Tag: vulkan

Entries for tag "vulkan", ordered from most recent. Entry count: 2.

Pages: 1

00:34
Thu
06
Apr 2017

Vulkan Bits and Pieces: Writing to an Attachment

One of the reasons why new generation graphics APIs (DirectX 12 and Vulkan) are so complicated, is that they have so many levels of indirection in referring to anything. For example, when you render pixels to a color attachment (also known as “render target” in other APIs), the path is as follows:

  1. GLSL fragment shader writes to a variable with some NAME, e.g. “outColor”:
    outColor = vec4(1.0, 0.0, 0.0, 1.0);
  2. The variable is defined earlier in this shader as output and bound to a specific LOCATION, e.g. number 0:
    layout(location = 0) out vec4 outColor;
  3. Switching to C/C++ code, this location is actually index to array pointed by VkSubpassDescription::​pColorAttachments - member of the structure that describes rendering subpass.
  4. Each element of this array in its member VkAttachmentReference::​attachment provides another INDEX, this time to an array pointed by VkRenderPassCreateInfo::​pAttachments - member of the structure that describes rendering pass.
  5. Elements of this array of type VkAttachmentDescription provide just few parameters, like format.
  6. But this index also refers to elements of array pointed by VkFramebufferCreateInfo::​pAttachments - member of a structure filled when creating a framebuffer that is going to be pointed by VkRenderPassBeginInfo::​framebuffer when starting actual execution of the render pass.
  7. Rest is business as usual. Elements of this array are of type VkImageView, so each of them is a VIEW to an image, pointed by VkImageViewCreateInfo::​image - member of a structure used when creating the view.
  8. The IMAGE (type VkImage) is either obtained from swap chain using function vkGetSwapchainImagesKHR, or created manually using function vkCreateImage.
  9. In the latter case, you must also allocate MEMORY (type VkDeviceMemory) with function vkAllocateMemory and bind its fragment to the image using function vkBindImageMemory. This is the memory that will be actually written.

Yeah, Vuklan is hard…

Comments (0) | Tags: vulkan graphics | Author: Adam Sawicki | Share

22:36
Wed
17
Feb 2016

Vulkan 1.0 Released!

Yesterday (2016-02-16) was a big day - Vulkan 1.0 has finally been released. The new 3D graphics and compute API from Khronos Group has a chance to be the solution long awaited in the PC world that will:

Time will tell whether Vulkan becomes popular, common standard. It's not so certain. Microsoft promotes its own Direct3D 12, Apple has its Metal API, NVIDIA develops CUDA, old OpenGL and OpenCL are here to stay. What hardware versions and software platforms will eventually support the new API? What will be the quality and performance of those drivers? Will some good debugging and performance probiling tools become available? Will game developers and game engine developers port their code any time soon? What the reception will be among video/media, CAD/CAM, HPC professionals? I'm very enthusiastic, seeing so many learning materials and code samples available since day one! Just look at #Vulkan and #VulkanAPI hashtags on Twitter.

Some useful links to start with:

Comments (1) | Tags: gpu vulkan | Author: Adam Sawicki | Share

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