5 ms·
> Not sure if this is an "oh, no" event. it's not. descriptor sets are realistically never getting deprecated. old code doesn't have to be rewritten if it wor
by nicebyte 7mo ago
> Not sure if this is an "oh, no" event.
it's not.
descriptor sets are realistically never getting deprecated. old code doesn't have to be rewritten if it works. there's no point.
if you're doing bindless (which you most certainly arent if you're still stuck with descriptor sets) this offers a better way of handling that.
if you care to upgrade your descriptor set based path to use heaps, this extension offers a very nice pathway to doing so _without having to even recompile shaders_.
for new/future code, this is a solid improvement.
if you're happy where you are with your renderer, there isn't a need to do anything.
- p_l 7mo agoAnd apparently if you do mobile you stay away from big chunk of dynamic rendering and use Vulkan 1.0 style renderpasses... or you leave performance on the floor (based on guidelines from various mobile GPU vendors)
- Animats 7mo agoVulkan on mobile and web runs several years behind Vulkan on desktop. This is a problem for portable toolkits such as WGPU.
- xyzsparetimexyz 7mo agoPeople need to stop cucking their wrapper APIs by catering to apple/mobile
- exDM69 7mo ago> or you leave performance on the floor The dynamic rendering local read feature is for this. You can get tiler gpus working on the happy path without the need for verbose render passes. But mobile driver support being what it is, it'll take time until it's widespread in consumer devices (which don't get driver updates).