Relative Content

Tag Archive for vulkan

What’s the relation between image tiling and image layout?

When someone explains what image tiling is in Vulkan they essentially refer to the layout of the image, and say that OPTIMAL tiling is laid out in such a way that it’s efficient for the GPU to access, and LINEAR is, well I guess raw bytes as you’d expect, pixel for pixel. But this explanation is what I understand VkImageLayout to be. When you transfer an image to get the linear pixels you transition it to TRANSFER layout. When you need it to be accessed by the shader you have it in READ_OPTIMAL or SHADER_READ_OPTIMAL. I know tiling and layout are supposed to be two orthogonal concepts, but they seem the same to me given what I’ve just outlined.

CPU reading while GPU is copying

Is it safe to have the CPU read from a buffer while the same buffer is being used by the GPU as the source of a transfer operation using vkCmdCopyBuffer?

Vulkan transparency strangeness

I’m modifying a particle system that had been written by a colleague to render by manual blend / set-pixel in the compute pipeline (!) to draw using 2D graphics. I am seeing some strange issues with transparency.