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SaschaWillems samples
msiglreith edited this page May 16, 2018
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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 |