Update README.md
This commit is contained in:
@@ -31,6 +31,10 @@ Gryphn works to abstract away platform API functions (Vulkan, Metal, D3D11/D3D12
|
|||||||
- allocated from a command pool, you record your render commnands to it and then submit it. <br />
|
- allocated from a command pool, you record your render commnands to it and then submit it. <br />
|
||||||
- Uniform pools:
|
- Uniform pools:
|
||||||
- dynamic descriptor pools, on nvidia they use the "VK_NV_descriptor_pool_overallocation" to allow for this behavior, and on other cards they just hold a big list of internal descriptor pools. <br />
|
- dynamic descriptor pools, on nvidia they use the "VK_NV_descriptor_pool_overallocation" to allow for this behavior, and on other cards they just hold a big list of internal descriptor pools. <br />
|
||||||
|
- Uniforms:
|
||||||
|
- Uniform Buffers: can be used to hold smaller data like camera indicies at that type of stuff <br />
|
||||||
|
- SSBOs: used for instanced rendering, big buffers that can be bound <br />
|
||||||
|
- Image: textures that can be bound so they can be used <br />
|
||||||
- Synchronization:
|
- Synchronization:
|
||||||
- Fences and Semaphores allow work to be submitted to the GPU and not block CPU side behavior. <br />
|
- Fences and Semaphores allow work to be submitted to the GPU and not block CPU side behavior. <br />
|
||||||
- Buffers:
|
- Buffers:
|
||||||
|
Reference in New Issue
Block a user