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You're reading from  Mastering Graphics Programming with Vulkan

Product typeBook
Published inFeb 2023
PublisherPackt
ISBN-139781803244792
Edition1st Edition
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Authors (2):
Marco Castorina
Marco Castorina
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Marco Castorina

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.
Read more about Marco Castorina

Gabriel Sassone
Gabriel Sassone
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Gabriel Sassone

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.
Read more about Gabriel Sassone

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Integrating variable rate shading using Vulkan

As we mentioned in the previous section, the fragment shading rate functionality is provided through the VK_KHR_fragment_shading_rate extension. As with other option extensions, make sure the device you are using supports it before calling the related APIs.

Vulkan provides three methods to control the shading rate:

  • Per draw
  • Per primitive
  • Using an image attachment for a render pass

To use a custom shading rate per draw, there are two options. We can pass a VkPipelineFragmentShadingRateStateCreateInfoKHR structure when creating a pipeline, or we can call vkCmdSetFragmentShadingRateKHR at runtime.

This approach is useful when we know in advance that some draws can be performed at a lower rate without affecting quality. This could include the sky or objects we know are far away from the camera.

It’s also possible to provide a shading rate per primitive. This is accomplished by populating the PrimitiveShadingRateKHR...

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Mastering Graphics Programming with Vulkan
Published in: Feb 2023Publisher: PacktISBN-13: 9781803244792

Authors (2)

author image
Marco Castorina

Marco Castorina first got familiar with Vulkan while working as a driver developer at Samsung. Later he developed a 2D and 3D renderer in Vulkan from scratch for a leading media-server company. He recently joined the games graphics performance team at AMD. In his spare time, he keeps up to date with the latest techniques in real-time graphics.
Read more about Marco Castorina

author image
Gabriel Sassone

Gabriel Sassone is a rendering enthusiast currently working as a Principal Rendering Engineer at Multiplayer Group. Previously working for Avalanche Studios, where his first contact with Vulkan happened, where they developed the Vulkan layer for the proprietary Apex Engine and its Google Stadia Port. He previously worked at ReadyAtDawn, Codemasters, FrameStudios, and some non-gaming tech companies. His spare time is filled with music and rendering, gaming, and outdoor activities.
Read more about Gabriel Sassone