The Radeon Loom Stitching Pipeline

I’m Mike Schmit, Director of Software Engineering with the Radeon Technologies Group at AMD. I’m leading the development of a new open-source 360-degree video-stitching framework …

GDC 2017 Presentations

Another year, another Game Developer Conference! GDC is held earlier this year (27 February – 3 March 2017) which is leaving even less time for …

Leveraging asynchronous queues for concurrent execution

Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs. Modern APIs like DirectX® 12 or Vulkan™ provide the ability to …

Vulkan and DOOM

This post is taking a look at some of the interesting bits of helping id Software with their DOOM® Vulkan™ effort, from the perspective of …

Vulkan barriers explained

Vulkan™’s barrier system is unique as it not only requires you to provide what resources are transitioning, but also specify a source and destination pipeline …

Blazing CodeXL 2.2 is here!

A new release of the CodeXL open-source developer tool is out! Here’s the hot new stuff in this release: New platforms support Support Linux systems …

Vulkan Device Memory

EDIT: 2016/08/08 – Added section on Targeting Low-Memory GPUs This post serves as a guide on how to best use the various Memory Heaps and …

Performance Tweets Series: Root signature & descriptor sets

Before Direct3D® 12 and Vulkan™, resources were bound to shaders through a “slot” system. Some of you might remember when hardware did have only very …

Performance Tweets Series: Multi-GPU

Multi-GPU systems are much more common than you might think. Most of the time, when someone mentions mGPU, you think about high-end gaming machines with …

Performance Tweets Series: Debugging & Robustness

Prior to explicit graphics APIs a lot of draw-time validation was performed to ensure that resources were synchronized and everything set up correctly. A side-effect of this robustness …