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Vulkan 1.1.110 Released With EXT_fragment_shader_interlock & NV_shader_sm_builtins

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  • Vulkan 1.1.110 Released With EXT_fragment_shader_interlock & NV_shader_sm_builtins

    Phoronix: Vulkan 1.1.110 Released With EXT_fragment_shader_interlock & NV_shader_sm_builtins

    Vulkan 1.1.110 made it out today as a small update to this graphics/compute API specification and this minor update does bring with it two new extensions...

    http://www.phoronix.com/scan.php?pag...1.110-Released

  • #2
    Typo?

    Originally posted by phoronix View Post
    the maxinimum number of warps/sub-groups that can run on a SM

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    • #3
      Does Vulkan still not have Variable Rate shading? I feel like that's one of the things Khronos would have rushed to have added considering how much it benefits certain DX12 titles

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      • #4
        Originally posted by SethDusek View Post
        Does Vulkan still not have Variable Rate shading? I feel like that's one of the things Khronos would have rushed to have added considering how much it benefits certain DX12 titles
        Only game I know, which uses Variable Rate Shading is vulkan title. But yeah not by core spec there is not any VRS extension, there's only Nvidia extension VK_NV_shading_rate_image for Turing's VRS support.

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        • #5
          Originally posted by tuke81 View Post

          Only game I know, which uses Variable Rate Shading is vulkan title. But yeah not by core spec there is not any VRS extension, there's only Nvidia extension VK_NV_shading_rate_image for Turing's VRS support.
          So... does only Turing has support for VRS? If so, I'm not surprised that it didn't get much traction at all in general. Would be cool to have for the next AMD generation though, since as far as I can tell Polaris only supports a more static form of it, which only seems useful for VR.

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