4 ms·
It's great that cross-vendor barycentric coordinate support is finally arriving in Vulkan. I've been using them on Apple platforms for a while now, the ability
by ribit 4y ago
It's great that cross-vendor barycentric coordinate support is finally arriving in Vulkan. I've been using them on Apple platforms for a while now, the ability to do interpolation manually gives you a lot of flexibility in how you lay out and structure your geometry data.
I am particularly exited in combining these features with mesh shaders. We are finally at a point where fixed-function primitive data specification can be retired in favour of a fully programmable massively parallel model. In the end, everything is jut a compute shader running over a grid, where elements in the grid can be groups of objects, objects, vertices, pixels or samples. Just lay out your geometry data in the way that is actually beneficial to your application and generate the rest on the fly. It's refreshing and liberating. Maybe at some point we can even retire the fixed-function rasterisation, although that one is a bit more tricky (especially with massive benefits of tiled rasterisation and shading).