Fundamental Vulkan Samples rework (Sync, command buffers and more) Some history It’s been almost ten years since I started working on my open source C++ Vulkan samples. Never would I have imagined what the coming years would look like. Back then I only knew a bit of OpenGL and very little DirectX. And I wasn’t that proficient in C++ either, my main programming language back then was Delphi (which has become a small niche as of today).| Sascha Willems
One of Vulkan’s biggest additions (compared to OpenGL) was the introduction of the SPIR-V intermediate representation for shaders. This makes it possible to use different shader language front-ends for writing your shaders, with the only requirement being to be able to compile that language to valid SPIR-V with Vulkan semantics. Unlike OpenGL (except for GL_ARB_gl_spirv) this no longer confines you to use GLSL for writing Vulkan shaders. And while GLSL is still the primary language for my C...| Sascha Willems