Tag: rhi
All the articles with the tag "rhi".
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Exponential Fog in a GPU Shader
How to implement exponential fog in a vertex and fragment shader — the math behind the effect and how to wire up depth-based fog blending.
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Command List Pool: Recycling Vulkan Command Buffers Without Stalling
How to build a two-queue command buffer pool that recycles in-flight buffers safely using timeline semaphore values, avoiding both stalls and data races.
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Safe Deferred Resource Release in Vulkan and DirectX 12
How to build a timeline-based release manager that safely defers GPU resource destruction until the GPU is actually done with them — without stalling the CPU.