@@ -199,7 +199,7 @@ outputImage[int2(gl_GlobalInvocationID.xy)] = pixel;
199199
200200== Compute queue families
201201
202- In the link :03_Drawing_a_triangle/00_Setup/03_Physical_devices_and_queue_families.adoc[physical device and queue families chapter],
202+ In the xref :03_Drawing_a_triangle/00_Setup/03_Physical_devices_and_queue_families.adoc[physical device and queue families chapter],
203203we have already learned about queue families and how to select a graphics queue family.
204204Compute uses the queue family properties flag bit `vk::QueueFlagBits::eCompute`.
205205So if we want to do compute work, we need to get a queue from a queue family that supports compute.
@@ -518,8 +518,7 @@ An interesting thing is this compute-only declaration related to the compute spa
518518
519519This defines the number of invocations of this compute shader in the current work group.
520520As noted earlier, this is the local part of the compute space.
521- Hence, the `local_` prefix.
522- As we work on a linear 1D array of particles, we only need to specify a number for x dimension in `local_size_x`.
521+ As we work on a linear 1D array of particles, we only need to specify a number for x dimension in `[numthreads(x,y,z)]`.
523522
524523The `compMain` function then reads from the last frame's SSBO and writes the
525524updated particle position to the SSBO for the current frame.
@@ -590,8 +589,8 @@ Wrong or lacking synchronization may result in the vertex stage starting to draw
590589So we must make sure that those cases don't happen by properly synchronizing the graphics and the compute load.
591590There are different ways of doing so, depending on how you submit your
592591compute workload, but in our case with two separate submits, we'll be using
593- link :03_Drawing_a_triangle/03_Drawing/02_Rendering_and_presentation.adoc[semaphores] and
594- link :03_Drawing_a_triangle/03_Drawing/02_Rendering_and_presentation.adoc[fences] to ensure that the vertex shader won't start fetching
592+ xref :03_Drawing_a_triangle/03_Drawing/02_Rendering_and_presentation.adoc[semaphores] and
593+ xref :03_Drawing_a_triangle/03_Drawing/02_Rendering_and_presentation.adoc[fences] to ensure that the vertex shader won't start fetching
595594 vertices until the compute shader has finished updating them.
596595
597596This is necessary as even though the two submits are ordered one-after-another, there is no guarantee that they execute on the GPU in this order.
@@ -601,7 +600,7 @@ So we first add a new set of synchronization primitives for the compute work in
601600The compute fences, just like the graphics fences, are created in the
602601signaled state because otherwise, the first draw would time out while waiting
603602 for the fences to be signaled as detailed
604- link :03_Drawing_a_triangle/03_Drawing/02_Rendering_and_presentation.adoc[here]:
603+ xref :03_Drawing_a_triangle/03_Drawing/02_Rendering_and_presentation.adoc[here]:
605604
606605[,c++]
607606----
@@ -651,7 +650,7 @@ We then use these to synchronize the compute buffer submission with the graphics
651650----
652651
653652Similar to the sample in the
654- link :03_Drawing_a_triangle/03_Drawing/02_Rendering_and_presentation.adoc[semaphore chapter], this setup will immediately run the
653+ xref :03_Drawing_a_triangle/03_Drawing/02_Rendering_and_presentation.adoc[semaphore chapter], this setup will immediately run the
655654 compute shader as we haven't specified any wait semaphores.
656655Note that we're using scoping braces above to ensure that the RAII temporary
657656 variables we use get a chance to clean themselves up between the compute and
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