kompute VS Vulkan

Compare kompute vs Vulkan and see what are their differences.

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. (by KomputeProject)

Vulkan

Examples and demos for the new Vulkan API (by SaschaWillems)
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kompute Vulkan
37 70
1,480 9,693
6.5% -
8.3 9.3
2 days ago 5 days ago
C++ GLSL
Apache License 2.0 MIT License
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.

kompute

Posts with mentions or reviews of kompute. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-12-14.

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.
  • Usages for vkCreateHeadlessSurfaceEXT
    2 projects | /r/vulkan | 13 Jul 2023
    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.
  • offscreen rendering vs render to texture
    1 project | /r/vulkan | 27 Jun 2023
    This is the reference I used. https://github.com/SaschaWillems/Vulkan/blob/master/examples/hdr/hdr.cpp
  • Question about descriptor buffers.
    1 project | /r/vulkan | 26 Jun 2023
    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:
  • Need help learning descriptor sets
    1 project | /r/vulkan | 21 Jun 2023
    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
    1 project | /r/vulkan | 13 Jun 2023
  • Vulkan ray tracer with fog and stuff
    1 project | /r/vulkan | 30 May 2023
    P.S. do you know of Sascha Willems’ code? https://github.com/SaschaWillems/Vulkan
  • Proper way to access a read-only texture that has no sampler from an hlsl compute shader?
    2 projects | /r/vulkan | 17 May 2023
    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)
  • Recommendations on how to start a small Vulkan project
    6 projects | /r/vulkan | 16 May 2023
    Another way I saw some projects start was by using example base classes (either Sascha Willems' implementations or the framework used by Khronos Samples).
  • I've been working on a real-time ray tracing renderer
    2 projects | /r/vulkan | 24 Apr 2023
    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.
  • Add a second texture to Sascha Willems glftLoading app
    3 projects | /r/vulkan | 11 Apr 2023
    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.

What are some alternatives?

When comparing kompute and Vulkan you can also consider the following projects:

rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

vulkano - Safe and rich Rust wrapper around the Vulkan API

ROCm - AMD ROCm™ Software - GitHub Home [Moved to: https://github.com/ROCm/ROCm]

vulkan-guide - Introductory guide to vulkan.

VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library

vk-bootstrap - Vulkan Bootstrapping Iibrary

OpenCLOn12 - The OpenCL-on-D3D12 mapping layer

msdf-atlas-gen - MSDF font atlas generator

godot-proposals - Godot Improvement Proposals (GIPs)

tinyrenderer - A brief computer graphics / rendering course

VulkanExamples - Examples and demos for the Vulkan C++ API

Vulkan-Samples - One stop solution for all Vulkan samples