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- Home | Vulkan | Cross platform 3D Graphics
Vulkan is a next generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in PCs, consoles, mobile phones and embedded platforms
- Ecosystem Utilities and GPU Compatibility :: Vulkan Documentation Project
The Vulkan Hardware Database (GPUInfo org) is an invaluable resource for Vulkan developers This community-driven database collects and presents information about Vulkan support across a wide range of GPUs and devices
- Learn | Vulkan | Cross platform 3D Graphics
This Vulkan tutorial will teach you the basics of using the Vulkan graphics and compute API The ideas behind Vulkan are similar to those of Direct3D 12 and Metal, but Vulkan has the advantage of being fully cross-platform and allows you to develop for Windows, Linux and Android at the same time
- Vulkan 1. 3. 283. 0 SDK Now Available
LunarG has released a new SDK for Windows, Linux, macOS that supports Vulkan API revision 1 3 283 This new release has improved validation coverage, an improved Vulkan Configurator and a host of Windows and macOS changes that can be viewed in the release notes
- Vulkan Profiles: Simplifying Feature Detection
Let’s see how to implement profiles in your Vulkan application We’ll use the Best Practices profile as an example to demonstrate how profiles can replace the manual feature detection we had to do in the previous chapter
- What is Vulkan? :: Vulkan Documentation Project
Vulkan is a new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms
- Vulkan Documentation :: Vulkan Documentation Project
The Vulkan tutorial will teach you the basics of using Vulkan It will help you get started with the API and teaches you how to get your first graphics and compute programs up and running using the C++ programming language
- Fundamentals :: Vulkan Documentation Project
Vulkan exposes one or more devices, each of which exposes one or more queues which may process work asynchronously to one another The set of queues supported by a device is partitioned into families
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