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Vulkan - new graphics API


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  • 6 months later...
33 minutes ago, Dunedan said:

With OpenGL the GLSL shaders get generated on-the-fly and cached on disk, if they aren't present, aren't they?

We don't do so. Shaders are compiled each time they're loaded (or used in a pipeline state). Some (but not all) drivers might cache results on a disk.

35 minutes ago, Dunedan said:

Would that be possible for Vulkan as well?

I have plans for that. We need a library which can be used on all platforms (shaderc is a possible candidate). Though we can't rely on it and we still need to build SPIR-V for releases. Because there might be platforms without such libraries in regular repos.

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  • 2 weeks later...
  • 1 year later...
Posted (edited)

Vulkan’s predictability really shines once you start spreading work across threads, though I’ve found it helps to build small debugging layers to catch sync issues before they get messy. I’ve used whatsapp api in a side tool to automate test logging across devices, and it saved me a bunch of back-and-forth during frame timing tests. It might help if you’re juggling multiple test rigs while refining your renderer.

Edited by Alphaonic
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