diff --git a/doc/platforms-vk.dox b/doc/platforms-vk.dox index 5a06fa19f..cb0d54dcc 100644 --- a/doc/platforms-vk.dox +++ b/doc/platforms-vk.dox @@ -73,7 +73,17 @@ Build as a static library and supply to CMake via `Vulkan_LIBRARY`: @include libvulkan.cpp -@section platforms-vk-best-practices Vulkan best practices +@section platforms-vk-best-practices Vulkan tutorials and best practices + +@m_class{m-note m-danger} + +@par + Please note that various vendor may suggest mutually incompatible workflows + and what works best for one may not work for another. Certain tutorials and + posts were also written very early on the Vulkan evolution timeline (2016, + 2017) and the understanding of the API, best practices and driver fast + paths may have changed since. If in doubt about efficiency of certain + approach, always consult multiple sources. Khronos wiki: @@ -90,6 +100,11 @@ NVidia tutorials and tips: - [Tips and Tricks: Vulkan Dos and Don’ts](https://developer.nvidia.com/blog/vulkan-dos-donts/) - [Vulkan Device Generated Commands](https://developer.nvidia.com/blog/new-vulkan-device-generated-commands/) +Intel tutorials: + +- [API without Secrets: Introduction to Vulkan](https://software.intel.com/content/www/us/en/develop/articles/api-without-secrets-introduction-to-vulkan-preface.html) + - [Important note about framebuffer creation efficiency](https://github.com/GameTechDev/IntroductionToVulkan/issues/20) + ARM best practices: - [Vulkan Best Practice for Mobile Developers](https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers) @@ -98,6 +113,7 @@ Various useful links: - [Yet another blog explaining Vulkan synchronization](http://themaister.net/blog/2019/08/14/yet-another-blog-explaining-vulkan-synchronization/) - [Writing an efficient Vulkan renderer](https://zeux.io/2020/02/27/writing-an-efficient-vulkan-renderer/) +- [Custom memory allocators](https://rastergrid.com/blog/sw-eng/2021/03/custom-memory-allocators/) */