Originally posted by bug77
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Originally posted by Nille View PostIts like comparing DX12 against OpenGL. Its sad thats not much faster as D3D11. Nothing to boast.
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generalized render-pass/sub-pass dependencies
I would love to see freeform pipelines able to use vertex, fragment, tesselation, compute, other passess in any arbitrary order. Really allows the game engine programmers to code the pipeline how they see fit.
(Specifying the order by using the order of the passess in the code should definitely be in it.)
But surely using compute passess and sub-passess in the render loop would be part of this generalized ordering mechanism as well right?
And what about asynchronous shaders? Will they be specified?
Will it be possible to specify using a result from an asynchronous shader when the result is ready and use either a placeholder result or alternative execution path in the shader when the result is not ready yet?Last edited by plonoma; 28 July 2016, 02:39 PM.
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Originally posted by anarki2 View Post"a rigorous memory model"
Uh, wasn't the whole point of these shiny new APIs the fact that they wanted to get rid of this?
here is education for you https://en.wikipedia.org/wiki/Memory..._(programming)
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