Commit Graph

2159 Commits

Author SHA1 Message Date
Бранимир Караџић
0df2e90edb Cleanup. 2021-04-01 20:09:16 -07:00
Branimir Karadžić
117b5ec4ee 05-instancing: Fixed update logic. 2021-04-01 19:16:13 -07:00
Vladimir Vukicevic
cb77d3bb46
Fix crash when hitting max draw call limit (#2440)
* Expand instancing demo to have non-instanced path

* Fix count vs. index off by one error when hitting max draw calls
2021-04-01 19:03:01 -07:00
Бранимир Караџић
453adcf661 Replaced D24* with D32F depth format. 2021-02-25 19:44:13 -08:00
Branimir Karadžić
35b7bacfb9 Rebuilt embedded shaders. 2021-02-25 19:33:34 -08:00
Бранимир Караџић
b5afc2c81c Updated ImGui. 2021-02-10 22:28:11 -08:00
Бранимир Караџић
45234794d9 Don't interact with camera when mouse is over ImGui. 2021-02-05 17:24:56 -08:00
Branimir Karadžić
3e30d7f42f Updated shaders. 2021-02-04 20:35:37 -08:00
Branimir Karadžić
820e0a0e03 Updated shaders. 2021-02-04 20:33:42 -08:00
elvencache
7f758a06a7
Improve Bokeh example (#2377)
* display bokeh sample pattern, add bokeh shape, improve look

draw sample pattern to texture and display in ui to see number of samples and their arrangment

add bokeh shape controls

remove adhoc 'sqrt' pattern since display makes existing pattern easier to understand and it looks nicer.

switch to floating point color texture and leave lighting results in linear space until after dof is performed. provides better results and bright spots can make more noticeable bokeh shapes.

change default values to use take more samples at reduced resolution so initial experience when loading the sample is better looking image

* update screenshot, minor change to ui

fix height of ui element so scrollbar not required by default layout
update screenshot

* fix typo in texturev

atleast, i'm pretty sure that's a typo don't see a reason to set width twice
2021-02-04 20:28:54 -08:00
Бранимир Караџић
eee065c59f 45-bokeh: Fixed OSX build. 2021-02-02 19:05:14 -08:00
XxXSVVPXxXx
e068453b53
Update entry_android.cpp (#2375)
- Fix Android Building
- "entry_android.cpp:157:29: error: no member named 'kErrorRederWriterEof' in namespace 'bx'; did you mean 'kErrorReaderWriterEof'?"
2021-02-01 09:08:19 -08:00
Бранимир Караџић
b92860be23 45-bokeh: Added screenshot. 2021-01-31 15:47:11 -08:00
Бранимир Караџић
298ffe0968 45-bokeh: Fixed build. 2021-01-31 10:09:22 -08:00
Branimir Karadžić
1401a5333d 45-bokeh: Built shaders and added example. 2021-01-31 10:07:49 -08:00
elvencache
4d272f4104
bokeh depth of field (#2372)
* Implement bokeh depth of field

Implement bokeh depth of field as described in the blog post here:
https://blog.tuxedolabs.com/2018/05/04/bokeh-depth-of-field-in-single-pass.html

Additionally, implement the optimizations discussed in the closing paragraph. Apply the effect in multiple passes. Calculate the circle of confusion and store in the alpha channel while downsampling the image. Then compute depth of field at this lower res, storing sample size in alpha. Then composite the blurred image, based on the sample size. Compositing the lower res like this can lead to blocky edges where there's a depth discontinuity and the blur is just enough. May be an area to improve on.

Provide an alternate means of determining radius of current sample when blurring. I find the blog post's sample pattern to be difficult to directly reason about. It is not obvious, given the parameters, how many samples will be taken. And it can be very many samples. Though the results are good. The 'sqrt' pattern chosen here looks alright and allows for the number of samples to be set directly. If you are going to use this in a project, may be worth exploring additional sample patterns. And certainly update the shader to remove the pattern choice from inside the sample loop.

* fix typo in shader of denoise example

copy/paste error, applying y offset to x component instead
2021-01-31 09:59:55 -08:00
Бранимир Караџић
af49c5d264 Happy New Year! 2021-01-14 15:53:49 -08:00
Бранимир Караџић
415d850b01 44-sss: Added screenshot. 2021-01-10 17:53:41 -08:00
Бранимир Караџић
7b8ff41954 44-sss: Fixed build. Use D32F instead D24. 2021-01-10 11:27:13 -08:00
Branimir Karadžić
4c18b80c9d 44-sss: Built shaders and added example to GENie script. 2021-01-10 11:24:28 -08:00
elvencache
e5d6a5a22b
xx-sss - Screen Space Shadows (#2350)
* add denoise example

/*
* Implement SVGF style denoising as bgfx example. Goal is to explore various
* options and parameters, not produce an optimized, efficient denoiser.
*
* Starts with deferred rendering scene with very basic lighting. Lighting is
* masked out with a noise pattern to provide something to denoise. There are
* two options for the noise pattern. One is a fixed 2x2 dither pattern to
* stand-in for lighting at quarter resolution. The other is the common
* shadertoy random pattern as a stand-in for some fancier lighting without
* enough samples per pixel, like ray tracing.
*
* First a temporal denoising filter is applied. The temporal filter is only
* using normals to reject previous samples. The SVGF paper also describes using
* depth comparison to reject samples but that is not implemented here.
*
* Followed by some number of spatial filters. These are implemented like in the
* SVGF paper. As an alternative to the 5x5 Edge-Avoiding A-Trous filter, can
* select a 3x3 filter instead. The 3x3 filter takes fewer samples and covers a
* smaller area, but takes less time to compute. From a loosely eyeballed
* comparison, N 5x5 passes looks similar to N+1 3x3 passes. The wider spatial
* filters take a fair chunk of time to compute. I wonder if it would be a good
* idea to interleave the input texture before computing, after the first pass
* which skips zero pixels.
*
* I have not implemetened the variance guided part.
*
* There's also an optional TXAA pass to be applied after. I am not happy with
* its implementation yet, so it defaults to off here.
*/

/*
* References:
* Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for
*	Path-Traced Global Illumination. by Christoph Schied and more.
*	- SVGF denoising algorithm
*
* Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing.
*	by E. Kerzner and M. Salvi.
*	- details about history comparison for temporal denoising filter
*
* Edge-Avoiding À-Trous Wavelet Transform for Fast Global Illumination
*	Filtering. by Holger Dammertz and more.
*	- details about a-trous algorithm for spatial denoising filter
*/

* screen space shadows sample

implement screen space shadows. requires deferred rendering or a depth prepass. convert rendered depth to linear depth to skip reconstructing multiple times when doing shadow test.

project light into screen space to find direction from each pixel to the light. walk through screen space texture towards light. sample depth to reconstruct position represented by this sample pixel and compare to position along interpolated ray from pixel to light. if position represented by depth is closer to the eye than the light ray, an initial pixel is in shadow.

specify distance of shadow ray via world units or pixels in screen space.

optionally offset the initial sample position by noise to reduce banding.

demonstrate other ways to reduce hard edge of screen space shadow.

* clean out denoise sample for pull request...

* rename folder to 44- add missing file
2021-01-10 11:20:35 -08:00
Бранимир Караџић
3202330daa 43-denoise: Removed alpha from screenshot. 2021-01-02 11:35:21 -08:00
Бранимир Караџић
fa3aed3b0b 43-denoise: Updated references. 2021-01-02 11:23:13 -08:00
Бранимир Караџић
cbccb2386a 43-denoise: Style cleanup. Added screenshot. 2021-01-02 11:12:45 -08:00
Бранимир Караџић
27de3100b7 43-denoise: Switched depth to D32F format. 2021-01-02 10:52:19 -08:00
Branimir Karadžić
4760628bb1 43-denoise: Added shaders. 2021-01-02 10:46:43 -08:00
elvencache
a33ca71bcf
add denoise example (#2344)
/*
* Implement SVGF style denoising as bgfx example. Goal is to explore various
* options and parameters, not produce an optimized, efficient denoiser.
*
* Starts with deferred rendering scene with very basic lighting. Lighting is
* masked out with a noise pattern to provide something to denoise. There are
* two options for the noise pattern. One is a fixed 2x2 dither pattern to
* stand-in for lighting at quarter resolution. The other is the common
* shadertoy random pattern as a stand-in for some fancier lighting without
* enough samples per pixel, like ray tracing.
*
* First a temporal denoising filter is applied. The temporal filter is only
* using normals to reject previous samples. The SVGF paper also describes using
* depth comparison to reject samples but that is not implemented here.
*
* Followed by some number of spatial filters. These are implemented like in the
* SVGF paper. As an alternative to the 5x5 Edge-Avoiding A-Trous filter, can
* select a 3x3 filter instead. The 3x3 filter takes fewer samples and covers a
* smaller area, but takes less time to compute. From a loosely eyeballed
* comparison, N 5x5 passes looks similar to N+1 3x3 passes. The wider spatial
* filters take a fair chunk of time to compute. I wonder if it would be a good
* idea to interleave the input texture before computing, after the first pass
* which skips zero pixels.
*
* I have not implemetened the variance guided part.
*
* There's also an optional TXAA pass to be applied after. I am not happy with
* its implementation yet, so it defaults to off here.
*/

/*
* References:
* Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for
*	Path-Traced Global Illumination. by Christoph Schied and more.
*	- SVGF denoising algorithm
*
* Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing.
*	by E. Kerzner and M. Salvi.
*	- details about history comparison for temporal denoising filter
*
* Edge-Avoiding À-Trous Wavelet Transform for Fast Global Illumination
*	Filtering. by Holger Dammertz and more.
*	- details about a-trous algorithm for spatial denoising filter
*/
2021-01-02 10:42:02 -08:00
Бранимир Караџић
1f4da1e459 Fixed warning. 2020-12-28 19:36:23 -08:00
Бранимир Караџић
c2b7ffe2e7 Updated SPIR-V and Metal shaders. 2020-12-28 13:01:44 -08:00
Бранимир Караџић
ed48498911 Disabled imguizmo is over test. 2020-12-28 12:57:46 -08:00
Бранимир Караџић
f232f93017 Added build rule to examples makefile. 2020-12-28 11:58:03 -08:00
MooZ
d65dac2000
Shaderc OpenGL fixes. (#2317)
* Reworked profile cli argument.

* Added missing GLSL profile.

* Fixed essl shader preambule.

* Fixed uniform "parsing" and hlsl profiles.

* Reworked hlsl profiles.

* Fixed missing extension for gl_FragDepth.

* Cleanup.

* Removed version preamble and reverted shadow samplers translation.

* Fixed HLSL profile tests.
2020-12-28 11:24:49 -08:00
Бранимир Караџић
197c1ced3b Included ImGuizmo to ImGui::MouseOverArea test. 2020-12-27 21:28:07 -08:00
Бранимир Караџић
90381661e1 36-sky: Removed utf-8 characters from comments. 2020-12-27 09:03:58 -08:00
Бранимир Караџић
c95eca2a4b Don't update camera when mouse is over imgui. 2020-12-26 22:46:26 -08:00
Бранимир Караџић
4224dcf2b2 Cleanup. 2020-12-20 22:42:16 -08:00
Бранимир Караџић
c5db87d87a Fixed cubemap test texture. 2020-12-17 19:47:44 -08:00
Бранимир Караџић
263415b887 Cleanup. 2020-12-16 13:50:47 -08:00
Branimir Karadžić
5c304dad3b Fixed issue #2330. Added support for 32-bit indices in transient index buffer. 2020-12-15 19:01:25 -08:00
Бранимир Караџић
2427d870d0 Cleanup. 2020-12-13 17:04:55 -08:00
Josh Jensen
c103383f6f
Add SDF font outlines, drop shadows, and image glyphs (#2325)
* Implement SDF font outlines, drop shadows, and image glyphs

* Update 11-fontsdf to showcase the SDF outlines, drop shadows, and image glyphs

Co-authored-by: Josh Jensen <josh@everrush.com>
2020-12-13 17:02:36 -08:00
Бранимир Караџић
89362944b1 GLFW: Use glfwWaitEventsTimeout instead glfwWaitEvents and posting empty events. 2020-12-08 19:11:18 -08:00
Бранимир Караџић
01b0c00780 entry: Fixed X11 setWindowTitle to display UTF-8 properly. 2020-12-03 07:54:12 -08:00
Бранимир Караџић
8ea8832341 Cleanup. 2020-11-29 18:50:10 -08:00
Бранимир Караџић
35a9771c34 entry: Fixed reset logic. 2020-11-29 15:11:37 -08:00
Бранимир Караџић
86583e9bbd Cleanup. 2020-11-25 22:29:40 -08:00
Бранимир Караџић
3d01e274ff Added cubemap test texture. 2020-11-25 16:20:37 -08:00
Бранимир Караџић
2b4bf6d913 Metal: Fixed screenshot. 2020-11-10 17:14:54 -08:00
Cedric Guillemet
e06dd2435e
gcc fix warning (#2295)
error: extra ‘;’ [-Werror=pedantic]
2020-10-23 07:44:18 -07:00
Federico Bertola
d4b518ecae
Fixed reference to 'sqrt' (#2293) 2020-10-21 06:59:51 -07:00
Бранимир Караџић
626ca46aa0 Bounds: Overlap cone/plane. 2020-10-17 22:16:18 -07:00
Бранимир Караџић
3a8e0e2bb1 Fixed blit on cubemaps. 2020-10-09 20:47:50 -07:00
Бранимир Караџић
adf93db26b Updated ImGui. 2020-10-09 08:50:40 -07:00
Branimir Karadžić
729c6b98ed Rebuilt shaders. 2020-10-04 22:39:41 -07:00
kingscallop
436b7fab9e
Adds UAV support for D3D12, Vulkan and reworked for OpenGL, D3D11 (#2119)
* Adds UAV support for D3D12, Vulkan and reworked support for OpenGL, D3D11

UAV support is now uniform across compute and draw.
To set a UAV you just use bgfx::setImage() and IMAGE2D in the shader, just like in compute.
Due to these changes shaders will have to be recompiled.

The changes include:
	- D3D11 requires patching of the UAV slot number (which is now done by modifying the DXBC instead of using a macro)
	- If the DXBC binary includes a debug chunk, that is also patched to match the new slot number
	- All the other renderers don't need any kind of patching
	- There are some shader annotations to better convert the UAV format used in hlsl to spirv

Possibility of further enhancements:
	- bgfx::setViewFrameBuffer() only supports binding to a framebuffer or, using BGFX_INVALID_HANDLE, to bind the default backbuffer. This doesn't allow for the case where there is no need to bind to either one of them, for example when using a fragment shader only to read and write to an UAV.

* Bump shader version, because they need to be recompiled.
2020-10-04 21:51:41 -07:00
Бранимир Караџић
b2259d7c11 Updated screenshots. 2020-09-19 20:05:25 -07:00
Branimir Karadžić
73508ac80f Fixed warnings. 2020-09-07 10:06:47 -07:00
Бранимир Караџић
66deeb10c2 21-deferred: Fixed depth format selection. 2020-09-05 12:15:07 -07:00
Wencey Wang
0093a67681
Fix Windows ARM build (#2254) 2020-09-02 08:31:39 -07:00
Бранимир Караџић
4d4ef74fe6 Fixed GCC warning.: 2020-09-01 20:21:58 -07:00
kingscallop
ba3be9affd
Fixes example 42 (#2235)
Because example 42 was using the shaders from example 07 (callback), which have
input vertex attributes position and color, while the mesh from example 42 has
attributes position and normal, this causes problems on Windows when using
AMD gpus (no bunny mesh would appear on the window).
2020-08-16 11:44:00 -07:00
kingscallop
e5d25a7d88
Fixes example 41 on OpenGL (#2234)
The glsl function findMSB is overriden, causing an error on Windows and Linux
when running on AMD or Intel gpus. Nvidia, for whatever reason, seems to allow
overriding the function.
2020-08-16 11:43:28 -07:00
kingscallop
a39b14cacc
Fixes example 37 on Windows using AMD GCN 1.0 gpus (#2232)
When compiling shader cs_gdr_stream_compaction.sc on GCN 1.0 gpus
the following error appears:

Compute link error: HW_UNSUPPORTED.
ERROR: Internal compile error, error code: E_SC_NOTSUPPORTED
Shader not supported by HW

These changes avoid the error.
2020-08-16 11:41:53 -07:00
kingscallop
988077804f
Fix X11 flicker when window is being resized (#2203) 2020-07-18 11:41:01 -07:00
Бранимир Караџић
8acb8383b0 Fixed issue #2201. 2020-07-16 06:57:18 -07:00
云风
ecb0143a40
update sdf see #2193 (#2196) 2020-07-06 23:43:21 -07:00
Бранимир Караџић
301629ed16 Cleanup. 2020-07-05 21:30:52 -07:00
Бранимир Караџић
7efb218fd1 Fixed issue #2192. 2020-07-03 00:07:46 -07:00
Бранимир Караџић
c08f2db901 02-metaballs: Added settings. 2020-07-02 20:55:07 -07:00
Бранимир Караџић
38ac02695d Fixed emscripten build. 2020-06-19 20:36:44 -07:00
Бранимир Караџић
77c974b69f Fixed use of BX_ASSERT in entry_html5. 2020-06-16 18:44:31 -07:00
Бранимир Караџић
2cbcb6ea90 RRenamed BX_CHECK to BX_ASSERT. 2020-06-16 10:06:18 -07:00
juj
75384ccfe1
Add checks for Emscripten API return values to make sure API calls are not failing (#2160) 2020-06-05 07:34:11 -07:00
Бранимир Караџић
0a80a7bfcc
Updated license text. (#2157) 2020-06-03 14:50:54 -07:00
Бранимир Караџић
d042d3d70a 42-bunnylod: Switched to flat shaded to better show LOD. 2020-06-01 11:47:38 -07:00
Бранимир Караџић
dba154036f Cleanup. 2020-05-31 15:41:18 -07:00
Бранимир Караџић
a53871ccdc Added screenshot. 2020-05-31 11:50:52 -07:00
Бранимир Караџић
99637d536b Fixed warning. 2020-05-31 11:09:13 -07:00
云风
d1586fcb38
Improve example 42 (#2156)
* rename to weldVertices

* cache to temp/bunnylod.cache

* use bgfx::weldVertices instead
2020-05-30 22:38:42 -07:00
Бранимир Караџић
adc701d611 Fixed warning. 2020-05-30 21:42:08 -07:00
Бранимир Караџић
dfaf816822 Cleanup. 2020-05-30 13:05:43 -07:00
Бранимир Караџић
a433c040d8 42-bunnylod: Better slider control towards 0. 2020-05-30 12:54:00 -07:00
Бранимир Караџић
4007876315 Fixed model. 2020-05-30 11:21:57 -07:00
Бранимир Караџић
a5f79320a5 Cleanup. 2020-05-30 11:12:10 -07:00
云风
be95d12307
Add examples 42 : BunnyLOD (#2155) 2020-05-30 10:49:06 -07:00
juj
098e6194d9
Update examples to build on Emscripten Wasm. Add separate wasm and wasm2js targets. (#2145) 2020-05-16 19:45:55 -07:00
Hugo Amnov
79321ffce2
Replace freetype with stb_truetype in font examples (#2139)
* Replace freetype with stb_truetype in font example

* Remove freetype
2020-05-10 17:44:14 -07:00
Hugo Amnov
b62302631e
Add Webgpu backend (#2132)
* WebGPU first draft (shaderc bin version 8)

* WebGPU scripts
2020-05-08 08:53:53 -07:00
Бранимир Караџић
76e355e11f Updated Metal shaders. 2020-05-03 14:20:48 -07:00
Бранимир Караџић
cf170738b1 Updated Vulkan shaders. 2020-05-03 14:20:25 -07:00
Бранимир Караџић
90f30592bf Merge branch 'master' of github.com:bkaradzic/bgfx 2020-05-03 13:54:36 -07:00
Hugo Amnov
b48b084d25
Vulkan cleanup for Webgpu (#2127)
* Harmonize and simplify Vulkan SPIRV bindings mappings

* Handle Vulkan V-flip properly

* Update Embedded shaders
2020-05-03 13:54:30 -07:00
Бранимир Караџић
06d508a8e4 Updated makefile. 2020-05-03 13:54:20 -07:00
Hugo Amnov
f9b1a9f5d4
Vulkan cleanup and minor bug fixes (#2129) 2020-05-03 13:27:31 -07:00
Бранимир Караџић
d7abbecb38 Fixed maybe uninitialized warning. 2020-04-12 13:22:53 -07:00
Бранимир Караџић
b3d1460368 Cleanup. 2020-04-10 21:11:18 -07:00
Бранимир Караџић
cb604eb1fe Cleanup. 2020-04-10 12:02:29 -07:00
Бранимир Караџић
93f1d78cec Cleanup. 2020-04-08 18:10:31 -07:00
Бранимир Караџић
428040da52 Added texture-uv-filtering-test and renamed other test textures. 2020-04-07 19:02:57 -07:00
Attila Kocsis
0e8e22b049 entry_osx: setMouseLock implementation 2020-03-29 16:16:16 +00:00
attilaz
bf0a6f31af setMouseLock windows fix for _lock = false case 2020-03-28 22:01:59 +00:00
Бранимир Караџић
a577989f07 Cleanup. 2020-03-24 08:18:27 -07:00
Cedric Guillemet
dbb83d2525 PR feedback 2020-03-18 02:14:20 +00:00
Cedric Guillemet
c49db61702 missing conversion in bgfx_utils 2020-03-18 02:14:20 +00:00
Cedric Guillemet
063bd173ea wrong arguments for submit in example 41 2020-03-18 02:14:20 +00:00
Cedric Guillemet
0881d98bd2 Discard flags for submit call 2020-03-18 02:14:20 +00:00
Бранимир Караџић
4d50e90dd2 Removed support for SteamLink (discontinued 11/2018). 2020-03-11 21:49:11 -07:00
Attila Kocsis
8a3786c59c Added desciption labels to 08-update
Added row of cubes whose compressed texture is created with empty content then updated using bgx::updateTexture2D.

Fixed default srcPitch in d3d11 renderer for compressed textures.
2020-02-07 07:23:17 -08:00
Бранимир Караџић
d05a139ae8 Cleanup. 2020-02-06 20:09:38 -08:00
Hugo Amnov
fa9abba09f Remove duplicate outdated loading code 2020-02-01 11:56:03 -08:00
Hugo Amnov
32e1d9f9b5 Update entry_asmjs to updated Emscripten html5 API 2020-01-21 20:10:16 -08:00
Cedric Guillemet
b4cac17b93 default parameters 2020-01-21 09:11:53 -08:00
Cedric Guillemet
4b83e0f5bc discard flags 2020-01-21 09:11:53 -08:00
Oliver Collyer
d9a9215f3a Fixed ambiguity calling sqrt 2020-01-17 20:01:44 -08:00
Бранимир Караџић
82f56b5987 Happy New Year! 2020-01-14 21:37:06 -08:00
Oliver Collyer
aeb77dde38 Overloaded nvgluCreateFramebuffer functions
Added overloaded nvgluCreateFramebuffer functions for creating a framebuffer that automatically mirrors the size of the back buffer
2020-01-05 08:43:53 -08:00
Бранимир Караџић
1926e9c0a3 Cleanup. 2019-10-31 07:32:36 -07:00
Sandy
c7950c6db3 view stats: Make CPU and GPU timestamps available (#1921)
* view stats: Make GPU begin and end times available

* view stats: Make CPU start and end times available

* view stats: Remove redundant `gpuTimeElapsed`

Value can be derived by `gpuTimeEnd - gpuTimeBegin`

* view stats: Remove redundant `cpuTimeElapsed`

Value can be derived by `cpuTimeEnd - cpuTimeBegin`
2019-10-31 07:30:35 -07:00
Бранимир Караџић
e234a7add3 Cleanup. 2019-10-27 15:20:26 -07:00
Бранимир Караџић
510701532b Cleanup. 2019-10-27 08:30:24 -07:00
attilaz
652cbac63d added cofactor function to shaderlib.sh
It is useful to transform normals.
2019-09-20 07:49:39 -07:00
Бранимир Караџић
6533baff7b Cleanup. 2019-09-08 22:10:42 -07:00
Бранимир Караџић
016f29eea7 Cleanup. 2019-08-24 11:29:45 -07:00
Leandro Freire
33ac8934ff Fixed tabs/spaces 2019-08-17 14:56:23 -07:00
Бранимир Караџић
3f647f1ca1 Fixed tabs/spaces. 2019-08-17 13:32:18 -07:00
Leandro Freire
d7c70c49e3 Add url to examples 2019-08-17 13:27:38 -07:00
Leandro Freire
1db46f4fe6 Rename variables and constants 2019-08-17 12:32:16 -07:00
Бранимир Караџић
2814ee8bb7 Fixed openUrl. 2019-08-16 07:05:01 -07:00
attilaz
75d5662f0b Metal: added support for binding buffers to vertex/fragment shader stages
I have removed the SamplerInfo workaround, because new shaderc preserves texture stages. Some shaders needed recompile with latest shaderc to get the new behavior.
2019-08-16 06:58:44 -07:00
Attila Kocsis
e0b99aa358 15-shadowmaps-simple: Fixed float depth packing mode 2019-08-16 06:49:25 -07:00
Бранимир Караџић
e9a199d22b VK: Added 21-deferred shaders. 2019-08-15 21:55:01 -07:00
Бранимир Караџић
07a0ecd743 Cleanup. 2019-08-15 08:11:34 -07:00
Бранимир Караџић
1768ace0f7 Cleanup. 2019-08-14 22:31:32 -07:00
Бранимир Караџић
7b01a4dc9a Cleanup. 2019-08-14 22:21:29 -07:00
Бранимир Караџић
70d460bf32 Fixed build. 2019-08-14 21:46:50 -07:00
Бранимир Караџић
83ad581efd examples: Added example URL. 2019-08-14 21:19:49 -07:00
Бранимир Караџић
a5898b131b examples: Added documentation link. 2019-08-14 21:19:03 -07:00
Бранимир Караџић
6f1485190f VK: Added compute shaders. 2019-08-13 20:32:22 -07:00
Бранимир Караџић
3ea3f32c06 VK: Added compute shaders. 2019-08-13 20:00:48 -07:00
Бранимир Караџић
4ed381b2e9 VK: Added compute shaders. 2019-08-13 19:34:59 -07:00
Бранимир Караџић
4986981378 VK: Added compute shaders. 2019-08-13 18:47:21 -07:00
Leandro Freire
855623e153 Rename VertexDecl to VertexLayout 2019-08-13 18:42:01 -07:00
Бранимир Караџић
73362c3989 Rebuilt shaders. 2019-08-10 10:26:00 -07:00
Бранимир Караџић
0e673379d6 Added SPIRV shaders. 2019-08-07 21:53:56 -07:00
Бранимир Караџић
d1ab7164af 09-hdr: Added SPIRV shaders. 2019-08-07 07:00:06 -07:00
Бранимир Караџић
3c93448183 Added few spirv shaders. 2019-08-05 22:12:46 -07:00
Rinthel Kwon
6927a9179b vulkan renderer draft implementation 2019-08-04 19:51:16 -07:00
Martijn Courteaux
6c6f43cff0 Fixed gather after cleanup in 49bd00e. 2019-08-04 16:58:25 -07:00
Paul Gruenbacher
ccc48c96a2 fix dialog null terminator (#1835) 2019-07-27 19:26:48 -07:00
Бранимир Караџић
f3955fca15 41-tess: Added metal shaders. 2019-07-24 19:53:13 -07:00