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L. Spiro

Vulkan Vulkan Resources

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Just as a heads up; Khronos have a couple of low-resolution versions of the GDC presentations up on youtube, while the slides are readable it is currently suffering from some horrible audio drop out (around the 1 hour mark you basically can't hear anything), which is not overly helpful when it comes to trying to hear about memory allocation.

I'm hoping it'll be fixed in the high resolution version, but I'm not holding out any hopes... (see comment in other thread about half-arsing things).

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Does Android emulator support Vulkan on Windows ? Or do I need a Vulkan ready Android device to develop ?

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Is there a sampled showing input_attachment usage ? I'm trying to use them but so far it doesn't work (subpassLoad() always returns 0 and there is no debug layer message related to the issue) so I'd like to see a working example.

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I forgot to fill more than one attachment in vkPipelineColorBlendStateCreateInfo ; fixing this makes subpassLoad() work. However this seems unreliable : I have an extra sampler in the pipeline_layout that I used to sample render target before having subpassLoad working but now if I remove it my device is "lost". It might be a geforce driver bug though.

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AMD has a nice memory allocator built for Vulkan. You can get a lot of insights about memory management in these new low-level APIs by looking at this code base. I used a similar approach for my memory allocator for DX12 too.

https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator

They also use this in their "Vulkan Mini-Engine"

https://github.com/GPUOpen-LibrariesAndSDKs/Anvil

Edited by mark_braga

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