Sascha Willems
Sascha Willems
Once #1107 and #1108 have been implemented, we can add HLSL versions of the GLSL shaders used by the ARM framework samples. This should be easy as the ARM framework...
D3D12 layered implementation (see e.g. https://vulkan.gpuinfo.org/displayreport.php?id=33179), software implementations and other layered reports may skew data. Maybe there should be a way to exclude them from coverage numbers. Maybe even by...
Right now the only way to get version coverage numbers is the [apiVersion core property](https://vulkan.gpuinfo.org/displaycoreproperty.php?name=apiversion&platform=all). But that also includes patch levels, making it kinda useless. Having a good and easy...
Add ways of ignoring legacy reports for devices that haven't been submitted to the database for at least a year. That would also get rid of the reports for GPUs...
A lot has changed since the tutorial was written. We should modernize the tutorial, esp. with regards to Vulkan 1.3. Where better ways are available, we should mention those. See...
A few things in the tutorial should be changed to adhere to best practices. E.g. the way how command buffers are reset (using the `VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT`) command pool flag will trigger...
## Description The ARM framework based samples have a kinda hidden debug overlay activated with right click (on desktop). It shows some general debug information. This was broken (not sure...
## Description The hello triangle sample has been using the debug report extension for validation, which has been deprecated years ago. This PR replaces that with the debug utils extension....
I'm currently working on a hell triangle sample for Vulkan 1.3 and noticed that our existing hello triangle sample is in dire need of a code cleanup. While it works...
## Description This PR fixes some minor issues I noticed in the api sample base class. E.g. a duplicate function declaration that triggered a compiler warning and some non-initialized values...