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Vulkan Resources

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#1 L. Spiro   Members   

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Posted 17 February 2016 - 06:19 PM

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Homehttps://www.khronos.org/vulkan/
SDKhttp://lunarg.com/vulkan-sdk/
 
AMD drivershttp://gpuopen.com/gaming-product/vulkan/ (Note that Vulkan support is now part of AMD’s official drivers, so simply getting the latest drivers for your card should give you Vulkan support.)
NVIDIA drivershttps://developer.nvidia.com/vulkan-driver (Note that Vulkan support is now part of NVIDIA’s official drivers, so simply getting the latest drivers for your card should give you Vulkan support.)
Intel drivershttp://blogs.intel.com/evangelists/2016/02/16/intel-open-source-graphics-drivers-now-support-vulkan/
 
Quick referencehttps://www.khronos.org/registry/vulkan/specs/1.0/refguide/Vulkan-1.0-web.pdf
Referencehttps://www.khronos.org/registry/vulkan/specs/1.0/apispec.html
 
GLSL-to-SPIR-Vhttps://github.com/KhronosGroup/glslang

Sample code: https://github.com/LunarG/VulkanSamples
https://github.com/SaschaWillems/Vulkan
https://github.com/nvpro-samples
https://github.com/nvpro-samples/gl_vk_chopper
https://github.com/nvpro-samples/gl_vk_threaded_cadscene
https://github.com/nvpro-samples/gl_vk_bk3dthreaded
https://github.com/nvpro-samples/gl_vk_supersampled
https://github.com/McNopper/Vulkan
https://github.com/GPUOpen-LibrariesAndSDKs/HelloVulkan
 
C++https://github.com/nvpro-pipeline/vkcpp
https://developer.nvidia.com/open-source-vulkan-c-api

Getting startedhttps://vulkan-tutorial.com/
https://renderdoc.org/vulkan-in-30-minutes.html
https://www.khronos.org/news/events/vulkan-webinar
https://developer.nvidia.com/engaging-voyage-vulkan
https://developer.nvidia.com/vulkan-shader-resource-binding
https://developer.nvidia.com/vulkan-memory-management
https://developer.nvidia.com/opengl-vulkan
https://github.com/vinjn/awesome-vulkan

Videoshttps://www.youtube.com/playlist?list=PLYO7XTAX41FPg08uM_bgPE9HLgDAyzDaZ

 
 
L. Spiro


Edited by L. Spiro, 16 March 2017 - 01:36 PM.


#2 Damir Halilovic   Members   

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Posted 17 February 2016 - 07:03 PM

Awesome, many thanks for the roundup!



#3 Ryan_001   Prime Members   

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Posted 17 February 2016 - 07:04 PM

One thing to mention, you need those specific older Nvidia drivers, their newer ones on their site do not support Vulkan (yet?); or at least they didn't for me.



#4 Eternal   Members   

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Posted 18 February 2016 - 07:09 AM

I liked Vulkan in 30 Minutes as a short overview of Vulkan concepts.



#5 L. Spiro   Members   

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Posted 18 February 2016 - 08:24 AM

I liked Vulkan in 30 Minutes as a short overview of Vulkan concepts.

Added to the top.


L. Spiro

Edited by L. Spiro, 18 February 2016 - 08:27 AM.


#6 InvalidPointer   Members   

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Posted 18 February 2016 - 11:43 AM

FYI the AMD drivers are partially broken, at least on my 290X. There's something wrong with their ICD implementation, there are posts on the internal AMD developer forum about the issue.

 

EDIT: Never mind. I went to go check on the status of this and it looks like AMD has issued a hotfix.


Edited by InvalidPointer, 18 February 2016 - 11:46 AM.

clb: At the end of 2012, the positions of jupiter, saturn, mercury, and deimos are aligned so as to cause a denormalized flush-to-zero bug when computing earth's gravitational force, slinging it to the sun.

#7 Dingleberry   Members   

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Posted 18 February 2016 - 08:15 PM


https://github.com/SaschaWillems/Vulkan

 

Is it just me or are most of the samples doing a ton of unnecessary waiting? 

 

With the exception maybe doing something quick and dirty, special blocking loads, or maybe something fancy I can't think of at the moment, I kind of assume one wouldn't want to call vkDeviceWaitIdle or vkQueueWaitIdle very frequently. Right? But they seem littered everywhere.



#8 Hodgman   Moderators   

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Posted 18 February 2016 - 08:15 PM

https://www.khronos.org/news/events/vulkan-webinar



#9 L. Spiro   Members   

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Posted 18 February 2016 - 08:19 PM

Added.


L. Spiro

#10 Boreal   Members   

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Posted 19 February 2016 - 12:57 AM

Is it just me or are most of the samples doing a ton of unnecessary waiting? 

 

With the exception maybe doing something quick and dirty, special blocking loads, or maybe something fancy I can't think of at the moment, I kind of assume one wouldn't want to call vkDeviceWaitIdle or vkQueueWaitIdle very frequently. Right? But they seem littered everywhere.

 

It's a hell of a lot easier than setting up the infrastructure for double (or more) buffering, where you need to ensure that you don't change/delete things that are being used for the previous frame.  You still need to issue a wait every 2 frames for double buffering (3 for triple buffering, and so on), but in practice, it's just there as a safeguard for pathological scenarios and should typically be a no-op.


"So there you have it, ladies and gentlemen: the only API I’ve ever used that requires both elevated privileges and a dedicated user thread just to copy a block of structures from the kernel to the user." - Casey Muratori

 

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#11 pixeljetstream   Members   

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Posted 19 February 2016 - 03:42 AM

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several GL/Vulkan samples from NVIDIA here https://github.com/nvpro-samples

 

https://github.com/nvpro-samples/gl_vk_chopper

https://github.com/nvpro-samples/gl_vk_threaded_cadscene

https://github.com/nvpro-samples/gl_vk_bk3dthreaded

https://github.com/nvpro-samples/gl_vk_supersampled

 

still rely on NVIDIA extensions, but we are working on making them "core vulkan"

 

articles

https://developer.nvidia.com/engaging-voyage-vulkan

https://developer.nvidia.com/vulkan-shader-resource-binding

https://developer.nvidia.com/vulkan-memory-management

https://developer.nvidia.com/opengl-vulkan

 

and another set of samples

https://github.com/McNopper/Vulkan


Edited by pixeljetstream, 19 February 2016 - 03:46 AM.


#12 Spinningcubes   Members   

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Posted 21 February 2016 - 11:25 AM

My notes on vulkan at http://www.gamedevpensieve.com/graphics/graphic-api/vulkan. Not much yet as i started this weekend :).


@spinningcubes | Blog: Spinningcubes.com | Gamedev notes: GameDev Pensieve | Spinningcubes on Youtube

 

 


#13 Madolite   Members   

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Posted 21 February 2016 - 12:55 PM

I'm kinda excited for it, but with my limited openGL experience I'll be sticking with openGL for now. Definitely coming back to this in the future though, to learn more about those extra control goodies.



#14 Dingleberry   Members   

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Posted 21 February 2016 - 04:09 PM

I'm kinda excited for it, but with my limited openGL experience I'll be sticking with openGL for now. Definitely coming back to this in the future though, to learn more about those extra control goodies.

There's very little that looks anything like GL. It looks a whole lot like DX12 however.



#15 L. Spiro   Members   

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Posted 01 March 2016 - 09:57 AM

Added to the top.


L. Spiro

#16 FGFS   Members   

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Posted 06 March 2016 - 11:59 PM

This has not been mentioned:

https://github.com/vinjn/awesome-vulkan



#17 L. Spiro   Members   

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Posted 07 March 2016 - 12:58 AM

Added.


L. Spiro

#18 l0calh05t   Members   

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Posted 11 March 2016 - 09:21 AM

According to http://www.geforce.com/drivers/results/99506 Vulkan support is now in the official driver release.



#19 Alessio1989   Members   

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Posted 11 March 2016 - 01:06 PM

According to AMD, Vulkan support is integrated since Crimson 16.3 drivers http://support.amd.com/en-us/kb-articles/Pages/AMD_Radeon_Software_Crimson_Edition_16.3.aspx


"Recursion is the first step towards madness." - "Skeggǫld, Skálmǫld, Skildir ro Klofnir!"
Direct3D 12 quick reference: https://github.com/alessiot89/D3D12QuickRef/

#20 Alessio1989   Members   

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Posted 15 March 2016 - 12:26 PM

Qualcomm Adnreno Vulkan SDK is now available (free account needed): https://developer.qualcomm.com/software/adreno-gpu-sdk


Edited by Alessio1989, 15 March 2016 - 12:26 PM.

"Recursion is the first step towards madness." - "Skeggǫld, Skálmǫld, Skildir ro Klofnir!"
Direct3D 12 quick reference: https://github.com/alessiot89/D3D12QuickRef/