NVIDIA Talks About Vulkan Shader Resource Binding
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.
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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