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www.gfxstrand.net
| | www.jlekstrand.net
0.0 parsecs away

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| | [AI summary] The author discusses the complexities and challenges of descriptor sets in Vulkan and compares them to other graphics APIs like D3D12, highlighting hardware differences and the difficulties in creating a unified descriptor management system.
| | rg3.name
3.3 parsecs away

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| | themaister.net
2.5 parsecs away

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| | [AI summary] The author discusses the complexities and challenges of implementing D3D12's binding model in vkd3d-proton, highlighting the intricacies of bindless resources, local root signatures, and the transition to SM 6.6. They emphasize the need for careful handling of descriptors, validation, and the impact of hardware differences. The author also mentions the benefits of AMD's GCN architecture for bindless operations and the importance of thorough testing and code generation for different GPU architectures.
| | aerotwist.com
28.2 parsecs away

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