Add advanced compilation chapter

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Pascal Gautron 2021-06-07 15:10:04 +02:00
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@ -44,4 +44,5 @@ Tutorial | Details
![img](ray_tracing__advance/images/ray_tracing__advance.png) | [Advance](ray_tracing__advance) <br> An example combining most of the above samples in a single application.
![img](docs/Images/indirect_scissor/intro.png) | [Trace Rays Indirect](ray_tracing_indirect_scissor) <br> Teaches the use of `vkCmdTraceRaysIndirectKHR`, which sources width/height/depth from a buffer. As a use case, we add lanterns to the scene and use a compute shader to calculate scissor rectangles for each of them.
![img](ray_tracing_ao/images/ray_tracing_ao.png) | [AO Raytracing](ray_tracing_ao) <br> This extension to the tutorial is showing how G-Buffers from the fragment shader, can be used in a compute shader to cast ambient occlusion rays using ray queries ([GLSL_EXT_ray_query](https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_query.txt)).
![img](ray_tracing_specialization/images/specialization.png) | [Specialization Constants](ray_tracing_specialization) <br> Showing how to use specialization constant and using interactively different specialization.
![img](ray_tracing_specialization/images/specialization.png) | [Specialization Constants](ray_tracing_specialization) <br> Showing how to use specialization constant and using interactively different specialization.
![img](ray_tracing_advanced_compilation/images/high_level_advanced_compilation.png) | [Advanced Compilation](ray_tracing_advanced_compilation) <br> Shows how to create reusable pipeline libraries and compile pipelines on multiple threads.