Vulkan-Samples
Vulkan-Profiles
Vulkan-Samples | Vulkan-Profiles | |
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44 | 3 | |
3,933 | 104 | |
1.7% | 3.8% | |
9.2 | 9.3 | |
6 days ago | 10 days ago | |
C++ | C++ | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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Vulkan-Samples
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Google's First Tensor Processing Unit: Architecture
Vulcan is a driver-level API. It competes with DirectX and OpenGL.
CUDA is a language you write kernels. It competes with OpenAI's Triton language.
Here's what CUDA looks like: https://github.com/tspeterkim/flash-attention-minimal/blob/m...
This is what Triton looks like: https://triton-lang.org/main/getting-started/tutorials/06-fu...
By contrast Vulcan looks like this: https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...
(It's true to some extent that maybe you could use Vulcan shaders to write deep learning kernels, maybe? I'm not aware of anyone doing it though)
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Question regarding descriptor set binding invalidation/disturbing over pipeline boundaries
Hi, i'm looking into descriptor indexing and was looking at the Vulkan-Samples repo. I finally thought i understood how the set binding invalidation works (like a stack?). In the code below both the non_uniform_indexing pipeline and the update_after_bind pipeline use the immutable sampler descriptor in their fragment shader. But since the descriptor set = 0 is rebound, won't the immutable sampler in set = 1 from the "non_uniform_indexing" pipeline be "disturbed" and have to be rebound?
- New Vulkan Sample - VK_EXT_extended_dynamic_state2 Extension
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Show HN: A tutorial for building a 2D game engine with Go and OpenGL
and see if it works.
[1] https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...
- New Vulkan sample - VK_EXT_full_screen_exclusive
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Mesh Shader Sample
In this new sample, we see how to incorporate the Vulkan extension VK_EXT_mesh_shader and introduce per primitive culling in a mesh shader. https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/mesh_shader_culling
- New Extension Sample: VK_EXT_swapchain_maintenance1
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Looking for resources / mentor
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
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Recommendations on how to start a small Vulkan project
Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
- Can anyone give valid reasons why game engines are any easier to use than just programming with something like Vulkan?
Vulkan-Profiles
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Vulkan device creation
You may want to look at Vulkan Profiles. In short, you can make a profile (like your "descriptor of features") and call an API to see if the device supports everything. And then make another call to actually create the device with the extensions and features in the profile.
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Fastest way to get guaranteed device limits?
So Vulkan 1.3 just kicked off a new concept called profiles
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Two new Vulkan samples from The Khronos Group! (Profiles and C++ bindings)
The first sample comes from Sascha Willems. It demonstrates the usage of the Vulkan Profiles Library. Sample - https://github.com/KhronosGroup/Vulkan-Samples/tree/master/samples/tooling/profiles Vulkan Profiles Library - https://github.com/KhronosGroup/Vulkan-Profiles
What are some alternatives?
Vulkan - Examples and demos for the new Vulkan API
VulkanExamples - Examples and demos for the Vulkan C++ API
renderdoc - RenderDoc is a stand-alone graphics debugging tool.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
vulkano - Safe and rich Rust wrapper around the Vulkan API
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
Waifu2x-Extension-GUI - Video, Image and GIF upscale/enlarge(Super-Resolution) and Video frame interpolation. Achieved with Waifu2x, Real-ESRGAN, Real-CUGAN, RTX Video Super Resolution VSR, SRMD, RealSR, Anime4K, RIFE, IFRNet, CAIN, DAIN, and ACNet.
MoltenVK - MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
VulkanHelper - A simple helper interface between Vulkan C API and C++ containers
ncnn - ncnn is a high-performance neural network inference framework optimized for the mobile platform