Commit graph

689 commits

Author SHA1 Message Date
saschawillems
c96e46bd41 Readme texture mip chain generation example 2016-09-06 23:02:36 +02:00
saschawillems
b6cae7b7ee Readme and blit flag bits check for texture mip chain generation example 2016-09-06 22:58:11 +02:00
saschawillems
b27ad33685 Update paragraph on precompiled binaries 2016-09-04 15:27:45 +02:00
saschawillems
228572c063 Example setup 2016-09-04 14:28:43 +02:00
saschawillems
7fee0ddb05 Mip map example view pos and apk name 2016-09-04 14:26:33 +02:00
saschawillems
7929b1c3e6 Specular 2016-09-04 14:19:27 +02:00
saschawillems
7ace541544 Better texture for demonstrating mip maps 2016-09-03 22:31:12 +02:00
saschawillems
ba4ac1d83e Image layouts, light positions, use std::abs 2016-09-03 11:21:06 +02:00
saschawillems
0261fc27ba Framebuffer image final layout 2016-09-03 11:19:38 +02:00
saschawillems
5e3b0f4b75 Compute raytracing basic camera movement 2016-09-02 20:13:12 +02:00
saschawillems
26c39e9c67 Fixed shadow back projections 2016-09-02 14:53:44 +02:00
saschawillems
eaf76fd6e7 Updated compute raytrace example. Pass scene primitives via SSBOs, shader tweaks, etc. 2016-09-01 22:55:57 +02:00
saschawillems
5862dc0479 Swapchain (and surface) cleanup on APP_CMD_TERM_WINDOW (Android) 2016-08-31 20:41:32 +02:00
saschawillems
b7ca1aad5d Use debug marker flag from vulkanDevice class, fixed fps display (sync with actual frame time) 2016-08-30 21:53:15 +02:00
saschawillems
ffeabc7570 Enable back face culling 2016-08-30 21:06:40 +02:00
saschawillems
5dd928b7f4 (flat) int for samplerindex 2016-08-30 20:45:23 +02:00
saschawillems
1461731a0e Fix for device creation queue priorities (scope was too narrow) 2016-08-30 18:39:02 +02:00
saschawillems
bbfc9c78cf Updated Vulkan headers to 1.0.21.0 2016-08-29 21:45:34 +02:00
saschawillems
6c3a597002 New texture and small changes for runtime mip map generation example 2016-08-27 14:03:13 +02:00
saschawillems
81fc142053 Use allocation size returned by image memory requirements for font image (Fixes #217) 2016-08-22 12:57:40 +02:00
saschawillems
a104110b30 Refactored compute ray tracing example, use dedicated graphics queue if available 2016-08-20 12:02:02 +02:00
saschawillems
1c9492acba Refactored compute shader imaging example, use dedicated graphics queue if available (Closes #218) 2016-08-18 22:22:03 +02:00
saschawillems
62cc1faf33 Split model and view matrix for clarity, destroy Vulkan resources 2016-08-18 18:52:50 +02:00
saschawillems
d7725c9b79 Additional refactoring, comments 2016-08-17 20:32:05 +02:00
saschawillems
04dffbadf3 Use compute queue (and separate CB) for compute dispatch (Refs #211), heavy refactor, moved graphics and compute into two structs to make things clearer 2016-08-16 23:06:27 +02:00
Sascha Willems
364c36e270 Merge pull request #222 from pluehne/issue-missing-text-overlay
Missing text overlay in tesselation example
2016-08-16 18:56:09 +02:00
Sascha Willems
447f282f44 Merge pull request #221 from pluehne/issue-keyboard-input
Unrecognized keyboard input in mesh example on Linux
2016-08-16 18:55:21 +02:00
saschawillems
9b7a1ba720 Added texture mip map generation example to CMakeLists 2016-08-15 16:51:13 +02:00
saschawillems
b4ee6e31d9 Android build files for texture mip map generation example 2016-08-15 16:49:40 +02:00
saschawillems
dad0a4d661 Use mip mapping sampler by default, rotate tunnel when not paused 2016-08-15 16:25:54 +02:00
saschawillems
2758c47b86 Added runtime mip map generation examples (wip) (refs #178) 2016-08-15 15:17:01 +02:00
saschawillems
2749b846b4 Optional descriptor count parameter for descriptor set layout binding initializer 2016-08-15 15:13:33 +02:00
Patrick Lühne
7de25e3e5d Added missing text overlay to tesselation example. 2016-08-15 02:09:14 +02:00
Patrick Lühne
031e58428c Fixed unrecognized keyboard input in mesh example. 2016-08-15 01:45:20 +02:00
saschawillems
f4cc6bf5a4 Moved fence wait to make it more clear, create fences in signaled state 2016-08-14 10:18:43 +02:00
Sascha Willems
026a602510 Merge pull request #220 from heeen/patch-1
queue submitted twice
2016-08-14 09:42:51 +02:00
Florian Hänel
adf78eab4f queue submitted twice
It looks like the queue is submitted twice and synchronized once with wait idle and once with a fence.
2016-08-14 00:11:41 -07:00
saschawillems
0f9077aae6 Simplified fullscreen triangle shader 2016-08-13 23:57:40 +02:00
saschawillems
f432393f3c Simplified fullscreen triangle shader 2016-08-13 23:56:57 +02:00
saschawillems
299f5b2bae Comment 2016-08-13 22:10:57 +02:00
saschawillems
130e1d5262 Replaced fullscreen quad from index and vertex buffer with fullscreen triangle generated in VS, code cleanup and cleaner naming 2016-08-13 22:08:13 +02:00
saschawillems
a47aba830e Merge branch 'renderpasstransitions' 2016-08-13 20:36:28 +02:00
saschawillems
5a049bb3fb Use offscreen render pass, refactoring and cleanup 2016-08-13 20:35:22 +02:00
saschawillems
a84d5421fe Depth only pass for shadow map generation (removed color attachment) 2016-08-13 19:53:37 +02:00
saschawillems
f60e5d25fd Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass 2016-08-13 19:31:41 +02:00
saschawillems
78736527ee Use vulkan result check macro, clean up resources 2016-08-13 18:57:22 +02:00
saschawillems
2f5a3705ab Synchronization semaphore for offscreen pass 2016-08-13 18:47:11 +02:00
saschawillems
60c817691e Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass 2016-08-13 18:38:13 +02:00
saschawillems
e74e37cc16 Color gradient ramp for glowing parts of the mesh 2016-08-13 16:37:53 +02:00
saschawillems
cb5bd093ec Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass 2016-08-13 15:41:36 +02:00