framebufferfetch在ogles上是个扩展
到vulkan这里做成一个基本功能了 对应的是subpass(对照metal)
不同renderpass不能stay on chip
只有subpass可以
https://www.khronos.org/assets/uploads/developers/library/2016-vulkan-devday-uk/6-Vulkan-subpasses.pdf
显式控制资源轻松做single pass deferred
这块可以对应metal 的programable blending看
基本语法
vkCmdNextSubpass用这个就是开subpass
unity
ScriptableRenderContext.BeginSubPass
https://docs.unity3d.com/2019.1/Documentation/ScriptReference/Rendering.ScriptableRenderContext.BeginRenderPass.html
跟进去代码都在 用了vkCmdNextSubpass
unreal的实现状况
0
android 上的load store 数据监测
======================
rasterization
https://courses.cs.washington.edu/courses/cse558/11wi/lectures/02-raster_review-BPS-2011.pdf
https://www.saschawillems.de/blog/2018/07/19/vulkan-input-attachments-and-sub-passes/
unity解决方案就是 srp下用beginRenderPass了
https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.BeginRenderPass.html