Quick Introduction to Mesh Shaders (OpenGL and Vulkan)
Started by JeGX, November 30, 2022, 04:05:47 PM
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QuoteThis sample demonstrates how to use the VK_EXT_vertex_input_dynamic_state extension, which eliminates the need to create multiple pipelines in case of different binding and/or attribute descriptions.This extension changes how attributes and bindings are managed. Instead of static description during pipeline creation, this extension allows developers to change attributes and bindings using a function before every draw.
QuoteVulkan offers several query types that allow you to query different types of information from the GPU. One such query type is the timestamp query.This provides your application with a mechanism to time the execution of commands on the GPU. As with the other query types, a query pool is then used to either directly fetch or copy over the results to the host.
QuoteWe've just released an extension that I think will completely change how engines approach descriptors going forward.tl;dr version for the busy graphics programmer: Descriptor sets are now backed by VkBuffer objects where you memcpy in descriptors. Delete VkDescriptorPool and VkDescriptorSet from the API, and have fun!
QuoteVulkan gives the application some significant control over the number of swapchain images to be created. This sample analyzes the available options and their performance implications.