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AnKi’s GPU memory management system was introduced alongside Vulkan nine years ago, but the transition to GPU-driven rendering and the introduction of a render-graph fundamentally changed the way GPU memory is handled.
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AnKi has had ray-tracing support for quite some time.
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One of the challenges of low level APIs such as Vulkan and D3D12 is synchronization of GPU work.
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This time I decided to would try something different and do a video presentation instead of a blog post.
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TL;DR: If using per-primitive in/out in mesh shaders in Vulkan and in HLSL/DXC you need to manually decorate variables and struct members using SPIR-V intrinsics.
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SPIR-V is a binary language that describes the GPU shader code for the Vulkan and OpenCL APIs.
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For the last few months AnKi underwent a heavy re-write in order to enable GPU driven rendering.
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AnKi always had its shaders written in GLSL because it started as an OpenGL engine.
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I think it was 8 or 9 years ago when AnKi was first ported to Android for a demo competition and I remember the process being quite painful.
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Some days ago I was trying to use the debugPrintf functionality that was introduced to Vulkan and adjacent projects more than a year ago.