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Vulkan input attachments and sub passes

Introduction I have added a new example to my open source C++ Vulkan examples that demonstrates the use of input attachments and subpasses within a single render pass. Input attachments are image views that can be used for pixel local load operations inside a fragment shader. This basically means that framebuffer attachments written in one […]

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Multiview rendering in Vulkan using VK_KHR_multiview

I have added a new example to my open source C++ Vulkan examples that demonstrates the use of multiview rendering. Multiview enables rendering to multiple views simultaneously instead of having to use multiple passes. Esp. with stereoscopic rendering (e.g. for VR related applications) there’s usually little change between two views, like different matrices, and having to do multiple passes […]

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OpenGL hardware database overhaul

After reworking the OpenGL ES hardware database some time ago (which was in dire need of an update to be usable again) I have also released a substantial update to the OpenGL hardware database. Server-side processing Biggest change is the use of server-side processing (as with the Vulkan and OpenGL ES databases), so gone are […]

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Vulkan Hardware Capability Viewer 1.6 released

Version 1.6 of the Vulkan Hardware Capability Viewer is now available for all platforms (Windows, Linux, Android). As with 1.5 this version fully supports Vulkan 1.1 and adds a few new features: Support for the new VK_KHR_push_descriptor extension Support for YCBCR formats You can download the new version from https://vulkan.gpuinfo.org/download.php.

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OpenGL ES database ES 3.1 and 3.2 support, capability listing pages

After the recent overhaul I now also have added support for OpenGL ES 3.1 and 3.2 to the OpenGL ES hardware database and the Android app. Both versions added lots of new capabilities that have been lacking from the client application and database, so even though there are lots of reports for OpenGL ES 3.1 and […]

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OpenGL ES hardware database overhaul

I finally found some time to overhaul the OpenGL ES hardware database. I admittedly neglected my OpenGL databases in recent years (mainly due to Vulkan ® and a severe lack of spare time), and especially the OpenGL ES one was in dire need of an overhaul and a cleanup. So I spent a few days fixing […]

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Vulkan 1.1 is here

A bit later than initially planned Vulkan 1.1 was released to the public yesterday, as usual with day-one driver support by most of the IHVs. Vulkan 1.1 promoted several extension to the core and also adds interesting new functionality like vendor independent subgroup operations. You can get all the details at the Khronos Vulkan landing […]

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Conservative rasterization in Vulkan using VK_EXT_conservative_rasterization

I have added a new example to my open source C++ Vulkan examples that demonstrates the basic use of conservative rasterization using the VK_EXT_conservative_rasterization extension. This has been missing from Vulkan some time now (while other APIs already offer this feature) but has recently been added and is already support by at least NVIDIA. Conservative rasterization […]

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How-to video: Debugging a non-visible model in Vulkan using RenderDoc

One of the most common Vulkan related that I’m seeing a lot is about rendering stuff that somehow ends up being not visible on the screen, even though technically everything looks okay (no validation layer errors, correct buffer uploads, etc.). Luckily there are debugging tools tools like RenderDoc that can help locating and fixing such […]

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Vulkan glTF 2.0 C++ phyiscal based rendering

I have released the first working version of a separate (from the examples) Vulkan physical based rendering example that uses the glTF 2.0 model file format. The repository can be found at https://github.com/SaschaWillems/Vulkan-glTF-PBR. glTF is a royalty free format specification by the Khronos Group and is a new format for 3D models gaining lots of traction. […]

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