Commit graph

  • 298f7a9415 Use heightmap class saschawillems 2016-10-20 21:30:37 +02:00
  • 0c8cc73864 Heightmap class constructor parameters saschawillems 2016-10-20 21:27:49 +02:00
  • 21276cb497 Added heightmap class for terrain generation saschawillems 2016-10-19 22:00:45 +02:00
  • 422ac626e5 Updated window resize handling on (Fixes #171) saschawillems 2016-10-16 17:39:30 +02:00
  • 85945cfb1a Refactoring, code cleanup saschawillems 2016-10-15 12:38:50 +02:00
  • f9f06223af Subpass index for final compositing pipeline saschawillems 2016-10-15 11:00:09 +02:00
  • 66682abe8c Sub pass G-Buffer compositing example (wip) saschawillems 2016-10-14 20:35:41 +02:00
  • 10b3d0b53c Removed unused instance and vertex attributes saschawillems 2016-10-10 20:45:54 +02:00
  • 01b3aefde2 Fixed access and stage bits for compute memory barrier saschawillems 2016-10-10 19:42:45 +02:00
  • 21ae4aeeb3 Added Android build files fro compute cull and lod example saschawillems 2016-10-09 17:45:21 +02:00
  • a0d9f49d0c Text overlay, Android controls saschawillems 2016-10-09 17:44:49 +02:00
  • 46e56c68b9 Shader files path saschawillems 2016-10-08 17:04:23 +02:00
  • 6a0340ff21 Compute shader frustum culling and lod selection example (wip) saschawillems 2016-10-08 16:50:09 +02:00
  • d95d5c8991 Option for dedicated transfer queue upon device creation saschawillems 2016-10-03 11:00:18 +02:00
  • 90315fb783 Option for dedicated transfer queue upon device creation saschawillems 2016-10-03 10:13:20 +02:00
  • 52f34c67a9 Continued work on sparse texture residency example saschawillems 2016-10-01 17:37:11 +02:00
  • ab792d6a3d Use sparse texture clamp to find first populated mip level for texels saschawillems 2016-10-01 13:54:50 +02:00
  • 372e7d74a2 Additional keycodes saschawillems 2016-09-30 19:12:01 +02:00
  • 116952bec8 Started work on MSAA with deferred rendering example saschawillems 2016-09-28 20:54:45 +02:00
  • 3cd79a896c Added sample shading pipeline with toggle saschawillems 2016-09-28 20:16:30 +02:00
  • 345121af4e Nearest filtering for G-Buffer saschawillems 2016-09-26 22:04:54 +02:00
  • e224b300b6 Updated SPIR-V shader binaries saschawillems 2016-09-21 19:48:45 +02:00
  • cf039957c9 Revert buffer usage flags saschawillems 2016-09-21 19:39:15 +02:00
  • 24d87cdd78 Merge pull request #237 from Ekzuzy/multithreading Sascha Willems 2016-09-21 19:36:22 +02:00
  • 195dbec797 No more per-thread vertex and index buffer copy, more objects, random radial distribution (Fixes #168) saschawillems 2016-09-21 18:52:27 +02:00
  • 87dd4142fb Merge pull request #236 from Ekzuzy/indirectdraw Sascha Willems 2016-09-21 17:32:33 +02:00
  • e57722d7f1 Added missing usages in buffers used a source of data copy. Fixed problems with types in starsphere.frag shader. Updated starsphere.frag.spv file. plapins 2016-09-21 14:53:41 +02:00
  • 2a5f654750 Fixed bug with a variable consumed by fragment shader not being assigned in a vertex shader. Updated spv file. Added bat file for automatic SPIR-V generation. plapins 2016-09-21 14:38:58 +02:00
  • b54e424d1b Implement make_unique, only require c++11 in CMakeLists (Fixes #235, Refs#167) saschawillems 2016-09-20 21:04:16 +02:00
  • 1908a0f190 Updated to header version 26 saschawillems 2016-09-20 19:31:14 +02:00
  • 0798a8eef0 Merge pull request #233 from aunali1/master Sascha Willems 2016-09-19 10:48:33 +02:00
  • 3277f038e0
    cmake: Add scenerendering demo to CMakeLists.txt Aun-Ali Zaidi 2016-09-17 13:00:05 -05:00
  • 18b7a52ece Randomly fill virtual pages, check if sparse residency for 2D images is supported saschawillems 2016-09-17 19:08:27 +02:00
  • 9ce827b3f3 Fixed flipped reflection and skybox on x-axis, enable anisotropy (Fixes #232) saschawillems 2016-09-17 10:31:04 +02:00
  • 13eed42bfb Virtual texture (and virtual page) class for doing partial resident allocations saschawillems 2016-09-14 19:01:44 +02:00
  • 2de2012bac Updated screenshot for runtime mip map generation example saschawillems 2016-09-13 20:57:04 +02:00
  • 7a118b84b5 Use 6 sided tunnel for better visualization of different texture filters saschawillems 2016-09-13 20:55:20 +02:00
  • 385b760770 Opaque sparse memory bindings for mip tails saschawillems 2016-09-12 19:53:39 +02:00
  • 8f2ea86e11 Started work on sparsely bound partially resident texture example saschawillems 2016-09-11 18:42:30 +02:00
  • a66ed812f7 Initializer for sparse bind info saschawillems 2016-09-11 18:20:53 +02:00
  • 4db98481c0 Decoupled noise generation from 3D texture setup, added Android build files saschawillems 2016-09-10 20:49:14 +02:00
  • 56e35390df Added 3D texture example (using perlin noise for runtime texture generation) saschawillems 2016-09-08 22:27:45 +02:00
  • c96e46bd41 Readme texture mip chain generation example saschawillems 2016-09-06 23:02:36 +02:00
  • b6cae7b7ee Readme and blit flag bits check for texture mip chain generation example saschawillems 2016-09-06 22:58:11 +02:00
  • b27ad33685 Update paragraph on precompiled binaries saschawillems 2016-09-04 15:27:45 +02:00
  • 228572c063 Example setup saschawillems 2016-09-04 14:28:43 +02:00
  • 7fee0ddb05 Mip map example view pos and apk name saschawillems 2016-09-04 14:26:33 +02:00
  • 7929b1c3e6 Specular saschawillems 2016-09-04 14:19:27 +02:00
  • 7ace541544 Better texture for demonstrating mip maps saschawillems 2016-09-03 22:31:12 +02:00
  • ba4ac1d83e Image layouts, light positions, use std::abs saschawillems 2016-09-03 11:21:06 +02:00
  • 0261fc27ba Framebuffer image final layout saschawillems 2016-09-03 11:19:38 +02:00
  • 5e3b0f4b75 Compute raytracing basic camera movement saschawillems 2016-09-02 20:13:12 +02:00
  • 26c39e9c67 Fixed shadow back projections saschawillems 2016-09-02 14:53:44 +02:00
  • eaf76fd6e7 Updated compute raytrace example. Pass scene primitives via SSBOs, shader tweaks, etc. saschawillems 2016-09-01 22:55:57 +02:00
  • 5862dc0479 Swapchain (and surface) cleanup on APP_CMD_TERM_WINDOW (Android) saschawillems 2016-08-31 20:41:32 +02:00
  • b7ca1aad5d Use debug marker flag from vulkanDevice class, fixed fps display (sync with actual frame time) saschawillems 2016-08-30 21:53:15 +02:00
  • ffeabc7570 Enable back face culling saschawillems 2016-08-30 21:06:40 +02:00
  • 5dd928b7f4 (flat) int for samplerindex saschawillems 2016-08-30 20:45:23 +02:00
  • 1461731a0e Fix for device creation queue priorities (scope was too narrow) saschawillems 2016-08-30 18:39:02 +02:00
  • bbfc9c78cf Updated Vulkan headers to 1.0.21.0 saschawillems 2016-08-29 21:45:34 +02:00
  • 6c3a597002 New texture and small changes for runtime mip map generation example saschawillems 2016-08-27 14:03:13 +02:00
  • 81fc142053 Use allocation size returned by image memory requirements for font image (Fixes #217) saschawillems 2016-08-22 12:57:40 +02:00
  • a104110b30 Refactored compute ray tracing example, use dedicated graphics queue if available saschawillems 2016-08-20 12:02:02 +02:00
  • 1c9492acba Refactored compute shader imaging example, use dedicated graphics queue if available (Closes #218) saschawillems 2016-08-18 22:22:03 +02:00
  • 62cc1faf33 Split model and view matrix for clarity, destroy Vulkan resources saschawillems 2016-08-18 18:52:50 +02:00
  • d7725c9b79 Additional refactoring, comments saschawillems 2016-08-17 20:32:05 +02:00
  • 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 saschawillems 2016-08-16 23:06:27 +02:00
  • 364c36e270 Merge pull request #222 from pluehne/issue-missing-text-overlay Sascha Willems 2016-08-16 18:56:09 +02:00
  • 447f282f44 Merge pull request #221 from pluehne/issue-keyboard-input Sascha Willems 2016-08-16 18:55:21 +02:00
  • 9b7a1ba720 Added texture mip map generation example to CMakeLists saschawillems 2016-08-15 16:51:13 +02:00
  • b4ee6e31d9 Android build files for texture mip map generation example saschawillems 2016-08-15 16:49:40 +02:00
  • dad0a4d661 Use mip mapping sampler by default, rotate tunnel when not paused saschawillems 2016-08-15 16:25:54 +02:00
  • 2758c47b86 Added runtime mip map generation examples (wip) (refs #178) saschawillems 2016-08-15 15:17:01 +02:00
  • 2749b846b4 Optional descriptor count parameter for descriptor set layout binding initializer saschawillems 2016-08-15 15:13:33 +02:00
  • 7de25e3e5d Added missing text overlay to tesselation example. Patrick Lühne 2016-08-15 02:04:10 +02:00
  • 031e58428c Fixed unrecognized keyboard input in mesh example. Patrick Lühne 2016-08-15 01:45:20 +02:00
  • f4cc6bf5a4 Moved fence wait to make it more clear, create fences in signaled state saschawillems 2016-08-14 10:18:43 +02:00
  • 026a602510 Merge pull request #220 from heeen/patch-1 Sascha Willems 2016-08-14 09:42:51 +02:00
  • adf78eab4f queue submitted twice Florian Hänel 2016-08-14 00:11:41 -07:00
  • 0f9077aae6 Simplified fullscreen triangle shader saschawillems 2016-08-13 23:57:40 +02:00
  • f432393f3c Simplified fullscreen triangle shader saschawillems 2016-08-13 23:56:57 +02:00
  • 299f5b2bae Comment saschawillems 2016-08-13 22:10:57 +02:00
  • 130e1d5262 Replaced fullscreen quad from index and vertex buffer with fullscreen triangle generated in VS, code cleanup and cleaner naming saschawillems 2016-08-13 22:08:13 +02:00
  • a47aba830e Merge branch 'renderpasstransitions' saschawillems 2016-08-13 20:36:28 +02:00
  • 5a049bb3fb Use offscreen render pass, refactoring and cleanup saschawillems 2016-08-13 20:35:22 +02:00
  • a84d5421fe Depth only pass for shadow map generation (removed color attachment) saschawillems 2016-08-13 19:53:37 +02:00
  • f60e5d25fd Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass saschawillems 2016-08-13 19:31:41 +02:00
  • 78736527ee Use vulkan result check macro, clean up resources saschawillems 2016-08-13 18:57:22 +02:00
  • 2f5a3705ab Synchronization semaphore for offscreen pass saschawillems 2016-08-13 18:47:11 +02:00
  • 60c817691e Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass saschawillems 2016-08-13 18:38:13 +02:00
  • e74e37cc16 Color gradient ramp for glowing parts of the mesh saschawillems 2016-08-13 16:37:53 +02:00
  • cb5bd093ec Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass saschawillems 2016-08-13 15:41:36 +02:00
  • 7918e0c435 Merge branch 'master' saschawillems 2016-08-13 13:14:50 +02:00
  • 0f2892d1f7 Dummy keycodes for Android (required for compiling examples using the new keycodes) saschawillems 2016-08-13 13:07:49 +02:00
  • f6cd788725 Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass saschawillems 2016-08-13 12:50:51 +02:00
  • 4f3439731d Removed no-longer used defines saschawillems 2016-08-12 23:41:49 +02:00
  • a28618b7e0 Fold layout transitions into subpass (Refs #155), refactoring of offscreen render pass saschawillems 2016-08-12 23:36:28 +02:00
  • fe090d85ba Typo saschawillems 2016-08-12 23:01:46 +02:00
  • a12ff64736 Fold layout transitions into subpass (Refs #155) saschawillems 2016-08-12 22:41:19 +02:00
  • e6b3753873 Fold attachment layout transitions into subpass (Refs #155) saschawillems 2016-08-12 22:19:37 +02:00