Topics

Graphics API

Vulkan, Direct3D, swapchains, synchronization, and API debugging notes.

Intermediate

  1. Understanding Command Submission in Modern Graphics

    One of the significant shifts in modern graphics APIs is the management of GPU commands. This shift, where developers now manage the entire lifecycle of GPU...

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Advanced

  1. Why Vulkan Warns about GalaxyOverlayVkLayer when Creating an Instance with Zero Layer Enabled?

    When creating a Vulkan instance with zero enable layers, Vulkan loader warns about GalaxyOverlayVkLayer's name not conforming to naming standard (Policy LLPL...

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  2. Why Exception Occurs at vkDestroySwapchainKHR?

    When destroying the swapchain, an exception occurs. The exception was a read access violation issue.

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  3. Why vkAcquireNextImageKHR Returns VK_NOT_READY?

    I requested three frame buffers, and vkAcquireNextImageKHR returns VKNOTREADY on the last frame buffer at the first cycle, and the returned image index is th...

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  4. Why My Depth Buffer Only Writes 0 or 1?

    Check your viewport settings in VkPipelineViewportStateCreateInfo. I bet your min/max depth are both 0.

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