Since we first announced it last year, our Vulkan wrapper KDGpu has been busy evolving to meet customer needs and our own. Our last post announced the public release of v0.1.0, and version 0.5.0 is available today. It’s never been easier to interact with modern graphics technologies, enabling you to focus on the big picture […]
Author Archives: Joshua Goins
Optimizing and Sharing Shader Structures
When writing large graphics applications in Vulkan or OpenGL, there’s many data structures that need to be passed from the CPU to the GPU and vice versa. There are subtle differences in alignment, padding and so on between C++ and GLSL to keep track of as well. I’m going to cover a tool I wrote […]