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Questions tagged [vulkan]

For questions about the Vulkan graphics/compute API.

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1answer
32 views

How do I swap the buffers when using a Win32 window with Vulkan?

I was recently told here how to manage the integration between Vulkan and Win32. I am writing a windowing library like "GLFW", that is only going to support Vulkan; I have now come to the point where ...
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1answer
32 views

Do I need separate Graphics and Transfer commands?

I was following this tutorial on Vulkan https://vulkan-tutorial.com/Vertex_buffers/Staging_buffer and I decided to do this bit: The buffer copy command requires a queue family that supports ...
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1answer
83 views

Is a single shader and 1x1 pixel white sampler more efficient than frequent switching between shaders with and without samplers?

I have some existing OpenGL code that I am porting to Vulkan. The question is somewhat relevant to both OpenGL and Vulkan. I am rendering some primitives using textures, some single channel, others ...
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2answers
69 views

FPS counter for a simple Vulkan app

What measurement/monitoring tools could I use to get the FPS values for a simple Vulkan app? Thanks in advance
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1answer
54 views

How do I create a Win32 window with a Vulkan context?

I am aware of libraries that already do this (like GLFW), but I would actually prefer do all of the window and context creation by myself.
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1answer
112 views

What are Metal and Vulcan?

I keep coming across the terms 'Metal' and 'Vulcan' on this site. Guessing this to be some CG software, I'm interested to know what these are exactly and what the intended and most common usage is. A ...
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1answer
38 views

What is a “Vulkan Extension”?

When creating a VkInstance, you need to setup the API's extensions that are going to be used by your application (for example you need an extension to interface with the window system on desktop ...
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1answer
121 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
74 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 ...
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1answer
114 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 ...
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1answer
55 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 ...
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1answer
187 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, ...
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1answer
199 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 ...
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1answer
78 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
51 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 ...
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2answers
194 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
55 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 ...
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1answer
267 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
111 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
97 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 ...
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1answer
390 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 ...
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2answers
3k 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 ...
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0answers
688 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 ...
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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 ...
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1answer
662 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 ...
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1answer
870 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?
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1answer
298 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 ...
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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
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1answer
107 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 ...
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2answers
358 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 ...
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8answers
24k 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 ...
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3answers
517 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 ...