Vulkan render to texture

Render-To-Texture with Vulkan in Leadwerks 5 - Development

  1. Render-To-Texture with Vulkan in Leadwerks 5. In Leadwerks 4, render-to-texture was accomplished with the SetRenderTarget command, which allowed a camera to draw directly to a specified texture, while hiding the underlying framebuffer object (FBO)
  2. These 3 renders don't save anything to texture, instead, they execute atomicAdd on RGBA32UI or similar format. You will need to transform the values to integers by multiplying them by 255 or so. You also save 1 in alpha channel to keep track of fragments written to this particular voxel.Don't worry about overflowing, you wont reach that. After these 3 renders your 3d rgba32ui texture you resolve to 3d rgba16f by dividing the values of RGB channels by A channel and then by 255.0, then storing.
  3. g that you knew that you would have to tell Vulkan that you intended to use it as a color attachment
  4. Create a new function createTextureImage where we'll load an image and upload it into a Vulkan image object. We're going to use command buffers, so it should be called after createCommandPool. Create a new directory textures next to the shaders directory to store texture images in. We're going to load an image called texture.jpg fro
  5. A Vulkan texture sampler which is the bridge between the texture image data and a Vulkan shader. It includes configuration about the visual treatment to apply to the texture output during rendering. A texture sampler is bound in the Vulkan pipeline through the descriptor set layout to associate it with a sampler2D fragment shader uniform
  6. Generates a 3D texture on the cpu (using perlin noise), uploads it to the device and samples it to render an animation. 3D textures store volumetric data and interpolate in all three dimensions. Input attachments. Uses input attachments to read framebuffer contents from a previous sub pass at the same pixel position within a single render pass

So instead of using vertices (and indices) from a buffer to render something that fills the screen, the vertices and texture coordinates can easily be generated in your vertex shader using the gl_VertexIndex (see GL_KHR_vulkan_GLSL) vertex input variable (similar to OpenGL gl_VertexID) Let's first talk about what is already available in YRB to render to textures which is very similar to Vulkan (becuase it's the initial backend). RenderTarget is exposed as Textures/Images just like Vulkan. RenderPass is exposed but subpasses are ignored, So it will become only bunch of formats and their load/store operation

The contours are converted to a SDF texture at runtime with some space partitioning optimizations. The glyphs are also down sampled by a factor of 4 and stored in an OpenGL texture. Glyphs remain cached in memory and are saved to disk. Each glyph is rendered as a quad with a simple fragment shader that uses smoothstep to interpolate. The cache only stores one size of glyphs void Font:: Draw (Renderer & r, float x, float y, const std:: string & text) {int pos = x; for (auto c: text) {auto glyph = GetGlyph (c); auto texture = glyph-> GetTexture (); if (texture) {r. SetTexture (texture); float x0 = pos + glyph-> GetLeft (); float y0 = y-glyph-> GetTop (); r. DrawSprite (x0, y0, texture-> GetWidth (), texture-> GetHeight ());} pos += glyph-> GetAdvance ();} It is not possible to do rendering commands outside of a renderpass, but it is possible to do Compute commands without them. A VkRenderPass is a Vulkan object that encapsulates the state needed to setup the target for rendering, and the state of the images you will be rendering to. The renderpass is a concept that only exists in Vulkan. It's there because it allows the driver to know more about the state of the images you render

Vulkan SDK for Android 1

How to I render to a 3D texture? : vulkan

In Vulkan, a renderpass object contains the structure of the frame. In its simplest form, a renderpass encapsulates the set of framebuffer attachments, basic information about pipeline state and not much more. However, a renderpass can contain one or more subpasses and information about how those subpasses relate to one another Step-by-step guide to creating a simple graphical application using Vulkan. Getting Ready to Render. Setting up the objects which will be used to render the triangle. Creating and Accessing Memory Objects. These objects will store vital information for rendering. Creating a Texture Image. A texture determines how to colour the fragments inside the triangle. Getting Started. Introduction to. Textures; Vulkan Images. Images are the other storage type that Vulkan has, besides Buffers. Unlike buffers, images are more complicated due to all the logic they manage, and their settings. A VkImage is what holds the actual texture data. It holds the pixels and main memory of the texture, but doesn't contain a lot of information on how to read it. A VkImageView is a wrapper on top of. When you render to a texture using a render target, there is an absolute top-left defined in image space. In other words: the render target will store its first byte differently in OpenGL than in Vulkan. As long as those spaces are consistent, everything will be fine. But if you mix them, things are not, which is what we have here: we have an OpenGL texture space, but a Vulkan way of writing to a render target. After you render to a texture using a render target, and subsequently use that. Input attachments and subpasses are something unique to Vulkan and at first it might not seem clear why these should be used instead of a multi pass approach. But if you're targeting any kind of tile-based renderer, and yes, even desktop GPUs are at least partially tbrs, they are definitely worth a look. If you're doing something that doesn't require you to sample outside of the current pixel location these are the perfect tool for getting better performance out of those tbrs

Render to texture without vkCmdBlitImage

• mark when done with rendering texture as render-target and change layout to shader sampled texture • one thing in our Vulkan wrapper is changing layouts just in time (==late!) - when texture is bound as input to shaders, then change the layout - not so good • either too late for GPU • can happen even in the middle of the render-pass! - (must split RP, very bad) • this. Hello Vulkan Texture Vulkan Example. Shows the basics of rendering with textures in a QVulkanWindow. The Hello Vulkan Texture Example builds on hellovulkantriangle. Here instead of drawing a single triangle, a triangle strip is drawn in order to get a quad on the screen. This is then textured using a QImage loaded from a .png image file. Running the Example. To run the example from Qt Creator. Though Rodrigo (with some help from Blinkhawk) implemented a primitive texture cache on Vulkan to get Sonic Mania & Cave Story+ rendering, Blinkhawk saw the need for a better approach to solve this problem. He then reimplemented the texture cache from scratch, using some of Rodrigo's ideas and some inspiration from the original texture cache. This is a generic texture cache that is able to. Implementing dynamic environment mapping this week by rendering our scene to a cube map texture, allowing for our reflective objects to reflect our in-game s..

texture count or memory size threshold is reached. Overall, our proposed rendering system has three concurrently operating parts. The first is rendering, the second is recording draw commands and the third is streaming texture images. Many issues arise in recording new drawing commands as Vulkan disallow In addition, Vulkan renderer forces texture details to medium on systems with less than 3gb of graphics memory. This means that PoE can avoid any form of stuttering/spikes because the texture has to move between the GPU and the system RAM. This kind of thing is something that GGG tries. Find a solution that looks as good as possible during execution. The idea that uses the Vulkan. Last week I released my side-project, Granite, which is my take on a Vulkan rendering engine. While there are plenty of such projects out in the wild, all with their own merits, I would like to discuss my render graph implementation in particular. The render graph implementation is inspired by Yuriy O'Donnells GDC 2017 presentation: FrameGraph: Extensible Rendering Architecture in. I am trying to figure out how to create a Vulkan 2D image shared with D3D11 texture. My Windows 10 development system is equipped with Radeon RX 570 Series card which is a primary GPU device with monitors connected to it. I have 19.7.2 driver installed along with Vulkan RT and SDK 1.1.108. For the.. It is not as flexible as the Vulkan texture memory management, but it can reduce run-time texture creation costs. Command Buffer / Faster Rendering . Even in a single-threaded scenario Vulkan's command buffers provide efficient ways to render data: recording a command-buffer is faster than traditional OpenGL commands and command buffers can be re-used. In theory OpenGL's display lists.

Images - Vulkan Tutoria

The tiling mode should match the one used in Vulkan (default is optimal). After this point, the texture was ready to be used by OpenGL. Step 3: Rendering to texture (OpenGL) I rendered to texture as I would do using an ordinary 2D texture render target. For simplicity I rendered all the pixels blue And this is what I am trying to do: to import an existing D3D11 texture for allocation of Vulkan image, if I understand the concept of import right. Things are not going well at already vkGetImageMemoryRequirements2 step here. If validation layer is not enabled, I get a memory access violation inside the call I finally got a textured surface rendering in Vulkan so we now have officially surpassed StarFox (SNES) graphics: Although StarFox did have distance fog. ? Vulkan uses a sort of baked graphics pipeline. Each surface you want to render uses an object you have to create in code that contains all ma.. Easy text rendering with Vulkan. This post shows an easy way to render vector shapes in Vulkan by using stencils. I use this method to render text in Lever. Getting this renderer to work should be a good way to get started with text rendering on the Vulkan API. It is the same method as described in the Easy Scalable Text Rendering on the GPU, by Evan Wallace. It turned out to be the easiest to implement from many algorithms due to straightforward use of the rasterizing renderer

Part 27 - Vulkan load textures · Marcel Braghett

The textures can then be bound to FBOs. The memory can be imported to multiple GL contexts, bound to textures in each, and each of those views should remain layout-coherent, meaning content rendered in one will appear in the others as long as the memory backing them is the same. These specs also contain the docs for synchronization of these surfaces using Vulkan primitives, though they can be synchronized from GL to GL as well once Vulkan allocates the requisite primitives and exports them I need to share the rendering target (the actual buffer or texture) so that multiple contexts can potentially be used by the application to render into it. I don't think I can get there with EGLImages, because those are also context-specific. Also, VirtualGL has to support multisampling, but EGLImages don't. It's also unclear how exactly EGLImages are implemented, but I strongly suspect that they would introduce undesirable overhead, such as pixel copying, behind the scenes. I am. Uses that image as the render target (color attachment) of a Vulkan render pass and fills it to contain a certain pattern with color bands. Creates a GL memory object and a texture from the image and displays it using OpenGL. Checks that the displayed image contains the stripped pattern created by Vulkan Vulkan for rendering instead of OpenGL - Minecraft Feedback. For bug reports, lag, and rendering issues, please use bugs.mojang.com! Share your thoughts on graphics issues like lighting, animations, colors, textures, icons, and effects related to graphics

GitHub - SaschaWillems/Vulkan: Examples and demos for the

Vulkan enables us to send command buffers into a queue to process graphics operations. This process is designed to be thread-friendly so we can submit work using command buffers from any CPU thread and they are eventually inserted into the same GPU queue. This gives us the ability to do our own multi-threading while Vulkan runs its commands, also often in parallel, computing vertices or loading textures to maximize the use of all CPU cores I am working on a project which needs to share render targets between Vulkan and DirectX12. I have enabled the external memory extension and now allocate the memory for the render targets by adding the VkExportMemoryInfoKHR to the pNext chain of VkMemoryAllocateInfo. Similarly I have added the V Add a new function to our asset manager to expose fetching a cached pipeline. Implement the render function properly in our Vulkan pipeline class including the provisioning of descriptor sets for our textures so they can be bound correctly to our pipeline layout No, this won't work as is - you need some magic to ensure the texture read is consistent with the last framebuffer write, and not some stale cached value. I don't think this is yet exposed in vulkan. A workaround may be to schedule a copy blit for the current framebuffer to a new texture and read that, but that has obvious performance implications

Vulkan tutorial on rendering a fullscreen quad without

I can reproduce this on my side. From what I can see, you are correct: the textures are indeed using a large amount of VRAM which in term is causing this error. The problem is that the textures are uncompressed before being sent to context. So, if you have high resolution textures or a large number of them, this can cause the issue. I will go ahead and send this issue to developers. Maya should actually not be crashing if VRAM is overloaded The Vulkan Texture Import example shows how an application can import and use a VkImage in the Qt Quick scene. This provides an alternative to the underlay or overlay approaches when it comes to integrating native Vulkan rendering. This example is equivalent in most ways to the Metal Texture Import example Render target to texture • Probably a decompression is needed (& cache flush) • What will happen changes between vendors and GPU generations -can be a no-op, can be a wait for idle, can be a full cache flus Rendering a textured quad with mesh shaders follows the same principle than for a RGB triangle: - RGB Triangle with Mesh Shaders in OpenGL - RGB Triangle with Mesh Shaders in Vulkan). Ok there is an additional vertex and a texture, but it's very very similar. Here is the mesh shader, which is almost identical in OpenGL and Vulkan (in Vulkan there is an extra transformation: pos.y = -pos.

Render Targets Abstraction Graphics Code

  1. The Vulkan Texture Import example shows how an application can import and use a VkImage in the Qt Quick scene. This provides an alternative to the underlay, overlay, or render node approaches when it comes to integrating native Vulkan rendering. This example is equivalent in most ways to the Metal Texture Import example
  2. In Vulkan, it is possible to create textures with VK_IMAGE_TILING_LINEAR, this allows textures to be sampled without having to go through an explicit copy operation as you can memcpy() your texture data straight into the texture. This can be very useful for use cases where the texture is streamed in every frame. On Mali and other integrated GPUs this can save a lot of extra overhead if your application is doing a lot of dynamic 2D content. Not all GPUs are required to support this feature.
  3. In this post we'll be looking at integrating Dear ImGui in a custom Vulkan renderer. The audience I'm targeting is beginners still struggling with Vulkan. You should however have a basic Vulkan renderer already up and running. I followed Alexander Overvoorde's amazing tutorial myself and I will use it as an example. The code is entirely available at vulkan-tutorial (go to the bottom of.
  4. g Series.
  5. g as well as it can. Our.
  6. When running with Metal and Vulkan, X-Plane will reduce the resolution of your textures while you fly, in the background, without stutters, preferring to reduce resolution on textures that are not being used right now. The result should be smoother and generally less disruptive
  7. 21 Various Vulkan Objects inside a Texture No such thing as VkTexture Instead Texture state in Vulkan = VkDescriptorImageInfo Combines: VkSampler + VkImageView + VkImageLayout Sampling state + Image state + Current image layout Texture binding in Vulkan = part of VkDescriptorSetLayoutBinding Contained with VkDescriptorSetLayout Building Up the OpenGL Texture Object from Vulkan Concepts OpenGL textures are opaque, so lacks an exposed image layou

The reason temporary vulkan objects are needed is because the reflection capture resolution can be different than the swapchain resolution (and most likely will be much smaller). The framebuffer output color attachment, however, is not ephemeral, and instead is maintained by the EnvironmentCapture. The EnvironmentCapture contains one VkImage which holds the cubemap texture data, but has 7. Step-by-step guide to creating a simple graphical application using Vulkan. Getting Ready to Render. Setting up the objects which will be used to render the triangle. Creating and Accessing Memory Objects . These objects will store vital information for rendering. Creating a Texture Image. A texture determines how to colour the fragments inside the triangle. initTexture. Creates a texture. But to render to our window you have to share our allocator, our render pass, our command buffer, your pipelines have to be render-pass compatible, we have to have scheduling rules for command buffers, any texture you want to use hast o be spec'd, etc. In other words, there's a ton of internals that would need to be specified into a very complex XPLM API

Ashes | Drop-in replacement for Vulkan shared library, for

Deferred rendering mode, which is characterized by rendering into an intermediate render texture, is not recommended for use with FFR. This situation arises often when using the default Universal Rendering Pipeline, which included a blit operation by default at the end of the frame. Vulkan Texture Fetch Image Load/Store Atomic Counter Shader Storage Element buffer (EBO) Draw Indirect Buffer Vertex Buffer (VBO) Front-End (decoder). OpenGL Driver Application FBO resources (Textures / RB) OpenGL Commands Cmd bundles Push-Buffer ) s OpenGL resources Resources Graphics pipeline States Dependencies H p. 11 Application memory GPU Big Picture - Vulkan Vertex Puller (IA) Vertex Shader. Now that we have lights working in our clustered forward Vulkan renderer (same great technique the latest DOOM games are using) I am starting to implement shadow maps. The first issue that came up was managing render-to-texture when the texture might still be in use rendering the previous frame.. I think the plan is to expose framebuffers in Godot 3.1/4.0 when Vulkan rendering backend is added, or at least that is what I gather from this issue on the GitHub repository.. From what little experience I have with OpenGL, I think when framebuffers are exposed you should be able to get the normal vectors from the rendered image for post processing

Rendering text : vulkan

  1. these preparations can we create a Rendering Context and activate it. In OpenGL, all the rendering is directed to the default, back buffer. In Vulkan there is no default frame buffer. We can create an application that displays nothing at all. This is a valid approach. But if we want to display something we can create a set of buffers to which we can render. These buffers along with their prop
  2. To use Vulkan® for 3D rendering, you must create an SDL application, and understand both Vulkan® and SDL. Check whether the device supports Vulkan®. As not all Tizen devices available on the market support Vulkan® yet, check for device support with the system_info_get_platform_bool() function before using the Vulkan APIs. If the device can support Vulkan®, the function returns true in the.
  3. Vulkan offers another key difference to OpenGL with respect to memory allocation. When it comes to managing memory allocations as well as assigning it to individual resources, the OpenGL driver does most of the work for the developer. This allows applications to be developed, tested and deployed very quickly. In Vulkan however, the programmer takes responsibility meaning that many operations.
Siggraph 2016 - Vulkan and nvidia : the essentialsNVIDIA Turf Effects | NVIDIA Developer

Video: Text rendering in Vulkan using FreeType - Snorri Sturluson

Renderpasses - Vulkan Guid

So I got a free skybox texture and added a skybox renderer. The skybox is stored using in a cubemap, which is really just an array texture and a special image view. The texture has 6 layers that contain the 6 skybox images. The image view uses the VK_IMAGE_VIEW_TYPE_CUBE, which tells Vulkan to Portal 2 gets a new update to feature Vulkan renderer. Right now, Portal 2 Vulkan renderer is only available using the -vulkan command line. This means that gamers will need to enable the feature before hitting the play button. With this update, we can hear the footsteps of Valve planning something big because of the 10 year anniversary of the title. We think that this update will not be. Vulkan faces one main problem: it fragments the memory when textures need to be mapped to contiguous video memory. There's no tolerance for fragmentation, so freeing blocks will not help at all if the next texture doesn't fit in the new empty space. This will require the development of a VRAM defragmentation routine, work that can take quite some time. So we can say that today marks the da

some textures don't have MIPs, I think you need to check if the ptr is not NULL. this is all just offhand.. i have some code that is related i can check out later. IP Logged . yrex . Betatester Offline Oldunreal member Posts: 227 Joined: May 6 th, 2015. Re: Vulkan Render Device Reply #3 - Sep 27 th, 2019 at 2:48pm Print Post : Many things that the rendering API gives you (such as FTextureInfo. Fork of imgui-glium-renderer that allows setting texture filtering per-texture v 0.4.0 # imgui # glium # filter # renderer # texture. imgui-gfx-renderer. gfx renderer for the imgui crate v 0.7.0 370 # imgui # gfx # renderer. shadertoy. Rust library wrapping the Shadertoy REST API to be able to easily search through and download Shadertoy assets v 0.6.1 # shaders # shadertoy # render # mac. Various Vulkan Objects inside a Texture No such thing as VkTexture Instead Texture state in Vulkan = VkDescriptorImageInfo Combines: VkSampler + VkImageView + VkImageLayout Sampling state + Image state + Current image layout Texture binding in Vulkan = part of VkDescriptorSetLayoutBinding Contained with VkDescriptorSetLayou Vulkan renderer for imgui. It records rendering command to the provided command buffer at each call to cmd_draw.When done with the renderer you should call destroy before droping it to release all Vulkan resources held by the renderer.. All methods take a reference to a type implementing the RendererVkContext trait.. The renderer holds a set of vertex/index buffers per in flight frames Memoryless render textures are temporarily stored in the on-tile memory when it is rendered. It does not get stored in CPU or GPU memory. This reduces memory usage of your app but note that you cannot read or write to these render textures. On-tile memory is a high speed dedicated memory used by mobile GPUs when rendering. Note that memoryless render textures are only supported on iOS/tvOS 10.

Vulkan/texture3d.cpp at master · SaschaWillems/Vulkan · GitHu

EXPECTED RESULT: With Vulkan and dynamic texture indexing, players who are CPU-bound should see better and more consistent frame rates. RENDER TARGET ALIASING & DYNAMIC RENDER SCALIN To enable Vulkan support, open Player Settings, go to the Other Settings pane and clear the Auto Graphics API checkbox. You are presented with an ordered list of graphics APIs to choose from. If Vulkan is not on that list, click the '+' sign at the bottom of the list to add it. Then drag Vulkan to be the first item on the list so that it'll be used whenever supported, and you're done! All your existing shaders will get translated to Vulkan SPIR-V. I now have different materials with textures working in Vulkan. The API allows us to access every loaded texture in any shader, although some Intel chips have limitations and will require a fallback. This is interesting because some of our design decisions in Leadwerks 4 were made because we had. Right now, Portal 2's Vulkan render is only available using the -vulkan command line parameter, which means that gamers will need to enable the feature within Portal 2. Portal 2's latest update also reduced compile times for Perpetual Training Initiative puzzles, a change which will come as great news for those who are still making custom content for the game. With Portal 2's Vulkan renderer. Note that AFBC works for render-to-texture workloads. However, compression of the window surface requires an AFBC enabled display controller. Framebuffer compression therefore saves bandwidth multiple times; once on write out from the GPU and once each time that framebuffer is read. Advantage: Algorithm

For 3D textures and texture arrays, the number of array slices in the attachment. swizzle¶ The swizzle applied to the texture by the view. Type. TextureSwizzle4. viewFormat¶ The format cast that the view uses. Type. ResourceFormat. viewResourceId¶ The ResourceId of the image view itself. class renderdoc.VKRenderArea Vulkan specification requires that at least one general purpose queue must be available — a queue that supports graphics (rendering), compute, and transfer operations. In the case of Intel® hardware, there is only one queue family with one general-purpose queue, so we don't have this problem How to use it: You will get into trouble on such platforms if your application tries to fit all resources needed for rendering in DEVICE_LOCAL memory, e.g. by creating critical resources like render-target, depth-stencil textures and then streaming other resources until heap size or budget is reached. Here, 256 MB will probably not be enough to fit even the most important, basic resources, not. [/li][li]how to use texture arrays and arrays of textures [/li][li]how to implement deferred rendering [/li][/ul] [li]uses modern C++ ( C++11 and C++14 ) [/li][li]works on Windows and Linux [/li][li]comprehensive documentation explains most important concepts of the Pumex renderer [/li][li]there are only few libraries that Pumex depends on. All. Brief guide to Vulkan layers. Vulkan has a lot of really nice concepts, but one that hasn't had as much attention until now is the layer system that's built into the API ecosystem. For other APIs you generally link directly against a runtime, which is entirely opaque and calls into the driver for any of its work. This means that for tools and add-in functionality there are two options: Either.

Vulkan also allows to interpret contents of memory between aliasing resources consistently in some cases. See chapter 11.8. Memory Aliasing of Vulkan specification or VK_IMAGE_CREATE_ALIAS_BIT flag. You can create more complex layout where different images and buffers are bound at different offsets inside one large allocation. For example, one can imagine a big texture used in some render passes, aliasing with a set of many small buffers used between in some further passes. To bind a. The Oculus SDK makes use of a compositor process to present frames and handle distortion. To target the Rift, you render the scene into one or two render textures, passing these textures into the API. The Oculus runtime handles distortion rendering, GPU synchronization, frame timing, and frame presentation to the HMD Max number of color attachments used at once is limited to D3D12_SIMULTANEOUS_RENDER_TARGET_COUNT (8). Both APIs require you to specify the render targets/passes at the creation of the pipeline objects. However, Vulkan allows you to use compatible render passes, so you're not locked into the ones you specify during the pipline creation. I haven't tested it on DX12, but I would guess since it's just an RTV, this is also true on DX12 Using Arrays of Textures in Vulkan Shaders. Lately I've been trying to wrap my head how to effectively deal with textures in Vulkan. I don't want any descriptor sets that need to be bound on a per object basis, which means that just sticking each texture into it's own set binding isn't going to work. Instead, thanks to the Vulkan Fast Paths presentation from AMD, I've been looking.

2020 – Blender Big Projects — Blender Developers BlogGeForce RTX 2080 - System Requirements3D-Spieleentwicklung - Vulkan - OpenGL - GLSL - OpenCLNVIDIA GP107 GPU Specs | TechPowerUp GPU Database

Basically a Read/Write texture! It is not easy to shuffle around a Render Target, and having knowledge of which one are you using can make a huge difference for your rendering tech. Textures and Render Targets are the biggest memory lord in any rendering application, thus knowing where you are spending your memory can be really powerful Subject: [gtk+] vulkan: Rename blend pipeline to texture; Date: Sat, 30 Sep 2017 03:10:02 +0000 (UTC). Rendering textured quads by itself shouldn't be too difficult, but getting the relevant character(s) onto a texture could prove challenging. In this chapter we'll explore several methods and implement a more advanced, but flexible technique for rendering text using the FreeType library. Classical text rendering: bitmap fonts . In the early days, rendering text involved selecting a font (or. Each rendered object will typically need some uniform data along with it, that needs to be pushed to the GPU somehow. A straightforward approach is to store a VkBuffer per object and update that data for each frame. This already poses an interesting question: is one buffer enough? The problem is that this data will change dynamically. This will be in use by the GPU while the frame is in flight The Vulkan Texture Import example shows how an application can import and use a VkImage in the Qt Quick scene. This provides an alternative to the underlay, overlay, or render node approaches when it comes to integrating native Vulkan rendering.. This example is equivalent in most ways to the Metal Texture Import example. The Vulkan rendering code is taken from the Vulkan Under QML example

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