Commit graph

31 commits

Author SHA1 Message Date
takayhan-AMD
3d4446fa15
Apply a random seed when NOT in benchmark mode to have 100% deterministic runs in all samples (#1127)
* Apply a random seed when NOT in benchmark mode to have 100% deterministic runs

These samples lack the check for benchmark.active when applying a random seed, which is done for other samples.

* Update texture3d.cpp
2024-05-18 10:01:01 +02:00
Sascha Willems
3019e4a7a6 Code cleanup 2024-01-16 19:02:08 +01:00
Sascha Willems
d0211d1f14 Replaced per-sample validation define with global define in base class
Toggling validation via command line arguments is the preferred way anyway
Define was also added as a CMake option
2023-12-30 13:15:37 +01:00
Sascha Willems
5962189427
Add ray traced glTF sample (#1083)
* Started working on a ray tracing glTF sample

* Started working on a ray tracing glTF sample

Added textures using descriptor indexing

* Frame accumulation

Pass glTF node transforms to BLAS build

* Shader cleanup

* Code cleanup, flip Y using TLAS transform matrix

* Create AS for all primitives in the gltf scene

* Remove unused variables

* Added missing shaders

* Minor cleanup
2023-11-01 10:55:33 +01:00
Sascha Willems
e38d201415 Remove unused variables 2023-08-18 20:48:19 +02:00
Sascha Willems
72e8083b7c Removed unnecessary component swizzle assignments
Fixes #160
2022-12-31 12:31:27 +01:00
Sascha Willems
d02a039188 Remove requirement for shaderResourceMinLod
Fixes #984
2022-08-21 16:19:44 +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
Sascha Willems
711743ad69 Refactoring 2021-10-17 11:11:19 +02:00
Sascha Willems
241583774c Destroy fence 2021-10-17 10:50:43 +02:00
Sascha Willems
7543ef14b8 Destroy fence 2021-10-17 10:48:14 +02:00
Sascha Willems
adb0528184 Proper mip tail memory cleanup
Refs #882
2021-10-17 10:45:09 +02:00
Sascha Willems
a5c2a8e757 Fix pipeline stage for mip tail barrier
Refs #882
2021-10-17 10:26:30 +02:00
neither-nor
52c32c2d7b fix layout transition 2021-09-28 16:21:35 +08:00
neither-nor
1f6d425933 Fix texturesparseresidency memory and image layout bugs 2021-09-28 15:29:01 +08:00
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
78f9881ebf Fixed typos 2020-08-08 18:22:10 +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
Sascha Willems
3b117fd2dc Split into header and implementation 2020-07-14 20:17:48 +02:00
Sascha Willems
77322190ea Zero memory with initializer
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
Was broken with recent drivers
2020-07-11 13:01:02 +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
48e7952fbf Code-Cleanup: All samples now use the camera class and it's matrices
Cleaned up base class
2020-04-22 21:01:17 +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
saschawillems
1b8343d67b General code cleanup
Fixes #442, Closes #379
2018-04-13 18:06:30 +02:00
saschawillems
df223f5b9b Result (exit) codes for fatal terminations 2018-01-21 18:28:17 +01:00
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
94a076e1ae Moved example source files into sub folder 2017-11-12 19:32:09 +01:00
Renamed from texturesparseresidency/texturesparseresidency.cpp (Browse further)