BlogCategory: Vulkan

Vulkan® Barriers Explained

Barriers control resource and command synchronisation in Vulkan applications and are critical to performance and correctness. Learn more here.

Using Vulkan® Device Memory

This post serves as a guide on how to best use the various Memory Heaps & Memory Types exposed in Vulkan on AMD drivers, starting with some high-level tips.

Fast Compaction with mbcnt

With shader extensions, we provide access to a much better tool to get compaction done: GCN provides a special op-code for compaction within a wavefront.

Vulkan® mbcnt Sample

This sample shows how to use the AMD_shader_ballot extension and mbcnt to perform a fast reduction within a wavefront.

Vulkan® Renderpasses

Renderpasses are objects designed to allow an application to communicate the high-level structure of a frame to the driver.