Commit graph

55 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
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
1993f3af5d Changed ray tracing closest hit shader hit attributes to vec2
Fixes #878
2021-10-18 21:41:18 +02:00
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
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
daemyung jang
82747df540
Add Order Independent Transparency example (#755)
* Add Order Independent Transparency example

* Update README.md

* Add copyright at Order Independent Transparency example

* Disable the validation by default
2020-08-21 09:27:06 +02:00
Sascha Willems
ee946e2abf
Update ray tracing samples to use VK_KHR_ray_tracing (#753)
* Started updating ray tracing samples to KHR extension

* Updated GLSL shaders to use GL_EXT_ray_tracing

* Code cleanup, naming

* Fix include directories to use Vulkan headers from repository instead of NDK for the Android build

* Added new Android function pointers

* Renamed basic ray tracing sample

Added android build files

* Remove unused batch file

* Replaced remaining NV identifiers

* Updating ray tracing shadow sample to KHR extension

* Updated shaders to use KHR instead of NV extension

Fixed shader bindings

* Updating ray tracing reflections sample to KHR extension

* Renamed ray tracing reflections sample

* Renamed ray tracing shadows sample

Added android build files

* Removed no-longer used batch files for shader generation

* Proper alignment for the shader binding table

* Updated readme

* Reworked shader group setup

* Cleanup

* Reworked shader group setup

* Reworked shader group setup

* Code cleanup
2020-08-15 17:59:02 +02:00
Sascha Willems
feb939096f
Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class

* Split glTF loader into header and implementation

* Updated sample to use glTF

* Removed collada files

Replaced assets are now part of the asset pack

* Return value for glTF model vertex input state create info helper

* Removed unused assets

* Use glTF assets

* Added default material for glTF node's without materials

* Use glTF assets

* Apply pre-transforms to normals

* Use glTF assets

* Use glTF assets

* Use vertex input state from glTF model class

* Scene setup

* Use glTF assets

* Use glTF assets

* Display error message and exit if glTF file could not be loaded

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Remove unused buffer binds

* Use glTF assets

* Remove no longer used model files

* Remove no longer used model files

* Added support for rendering glTF models with images

* glTF model normal pre-transform ignores translation

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Only add combined image samplers to pool if actually used in the scene

* Use global descriptor set layouts

* Use global descriptor set layouts

* Use glTF assets

* Use glTF assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Remove no-longer used model

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model

* Use glTF assets

Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets

* Adnrdoid build file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders

* Added vertex count and way of passing additional memory property type flags to glTF loader

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders

* Remove unfinished sample

* Completely reworked push constants sample

Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Android CMake build files

* Removed un-used asset

* Explicit buffer binding function

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Removed no-longer used assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Remove no-longer used asset

* Use glTF assets

Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Pass vertex size and calculate multiplier in shaders instead of hard-coding

With this, changes to the glTF vertex structure won't break the ray tracing samples

* Load tangents (if present)

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code

* Android build

* Normal mapping fixes

Udpated HLSL shaders

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Code cleanup, comments

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Added sample count to framebuffer create info

* Removed no-longer used assets

* Android build

Removed no-longer used assets

* Code cleanup and heavy refactoring

Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader

* Renamed textured PBR sample main cpp file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Removed no-longer used assets

* Android build files

* Android build files

* Use glTF assets

Removed no-longer used assets

* Fixed HLSL shaders

* Android build files

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Added flag to disable glTF image loading

Useful for samples that use their own textures or don't use textures at all to speed up loading

* Use glTF assets

Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders

* Updated Android build files

* Removed left-over comment

* Use Sponza scene for the SSAO sample

* Removed unused code

* Removed ASSIMP

No longer required as all samples now use the glTF file format

* Added missing vertex shader stage

* Removed old ASSIMP-based model loader

* Added support for loading external glTF images from ktx

Android fixes for loading external buffer files

* Scene setup

* Added missing shader stages

* Removed ASSIMP from build files

* Fixed compiler warning

* Removed ASSIMP from readmes

* Android build files cleanup

* Replaced ktx submodule with only the files required for this repo

The ktx submodule was a tad too big and contained lots of files not required for this repo

* Moved ktx build files into base project

* Use glTF assets

* Use glTF assets

* Removed license files, will be moved to asset pack

* Use RGBA textures

* Use RGBA cubemp texture with face assignment based on original images

Refs #679

* Android build files

* Removed textures

All textures will be moved to the asset pack

* Ignore asset folders

* Removed font

Fonts will be moved to the asset pack

* Link to gltf asset pack

* Updated gitignore

* Android build file
2020-07-28 20:20:38 +02:00
Sascha Willems
f68c272695 Use textureLod fo GLSL shaders 2020-07-19 11:48:12 +02:00
Sascha Willems
dceb349849 Added cube map array sample 2020-07-19 07:07:54 +02:00