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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
  • 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
  • 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
  • Khronos Vulkan® Tutorial :: Vulkan Documentation Project
    About This tutorial will teach you the basics of using the Vulkan graphics and compute API Vulkan is an API by the Khronos group that provides a much better abstraction of modern graphics cards
  • 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
  • Tools | Vulkan | Cross platform 3D Graphics
    Vulkan developers have access to a broad set of tools including SDKs, profilers, libraries, game engines and frameworks You can find many of these resources on this page; use the quick buttons to jump straight to where you need to be
  • Overview :: Vulkan Documentation Project
    Vulkan solves these problems by being designed from scratch for modern graphics architectures It reduces the driver overhead by allowing programmers to clearly specify their intent using a more feature-full yet verbose API, and allows multiple threads to create and submit commands in parallel
  • 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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