
What is Vulkan and how does it differ from OpenGL?
2015年3月4日 · Vulkan is a low-overhead API designed to bring code “closer to metal”, boosting performance and efficiency. It is based on AMD’s Mantle API, and the final spec is expected later this year. In this post - A Brief Overview Of Vulkan API - Toptal Technical Editor Nermin Hajdarbegovic explains why Vulkan could be a big deal in the long run.
Vulkan SSBO Array Of Structs - Game Development Stack Exchange
2022年9月27日 · I am trying to create a Vulkan Storage Space Buffer Object which contains an array of structs for use in my vertex shader. I believe I'm missing something fundamental here because the 1st struct in the array works but all others give garbage data. Heres what I'm doing: C++ I've got a simple struct defined: struct InstanceData { glm::mat4 model; };
Vulkan: Unable to render using multiple view ports
2018年7月17日 · I have been trying to enable multiple viewports in my Vulkan Pipeline but have been unsucsessfull. I used this code sample as a reference point. The problem is that when I attempt to draw two side by side (splitscreen) views of a scene I …
Frame graph in Vulkan: from theory to implementation
2020年12月11日 · In Vulkan the whole pipeline (with the corresponding render pass) must be pre-built. So the rebuilding of the whole graph every frame can be a bottleneck as I can imagine. The pipeline cache could speed up things (in theory) but avoiding sudden frame-rate …
vulkan - How does a subpass dependency guarantee the layout …
2019年8月14日 · External subpass dependencies Render passes in Vulkan have a concept of EXTERNAL subpass dependencies. This is arguably the most misunderstood aspect of Vulkan sync. I’d like to dedicate a section to this, because too many developers are lured into using it in cases where it’s not terribly useful and very likely to cause bugs.
c++ - Help with calculating tangent/binormal in Vulkan fragment …
2023年3月10日 · \$\begingroup\$ it was a long time ago but from what I remember the issue was with me saving it as a 'Image Type: Normal Map' in NVidia Texture Tools.
vulkan - GLSL to Spir_V using GLSLang - Game Development Stack …
2018年8月5日 · I have been working with GLSLang to convert between GLSL and SpireV for the purpose of run time shader compilation. GLSLlang compiles my shader code and I can successfully create and run a compute
What is the "correct" way to render to a cubemap using Vulkan?
2017年6月6日 · There is nothing in the Vulkan specification that prevents you from using an image of a cubemap texture as a color attachment image in a VkFramebuffer in a render pass instance. So you would simply do that: create a cubemap image, and use it in the framebuffer of a render pass instance.
Vulkan imageLoad data of r32f format in compute shader
2020年5月2日 · I am doing add with a compute shader. All input-output data are stored in VkImage, the format is VK_FORMAT_R32_SFLOAT. In the shader, the corresponding layout is r32f. I have two questions about th...
Unexpected performance different between D3D12 and Vulkan
2023年4月2日 · I had a slightly different draw-order between the DX12 and Vulkan implementations, resulting in more efficient ordering on the DX12 path. Fixing that I see the same performance on both, with the added benefit I can use a single (round-robin) set of buffers on Vulkan with host-visible memory and just flush on updates. \$\endgroup\$ –
- 某些结果已被删除