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Binding a Graphics Pipeline in Vulkan is considered to be an expensive operation. So performance can be an issue if a program wants to bind many pipelines for each frame. Binding hundreds or even a few thousand pipelines per a frame is reasonable, a high end system could support up into the tens of thousands (good luck getting anything else done though). ...


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Note that there is a little extra info here to (hopefully) provide the info need to understand the answer at the end. Plus I don't know of any sources that give all the solution in one place.... Vulkan clip space has [1, -1] for the y axis where OpenGL has [-1, 1] so just multiplying the perspective matrix [1][1] value by -1 will "correct" the ...


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The typical solution is to compute a bounding structure using triangles that would be transformed by the vertex shader. The bounding structure is computed to be large enough to fit the entire curve that will be drawn inside of it. It can be anything from a simple quad to a tightly fitted polygon. The fragment shader then does the work of deciding which ...


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