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Mastering Graphics Programming with Vulkan

You're reading from  Mastering Graphics Programming with Vulkan

Product type Book
Published in Feb 2023
Publisher Packt
ISBN-13 9781803244792
Pages 382 pages
Edition 1st Edition
Languages
Authors (2):
Marco Castorina Marco Castorina
Profile icon Marco Castorina
Gabriel Sassone Gabriel Sassone
Profile icon Gabriel Sassone
View More author details
Toc

Table of Contents (21) Chapters close

Preface 1. Part 1: Foundations of a Modern Rendering Engine
2. Chapter 1: Introducing the Raptor Engine and Hydra 3. Chapter 2: Improving Resources Management 4. Chapter 3: Unlocking Multi-Threading 5. Chapter 4: Implementing a Frame Graph 6. Chapter 5: Unlocking Async Compute 7. Part 2: GPU-Driven Rendering
8. Chapter 6: GPU-Driven Rendering 9. Chapter 7: Rendering Many Lights with Clustered Deferred Rendering 10. Chapter 8: Adding Shadows Using Mesh Shaders 11. Chapter 9: Implementing Variable Rate Shading 12. Chapter 10: Adding Volumetric Fog 13. Part 3: Advanced Rendering Techniques
14. Chapter 11: Temporal Anti-Aliasing 15. Chapter 12: Getting Started with Ray Tracing 16. Chapter 13: Revisiting Shadows with Ray Tracing 17. Chapter 14: Adding Dynamic Diffuse Global Illumination with Ray Tracing 18. Chapter 15: Adding Reflections with Ray Tracing 19. Index 20. Other Books You May Enjoy

Recording commands on multiple threads

To record commands using multiple threads, it is necessary to use different command buffers, at least one on each thread, to record the commands and then submit them to the main queue. To be more precise, in Vulkan, any kind of pool needs to be externally synchronized by the user; thus, the best option is to have an association between a thread and a pool.

In the case of command buffers, they are allocated from the associated pool and commands registered in it. Pools can be CommandPools, DescriptorSetPools, and QueryPools (for time and occlusion queries), and once associated with a thread, they can be used freely inside that thread of execution.

The execution order of the command buffers is based on the order of the array submitted to the main queue – thus, from a Vulkan perspective, sorting can be performed on a command buffer level.

We will see how important the allocation strategy for command buffers is and how easy it is to...

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