ProgrammingHardware
Streamlining Resource Binding with End-to-End Support for Vulkan Descriptor Heaps
NVIDIA discusses how shaders use resource binding to access GPU resources and introduces end-to-end support for Vulkan descriptor heaps to streamline this process.
Shaders are GPU programs that process visual data—such as rays, pixels, geometry, and textures—to produce specific rendering effects. Shaders find necessary data through a process called resource binding. CPU code orchestrates the creation of GPU resources such as textures and memory buffers and then carefully arranges for shader code to access them through a binding protocol.