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Questions tagged [vulkan]

For questions about the Vulkan graphics/compute API.

1
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1answer
54 views

Can i compile my shaders to SPIR-V without using glslangValidator?

I'm making a cross-platform application, and i need my shaders to be compiled to SPIR-V for both Opengl and Vulkan. It seems that the only way to do so is to call a separate program, called "...
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2answers
68 views

Is it possible to emulate Vulkan on a non Vulkan compatible gpu?

I don't think there is much to explain here, since the question is pretty much in the title, but i'll try to explain myself better: My current laptop's gpu does not support Vulkan, so i was wondering ...
0
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1answer
70 views

Best way to clear a framebuffer image without drawing?

So I have a framebuffer image which later acts as input to a compute shader, and some frames there is geometry drawn to the framebuffer, but some frames this is not necessary. The thing is, in my ...
1
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1answer
44 views

Controling order of execution of a (compute) shader on an array of vertices (data) in Vulkan

Is it possible to force Vulkan to execute a shader on vertices (data) in a semi-consecutive manner? For example, if the data passed to the shaders as a binary tree, shader would process it one layer ...
0
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1answer
97 views

Feeding vertex data to a compute shader

I'm writing a CAD program in vulkan. In my current design, I have line paths represented as large vertex buffers for rendering. I would like to implement an algorithm for extruding the path outwards, ...
1
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1answer
167 views

Which 3D applications currently uses Vulkan API?

I'm a newbie in terms of CG world. I'm curious to know about the applications that use Vulkan API and their performances compared to other APIs. As I read, Vulkan has more access to the graphic cards ...
1
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1answer
69 views

How different is the SPIR-V accepted by OpenGL (ARB_gl_spirv) from SPIR-V accepted by Vulkan?

The format of SPIR-V bytecode is probably one of the least documented parts of both OpenGL and Vulkan that I am aware of. I have compiled a very basic fragment shaders into both the OpenGL and Vulkan ...
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0answers
40 views

vkEnumeratePhysicalDevices In Vulkan Causing NSight Crash

I have recently installed the newest version of nSight (5.5 Windows x64) for visual studio and have found It crashes when I come to 'vkEnumeratePhysicalDevices'. The crash happens when I just launch ...
6
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2answers
149 views

Vulkan: how does host coherence work?

I have a memory that is persistently mapped. It is both HOST_VISIBLE and HOST_COHERENT but not DEVICE_LOCAL. (My physical device offers no memory that is exclusively HOST_VISIBLE without also being ...
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0answers
46 views

Vulkan's vkEnumeratePhysicalDevices does not detect Radeon GPU

I am on a ubuntu 16.04 machine with a Radeon HD 8670M card. I had installed the examples provided by LunarG on their github repo and they compiled and executed successfully. To teach myself how to ...
1
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1answer
211 views

Why do vulkan extensions need to be enabled?

This is sort of an API design question. Why do vulkan instance/device extensions need to be specifically enabled, in order for their calls to be available? Wouldn't it make more sense to have ...
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1answer
89 views

Vulkan: Swapchain image count with VK_PRESENT_MODE_FIFO_KHR

I'm working on an engine for Win32 exclusively. Can I safely assume that the flag VK_PRESENT_MODE_FIFO_KHR will always generate 2 and only 2 images for the swapchain?
3
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1answer
94 views

What mechanisms are being used by Directx12 and Vulkan APIs in order to communicate with graphic card drivers internally?

I am trying and learning to develop a low level graphics API. I want to know, how do modern graphics APIs manage to communicate with graphic card drivers (to tackle GPU) so efficiently and in an ...
1
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1answer
332 views

Vulkan best way of updating pipeline viewport

I have discovered that there are two ways to update the viewport (might be more, but not sure). Currently I am rebuilding the Pipeline when I resize my screen but there is a noticeable stutter as it ...
6
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2answers
2k views

Vulkan: Uniform Buffers versus Push Constants for static data

I'm sort of struggling to understand the conceptual difference between uniform buffers and push constants. From what I can gather by reading the spec, the main differences are: Uniform buffers can be ...
6
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0answers
631 views

What prevents older GPUs from supporting Vulkan?

More out of curiosity than for any practical purpose, I'm wondering what is lacking from older GPUs that causes them to be unable to support Vulkan. I know that some argue that some hardware, such as ...
3
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1answer
2k views

understanding glm::perspective vs glm::ortho

I'm new to computer graphics. I played around with OpenGL and now am trying out Vulkan. Basically what I want to do, in 2D is have an 800x800 window, and I want that to represent 800 meters by 800 ...
5
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1answer
577 views

How to change sampler/pipeline states at runtime in Vulkan?

I have problems implementing a Vulkan renderer alongside my OpenGL one. In OpenGL one can change sampler parameters easily at runtime (like anisotropy settings through glTexParameter) or blend/depth ...
5
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1answer
780 views

Why can't I utilize multiple CPU cores with OpenGL like Vulkan?

Can I pass the data to the GPU through multiple cores with OpenGL?
7
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1answer
288 views

Instanced Stereo Rendering vs. Multiple Command Buffers

Source In this webpage from Nvidia, the author(s) seems to imply that you could create a command buffer for each eye on separate threads. However, I don't see the benefit to this over instanced ...
8
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2answers
1k views

What's the main difference of pipeline process between Vulkan and DX12?

DX12 introduces a new feature of pipeline named 'Bundle'. It seems that can optimize the command list, and send it to final pipeline. Vulkan invent some different pipeline: The graphic pipeline and ...
4
votes
1answer
104 views

Colorblending shader recompilation scenarios

Context As I was trying to learn more about Vulkan, I learned that certain fixed-function steps could be implemented with shader code from this video (at around the spot where he talks about the ...
6
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2answers
342 views

How to check which API's are available on a given machine?

I'm building an engine, which has Vulkan for its primary rendering engine. But to have at least some backwards compatibility with devices that don't have drivers for it (mainly mobile) I want to ...
49
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8answers
23k views

Should new graphics programmers be learning Vulkan instead of OpenGL?

From the wiki: "the Vulkan API was initially referred to as the 'next generation OpenGL initiative' by Khrono", and that it is "a grounds-up redesign effort to unify OpenGL and OpenGL ES into one ...
21
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3answers
486 views

Why is thread safety such a huge deal for Graphics APIs?

Both Vulkan and DirectX12 are claimed to be usable in a thread-safe manner. People seem to be excited about that. Why is this considered such a huge feature? The "real" processing gets thrown over ...