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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

Unlocking Async Compute

In this chapter, we are going to improve our renderer by allowing compute work to be done in parallel with graphics tasks. So far, we have been recording and submitting all of our work to a single queue. We can still submit compute tasks to this queue to be executed alongside graphics work: in this chapter, for instance, we have started using a compute shader for the fullscreen lighting rendering pass. We don’t need a separate queue in this case as we want to reduce the amount of synchronization between separate queues.

However, it might be beneficial to run other compute workloads on a separate queue and allow the GPU to fully utilize its compute units. In this chapter, we are going to implement a simple cloth simulation using compute shaders that will run on a separate compute queue. To unlock this new functionality, we will need to make some changes to our engine.

In this chapter, we’re going to cover the following main topics:

    ...
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