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Insidia tips and trick
Insidia tips and trick












insidia tips and trick
  1. #Insidia tips and trick how to
  2. #Insidia tips and trick driver
  3. #Insidia tips and trick full

Submitting work to command lists doesn’t start any work on the GPU. Accept the fact that you are responsible for achieving and controlling GPU/CPU parallelism.The single check for the existence of the extension is negligible per region. NVIDIA profiling tools utilize these markers so it’s recommended to keep region annotations even in release builds.Note that this extension will only be visible when a tool that consumes the information is available.

insidia tips and trick

Annotate your rendering regions with VK_EXT_debug_marker, or use the newer VK_EXT_debug_utils, to improve the debugging and profiling experience when using tools.Make sure to turn it off in a retail build due to performance reasons. The same extension also allows attaching debug names to resources the callback will provide this information back to the application and debuggers like Nsight and RenderDoc for resource identification.

#Insidia tips and trick driver

The driver calls this for various non-performance critical validation checks it might perform.

  • During development, register a debug callback by using VK_EXT_debug_utils.
  • Note that the debug heap can help catch subtle memory corruption issues on the application side, so keep this in mind when deciding whether to disable it. Setting the environment variable _NO_DEBUG_HEAP=1 disables the debug heap and is recommended, if possible.
  • When using MSVC on Windows, debug builds will by default enable the MSVCRT debug heap, which can slow the validation layers down.
  • Use the validation layers! The validation layers can flag many errors in the command stream, which can help avoid bugs in your application.
  • The more efficiently one can use parallel hardware cores of the CPU to record work in parallel, the greater the benefit in terms of draw call submission performance that can be expected. While total cost of recording command lists on Vulkan should be relatively low, the amount of work measured on the application’s thread may be larger due to the loss of driver threading.
  • Don’t expect driver to move processing of your Vulkan API commands to a worker thread.
  • Task graph architecture is a good option that allows sufficient parallelism in terms of draw submission while also respecting resource and command queue dependencies.

    insidia tips and trick

    Parallelize command buffer recording, image and buffer creation, descriptor set updates, pipeline creation, and memory allocation / binding.

    #Insidia tips and trick full

    It is not exhaustive, and is expected to be augmented over time, but should be a useful stepping stone for developers looking to utilize Vulkan to its full potential. The following document is a compilation of wisdom from some of the Vulkan experts at NVIDIA.

    #Insidia tips and trick how to

    Optimal use of Vulkan is not a trivial concept, especially in the context of a large engine, and information about how to maximize performance is still somewhat sparse. The increased performance potential of modern graphics APIs is coupled with a dramatically increased level of developer responsibility.














    Insidia tips and trick