powervr-graphics / perfdoc
A cross-platform Vulkan layer which checks Vulkan applications for best practices on PowerVR devices.
☆16Updated 5 years ago
Alternatives and similar repositories for perfdoc:
Users that are interested in perfdoc are comparing it to the libraries listed below
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Tile-based SW rasterizer☆34Updated 5 years ago
- physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches☆37Updated 3 years ago
- Software rasterizer based on Larrabee's☆42Updated 8 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago
- ☆17Updated 6 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆22Updated 4 years ago
- Comparing some methods of generating blue noise dither patterns, to go with a blog post☆15Updated 5 years ago
- DynamicResolutionRendering_source_V3_update☆34Updated 7 years ago
- GLSL code generator to aid use of Vulkan's descriptor set indexing☆12Updated 6 years ago
- Image Based Lighting using DirectX 12.☆41Updated 5 years ago
- Vulkan debug layer to visualize synchronization dependencies☆44Updated 5 years ago
- Repo for working on updates to the legacy DXSDK header D3DX_DXGIFormatConvert.inl☆13Updated last week
- D3D12 Root Signature/Pipeline State Object live-reloading☆15Updated 7 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 9 years ago
- Indirect Occlusion Culling☆23Updated 8 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 6 years ago
- A hexagonal prism BVH: more efficient than AABB.☆18Updated 5 years ago
- Utility to sign DXIL code after compilation☆22Updated 6 years ago
- DFG LUT generator☆53Updated 7 years ago
- Low-Resolution Rendering Sample☆62Updated 9 years ago
- ☆32Updated 6 years ago
- ☆17Updated 2 years ago
- An attempt to port BC7E texture compressor to a GPU compute shader☆15Updated 4 years ago
- ☆11Updated last year
- Tiny quantization suite supporting conversion to/from half-floats, s/unorm bytes, quaternions and vectors (C++03).☆42Updated 9 years ago
- Embeddable preprocessor based on clang. Created to compile ubershaders, but can preprocess anything you like.☆22Updated 7 years ago
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.☆16Updated 5 years ago