Unless noted all samples run on Windows and Android.
Each sample might have it's own assets dependencies or build instructions, you can find this information on the sample subfolder.
Empty app. Minimal app linked against Framework.
Scene (gltf) loading app. Implements a working scene with camera movement and minimal lightning. This sample demonstrates the most basic usage of the Framework to produce a native Vulkan application and it is designed to be small and simple and meant as a starting point for developers to expand its functionality.
SubPass sample demos the use of vulkan subpasses to perform a filmic tonemapping operator (on a simple forward rendered scene) and the impact on bandwidth and performance with subpass.
This sample demonstrates how to use the VK_QCOM_Image_Processing extension in a simple bloom shader. The extension provides support for high order filtering and general advanced image processing, features in high demand as screen sizes get larger and more and more post-processing techniques are developed. For more information, please visit https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VK_QCOM_image_processing.html
HDRSwapchain demonstrates the use of different swapchain image formats and colorspaces. Has a gui dropdown that allows for switching buffer formats on the fly. Also demonstrates Qualcomm Vulkan render-pass transform extension VK_QCOM_render_pass_transform.
Uses the Vulkan Ray Tracing extensions to implement shadows from a point light source. Requires drivers with the 'final' Vulkan Ray Tracing api (Dec 2020 onwards).
Uses the Vulkan Ray Tracing extensions to implement reflections
Sample to initialize and use the 'VK_QCOM_rotated_copy_commands' Vulkan extension. Extension may/will need enabling on older Qualcomm Vulkan drivers. Sample does nothing useful on non Qualcomm hardware.
ShaderResolveTonemap Uses VK_QCOM_render_pass_shader_resolve to perform a filmic tonemapping operator (on a simple forward rendered scene) as part of the MSAA resolve. Optionally runs the tonemap/resolve as a subpass of the main scene pass. Has onscreen UI controls to modify MSAA sample counts and to enable/disable the shader resolve and use of subpasses (for measuring GPU subpass/shader-resolve efficiency).