对于GPU Driven Rendering来说,需要绑定的资源越少,效果越好。也就是说,我们应该尽可能少得进行BindVertexBuffer、BindIndexBuffer、BindPipeline和BindDescriptorSet这类调用。Bindless技术通过让所需得绑定调用变少来减少CPU端所需得工作,从而让CPU端可以跑得更快。GPU端也因为每个"drawcall"的数据量变大,也发挥出了更...
voidRenderScene::fill_indirectArray(GPUIndirectObject*data,MeshPass&dpass){intdataIndex=0;for(inti=0;i<pass.batches.size();i++){autobatch=pass.batches[i];data[dataIndex].command.firstInstance=batch.first;//set instance Count to 0 because it will be filled from the compute shaderdata[dataInde...
再通过MDI来下发,达到将CPU侧的工作移到GPU侧来做的目的,let GPU do all rendering。
Tile-Based Rendering Architecture(TBR) 所以为了解决带宽引起的发热问题,现在的手机GPU普遍使用的是tiled-based架构,Adreno/Mali/PowerVR的GPU在这个基础上有自家独有的优化,比如PowerVR的TBDR架构中的HSR,可以完全消灭不透明物体渲染时的overdraw,这里就不展开讨论了。 不过它们的核心思想是一致的,都是为GPU开辟了一...
Tile-Based Rendering Architecture(TBR) 所以为了解决带宽引起的发热问题,现在的手机GPU普遍使用的是tiled-based架构,Adreno/Mali/PowerVR的GPU在这个基础上有自家独有的优化,比如PowerVR的TBDR架构中的HSR,可以完全消灭不透明物体渲染时的overdraw,这里就不展开讨论了。
Cannot retrieve latest commit at this time. History 2 Commits img LICENSE README.md vkgpudriven.pdf vkgpudriven.tex Repository files navigation README MIT license VkGPUDrivenCNGuide 基于Vulkan的GPU Driven Rendering教程 Releases No releases published Packages No packages published...
Just resize it until it hangs the screen or stops rendering (but keep running). sdl3_renderer_gpu_vulkan_error1.mp4 (includes a lack of frames at the x11(?) freeze) Does this also happen via Xwayland? Do the Vulkan validation layers point to anything in particular? The SDL examples ...
Vulkan: Working with Mixed GPU rendering? I read that DirectX 12 supports explicit Multi-GPU support, and I am wanting to find out how to handle Explicit multi-gpu using Vulkan. I am needing explicit Multi-GPU because I have mixed graphics cards where all of the graphics cards chip...
VkSemaphore用以同步不同的queue之间,或者同一个queue不同的submission之间的执行顺序。即GPU -> GPU。 类似于fence,semaphore也有signaled和unsignaled的状态之分。然而由于在queue之间或者内部做同步都是device自己控制,所以一个semaphore的初始状态也就不重要了。所以,vkCreateSemaphore(3)就简单地不用任何额外参数创建一...
the loaded file is sent to the renderer with support for a secondary command buffer to allow object-loading in parallel. The system processor, GPU, and other factors of the host system as well as the size of the object file will determine single- and multi-threaded object ...