~/conference

2018 Vulkan Montreal Dev Day

date:2018-04-30
location:Montreal, Canada
series:Vulkan Montreal Dev Day · one edition
titleauthorlength
Introduction, Overview and Vulkan 1.1 RecapALON OR-BACH13m
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…
Talk on
Render Passes in VulkanBill Licea-Kane28m
Explains that a render pass bundles attachments, subpasses and dependencies so the driver can optimize begin/end work and pipeline creation, with concrete…
Talk
Vulkan Memory ManagementJordan Logan26m
Vulkan pushes memory decisions to the app, so use 256 MB blocks for suballocation (drivers often cap allocations around 4,000), because individual allocations…
Talk
Vulkan Assistant Layer and Layer FactoryMark Lobodzinski21m
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…
Talk
Shader Toolchain: HLSL in VulkanLei Zhang22m
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…
Talk
Vulkan Subgroup FunctionalityDaniel Koch45m
Vulkan 1.1 adds subgroups that let invocations share data without shared memory, speeding reductions and cutting atomics; subgroup size ranges 1 to 128…
Talk
ANGLE: OpenGL on VulkanJamie Madill12m
ANGLE implements OpenGL ES on Vulkan as an open source translation layer that currently targets Vulkan (and previously D3D/OpenGL), records draw work into…
Talk
SwiftShader: Reference Implementation and FallbackNicolas Capens15m
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…
Talk
Using Vulkan Hpp, The C++ Header for VulkanMarkus Tavenrath21m
Vulkan-Hpp is a C++ binding for Vulkan that claims zero runtime cost while adding C++ features: RAII-style wrappers, templated object construction, allocator…
Talk
Descriptor IndexingHai Nguyen20m
Extension enables massively larger descriptor sets with a guaranteed 500,000 minimum per-set and practical device limits in the millions, adds dynamic…
Talk
Panel Discussion38m
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…
Panel
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