Vulkan® and DOOM
This post takes a look at the interesting bits of helping id Software with their DOOM Vulkan effort, from the perspective of AMD’s Game Engineering Team.
This post takes a look at the interesting bits of helping id Software with their DOOM Vulkan effort, from the perspective of AMD’s Game Engineering Team.
How to set up the AMD Driver Symbol Server in Visual Studio.
Barriers control resource and command synchronisation in Vulkan applications and are critical to performance and correctness. Learn more here.
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.
One of the mandates of GPUOpen is to give developers better access to the hardware, and this post details extensions for Vulkan and Direct3D12 that expose additional GCN features to developers.
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.
This sample shows how to use the AMD_shader_ballot extension and mbcnt to perform a fast reduction within a wavefront.
GCN hardware supports a special out-of-order rasterization mode which relaxes the ordering guarantee, and allows fragments to be produced out-of-order.
The Vulkan™ out-of-order rasterization sample shows how to use the out-of-order rasterization extension.
HelloVulkan is a small, introductory Vulkan® “Hello Triangle” sample which shows how to set up a window, set up a Vulkan context, and render a triangle.
Vulkan validation layers make it easier to catch any mistakes, provide useful information beyond basic errors and minimize portability issues.
Renderpasses are objects designed to allow an application to communicate the high-level structure of a frame to the driver.