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<!DOCTYPE html>
<html>
<head>
<title>Vulkan Tutorial</title>
<meta name="description" content="A tutorial for using the Vulkan graphics and compute API" />
<meta name="author" content="Alexander Overvoorde" />
<meta name="keywords" content="vulkan, tutorial, guide, info, help, glnext, khronos, spir-v" />
<link rel="shortcut icon" type="image/png" href="assets/favicon.png "/>
<link rel="stylesheet" href="assets/main.css" />
</head>
<body>
<header>
<img src="assets/logo.png" alt="Vulkan logo" />
</header>
<article>
<aside>
This website is a work in progress and will be updated
continuously as more info is released.
</aside>
<h1>Overview</h1>
Vulkan is a new open standard API by Khronos that offers low-level
control of GPUs for graphics and general purpose computation. It has
been designed from the ground up around the capabilities of modern
hardware.
<ul class="features">
<li>
<h2>Direct GPU control with minimal driver overhead</h2>
<p>
For example, data is written directly to GPU memory
instead of using calls equivalent to glUniform.
Applications can implement their own memory allocation
strategies. (<a href="http://blog.imgtec.com/powervr/trying-out-the-new-vulkan-graphics-api-on-powervr-gpus">Source</a>)
</p>
<p>
Another feature is the <em>render pass</em>, which
offers control over loading of render targets at the
start and end of renders, which is very useful for
tiling architectures.
</p>
</li>
<li>
<h2>Multi-threading friendly architecture</h2>
<p>
Multiple threads can create and populate command buffers
at the same time, which can then be submitted to the GPU
by a separate thread.
</p>
</li>
<li>
<h2>Unified API for desktop, mobile and embedded platforms</h2>
<p>
There is no equivalent of OpenGL ES, Vulkan offers the
same API on all platforms.
</p>
</li>
<li>
<h2>Intermediate bytecode for shaders</h2>
<p>
The driver accepts shaders in the <a href="https://www.khronos.org/registry/spir-v/specs/1.0/SPIRV.pdf">SPIR-V</a> bytecode
format. Khronos will supply a separate compiler for GLSL
that targets this intermediate format. Third-party
developers will be able to write their own compilers for
other languages.
</p>
</li>
</ul>
All of these features lead to simpler drivers, more predictable
performance, more control and less differences between vendor
implementations. (<a href="https://www.khronos.org/vulkan">Source</a>)
<h1>API</h1>
<p>
The official specification isn't going to be released until
later this year, but some details can be gathered from various
sources.
</p>
<p>
The author of this website has figured out how to implement
Hello Triangle using Mantle, which Vulkan is based on. You can
find more information about it <a href="https://medium.com/@Overv/implementing-hello-triangle-in-mantle-4302450fbcd2">here</a>.
</p>
The blog post linked above offers some insight. API calls have the
<code>vk</code> prefix and functions take the state that they will
change as their first parameter.
<pre>
vkCmdBindDescriptorSet(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, textureDescriptorSet[0], 0);
vkQueueSubmit(graphicsQueue, 1, &cmdBuffer, 0, 0, fence);
vkMapMemory(staticUniformBufferMemory, 0, (void **)&data);
// ...
vkUnmapMemory(staticUniformBufferMemory);
</pre>
<p>
All hardware that supports OpenGL 4.1 / OpenGL ES 3.1 or
later can also support Vulkan. (<a href="https://www.khronos.org/message_boards/showthread.php/9717-Will-Vulkan-effectively-quot-replace-quot-OpenGL-or-not?p=31390&viewfull=1#post31390">Source</a>)
</p>
<p>
A talk by Khronos on March 5 has offered some more insight into
the API. The Vulkan API still uses no special types, instead
settling for <code>stdint.h</code> types. The closest thing to
the concept of a context is now a command buffer.
Synchronization is done using events and allows for fences
and resource barriers. The full presentation can be watched
below.
</p>
<p>
<iframe width="700" height="394" src="https://www.youtube.com/embed/qKbtrVEhaw8" frameborder="0" allowfullscreen></iframe>
</p>
<p>
<a href="https://www.khronos.org/assets/uploads/developers/library/2015-gdc/Khronos-Vulkan-GDC_Mar15.pdf">The slides</a> are also available.
</p>
<p>
There was also a presentation by Valve earlier that day offering <a href="https://www.khronos.org/assets/uploads/developers/library/2015-gdc/Valve-Vulkan-Session-GDC_Mar15.pdf">an overview</a>.
</p>
<p>
AMD released the <a href="http://www.amd.com/Documents/Mantle-Programming-Guide-and-API-Reference.pdf">programming guide and API reference for Mantle</a>
around March 18, which has heavily influenced the design of
Vulkan.
</p>
<p>
On August 2015, Khronos released new slides about Vulkan; the main announcements are: Google will support Vulkan on the next version of Android,
Vulkan will support "feature sets" to group together features under a single name, and Vulkan Conformance Tests will be developed together with
Google and the Android Open Source Project (AOSP) and they will be open source.
<br>More details <a href="http://www.anandtech.com/show/9509/vulkan-status-update-will-use-feature-sets-android-support-incoming">here</a>
and <a href="http://www.phoronix.com/scan.php?page=article&item=sig-gles32-glu&num=4">here</a>.
</p>
<p>
Piers Daniell of NVIDIA gave a presentation titled "Vulkan on NVIDIA GPUs" at SIGGRAPH 2015. He presented an overview of the Vulkan API
and showed some Vulkan demos running on NVIDIA desktop and mobile hardware. He also announced that the NVIDIA Vulkan driver will work on
Windows versions from XP through 10, Linux+SteamOS and Android; the NVIDIA architectures that will support Vulkan will be Fermi (GeForce 400 and 500),
Kepler (GeForce 600 and 700, Tegra K1) and Maxwell (GeForce 900, TITAN X, Tegra X1).
</p>
<p>
<iframe width="700" height="394" src="https://www.youtube.com/embed/8xBuAdnIrJQ" frameborder="0" allowfullscreen></iframe>
</p>
<h1>Slides and Presentations</h1>
<h2>Khronos Press Briefing SIGGRAPH 2015</h2>
<p>
During SIGGRAPH 2015, Khronos showed a press briefing getting into details on supported operating systems, validation layers (for debugging), the
Vulkan ecosystem and window system integration. The slides also talk about SPIR-V.<br>
<br>
<a href="https://www.khronos.org/assets/uploads/developers/library/2015-siggraph/Khronos-Press-Briefing-SIGGRAPH_Aug15.pdf">Khronos Press Briefing SIGGRAPH 2015</a><br>
</p>
<h2>An Overview of Next-Generation Graphics APis</h2>
<p>
Event hosted during SIGGRAPH 2015 showing off next generation graphics APIs, including details on the Vulkan API. <br><br>
<a href="http://nextgenapis.realtimerendering.com/">Source</a><br>
</p>
<h3>A Whirlwind Tour of Vulkan</h3>
<p>
Graham Sellers (AMD) gets into the details of Vulkan. Lots of API information in here.<br><br>
<a href="http://nextgenapis.realtimerendering.com/presentations/2_Sellers_Vulkan.pptx">Source (PowerPoint)</a>
</p>
<h3>Porting Source 2 to Vulkan</h3>
<p>
Dan Ginsburg (Valve) on porting the Source 2 engine to Vulkan.<br><br>
<a href="http://nextgenapis.realtimerendering.com/presentations/6_Ginsberg_Source2.pptx">Source (PowerPoint)</a>
</p>
<h3>Next-Generation Graphics APIs: Similarities and Differences</h3>
<p>
Tim Foley (NVIDIA Research) on the differences and similarities between next generation APIs.<br><br>
<a href="http://nextgenapis.realtimerendering.com/presentations/1_Foley_Overview.pptx">Source (PowerPoint)</a>
</p>
<h1>SPIR-V</h1>
<p>
Khronos has published a whitepaper that provides an
<a href="https://www.khronos.org/registry/spir-v/papers/WhitePaper.pdf">introduction to the SPIR-V intermediate language</a>.
</p>
<p>
The <a href="https://www.khronos.org/registry/spir-v/specs/1.0/SPIRV.pdf">provisional specification</a> is also available.
</p>
<h1>Drivers</h1>
<p>
Valve has been working on open source Linux drivers for Intel GPUs (<a href="http://www.phoronix.com/scan.php?page=news_item&px=Valve-Intel-Vulkan-Driver">Source</a>).
</p>
<h1>Tools</h1>
Valve, LunarG, Codeplay and other parties are already developing
tools. Displayed below is an introduction video of a Vulkan
debugger being developed by Valve and LunarG.
<p>
<iframe width="700" height="394" src="https://www.youtube.com/embed/LyyKj2LJ0E0" frameborder="0" allowfullscreen></iframe>
</p>
<p>
<iframe width="700" height="394" src="https://www.youtube.com/embed/miZmas6sGqM" frameborder="0" allowfullscreen></iframe>
</p>
<p>
Khronos has announced that these utilities will be available at
the same time as the first drivers. (<a href="https://www.khronos.org/assets/uploads/developers/library/overview/2015_vulkan_v1_Overview.pdf">Source</a>)
</p>
<p>
LunarG also states that these tools and the first drivers will
be available to developers in 2015. (<a href="http://lunarg.com/vulkan/">Source</a>)
</p>
<h1>Demos</h1>
<a href="http://imgtec.com/">Imagination Technologies</a> has
developed a proof-of-concept driver for Vulkan for their PowerVR
GPUs. They have ported an OpenGL ES 3.0 demo to Vulkan.
<p>
<iframe width="700" height="394" src="https://www.youtube.com/embed/KdnRI0nquKc" frameborder="0" allowfullscreen></iframe>
</p>
Valve has developed a Vulkan driver for Linux that targets Intel
GPUs. (<a href="http://www.phoronix.com/scan.php?page=news_item&px=Valve-Intel-Vulkan-Driver">Source</a>) They've shown Dota 2 running with this driver.
<p>
<iframe width="700" height="394" src="https://www.youtube.com/embed/0Hth4u65zfc" frameborder="0" allowfullscreen></iframe>
</p>
On August 10, 2015 <a href="http://imgtec.com/">Imagination Technologies</a> released a new demo comparing Vulkan and OpenGL ES.
On their <a href="http://blog.imgtec.com/powervr/gnomes-per-second-in-vulkan-and-opengl-es">blog</a>
they provided a rough technical explanation about the performance advantages in using Vulkan.
<p>
<iframe width="700" height="394" src="https://www.youtube.com/embed/P_I8an8jXuM" frameborder="0" allowfullscreen></iframe>
</p>
</article>
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