11:40 +02:00
Sascha Willems
5c2aaaf693
Code cleanup
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Fixes #962
2022-07-30 09:27:50 +02:00
Sascha Willems
4390eb0ff8
Fixed BRDF LUT generation
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Refs #953
2022-06-17 07:27:17 +02:00
Sascha Willems
27411eb02c
Fixed BRDF LUT generation
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Fixes #953
2022-06-16 20:34:05 +02:00
Sascha Willems
8c376121c3
Pass depth range to depth map visualization shader
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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
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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
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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
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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
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Refs #880
2021-09-26 16:28:45 +02:00
Sascha Willems
28397adb20
Use clamped roughness
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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
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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
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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
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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