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AMD blog post about Vulkan Renderpasses

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AMD are doing some good work around Vulkan, and another blog post highlighting features has arrived. This time they are covering Vulkan Renderpasses.

QuoteAmong the features proposed by our mobile members was the renderpass — an object designed to allow an application to communicate the high-level structure of a frame to the driver. Tiling GPU drivers can use this information to determine when to bring data on and off chip, whether or not to flush data out to memory or discard the content of tile buffers and even to do things like size memory allocations used for binning and other internal operations. This is a feature that Mantle did not have, and is not part of Direct3D® 12 either.


Sounds like a pretty useful feature to have, and something it beats DirectX at for both the mobile and desktop space.

QuoteRenderpasses should not be seen as a “mobile-only” feature. This is a first class feature of the Vulkan API and one which presents a lot of opportunities for optimization and efficiency on the GPU, even for forward, immediate renderers such as the GCN architecture.

See the full blog post here.

We have a lot to thank AMD for, since Vulkan is based on AMD's own Mantle. I can't wait to see the new AMDGPU driver in action on Linux. Article taken from GamingOnLinux.com.
Tags: AMD, Vulkan
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
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4 comments

sonic 17 Feb, 2016
I am OK with amdgpu driver delay, because we will get Freesync and much more from Catalyst driver, and finally Vulkan of course.
Pecisk 17 Feb, 2016
Sounds like AMD is actually proud of their work on Vulkan. As I said, if they do release first Vulkan driver and it works amazingly well and performs well, all current moans are just moot. Let's give them time to finish all restructuring they have do to get this working.
Xelancer 17 Feb, 2016
All very exciting especially for rendering on light-weight hardware!


Last edited by Xelancer on 17 February 2016 at 9:54 am UTC
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