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Tag: Vulkan

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Vulkan synchronisation and graphics-compute-graphics hazards: Part I

How do you mix and match rasterisation and compute in a modern GPU? In modern rendering environments, there are a lot of cases where a compute workload is used during a frame. Compute is generic (non-fixed function) parallel programming on the GPU, commonly used for techniques that are either challenging, outright impossible, or simply inefficient to implement with the standard graphics pipeline (vertex/geometry/tessellation/raster/fragment).

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Introducing our all new PowerVR Developer Documentation website

We’re really excited to announce some big news about our PowerVR developer documentation. We’ve taken our incredibly useful, and very extensive documentation set and turned it into something much more modern and accessible in the form of a new website.

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