Vulkan-Samples
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One stop solution for all Vulkan samples
We should use this thread to further discuss error handling. Currently, we return an error like so: ``` if(auto err = some_function()) { // handle error } ``` @asuessenbach would...
Hi all, I am trying to launch vulkan samples on linux device without connected monitor, but i am encountering the error "GLFW couldn't be initialized". How could i pass these...
## Description Using `android_sink_mt` for android sinks. If `stdout_color_sink_mt` is used, spdlog will try to write to `storage/emulated/0/com.khronos.vulkan_samples/output/[date].txt` . Spdlog fail to open the file and `throw spdlog_ex("Failed opening file...
## Description Blocked by #485 #487 #488 #490 Large diff as this contains commits from several branches Currently only works on Ubuntu with XLIB enabled as I have not added...
## Description Previously, Image loaders where RAII based. This becomes quite confusing when loading assets as you must choose the correct constructor. Also, not all loaders work the same so...
## Description There is a high chance that we want to reuse cross platform components in many executables. `CUSTOM_MAIN` aims to reduce duplication of a cross platform main. ``` CUSTOM_MAIN(context)...
Hi all, Excellent stuff of all those samples, do you have any plans to add HLSL shader support as well? I'm working on game engine and will support D3D12 backend...
With the addition of EventBus #485 and Pipelines #487 the event system may be confusing for new developers. A MD should be added which documents how the event system works...
## Description The previous scene graph required a lot of maintenance and was not flexible to an individual samples needs. It also allocated components using heap memory. This is ok...
The sample "subpasses" has missing synchronization, which leads to display artifacts. To reproduce enable Synchronization Validation Layers and start the sample. Then switch the Render technique between "Subpasses" and "Renderpasses"....