Vulkan
VulkanTutorial
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Vulkan | VulkanTutorial | |
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70 | 5 | |
9,628 | 2,957 | |
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9.3 | 6.2 | |
6 days ago | 9 days ago | |
GLSL | C++ | |
MIT License | Creative Commons Attribution Share Alike 4.0 |
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Vulkan
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Usages for vkCreateHeadlessSurfaceEXT
PS. I have tried to use vulkan-wsi-layer (https://gitlab.freedesktop.org/mesa/vulkan-wsi-layer) to support the VK_EXT_headless_surface, and use sample in https://github.com/SaschaWillems/Vulkan to builed a headless version triange. However, it failed at acquireNextImage from the swapchain.
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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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.
- Check out the Feb 2023 Vulkan Ecosystem Survey Results!
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With GPT-4, as a Software Engineer, this time I'm actually scared
Second, you need to learn the basics of Vulkan API, such as how to create instances, devices, queues, swapchains, command buffers, pipelines, shaders, etc. You can find some useful tutorials and examples on https://vulkan-tutorial.com/ , https://vkguide.dev/ , https://github.com/SaschaWillems/Vulkan34, etc.
- Greetings. I went through the Vulkan tutorial, but I'm really stuck going beyond this point. Any word?
VulkanTutorial
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vulkan-tutorial.com seems to be down
Yeah it seems to be down. Meanwhile you can follow the PDF/EBOOK available on their github
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VkWaitForFences blocking forever
In the original Vulkan tutorial code (based on 15_hello_triangle.cpp) the main loop of acquiring the image, executing the command buffer and presenting it is based on inflight frames. Nothing special.
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Vulkan - some introductory words
step by step source files and shaders of that tutorial
What are some alternatives?
vulkano - Safe and rich Rust wrapper around the Vulkan API
vulkan-guide - Introductory guide to vulkan.
vk-bootstrap - Vulkan Bootstrapping Iibrary
msdf-atlas-gen - MSDF font atlas generator
tinyrenderer - A brief computer graphics / rendering course
Vulkan-Samples - One stop solution for all Vulkan samples
Vulkan-Guide - One stop shop for getting started with the Vulkan API
gtec-demo-framework
VulkanApp - A repository for a graphics engine developed with Vulkan
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
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.