aboutsummaryrefslogtreecommitdiffstats
path: root/shaders
Commit message (Expand)AuthorAgeFilesLines
* Packed scene metadata fieldsladevieq2026-08-181-15/+18
* Rework feature detectionladevieq2026-08-181-9/+5
* Finished descriptor heaps implementationladevieq2026-08-186-123/+75
* Change shaders push constants to reflect vulkan binding refactorladevieq2026-05-057-123/+218
* Remove cmake and vcpkg, use a batch file insteadladevieq2026-05-051-27/+0
* Working transmittance shaderladevieq2026-01-231-27/+34
* Add physical devices limits testsQuentin LADEVIE2025-12-261-16/+19
* Use build.bat for buildingladevieq2025-12-242-1/+84
* Fix mesh loading for new APIladevieq2025-01-263-9/+20
* Working api prototypeladevieq2025-01-182-11/+28
* Fix some compilation warnings + release buildladevieq2023-03-121-5/+7
* Change freelist implementationladevieq2023-03-052-5/+1
* Start presentation abstraction designladevieq2023-02-031-1/+1
* Graphics pipeline and rendering implementationladevieq2023-02-033-22/+25
* Graphics pipeline renderingladevieq2023-01-312-17/+21
* Working compute api with uniformsladevieq2023-01-253-3/+65
* Api test bindless and command buffersQuentin LADEVIE2023-01-222-1/+20
* Fix materialsladevieq2022-09-111-1/+0
* Interpolation function & no more triangle structure in shaderladevieq2022-07-073-20/+16
* Improve image barrier codeladevieq2022-02-131-3/+2
* Compute shader render pass apiladevieq2022-02-071-2/+3
* Fix barriersladevieq2022-01-161-0/+3
* Functions that fill triangle structure from idladevieq2021-09-292-64/+83
* Refactor gltf loading and triangles attributesladevieq2021-09-269-19/+393
* Refactor compute shaderladevieq2021-09-252-347/+21
* Convert texture to linear & output to srgbladevieq2021-09-251-4/+34
* Load gltf materials + diffuse and specular brdfladevieq2021-09-061-46/+152
* White furnace test on gltf scenes & load normalsladevieq2021-09-011-34/+69
* Refactored diffuse brdf & brdf computation done in tangentladevieq2021-08-222-157/+189
* Fix bvh debug viewladevieq2021-08-211-18/+30
* Bindless graphics pipelineladevieq2021-08-094-11/+23
* Bindless compute pipelinesladevieq2021-08-082-13/+40
* Use buffer device address with push constantsladevieq2021-08-041-32/+39
* Pack bvh nodes, optimize vertices sizeladevieq2021-08-011-30/+24
* Use SAH to generate BVH & fix ray triangle intersectionladevieq2021-08-011-12/+9
* Slowly rendering sponzaladevieq2021-07-251-32/+22
* Use a different buffer for scene info, geometry, bvh and load gltfladevieq2021-07-251-16/+88
* Depth first ordered bvhladevieq2021-06-211-58/+21
* Split on the largest axis on BVH generationladevieq2021-06-191-15/+2
* Fix BVH traversal and use PCG instead of wang hashladevieq2021-05-251-14/+21
* Add dof toggler & attempt to use bvhladevieq2021-05-231-54/+64
* Wip BVH + BVH debugging toolsladevieq2021-05-161-56/+74
* Add light sources, use russian roulette for opti and infiniteladevieq2021-05-121-17/+28
* Remove remaining pregenerated random numbersladevieq2021-04-011-4/+11
* Remove most precomputed random numbersladevieq2021-03-311-24/+32
* BVH simple implementationladevieq2021-03-291-5/+54
* Display frame time & add aabb ray hit function for future BVHladevieq2021-03-181-0/+28
* Fix accumulation textures format and reset accumulation on move/resizeladevieq2021-03-111-3/+3
* Restore depth of fieldladevieq2021-03-101-1/+1
* Add naive tonemappingladevieq2021-03-101-0/+12