Vulkan tagged news

A new post from GPU Open on Vulkan. "An important part of learning the Vulkan® API – just like any other API – is to understand what types of objects are defined in it, what they represent and how they relate to each other. To help with this, we’ve created a diagram that shows all of the Vulkan objects and some of their relationships, especially the order in which you create one from another."

Effective GPU performance analysis is a more complex proposition for developers today than it ever has been, especially given developments in how you drive the GPU in the last few years. Enter the brand new cross-platform performance analysis tool: Radeon GPU Profiler (RGP). We created it to give developers a way to understand concurrent overlapped execution on Radeon GPUs in a way that’s simple and actionable in terms of further optimisation and what you need to do next. Learn more about this GPU Profiler.

Researchers at CMU and NVIDIA have developed an open source shading language and compiler framework named Spire enhanced to support shader components for high-performance rendering.  The Spire compiler can generate either GLSL or SPIR-V output for use with OpenGL and Vulkan based engines.  The work interfaces with a modernmini 3D engine that supports equivalent back-ends for both OpenGL and Vulkan.  The researchers will present this year’s work at SIGGRAPH next week which builds on a paper from last year’s SIGGRAPH.

With help from Khronos member Collabora, employee Alexandros Frantzis created vkmark, which aims to provide an extensible suite of targeted, configurable benchmarking scenes for Vulkan. Most scenes exercise specific Vulkan features or usage patterns (e.g., desktop 2.5D scenarios), although we are also happy to have more complex, visually intriguing scenes. vkmark Vulkan benchmark is available on GitHub.

One of the key differences between OpenGL and Vulkan -and something that needs careful consideration when porting to Vulkan, is the coordinate system. Vulkan requires the right hand NDC space compared to GL that requires the left hand. Learn about the KHR_VK_maintainance1 extension and see how AnKi is flipping the viewport.