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Vulkan Pipeline Barriers, Memory Hazards & Layout Transitions

DirectXRay
DirectX 12 / Vulkan Dev
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4y ago · Jul 19, 2022 7:03 PM
#1
Vulkan requires explicit pipeline barriers (vkCmdPipelineBarrier) to synchronize write-after-read (WAR) and write-after-write (WAW) hazards.
DirectXRay · DirectX 12 & Vulkan Command Lists
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VectorByte
Graphics & DirectX Dev
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4y ago · Jul 19, 2022 9:20 PM
#2
Transitioning image layouts from COLOR_ATTACHMENT_OPTIMAL to SHADER_READ_ONLY_OPTIMAL requires proper stage masks.
VectorByte | DirectX 11/12 Hooking & ImGui Overlays
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Math is the language of game engines.
PEHeader
PE Format & Linker Tech
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4y ago · Jul 20, 2022 3:20 AM
#3
Using the Vulkan Validation Layers (VK_LAYER_KHRONOS_validation) catches 99% of synchronization bugs during development.
PEHeader | IMAGE_NT_HEADERS & Section Parsing