framebufferfetch in vulkan

framebufferfetch在ogles上是个扩展

到vulkan这里做成一个基本功能了 对应的是subpass(对照metal)

不同renderpass不能stay on chip

只有subpass可以

https://www.khronos.org/assets/uploads/developers/library/2016-vulkan-devday-uk/6-Vulkan-subpasses.pdf

显式控制资源轻松做single pass deferred

这块可以对应metal 的programable blending看

基本语法

vkCmdNextSubpass用这个就是开subpass

unity 

ScriptableRenderContext.BeginSubPass

https://docs.unity3d.com/2019.1/Documentation/ScriptReference/Rendering.ScriptableRenderContext.BeginRenderPass.html

跟进去代码都在 用了vkCmdNextSubpass

unreal的实现状况 

 0

android 上的load store 数据监测

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rasterization 

https://courses.cs.washington.edu/courses/cse558/11wi/lectures/02-raster_review-BPS-2011.pdf

https://www.saschawillems.de/blog/2018/07/19/vulkan-input-attachments-and-sub-passes/

unity解决方案就是 srp下用beginRenderPass了

https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.BeginRenderPass.html

原文地址:https://www.cnblogs.com/minggoddess/p/11608055.html