saschawillems
9e073bdd3b
Fixed random seed when run in benchmark mode, use default random engine instead of fixed mersene twister
...
Refs #269
2018-01-18 21:31:19 +01:00
saschawillems
5790f30c17
Fixed random seed when run in benchmark mode
...
Refs #269
2018-01-15 20:40:17 +01:00
saschawillems
cb32e2e89f
Separated benchmark argument line options
...
Refs #269
2018-01-13 10:39:03 +01:00
saschawillems
39122785a8
Duration based benchmarking (instead of no. of iterations), better argument handling
...
refs #269
2018-01-12 21:54:01 +01:00
Sascha Willems
f1f96cfd62
Merge pull request #410 from AaronHaganAMD/multisampling_amd
...
Fix multisampling example for AMD hardware.
2018-01-12 10:06:05 +01:00
amhagan
fd5996cbc0
Fix multisampling example for AMD hardware.
2018-01-10 12:55:28 -05:00
saschawillems
30980623af
Device creation failure error message display
2018-01-09 20:22:09 +01:00
saschawillems
1c552a6182
Updated Vulkan headers to 1.0.67
2018-01-09 19:50:39 +01:00
saschawillems
4959985a17
Enable sampler anisotropy only if enabled on device
2018-01-05 20:47:27 +01:00
saschawillems
c210820c70
Corrected vertex attribute offset
...
Fixes #408
2018-01-01 14:07:16 +01:00
saschawillems
e1c6c3f1e8
Removed unused skybox buffers and assets
...
Fixes #409
2018-01-01 14:01:57 +01:00
saschawillems
9cda53781c
Added cascaded shadow mapping example to readme [skip ci]
2017-12-30 13:41:33 +01:00
saschawillems
603fdb8a16
Disable validation by default
2017-12-26 10:38:09 +01:00
saschawillems
cf77c8003c
Added pipeline statistics example to android build scripts
2017-12-26 10:16:02 +01:00
saschawillems
bdc21c76da
Removed redundant descriptor set binding
2017-12-23 20:39:47 +01:00
saschawillems
8b4ab74220
Code cleanup, comments
2017-12-23 14:14:38 +01:00
saschawillems
1b1bb4cbd2
Code cleanup, comments, android assets
2017-12-23 13:32:09 +01:00
saschawillems
75b2a72957
Texture tree and terrain scene, refactoring and cleanup
2017-12-21 21:28:31 +01:00
saschawillems
34942b08c5
Added cascaded shadow mapping example android build files
2017-12-14 22:27:10 +01:00
saschawillems
2c4dd77e9f
Merge branch 'master' into develop
2017-12-11 22:16:23 +01:00
saschawillems
a3e3dd999f
Error message and hint to asset pack if asset loading (model, texture) fails
2017-12-11 22:14:34 +01:00
saschawillems
da17b70fda
Small fixes, optimizations and different default scene
2017-12-10 12:22:13 +01:00
saschawillems
3c150e18f3
Added cascaded shadow mapping example
2017-12-09 21:12:55 +01:00
saschawillems
f4281096ea
Getter for near and far clip
2017-12-09 21:12:16 +01:00
Sascha Willems
02bb523e5b
Merge pull request #401 from JarredHDavies/master
...
Request coherent memory for model staging buffer
2017-12-02 10:17:55 +01:00
saschawillems
dfd0a293ad
Added viewport array sample android build files
2017-12-01 22:21:30 +01:00
saschawillems
c289c9c01f
Revert geometry shader sample changes
2017-12-01 22:20:26 +01:00
saschawillems
d45462e4a4
Only display pipeline statistics if supported by device
2017-12-01 22:10:01 +01:00
saschawillems
7ffa7f413b
Added missing heightmap asset
2017-12-01 22:09:44 +01:00
JarredDavies
ebf0a34ae7
Request memory with VK_MEMORY_PROPERTY_HOST_COHERENT_BIT enabled for model staging buffers.
...
There is no guarantee in the spec on the order of the following memory types:
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
which means we can't assume that the first memory type with VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT is going to be coherent.
2017-12-01 16:25:23 +00:00
saschawillems
1f1613a224
More consistent avg. frame time / fps count
2017-12-01 13:10:07 +01:00
Sascha Willems
2fd2c67672
Merge pull request #400 from jekstrand/fix-overlay-layout
...
VulkanUIOverlay: Use the correct initial layout
2017-11-25 09:05:49 +01:00
Jason Ekstrand
af8d280e42
VulkanUIOverlay: Use the correct initial layout
...
Using an initial layout of VK_IMAGE_LAYOUT_UNDEFINED together with
VK_ATTACHMENT_LOAD_OP_LOAD means that the render pass starts off with
completely undefined contents. Since we want to draw the overlay on top
of the previously rendered image, we want to use a real layout. Since
the calling code has already transitioned to VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
that's the layout we need to use.
This was never caught by validation because VK_IMAGE_LAYOUT_UNDEFINED is
the one layout you're allowed to use as an initial layout at any time
regardless of the image's current layout.
2017-11-21 17:31:35 -08:00
saschawillems
2f792035aa
Added headless examples to readme
2017-11-20 21:14:12 +01:00
saschawillems
6c5de48c22
Added compute shader execution barrier
...
Closes #374
2017-11-13 21:06:19 +01:00
saschawillems
9393c63533
Readme paths [skip ci]
2017-11-12 19:48:59 +01:00
saschawillems
94a076e1ae
Moved example source files into sub folder
2017-11-12 19:32:09 +01:00
saschawillems
a17e3924b3
Added pipeline statistics query example
2017-11-12 14:19:01 +01:00
saschawillems
f62115ffca
Removed unused query result buffer
2017-11-11 15:28:18 +01:00
saschawillems
0588108e64
Enabled exceptions on android
2017-11-10 22:17:03 +01:00
saschawillems
9fd56e489c
Imput attribute ordering
...
Fixes #392
2017-11-05 10:14:25 +01:00
saschawillems
7fcb61ee94
Shadow mapping sample scene selection
2017-11-04 21:29:11 +01:00
saschawillems
327994b3c3
Shadow mapping sample scene selection
2017-11-04 21:27:02 +01:00
saschawillems
b820cf0a53
Shadow mapping sample scene selection
2017-11-04 21:23:37 +01:00
saschawillems
5ed78c19ef
Use cmake on appveyor
2017-11-04 18:20:42 +01:00
saschawillems
c1d54dbaf6
Removed Visual Studio 2015 project files (use cmake instead)
2017-11-04 18:04:57 +01:00
saschawillems
de0d6c7bae
git ignore for android jni folders
2017-11-04 16:46:12 +01:00
saschawillems
d88fbcba0b
Added missing samples to build scripts
2017-11-04 16:37:52 +01:00
saschawillems
e19ccdbc5f
No key press check on android
2017-11-04 16:37:43 +01:00
saschawillems
0a78d4d2a0
Debug message callback calling conventions
2017-11-04 15:48:51 +01:00