Update README.md
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@@ -31,6 +31,10 @@ Gryphn works to abstract away platform API functions (Vulkan, Metal, D3D11/D3D12
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- allocated from a command pool, you record your render commnands to it and then submit it. <br />
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- Uniform pools:
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- 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 />
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- Uniforms:
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- Uniform Buffers: can be used to hold smaller data like camera indicies at that type of stuff <br />
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- SSBOs: used for instanced rendering, big buffers that can be bound <br />
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- Image: textures that can be bound so they can be used <br />
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- Synchronization:
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- Fences and Semaphores allow work to be submitted to the GPU and not block CPU side behavior. <br />
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- Buffers:
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