Vulkan
vk-bootstrap4j
Vulkan | vk-bootstrap4j | |
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70 | 4 | |
9,727 | 8 | |
- | - | |
9.2 | 3.6 | |
7 days ago | about 2 months ago | |
GLSL | Java | |
MIT License | MIT License |
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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
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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.
vk-bootstrap4j
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What language is best to use Vulkan? are there drawbacks? And where is the best place to learn Vulkan with that language?
You can try in java : https://github.com/YvesBoyadjian/vk-bootstrap4j
- I'm seeking for advice, after a month of learning Vulkan I feel like I'm going nowhere
- A java port of vk-bootstrap
- vk-bootstrap4j
What are some alternatives?
vulkano - Safe and rich Rust wrapper around the Vulkan API
vk-bootstrap - Vulkan Bootstrapping Iibrary
vulkan-guide - Introductory guide to vulkan.
vulkanbook - Online book which introduces the main concepts required to write graphics games or any other applications using Vulkan in Java by using the LWJGL library.
CalderaD - SDL2 Vulkan renderer for windows/linux/android in the D Programming Language (based on vulkan-tutorial.com)
msdf-atlas-gen - MSDF font atlas generator
tinyrenderer - A brief computer graphics / rendering course
LWJGL - LWJGL is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL, Vulkan, bgfx), audio (OpenAL, Opus), parallel computing (OpenCL, CUDA) and XR (OpenVR, LibOVR, OpenXR) applications.
Vulkan-Samples - One stop solution for all Vulkan samples
Vulkan-Tutorial-Java - Vulkan tutorial by Alexander Overvoorde ported to Java