Sascha Willems
dceb349849
Added cube map array sample
2020-07-19 07:07:54 +02:00
Sascha Willems
f49c3d9ede
Merge pull request #737 from manueme/fix/vulkanscene
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Fix offset for texture coordinates - vulkanscene example
2020-07-15 06:56:26 +02:00
Sascha Willems
3d347adf30
Merge pull request #741 from Jarreddebeer/yoffset_distancefieldfont
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correction to yoffset char positions in distance field fonts example
2020-07-15 06:55:17 +02:00
Sascha Willems
3b117fd2dc
Split into header and implementation
2020-07-14 20:17:48 +02:00
Sascha Willems
77322190ea
Zero memory with initializer
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Fies #745
2020-07-14 18:42:40 +02:00
Sascha Willems
447688980e
Store mip tail info in virtual texture class
2020-07-14 07:51:07 +02:00
Sascha Willems
187606a2ea
Properly fill virtual page's mip level
2020-07-11 21:23:05 +02:00
Sascha Willems
b67bfa6f88
Fill mip tail
2020-07-11 19:22:19 +02:00
Sascha Willems
62070aa9f4
Reworking sparse image residency sample
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Was broken with recent drivers
2020-07-11 13:01:02 +02:00
Sascha Willems
e370e6d169
Merge glTF scene rendering sample ( #744 )
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* Started reworking the scene rendering to sample
Use glTF instead of ASSIMP, per-material pipelines, material loading, etc.
* Visibility toggle for scene nodes
* Fixed lighting, updated GLSL and HLSL shaders
* Renamed sample
* Code-Cleanup, comments, validation fixes
* Android build
* Started on tutorial for glTF scene rendering sample
* Minor code cleanup
* Adding new chapters to the tutorial for glTF scene rendering sample
* Added info on normal map shader bindings, spelling
* Added drawing chapter
* Getter for texture descriptors
Makes code a easier to read
* Renamed glTF scene sample
* Add markdown files to projects
* Updated readme, separate chapter for glTF samples
* Comments
* Removed unused screenshot
2020-07-04 14:20:45 +02:00
Jarred de Beer
79b89e5cc0
correction to yoffset char positions in distance field fonts example
2020-06-29 20:59:38 +02:00
Sascha Willems
889125c377
Merge pull request #740 from infapi00/apinheiro/shadowmapping-check-depth-format-supports-linear-filtering
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shadowmappping: check if depth format supports LINEAR filtering
2020-06-24 20:42:10 +02:00
Sascha Willems
968ccc0df4
Merge pull request #726 from FrickHazard/patch-1
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Minor comment change
2020-06-24 20:40:21 +02:00
Sascha Willems
cbf50a9ef3
Merge pull request #702 from iostrowsINTEL/deferred-fix
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Deferred*: Fix incorrect command pool in deinitialization
2020-06-24 20:35:04 +02:00
Sascha Willems
99c9e8e4ee
Removed superfluous call to vkCmdSetViewport
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Fixes #739
2020-06-24 20:07:04 +02:00
Sascha Willems
7d50ad6663
Create FUNDING.yml
2020-06-24 19:55:02 +02:00
Alejandro Piñeiro
d33bc6c75e
shadowmappping: check if depth format supports LINEAR filtering
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The test uses the format VK_FORMAT_D16_UNORM for the shadow map, and
it sets unconditionally VK_FILTER_LINEAR when using it.
But by spec, it is not mandatory that format to support
filtering. Explained here:
https://www.khronos.org/registry/vulkan/specs/1.2/html/chap32.html
table 51, VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT.
This commit checks if that flag is present with that format to decide
between LINEAR (the default value) or NEAREST (if LINEAR is not
supported). Adds a auxiliar method on VulkanTools just in case it
could be useful for other demos.
This is not detected by the Validation Layers, but raise an assertion
with one of the development tools we use to implement the Mesa v3dv
driver (rpi4 vulkan driver).
2020-06-20 00:08:13 +02:00
Manuel Machado
599d2aaf04
Fix offset for texture coordinates - vulkanscene example
2020-06-15 00:11:48 -03:00
Sascha Willems
55d7125e7c
Merge pull request #733 from dtrajko/master
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Correct shadersPath for computeheadless project
2020-06-09 07:26:23 +02:00
Dejan Trajkovic
94a4a2bb32
Correct shadersPath for renderheadless project
2020-06-09 06:33:38 +02:00
Dejan Trajkovic
c201670b0e
Correct shadersPath for computeheadless project
2020-06-07 17:26:11 +02:00
Sascha Willems
8c8c4966bc
Add clang format setting
2020-06-06 14:43:11 +02:00
Sascha Willems
3b345005e5
Add example header files to project (if present)
2020-06-06 14:42:53 +02:00
Sascha Willems
b0b299ee9c
Removed last traces of old skeletal animation sample
2020-06-06 14:32:28 +02:00
Sascha Willems
2589566364
Merge pull request #732 from SaschaWillems/gltfskinning
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Gltfskinning
2020-06-06 14:11:22 +02:00
Sascha Willems
fb022f3e05
Removed no-longer used model
2020-06-06 13:58:01 +02:00
Sascha Willems
4850536922
Replaced old skinning sample with new glTF one
2020-06-06 13:57:31 +02:00
Sascha Willems
cb0633550f
Adnroid build
2020-06-06 13:52:45 +02:00
Sascha Willems
aa1768b315
Finished glTF skinning readme/tutorial
2020-06-06 13:31:04 +02:00
Sascha Willems
d03595ab5b
Code cleanup
2020-06-06 13:02:40 +02:00
Sascha Willems
1158cb2232
Code cleanup and simplification
2020-06-06 12:44:55 +02:00
Sascha Willems
b13ed52213
Comments
2020-06-06 12:01:07 +02:00
Sascha Willems
05a9c23220
Android build files
2020-06-06 11:28:50 +02:00
Sascha Willems
ffc3068c9d
Resource cleanup
2020-06-06 11:21:55 +02:00
Sascha Willems
9e96aeaa5f
clang format
2020-06-06 11:05:56 +02:00
Sascha Willems
a1afaf3de5
Code cleanup
2020-06-06 11:00:38 +02:00
Sascha Willems
6eb0273c76
Code cleanup
2020-06-06 10:20:30 +02:00
Sascha Willems
225106860a
Moved glsl shaders
2020-06-05 21:28:47 +02:00
Sascha Willems
df8f3b18f9
Moved glsl shaders
2020-06-05 21:27:17 +02:00
Sascha Willems
ff63db5947
Merge branch 'master' into gltfskinning
2020-06-05 21:24:01 +02:00
Sascha Willems
79f7b28846
Remove unused image sampler
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Fixes #713
2020-06-05 21:23:02 +02:00
Sascha Willems
ec8d9698e9
Add HLSL shaders to project file
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GLSL and HLSL shaders get their own folders per sample in the project structure
2020-06-05 21:11:28 +02:00
Sascha Willems
d4f7b3cc86
Merge branch 'master' into gltfskinning
2020-06-05 20:58:10 +02:00
Sascha Willems
020a7186f7
Merge pull request #725 from ben-clayton/shader-dirs
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Make glsl and hlsl shader directories sit side-by-side
2020-06-05 19:21:46 +02:00
Sascha Willems
4818f85916
Take Recipients for Travis build notifications from environment
2020-06-03 06:04:21 +02:00
Ben Clayton
3d49863bc7
Rename multisampling shaders: scene -> mesh
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Possibly went unnoticed use to the rebase of the HLSL shaders and 10a1ecaf7 .
2020-06-01 12:22:28 +01:00
Ben Clayton
301e8abf12
Add command flag for picking between shaders
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The new `-s`, `--shaders` command line flag allows you to specify whether you want to load the glsl or hlsl shaders.
Defaults to glsl.
Issue: #723
2020-06-01 12:22:28 +01:00
Ben Clayton
8c35694de9
Add pre-built HLSL shaders
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Mirrors those found in `data/shaders/glsl/`
Issue: #723
2020-06-01 12:22:28 +01:00
Ben Clayton
a4bbe18399
Have dxc generate hlsl shaders into hlsl directory
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Instead of overwriting the glsl binaries.
Issue: #723
2020-06-01 12:22:28 +01:00
Ben Clayton
ca884587a4
Move shaders into glsl and hlsl directories
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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