NVIDIA Talks About Vulkan Shader Resource Binding
Written by Michael Larabel in Vulkan on 28 January 2016 at 09:59 PM EST. 14 Comments
VULKAN --
A NVIDIA engineer has posted a blog post today concerning shader resource binding with the Vulkan API.

The sections covered in the NVIDIA blog post by Christoph Kubisch include binding resources as groups with descriptor sets, optimized binding across pipelines, and organizing uniform data changes.

Those wanting to read these technical details about Vulkan can go see the blog post at developer.nvidia.com. More Vulkan details meanwhile are expected during several Vulkan talks at GDC 2016, by which point in just over one month they'll hopefully have published the Vulkan 1.0 specification.
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Michael Larabel is the principal author of Phoronix.com and founded the site in 2004 with a focus on enriching the Linux hardware experience. Michael has written more than 20,000 articles covering the state of Linux hardware support, Linux performance, graphics drivers, and other topics. Michael is also the lead developer of the Phoronix Test Suite, Phoromatic, and OpenBenchmarking.org automated benchmarking software. He can be followed via Twitter or contacted via MichaelLarabel.com.

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