2018 Vulkan Montreal Dev Day
2018-04-30
Montreal, Canada
| title | author | length |
|---|---|---|
| Introduction, Overview and Vulkan 1.1 Recap | ALON OR-BACH | 13m |
Overview of logistics and concrete Vulkan 1.1 changes plus where to give feedback: schedule, recordings and slides at https://khr.io/qa, a public Vulkan… | ||
| Render Passes in Vulkan | Bill Licea-Kane | 28m |
Explains that a render pass bundles attachments, subpasses and dependencies so the driver can optimize begin/end work and pipeline creation, with concrete… | ||
| Vulkan Memory Management | Jordan Logan | 26m |
Vulkan pushes memory decisions to the app, so use 256 MB blocks for suballocation (drivers often cap allocations around 4,000), because individual allocations… | ||
| Vulkan Assistant Layer and Layer Factory | Mark Lobodzinski | 21m |
A new best-practices layer collects non‑spec warnings and performance tips that validation layers drop, and it’s implemented with the Layer Factory framework… | ||
| Shader Toolchain: HLSL in Vulkan | Lei Zhang | 22m |
Support for HLSL into Vulkan now uses DXC + spirv-opt to front end, legalize, optimize and verify SPIR‑V with prebuilt binaries available. The pipeline… | ||
| Vulkan Subgroup Functionality | Daniel Koch | 45m |
Vulkan 1.1 adds subgroups that let invocations share data without shared memory, speeding reductions and cutting atomics; subgroup size ranges 1 to 128… | ||
| ANGLE: OpenGL on Vulkan | Jamie Madill | 12m |
ANGLE implements OpenGL ES on Vulkan as an open source translation layer that currently targets Vulkan (and previously D3D/OpenGL), records draw work into… | ||
| SwiftShader: Reference Implementation and Fallback | Nicolas Capens | 15m |
SwiftShader is a CPU software renderer that JITs per-draw code with a reactor language and LLVM/Subzero, currently passing OpenGL ES 3 dEQP and used as the… | ||
| Using Vulkan Hpp, The C++ Header for Vulkan | Markus Tavenrath | 21m |
Vulkan-Hpp is a C++ binding for Vulkan that claims zero runtime cost while adding C++ features: RAII-style wrappers, templated object construction, allocator… | ||
| Descriptor Indexing | Hai Nguyen | 20m |
Extension enables massively larger descriptor sets with a guaranteed 500,000 minimum per-set and practical device limits in the millions, adds dynamic… | ||
| Panel Discussion | 38m | |
Two-year postmortem on real Vulkan usage with concrete changes and pain points: Vulkan 1.1: HLSL legalization, shader-model 6 wave ops, separate depth/stencil… | ||
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