Optimally Shooting Furry Balls out of Vulkanoes
summary
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.
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chapters (23)
- 0:00Introduction
- 1:30The goal of this talk
- 3:16Render two triangles
- 7:00foo
- 11:07Regularities
- 13:33Vulkan API
- 21:03Handles
- 24:13Interface
- 25:27Funky Constructor
- 27:45Vulcan Device
- 31:38CRTP Implementation
- 34:03Q Families
- 36:56helpers
- 37:43static struct
- 39:13data movement
- 42:45texture units
- 43:51buffer
- 47:30mapping
- 49:54copy
- 50:29parallel
- 52:21GLSL
- 55:37Questions
- 57:06GLSL Explanation
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