Chapter 6: going further

Warning

This chapter is being written currently

A. Vulkan > 1.0

B. Good practices

See this guide Loaders

Vulkan headers: prototypes only. Need to somehow link to the actual code. Here or here Direct loading: static or dynamic Your system must be able to locate a Vulkan loader If you are unfamiliar with static vs. dynamic loading, please refer to this stackoverflow post cool blog Indirect loading: necessarily dynamic Dynamic symbol lookup Fastest To be clear, this is not a huge optimization. As an estimate, Arseny Kapoulkine estimates it can be in the range of 1 to 5% for typical Vulkan applications (in the same explainer) but that is a little I would like to run my own benchmarks (it should be lower for GPU bound applications, right?). vkGetInstanceProcAddr vkGetDeviceProcAddr

C. Raytracing

D. Tesselation

E. Geometry shaders

F. Shader subroutines

G. Mesh shading