SPIRV-Tools
Vulkan-Docs
SPIRV-Tools | Vulkan-Docs | |
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6 | 161 | |
1,002 | 2,669 | |
1.2% | 0.4% | |
9.3 | 8.4 | |
7 days ago | 2 days ago | |
C++ | JavaScript | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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SPIRV-Tools
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New Vulkan Documentation Website
SPIR-V is an intermediate bytecode format. That bytecode is the data that you use in the Vulkan API, and under the hood your graphics drivers compile that bytecode into the device-specific native shader binary that runs on the graphics hardware.
Vulkan doesn't come with any tools to generate that bytecode though. Foreign shader language (like HLSL, GLSL, etc) to SPIR-V compilers exist, and various graphics toolchains can generate SPIR-V. https://github.com/KhronosGroup/SPIRV-Tools does have tools to validate and optimizing SPIR-V bytecode.
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Why aren't Callable Shaders supported in raster pipelines?
In that case, there is a linker in SPIR-V tools, though it doesn't use the syntax sugar for inlined functions like Metal3 does https://github.com/KhronosGroup/SPIRV-Tools, but again, that's kind of a higher level functionality
- How standardized are shader compiler optimisations?
- 144hz > 120hz solved my performance issue
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Help trying to get Vulkan android samples running?
which is looking for https://github.com/KhronosGroup/SPIRV-Tools/releases/download/master-tot/SPIRV-Tools-master-osx-RelWithDebInfo.zip which yields a 404.
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Specialization constant has invalid size in shader module. Expected size is different from shader definition.
I would use SPIR-V Tools to disassemble the shader, and confirm that it's an issue in the on-disk shader binary. If you find that constant ID 9 on disk has size 4, then it's your shader loading that's going wrong; if it has size -1, then you need to look at why glslc has compiled your shader source with the wrong size.
Vulkan-Docs
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GPU synchronization in Godot 4.3 is getting a major upgrade
Pipelines (or in general terms PSOs) are the most problematic aspect of Vulkan / DX12 - much more than synchronization! Large parts of the gamedev industry seems to recognize all the performance issues with pipelines and therefore companies are experimenting with newer models like the VK_EXT_shader_object extension ("Vulkan without Pipelines": https://www.khronos.org/blog/you-can-use-vulkan-without-pipe...).
I've written a detailed comment about this before here (https://news.ycombinator.com/item?id=37843946#37845431) but for a much more comprehensive explanation by an engineer from Nintendo read the initial proposal for the VK_EXT_shader_object extension: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...).
There's also Casey Muratori's mail to the Vulkan advisory on 2015 that basically predicts this whole clusterfuck would happen: https://github.com/cmuratori/misc/blob/main/vulkan_dynamic_s...
- Vulkan 1.3.273 spec update
- [Roadmap Feedback] Function Pointers with some limitations
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New Vulkan Documentation Website
Apple -> MoltenVK is an emulation layer and doesn't give you as much control as using Metal directly.
Nintendo and Sony prefer their own APIs, NVN and LibGNM, and AIUI Vulkan is a second-class API on those platforms which does not offer as much power, it is widely understood studios use NVN and LibGNM to get access to the real hardware on those platforms.
Windows/AMD/NVidia/Intel -> HW manufacturers tend to prototype and release new features with D3D first and then 'backport' them to Vulkan after a while. DirectX 12 for example had mesh shaders for over 2 years before Vulkan got a vendor neutral extension for them[0]
Android and Linux are the only platform where Vulkan is a first-class citizen.
You could maybe argue Nvidia treats Vulkan as a first-class citizen because they tend to have vendor-specific Vulkan extensions for the latest features available before anyone else. But otherwise, no, Vulkan is not a first-class API anywhere except Linux and Android.
Graphics API wars are alive and well.
[0] https://github.com/KhronosGroup/Vulkan-Docs/issues/1423
- Vulkan 1.3.267 spec update
- Vulkan 1.3.266 spec update
- Vulkan 1.3.262 spec update
- Vulkan 1.3.260 spec update
- Vulkan 1.3.257 spec update
- Vulkan 1.3.256 spec update