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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.

Referenced by

descriptor / descriptor set · dynamic rendering