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direct-binding I/O
An optimization that wires a shader's inputs and outputs straight to their storage, skipping indirection.
Shader inputs and outputs normally pass through a layer of indirection that costs time on every draw. Direct-binding I/O connects them directly, cutting that overhead. On aarch64 (64-bit ARM) hardware, microZeus reports this yielding roughly a 70% frame-rate improvement.
See also
- descriptor / descriptor setA grouped bundle of resource bindings handed to a shader together.
- draw callA single command telling the GPU to render a batch of geometry.
- dynamic renderingA Vulkan feature that lets you render without pre-declaring a rigid render-pass object first.