Barriers in Vulkan : They are not that difficult
Hi ! Yes, I know, I lied, I said that my next article will be about buffers or images, but, finally, I’d prefer to talk about barriers first. However, barriers are, IMHO, a really difficult thing to well understand, so, this article might countain some mistakes. In that case, please, let me know it by […]
Vulkan
(Barriers, Buffer, C++, Dependency, Image, Transitions, Vulkan)
Vulkan Memory Management : How to write your own allocator
Hi ! This article will deal with the memory management in Vulkan. But first, I am going to tell you what happened in my life. State of my life Again, it has been more than one month I did not write anything. So, where am I? I am in the last year of Télécom SudParis. […]
Vulkan
(allocator, C++, memory management, Vulkan)
Indirect Rendering : “A way to a million draw calls”
Hello ! This time I am going to talk about the Multi Draw Indirect (MDI) rendering. This feature allows you to enjoy both the purpose of multiDraw and indirect drawing. Where does the overhead comes from? Issuing a lot of commands Issue a drawcall in GPU based rendering is a really heavy operation for the […]
OpenGL
(AZDO, batching, C++11, Indirect drawing, OpenGL)