Commit graph

475 commits

Author SHA1 Message Date
Sascha Willems
b9bf2bca85 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies 2019-05-11 12:16:28 +02:00
Sascha Willems
a88b96ac0c
Merge pull request #568 from itrainl4/patch-negativeviewportheight
Fix incorrect VkDescriptorPoolSize in negativeviewportheight.
2019-04-30 21:23:35 +02:00
Sascha Willems
667d682fb5 Removed unused code 2019-04-27 12:46:48 +02:00
Sascha Willems
7501d110af Added advanced ray tracing examples to the cmake list 2019-04-27 11:08:29 +02:00
Sascha Willems
8fdabb0019 Added VK_NV_ray_tracing reflections example 2019-04-27 11:05:29 +02:00
Sascha Willems
e140095002 Pass VK_NULL_HANDLE instead of nullptr for pipeline cache 2019-04-26 17:45:38 +02:00
Sascha Willems
5011d7afae Storage usage flags for scene 2019-04-23 08:16:35 +02:00
Soowan Park
7c34859bb6 Fix incorrect VkDescriptorPoolSize in negativeviewportheight.
There is assertion fail in negativeviewportheight (AMD GPU). The example create two VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER for descriptorSet, but descriptorCount is one in descriptorPool.
2019-04-22 17:53:28 -04:00
Sascha Willems
a1b21f6990 Added VK_NV_ray_tracing shadow casting example 2019-04-22 18:49:38 +02:00
Sascha Willems
a12af1718a Code cleanup 2019-04-22 18:42:41 +02:00
Sascha Willems
6a73419f38 Added support for Turing Shader extensions to CMake example build function 2019-04-22 17:47:22 +02:00
Sascha Willems
f04b7217bb Code cleanup (variable shadowing) 2019-04-21 18:13:22 +02:00
Sascha Willems
85a13ec645 Color triangle using barycentric coordinates 2019-04-21 15:39:28 +02:00
Sascha Willems
8bb1b8de21 Resource cleanup, code cleanup 2019-04-21 10:00:31 +02:00
Sascha Willems
b8b3fac9b4 Added basic VK_NV_ray_tracing example (wip) 2019-04-20 17:54:17 +02:00
Sascha Willems
aa915d2c24 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-16 20:50:17 +02:00
Sascha Willems
e7cc457303 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-16 20:10:50 +02:00
Sascha Willems
bfdf821d31 Much improved cube map visualization
Now displays all six cube map faces as a single cross
2019-04-15 21:30:57 +02:00
Sascha Willems
50e4972d02 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-14 19:38:30 +02:00
Sascha Willems
6e26db239e Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-14 11:43:50 +02:00
Sascha Willems
60a5cecaa4 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-14 10:32:05 +02:00
Sascha Willems
a3c2f42859 Reworked texture array sample, code cleanup. refactoring 2019-04-13 13:38:17 +02:00
Sascha Willems
a44c09155b Validation disabled by default 2019-04-13 12:25:08 +02:00
Sascha Willems
71e4d68548 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-02 20:05:21 +02:00
Sascha Willems
cd3ef3e713 Enabled shader clip distance feature (validation)
Regenerated shaders with current glslang compiler
2019-04-01 20:45:42 +02:00
Sascha Willems
7e84566a3d Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Proper stage and access masks
Code cleanup
2019-04-01 20:42:15 +02:00
Sascha Willems
b1c2529032 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Code cleanup
2019-04-01 20:22:28 +02:00
Sascha Willems
f6b99f9b01 Code cleanup and refactoring 2019-03-31 19:43:38 +02:00
Sascha Willems
4e05589b09 Replace dedicated offscreen command buffer and complicated synchronization with single command buffer and sync via sub pass dependencies
Refs #536
2019-03-31 16:05:06 +02:00
Sascha Willems
0a8428fb6c Comment on Vulkan 1.1 and core feature 2019-03-29 22:43:02 +01:00
Sascha Willems
43f529f46b Initial state 2019-03-29 15:40:27 +01:00
Sascha Willems
072a174e6b Resource cleanup 2019-03-29 08:50:17 +01:00
Sascha Willems
b64f83cc68 Render and visualize CW and CCW quads 2019-03-29 08:45:47 +01:00
Sascha Willems
8afe8d825d Cleanup, code comments 2019-03-29 08:07:20 +01:00
Sascha Willems
358ab9d550 Added new sample to demonstrate negative viewport height via VK_KHR_MAINTENANCE1
Refs #563
2019-03-28 23:51:50 +01:00
Sascha Willems
a7cec2a43f
Merge pull request #555 from gary-sweet/deferred_ms_fix
Fix sample count limits in deferredmultisampling
2019-03-23 09:39:53 +01:00
Sascha Willems
41116e4b53
Merge pull request #560 from rg3igalia/fix_occulsionquery_ubo_update
Fix occlusion query example visual glitch
2019-03-23 09:39:00 +01:00
Ricardo Garcia
afc1663f85 Fix occlusion query example visual glitch
In the occlusion query example, uniform buffers containing visibility
flags are only updated when the view changes, and visibility information
is calculated from occlusion queries coming from the previous frame.

This means a quick mouse movement can produce a visual glitch by which
the number of visible fragments becomes zero (and this is correctly
reflected in the UI overlay) but the color of the model remains
unchanged, or vice versa, until the view is changed again with the
mouse.

To fix this, update uniform buffers before preparing every frame as part
of the draw() method.
2019-03-20 14:15:44 +01:00
Gary Sweet
7632def9d6 Fix sample count limits in deferredmultisampling
The sample count was previously fixed at 8, which is not supported
on some platforms. The code now checks for the maximum supported
sample count and uses that instead.

If you would prefer the upper limit to be fixed at 8, that is
obviously trivial to change.
2019-03-06 12:58:28 +00:00
Sascha Willems
a0adb3cd68 Moved model to asset pack, fixed image usage (validation)
Fixes #553
2019-03-05 20:22:46 +01:00
Sascha Willems
99a52ed64b Properly initialize compute UBO before first submit
Better naming
Fixes #552
2019-02-28 19:41:30 +01:00
Sascha Willems
047f9faeec Fixed image usage (validation), code cleanup
Moved model to asset pack
2019-02-20 20:03:12 +01:00
Scott Moreau
203ea178d0 wayland: Port to xdg-shell stable
Wayland compositors and clients are expected to support the xdg-shell
stable protocol over the deprecated wl_shell protocol.
2019-01-16 01:33:34 -07:00
Orhun Birsoy
4a546d33c0 Pass the full count of the indirectCommands to vkCmdDrawIndexedIndirect
Items with zero instance count still need to be processed.
2018-12-27 13:11:07 -07:00
Sascha Willems
931c79d249 Code cleanup, free Vulkan resources 2018-12-01 22:31:51 +01:00
Sascha Willems
a5c03c7b66 Added per-frame static command buffer scenario 2018-12-01 21:52:27 +01:00
Sascha Willems
32bc5b3a75 Don't use base class semaphores, Code cleanup and reorder 2018-12-01 16:21:56 +01:00
saschawillems
c5e16e2ee1 Command buffer update strategy scenarios example (wip) 2018-11-27 21:24:33 +01:00
Igor Ostrowski
4911aa7d18 Fix maxInlineUniformBlockBindings value + comment 2018-11-14 17:32:46 +01:00
saschawillems
c3e39e555a Use number of cubes for max. number of sets to allocate
Fixes #518
2018-11-10 20:40:33 +01:00