Vulkan
Examples and demos for the new Vulkan API (by SaschaWillems)
Vulkan-ValidationLayers
Vulkan Validation Layers (VVL) (by KhronosGroup)
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Vulkan | Vulkan-ValidationLayers | |
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70 | 30 | |
9,710 | 699 | |
- | 3.0% | |
9.3 | 9.9 | |
4 days ago | 1 day ago | |
GLSL | C++ | |
MIT License | 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.
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
Posts with mentions or reviews of Vulkan.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-07-13.
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Usages for vkCreateHeadlessSurfaceEXT
Samples in https://github.com/SaschaWillems/Vulkan have shown how to use vkCreateHeadlessSurfaceEXT. But these headless samples crash at acquireNextImage from the swapchain. Now I guess the problem lies in the vulkan-wsi-layer.
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offscreen rendering vs render to texture
This is the reference I used. https://github.com/SaschaWillems/Vulkan/blob/master/examples/hdr/hdr.cpp
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Question about descriptor buffers.
Hi, I'm messing with descriptor buffers but I've came across certain issues I can't seem to solve. I'm using this tutorial as reference. I've tried UBOs and SSBOs, it works perfectly and there is no need to change the buffers offsets when recording a command buffer because I can access them by index like this:
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Need help learning descriptor sets
Hi I am trying to learn Vulkan for an upcoming project and I have so far found everything to be straight forward if very verbose. I have now come to descriptor sets, layout bindings and the so forth and it's got more confusing than I can work out. I have been following this github repo for a headless compute example and it works fine as it is. But when I tried to add an additional storage buffer to the test shader than it comes with I am unable to copy the data over instead just getting a whole collection of 0's.
- Sascha Willems bloom example dependency management
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Vulkan ray tracer with fog and stuff
P.S. do you know of Sascha Willems’ code? https://github.com/SaschaWillems/Vulkan
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Proper way to access a read-only texture that has no sampler from an hlsl compute shader?
BTW, this problem can be reproduced as described below: - clone https://github.com/SaschaWillems/Vulkan.git - build the project and run it with arguments : -v - s hlsl to enable the validation layer and to use hlsl code - run ComputeShader project. The following validation error "Type mismatch on descriptor slot ..." will be shown in the console. - to fix it, as suggested above, you can replace the 3rd line of emboss.comp, sharpen.comp, and edgedetect.comp from: Texture2D inputImage : register(t0); //Creates validation errors to RWTexture2D inputImage : register(u0); //no validation errors (you'll then need to recompile the shaders to spv with a proper hlsl compiler such as Microsoft dxc)
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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).
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I've been working on a real-time ray tracing renderer
It's not a tutorial but I'd recommend Sascha Willems examples. A good next step could be adding models and shadows (see https://github.com/SaschaWillems/Vulkan/tree/master/examples/raytracingshadows). It's a single file but you can easily understand what each function does.
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Add a second texture to Sascha Willems glftLoading app
Exactly as u/aerorang said. I recommend comparing your linked example with Sascha's gtTF Scene rendering example where he adds a normal map along with the base albedo texture. He also marked important parts of the code with the POI keyword, so you can search for them in the code.
Vulkan-ValidationLayers
Posts with mentions or reviews of Vulkan-ValidationLayers.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-20.
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Baldurs Gate 3 wont work with Vulkan
If this works then it might actually be a game bug and the game I guess passes invalid shaders when the cache exists... but it seems to work fine on windows vulkan drivers. You could try to run the game with https://github.com/KhronosGroup/Vulkan-ValidationLayers
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Help a noob out: compute shader synchronization/scheduling
For debugging these kinds of issues, I would recommend enabling the synchronization validation layer.
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Validation Layers crash Vulkan (on Android)
I would use the debugger to produce a stack trace and look into the validation layers source code. https://github.com/KhronosGroup/Vulkan-ValidationLayers Then I would either file an issue or make a PR there.
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Managing bindless descriptors in Vulkan
Currently validation layers might generate false-positive errors: https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/3450
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Validation layers sporadically cause extended dynamic states to crash.
A'rightey... I was able to reproduce this issue with Sascha Willems basic triangle example, so I am fairly certain, that this is a bug. I've opened an issue.
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Need help using Vulkan-ValidationLayers as CMake FetchContent
I am really at loss here, I found this issue but it doesn't really help me (I am starting to doubt it's even possible, maybe I'm a clown and doing it wrong...)
- Anyway to get QueueSubmit to wait on Timeline Semaphores?
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Synchronization layers being triggered by a subpass dependency
Can you post a reproduction case at https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues so we can take a look at it.
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Emacs Is Not Enough
Which is why a GPU debugger with frame tracing is so much better option.
By the way, there are actually ways to expose a print function on shader code, provided there is driver support.
https://github.com/KhronosGroup/Vulkan-ValidationLayers/blob...
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Is here a way to turn VkResult into C string?
Huh yeah. Looking through the header the function you want works with c but there are others using c++ features. The reason given is understandable.
What are some alternatives?
When comparing Vulkan and Vulkan-ValidationLayers you can also consider the following projects:
vulkano - Safe and rich Rust wrapper around the Vulkan API
vulkan-guide - Introductory guide to vulkan.
quickstep - Quickstep project
vk-bootstrap - Vulkan Bootstrapping Iibrary
pyusb - Easy USB access for Python
msdf-atlas-gen - MSDF font atlas generator
SDL - Simple Directmedia Layer
tinyrenderer - A brief computer graphics / rendering course
prjtrellis - Documenting the Lattice ECP5 bit-stream format.
Vulkan-Samples - One stop solution for all Vulkan samples
Keras - Deep Learning for humans
Vulkan vs vulkano
Vulkan-ValidationLayers vs vulkan-guide
Vulkan vs vulkan-guide
Vulkan-ValidationLayers vs quickstep
Vulkan vs vk-bootstrap
Vulkan-ValidationLayers vs pyusb
Vulkan vs msdf-atlas-gen
Vulkan-ValidationLayers vs SDL
Vulkan vs tinyrenderer
Vulkan-ValidationLayers vs prjtrellis
Vulkan vs Vulkan-Samples
Vulkan-ValidationLayers vs Keras