~/talk

Optimally Shooting Furry Balls out of Vulkanoes

Talkat CppCon 2016 · 2016-09-18..09-23· [game-development, software-architecture]
links:none on file
slides:none on file

A concise cookbook for doing real work with Vulkan: builds a tiny C++ layer of RAII handle wrappers, accelerator_view abstraction, command-pool/queue selection, buffer binding and scoped memory mapping, and enables validation layers for safer startup. Implements rendering (two-triangle / fullscreen quad tests) and a GPU parallel sort — an odd-even transposition sort using shared memory with one atomic per workgroup — compiled from GLSL to SPIR‑V via Vulkan + Shaderc; the examples run and demonstrate the abstractions scale.

AI-written summary · about

  1. 0:00Introduction
  2. 1:30The goal of this talk
  3. 3:16Render two triangles
  4. 7:00foo
  5. 11:07Regularities
  6. 13:33Vulkan API
  7. 21:03Handles
  8. 24:13Interface
  9. 25:27Funky Constructor
  10. 27:45Vulcan Device
  11. 31:38CRTP Implementation
  12. 34:03Q Families
  13. 36:56helpers
  14. 37:43static struct
  15. 39:13data movement
  16. 42:45texture units
  17. 43:51buffer
  18. 47:30mapping
  19. 49:54copy
  20. 50:29parallel
  21. 52:21GLSL
  22. 55:37Questions
  23. 57:06GLSL Explanation
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