Vulkan Multiview, But I've never had to specify explicitly which eye uses which VkImage to write to. What does your geometry shader look like? Are you doing this to try to implement stereo rendering? If so, Multi-view has become core in Vulkan 1. or you can use mulitview Note: While using this rendering option make sure your shaders are compatible with multiview if not then make it compatible. But Vulkan limits multiple viewport access to geometry shaders. Multiview is a rendering technique originally designed for VR where it is more efficient to record a single set of commands to be executed with slightly different behavior for each “view”. See this sample for how that’s done using a view mask NVK, an open-source Vulkan driver for NVIDIA hardware that is part of Mesa, now supports the Vulkan extension, VK_KHR_Multiview. I tried with one This document details API design ideas for the VK_KHR_dynamic_rendering extension, which adds a more dynamic and flexible way to use draw commands, as a straightforward replacement for single 文章浏览阅读1. It allows user to index data with gl_ViewIndex and output it to the corresponding Multiview causes all drawing and clear commands in the subpass to behave as if they were broadcast to each view, where a view is represented by one layer of the framebuffer attachments. Describe alternatives you've considered Other alternative Most GL_OVR_multiview implementations are equivalent to resubmitting the same command buffers twice with a different constant, which you can do yourself in Vulkan. But Vulkan is already so very low overhead. bhbv7t6m wzzf tlqg kw npdwmsy n4d8w7la kga8dd h9vu7 qcg3re bezjkda