Vulkan-Samples
VulkanExamples
Vulkan-Samples | VulkanExamples | |
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44 | 5 | |
3,933 | 327 | |
1.7% | - | |
9.2 | 2.6 | |
6 days ago | 2 months ago | |
C++ | C++ | |
Apache License 2.0 | MIT License |
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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?
VulkanExamples
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Dependency management with Cmake FetchContent
cmake_minimum_required(VERSION 3.11) project(my_project LANGUAGES CXX VERSION 1.0 ) include(FetchContent) FetchContent_Declare( glfw GIT_REPOSITORY "https://github.com/glfw/glfw" GIT_TAG dd8a678a66f1967372e5a5e3deac41ebf65ee127 ) message("Fetching glfw...") FetchContent_MakeAvailable(glfw) FetchContent_Declare( vulkan GIT_REPOSITORY "https://github.com/KhronosGroup/Vulkan-Hpp" GIT_TAG 429c4c522c65d10ec6df4633a1b78fc28aca7dc3 ) message("Fetching vulkan") FetchContent_MakeAvailable(vulkan) add_executable(my_project src/main.cpp) target_link_libraries(my_project PRIVATE glfw) target_link_libraries(my_project PRIVATE vulkan)
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Two new Vulkan samples from The Khronos Group! (Profiles and C++ bindings)
The second sample comes from NVIDIA. It shows a transcoded version of the API sample, High Dynamic Range, and illustrated the usage of the C++ binding of Vulkan provided by Vulkan.hpp. Sample - https://github.com/KhronosGroup/Vulkan-Samples/tree/master/samples/api/hpp_hdr Vulkan.hpp - https://github.com/KhronosGroup/Vulkan-Hpp
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Thriving in a Crowded and Changing World: C++ 2006–2020 [pdf]
or https://github.com/KhronosGroup/Vulkan-Hpp which help quite a bit. Or https://github.com/VcDevel/std-simd.
If you want GUIs, same, you have at least (but not only) Qt or WxWidgets.
Want to interface scripting? Pybind11, Boost.Python, WrenBind17 for Wren, Sol2 for Lua... and all things that interface to C work also if you feel brave...
I really think that when it is about getting the job done... C++ goes a long way towards the task.
This is my 20 year experience of C++, almost 13 of those years professionally. Now, back to read the paper. :)
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Practice project ideas
If you're not a complete beginner, the vulkan.hpp version of Sascha Willems' samples is out of date, you could contribute some updated examples. You'd get a decent overview of various Vulkan features and become familiar with both the C and C++ APIs.
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Vulkan Hpp cheatsheet
I don't have a cheat sheet but I do have a repository with a bunch of examples that use the C++ api https://github.com/jherico/vulkan
What are some alternatives?
Vulkan - Examples and demos for the new Vulkan API
conan-center-index - Recipes for the ConanCenter repository
renderdoc - RenderDoc is a stand-alone graphics debugging tool.
std-simd - std::experimental::simd for GCC [ISO/IEC TS 19570:2018]
vulkano - Safe and rich Rust wrapper around the Vulkan API
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
C++ REST SDK - The C++ REST SDK is a Microsoft project for cloud-based client-server communication in native code using a modern asynchronous C++ API design. This project aims to help C++ developers connect to and interact with services.
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.
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API
VulkanHelper - A simple helper interface between Vulkan C API and C++ containers
glbinding - A C++ binding for the OpenGL API, generated using the gl.xml specification.