diff options
| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2021-02-19 10:32:19 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-02-19 10:32:19 -0800 |
| commit | e1e4220621b3bbf01d65b61a6e4f468651205b66 (patch) | |
| tree | 9836a24124c51579e863830bfd6642b02680660c /source | |
| parent | 5f7dc28a6d139487bab4ce61a60f12b3c53b6265 (diff) | |
Add a chapter on target platforms (#1720)
* Add a chapter on target platforms
The primary goals of this chapter are:
* Make users aware of just how many different ways of handling things there are across targets. If a user leaves this chapter thinking "how in the world can you abstract over all these differences?", then we have done our job, because they are primed to understand why layout and parameter binding are **necessarily** complicated.
* Help users to understand/recall the relevant capabilities and restrictions of the platforms they care about most. If somebody only cares about D3D12 and Vulkan, I want them to leave with a detailed understanding of how those two differ so they can understand the *specifics* of where the layout and parameter-binding algorithms have to treat those targets differently.
All of this could conceptually be just a background section in the layout and parameter-binding chapter, but putting it off in its own chapter avoids that one taking forever to actually get where it is going.
* Typos
Diffstat (limited to 'source')
0 files changed, 0 insertions, 0 deletions
