Reader small image

You're reading from  Mastering Graphics Programming with Vulkan

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

Gabriel Sassone
Gabriel Sassone
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

View More author details
Right arrow

Summary

In this chapter, we have built the foundations to support compute shaders in our renderer. We started by introducing timeline semaphores and how they can be used to replace multiple semaphores and fences. We have shown how to wait for a timeline semaphore on the CPU and how a timeline semaphore can be used as part of a queue submission, either for it to be signaled or to be waited on.

Next, we demonstrated how to use the newly introduced timeline semaphore to synchronize execution across the graphics and compute queue.

In the last section, we showed an example of how to approach porting code written for the CPU to the GPU. We first explained some of the benefits of running computations on the GPU. Next, we gave an overview of the execution model for compute shaders and the configuration of local and global workgroup sizes. Finally, we gave a concrete example of a compute shader for cloth simulation and highlighted the main differences with the same code written for the...

lock icon
The rest of the page is locked
Previous PageNext Page
You have been reading a chapter from
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