Vulkan-Docs VS Vulkan-Headers

Compare Vulkan-Docs vs Vulkan-Headers and see what are their differences.

Vulkan-Docs

The Vulkan API Specification and related tools (by KhronosGroup)

Vulkan-Headers

Vulkan header files and API registry (by KhronosGroup)
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Vulkan-Docs Vulkan-Headers
161 15
2,663 771
0.3% 1.2%
8.4 7.9
13 days ago 10 days ago
JavaScript C++
GNU General Public License v3.0 or later GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

Vulkan-Docs

Posts with mentions or reviews of Vulkan-Docs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-17.
  • GPU synchronization in Godot 4.3 is getting a major upgrade
    2 projects | news.ycombinator.com | 17 Feb 2024
    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
    1 project | /r/vulkan | 8 Dec 2023
  • [Roadmap Feedback] Function Pointers with some limitations
    1 project | /r/vulkan | 7 Dec 2023
  • New Vulkan Documentation Website
    10 projects | news.ycombinator.com | 11 Oct 2023
    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
    1 project | /r/vulkan | 7 Oct 2023
  • Vulkan 1.3.266 spec update
    1 project | /r/vulkan | 1 Oct 2023
  • Vulkan 1.3.262 spec update
    1 project | /r/vulkan | 27 Aug 2023
  • Vulkan 1.3.260 spec update
    1 project | /r/vulkan | 30 Jul 2023
  • Vulkan 1.3.257 spec update
    1 project | /r/vulkan | 7 Jul 2023
  • Vulkan 1.3.256 spec update
    1 project | /r/vulkan | 30 Jun 2023

Vulkan-Headers

Posts with mentions or reviews of Vulkan-Headers. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-05-04.
  • DX11 Rendering on Linux with Avalonia UI.
    2 projects | /r/dotnet | 4 May 2023
  • Hero C Compiler for Vulkan graphics
    2 projects | /r/u_waynerad | 2 May 2023
  • ELI5: What is Vulkan Runtime Libraries?
    1 project | /r/explainlikeimfive | 26 Mar 2023
  • How to learn writing a Wayland compositor?
    6 projects | /r/rust | 25 Mar 2023
    Understand Wayland concepts: Familiarize yourself with the basic concepts and principles of Wayland. This will help you gain a solid understanding of how the system works. You can refer to the official Wayland documentation (https://wayland.freedesktop.org/docs/html/) and the Wayland book (https://wayland-book.com/). Learn Rust: If you're not already proficient in Rust, take some time to learn the language. The Rust Book (https://doc.rust-lang.org/book/) is a great place to start. Study existing Wayland compositors: Since you mentioned Anvil and smallvil, you can study their source code to gain insights into how they're designed and implemented. Try to understand the structure and how different components interact with each other. Dive into Smithay: Smithay (https://github.com/Smithay/smithay) is a Rust library for building Wayland compositors. Familiarize yourself with the library and its components. You can start by studying the provided examples and reading the API documentation. Learn graphics programming: Since you're interested in graphics effects, you'll need to learn about graphics programming concepts, such as shaders, framebuffers, and texturing. Vulkan (https://www.vulkan.org/) is a popular graphics API that you can use with Rust. Check out the following resources to learn more about Vulkan and graphics programming in Rust: Vulkan Tutorial (https://vulkan-tutorial.com/) gfx-rs (https://github.com/gfx-rs/gfx), a Rust graphics library Vulkano (https://github.com/vulkano-rs/vulkano), a safe, pure-Rust wrapper around the Vulkan API Start small: Break down the compositor project into smaller, manageable tasks. Begin by implementing basic functionality, like setting up a window and drawing simple shapes. Gradually add more features, such as input handling and window management. Ask for help: Join the Wayland and Rust communities to ask questions and seek advice. You can find them on forums, mailing lists, and chat platforms like Discord or IRC. The Wayland mailing list (https://lists.freedesktop.org/mailman/listinfo/wayland-devel) and the Rust programming subreddit (https://www.reddit.com/r/rust/) are good places to start. Iterate and experiment: As you progress, keep experimenting with different graphics effects and shaders. Try to implement the features you're interested in, such as blur, window previews, and window switching.
  • CMake & SDL2: Error I've **never** seen before.
    1 project | /r/learnprogramming | 26 Feb 2023
    cmake_minimum_required(VERSION 3.0.0) project(P2_PR VERSION 0.1.0) set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED YES) set(CMAKE_CXX_EXTENSIONS OFF) add_executable(P2_PR main.cpp) find_package(Vulkan QUIET) if(NOT Vulkan_FOUND)     message(FATAL_ERROR "Vulkan not found. Download at https://www.vulkan.org/") endif() find_package(SDL2 REQUIRED) include_directories(${Vulkan_INCLUDE_DIRS}) target_link_libraries(${PROJECT_NAME} ${Vulkan_LIBRARIES} ${GLM_LIBRARIES} SDL2::SDL2)
  • Linker error with SDL2 and CMake
    2 projects | /r/learnprogramming | 16 Feb 2023
    cmake_minimum_required(VERSION 3.16) project(P1_PC) add_executable(P1_PC src/main.cpp) find_package(Vulkan REQUIRED) if(NOT Vulkan_FOUND) message(FATAL_ERROR "Vulkan not found. Download at https://www.vulkan.org/") endif() find_package(SDL2 QUIET) if(NOT SDL2_FOUND) include(FetchContent) FETCHCONTENT_DECLARE( SDL2 GIT_REPOSITORY https://github.com/libsdl-org/SDL GIT_TAG release-2.26.3 ) FetchContent_GetProperties(SDL2) if (NOT sdl2_POPULATED) set(FETCHCONTENT_QUIET NO) FetchContent_Populate(SDL2) set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) set(BUILD_GAMES OFF CACHE BOOL "" FORCE) add_subdirectory(${sdl2_SOURCE_DIR} ${sdl2_BINARY_DIR}) endif() endif() target_include_directories(${PROJECT_NAME} PRIVATE ${Vulkan_INCLUDE_DIRS} PRIVATE ${SDL2_SOURCE_DIR}) target_link_libraries(${PROJECT_NAME} ${Vulkan_LIBRARIES} SDL2-static SDL2main SDL2) target_compile_features(${PROJECT_NAME} PRIVATE cxx_std_20)
  • CMake: find_library() and find_package() never work for SDL2
    2 projects | /r/learnprogramming | 16 Feb 2023
    message(FATAL_ERROR "Vulkan not found. Download at https://www.vulkan.org/")
  • Best Functional Language Choice for Real-Time 3d?
    2 projects | /r/functionalprogramming | 15 Feb 2023
    You might look at the Vulkan API: https://www.vulkan.org/. There are bindings in many languages, including Haskell (I have personally used https://hackage.haskell.org/package/vulkan).
  • xbps-src ARM: glslangValidator: cannot execute binary file: Exec format error
    11 projects | /r/voidlinux | 5 Jan 2023
    # Template file for 'yuzu-mainline' pkgname=yuzu-mainline version=1295 revision=1 _cubeb_version=75d9d125ee655ef80f3bfcd97ae5a805931042b8 _sanitizers_cmake_version=aab6948fa863bc1cbe5d0850bc46b9ef02ed4c1a _dynarmic_version=bd570e093ca1d1206961296b90df65cda7de8e87 _sirit_version=d7ad93a88864bda94e282e95028f90b5784e4d20 _mbedtls_version=8c88150ca139e06aa2aae8349df8292a88148ea1 _xbyak_version=348e3e548ebac06d243e5881caec8440e249f65f _SDL_version=f17058b562c8a1090c0c996b42982721ace90903 _cpp_jwt_version=e12ef06218596b52d9b5d6e1639484866a8e7067 _cpp_httplib_version=305a7abcb9b4e9e349843c6d563212e6c1bbbf21 _Vulkan_Headers_version=00671c64ba5c488ade22ad572a0ef81d5e64c803 create_wrksrc=yes build_wrksrc=${pkgname}-mainline-0-${version} build_style=cmake configure_args="-DYUZU_CHECK_SUBMODULES=OFF -DYUZU_TESTS=OFF -DSIRIT_USE_SYSTEM_SPIRV_HEADERS=ON" hostmakedepends="pkg-config qt5-host-tools qt5-qmake clang" makedepends="fmt-devel libenet-devel inih-devel libusb-devel liblz4-devel opus-devel zlib-devel libzstd-devel boost-devel qt5-devel qt5-multimedia-devel libva-devel ffmpeg-devel glslang-devel SPIRV-Headers catch2 json-c++ speexdsp-devel" short_desc="Nintendo Switch Emulator" maintainer="Owen Law " license="GPL-3.0-or-later" homepage="https://github.com/yuzu-emu/yuzu-mainline" changelog="${homepage}/releases/tag/mainline-0-${version}" distfiles="${homepage}/archive/refs/tags/mainline-0-${version}.tar.gz https://github.com/herumi/xbyak/archive/${_xbyak_version}.tar.gz https://github.com/MerryMage/dynarmic/archive/${_dynarmic_version}.tar.gz https://github.com/yuzu-emu/mbedtls/archive/${_mbedtls_version}.tar.gz https://github.com/mozilla/cubeb/archive/${_cubeb_version}.tar.gz https://github.com/arsenm/sanitizers-cmake/archive/${_sanitizers_cmake_version}.tar.gz https://github.com/yuzu-emu/sirit/archive/${_sirit_version}.tar.gz https://github.com/libsdl-org/SDL/archive/${_SDL_version}.tar.gz https://github.com/arun11299/cpp-jwt/archive/${_cpp_jwt_version}.tar.gz https://github.com/yhirose/cpp-httplib/archive/${_cpp_httplib_version}.tar.gz https://github.com/KhronosGroup/Vulkan-Headers/archive/${_Vulkan_Headers_version}.tar.gz" checksum="b8b2616a24653352b8afd145ee46eb9ead07c6ef3aff8c0ff3a6225b381b4b85 fbe54fc881cdfb0876ddc8f29f74674a311ba7ae4b774751cb1b637c043e3bae 170530852547ee2f5517b0a12e643646e51a9974414084d389a85632df7c4518 8d3553ea5c3b47789c5a1a6437f948525d0a8ce2a0897000a36b511000c6bad4 8c5b7ca55ee586a3e5e63de2d31c319045f92e949140a734846a0d69ad342e2e 9f5b073625375322236a94ce8d2d803cdedad321c91e63845f487b9ebfb2c433 6612f924d1f2b2c7cb37effcda5d78550fad276887ee8f9bc391b9ecbf9e4a64 2a149e79712027d2d8141e3233df2f6679825b6f78237db3db72bc6cfc08b845 b4cc0e1f89d3c60a4dde74baa730a90de13c5dd5155b09d8dd34cd3205a6e758 61a97686b03edffa737c396f54e48da2ff0a04c3f6859ec9e80853aea6508030 99443e30caee5d2c0019de6549cc0c7c0432214494617da445753fc46374a7c3" post_extract() { mv "xbyak-${_xbyak_version}" xbyak cp -r xbyak "${build_wrksrc}/externals" mv "dynarmic-${_dynarmic_version}" dynarmic cp -r dynarmic "${build_wrksrc}/externals" mv "mbedtls-${_mbedtls_version}" mbedtls cp -r mbedtls "${build_wrksrc}/externals" mv "SDL-${_SDL_version}" SDL cp -r SDL "${build_wrksrc}/externals" mv "cubeb-${_cubeb_version}" cubeb mv "sanitizers-cmake-${_sanitizers_cmake_version}" sanitizers-cmake cp -r sanitizers-cmake cubeb/cmake cp -r cubeb "${build_wrksrc}/externals" mv "sirit-${_sirit_version}" sirit cp -r sirit "${build_wrksrc}/externals" mv cpp-jwt-${_cpp_jwt_version} cpp-jwt cp -r cpp-jwt ${build_wrksrc}/externals mv cpp-httplib-${_cpp_httplib_version} cpp-httplib cp -r cpp-httplib ${build_wrksrc}/externals mv Vulkan-Headers-${_Vulkan_Headers_version} Vulkan-Headers cp -r Vulkan-Headers ${build_wrksrc}/externals }
  • External project leaking compile flags
    3 projects | /r/cpp_questions | 30 Jun 2022
    cmake_minimum_required(VERSION 3.8) include(FetchContent) project(foo LANGUAGES C CXX) # Vulkan FetchContent_Declare( Vulkan-Headers GIT_REPOSITORY "https://github.com/KhronosGroup/Vulkan-Headers.git" GIT_TAG "sdk-1.3.216.0" ) FetchContent_MakeAvailable(Vulkan-Headers) FetchContent_Declare( Vulkan-Loader GIT_REPOSITORY "https://github.com/KhronosGroup/Vulkan-Loader.git" GIT_TAG "sdk-1.3.216.0" ) set(UPDATE_DEPS OFF CACHE INTERNAL "") set(BUILD_TESTS OFF CACHE INTERNAL "") FetchContent_MakeAvailable(Vulkan-Headers Vulkan-Loader) add_executable(dummy "main.cc") set_target_properties( ${PROJECT_NAME} PROPERTIES CXX_STANDARD 17 CXX_STANDARD_REQUIRED ON CXX_EXTENSIONS OFF ) target_compile_options( ${PROJECT_NAME} PRIVATE $<$: /ZI; > ) target_link_libraries( ${PROJECT_NAME} PRIVATE Vulkan::Vulkan )

What are some alternatives?

When comparing Vulkan-Docs and Vulkan-Headers you can also consider the following projects:

wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.

volk - Meta loader for Vulkan API

vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.

xbyak - a JIT assembler for x86(IA-32)/x64(AMD64, x86-64) MMX/SSE/SSE2/SSE3/SSSE3/SSE4/FPU/AVX/AVX2/AVX-512 by C++ header

webgpu-wgsl-hello-triangle - An example of how to render a triangle with WebGPU using WebGPU Shading Language - the "Hello world!" of computer graphics.

OpenGL-Command-Buffer-Generator-Sample - Sample OpenGL 4.5 example for command buffer generator

WASI - WebAssembly System Interface

dynarmic - An ARM dynamic recompiler. [Moved to: https://github.com/merryhime/dynarmic]

Vulkan - Examples and demos for the new Vulkan API

mbedtls - An open source, portable, easy to use, readable and flexible SSL library

vulkan-gp

SDL - Simple Directmedia Layer