C++ Vulkan

Open-source C++ projects categorized as Vulkan | Edit details

Top 23 C++ Vulkan Projects

  • GitHub repo ncnn

    ncnn is a high-performance neural network inference framework optimized for the mobile platform

    Project mention: ncnn convert | dev.to | 2021-09-29

    ncnn install ncnn

  • GitHub repo filament

    Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2

    Project mention: Looking for Kotlin graphics programming projects that individuals or communities are actively working on. | reddit.com/r/Kotlin | 2021-10-08

    Google Filament is a C++ engine with Kotlin bindings for Android. Very high quality code on both sides https://github.com/google/filament

  • Nanos

    Run Linux Software Faster and Safer than Linux with Unikernels.

  • GitHub repo 3d-game-shaders-for-beginners

    🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.

    Project mention: Are there any resources on Post processing effects like Bloom HDR rendering tone mapping etc.. | reddit.com/r/GraphicsProgramming | 2021-11-06
  • GitHub repo bgfx

    Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

    Project mention: BGFX DirectX11 "Failed to create vertex shader" over Windows 10x64, but works fine under Win7x86 with d3d9. | reddit.com/r/GraphicsProgramming | 2021-11-22

    You'll probably have more luck here: https://github.com/bkaradzic/bgfx/discussions

  • GitHub repo dxvk

    Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / Wine

    Project mention: New Chinese GPUs with up to 10 TFLOPs announced | reddit.com/r/hardware | 2021-12-01

    DXVK i.e. DX on top of Vulkan may work, but need to get Vulkan to run natively in Windows.

  • GitHub repo MNN

    MNN is a blazing fast, lightweight deep learning framework, battle-tested by business-critical use cases in Alibaba

    Project mention: Newbie having error code of cannot build selected target abi x86 no suitable splits configured | reddit.com/r/AndroidStudio | 2021-04-12

    I found a solution on GitHub check your app's build.gradle, defaultConfig section - you need to add x86 to your ndk abiFilters ndk.abiFilters 'armeabi-v7a','arm64-v8a', 'x86' GitHub Hope it will help. You have to find that file and edit it as given here

  • GitHub repo renderdoc

    RenderDoc is a stand-alone graphics debugging tool.

    Project mention: Renderdoc's GPU Selection on a laptop | reddit.com/r/vulkan | 2021-04-19

    Renderdoc works by inserting itself as a Vulkan layer, which means it can change the output of functions if it so chooses. As you can see in the RenderDoc version of vkEnumeratePhysicalDevices it changes how devices are returned, and this likely is the reason the order changes.

  • Scout APM

    Scout APM: A developer's best friend. Try free for 14-days. Scout APM uses tracing logic that ties bottlenecks to source code so you know the exact line of code causing performance issues and can get back to building a great product faster.

  • GitHub repo GLM

    OpenGL Mathematics (GLM)

    Project mention: Any OpenGL implementations for vector-drawing hardware? | reddit.com/r/opengl | 2021-11-19

    For rendering 3D wireframes in general, involving OpenGL would overcomplicate things. Instead, you might want to look at GLM, the 3rd-party math library that many modern OpenGL apps use (because OpenGL no longer takes responsibility for any CPU-side matrix math). With GLM, in a few lines of code, you can throw 3D lines at some camera matrices and get output you can put on screen. More work would still be needed to do things like clipping/culling or opaque triangles, but that's basic 3D coding, and nothing compared to digging into the guts of an OpenGL software renderer.

  • GitHub repo xenia

    Xbox 360 Emulator Research Project

    Project mention: Is Saint's Row 2 worth it? | reddit.com/r/SaintsRow | 2021-11-23

    You could try to play it with https://xenia.jp/

  • GitHub repo Waifu2x-Extension-GUI

    Video, Image and GIF upscale/enlarge(Super-Resolution) and Video frame interpolation. Achieved with Waifu2x, Real-ESRGAN, SRMD, RealSR, Anime4K, RIFE, CAIN, DAIN, and ACNet.

    Project mention: how to get higher resolution images from vqgan+clip? | reddit.com/r/deepdream | 2021-11-29

    You lose some detail but there are several interpolating oversamplers that use deep learning to expand resolution. I haven't tried it yet but I understand this is pretty good: https://github.com/AaronFeng753/Waifu2x-Extension-GUI

  • GitHub repo magnum

    Lightweight and modular C++11 graphics middleware for games and data visualization

    Project mention: Unified Shader Programming in C++ | news.ycombinator.com | 2021-10-03
  • GitHub repo GamePlay

    Open-source, cross-platform, C++ game engine for creating 2D/3D games. (by gameplay3d)

  • GitHub repo WickedEngine

    3D engine focusing on modern rendering techniques and performance.

    Project mention: Engines used in the most popular Steam games of 2020 | reddit.com/r/gamedev | 2021-07-27

    If you want to make your own engine but you need modern advance graphic features out of box. I think Wicked Engine is a good choice. https://github.com/turanszkij/WickedEngine

  • GitHub repo duckstation

    Fast PlayStation 1 emulator for x86-64/AArch32/AArch64

    Project mention: Second time beating MGS on Duckstation | reddit.com/r/metalgearsolid | 2021-10-22

    Yup. It's pretty new and unlike ePSXe, it's getting regular updates on Github.

  • GitHub repo The-Forge

    The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2

    Project mention: Why do they make their own engine? | reddit.com/r/gamedev | 2021-11-25

    Woah, apparently they used an open source rendering framework called The-Forge. I wonder if they switched their scripting tech (I think they used to have a proprietary language, but TheForge provides lua scripting).

  • GitHub repo reshade

    A generic post-processing injector for games and video software.

    Project mention: Anti-aliasing improvements? | reddit.com/r/EliteDangerous | 2021-12-01
  • GitHub repo Vulkan-Samples

    One stop solution for all Vulkan samples

    Project mention: New Vulkan sample: comparing texture compression techniques | reddit.com/r/vulkan | 2021-11-02
  • GitHub repo VulkanTutorial

    Tutorial for the Vulkan graphics and compute API

    Project mention: Vulkan - some introductory words | dev.to | 2021-10-07

    step by step source files and shaders of that tutorial

  • GitHub repo GPCS4

    A Playstation 4 emulator just begin

    Project mention: Best spot to get a ps4 rom? (Specifically a skylanders imaginators one) | reddit.com/r/Roms | 2021-07-09

    There are, just none of them are worth using. GPCS4 can run one game, "We Are Doomed" at a very low FPS.

  • GitHub repo shaderc

    A collection of tools, libraries, and tests for Vulkan shader compilation.

    Project mention: This Week in Veloren #136: Economics, Naga | reddit.com/r/Veloren | 2021-09-15

    shaderc (https://github.com/google/shaderc) is one such shader compiler. It does the job well enough and lets us compile our GLSL shader code into the SPIR-V assembly that the graphics drivers need. However, it's written mostly in C++ and has a rather complicated build system. This means that people wanting to compile Veloren need to install a variety of extra things to get shaderc working with Veloren.

  • GitHub repo LLGL

    Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal

    Project mention: Writing game engines in c++, recommendations | reddit.com/r/learnprogramming | 2021-01-21
  • GitHub repo SpartanEngine

    Game engine with an emphasis on architectual quality and performance

    Project mention: DirectX 11/12 Graphics Engine (WIP) | reddit.com/r/GraphicsProgramming | 2021-05-13

    I've uploaded my graphics engine written in DirectX 11 on Github. Here is the link. I've tried to make implementations of all the features as straightforward as possible so they are all inside renderer in corresponding void Pass*() member function. This was inspired by approach seen in https://github.com/PanosK92/SpartanEngine. Hope it helps someone.

  • GitHub repo iree


    Project mention: GPU computing on Apple Silicon | reddit.com/r/rust | 2021-11-30

    This doesn't answer your question, but it would be cool if we had something based on MLIR for GPU compute. From what I've read, it closes the gap between NVIDIA and other GPU vendors a lot more than pure compute shaders. e.g. ONNX-MLIR, PlaidML, and IREE.

NOTE: The open source projects on this list are ordered by number of github stars. The number of mentions indicates repo mentiontions in the last 12 Months or since we started tracking (Dec 2020). The latest post mention was on 2021-12-01.

C++ Vulkan related posts


What are some of the best open-source Vulkan projects in C++? This list will help you:

Project Stars
1 ncnn 13,219
2 filament 12,893
3 3d-game-shaders-for-beginners 11,579
4 bgfx 10,187
5 dxvk 7,049
6 MNN 6,248
7 renderdoc 5,934
8 GLM 5,719
9 xenia 5,361
10 Waifu2x-Extension-GUI 5,304
11 magnum 3,707
12 GamePlay 3,405
13 WickedEngine 3,119
14 duckstation 2,819
15 The-Forge 2,681
16 reshade 2,253
17 Vulkan-Samples 1,948
18 VulkanTutorial 1,924
19 GPCS4 1,390
20 shaderc 1,187
21 LLGL 1,187
22 SpartanEngine 1,154
23 iree 910
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