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Vulkan

@vulkan@fosstodon.org
mastodon 4.7.3
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API for High-efficiency Graphics and Compute on GPUs

976 Followers
295 Following
15 Posts
Joined January 06, 2023
Vulkan.org:
https://vulkan.org/
Open post
Vulkan @vulkan@fosstodon.org
· 7mo ago

The Vulkan Working Group has published, Building a Simple Game Engine, a new in-depth tutorial for developers ready to move beyond the basics and into professional-grade engine development.

Learn more: https://www.khronos.org/blog/new-vulkan-game-engine-tutorial-build-your-own-production-ready-rendering-engine?utm_medium=social&utm_source=fosstodon&utm_campaign=game_engine&=
#vulkan #tutorial #programming #gpu #gameengine

khronos.org
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Open post
Vulkan @vulkan@fosstodon.org
· 6mo ago

New blog: how FFmpeg uses Vulkan Compute shaders to accelerate professional codec workflows — FFv1, ProRes, ProRes RAW, APV and more — on any Vulkan-capable GPU, with no fixed-function hardware required.

Fully GPU-resident, no CPU hand-offs, and portable across the broad Vulkan device ecosystem.

Learn more: https://www.khronos.org/blog/video-encoding-and-decoding-with-vulkan-compute-shaders-in-ffmpeg?utm_medium=social&utm_source=mastodon&utm_campaign=FFmpeg_Video&utm_content=blog
#Vulkan #FFmpeg #VideoEngineering #GPUCompute #OpenStandards #ProRes #FFv1 #ProResRAW #APV #VC2 #JPEG

khronos.org
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Open post
Vulkan @vulkan@fosstodon.org
· 2mo ago

Stop guessing at barriers. Start reasoning about dependencies.

Vulkan's hardest topic, rebuilt around the modern standard. This series replaces legacy 1.0 barrier soup with vk::DependencyInfo and timeline semaphores, then uses that foundation to architect an engine-grade frame loop.

https://docs.vulkan.org/tutorial/latest/Synchronization/introduction.html #vulkan #gpu #cpu #synchronization

docs.vulkan.org
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Open post
Vulkan @vulkan@fosstodon.org
· 4mo ago

Optimizing Vulkan for tile-based GPUs? The Vulkan Guide's TBR best practices page is a great resource.

The core idea: keep data on-chip.

Quick wins:
- Set loadOp/storeOp correctly on render pass attachments
- Mark depth/stencil as DONT_CARE if you don't need them after the pass
- Use compact pixel formats to fit more data per tile
- Separate vertex positions from other attributes to speed up the binning pass

Full guide: https://docs.vulkan.org/guide/latest/tile_based_rendering_best_practices.html
#Vulkan #GPU #Programming #GameDev

docs.vulkan.org
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Open post
Vulkan @vulkan@fosstodon.org
· 7mo ago

Happy birthday Vulkan!

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Open post
Vulkan @vulkan@fosstodon.org
· 8mo ago

Today the Vulkan Working Group has released two important updates to the API and ecosystem: an entirely new Descriptor system and the Vulkan Roadmap 2026 Milestone. Initial support for these features is expected in the next Vulkan SDK release planned for Q1 2026.

These new features and more will be discussed at the forthcoming Vulkanised 2026 conference, taking place in San Diego on February 9-11.

https://khr.io/1mj
#vulkan #api #programming #roadmap #gpu

khr.io
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Open post
Vulkan @vulkan@fosstodon.org
· 8mo ago

Vulkan has completely revamped the Vulkan subsystem with the release of the VK_EXT_descriptor_heap extension. In this blog, Vulkan Strategy Officer, Tobias Hector, explains how the new extension fundamentally changes how Vulkan applications interact with descriptors. The working group is looking for feedback before making it part of the core specification.

Learn more: https://khr.io/1n6
#vulkan #subsystem #programming #developer #gpu

khr.io
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Open post
Vulkan @vulkan@fosstodon.org
· 10mo ago

Newly released VK_EXT_present_timing extension combines two fundamental features:

-The ability to receive timing feedback about previous presentation requests
-The ability to explicitly specify a target presentation time for each request

Learn more: https://khr.io/1m8
#vulkan

khr.io
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Open post
Vulkan @vulkan@fosstodon.org
· 6mo ago

LunarG's white paper, Configuring Vulkan Layers, has been updated for Vulkan SDK 1.4.335 and newer. This comprehensive guide serves as the go-to reference for configuring Vulkan layers. The new update brings greater consistency, easier discovery of layer features, and smoother workflows for developers working with validation, profiles, extensions, and utility layers in the Vulkan ecosystem.

https://www.lunarg.com/updated-configuring-vulkan-layers-white-paper/
#vulkan #programming #GPU @lunarginc@bird.makeup

lunarg.com
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Open post
Vulkan @vulkan@fosstodon.org
· 6mo ago

A new tutorial from Etay Meiri is out: https://www.youtube.com/watch?v=HmA0ytPjbK0

In this video he demonstrates how to use Specialization Constants in Vulkan.

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Open post
Vulkan @vulkan@fosstodon.org
· 8mo ago

Register now for Vulkanised 2026, the largest event dedicated to developers using the Vulkan API, and bring your questions to be answered by our world-leading panel of experts!

Explore the agenda and register today: https://vulkan.org/events/vulkanised-2026
#vulkan #api #Vulkanised2026 #graphics #developer #programming

vulkan.org
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Open post
Vulkan @vulkan@fosstodon.org
· 10mo ago

The Khronos Group has announced that Shader Execution Reordering in #Vulkan has advanced from a vendor-specific extension to a multi-vendor Vulkan extension, reducing issues with divergence in ray tracing workloads.

Learn more: https://www.khronos.org/blog/boosting-ray-tracing-performance-with-shader-execution-reordering-introducing-vk-ext-ray-tracing-invocation-reorder
#ray #tracing #shader

fosstodon.org
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Open post
Vulkan @vulkan@fosstodon.org
· 9mo ago

Khronos Group Welcomes Lisuan Technology as Contributor Member

Lisuan Technology is a company dedicated to the research and development of graphics rendering GPUs. Founded by leading figures in the GPU industry, it possesses capabilities in large-scale chip R&D, top-level architecture design, software stack design, and mass production. They are interested in #OpenCL, #OpenGL, #OpenGLES, #Vulkan, #WebGL, #SPIR, and #OpenXR.
https://www.lisuantech.com/

fosstodon.org
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Open post
Vulkan @vulkan@fosstodon.org
· 6mo ago

Arm has done some major upgrades to Frame Advisor, a free suite of profiling and performance analysis tools for Arm CPUs and GPUs. The new updates significantly improves capture reliability, correctness, and long-term scalability for complex Vulkan workloads.

https://developer.arm.com/community/arm-community-blogs/b/mobile-graphics-and-gaming-blog/posts/frame-advisor-a-major-upgrade-to-vulkan-capture

developer.arm.com
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Open post
Vulkan @vulkan@fosstodon.org
· 9mo ago

Early Bird pricing for Vulkanised 2026 ends on January 18. Register now to attend the largest event dedicated to developers using the Vulkan API. Learn from leading Vulkan experts and gain real-world insights into the latest Vulkan developments, extensions, applications, techniques, technologies, and tools.
https://vulkan.org/events/vulkanised-2026
#Vulkanised2026 #Vulkan #API #graphics #GPU

vulkan.org
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