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Intro
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Hai Nguyen Creative Technology Lead on Art Copy & Code
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Cinder C++ Creative Coding Framework . General Information
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Validation Layers Helpful New Friends
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Friendly Reminders Basics
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Command Buffers Ordering the GPU around
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Queues Processing requests
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Queues Sharp edges
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Pipelines Pipeline State Objects
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Descriptor Sets Sharp edges
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Render Passes Subpasses
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Render Pass + Framebuffers Relationship of Subpass and Attachments
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Image Layouts
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Pipeline Barriers
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Memory Management II Reads and writes
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Shaders
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Friendly Reminders General performance considerations
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Render Loops Multiple frames in flight
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Push Constants Fast updates to shader values
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Porting Within Vulkan Going from desktop to mobile • Limited 3 channel formats for certain usage
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Porting Within Vulkan Going from desktop to mobile . Image layout behavior may vary
Description:
Explore the intricacies of integrating Vulkan support into existing mobile game codebases in this Google I/O 2016 conference talk. Delve into the logistics and technical aspects of transitioning from OpenGL ES to Vulkan, a high-efficiency graphics API designed for cross-platform usage. Learn about validation layers, command buffers, queues, pipelines, descriptor sets, render passes, image layouts, and memory management in Vulkan. Discover performance considerations, render loop optimization techniques, and the use of push constants for fast shader value updates. Gain insights on porting Vulkan applications from desktop to mobile platforms, addressing challenges such as limited 3-channel format support and varying image layout behaviors.

Make Shinier, Faster Mobile Games with Vulkan

Android Developers
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