Feeling hopeful my MVP might finally be finishing up :) :) procedural simulated city soon to be a go
Shader -> Command on GPU pipeline
Meta thread about graphics study
Btw this is notes I took while reading https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/
(Note this is DirectX, Vulkan and OpenGL little different but still lots of this stuff applies, learning those differences todo)
Todo read this https://fgiesen.wordpress.com/2011/07/03/a-trip-through-the-graphics-pipeline-2011-part-3/
This post is part of the series "A trip through the Graphics Pipeline 2011". At this point, we've sent draw calls down from our app all the way through various driver layers and the command processor;...
I’ve made a basic vulkan renderer before and am familiar with vertex buffers, vertex shader fragment shader, screen space model space etc but I don’t have a good idea of how that relates to thread groups and these different kinds of memory? Still looking for good resources on that