The Compute Shader // Vulkan For Beginners #28
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OGLDEV
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OGLDEV Vulkan For Beginners episode 28 on compute shaders that generate a texture sampled by a full-screen graphics pass. This URL is one tutorial in the series.
It reviews global versus local workgroups, queue selection with a WithCompute flag, and a ComputePipeline base class for modules, layouts, and dispatch. A TexGenComputePipeline writes a Shadertoy-style algorithm to a storage image; barriers then sync a FullScreenQuadPipeline that samples it. Covers storage-image descriptors, uniforms, RGBA UNORM usage, and one shared queue to avoid semaphore complexity.
For beginners already through graphics pipelines and descriptor sets in the series. Prior OpenGL compute helps but is not required.
Free on YouTube with reusable class structure for later compute demos. A working Vulkan setup is enough to follow.
Useful as a first template for compute dispatches that feed the graphics pipeline.
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