Commit graph

27 commits

Author SHA1 Message Date
Sascha Willems
ac957ef8af Code cleanup
Fixed remaining warnings (MSVC VS2022)
2023-12-27 19:58:33 +01:00
Sascha Willems
781f18990b Code cleanup
Fixed several warnings
2023-12-20 20:14:36 +01:00
Sascha Willems
933a6f6dd9 Synchronization fix 2023-02-24 16:50:39 +01:00
Sascha Willems
6dec0d7ce3
Merge pull request #959 from itoral/fix_depth_stencil_aspects
Fix various cases of image views with incorrect stencil aspect
2022-07-30 08:56:32 +02:00
Stephen Saunders
279c95422d Implement viewChanged() in multiple examples for proper window resize handling, fix triangle example resizing on macOS 2022-07-07 09:57:01 -04:00
Stephen Saunders
121612857c Fixes in examples: support swapchain image count change on resize, fix multiple validation layer errors on resize and quit, multiview now supports resize/fullscreen, computecloth deltaT now based on frame time, multisampling recreates attachments on resize, P key now pauses computeparticles, descriptorsets, and pushdescriptors 2022-07-07 09:57:01 -04:00
Iago Toral Quiroga
9fef899e42 Fix various cases of image views with incorrect stencil aspect 2022-06-30 09:40:18 +02:00
Sascha Willems
3b1ff1eece Ray tracing samples can now also use the UI overlay
General cleanup, changed default settings.overlay value
2021-08-28 12:59:10 +02:00
Sascha Willems
a465bad5aa Cleaned up includes
Fixed typos
2020-08-09 13:16:35 +02:00
Sascha Willems
361535b29e Split texture class into header and implementation
Moved include to base class
2020-08-08 22:54:34 +02:00
Sascha Willems
122288fe25 Split buffer class into header and implementation
Moved include to base class
2020-08-08 22:18:35 +02:00
Sascha Willems
9c029b36fa Enable anisotropic filtering if supported by the devices, fixes validation layer message 2020-07-30 21:10:51 +02:00
Sascha Willems
dd0ec84481
Merge pull request #499 from AndreasReiten/patch-1
Fix for multisample depth resolve attachment and storeOp for the MSAA color attachment
2020-07-30 20:55:01 +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
Ben Clayton
ca884587a4 Move shaders into glsl and hlsl directories
Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`

Fix up shader paths in the cpp files to point to the new glsl location.

`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).

Issue: #723
2020-06-01 12:22:28 +01:00
Sascha Willems
10a1ecaf7b Re-Added missing shaders
Fixes #703
2020-04-29 18:39:15 +02:00
Chris Forbes
197671b586 multisampling: only build the per-sample pipeline if the device supports it
Bug: #605
2019-09-05 22:29:30 +01:00
Sascha Willems
a0adb3cd68 Moved model to asset pack, fixed image usage (validation)
Fixes #553
2019-03-05 20:22:46 +01:00
saschawillems
e69090df78 Samplecount for UIOverlay, refactored vertex inputs 2018-09-08 22:43:59 +02:00
saschawillems
69c3f62b9a Streamlined UI overlay, code cleanup
Refs #496
2018-08-31 21:15:43 +02:00
saschawillems
c1c4f06a23 Updated samples to explicitly call drawUI (updated ImGUI version), some code cleanup, removed no-longer necessary UI setup
Refs #496
2018-08-30 21:08:02 +02:00
Andreas Reiten
4597ea3fce
Update to multisample.cpp removing the depth resolve attachment and changing storeOp for the MSAA color attachment
I noticed an attachment was used for resolved depth, which Vulkan can't do. The storeOp for the MSAA color attachment can safely be changed to VK_ATTACHMENT_STORE_OP_DONT_CARE as it is resolved before the end of the subpass.
2018-07-10 02:00:20 +02:00
saschawillems
983c5d95da Use camera class 2018-04-13 19:45:05 +02:00
Igor Ostrowski
642a665144 multisampling, subpasses, textoverlay: Fix renderpass initial layout.
Fixes #418
2018-02-01 13:00:49 +01:00
saschawillems
df223f5b9b Result (exit) codes for fatal terminations 2018-01-21 18:28:17 +01:00
amhagan
fd5996cbc0 Fix multisampling example for AMD hardware. 2018-01-10 12:55:28 -05:00
saschawillems
94a076e1ae Moved example source files into sub folder 2017-11-12 19:32:09 +01:00