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Vulkan2021
VkCV Framework
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c4033a72
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c4033a72
authored
Dec 07, 2021
by
Tobias Frisch
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========== VkCV-0.1.0 ==========
Signed-off-by:
Tobias Frisch
<
tfrisch@uni-koblenz.de
>
parent
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# Changelog
## [0.1.0](https://gitlab.uni-koblenz.de/vulkan2021/vkcv-framework/tree/0.1.0) (2021-12-07)
** Platform support:**
-
Linux support (GCC and CLang)
-
MacOS support (Apple CLang)
-
Windows support (MSVC and MinGW-GCC experimentally)
** New modules:**
-
[
Asset-Loader
](
modules/asset_loader/README.md
)
: A VkCV module to load basic assets like models, materials and images
-
[
Camera
](
modules/asset_loader/README.md
)
: A VkCV module to manage cameras and their handle view and projection matrices
-
[
GUI
](
modules/gui/README.md
)
: A VkCV module to integrate GUI rendering to your application as additional pass
-
[
Material
](
modules/material/README.md
)
: A VkCV module to abstract typical kinds of materials for rendering
-
[
Meshlet
](
modules/meshlet/README.md
)
: A VkCV module to divide vertex data of a mesh into meshlets
-
[
Scene
](
modules/scene/README.md
)
: A VkCV module to load and manage a scene, simplify its rendering and potentially optimize it
-
[
Shader-Compiler
](
modules/shader_compiler/README.md
)
: A VkCV module to compile shaders at runtime
-
[
Upscaling
](
modules/upscaling/README.md
)
: A VkCV module to upscale images in realtime
** New features:**
-
Resizable windows
-
Multiple windows and multiple swapchains (window management)
-
Dynamically requesting Vulkan features and extensions
-
Shader reflection and runtime shader compilation (various shader stages)
-
Realtime ray tracing
-
Mesh shaders
-
Indirect dispatch
-
Compute pipelines and compute shaders
-
Multiple queues and graphic pipelines
-
Bindless textures
-
ImGUI support
-
Mipmapping
-
Logging
-
Command buffer synchronization
-
Doxygen source code documentation
-
Buffer, sampler and image management
-
Camera management with gamepad support
-
Input event synchronization
-
Resource management with handles
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