I'm currently working on a frame graph feature at PasVulkan, which can simplify a lot when using the Vulkan API, because a frame graph has all important informations about a frame like its compute passes, its render passes, its attachments, its inputs, its outputs, its resources and its lifetimes and so on, so that the frame graph compiler can ideally allocate the GPU resources quite optimally (including reusing/aliasing of GPU resources) and so that the frame graph compiler can generate a quite optimal parallelizable processing-ordering directed acyclic graph, where multiple processing-sequences for each previously created Vulkan GPU queue can be created from it then for more optimal usage of the GPU also.
Here you can find further informations about the frame graph concept:
Here you can find further informations about the frame graph concept:
- FrameGraph: Extensible Rendering Architecture in Frostbite
- https://www.ea.com/frostbite/news/framegraph-extensible-rendering-architecture-in-frostbite
- https://www.gdcvault.com/play/1024612/FrameGraph-Extensible-Rendering-Architecture-in
- https://www.slideshare.net/DICEStudio/framegraph-extensible-rendering-architecture-in-frostbite
- Render graphs and Vulkan — a deep dive
- High-Level Rendering Using Render Graphs
- And more at https://github.com/gfx-rs/gfx/wiki/Frame-graphs