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  • SPIRV-Cross, working with SPIR-V in your app

    Hans-Kristian Arntzen
    Hans-Kristian Arntzen

    If you have been following Vulkan lately, you will have heard about SPIR-V, the new shading language format used in Vulkan. We decided early on to standardize our internal engine on SPIR-V, as we needed a way to cleanly support both our OpenGL ES backend…

    • over 4 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Using Compute Post-Processing in Vulkan on Mali

    Hans-Kristian Arntzen
    Hans-Kristian Arntzen

    Vulkan fully supports compute shaders, however, they are quite underutilized on mobile. The reasons might be not having content which can take advantage of it, not having the knowledge of how to use compute, or not knowing how to use compute efficiently…

    • over 2 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
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