Difference between revisions of "Vulkan Renderer Development"

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=== General considerations ===
 
=== General considerations ===
  
* CEGUI does not support any kind of internal threading.  
+
* As of now, CEGUI does not support any kind of internal threading.  
 
* If we have separate command buffers for CEGUI and the rest of what the user's application uses, we can ensure that the states won't interfere with those of the regular rendering. (See enableExtraAttribs for more info..). This is a great advantage over OpenGL.
 
* If we have separate command buffers for CEGUI and the rest of what the user's application uses, we can ensure that the states won't interfere with those of the regular rendering. (See enableExtraAttribs for more info..). This is a great advantage over OpenGL.
 +
* Would any sort of threading for CEGUI's logic and rendering provide an advantage? In the end, the rendering would always have to wait for the logic to be processed but they could be started at separate times.
  
 
=== Maximising the CEGUI Vulkan Renderer performance ===
 
=== Maximising the CEGUI Vulkan Renderer performance ===
* Separate threads for logic and rendering processing would be optimal for CEGUI default branch.
+
* Considering that Vulkan as one of its main benefits features threading support, we might want to consider if this would be worth it for CEGUI default branch or if this even would have any benefits.
* As always, we need to keep batching low.
+
* As always, we need to keep batching low. Is there anything provided in Vulkan that allows us to batch things better? We used to make the VBOs as large as possible, which was a notable advantage even though we rendered the quads in separate draw calls. Can this be done better?
  
 
== ToDo ==
 
== ToDo ==
  
 
== State of development ==
 
== State of development ==

Revision as of 07:39, 19 June 2016

Purpose of this document

  • Provide relevant links to Vulkan documentation, Vulkan tutorials, Vulkan code snippets that we will use during development
  • Make a list of specific points we need to take into account when developing the Vulkan renderer for CEGUI:
    • What are the problems/restrictions we need to consider? What should we keep in mind?
    • How can we maximize Vulkan performance?
    • What are the restrictions? How could we get around them?
  • Keep track of the state of the development

Vulkan link collection

CEGUI Vulkan Renderer : Thoughts

General considerations

  • As of now, CEGUI does not support any kind of internal threading.
  • If we have separate command buffers for CEGUI and the rest of what the user's application uses, we can ensure that the states won't interfere with those of the regular rendering. (See enableExtraAttribs for more info..). This is a great advantage over OpenGL.
  • Would any sort of threading for CEGUI's logic and rendering provide an advantage? In the end, the rendering would always have to wait for the logic to be processed but they could be started at separate times.

Maximising the CEGUI Vulkan Renderer performance

  • Considering that Vulkan as one of its main benefits features threading support, we might want to consider if this would be worth it for CEGUI default branch or if this even would have any benefits.
  • As always, we need to keep batching low. Is there anything provided in Vulkan that allows us to batch things better? We used to make the VBOs as large as possible, which was a notable advantage even though we rendered the quads in separate draw calls. Can this be done better?

ToDo

State of development