vulkan
Vulkan API bindings for Go programming language (by vulkan-go)
Vulkan
Examples and demos for the new Vulkan API (by SaschaWillems)
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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 2023-03-06.
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Announcing go-vk: A Go binding for the Vulkan graphics API
What’s the difference between this and Vulkan-go?
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3D graphics library
You might want to try vulkan-go: https://github.com/vulkan-go/vulkan
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.
What are some alternatives?
When comparing vulkan and Vulkan you can also consider the following projects:
hashcat - World's fastest and most advanced password recovery utility
vulkano - Safe and rich Rust wrapper around the Vulkan API
glfw - Go bindings for GLFW 3
vulkan-guide - Introductory guide to vulkan.
ttf-renderer - Glyph rendering in Go + Vulkan via stencils.
vk-bootstrap - Vulkan Bootstrapping Iibrary
fauxgl - Software-only 3D renderer written in Go.
msdf-atlas-gen - MSDF font atlas generator
go-webgpu - Go bindings for WebGPU, a safe & cross-platform GPU abstraction
tinyrenderer - A brief computer graphics / rendering course
vkm - A simple Go language matrix and vector math module, targeting 3D graphics.
Vulkan-Samples - One stop solution for all Vulkan samples