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* Primitive renderpass api & use handle for low level api resourcesQuentin LADEVIE2022-03-039-731/+937
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* Make bindless descriptor a private member of vkapiQuentin LADEVIE2022-02-243-6/+9
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* Choose a device queue based on queue usagesQuentin LADEVIE2022-02-241-3/+4
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* Select a physical based on supported vulkan featuresQuentin LADEVIE2022-02-171-13/+97
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* Fixes artifacts when moving in the sceneQuentin LADEVIE2022-02-163-15/+15
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* High level buffer classladevieq2022-02-146-105/+138
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* Improve image barrier codeladevieq2022-02-134-112/+116
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* Compute shader render pass apiladevieq2022-02-075-88/+152
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* Fix barriersladevieq2022-01-162-15/+23
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* Api manage resources lifetimeladevieq2021-09-273-30/+40
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* Refactor gltf loading and triangles attributesladevieq2021-09-265-138/+113
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* Load gltf materials + diffuse and specular brdfladevieq2021-09-065-30/+183
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* White furnace test on gltf scenes & load normalsladevieq2021-09-013-104/+125
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* Refactored diffuse brdf & brdf computation done in tangentladevieq2021-08-223-99/+93
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* Use simd for vec3 computationsladevieq2021-08-204-75/+95
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* Fix release buildsladevieq2021-08-193-0/+12
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* Improve gltf loadingladevieq2021-08-153-43/+92
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* Bindless graphics pipelineladevieq2021-08-092-180/+149
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* Bindless compute pipelinesladevieq2021-08-086-104/+164
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* Fix modifiers key on windowsladevieq2021-08-052-2/+2
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* Add space key to xcb windowladevieq2021-08-052-1/+4
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* Fix black bordersladevieq2021-08-041-2/+2
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* Use buffer device address with push constantsladevieq2021-08-043-59/+33
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* Add copy_buffer functions to vk apiladevieq2021-08-032-30/+30
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* Make geometry and bvh buffer gpu onlyladevieq2021-08-012-5/+62
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* Pack bvh nodes, optimize vertices sizeladevieq2021-08-012-5/+3
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* Use SAH to generate BVH & fix ray triangle intersectionladevieq2021-08-014-51/+21
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* Allocate ressources based on virtual frames countladevieq2021-07-251-49/+49
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* Slowly rendering sponzaladevieq2021-07-253-84/+88
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* Use a different buffer for scene info, geometry, bvh and load gltfladevieq2021-07-255-43/+202
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* Clean up includes, scene class, simplify scene buffer access from mainladevieq2021-07-246-156/+122
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* Depth first ordered bvhladevieq2021-06-211-1/+1
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* Split on the largest axis on BVH generationladevieq2021-06-192-25/+39
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* Add dof toggler & attempt to use bvhladevieq2021-05-232-1/+6
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* Naive BVH working + camera simple camera rotationladevieq2021-05-232-1/+29
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* Wip BVH + BVH debugging toolsladevieq2021-05-162-5/+25
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* Add light sources, use russian roulette for opti and infiniteladevieq2021-05-123-10/+18
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* Remove remaining pregenerated random numbersladevieq2021-04-012-6/+3
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* Fix linux buildladevieq2021-04-013-4/+14
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* Remove most precomputed random numbersladevieq2021-03-311-35/+25
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* FPS counterladevieq2021-03-291-0/+1
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* BVH simple implementationladevieq2021-03-294-10/+12
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* Display frame time & add aabb ray hit function for future BVHladevieq2021-03-181-19/+18
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* Load correct library on macosQuentin Ladevie2021-03-151-2/+8
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* Make it compile on macQuentin Ladevie2021-03-146-14/+27
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* Simple debug uiladevieq2021-03-131-7/+18
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* Fix accumulation textures format and reset accumulation on move/resizeladevieq2021-03-113-8/+29
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* Add naive tonemappingladevieq2021-03-102-19/+44
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* Fix TAA to have infinite accumulationladevieq2021-03-102-29/+27
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* Fix taaladevieq2021-03-091-1/+1
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