Vulkan-Samples
renderdoc
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Vulkan-Samples | renderdoc | |
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44 | 13 | |
3,918 | 8,408 | |
4.9% | - | |
9.2 | 9.8 | |
6 days ago | 2 days 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?
renderdoc
- Building the DirectX shader compiler better than Microsoft?
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RenderDoc is a free MIT licensed stand-alone graphics debugger
heh https://github.com/baldurk/renderdoc#readme is all "RenderDoc is intended for debugging your own programs only. Any discussion of capturing programs that you did not create will not be allowed in any official public RenderDoc setting, including the issue tracker, discord, or via email" but the 3 of the 4 screenshots are of dota2 :-D
Still, that looks handy for sure
- Descriptor Buffers with RenderDoc
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Need help: capture Hogwarts Legacy in RenderDoc?
He's pretty clear about it every time it's asked. Tracing copyrighted games is legally questionable, and tools like RenderDoc are often abused by people to do illegal asset ripping/reselling.
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Are bindless textures niche or weird?
Baldur explains why he won't implement bindless texture support in this issue: https://github.com/baldurk/renderdoc/issues/850
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How to debug a non-working ray generation shader?
Unfortunately the main developer for Renderdoc is against adding ray tracing support : https://github.com/baldurk/renderdoc/issues/2317
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Help implementing support for RenderDoc.
RenderDoc bug report: https://github.com/baldurk/renderdoc/issues/2800
- RenderDoc v1.23 is now available
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Renderdoc Crashing On glfwCreateWindow()
Remember that Renderdoc is open source: https://github.com/baldurk/renderdoc/. This means you can build it with symbols and attach a debugger.
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Renderdoc's GPU Selection on a laptop
Renderdoc works by inserting itself as a Vulkan layer, which means it can change the output of functions if it so chooses. As you can see in the RenderDoc version of vkEnumeratePhysicalDevices it changes how devices are returned, and this likely is the reason the order changes.
What are some alternatives?
Vulkan - Examples and demos for the new Vulkan API
apitrace - Tools for tracing OpenGL, Direct3D, and other graphics APIs
vulkano - Safe and rich Rust wrapper around the Vulkan API
reshade - A generic post-processing injector for games and video software.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
dgVoodoo2 - Glide/DirectX implementation on D3D11/12
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.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
VulkanHelper - A simple helper interface between Vulkan C API and C++ containers
vulkan-renderer - Game engine written with C++ and Vulkan.
glTF-Sample-Models - glTF Sample Models
RayTracer - Ray Tracer in C++ with openGL.