How to avoid hash collision for samples like descriptor_management?
I am a junior graphics development engineer. I am learning vulkan recently and try to read the relevant sample codes.
descriptor_management make me confused. According to my understanding, differrent buffer&image bindings maybe generate same hash (by resource_cache.cpp) result which could cause wrong binding for DescriptorSet. How to avoid hash collision for samples like descriptor_management? Is there any engineering details that I didn't find?
It may not be appropriate to ask such a question here but I searched a lot of information and did not receive relevant answers.I would be very grateful if anyone could help me.
Hi @ShaoyuanLi, we discussed this on our regular samples call and discovered we didn't really have the right expertise to answer your question. We suggest taking this question to one of the Vulkan Forums - see here for links to the various Vulkan community sites: https://www.vulkan.org/#join-our-community. The Khronos forum listed there is a good source of knowledgeable Vulkan experts. Reddit is always good too. LMK if that doesn't yield a good answer. Thanks!
Oh, also, Stack Overflow is an excellent resource! I'm adding a link to the Vulkan discussions to our Vulkan.org community page now...