So there are two separate "pre-compile" steps with Vulkan: #1. Compiling shader source code to SPIR-V bytecode; #2. compiling SPIR-V bytecode to native GPU shader instructions. #2 is always done at runtime (though the…
> Which to me implies the Vulkan API is so simple, and close to metal, that it doesn't differ between implementations As someone with 20 years 3D programming experience including paid work in DirectX and OpenGL ES 2.0,…
Slippery wet leaves on bicycle/pedestrian paths are also a health hazard. Had an ugly spill once trying to turn my bicycle on a path with wet leaves, the front tire turned in the direction I wanted but kept sliding…
So there are two separate "pre-compile" steps with Vulkan: #1. Compiling shader source code to SPIR-V bytecode; #2. compiling SPIR-V bytecode to native GPU shader instructions. #2 is always done at runtime (though the…
> Which to me implies the Vulkan API is so simple, and close to metal, that it doesn't differ between implementations As someone with 20 years 3D programming experience including paid work in DirectX and OpenGL ES 2.0,…
Slippery wet leaves on bicycle/pedestrian paths are also a health hazard. Had an ugly spill once trying to turn my bicycle on a path with wet leaves, the front tire turned in the direction I wanted but kept sliding…