GLSL
Vulkan-Guide
GLSL | Vulkan-Guide | |
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27 | 9 | |
316 | 1,801 | |
1.3% | 0.3% | |
6.0 | 8.0 | |
about 2 months ago | about 2 months ago | |
Makefile | ||
- | Creative Commons Attribution 4.0 |
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GLSL
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Is there a good resource for mapping GLSL extensions to Vulkan extensions/features
You're looking for this repo
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GLSL shaders resources
You have access to physical (u64) global memory pointers through buffer_reference in GLSL, note you should be using buffer_reference2
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New Blog: Introducing Ray Tracing Position Fetch Extension
On April 27, 2023 the VulkanĀ® Ray Tracing TSG released the VK_KHR_ray_tracing_position_fetch extension, which exposes the ability to fetch vertex positions from an acceleration structure hit when tracing rays. The SPIR-V SPV_KHR_ray_tracing_position_fetch and GLSL GL_EXT_ray_tracing_position_fetch extensions have also been released to provide SPIR-V and GLSL support for this functionality.
- Where can I find and what is with there being practically no documentation for GL_EXT_spirv_intrinsics and spirv_by_reference?
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Thoughts?
You can also have general extensions that are only supported on some hardware, for instance NVIDIA supports all of these extensions on OpenGL that add support for Vulkan's thread subgroup operations while AMD only supports these extensions and a few others that add support for similar features to the extension that NVIDIA supports, but with way more restrictions.
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You Can Use Vulkan Without Pipelines Today - Khronos Blog
GL_NV_ray_tracing is a vendor extension, but it does exist.
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Porting from DXR/HLSL to Vulkan Ray Tracing Extension/GLSL
According to this document, one should be able to extract those values through
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Learning Modern 3D Graphics Programming
The reports of my death are greatly exaggerated
https://github.com/KhronosGroup/GLSL/blob/master/extensions/...
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Is there any way to index an array of bindless textures based on gl_InstanceID?
I don't think there's away. For Vulkan, there's GL_EXT_nonuniform_qualifier which allows you to index with gl_InstanceIndex but AFAIK it's not available for OpenGL.
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Drawing multiple separate textures in one draw call
AMD hardware works a little differently, and for that you have to write a waterfall loop with subgroup instructions to get the correct behavior (since GL_EXT_nonuniform_qualifier doesn't exist in OpenGL GLSL). The loop might look like this (you would use it the same way as NonUniformEXT in Vulkan GLSL).
Vulkan-Guide
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Cube World Omega - Release for MacOS
Vulkan directly supports many platforms, and also supports MacOS and IOS through porting tools.
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GLSL shaders resources
You have access to atomics in vulkan
- DXVK converting Direct Api to Vulkan Api?
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Vulkan terms vs. Direct3D 12 (aka DirectX 12) terms
You might want to take a look at our Vulkan guide. The linked chapter has common terms for Vulkan, DirectX and Metal.
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Switching the Linux graphics stack from GLX to EGL
Vulkan has WSI, which is roughly equivalent to GLX or EGL in the OpenGL world.
https://github.com/KhronosGroup/Vulkan-Guide/blob/master/cha...
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Vulkan - some introductory words
Vulkan Guide for more
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How can I learn Vulkan?
Yes The gist is: you don't actually save any time trying to not-rerecord, and it limits your ability to do many basic real optimizations, like frustum culling. https://github.com/KhronosGroup/Vulkan-Guide/blob/master/chapters/common_pitfalls.md#recording-command-buffers
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Short interest in $BB - It's increasing
Looks like there is a lot more work before it can be used for anything more than dash entertainment system.. https://github.com/KhronosGroup/Vulkan-Guide/blob/master/chapters/what_vulkan_can_do.md#safety-critical
- How to install Vulkan on Manjaro?
What are some alternatives?
clspv - Clspv is a compiler for OpenCL C to Vulkan compute shaders
Vulkan - Examples and demos for the new Vulkan API
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
VulkanTutorial - Tutorial for the Vulkan graphics and compute API
vuh - Vulkan compute for people
vulkan-guide - Introductory guide to vulkan.
ocl - OpenCL for Rust
cdogs-sdl - Classic overhead run-and-gun game
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library
apulse - PulseAudio emulation for ALSA
alpaka - Abstraction Library for Parallel Kernel Acceleration :llama:
compute-shader-101 - Sample code for compute shader 101 training