Recently I have been working on a library that needs to directly interact with GPU kernel drivers from various vendors on Android/Linux systems. Compared to various GPU APIs, information at this level is quite sparse; so it is not a straightforward task, to say the least, and ends up requiring me to piece multiple sources together to figure out the details. So I am logging these driver internals and resources down in case it can be useful to others that are interested in these low-level bits.
12 min read
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Vulkan is designed to be both a graphics and compute API. However, there is no formal definition of the compute subset from the Khronos group, the industry consortium behind Vulkan. The unified specification of Vulkan does not help here either as it contains everything, both graphics and compute. Unlike the complicated graphics subset, the compute subset is actually quite straightforward and clean. So in this blog post I try to explain what Vulkan compute is, from my point of view.
16 min read
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This blog post discusses how to manage resources in HLSL for Vulkan, using the SPIR-V CodeGen of DirectXShaderCompiler (DXC). It is one of the “HLSL for Vulkan” series.
7 min read