Hello everyone! How have you been ?
A little more than a year has passed since my last post, but for a good reason!
Last year was all dedicated to writing this book, Mastering Graphics Programming with Vulkan, available in different countries on Amazon US,UK,India,Italy and many more, with Marco Castorina.
All my coding free time went into the writing of this book with him, and this post is a little recap of what happened behind the scenes and my experience of writing a book for the first time!
Overview Here is a very short article on how to use Vulkan bindless features.
All the relevant c++ code is into gpu_device_vulkan.cpp and command_buffer.cpp, and you can follow along HYDRA_BINDLESS defines to see what changes.
THIS IS THE FASTEST ROUTE TO START USING BINDLESS TEXTURES THAT I KNOW OF.
This means also that is architecturally not optimal but it will serve its purposes!
There is a great article about the different features used here at arm, check it out first!