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Articole: 10
  1. GPU memory management in AnKi

    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.

  2. AnKi has had ray-tracing support for quite some time.

  3. Simplified pipeline barriers

    One of the challenges of low level APIs such as Vulkan and D3D12 is synchronization of GPU work.

  4. GPU driven rendering in AnKi

    This time I decided to would try something different and do a video presentation instead of a blog post.

  5. 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.

  6. Parsing and rewriting SPIR-V

    SPIR-V is a binary language that describes the GPU shader code for the Vulkan and OpenCL APIs.

  7. For the last few months AnKi underwent a heavy re-write in order to enable GPU driven rendering.

  8. AnKi always had its shaders written in GLSL because it started as an OpenGL engine.

  9. 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.

  10. How to use debugPrintf in Vulkan

    Some days ago I was trying to use the debugPrintf functionality that was introduced to Vulkan and adjacent projects more than a year ago.