The new vsg::GpuAnnotation instrumentation class records labels with colours into the Vulkan/vsg::CommandBuffer using the VK_EXT_debug_utils extension, which #RenderDoc can use to annotate all the commands enabling users to see how scene graph nodes map directly to GPU.
Vulkan API Example Walkthrough | buildCommandBuffers() youtu.be/NAq_mprpayg?si… | #vulkan api #vulkan #computergraphics #vulkan compute #gameengine #howtoprogram #visualdesigner #commandbuffer #graphics #learnvulkan #artist #creative #creative designer
Tom Vian - Crow Country OUT NOW 🐦⬛ Nah, it's all by CommandBuffer so it should presumably happen when the queue is processed and not before. The problem is in the blit using the MoshPass of the material, which happens after I set those textures using CommandBuffer.SetGlobalTexture.
Whoa Unity for Games posted a clip on YT from my Creator’s Spotlight stream, talking about CommandBuffer and how I used them in JellyCar Worlds. I was surprised to see my face in my YouTube feed! 😳 youtu.be/LrAOkMRlvjo
❤️GPUのドラゴンさん
🧡CommandEncoderのドラゴンさん
💛PassEncoderのドラゴンさん
💚CommandBufferのドラゴンさん
🩵Queueのドラゴンさん
💙BindGroupのドラゴンさん
💜Shaderのドラゴンさん
🩷Pipelineのドラゴンさん
#GPUはドラゴンさん