Overview
Syllabus
Intro
Hai Nguyen Creative Technology Lead on Art Copy & Code
Cinder C++ Creative Coding Framework . General Information
Validation Layers Helpful New Friends
Friendly Reminders Basics
Command Buffers Ordering the GPU around
Queues Processing requests
Queues Sharp edges
Pipelines Pipeline State Objects
Descriptor Sets Sharp edges
Render Passes Subpasses
Render Pass + Framebuffers Relationship of Subpass and Attachments
Image Layouts
Pipeline Barriers
Memory Management II Reads and writes
Shaders
Friendly Reminders General performance considerations
Render Loops Multiple frames in flight
Push Constants Fast updates to shader values
Porting Within Vulkan Going from desktop to mobile • Limited 3 channel formats for certain usage
Porting Within Vulkan Going from desktop to mobile . Image layout behavior may vary
Taught by
Android Developers