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SaschaWillems samples

msiglreith edited this page May 16, 2018 · 12 revisions

Coverage status of the SaschaWillems/Vulkan samples for the different backends using ICD:

Vulkan DX12 Metal Issues
Triangle Untested Working Untested
Pipelines Untested Working Untested
Descriptor sets Untested Untested Untested
Dynamic uniform buffers Untested Untested Untested
Push constants Untested Untested Untested
Specialization constants Untested Working Untested
Texture mapping Untested Working Untested
Cube map textures Untested Working Untested
Texture arrays Untested Partially Working Untested dx12: matrix order issue
3D textures Untested Crashing Untested
Model rendering Untested Working Untested
Sub passes Untested Untested Untested
Offscreen rendering Untested Working Untested
CPU particle system Untested Untested Untested
Stencil buffer Untested Crashing Untested
Scene rendering Untested Working Untested
Multi sampling Untested Working Untested
High dynamic range Untested Working Untested
Shadow mapping Untested Crashing Untested dx12: Dynamic depth bias
Cascaded shadow mapping Untested Working Untested
Omnidirectional shadow mapping Untested Working Untested
Run-time mip-map generation Untested Working Untested
Skeletal animation Untested Working Untested
Capturing screenshots Untested Untested Untested
Multi threaded Untested Untested Untested
Instancing Untested Untested Untested
Indirect drawing Untested Crashing Untested
Occlusion queries Untested Untested Untested
Pipeline statistics Untested Untested Untested
PBR basics Untested Working Untested
PBR image based lighting Untested Working Untested
Textured PBR with IBL Untested Working Untested
Deferred shading basics Untested Working Untested
Deferred multi sampling Untested Crashing Untested
Deferred shading shadow mapping Untested Crashing Untested
Screen space ambient occlusion Untested Working Untested
Image Processing Untested Untested Untested
GPU particle system Untested Untested Untested
N-body simulation Untested Untested Untested
Ray tracing Untested Untested Untested
Cloth simulation Untested Untested Untested
Cull and LOD Untested Untested Untested
Normal debugging Untested Untested Untested
Viewport arrays Untested Untested Untested
Displacement mapping Untested Untested Untested
Dynamic terrain tessellation Untested Untested Untested
Model tessellation Untested Untested Untested
Render Untested Untested Untested
Compute Untested Untested Untested
Text rendering Untested Untested Untested
Distance field fonts Untested Working Untested
ImGui overlay Untested Working Untested
Fullscreen radial blur Untested Working Untested
Bloom Untested Working Untested
Parallax mapping Untested Working Untested
Spherical environment mapping Untested Working Untested
Conservative rasterization Untested Untested Untested
Push descriptors Untested Untested Untested
Debug markers Untested Untested Untested
Vulkan Gears Untested Working Untested
Vulkan demo scene Untested Working Untested
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