What is Vulkan and how does it differ from OpenGL? Vulkan is a low-overhead API designed to bring code “closer to metal”, boosting performance and efficiency It is based on AMD’s Mantle API, and the final spec is expected later this year In this post - A Brief Overview Of Vulkan API - Toptal Technical Editor Nermin Hajdarbegovic explains why Vulkan could be a big deal in the long run
Vulkan SSBO Array Of Structs - Game Development Stack Exchange I am trying to create a Vulkan Storage Space Buffer Object which contains an array of structs for use in my vertex shader I believe I'm missing something fundamental here because the 1st struct in
Vulkan: Unable to render using multiple view ports I have been trying to enable multiple viewports in my Vulkan Pipeline but have been unsucsessfull I used this code sample as a reference point The problem is that when I attempt to draw two side by
Frame graph in Vulkan: from theory to implementation The main problem In Vulkan the whole pipeline (with the corresponding render pass) must be pre-built So the rebuilding of the whole graph every frame can be a bottleneck as I can imagine The pipeline cache could speed up things (in theory) but avoiding sudden frame-rate drops is top priority
Get a warning about extension when compile GLSL code with glslc . . . The following below text is from the official docs, you can read more about this extension and probably glslc documentation to see why this is being caused, for now you can safely remove #extension GL_KHR_vulkan_glsl : enable and compile with 0 warnings
Difference between shader input element classification between D3D12 . . . Is there a difference between the meaning of the input classification in D3d12 and Vulkan that I'm missing? I'm not familiar with D3D12, but at first glance, it doesn't make sense to me to have different input classifications for the attributes of a vertex
What is the correct way to render to a cubemap using Vulkan? There is nothing in the Vulkan specification that prevents you from using an image of a cubemap texture as a color attachment image in a VkFramebuffer in a render pass instance So you would simply do that: create a cubemap image, and use it in the framebuffer of a render pass instance