Entries for tag "vulkan", ordered from most recent. Entry count: 34.
# 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:
outColor = vec4(1.0, 0.0, 0.0, 1.0);
layout(location = 0) out vec4 outColor;
VkSubpassDescription::pColorAttachments- member of the structure that describes rendering subpass.
VkAttachmentReference::attachmentprovides another INDEX, this time to an array pointed by
VkRenderPassCreateInfo::pAttachments- member of the structure that describes rendering pass.
VkAttachmentDescriptionprovide just few parameters, like format.
VkFramebufferCreateInfo::pAttachments- member of a structure filled when creating a framebuffer that is going to be pointed by
VkRenderPassBeginInfo::framebufferwhen starting actual execution of the render pass.
VkImageView, so each of them is a VIEW to an image, pointed by
VkImageViewCreateInfo::image- member of a structure used when creating the view.
VkImage) is either obtained from swap chain using function
vkGetSwapchainImagesKHR, or created manually using function
VkDeviceMemory) with function
vkAllocateMemoryand bind its fragment to the image using function
vkBindImageMemory. This is the memory that will be actually written.
Yeah, Vuklan is hard…
# 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: